we have just released a further update that has a short but very important changelog. Please restart your Steam client in order to detect the new download and enjoy! #beACC
the v1.0.3 update is live on Steam! It introduces several updates, including a brand new controller settings page, updates in Multiplayer and Ratings, gameplay, VR (mouse scroll function, HUD rendering tweaked), replay management and audio encoding. We suggest to set Temporal Anti Aliasing method for VR.
Restart your Steam client in order to detect the update and head over Assetto Corsa official forum for specific support requests!
____________ v1.0.3 Changelog:
GENERAL: - Audio optimizations to lower the memory footprint. - Fixes to overall game stability and added logging.
GAMEPLAY: - Fixed a rare bug that failed to turn on the ignition in AI cars. - Fixed driver swap missing in Race 2 of career race weekends. - Fixed autosave not storing tyre set wear data. - Fixed random weather not randomizing ambient temperature. - Fixed potential issue not auto saving replays
GRAPHICS: - Fixed disabled driver foot animations in the Mercedes-AMG GT3.
UI/HUD: - Revamped controller options menu, allowing keyboard, direct-input and X-input customization. NOTE: old controller presets will continue to work. - Fixed widget position when the car crosses the finish line. - Camera movement and look-with-wheel sliders activate/deactivate in relevant camera modes. - Fixed a bug on the weather page that allowed rain level without cloud level when after entering the page. - Fixed confusing behaviour of random track button on the weather UI. - Fixed weather summary incorrectly reporting dynamic weather disabled with random weather on. - Fixed podium sequence not responding to mapped pause key. - Fixed championship AI aggression being incorrectly limited to 80-100%. - Default championship settings updated. - Resume button added inside the main Championship and Career pages. - Revised layout organization of race-end messages. - Fixed wind speed not being absolute value.
VR: - Mouse in VR: added wheel and scroll bar support. - Fix to the HUD stereo layer clipping with the car geometry.
RATING & MULTIPLAYER: - Solved "No CP server in your region" display for users that should actually see them. - Server pings are now displayed accurately in the UI. - The "too slow for Eau Rouge" fix introduced in 1.0.1 is now more accurate. - Fixed a an issue where cars can load without setup (=no ABS/TC) applied / HUD invisible. - Entrylists can now use "isAdmin" as intended. - Entrylists can now use "overrideDriverInfo" as intended. - Added ServerAdminHandbook v1 to the server folder.
this update introduces some quite interesting improvements like MOUSE SUPPORT IN VR, fix for the majority of severe crashes and some more. The mid-session Save functionality has been de-activated while we are working hard to bring it back in for the next hotfix. We are working on a second hotfix, also planned for this week, that will aim to introduce a brand new Controls Options page, together with a Load Saved Game page that will allow to Save and Load multiple sessions.
Have fun and #beACC
____________ v1.0.2 Changelog
GENERAL: - The .exe now starts in "-nohmd" mode if "-vr" is not specified. This now allows direct shortcuts with "-vr" command and reduces the number of required launch modes in Steam. - Fixed a crash when pausing the game from the helicam.
GAMEPLAY: - Added savegame system in Career and Championship modes. - Savegame feature is not available in Hotlap and Hotstint mode - Improved general .json encoding system. - Added structure to manage multiple savegames (Single Player). NOTE: not yet enabled in the public build. - Added auto-saving after complete sessions in Career and Championship. - Fixed driver stint status in savegame. - Fixed incorrectly forced 10-minute driver stint length in championship and career. - Fixed inaccurate session results in some savegames. - Fixed Fanatec LEDs building in reverse order (due to a change in the Fanatec SDK). - Updated controller presets. - Fixes to MP replays (e.g. flickering spawned cars when the replay was shorter than the session). - Fixes to game stability. - Tweaks to accident/yellow-flag highlights. - Fixed a bug of 'ghost cars' appearing in some cases in multiplayer highlights. - Added option to customize weather for championship rounds. NOTE: selecting "Custom" weather allows the player to customize the weather for every championship round before each event. - Fixed end-race cameras and car positions (e.g. back from replay after end-race highlights). - Fixed HUD disappearing after trying to play an invalid replay. - Revised AI skill levels in Career in various difficulty settings. - More straightforward session-end: Added status message at the end of sessions informing the player to wait for all opponents to cross the finish line before proceeding to the next session. - Fixed ignition turning off when killing the engine during pit stops.
UI: - Added mouse input in VR. - Fixed an issue with navigating the MFD in VR. - Fixed tyre sets section being incorrectly active when wet compound was selected in the tyre and strategy windows in the Setup screen. - Fixed incorrect title in the Championship car selection menu.
AUDIO: - Audio communications optimization.
GRAPHICS: - Added another AA method. Temporal is now more effective against jaggies, while KTAA is more effective against ghosting. - Revised steering animations on various cars to delay hands switching over too early. - Fixed rim speed different from tyre speed. - Fixed slow motion rim/tyre speed in replays.
MULTIPLAYER & RATINGS: - Reduced the join lag when a new car model joins a session. - Drivers cannot join ongoing race sessions anymore (server settings option "isRaceLocked"). - Fixed race track status not being properly reset after the race session. - Changed the way backend systems store data, so data is still correctly saved even under high loads. - Racecraft Rating calculations are temporarily suspended. - Rating widget now will correctly detect reconnections. While disconnected, it will simply dissapear. - Backend systems performance improvements. - Advanced MP options: Fixed the slider weights for night and rain. - Advanced MP options: Increased the significance of "clean": Users with higher SA won't see unrestricted servers anymore, unless "clean" is reduced below 50%. - Advanced MP options: Increased the significance of "latency": Users with higher SA won't see unrestricted servers anymore, unless "clean" is reduced below 50%. - Advanced MP options: Increased the significance of track weights, especially low values will massively rank down corresponding servers. - Matching now (almost) ignores servers in race sessions, instead of ranking them down. - Fixed CP servers not showing up for a number of user IP addresses.
PHYSICS & FFB: - Force Feedback Post-Processing is now available like in the original Assetto Corsa. Copy your "ff_post_process.ini" and associated LUTs to "Documents/Assetto Corsa Competizione/Config".
the new v1.0.1 update for Assetto Corsa Competizione is live now! Please restart your Steam client and download it!
v1.0.1 Changelog
GENERAL: - Tweaked pit location message for accuracy. - Fixed wrong dynamic weather appearance during replays. - Enabled reverse button for the replay HUD. - Fixed a crash with a specific TV camera at Silverstone. - Fixed controller issues in Q2 and R2 sessions of Career events. - Fixed crash on Championship grid generation when circuit had too few pit boxes. - Fixed points not loading right away in Main Career page. - BAT shortcuts added for Oculus and SteamVR launch modes for external game start. - Fixed wrong physical pit entry zone at Silverstone that lead to confusing penalties.
MULTIPLAYER: - Fixed crash when drivers join under certain circumstances. - Fixed spectator mode slot assignment. - Fixed Silverstone short formation lap not triggering correctly.
RATINGS: - Fixed "too slow" (TR+CC) for tricky corners like Eau Rouge.
GRAPHICS: - Fixed endurance light emissive on the Lexus RC F GT3. - Fixed missing auxiliary lights on the Honda NSX GT3. - Fixed flipped mirror reflection in the Mclaren 650S GT3 - Fixed car position offsets in the showroom.
UI: - Fixed preset for Fanatec Podium DD wheels. - Fixed various presets with wrong steer rotation values. - Fixed incorrect maximum opponent count in championship. - Removed incorrect texts mentioning early access from the user interface. - Fixed navigation in Setup page. - Fixed navigation in Main menu page.
AI - Increased AI minimum distance during formation laps.
AUDIO: - Fixed wrong audio message when the current penalty is worsen. - Added cut warning and drive through penalty audio messages. - Fixed bass frequencies/LFE not redirected/working properly for some cars. - Fixed gearbox compressor sound plays on some cars that don't have it. - Minor audio tweaks.
The wait is finally over! After many months in Early Access, Assetto Corsa Competizione, the Official Blancpain GT Series game, launches today on Steam:
Featuring 51 teams, 280 selectable drivers and 14 manufacturers, Assetto Corsa Competizione allows sim racers to experience the real atmosphere of the FIA GT3 homologated championship.
Developed using Unreal Engine 4 to ensure a visual treat, Assetto Corsa Competizione sets a new standard in driving realism and immersion, including the introduction of variable weather conditions and night races to influence challenge and racing strategies.
Virtual drivers will experience a simulation of the Blancpain GT Series by taking the wheel of one of the game’s featured luxury motorcars including Ferrari, Lamborghini and Aston Martin, or choose from a number of other prestigious GT racing cars, all replicated with an outstanding level of detail.
“Never take anything for granted, even if you have the Assetto Corsa experience behind you! Assetto Corsa Competizione has been completely rebuilt from scratch, not only to best harness and adapt to the Unreal Engine 4 capabilities, but also to define a new standard in terms of realism and car handling. The opportunity of working with SRO GT Series has allowed us to furtherly extend our know-how and our specialization in responding to players’ needs, as well as those of real drivers. Reaching the finish line was not easy, but it certainly was exciting and satisfying, also thanks to the support of our incredible community, which once again understood and grasped the spirit and value of the Early Access program at its best. But our challenge is yet to be finished: even after the release of version 1.0, we will continue to work on expanding and improving Assetto Corsa Competizione to the best of our abilities” – Marco Massarutto, Co-founder and Brand & Product Manager of Kunos Simulazioni.
Got any questions? Hopefully our FAQ guide has got you covered!
General: - Added Porsche 911 (991) GT3 R. - Added Porsche 911 (991II) GT3 Cup. - Added Mercedes-AMG GT3. - Added Audi R8 LMS. - Added Lamborghini Huracán Super Trofeo (2015 Model Year). - Added McLaren 650S GT3. - Added Bentley Continental GT3 (2018 Model Year). - Added Aston Martin Racing V12 Vantage GT3. - Added Reiter Engineering R-EX GT3. - Added Lexus RC F GT3. - Added Honda/Acura NSX GT3. - Added Circuit de Catalunya (Barcelona). - Added Silverstone Circuit. - Added Circuit de Spa-Francorchamps. - Added Brands Hatch Circuit. - Added all drivers, teams and unique car liveries from the 2018 European Blancpain GT Series. - Switched to UE 4.22. - CPU optimizations that should bring significant improvement on all tracks.
Physics: - New ABS logic update for all cars. ABS level can greatly influence your braking distances depending on weather and track conditions. - Physics-based flatspotting re-enabled and greatly improved. You can badly flatspot your tyres with 2 or 3 high speed spins. The tyres will tend to lock up on the same flatspot, high vibrations to the suspension (and Force Feedback) when the flatspotted tyre is put under load (braking, cornering). - Fuel load simulation/testing. You can find this new slider under Aero/Rear box. This only works in practice sessions. It is disabled in qualification, hotlaps/hotstint and race sessions. Once you have created your setup, you can move this slider and load the car with the fuel you want (less or more), and the ride height will change accordingly. The resulting ride height might be higher or lower than the actual setup. When you modify the ride height, the option will be disabled again. - ECU and throttle map improvements for all cars - Tyre sets implemented. There is a limited number of slick tyre sets available for race weekends (which can also be set to unlimited.) When enabled, make sure you keep an eye on tyre sets and their wear in the Setup/Strategy page. ACC assigns the following number of tyre sets for each different race type: Sprint race weekend: 5 sets Endurance 3 hours race weekend: 6 sets Endurance 6 hours race weekend: 9 sets Endurance 24 hours race weekend: no limit. There is also no limit for wet tyre sets. The feature only works in offline gameplay for now. Online game modes feature unlimited tyre sets. Individual sets still get wear, so make sure a new tyre set is selected in every session (there is an automatic progression even if the player doesn't change the set manually). - Kerb grip updates. Kerbs are now VERY slippery when wet. - Rubbered wet line update. Rubbered wet line can be VERY slippery until cleaned by heavy rain. - Improved tyre model bumps and kerbs impact. - Improved rolling resistance influence. - Improved wet grip simulation and wet rolling resistance influence. - Improved tyre wear. Fresh tyres give maximum performance for 3-4 laps depending on track, then lose performance fast and stabilize after 6-7 laps. Afterwards they will lose performance gradually but laptimes might remain stable or very little loss, because of losing fuel weight. - Added wind simulation in variable conditions. Wind will be higher just before and during a weather change (from sunny to wet and vica versa). It will settle to lower values when the weather is stable. Wind values have been taken from the real circuits on the actual race date and are used as a probability base for the in-game wind simulation. - Updates on all car Balance of Performance for all circuits. - Fixed an issue that resulted in FFB values passed during the fadeout after pressing Quit in the pause menu - probably also resulted in gamepad vibration remaining in the UI after quitting.
Audio: - Optimized channels usage. - Improved opponents positional audio and distance scale. - Overall volume balance. - Reworked audio listening-priority. - Reworked tyre damage / crew chief warning logic. - Better audio stopping on quit game. - Better logic for lastlap / hotstint / hotlap crew chief messages. - Fixed a rare bug that fills up both real and virtual channels. - Fixed crew chief audio that kept playing after car teleport. - Fixed 'flickering doppler effect' for the F7 camera, F3 cameras, chase cam and helicam. - Fixed missing pit alarms on various tracks. - Fixed ambient sounds flickering in F3 cameras - Fixed ambient sounds not playing in some cases. - Fixed opponents not audible when the focused car is in the pits
Graphics: - Reworked Temporal AA engine algorithms in order to mitigate the ghosting effect - Added Projection Correction option to the View Settings - Removed vignette effect from TV Cameras. - Adjusted sky. - Adjusted rain particles. - Fix to aux lights not being linked to moving car parts. - There is a new type of fake body and tyre shadows on all cars that produce less clipping. - Opponent visibility now doesn't affect TV cameras. - Helicam added. - New video options: now contains presets and also additional image-related settings, such as white balance, exposure gain, light absorption and contrast. - Video options revised for more consistent image with various levels of settings. - New TV2 camera sets. - Fixed LED strip not invisible in DashPro camera. - Opponent visibility now has a threshold to reduce car flickering. - Onboard camera shake - New Driver name label styling
Gameplay: - Added Championship game mode. You can play the official 2018 season (Sprint, Endurance or Full Season) or set up a Custom Championship, where you can customize each round. - Added Career game mode Includes two seasons, including introductory test sessions and an introduction to Sprint and Endurance racing in a car of your choice. - Added Save Game functon - initial implementation allows one game session to be saved and loaded. Save feature is limited to Single Player race weekend modes. Multiple save option and save during career/championship sessions to be added later. Championship and Career progress is saved in between events. - Added reset of collidible and destructible objects on session restarts and progression. - Added saving/loading replay. - Added auto save replay (you can enable it in general settings). - Added reverse mode for replay. - Fix for mandatory pit when driverstint is used. - Fixed wrong first digital display shown on replay start. - Added the possibility to change the digital display page for every car (not only player car), including replay cars. - Fixed possible broadcast replay crash due to wrong timing. - Improved AI formation logic to follow the player car if it is the polesitter. - AI to follow the player car during formation if he starts moving before the 10-second waiting time. This way the player is no longer able to create a gap by starting early from pole. - Quick Race and Custom Race Weekend car selection and opponent logic completely revised: should be way more user friendly now, and more importantly, there are no entry duplicates in these modes anymore. Essentially the player now can select every single entry and there is only one version of each, same for the opponents, also ingame the player gets the appropriate body kit, so the field will be mixed. - Added autosave for highlights - Gameplay and AI logic additions: The AI will now go back to change tyres if the weather changes (with a randomized required-rain level in order to not have them all going to the pit together), and when fuel is low. The same system pops up a message to the player about tyre choice. - Driver stint logic is added. - Sprint race no longer has the driver swap option because it's mandatory, it is a forced swap if the player pits in the pit window for the first time. Endurance race instead always has the swap option open. - Track status on the top of the screen is now connected to the race director. - AI is now faster when re-entering the pits. - Fixed a bug that allowed the Pit Window time to be the same as the Race Length in short custom race weekends. - Fireworks only start when leader crosses the finish line. - Added fixed-time refuelling rule for Endurance weekend (non-endurance races will have refuel time depending on fuel amount, in endurance mode -> fixed time). - Podium sequence added after race sessions if player finishes in top 3. - AI now slows down in the cooldown lap. - Single player green light now starts earlier and not so close on the S/F line. - Single player double formation tweaks on some tracks (closer to the last curves). - Penalty system: 1) There is a huge difference between cut estimates of a) first lap without having had the corner in a clean way yet b) lap after having a clean reference for this corner 2) Zolder + Paul Ricard now should invalidate the next lap in Hotlap, Superpole, Qualifying if the last corner was cut in order to make the next lap faster. 3) Pit entry/exits won't trigger false positive penalties. - AI levels tweaked in wet conditions: there is a lot more random factor in their driving. They also "see" puddles now. - End-of-race sequence reworked: now possible to either drive a full cooldown lap (with the AI) or press ESC after crossing the finish line. Pressing ESC before the opponents would finish the race lands the player in a screen that shows live leaderboard and unfinished opponents. Once all opponents finish the session, the player is taken to the official summary results page. - Added improved automatic retire function for cars stopped on the track, both AI and player. Time tolerance depends on position and whether or not the car is facing the wrong way. - Reworked pitlane spline logic for AI pit entry - Collisions between cars are off during all the pitentry / pitexit procedure. - Fixed a bug in dynamic weather progression that could cause extreme conditions from one session to another. - Fixed slow motion during replay. - Added onboard camera for the camera cycle buttons of the replay HUD. - Next/previous car camera in replay HUD now try to show the next/previous car in the track and not randomly chosen. - Various replay hud fixes (start/stop on end) - Fixed replay lap marker for replays that are shorter than the session. - Fixed 'jumpy' car during replay due to low opponent visibility during recording. The autosave saves the replay and the highlights as well. Note: if you save manually the replay and then exit, the autosave is skipped (10 seconds of cooldown). - Full green course for starting race.
UI/HUD: - National cars are now selectable in Quick Race. - Reworked MP starting leaderboard: now is based on grid until first split (and as a consequence re-enabled the RT leaderboard during formation lap). - Flags widget added on HUD. - Weather forecast widget added in Setup, race HUD and pitstop strategy MFD page. - Leaderboards updated with car badge icon and class indicator for the racing number. - Updated leaderboards and standings widget layouts. - Pit strategy and Tyre set selection added to MFD Pit page. - End-of-race splash screen now displays race results. It also shows results in all game modes and sessions. - SP session intro sequence revised, it brings the player straight to the welcome screen. - Pit Window Open message moved up to the session status. - Added option to skip the intro camera sequence in SP game modes in the General Options. - Driver Stint time is displayed on the HUD. - MFD automatically switches to pit page in the pit zone. - Pre-race UI collapse button collapses the leaderboard. - Standing water is now clamped to track wetness in the Weather settings. - Added random weather and random track options to Custom Weather preset. - MFD realtime now shows last lap briefly for the player too - Active camera set is displayed in broadcast and TV cameras - standing leaderboard now has the correct grid order until first split - Added Overtime and Session Start countdown widget for SP and MP - Intro sequence is now disabled automatically in VR mode - Combined Qualy laptimes are now displayed in the leaderboards in Endurance weekends. - Active tyre set displayed on the tyres widget. - View settings: cockpit camera movement is now a percentage slider. - Added "look with wheel" option to View Settings. - Added replay options in General Options. - Wind is displayed in weather forecast widget. - Setup screen now shows tyre set wear, including flatspots, graining and blistering. - Realtime leaderboard and official leaderboard now show the correct grid position until first split. - Realtime leaderboard now show the correct official finish position after the finish line. - Filtered position for relatime position and various improvements.
Ratings: - Enabled the last and highest "Competition Rating" (CP). See https://www.assettocorsa.net/forum/index.php?threads/multiplayer-rating-1-0.57088/ - TO Rating now has a working trend indicator and graph. - CP Rating has a graph and session details. - Fixed CC and CN Ratings being very volatile, should now move within reasonable limits of +- 1 or 2 points. - Fixed Driver Category resetting to Bronze frequently. - Unlocking PC will automatically unlock SA. - Unlocking RC will automatically unlock CP.
Multiplayer: - The server list now contains a "LAN Servers" button which will show servers on the local network. - Added spectator mode. - Added server configurable entry lists. - Added Multiplayer driver swaps. - Added wind to dynamic weather component. - Added new Quickjoin multiplayer menu. - Added special "Competition servers" as new Multiplayer game mode. - Server slots now depend on the rating requirements (public servers only). - The big changes are mentioned here: https://www.assettocorsa.net/forum/index.php?threads/multiplayer-rating-1-0.57088/ - Improved netcode and server performance. - Improved Multiplayer error messages. - Timetable HUD (TAB or F2) should use the final results instead of the leaderboard, when available. - Fixed a bug that teleported players who joined during the Formation countdown phase. - Fixed a bug that could crash the server when a car teleported into a specific pit - notably on the Hungaroring. - Netcars now should have the correct tyre positions in every situation. - Fixed a bug that prevented the 0.7.2 refueling fix to work as expected. - Fixed a (rare) crash related to the chat application. - Fixed a situation that can lead to double-assignment of grid positions. - Added "dumpLeaderboard" option, which will save session results as json file. - Fixed wrong driver name assignments, especially on team cars. - Fixed green/red flashing Delta time when spectating other cars. - Re-enabled the Broadcasting API after adjusting to the new Gameplay code (since 0.6). - Broadcasting API: Added new events with auto-replay feature for laptimes, records, offtrack, collisions and similar highlights.
We have noticed some concerns over our forum post regarding a more detailed definition of the feature "matchmaking" and multiplayer.
This topic has been widely shared and discussed over various platforms, resulting in and alluding to an incorrect conclusion that Assetto Corsa Competizione will not feature any matchmaking feature and that the 1.0 version will only come with a simple server list when it comes to "how to join a multiplayer race" inside the title.
Even though ACC will release in a short time, we would like to clarify the situation in order to allow all current or future customers to be clear about this whole topic. We invite you to keep in mind the following:
- Our Dev. Blog forum post aimed to clarify that ACC will not feature any automatic scheduling of multiplayer races, and we would like to underline that nothing of the sort was ever promised during the Early Access programme.
- Assetto Corsa Competizione does feature multiplayer matchmaking. This feature is made possible thanks to a brand new Rating System (that will evolve together with the game after release in order to work even better), and it will help all players to automatically join the best match according to their skills and safety on track. Our system will first sort the servers giving the proper weight to players' preferences and rating indicators and secondly allow them to:
A) Press a Quick Join button that will automatically connect them to the theoretical best match;
B) Select their preferred server from a filtered server list on the ACC multiplayer page.
Anyone expecting an automatic scheduled racing system, featuring a calendar, a booking system and continuously updating leagues misunderstood what was stated by Kunos Simulazioni; on the other side, all reacting to this with the feeling that an automatic matchmaking function would have been missing can hopefully feel better now.
Kunos Simulazioni, as already known, will continue developing ACC even after 1.0 in order to closely look the feedback from the community and make the Competizione even better after its initial full-version launch.
It’s the day our sim racers have been waiting for…
Kunos Simulazioni and 505 Games are delighted to finally announce that Assetto Corsa Competizione, the Official Blancpain GT Series game, will be launching out of Steam Early Access soon. Very, VERY soon…
May 29, 2019.
That’s right, we’re launching next month!
Thanks to the extraordinary quality of the simulation, Assetto Corsa Competizione will allow players to experience the real atmosphere of the BLANCPAIN GT SERIES championship, including official drivers, teams, cars and circuits, reproduced in-game with the highest level of accuracy ever achieved.
The final version of Assetto Corsa Competizione will include the following key features:
• MULTIPLAYER AND SINGLEPLAYER MODES: Assetto Corsa Competizione will have an advanced ranking system which will evaluate both individual performance and driving behavior, rewarding the most virtuous drivers and promoting fair play in online competitions. The effective matchmaking function will make sure that users can compete with opponents of similar skill level and easily find online races to join, while the leaderboards will allow the players to compare single-lap performance with drivers from all around the world with the same car, circuit and weather conditions. Career, Championship and Free Play modes will offer a complete and customizable gaming experience, suitable for players of every skill level.
• CHAMPIONSHIP AND CAREER MODES: Assetto Corsa Competizione will include a brand-new Career Mode designed in collaboration with Lamborghini Squadra Corse and official driver Mirko Bortolotti – Blancpain GT Series champion 2017 – who will introduce players to the first driving tests, giving them precious suggestions to start their adventure in the Blancpain GT Series. This mode will allow users to create their own racing team to take on all driving tests and racing weekends with an astonishing level of realism and with the main objective of any professional driver: to win. Championship mode will allow to virtually reproduce the Blancpain GT Series Season in the shoes of one of the official drivers.
• REALISTIC WEATHER CONDITIONS: Assetto Corsa Competizione will include competitions of different durations – from Sprint 60’ races to the famous Spa 24H Endurance race – which will give to players the chance to experience variable weather conditions during the whole race, influencing the track’s visibility and car handling. The possibility to set different weather conditions will help create races that are always different, with outcomes that are never given for granted.
• THE MOST ACCURATE CIRCUITS: Thanks to LaserScan technology, every official circuit is recreated with the utmost accuracy: All curbs and details perfectly replicate their real counterparts, granting a gaming experience as faithful to reality as possible.
• ADVANCED VISUAL AND AUDIO EFFECTS: Unreal Engine 4 will guarantee photorealistic rendering and an accurate representation of scenarios, car materials and weather conditions. Thanks to the multi-channel audio sampling of real GT cars, the game conveys captivating and immersive acoustic surroundings and realistic environmental effects.
For more info, head over to the Steam store page. BUT, before you do that, take a moment to check out the latest trailer for Assetto Corsa Competizione below. Got any questions? Leave them in the comments below or reach out to us on any of our social channels…
a new hotfix has been released! Please restart your Steam client and download it now!
_____________ Changelog 0.7.2
- Fixed qualifying rule bug in Custom Race Weekend when the number of race sessions set were fewer than the number of qualifying sessions. - Fix for cut warnings used in non-race sessions. - Improved AI behavior under braking in traffic. - Added AI reaction time at race start. - Cars lapping the focused car now indicated red on the real-time display. - More consistent real-time display. - Fixed controls lock issue after a race restart. - Enabled refueling in Multiplayer pitstops. - Fixed potential freeze/crash in Multiplayer. - In Multiplayer, players who are late to press "Drive" before the formation lap will be sent to pitlane with controls locked. - Fixed mandatory pit calculation for AI if Driver Stint pitstop mode is selected. - More reliable blue flag triggers. - On race-end, the real-time display now shows the official finish position. - Fixed track getting dry too quickly when rain goes down in small increments. - Disabled "Remove fastest lap" penalty from practice and qualifying. - Fixed MFD taking mouse focus away from the Pause menu. - Possible fix for missing Force Feedback in VR mode. - Fix to a bug that switched the F3 camera set when switching cars (both in replay and in game using shift+arrows). - Improved manual and automatic clutch issues and functionality. - Fixed VR navigation in the Multiplayer lobby page. - Navigation is now possible in the MFD in VR mode. - Fixed a bug in dynamic weather that removed the starting rain from the Light Rain preset with dynamic mode enabled. - Fixed replay searching for a car that is already disconnected in Multiplayer. - Added priority to player-related penalty messages in race communication.
a new hotfix has been released! Please restart your Steam client and download it now!
_____________ Changelog 0.7.1
- Fixed a bug in some tracks where pitwall proximity would invalidate the lap. - Removed penalty audio message at the end of the race. - Fixed incorrect #26 Special Event description. - Fix for MFD losing focus after a pitstop. - Fix for potential setup initialization issues when changing game modes. - Fix for Real-Time display showing lapped entries in non-race sessions. - Missed changelog entry from initial release: default keyboard mappings have been changed to free up the arrow keys for MFD navigation. Custom mapping for various controllers will be implemented at a later time. Thank you for your patience. - Fixed auxiliary light mesh not fitting the Nissan GT-R Nismo GT3. - Fix for lack of expected rain probability with high variability percentages when setting high cloud density and dry track surface. - Repair time added to teleport during race. - Fixed wrong damage message after teleporting to pit. - Enabled 10 laps telemetry saving by default on Huracan GT3 monza preset setups. NOTE regarding old setups: setups created in older builds will have extreme brake duct settings and may cause braking issues and overheating. Please adjust accordingly. https://www.assettocorsa.net/forum/index.php?threads/brake-ducts-and-tyre-damage.55903/ NOTE regarding control presets: old control presets created in previous versions may cause issues. It is recommended to delete your old controls.json in Documents/Assetto Corsa Competizione/Config/ and start from scratch.
Yes, we have been a bit silent in the last few weeks, but it was for a specific reason that we can call: “0.7, the 0.6 we always wanted to release”. This new title’s Early Access programme has been once again a great journey to spend with our community. Although we had a defined and scheduled roadmap from the beginning, some features were not released quite as scheduled. This has prompted the team to work on an evolution of the 6th Early Access release, adding more game features, updates, fixes and optimizations together with a new game mode, called Custom Race Weekend. The entire team appreciates the continued feedback received on the official Assetto Corsa forum and social networks, and we are happy to mention just a few of the key entries from our upcoming changelog:
Dynamic and Custom Weather: it is now possible to set a session with a pre-selected and even customized starting condition, enabling dynamic and unpredictable evolution. Introducing visual and mechanical damage affecting bodywork, suspensions, aero and a brand-new, sophisticated tyre damage model that brings tyre management and endurance racing to a whole new level. Introducing much-needed penalties, without which serious competition is unimaginable. A new Multifunctional Widget that will allow players to see real-time track positions, manage pit stop requests and race strategies. This HUD element also allows the player to manage all aspects of car electronics. Introducing rating-requirements in Multiplayer, with kick and ban commands. Custom Race Weekend mode will allow players to set up a customized race weekend experience. Brake air duct simulation: it is now possible to change the brake duct aperture that affects brake – and indirectly – tyre temperatures. Introducing the SRO E-Sport GT Series Round 1 Special Event. (Note that this special event is controlled remotely, and may appear shortly following the Steam release). And much more, including further Multiplayer and Ratings updates, optimizations, improved collisions and graphical, gameplay and user-interface updates. Please visit our official forum, Steam and website news section to see the complete changelog.
The release date of the full version of Assetto Corsa Competizione will be announced soon, but the full release does not mean the end of development at all! In the meanwhile, let us invite all of our fans and players to Monza on the occasion of the first race of the 2019 Blancpain GT Championship, organized by SRO, where the development team and the game will be both available on-site at the first round of the SRO E-Sport GT Series on April 13th and 14th.
______________ Changelog v0.7.0
Gameplay: - Opened SRO E-Sports Series - Round 1 special event. NOTE: This special event is controlled remotely and may be invisible for a short time after the release. - Reintroducing Endurance game modes. - Added Custom Race Weekend mode that allows you to completely customize a race weekend, including number of races, mandatory pit stops and time multiplier. NOTE: Some features, such as the Superpole session will become available in the full release of the game. - Introducing penalties for various on-track transgressions: pitlane speeding, cutting, failure to serve mandatory pitstop within the pit window. Penalties include warnings, drive-through, stop&go and disqualification. Cutting is penalized depending on time gained. Cuts with large gains result in DQ straight away. Speeding in the pitlane may remove your fastest lap in non-race sessions, and serious speeding results in DQ straight away. Added penalty for reversing. - Introducing pit stops with refuel, tyre change, damage repair and serving penalties. - Introducing dynamic weather, custom weather and track status presets: the Weather page in the menu now allows you to select existing presets and enable dynamic weather for each single one of them. The preset defines the starting conditions, and also have a significant effect on what you can expect. Weather variability can range from 1 to 100%. The Custom weather preset allows you to set each aspect of the conditions, including cloud cover, the intensity of rain and levels of track wetness and standing water. NOTE: Selecting the Clear weather preset and high variability doesn't mean that you can expect drastic changes over a short period. Cloudy weather on the other hand, has a much bigger probability of producing precipitation, but variability can also render conditions to improve significantly. NOTE: The weather is designed to be dynamic over realistic periods of time. However, as it uses game-time, the player can accelerate weather transitions by using the time multiplier. - Various improvements in cut detection and corresponding penalties. - Fixed engine start assist sometimes failing to restart the car. - Added input to change secondary (Racelogic device) pages. Cycles between current laptime, delta, stint time and speed). Default key is ALT+D. - Added input to toggle wiper on and off. Uses last selected wiper speed. Default key is ALT+W. - Replay pause: now updated on random access. - Replay pause: now possible to use the free camera controls with the same speed as 1x speed. - Improved management of automatic highlights priority and avoiding flood. - Option file for replay in [Documents/Assetto Corsa Competizione]/Config/replay.json - Added possibility to reduce saved replay time in options/general. - Fixed wheel speed with different replay playing times. - Fixed replay focused camera for disconnected cars during random access. - Next car/previous shortcut is now based on relative car positions. - Improved logic for white/yellow/blue flag and optimizations for marshalls. - Fixed fireworks/tracklight/endmode for replay. - Permanent spotter message groups. - Added short wait time at the start of the formation to allow enough time for manual starting procedure.
Ratings: - Fixed Safety Rating (SA) decaying in both race and solo conditions. - Improved Racecraft Rating (RC) development directly after unlocking. - Improved Consistency Rating (CN), should now be more sensitive to inconsistencies. - Improved Consistency Rating (CC) to be less volatile. - Improved ingame rating widget to highlight rating value gains. - Rating widget will now allow to unlock the highest rating Competition (CP) and remain in collapsed state then. - Added data charts and insights for SA and RC rating Driver Profile Rating Page. - Fixed driver category assignment in Total Rating page, added Beginner and Rookie categories. - Due to the significant changes in RC and SA, both ratings will be reset. Progress in TR, CN and CC will remain.
Visuals: - Fixed a bug in VR that caused the racing HUD to flicker and hit performance by constantly re-rendering the overlay. - Introducing visual and mechanical damage: Mechanical damage affects bodywork, suspension, aero and tyres. Visual damage affects bodywork, windows, can deform body parts and also affects the functionality of headlights. - Added dynamic windshield dirt effects that are cleaned off during pit stops. - Added blurred brake disc visuals. - Fix for Dash and DashPro cameras having wrong offset/rotation when using custom settings. - Fix for wrong camera pitch after F1 cycle with lock to horizon enabled.
UI/HUD: - First release of the new multi-page and multi-functional widget, replacing the old Standings widget. It contains a real-time track position page, standings, pit stop strategy and car electronics. Navigation is possible with all navigation inputs, including keyboard arrows, D-Pad and mouse. It enables the player to control all car-related inputs (TC, ABS, wiper, lights, rain light etc.) on the fly, without having to map each key to the steering wheel/button box. NOTE: the MFD uses navigation inputs, which means input overlap may need some bindings to be remapped. NOTE: the MFD navigation in VR is not yet functional, thank you for your patience. - Introducing weather forecast and grip status widget: a simple widget on the HUD that alerts the player of changing weather forecast in 10 and 30-minute projections. It is also visible on the race and setup screens. NOTE: It shows weather forecast in real-world time, which means in accelerated sessions the forecast will be translated to a time that is easier to understand for the player. - Fixed timing issues on car dash displays. - Additional server information on Multiplayer lobby page, including session status and dynamic weather indicator. - HUD pages can now by cycled backwards using Shift+F2. - Added realtime track position widget. NOTE: it is now the default page inside the MFD in multi-car sessions. - Weather and Track status summary now visible on the weather tile in the Single Player page. - Added helper information for various single player pages and the new weather page. - Added tyre pressure readout on tyre app to help users who do not use cockpit cameras monitor tyre pressure.
Physics: - Optimizations in multithreaded CPU calculations. - Brake duct simulation. Influences brake disc heat and braking efficiency, but also rim and air temperature inside the tyre and thus pressure and general tyre temperature. - Brake duct settings in setup aero screen for all cars. Setting 0 is a completely closed duct and can provoke brake fade very very fast, exceeding 1000°C. Never to be used in a real race, but added for simracer's gratification. Setting 6 is completely open and can keep the brakes very cold. The peak temperature is of course important but keep in mind that a low setting not only heats up more, but doesn't cool down the brake in the straights, so the heat accumulates and keeps dissipating heat to the tyres. Ideally you want your front brake HUD to show green or slight yellow at the end of your braking zone and your rear, green. Don't judge after just 2,3 braking zones. Do a couple of laps and let the brakes do some heat/cool cycles to arrive at a balanced condition. - Suspension damage for all cars (WIP). - Basic aero damage for all cars (WIP). - Optimizations to tyre flex at very low speeds, to diminish or even eliminate an FFB vibration around 50kmh. - Added tyre pressure and potential puncture influenced by riding kerbs aggressively. If you ride stepped kerbs with low tyre pressure (cold tyre) the tyre flex might provoke pressure loss. How much pressure loss is not easy to predict, but the lower the pressure the more pressure loss will happen. Hitting the kerbs and sliding laterally over them with low pressures can result to a tyre deflation losing all pressure instantly in less than a lap. Avoid kerbs with very cold tyres at all costs. When the tyre has adequate pressure, the risk of loss of pressure is almost null so you can attack kerbs again. Be careful when racing on slick tyres when it starts raining. The tyres will lose temperature very fast and so you must avoid kerbs until you enter for your pitstop. Any pressure over 26psi is relatively safe. The whole system is complex, brand new and we are still working on it. Thank you for your patience. - Improved collision model, which significantly benefits car-to-ground collisions. Also brings significant improvements to car behaviour when attacking any kind of kerbs. - Start ECU assist now has more discreet intervention because of the launch control implementation. To start, just floor it in 1st gear with clutch on and revs will be limited to 5000rpm. The less start assist should aid when trying to spin around on grass after a track exit. - Tweaked TC logic for all cars. Permits more slippage in straight line and more angle. Can result in more oversteery cars in lower TC settings so take care when track is slippery. - Fixed bug that could cause an event to start with tyres in ambient temperature if user clicked directly on drive. - Wet tyre adjustments. - Slick tyres optimum pressure range now 1-2 psi higher.
Audio: - Exterior engine volumes are now higher. - Interior engine volumes are now higher. - Fixed wind sound in tunnel/underpass sometimes not played properly. - Fixed pit alarm sirens sometimes not played properly. - Tuned exterior volume for engine reverb and reflection. - Tuned volume attenuation curve for opponents when the player is in cockpit/chase cameras. - New radio messages and alerts, including penalties, damage, tyre pressure warning. - Fixed possible crash changing device for xaudio2. - Fixed inconsistencies in ambient zone audio. - Updated fmod to version 1.10.10.
Multiplayer: - Fixed issue where the HUD would vanish after a session transition. - Enabled server rating requirements, see updates in https://www.assettocorsa.net/forum/...server-configuration-for-server-admins.54830/ - Added dirt and visual damage to Multiplayer. - Improved server lobby stability. - Enabled dynamic weather in multiplayer server configuration, see updates in https://www.assettocorsa.net/forum/...server-configuration-for-server-admins.54830/ - Improved race-weekend track condition simulation in Multiplayer when dynamic weather is used. - Safety (SA) and Racecraft (RC) ratings will change with a drastically reduced rate on password protected servers. - Added server admin commands: /kick and /ban.