Assetto Corsa Competizione v1.0.8 is out on Steam! Please restart your Steam client in order to get the update and enjoy the introduction of several optimisations and fixes. We are constantly full throttle on the development of ACC, and we are listening to all of your feedback, so please keep up the great support on our official forums and channels, much appreciated!
Stay tuned, more news coming today at 3PM CEST - #beACC
v1.0.8 Changelog ____________
GENERAL: - Fixed “Skip Intro Sequence” setting not working. - Added driverStintTimeLeft and driverStintTotalTimeLeft to sharedMemory. - Added rainTyres flag to shared memory and digital displays. - Fixed sessions in shared memory, added session index. - Fixed current lap time in shared memory, added deltaLapTime and estimatedLapTime. - Fixed bug with fuelUsed value in shared memory. - Fixed tripDistance in shared memory. NOTE: more documentation on shared memory data is available in the following link: https://www.assettocorsa.net/forum/index.php?threads/acc-shared-memory-documentation.59965/ - Replay version is changed. - Fixed MOTEC venue name bug. - Exposed forceFeedbackIntervalSteps in the controls.json in documents/Assetto Corsa Competizione/Config to increase Force Feedback frequency (0= 333Hz 1=222Hz 2=111Hz, default is 2). NOTE: high-end wheels will benefit from using a higher frequency, but older wheels should keep setting "2" for compatibility.
GAMEPLAY: - AI now observes blue flags vs. player and other AI cars. - Fixed inconsistent and wrong Career preset values (notably extra long Qualifying sessions in Endurance races when playing in "Long" mode). - Practice sessions are now globally limited to 60 minutes. - Added pitlane open/closed logic to stop the AI from entering the pits in the first lap in mixed weather conditions. NOTE: the pitlane now opens when the leader completes the 1st lap. If the player pits before the pitlane is open, there will be no pit crew ready. - Championship code structure reviewed. NOTE: polesitters are going to take 1 point. - Possible fix for AI late pit-exit limiter deactivation at Monza. - Added cutting warnings in Savegame. - Added session fuel consumption to Savegame. - Fixed superfluous RaceComm messages when loading a Savegame. - Fixed AI running faster for a few minutes after loading a Savegame. NOTE: these fixes will require new game saves to function correctly. Loading older saves will still lack the correct data. - Fixed various crashes that could occur when exiting the replay. - Added automatic driver swap in the MFD when pitting. NOTE: in Sprint races, the MFD will automatically jump to the next driver when entering the pits, and driver swap will be blanked out outside of the pit window. - Fixed a bug with ghost car after returning to pit. - Fixed Helicam remaining enabled on session change. - Fixed Silverstone full formation lap bug with AI. - Reduced yellow flag relative speed threshold. - Fix for a bug with the Ferrari after a garage teleport, where the car would continue a lap down due to a respawn glitch. - Fixed fuel time calculation for pitstops based on how much fuel the car already has - previously the refuel time in free refuel mode depended on refuel amount, regardless of how much fuel the car already had. - Fixed pitlane entry message for AI (and better pitlane entry for Barcelona). - Fixed wrong assists applied when returning from special modes, such as Career. - Increased session overtime in Career events from 2 mins to 3 mins. - Fixed different professionalism bonus texts in the Career. - Completely reworked Custom Championship architecture. - Fixed Custom Championship entry generation. - Fixed qualifying rule based on number of races in Custom Race Weekend mode. - AI flash lights when lapping. - New system for safer car location state. - AI now slow down to get space in qualifying. - AI now uses current delta time to aid in the decision to abort a qualify lap to take space. - Fixed potential crashes during reverse replay. - Updated and fixed pit triggers for all tracks. - Fixed possible wrong states on consecutive replays of restarted sessions. - Fixed yellow flag warning during podium sequence. - Fix for Savegame gamemode that was saving a different value after a different game load.
AUDIO: - Fixed potential crash with audio comms disabled. - Tweaked audio behavior for external sound fading (to fix inconsistent audio in F3/F7 cameras). - Fixed gear compressor timing for the Porsche 991II GT3 Cup. - Added basic car spotter - Added new audio warnings for flags - Added new audio messages for stint ending and stint over
VR/TRACKING: - Fix for the reset view (Ctrl+Space) not working with menus and HUD layers when using the HTC Vive (Steam VR plugin). - Enabled trackIR in freecam (F7) and chasecam (F1) views. - Fixed inverted axis in TrackIR.
UI/HUD: - Fixed showroom being zoomed on triple-screen resolutions. NOTE: the new FOV is applied after a game restart. - Added Stats page to the Driver profile UI. - Added the possibility to enable the spotter in the Audio options. - Fixed tyre set selector issues in the pitstop strategy section of the Setup/MFD. - Game Mode helper texts revised in the UI. - Stabilized realtime leaderboard in the starting phase of the race. - MFD: certain elements now allow continuous increase/decrease on button down (fuel, tyre pressures, brake bias). - Fixed a condition when the MFD weather forecast wouldn't update. - MFD: driver selector is now locked in pit window modes once the player has completed the mandatory stop. - Fixed leaderboard race number on points table page. - Added nationality on leaderboard page / points table. - Fixed selectors on leaderboard page. - Added personal best laptimes to loading screens and Singleplayer Circuit Info. - Fixed and tweaked multiple Custom Race Weekend and Custom Championship options in the UI. - Added driver stint rule message on the pitstop MFD page. - Fixed fuel test slider inconsistencies. - Updated Rating Profile Help texts. - Removed replay button visibility without recorded time. - Added penalty indicator to HUD standings and realtime track position widget (also affects pitmenu standings and broadcast HUD). - Numerous text description and navigation-related corrections all across the UI. - More obvious indication on the HUD when the driver stint goes into overtime.
GRAPHICS: - More effective advanced sharpen filter in video settings. - Fixed polystyrene distance markers inverted in Brands Hatch. - Fixed various visual bugs on the Hungaroring and Brands Hatch. - Fixed graphical LOD issue on the Porsche Cup. - Various graphical updates on the Audi R8 LMS. - Added driverStintTimeLeft and driverStintTotalTimeLeft pages to the Racelogic display. - Racelogic pages rearranged (laptime, delta, stint driven, stint time left, total driving time left). Default key to cycle is ALT+D. - Tweaked RPM lights layout for the Bentley Continental GT3 2018. - Fixed a bug with ligth cones when opponents visibility was used (focused car had front lights off after changing car with Shift+Arrows). - More consistent placeholder values on dash displays.
PHYSICS: - Wet asphalt water film depth now influences aerodynamics. NOTE: you might need to raise your ride height up to 4-5mm to regain the same splitter and diffuser balance and performance on a wet track. - General UI setup and MFD tyre pressure logic refactoring. No more automagic for ambient pressures. Whatever the ambient temperature, the slicks are now preheated at 70°C and you can input the pressure you want for that preheated temperature. Preset setups are already adjusted. Old saved setups will start with very low pressures and you generally need to add 4 to 5 psi extra. Simply put a tyre pressure you desire, usually 2psi less than the hot pressure you want, and go. - Minimum tyre pressures now at 20.3psi, as per Pirelli document request. Pay attention as the pressure can get lower than that when the tyres get cold without blankets while waiting at the grid start and can easily deflate on kerbs. - Fixed MFD pitstops screen tyre pressures. - All cars updated preset setups with new tyre pressures. - Improved flat tyres grip, you should now be able to return to pits with a flat tyre. - Fixed high fuel consumption under pit limiter. - Fixed engine consumption in idle. - Tyre blankets for slick tyres now at 70°C. - Optimum tyre pressure tweaks. - Fixed ignition on by default with manual engine start in certain cars. - Fixed motion data stopping in the middle of the cooldown lap. - Fixed incorrect AI tyre pressures after a pitstop. - Honda NSX GT3 fuel consumption tweaks. - Mclaren 650S GT3 improved TC logic. - Fixes in Lexus RC F GT3 fast damper preset setup. - New aggressive Barcelona preset setup for Audi R8 LMS, Mercedes-AMG GT3, Lamborghini Huracán GT3, Bentley Continental GT3 2018, Porsche 991 GT3-R, Ferrari 488 GT3.
MULTIPLAYER & RATINGS: - Increased the minimum pre-race time to 80s for public MP, decreased to min 5s for private MP. - Small improvement to the MP formation lap, preventing the ability to outrun the leader with good timing. - Servers won't spam "late" warnings for event resets. - Fixed ghostcar (disconnected car) during MP replay. - RC Rating was rewritten and now works again both in SP and MP. - RC will start at 0 while the old Elo value is still remembered. - Numerous SA Rating improvements. Most changes raise the requirements to gain Trust, so global SA ratings are expected to drop a few points. - Fixed a bug where lifting on straights would generate Trust. - SA and RC will change at a slower rate for low AI strength (< 90%), while the balance between Trust and OBWP is untouched. - Fixed FP2 and Q2 not displayed in server list. - Enabled collision bag for both MP and SP. SA penalties should only be applied to cars that are "root" contacts, no OBWPs for being caught in a mass accident. - Fixed replay auto save in MP when the weekend changes. - Server passwords are now stored. - Increased low-latency (LAN servers) ping accuracy, possibly removing jittering. The effects will also improve regular Multiplayer netcode prediction, but won't be as significant. - Added DT, 5s, 15s penalties as admin commands. - The driver swap info widget is now more compact. - Numerous fixes to driver swaps situations. - Team names are now visible in MP. - Netcode preparation for new pitstop rules, preview instructions will be added in the forum. - Server weather configuration now has more weight on the cloud level, configuring high cloud levels drastically improve the chances of rain (when dynamic weather is used). - Server weather configuration now uses rain level as a chance for a completely rainy weekend (when dynamic weather is used). Server admins can use both weatherRandomness and rain level to achieve different types of random rain experience. - Enabled the collection of new driver statistics. - Possible fix for MFD crash in MP when changing pit strategy after a driver swap.
update 1.0.7 is now available! Restart your Steam client in order to download it. New tyre physics and lots of UI and gameplay improvements are waiting for you!
GENERAL: - CPU optimization on the game thread resulting in less CPU usage with AI. - Added all cars' locations to shared memory. - Added electronics channels to shared memory, in particular TC, TC Cut, ABS, fuel cons, engine map, exhaust temps, lights and wipers stages. - Added initial TrackIR plugin implementation. NOTE: a specific profile is required to be set up, please follow our forums for more information: https://www.assettocorsa.net/forum/index.php?threads/trackir-how-to.59489/#post-1079785 - Texture memory optimization.
GAMEPLAY: - Mid-session saving is re-enabled. NOTE: 1.0.7 adds a new version of saved games and will make any saved games from earlier releases obsolete. The feature will require saving in the most recent game version to function currently. - Added ability to save multiple games and load then individually. NOTE: Championship and Career can still only have a single saved instance. - Now save games correctly handle car damage. - Fixed bug with brake ducts and brake temperatures in saved games. - Fixed a bug with loading incorrect brake bias and other setup values in saved games. NOTE: it will only work with new saved games. - Fixed a bug where restarting the engine was not possible in certain cameras. - Fixed a bug with championship status when starting a new championship with another season in progress. - Fixed wrong blue flag when only one car remains on the track. - Reworked driver stint logic in Endurance game modes. - Added driving time limit per driver in Endurance game modes. - Added driver stint requirements per different Endurance modes as per real-life regulations. - Improved AI strategy in stint-based game modes. - Fixed rare bug with engine failure when saving a game on gear change. - Fixed 24H total driver stint time.
AUDIO: - Disabled possibility to trigger the Helicam audio during intro sequence. - Stop&Go penalty engineer audio message.
CONTROLLERS: - Mouse steering overhaul. - Steering linearity added to controller settings. - Race commands will not longer be intercepted for UI commands other than the directional pad (up, down, left and right). - Fixed clutch limit bug when using maximum deadzone.
UI/HUD: - Added Save Game window in the main menu to load saved games. - Fixed chat window auto pop-in bug when receiving messages. - Electronics and pitstop MFD page made more compact. - HUD and car dash delta relinked to same source. - Adjusted button alignment in the Replay menu. - Fixed a bug where saving a setup with "/" in the file name would create a new folder. - Fixed a bug where controller input was lost on the leaderboard page of the career and championship. - Car previews now reliably load high-res textures in preview screens. - Small car previews now reliably load on the Special Event pages. - Added replay leaderboard and 'Toggle HUD' button in the replay HUD. - Removed redundant "Driver" button on Player page. - Updated UI background images and logos. - Championship end-page logic review. - Restyling of the championship and career pages. - Added option to scale race HUD widgets. NOTE: in this implementation it allows the player to resize the elements of the race HUD overall. - Added "Continue" button for championship weather page. - Added Save Replay and Save Highlights as configurable controls (the saving will have a 1-minute cooldown before allowing it again). - Replay HUD now allows camera cycling during free camera. - Disabled ideal line during replay. - More reliable 'stop the engine' message during pitstops. - Improved lapped information for realtime leaderboard when the cars are on the same lap. - Improved filter for gap information in the realtime leaderboard. - Added driver stint and remaining driving time information in the pit strategy page of the MFD. - MFD now displays mandatory pit stop requirements in relevant game modes on the pit strategy page. NOTE: it also displays whether the selected options meet the requirements and thus count towards a valid mandatory pit stop. NOTE: maximum driving time is the key information to follow in endurance races. - Added pit limiter popup display when entering the pit entry zone. - Added helicam and onboard cameras to the broadcasting app. - Added option to toggle Server Stats widget in HUD settings. - Minor restyle of the Special Events pages. - Fixed excessive memory footprint of loading screen images in certain scenarios. - Minor restyle of the Tyre widget. - Weather Forecast widget visibility tied to Tyre widget.
GRAPHICS: - LOD adjustments on various models. - Wheel rim material adjustments for various cars. - Update to Black Falcon team liveries. - Potential fix for the random open-close car door animations during gameplay. - Fix for brake lights of hidden cars visible when limited opponents visibility is used. - Fixed missing front indicators on the Porsche 991 GT3 R. - Fixed indicator bug on the Lamborghini Huracán ST. - Minor model updates on the Audi R8 LMS. - Fixed Porsche Cup not interacting with collidable objects. - Fixed bug with driver visibility in the Porsche Cup. - Some optimization on scene polycount by adding missing automatic LOD stages of wheel rims on certain cars. - Fixed wrong visual representation of wet surfaces introduced in 1.0.6.
PHYSICS: - New 5 collision points tyre model. Tyres now "climb gradually" over kerbs, sausages, bumps both in lateral and longitudinal motion. Completely eliminates the "rail kerb" effect. Greatly improved behaviour over all kind of kerbs, improved precision, improved bumps absorption. - Tyre model improvements to better handle high load peak situations and high rolling resistance peaks. - Tyre model now simulates lowering of profile while the tyre flexes. Ride heights will be lower during turns. - Tweaks to tyre model rolling resistance model. (Fixed and speed-sensitive RR variations). - New Traction Control operation. TC now simulates a two-step operation, acting on the engine ignition timing (lowering power) and if that is not enough, cutting ignition all together as before. This permits the TC to have a smoother operation at the start of a slide, permitting the driver to use the slide to turn the car without extreme vibrations or engine cut. - New Traction Control logic. TC now takes into account the yaw acceleration, simulating gyroscope sensors as the real cars. As a result, even if the slide or slip of the tyres is not enough, a sudden yaw acceleration (a fast rotation of the car) will activate the TC to save the car from spinning. It also works intelligently so that it can check if the yaw rotation is under control by the driver, allowing him to use the power at will. NOTE: please follow our forums to find more information about the tyre model update: https://www.assettocorsa.net/forum/...oducing-the-5-point-tyre-model-for-acc.59307/ - Tweaks on the tyre pressure loss on rough surfaces (kerbs, off road etc). - Car collider tweaks for various models. - Tweaks for all circuits asphalt abrasivity and tyre wear influence. - Tyre wear tweaks - Fixed tyre core temps not properly saved and loaded. - Fixed incorrect tyre wear when restarting race after loading a saved game. - Tweaks to weather temperatures and sun phase. - Tweaks to water dissipation rates. - Variability is adjusted so medium values give more medium weather change rates. - Fixed a setup bug with wet/dry setups on session changes. - Fixed bugs related to setup naming. - Fixed a bug with speed limiter status in neutral gear.
MULTIPLAYER & RATINGS: - Automatic engines will start when the Pit Menu closes, so all engines should be on at the start of a formation lap. - Rejoining a server while disqualified is now detected in all situations, locking down the car in the pitlane (instead of doing so on the straight after the first lap). - "Speed up to 50kph" message will not trigger when starting in the pitlane. - Pit menu selections now are more adaptive, also removing the "Setup" button as spectator. - Improved race weekend simulation to deliver more gradual grip differences for friday, saturday and sunday. - Entering an empty server as spectator will now properly start with the pitlane camera. - Slightly increased the ping limit for CP servers. - Fixed long formation lap to not allow waiting in the first sector. Doing so will ignore the first lap. - Added server health diagnostics, usable in the UI for further client updates and as admin command. - Added UI element (next to the tyre app) indicating server health stats, and colorful warnings for overloaded servers. Can be enabled via HUD options. - Replaced "result" json outputs by a new structure containing more information like track, session data, all laps and all penalties. - Json outputs now are also written when the session is advanced via /next command, or when the last player leaves and the server resets. - Fixed the "rain" and "ambient" conditions setting having little to no influence on the dynamic weather. - Adjusted the weather randomness to be closer to the Singleplayer "Variation". Value range now can be used in a better way, where 1 - 5 should result in plausible weather. - Activated the entryList setting "defaultGridPosition", allowing to resume a race any time (any Q session will overwrite the positions, but P->R would not). - Added "dumpEntryList" flag, usable on non-public servers. It will save all connected cars and drivers to a entrylist.json when a Q session is finished. - Added admin command "/manual entrylist" to save an entrylist of the currently connected cars and drivers (on a non-public server). - Fixed total race time having an offset in result jsons. - Fixed playerIds not filled in the json results when defined by entry list. - Fixed car category not being configurable in every scenario (using the entry list). - Collisions during the race wait time won't affect the SA rating. - Removed randomization from wrong tyre warnings. - Server performance and timing improved (massively). - Server logfile is now readable while the server is running. - Updated server admin handbook version 3.
Dear #ACCompetizione racers, the v1.0.6 update is live on Steam! Restart your Steam client in order to detect the update!
#beACC ____________ v1.0.6 Changelog:
GENERAL: - Fixed a potential crash when resuming career and championship. - Added first implementation of blue flags during qualifications. - Tweaked MP highlights to avoid unnecessary out-of-track highlights.
GAMEPLAY: - Sprint Race driver assignment now matches real-life rules. (Drivers are designated to Q1, Q2, R1, and R2 based on license).
UI: - Added chat window on Multiplayer menu screens. - Fixed a bug where the player could remain stuck in the podium animation sequence when using VR. - Fixed wrong default tyre set when opening MFD pitstop page without going to setup before the session. - Fixed MFD not updating in non-interactive phases. - Removed engine repair option from MFD. - Relocated "lock to horizon" setting from video settings to view/camera settings page. - Now possible to save driver profile with a blank nickname. - All setup strategies start from 0 litres of fuel instead of 2. - MFD now correctly shows 0 fuel to add from pit strategy. - Player now receives alert of pitlane speeding in real time, not at the end of the pitlane. - Disabled an obsolete PP effect that resulted in heavy GPU load in the user interface with ultra-high resolutions. - Pit window message now includes a timer with time left until it closes.
AUDIO: - Reworked audio bank loading logic. - Reworked pitlane audio listener priority. - Improved exterior and blow-off valve sounds for Ferrari 488 GT3 - Volume level minor tweaks
RATING & MULTIPLAYER: - Server admins can assign a free formation lap (without limiter) via /manual start during the wait time. - Private servers can set up a full formation lap via "shortFormationLap": 0 in the settings.json. - "Setup" cannot be selected as Spectator. - Fixed Pit MFD page not always visible in driver swap scenarios. - Improved timing accuracy in driver swap scenarios. - Session overtime will now be skipped in more clever ways. - Fixed HUD disappearing under certain circumstances.
PHYSICS: - Fixed Mercedes-AMG GT3 excessive fuel consumption. - Fixed setup UI showing excessive blistering and graining values. - Fixed aggressive setup selection for Porsche GT3 at Nurburgring. - Fixed Mercedes GT3 brands hatch aggressive setup TC, ABS and ECU values. - Bentley 2018 ECU is not zero-based (starts from 1). - Porsche 991 GT3 R ECU maps between wet and aggressive setup corrected (now inverted).
Dear #ACCompetizione racers, the v1.0.5 update is live on Steam! Restart your Steam client in order to detect the update! ____________ v1.0.5 Changelog:
GENERAL: - Potential fix for failure to start the game with a particular combination of characters in the username. - Added logs for autosave replay issue.
RATING & MULTIPLAYER: - Minor changes to the server ping system. - Fixed CP servers memorizing disconnected users in certain situations. - Added 2nd results json file (via dumpLeaderboards) that contains more information. - Enabled Lumirank display in Multiplayer. - (Slightly) reduced amount of necessary netcode packets, especially while other cars are changing setups. - Fixed server trying to connect to the secondary lobby backend first. - Race weekend resets now reset the track grip as intended again. - Added configuration option "randomizeTrackWhenEmpty". - Added "forceEntryList" option for non-public servers. - Fixed "maxClientsOverride" not working as indented, including the calculation for spectator slots left on busy servers. - Improved "/next" admin command, which now always forces the end of the session instead of skipping to the next one. - Race weekend simulation now allows to chain sessions, so the weather and track condition will just carry over. - CP Servers will now chain the Qualifying session into the Race session, so the starting conditions are well known. - Teleports of own car will now re-focus it in the last drivable camera. - The initial CP Rating (until a certain amount of races/positions have been completed) changed. Winning points will move the CP Rating more directly to the target, while losing only gives a comparably tiny progress. - Improved backend stability, moved one in-memory cache layer to hard disk. - Server now creates the required folders if necessary. - The Pitstop MFD can now be used in FP and Q while driving in a team, allowing swaps in all session types. - Updated Server Admin Handbook v2 to cover: "Custom cars", "overrideCarModelForCustomCar", "customCar"; "forceEntryList"; "randomizeTrackWhenEmpty" - Fixed setup and timing serialization in driver swap situations. The car taking over should now be able to use the Pitstop MFD as intended.
GAMEPLAY: - Fixed tyre wear incorrectly resetting in pit stops.
UI: - Fixed issues with rebinding an existing control and saving presets.
AUDIO: - Audio scale improvements.
PHYSICS: - Fixed Mercedes engine damage raising too much at engine limiter. Additional damage tweaks for Audi R8, Lamborghini Huracán and BMW M6. - Fixed Honda NSX too high fuel consumption. - Honda NSX AI tweaks. - Fixed missing Porsche aggressive Nurburgring setup. - Fixed astroturf grip level at some locations on Spa.
AI: - Improved AI movement when they are on the outside.
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.