ACC | V1.3 Update and Intercontinental GT DLC Now Available

Paul Jeffrey

Premium
Four new tracks and a bunch of liveries from the Intercontinental GT Series have been released for Assetto Corsa Competizione.

Yes, the long awaited DLC is now available to download for Assetto Corsa Competizione, and can be found on the Steam Store Page for the simulation at the very reasonable price of £12.49. Containing the epic Mt. Panorama Circuit in Australia, Japans Suzuka International Circuit, the South African Kyalami track and of course, Mazda Raceway Laguna Seca in the USA.

As well as the four new circuits, the DLC also contains 45 new car liveries, 30 new teams and 50 new drivers in addition to new game modes within the base Assetto Corsa Competizione simulation.

ACC Update 1.jpg


Of course, today isn't just about a new DLC - ACC has also enjoyed a significant update, bringing the simulation to build status 1.3 - changelog below:

Assetto Corsa Competizione V1.3 Update Notes

GENERAL:

- Enabled Intercontinental GT Challenge Pack DLC (requires additional purchase).
- Adding 4 new tracks, a lot of new entries and relevant season and game modes:
Mount Panorama Circuit
WeatherTech Raceway Laguna Seca
Suzuka Circuit
Kyalami Grand Prix Circuit
- Added IGTC 2019 entries and liveries.
- Added IGTC 2019 championship mode.
- Added IGTC race weekend modes (8H, 9H, 10H and 12H race weekend).
- Fix to occasional freezes with Fanatec wheels caused by having the Fanatec LED option enabled without using Fanatec hardware.
- Shared memory unmapping when quitting the game.

GAMEPLAY:
- Fix for incorrect driver stint limits in Custom Race Weekend mode.
- Fixed checkered flags seen as real flags in final race sector.
- Fixed drive-through penalty for exceeding driver stint and added S&G penalty in case of double violation.
- Pitlane logic moved from trigger to surface system for more reliable detection.
- Fixed replay driver info memory occupation.
- Better recognition of non-overtake highlights during incidents.
- Collision enabler has been changed to overlap-based system.
Collisions are enabled by mesh and no longer based on distance - fixes rare occasions when cars spawned too close to one another and continued to have no collision after the green light.
- New spawn system and track slots sorting:
Grid and fast start spawns are built at runtime, pitlane slots are sorted by spline.
- Reduced yellow flag threshold for offtrack cars.
- Added replay event type dependency in gallery replays (replay version changed).
- Reviewed formation lap and start triggers.
- Fixed issue with destructible objects in gallery replays.

UI/HUD:
- UI integration for DLC.
- Fixed MFD pitstop validity with pit window rules to be green already while on the track.
Pitstop is now shown valid in the MFD before entering pitlane when all conditions are met.
- Navigation: restored damage MFD selection logic to correct one.
- MP and Championship car selection boxes now point to the new showroom.
- Appearance update to normal/high/max priority race communication messages.
- Added more highlighted player-specific communication messages.
- Communication panel positioning and minimum message priority exposed as options in the HUD options screen.
Previously used center position can be restored via the HUD options.
- Added engine map setting display to the clutch bar in the gear widget.
- General styling updates to the gear widget.
- MFD tyreset condition indicator added in the pit strategy page of the MFD.
Brand new sets are marked white, used sets are marked with a black dot for easier selection on the fly.
- MFD pit strategy now shows both fuel to add and total fuel calculation.
- HUD and real-time widget now use official position from race start to the first split to show more reliable positions at the start and less flickering.
- "Randomize" button is now part of the Custom weather group.
- Fixed camera cycle inconsistency in replay when the car is in the pits (difference in cycle up vs. down).
- Weather forecast widget sensitivity increased.
- Added green lights widget with setting to be disabled via HUD options.
- Real-time page update in the MFD to account for lapped cars and large gaps that are not relevant for the player.
- Extra highlighting for the player row in the real time position widget for easier tracking.

GRAPHICS:
- Fixed near plane with F7 free camera (now depends on camera distance from the focused car).
- Alternative rendering method for marbles.
NOTE: works only when material quality is set to MID (should help when using FXAA).
- Additional custom templates for the Porsche 991II GT3 Cup and Lamborghini Huracán Super Trofeo cars.
- Improved car visibility system when max opponent visibility setting is used.
Cars in pitlane should now be ignored when on track to not steal focus for cars driving in front. Cars in front also have render priority over cars behind the player.
- Disabled behind-player-car light cone optimization for opponent cars in chasecam and dashpro views to fix an unwanted pop-in effect.
- 3D grass updates on all tracks.
- Unique display brightness curves for individual tracks.
- Fixed national flags going hectic during the pause menu.
- Updated season-independent numberplate/banner layouts for custom cars and custom game modes in all seasons.
- Fix for issue with car decals when car visibility limit is used.

PHYSICS:
- All cars BOP assignments for IGTC circuits.
- All cars have now safe, aggressive and wet presets for new IGTC circuits.
- Audi R8 LMS EVO new Spa aggressive preset.
- Bentley 2018 new Spa aggressive setup.
- Honda NSX GT3 (old) new Silverstone aggressive preset.
- Honda NSX GT3 EVO rev limiter tweaks.
- Lexus RC F GT3 all presets modified brake balance.
- Slipstream optimization in CPU performance with many AI cars.
- Chassis flex optimization in CPU performance with many AI cars.
- Slipstream simulation fine tuning. Leading car now gains less speed, while following car gains more.
- Tyre model fine tuning. Pressure sensitivity and influence on flex and slip angle/ratio.
- Wet tyre wear and grip adjustments.
- Slick tyres now drain less water on wet track.
- Porsche 991II GT3-R performance tweaks on sprint circuits.
- Optimizations to AI CPU occupancy.
- Fixed brake wear after loading a saved game.
- Fixed occasional bug with broken suspensions when pitting after loading a saved game.
- Fix for MoTeC not saving if username had special characters.
- MoTeC now exports in 200hz frequency for suspension travel, wheel speed, dampers and relative math channels.
- MoTeC new channels export on/off when suspension travel touches bumpstops.
- Improved engine response at low revs and manual clutch release scenarios for easier starts.
Also improves driveability for "starting over grass after a spin" scenarios.
- Less sensitive launch control activation.
Now needs almost 100% accelerator to engage. Improves slow launches with clutch without engaging always.

AUDIO:
- Improved "Green flag" message timing at the race start.
- New crew chief/spotter messages.

MULTIPLAYER:
- All tracks in base content now have 50 slots for private MP.
- Server formation trigger is set 500m earlier when full-lap formation is used.
- Cars are now always positioned in 45 degrees in FP and Q sessions.
- Player car is now locked until green flag + 20 seconds when teleported from the grid or formation lap.
- Added IGTC tracks to server configuration: kyalami_2019, mount_panorama_2019, suzuka_2019, laguna_seca_2019.
NOTE: non-DLC owners can also set up servers with DLC tracks.
- Formation lap type is now configurable via settings.json: New system (default), old system (with limiter), free (for private servers)
- New Formation lap type for Multiplayer, including position tracking widget - to be used in official and CP servers and optional in private MP servers.
Guidelines:
- In "Single file" phase, player must follow the target widget, it should be relaxed enough to allow for warming up tyres and brakes.
Being out of target by significant margins results in teleport to pits.
- In "Double file" phase, players should find their target position as soon as possible and hold speed and side once there.
- In "Pre-green" phase (when the speed delta appears), players must lock their speed to the delta.
Speeding or moving out of lateral and longitudinal position during the pre-green phase grants a penalty based on severity.
The system works on a protect-the-innocent basis, the player can ignore what other cars are doing around them, the important thing to pay attention to is their own position and speed.
Collisions are disabled during the formation lap and regained once any overlap is ended.
- New dynamic fast formation spawns for MP.
- Server and client penalties now correctly accumulate.
- Server post-race time penalties are now applied on top of mid-race penalties.
- Pitlane speeding in non-race sessions no longer disqualifies the player, only teleports the client back to the pits.
- Fixed missing lap countdown for Race Control penalties.
- Temporarily disabled server settings: "isRaceLocked" (active by default) and event rules "driverStintTimeSec" and "maxTotalDrivingTime".
- Updated server admin handbook to provisional version 6a.

RATINGS:
- Added new track medals for DLC owners.
- TR rating now scales dependent on DLC ownership.
- SA Trust generation adjustments.
- CP servers will run DLC tracks in a parallel schedule.
- CP servers will adaptively select DLC tracks on unknown track days when a large majority of registrations owns the DLC.


Assetto Corsa Competizione is available now exclusively for PC.

Got a question about the new Intercontinental GT DLC? Ask our community at the ACC Sub Forum here at RaceDepartment.

ACC Update 2.jpg
 
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  • Deleted member 241736

between all that love and glory for that DLC & update 1.3.1 I admit except the missing „custom grid“ to see all that beauty skins is missing
 
Why does the rear on every car tend to spin after a few laps?
I recommend the Youtube content of "Aris.Drives". He explained that in detail, how new tyres are getting worn down in the back faster, therefore getting faster in the first rapid deterioration phase and then settle in their behaviour. After a few rounds more the fronts are getting into the settling phase, too, and the car behaviour changes back to normal. He can explain that a lot better then I do, so again, watch his videos, they are worth your time for sure.

Edit: Sorry, just saw that that question was answered already, so just take it as a confirmation of the first answer.
 
nice dlc...
still hope they'll (one day) work a bit more on braking (wich are WAY too easy, that's ridiculous), appart that, I really enjoy it :)
....and hum.....am I the only one having issues (crashes) trying to save my control'config ? impossible to change something, everytime I try to save a config, it crashes.... :( :( :( ...
@++

Why didnyiu think breakink is to easy ? It's ABS breaking, it means to be easy, no ?
 
I do not have a motion rig, but the sensation of the pavement dropping away is felt through the wheel at Bathurst like in no other sim. Even ACC tracks have not had as pronounced a sensation (true - most of the existing tracks don't have nearly the same undulation). I haven't tested the other ICGT tracks yet as I am trying to save them for later while I look to "master" the mountain. I can only think Laguna will be like the floor is falling out. Well done Kunos!
 
  • Deleted member 205301

Why didnyiu think breakink is to easy ? It's ABS breaking, it means to be easy, no ?
Yes, ABS helps, but it's very strange to be abble to litterally hit the brake pedal without really having to "doser" (sorry, bad english), in ACC, it's more a question of "where you brake" when IRL is about "how you brake", ABS or not .... I tried with ABS at 3, and it's still the same effect ...comparing with Iracing with ABS at 5, or RF2 with ABS at 4, it's very easy to lock at braking... I never drove a GT3 IRL, but drive a 208 racing cup (production class serie) with an ABS an drove a ClioCup (..not a "real" cup, but a RS tunned into a cup, and with ABS) and there were no way to hit the braking as I can on ACC . The correct braking should be something between acc/r3e (were braking are too easy) and iracing/rf2, in wich, braking is harder (but not "perfect")
...saying that, physics are great in ACC (specially the chassis flex^^), just need to improve that point :)
@++
 
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I'm normally an old whinge when it comes to dlc but this is dlc done right.

Well done Kunos.

P.S.
BTW ,using a Steam Controller atm with gyro steering and it is fantastic in ACC.

The paddle flippers on the back of the controller ,left one for up gears and right one for down gears is so intuitive and allows you to accelerate and brake on the triggers without your fingers getting into a twist.

Great peripheral,it has the steering feel of those old wheels with around 200 degrees of rotation and it also has zero latency.
 
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Sure 1080Ti, from memory 130 pixel density, most settings high, mirrors medium and 20 opponents shown.
Ok thank you, i have a normal 1080 and can not get it run on 40hz (Rift S) with 15 oppontents without stuttering. Settings low/med and pixel density 100. Which is odd, since i can run other performance-hard sims with quite good settings (Dirt Rally 2 with 8xAA and 1,3 SS, PCars2 with 120% pixel density and mid to high settings)
 
Sorry to break the mytic number of 69 comments :confused: ^^

I'm curious to know if there are now animations when drivers swap.

Also, are there more people in the pits? than just the team characters.
 
OK so update, apparently 1.3.0 was crashing a lot last night even after restarting the computer, it would happen at various times (track loading, while in menus, driving on track). Haven't tried 1.3.1 yet (heading to work), is anyone else having/had the game CTD since the new update? It was stable for me on version 1.2.3
 
Anyone notice they've changed it from "The official game of the Blancpain GT series" to "The office game of the GT world challenge"?

I may have missed a beat here as I hadn't played Acc in a little while
 
Was really excited for Suzuka, such a hard track to come by in sims, especially with an up to date map (2019). So I was really happy to see it come up in the DLC, however I still did my first laps at Bathurst....

Shock and awe. Insane rendition of the track, in the 720s which is so low to the ground compared to the other cars, especially in the bonnet cam. The bumps are so visceral, the cute AC version is nothing like this (although a valiant effort). I was laughing and wowing ever lap for about 10 laps, and giggling, that hasnt happened in a sim in a long time, and I've been around. I managed to get the 720s somewhat dialed in, and went across the top of the mountain full throttle after the Cutting all the way to Skyline braking point, a w i l d ride and was actually clenching my jaw. I noticed that because I had gone to the dentist a week prior for a filling, and down Conrod straight I relaxed and could feel a bit of discomfort... sweet baby jeesus what a ride. Full throttle across the top, is batshit crazy... wtf

Suzuka, is special to me. Michael won there for Ferrari the first time, and I used to race it a lot in EAs F1 2000, it's a track that rewards the driver more so than any other imo. There's the famous "flow" then the sharp Degner curves, Spoon, 130R. You need finesse and balls for it all.

lol I havent touched the othe two, what a pack.

You can see passion in this body of work, when you've sample so much over the years, man it's such a joy to see stuff like this from studios Kunos or otherwise. I sincerely hope it continues. If I make it to Italy again I'd love to come visit these absolute gentlemen and scholars at Vallelunga HQ. Chapeau gentlemen, take a bow.

PS. more liveries for the 720s, when you can, I'm ditching the death trap Huracan.
 
Ok thank you, i have a normal 1080 and can not get it run on 40hz (Rift S) with 15 oppontents without stuttering. Settings low/med and pixel density 100. Which is odd, since i can run other performance-hard sims with quite good settings (Dirt Rally 2 with 8xAA and 1,3 SS, PCars2 with 120% pixel density and mid to high settings)

That does seem like low performance compared to the other games. I've had no trouble holding 45fps for ASW on the standard Rift for the past few ACC patches even in night/rain conditions. I couldn't get 90fps to hold reliably until this update and even then that's only really in hotlapping.

I'm guessing but could it be that bit extra clarity of the Rift S screens requires that bit more from the graphics card? Sadly I can't upgrade to the Rift S, my IPD is way outside the range and it doesn't work for me at all.
 
That does seem like low performance compared to the other games. I've had no trouble holding 45fps for ASW on the standard Rift for the past few ACC patches even in night/rain conditions. I couldn't get 90fps to hold reliably until this update and even then that's only really in hotlapping.

I'm guessing but could it be that bit extra clarity of the Rift S screens requires that bit more from the graphics card? Sadly I can't upgrade to the Rift S, my IPD is way outside the range and it doesn't work for me at all.

Same with IPD for me, I was hoping Rift S would get adjustable IPD in the last minute, but no.

Me, if I use the Rift S:
hqdefault.jpg
 

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