Paul Jeffrey

Premium
Kunos Simulazioni have released a new update for Assetto Corsa Competizione, bringing the software to version 1.3.10 and adding a host of bonus 2020 season liveries to the simulation.

The new 1.3.10 update has been released to Assetto Corsa Competizione earlier today, and the studio have stated that this is merely a small build release update, as the Italian developers continue to prepare the much anticipated big V1.4 launch set to drop later this month.

Even for a "small" update, the new build comes complete with some nice improvements to the core game software as well as a selection of liveries from the 2020 GT World Challenge Europe season - including the debut of the R-Motorsport Aston Martin livery that the popular team will campaign once the real word series gets up and running, hopefully later this year.

Check out the full update notes below...


Assetto Corsa Competizione V1.3.10 Update Notes:

GENERAL:

  • Numerous 2020 liveries as special bonus content.
GAMEPLAY:
  • Free game modes (QR and CRW) now always use the same logic for opponent generation to maximize opponent count in the given season instead of event.
  • Added AI forced pitstop protections to avoid double pits (forced pitting will now wait for the scheduled if stint ends in less than 10 minutes, except for fuel).
  • Fixed race flags during win flags (wrong finish line comms).
  • Fixed missing deflated tyre (puncture) state in saved games.
  • Early yellow/white flag spotter warning / removed it when too close or during pit.
  • Cars are now ghosted during formation lap also in SP.
  • Quick Race and Custom Race Weekends modes now work like MP in terms of numberplate/banner sponsoring.
REPLAY:
  • Reworked spawn/despawn replay cars to avoid increasing memory allocation on random access in MP replays.
  • Fixed no focused car on start of the spectator replays (and consequential HUD issues).
  • Fixed MP car spawing/despawing during rewind replay.
  • Fixed wrong driver during highlights for swap driver replays.
  • Fixed pit barriers for gallery replay.
UI/HUD:
  • Updated delta time behaviour to stints - delta timer will now reset to stint best.
  • Updated delta timer appearance and added reference laptime item.
  • MFD pit info panel screen separated from pit strategy page and added HUD option for visibility.
  • Better widget auto repositioning with hidden items.
  • Added light indicators on the HUD and option in HUD settings.
  • Fuel widget now includes fuel/lap calculation.
  • Wider track map layout for Mount Panorama.
  • Added option for dashboard display rendering on the HUD (per-car view setting).
  • Windshield Banners now selectable in custom cars interface.
  • Fixed desync between leaderboard lines and showed lines in the official leaderboard HUD.
  • Fixed helicam name.
  • Added look L/R camera speed to cameraSettings.json (lookAroundSpeed).
  • Added in-car showroom camera - toggle with CAMERA button, use mouse/gamepad to navigate.
  • HUD left and right margins no longer offset the centre when not having equal values.
  • Show the official position in RT widget for all opponent cars when the player car has session-over flag.
  • Stint timer now hidden for spectators in MP swap gameplay.
  • HUD, hide on long-press of cycle HUD page up/down button.
  • MFD, added previous/next page action bindings.
  • Added TC Cut and Engine Map per-step control bindings.
  • Showroom filter now defaults to "official".
  • Broadcast overlay additions and restyling.
  • Updated setup screen images.
  • Moved UseGamepadForFreeCamera settings to cameraSettings.json.
  • MFD pages now all hide the mouse cursor.
    NOTE: menuSettings.json in User/Documents/Assetto Corsa Competizione/Config will now reset and some of the menu-related settings will need to be set up again.
GRAPHICS:
  • Fixed a floating white line in the pits on Brands Hatch.
  • Fixes to Mount Panorama horizon image.
  • Fixed F1 camera cycle active during intro sequence.
  • Fixed fake car shadow projection rotations and revised shadow maps on all cars.
  • Fixed glitchy secondary driver animations in replay and spectator mode
PHYSICS:
  • New suspension bumpstop calculation.
    NOTE: we advise to check your old setups by clicking at least once on the ride height and then controlling bumpstop window in the setup!
  • Fine tuning of influence of wet surfaces at slipangle peak and aquaplaning, on slick tyres.
  • New tearing feature on tyre wear if tyres are pushed way over their peak slip angle for an elongated time.
  • Steer angle and clock added to shared memory.
MULTIPLAYER:
  • Fixed MP cars having higher low speed than real (and smoke generation when stopped).
  • Enabled meatball flags for lights off in wet and night sessions in MP.
  • Cutting penalties no longer register on the UI when player's session is over.
  • Scripted formation speed-delta phase is now 70kph instead of 60kph.
  • Increased tolerance for auto-teleport during the formation lap.
AUDIO:
  • Fixed ramp volume during camera changes for low main volume.
  • Smoother replay time jump with audio and video fading.
  • Support for chassis sound volume in audio settings (separating it from tyre and brakes).
  • Audio channel/memory optimizations on camera change and car despawn.
  • Fixed free camera audio listener location priority away from the focused car (cars without audio using the free camera around the world if the player car is in the pit).
  • "Green flag/go go go" race comms now grouped as starting message.
  • New spotter/crew chief audio messages.
  • FMod Studio: improved damage sound spatialization.
  • FMod Studio: improved sound dynamics on throttle for all cars.
VR:
  • Fixed mouse in freecam in VR.

Original Source: Kunos

Assetto Corsa Competizione is available now on PC, with console release to follow in the coming months.

Got questions that need answers relating to ACC? Start a thread in the ACC sub forum here at RaceDepartment, and let our epic community help you out!

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I would still like to see P2 fight for the lead (or even P5 fight for P4), but apart from my immediate pack I am not bothered about elsewhere.
I get your point, but in endurance racing you want to come up on slightly different situations from time to time. I did a six hour event in bits of 30mins twice already and in a situation like that, a more lively AI off the screen is really nice because you do not want to either be lapped or lap the exact same group of cars every hour or so. Some should have had an unforeseen pitstop, you should pass at least one car somewhere in the gravel etc. Otherwise endurance has a tendency to be endured rather than witnessed.
I'm no coder, maybe you don't need racy AI for that just randomized events happening to randomized AI (and to you, of course)? I have no clue.
That said: we are still sorely missing implementation of a safety car!!! Would be my biggest wish for 1.4.
 
Its funny, on his first post he wrote BYE, then went on with many more posts.
We got it on his first post, he doesn't like ghosting, so why repeat it, and why say BYE if you are just going to come back (genuine question)?
Its like those people that say they are going to leave a chat forum but hang around to see the replies. If you are going to leave then just leave, no need to broadcast it.

I kind of agree with this.
If I am fighting for P3, what do I care that there is a fight going on by the AI for P16 also?
As long as my fight is enjoyable, either fighting to gain or retain a position then that's all I care about.
I would still like to see P2 fight for the lead (or even P5 fight for P4), but apart from my immediate pack I am not bothered about elsewhere.

Forgive me, but I genuinely do not understand your logic. How can you have this perspective for racing offline, given that the fundamental concept of racing is to, race? You're not looking at the finer details here.

Yes, racing opponents around you is all well and good, but how would your logic apply to endurance racing or even championships for that matter? In fact, how does that even apply to racing? What if - for example - a car that is lower on the field starts to progress through the field due to a driver change, and with each lap that is passing, they are gaining on you or another car. You're obviously going to be heightened sense of security. This is just one of many examples that reflect immersion and personality throughout a championship..

I really don't understand this single minded approach to racing offline, it baffles me. A lot of people come out with 'I would rather have resources dedicated to other areas' but we're in 2020.. AI use simplified physics as it is.
 
Forgive me, but I genuinely do not understand your logic. How can you have this perspective for racing offline, given that the fundamental concept of racing is to, race? You're not looking at the finer details here.

Yes, racing opponents around you is all well and good, but how would your logic apply to endurance racing or even championships for that matter? In fact, how does that even apply to racing? What if - for example - a car that is lower on the field starts to progress through the field due to a driver change, and with each lap that is passing, they are gaining on you or another car. You're obviously going to be heightened sense of security. This is just one of many examples that reflect immersion and personality throughout a championship..

I really don't understand this single minded approach to racing offline, it baffles me. A lot of people come out with 'I would rather have resources dedicated to other areas' but we're in 2020.. AI use simplified physics as it is.
I should have maybe put a disclaimer on, saying 'I don't actually play SP races', but the odd time I possibly do they are short 30 minute races where its unlikely I am going to overlap (or hopefully be overlapped).
I do see your point for longer races though.
 
I find the AI can put up a very fair fight. I'm running them around 95 skill level with 60 aggression. I haven't tried messing much with the aggression. It never even occurred to me to set an all AI race and watch what they do, I don't have time for that kind of thing. As long as they look convincing when they're around me I don't really care what they do. I only use AI for practising, I want to try stuff out on them and practice over taking. I think a lot of online drivers should be looking at the AI for tips on how to behave in a race. They have better etiquette than most online drivers, and don't do things like come out of the pits and start fighting for position with someone on a hotlap.

For unpredictable chaos we have online. Where you can beat faster drivers by just not crashing, at least the AI can keep the car on track and force you to just be faster than them.

Don't really have an issue with ghosting for random online races either, you don't know who you're racing against online so it's much safer to just use the ghost option. Maybe change it for CP races, people seem to keep their position better on CP servers.

They seem pretty focused on Europe now though (both in content, and things like CP servers)
Europe's easy for them, they could be at any track in Europe within a few hours to do research if they needed to.

I'm not really sensitive enough to be able to tell the differences between these subtle changes. I did go into a CP race that I'd been practising for yesterday at Misano. The car did feel maybe more predictable, manageable, but it was subtle enough not to cause me issues during the race, I wasn't testing curbs or anything. Qualified 8th, and I skilfully managed to pass the much faster cars in front when they either disconnected or crashed out. Finished 3rd. The AI wouldn't have handed me a podium like that.
 
Maybe having ghosting isn't good for realism, but it's only the formation lap! Calm down! It's there because others cause crashes. It doesn't make the racing any worse for you, it actually means you can get to the start line without being destroyed
Thanks for understanding my point. And as you can see many soyboys got butthurt in the process. Remember I didn't have a problem with the SP left alone to be enjoyed with the upmost realism. But anyways I've already moved on to AMS2.

Will keep an eye on the development of ACC time to time after new updates.
 
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