Assetto Corsa Competizione: Hotfix 1.0.2 Now Live

Paul Jeffrey

Premium
ACC Hotfix.jpg

A new Assetto Corsa Competizione hotfix has been released - adding build stability and VR improvements amongst others.


The latest build of Assetto Corsa Competizione recently released to Steam, and with it comes a selection of fixes and improvements identified during the recent V1 release of the official Blancpain GT Series racing simulation.

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ACC V1.0.2 Update Notes:

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 mod
  • 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".

For more from the world of ACC, why not head over to our Assetto Corsa Competizione sub forum and get yourself into the thick of the action? We have a great and knowledgeable community, plus some pretty epic League and Club Racing events, if I do say so myself. Go on, treat yourself!

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I think if you go to the server list, it shows you all that information but quick join doesn't, is that what you meant?
I meant that when I go to the server list I can't see how far into a session they are.
Not so important for practice and quali as you can just jump in to those, but the race session is locked so you don't know how far into it they are.
does it actually say, how far advanced the race session is? never looked for it, if they race already I don't join, but I don't think I've seen that specific bit of info anywhere.
It's not there. I'm sure I've seen it back in the day on older sims but can't remember which off the top of my head. If the race has begun you can't join apparently. Which is good as it stops the issue of lagging when new people join the server.
 
Hello, I am talking to this great community as the last hope for a future genius of the lamp and the valid configuration for a ts-pc, for this update garbage.
Well, with version 1.0.1, an exquisite FFB very close to factor 2 was very happy and suddenly I find myself in this disaster and there is no plan to waste many other hours repairing a garbage to change it again.
The time was set, it was configured and it was corrected for a couple of hours and the result was painful, so I expect a genius who knows how to configure this.
sorry auto translate change ;)
 
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Can I just ask, is there such a huge gap in real life between the front of the grid and the rear? There does seem to be quite a large deficit to pole position and last.

At Paul Ricard 46 cars been within 2,8 seconds and 40 within 1,9 while 3 cars had problems during qualifying (P 47-49). The races are quite close at the front, so P1 to P15, while everything behind that start to spread after a few hours
 
Tried a few more things, still confused how to save races mid-session. Anyone has that figured out?
Haven't tried yet, but from what i read here on the forums the "save game" button has disappeared from the menu opened by esc. This would mean one can only save after a session, which would be ok for sprint races but definitely not for endurance. There used to be a lemans 24h title ages back where you could only save while in pits. Maybe that?
 
It is indeed not very clear.
I gave it a try yesterday with the career mode.
Basically, after finish in a session, you just have to wait the next one started, then press escape and quit.
Then next time, go to carreer and press resume. You will be back to your saving point .

I am not sure but it may you bring back at any point where you saved the game within a session. Just tried quickly
 
Hola, estoy hablando con esta gran comunidad como la última esperanza de que algún genio saque al genio de la lámpara y me dé una configuración válida para un ts-pc, para esta basura de actualización.
Bien, con la versión 1.0.1, un FFB exquisito muy cercano al factor 2 fue muy feliz y de repente encuentro este desastre y no planeo perder muchas otras horas reparando una basura para cambiarla de nuevo.
He configurado el lut, lo he configurado y lo he probado durante un par de horas y el resultado es doloroso, así que espero a ese genio que sabe cómo configurar esto.
Hmmmm
Firstly English speaking forum, it's in the TOS

Secondly going on about garbage with regards to the updated 1.0.2 of this fine sim is hardly the way to induce assistance with your wheel. I'd search online first to seek settings. Or just return everything to default and see how that feels as my Fanatec CSW V1, an ageing piece of racing hardware works just fine without any LUT changes of any kind.
 
Hi, I have a problem with my logitech driving force pro steering wheel. I can't occupy anything except steering and throttle/brake. In the beta version I was able to occupy everything. How can that be?
 
Hi, I have a problem with my logitech driving force pro steering wheel. I can't occupy anything except steering and throttle/brake. In the beta version I was able to occupy everything. How can that be?
 
Can I just ask, is there such a huge gap in real life between the front of the grid and the rear? There does seem to be quite a large deficit to pole position and last.
There are different classes of driver and team and thus car in the way of set up too.

PRO = Factory teams and drivers, larger budgets, better mechanics and tacticians etc.

Silver Cup = Better than PROAM and AM but not as good as PRO. Popular amongst up and coming younger drivers. Silver license so well on their way to becoming professional racing drivers on a salary.

PROAM = A mix of Professional and Amateur drivers. Teams are usually heavily sponsored or using the drivers own money with potentially a bit of support from factories, please guys, correct me if I'm wrong here.

AM = Amateur drivers so young or well off older guys with money and a bit of sponsorship racing around trying to get noticed in order to pick up more sponsors etc.

I think that's it. But all cars are as equal as possible due to the BoP applied by SRO, (Stephane Ratel Organisation), the only differences you will see are the speeds of the drivers depending on their experience levels and also that of their teams. Mechanics etc will command different levels of salary depending on how good they are at their jobs. So the smaller teams may not be able to afford the top set up guys or the technical people or strategists etc.
 
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