Assetto Corsa Competizione: Release 6 Now Available

Paul Jeffrey

Premium
Assetto Corsa Competizione 'release 6' is here!

UPDATE 4.3.19 @ 21:48:
In case of performance issues first of all we recommend wiping AC2 and ACC folders in AppData/Local and Documents, respectively. Then we even recommend a full reinstall, especially with VR. Then, Mirrors Resolution is extremely heavy, I personally don't recommend going over MID (also try to turn them off). Temporal Upsampling and Volumetric Fog are to be disabled in VR, make sure you do that too.

Welcoming Monza, two wonderful Nissan GT-R GT3 cars and a massive change log... Assetto Corsa Competizione is now at Release 6 status and is available NOW!

Release 6 Update Notes:
  • Added Nissan GT-R Nismo GT3 2018 model year.
  • Added Nissan GT-R Nismo GT3 2015 model year.
  • Added Monza Circuit.
  • Driving (F1) cameras reworked: added two more driving cameras (dash pro - with car hidden intended for built cockpits - and far chase), game now remembers last used camera and added option to lock/hide driver and steering wheel per car. Lateral camera adjustment now also exposed in the View Settings.
  • Camera movement settings now stored in Config/CameraSettings.jon, the old CameraOptionsEA.json is deprecated. General Movement adjusts movements in cockpit camera, Dashcam Factor adjust how much of that movement is transferred to the dash and bonnet cameras.
  • IMPORTANT: old camera settings will be lost.
  • Look L/R now works correctly in helmet camera. Look L/R looks to the side mirrors.
  • TV onboard (F6) cameras added for available cars.
  • Free (F7) camera now available with Cinema HUD (open with mouse scroll button).
  • NOTE: this is NOT a full-feature camera mode, but allows players to enjoy visuals to a greater degree and take screenshots.
  • Rewrite of multiplayer/gameplay code to improve stability and session progression.
  • Ingame menus restructured and divided into Garage and Pause menu.
  • Ingame HUD reorganised and added session status widget.
  • New Radar widget added to HUD based on the popular app for the original Assetto Corsa.
  • Updated configuration for dedicated servers, see https://www.assettocorsa.net/forum/...server-configuration-for-server-admins.54830/
    Introducing dynamic weather: (potentially) available on official Kunos Practice servers only until relevant game and UI features are added.
  • Multiplayer sessions now emulate race weekends: rubber, dry line (general: weather and track status) represent the situation based on race day and time of day.
  • UI and video settings are now stored in text files (...Documents\Assetto Corsa Competizione\Config\menuSettings.json).
  • IMPORTANT: your previous menu, graphical and game settings will be lost.
  • Added advanced video settings, including mirror resolution, sharpening filter, material quality level, temporal upsampling, volumetric fog, bloom, camera dirt effect and foliage.
  • Default graphics settings adjusted to allow for higher performance without noticeable loss to visual quality.
  • Added session type tags in the UI car selection page to help identify entries eligible in different race types.
  • NOTE: In quick race mode, the opponent field is generated based on the player's choice of entry.
  • Added model year tag in the UI car selection to help identify car models in different evo versions.
  • Assist options will now reliably update when changed during a session.
  • Further adjustments to headlight effects in TV cameras.
  • More realistic full formation lap with AI.
  • AI aggressiveness tuning.
  • AI grid generation now takes into account real life driver skill. Quick Race grids are generated with more consistency.
  • Number of opponents increased to track capacity: bigger fields are now possible as a result, the current limit depends on each individual track.
  • NOTE: Sprint races (both in race weekend and quick race modes) retain grid size limitation due to the number of available real-life entries.
  • Improved raindrop effects on car windshields.
  • Water spray from opponent cars now affects the player car's windshield in a dynamic way, taking into account distance, speed and track wetness.
  • Automatic wiper assist now reacts to water spray and not just rain.
  • Improvements to the appearance of wet and damp track surfaces, especially in low-wetness ranges, which should improve the perception of track conditions.
  • Improvements to car vs. track surface collisions.
  • Audio channel usage optimization.
  • Reworked and more reliable marshalling system with checkered, yellow, white and blue flags.
  • Added new spotter messages.
  • Added race communication alerts.
  • Losing the server connection (e.g. by a server restart) will now trigger a permanent message.
  • Important race communication alerts are displayed for a longer time.
  • Better highlights overtake detection.
  • Optimized CPU use on all threads.
  • Optimized replay memory usage.
  • Optimized netcode and bandwith usage for Multiplayer servers.
  • Volume and audio settings now affect the intro music.
  • Added video sequences volume.
  • Fixes to various car LODs to reduce pop-in in racing scenarios.
  • Adjusted driver position in the BMW M6 GT3.
  • Adjusted driver steering animations.
  • Adjusted wet tyre shader and added ambient occlusion on tyres.
  • Fixed potentially wrong resolution and crashes when starting the game.
  • Fixed multiple crashes occurring when quitting sessions.
  • Fixed replay time multiplier not resetting on session change.
  • Fixed potentially wrong car location detection.
  • Fixed static car shadow fading out at high speeds.
  • Improved tyre model combined grip.
  • Improved tyre heat model, especially in overheat conditions.
  • Tyre wear is now affected differently by different kerbs, concrete and other surfaces.
  • Tweaks in preset setups for all cars (we highly advise to not use older setups).
  • Improved vertical surfaces aero model.
  • MoTeC Telemetry implementation.
  • Setup Electronics page now includes a slider to select the number of telemetry laps to be saved at the end of a driving session.
  • MoTeC ACC dedicated workspace, created from Blancpain telemetry engineer used for evaluating basic setup and driver performance.
  • Added native DBox SDK support.
  • Added option to enable/disable native Fanatec LEDs.
  • Setup minimum fuel load set at 2 litres for all cars.
  • Fixed Ferrari 488 GT3 wrong fuel visualization in setup screen.
  • Steering ratio tweaks for all cars.
  • Monza BoP A adjustments for all cars.
  • Tweaks in tyres dirt accumulation and grip levels when going on grass and sand.
  • Sand traps now slow the cars down.
  • Fix to unreliable car spawn in certain situations.
  • Flipped cars will automatically spawn in the pits.
  • Severe cutting will result in immediate disqualification in any type of Multiplayer sessions.
  • Ratings: Track Competence (TR) has improved feedback in the UI; you will see all the sectors necessary, so the progress is easy to understand.
  • Ratings: Track Competence (TR) algorithm improved to reduce false positive aborts.
  • Ratings: Consistency (CN) was rewritten during the refactoring; it should work similarly but has improved precision on various aspects.
  • Ratings: Car Control (CC) largely improved algorithm and UI feedback. It is a lot harder to gain higher ratings, unless you are driving very well.
  • Ratings: Car Control (CC) now understands the concept of turning the wheel too much, and give appropriate feedback.
  • NOTE: Pace (PC) and Total (TO) ratings will be improved and adjusted during the days after this version.
  • NOTE: The maximum number of all ratings will be set to 99 (instead of 100).
  • NOTE: ALL RATINGS AND DRIVER PROFILES WILL BE RESET WITH THIS 0.6 RELEASE.
  • Backend servers: improved reconnection stability.
  • Backend servers: fixed multiplayer sessions not registering stats and laptimes in certain situations.
  • Passworded servers can now be created.
  • NOTE: passworded servers must be searched for manually in the lobby search field.
  • Single player Sprint Race Weekend mode reworked and now has forced tyre change and driver swap.
  • NOTE: Endurance Race Weekend game mode is temporarily disabled until supporting features and UI elements are completed (pit stops and penalties).
  • NOTE: Pit stop crew animations are temporarily disabled until full functionality is retained.
  • NOTE: The Broadcasting API is temporarily disabled

Assetto Corsa Competizione is available via the Steam Early Access Programme and is current at release 6 status.

Check out the Assetto Corsa Competizione sub forum here at RaceDepartment for the latest news and discussions regarding this potentially awesome new sim.

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am I the only who get track missmatch, i chose race WE, chose Nissan, Choose monza, hit start, Monza splash screen appear and then i spawn in Hungaroring HAHHAHHAA, i event experience it online the first nigght of release. Until now i'm not able to Race on monza in Sprint race or race Week end, i only can online ..........
 
Sooo.....you talk with yourself now...tell me who will win this :p

Anyway, this update just did good with me: FPS increased in VR with AI 29 cars (still FPS drops in some point but I'm ok with that), perfect in Hot Lapping and a really more enjoyable MP.

But I found a weird bug: during an online session I suddendly stopped in the middle of the road. All my pedals input did't work at all: I could change gear, activate the headlights, change the TC and ABS but my car just stood there while the other players kept passing through my car (in other words, the collisions with my car were disabled).

Exiting and re-entering the session solved the bug. Did this ever happen to you?
YES
 
For what it's worth, I'm pretty happy with the performance I'm getting.

I'm running at 3,440 x 1,440 (21:9) with a Ryzen 5 and 1070ti. Most settings, apart from Shadows (high) and mirrors (medium), are on Epic. In solo practice I'm getting low-80s at Monza in dry and wet conditions.

I did a race yesterday with 20 AI (15 visible) and was getting high 60s, which is fine for me as I'm using G-Sync compatibility mode. As several people have pointed out, it's very much CPU limited when driving against the AI. I don't know what's like in multiplayer.

As for the game, this latest update confirmed in my mind this should (netcode permitting) be a great game. The detail in the cars and tracks is outstanding and the handling / FFB is progressing nicely. I really enjoyed the long stint challenge in the wet at Monza last night. I got nice communication through the wheel when you're losing traction, allowing me to adjust and there's plenty of feedback from curbs. I can't wait to get into some serious online endurance racing on ACC and I hope Kunos has big plans to expand in GT4 off this base.
 
Personally I feel happy with the update and the progress of ACC so far. With some tweaking the game looks amazing and has more than acceptable performance on my RX 590 graphics card, even at 2k resolution. Can hold 80 - 100 fps.
 
I confess that I am more of a game-player than a competitor; racing more against AI than online. In that role, this game is meeting my expectations. Once all of the cars and tracks are released, will there be enough hours in the day to experience it all? Certainly in AC with Sol and shader patch I am running Spa 24 hour races and having a blast. I can't wait to do that with the improved AI of ACC and the even more immersive graphics. To me niggling over a few FPS or mirror quality is irrelevant to the overall entertainment value. That there is MOTEC analysis and a host of other technical tweaking options is amazing - although somewhat lost on me.

BTW, is Dries Vanthoor taking off like a rabbit in your AI races? I have done three 28(?)-car, one-hour-long AI races in the 2018 GTR and in each he shoots ahead in his R8 and I can't catch him even though I am leaving the rest of the field behind.
 
v0.6.1 Changelog

- Added rear-view camera display in Lamborghini Huracán GT3.
- Consistent mirror resolution in all cars.
- Fixed ghost car not working in some instances.
- Ghost car now has a more stable render.
- Fixed replay highlights increasing with longer sessions.
- Fix to mirror resolution default.
NOTE: defaults to intended default resolution (MID) without changing anything. The EPIC setting is now eliminated. No action required from the user.
- Added presession timer to MP.
- Fix to false-positive DQ resulting from teleporting to pits.
- Fixed standings widget not updating total player count.
- Fixed driving camera resetting after entering and leaving the pause menu.
- Fixed both Nissans' setup ECU values, now start from 1.
- Fixed potential issue with road effects settings not loading properly.
- Race communication durations edited for important messages.
- Race results now show gaps to leader.
- AI skill and aggressiveness sliders remember last set values across game modes.
NOTE: AI values will reset after initial launch so pay attention when playing for the first time.
- Informative help snippets added when selecting each graphics setting.
 
It’s is about time they fixed the stupid IDEAL RACING LINE , i sometime use it
to give me a sort of 3D image, this helps me refine my racing lines. i don’t have VR.
Not only do these stupid lines look like Blackpool illuminations, they, after a distance,
point up wards, am i meant to take off !!!! :confused:
Kunos, do something about this. :thumbsup::thumbsup::thumbsup::thumbsup:
Make them a subtle addition.
If you are in a state of confusion about this, look at your own Assetto Corsa implementation.
 
Thanks, reducing the mirror resolution to Med worked for me, I'm now getting locked 60FPS at full 4K on a 1080TI.

Before this change (after a reinstall) the FPS was dropping to mid 40's according to Steam FPS but in reality the corners were a slideshow and the wheel FFB was all over the place.

Now though it's all fixed, smooth FPS an dworking well from what I've seen so far.

Also for any other TX458 wheel users, the wheel base defaulted to '2 green flashes' on the mode button (basically 360 DOR) despite being set to 900 on the Thrustmaster desktop and in game. It took me a few laps to realise what was going on. The in game rating system kept saying 'too much steering' and sometimes resporting that I had lost control (actually mild understeer in a couple of corners). Once i realised and set the wheel base to 900 DOR to match the game all was fine and the FFB is working well now.

Time to give VR a go.

Hi, can you please explain what to do in game or off game, having the same issue with my t300.
 
Am I a lucky boi or am I playing a different game? Why does my ACC look, run and feel so good LMAO. Just turn off the horrendous post processing and the game looks fresh as hell underneath it. Literally the only reason to use that god awful PP is if you intentionally want to make your game look like a blue cartoon and lose 30 fps in the process. ¯\_(ツ)_/¯


Oh yeah, free cam is out too, now to take some crisp screenshots. :D
 
Well i've done the file deletes and a fresh install and for me its worth it. Running an R5 1600 stock, 16GB 3000mhz ram and an undervolted, O/C'd Vega 56, Settings mainly on high ive got an average 15 fps improvement, Game to me looks better, Cant believe how good the FFB feels on my ancient G25, Had a quick race at Zolder in the GTR 2018, I absolutely love this car, AI were really good, Absolute blast.
 
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