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.

Like what we do at RaceDepartment? Follow us on Social Media!

 
 
Last edited:
no post processing, hotlap at 2 pm.
love that combo, can't wait for the new version of that beast
20190305193017.jpg
 
I don't think 4K is much of a thing in the real world, most people don't have 4K TVs. I'd have my doubts that many people have 4K consoles. I really don't think most companies are aiming for 4K.
I beg to differ @ least here in the UK, almost all new tv's are 4k, ours is, and I have a 4k monitor too, which will only run @ 60hz when @ 4k. I think you'll find that 4k is a lot more popular than you presume and tbh it'll be the norm much faster than you think.
 
Oculus VR is running pretty well for me with 45fps ASW, no way my creaky old (and soon to be replaced) 4770K/1080Ti is going to hold 90FPS. The VR image and draw distance looks pretty much the same as anything else we have at the moment.

Solo lapping at the 'ring in the GTR the game holds a solid 45FPS at all times, the FPS increases to 70 on a couple of sections and 83 on the start finish straight.

The OSD still duplicates - on the dashboard and in the Oculus HMD if I have the main screen set to 4K, if I drop the resolution to 1440p or 1080p the duplication is removed.

ACC looks fabulous in 4K on the single screen, to my eye it really is less than impressive at 1080p, quite fuzzy and washed out, hard to believe it's the same game.

I really do like the gamification elements and track rating training games. I had reached pace last night but it seems they had all reset again today, no problem I enjoyed running the laps again. I do like the way the game tells me off for being too aggressive or steering too much in the consistency section - entertaining but also good to learn from.

Now to try a race in VR and see if the 45FP will hold.
 
No. OSW user here. Im lucky enough to own a motion rig, with out is impossibile (for me ofc) to understand what the front tyre are doing. But in this 0.6 release i gained a lot of “loss traction” feel coming from the rear tyre, so...maybe not all the hope is lost?
Really need to feel when front end loses grip, it's very important to me.
 
Now VR works for me!
pankykapus wrote in the ACC Forum:
"If you experience performance issues, try erasing your documents/Assetto Corsa Competizione/Config/menuSettings.json, a lot has changed so probably you're better off starting clean.

I also recomment deleting the engine.ini file in user/AppData/Local/AC2/Saved/Config/WindowsNoEditor."

this is the solution for my Oculus Rift:)

Still not working for me, with a WMR headset. :( I tried what you suggest, as well as other "solutions" that have been posted throughout RD. I even tried uninstalling and re-installing ACC.

No dice. The opening menu is still "below" my view and is not readable from that acute angle.

FWIW, I have no VR problems (other than occasional FR problems) with any other sims. - Just ACC.
 
Still not working for me, with a WMR headset. :( I tried what you suggest, as well as other "solutions" that have been posted throughout RD. I even tried uninstalling and re-installing ACC.

No dice. The opening menu is still "below" my view and is not readable from that acute angle.

FWIW, I have no VR problems (other than occasional FR problems) with any other sims. - Just ACC.

Oh too bad to hear that. Maybe the following post will help you:
https://www.assettocorsa.net/forum/index.php?threads/vr-how-to.51983/page-23
 
I just love the way they've simulated Monza, probably the best "version" of the track that I've tried so far (and I've tried many. I think Monza is on almost every sim I've ever owned!) The two Nissans are pretty cool to drive, but my favorite is still the Ferrari.

Now, the wait begins for the full game… I think the administrators of this site should start a contest: predict the actual release date of version 1.0 ;)
 
Oh okay, I think I just need to start playing with the set up. May a tick down on the wing? Do you have a set-up for the G3?

Misano is one of my least favourite tracks, in general I like the more flowing fast tracks of the endurance series. Misano is used for the Sprint series, I did the event in the G3 with the safe setup and ended up somewhere 1 37 9 ish? I went faster in other cars but it's a good base.

Trouble with Misano is that you have to find your braking spots and they are almost never in a straight line which is hard to learn at first but in the end pays off.

So no, I don't really have much in the words of set-up, I generally decrease the bump stop rate at the front so the car hits the stop faster and rolls on them through the corner when the aero doesn't work, which at Misano is often so as there are quite a few 1st and 2nd gear corners. Really just trying out the advice Kunos gives themselves about these GT3's.

When I'm 2 seconds of the pace of the aliens I'm a happy person.
 
I tried a full 30 car grid race in Oculus and nope, this time no chance. The framerate dips well below 45 to 30 in some cases when there are a lot of other cars on track bunched up in the slower corners. This looks like flickering in the HMD. On the main screen replay there is some really strange stuff going on, looks like tyre debris flying up off the track and sometimes in the wrong direction.

I'll try lowering the quality settings and see if I can find a balance that works.
 
I've got the Oculus VR working nicely once again now. I had to turn down quite a few options to medium or low to maintain a solid 45FPS ASW but once there the graphics are smooth. The AI are fun and fair to race against, this was at 90% as I just jumped in, didn't change any settings or fuel etc as I just wanted to see if I could get the VR going well.


At this stage I see ACC as far better than I expected, it's fun to play and the extra gamification via the driver rating etc means there is more of a game and more to do this time.
 

What are you racing on?

  • Racing rig

    Votes: 528 35.2%
  • Motion rig

    Votes: 43 2.9%
  • Pull-out-rig

    Votes: 54 3.6%
  • Wheel stand

    Votes: 191 12.7%
  • My desktop

    Votes: 618 41.2%
  • Something else

    Votes: 66 4.4%
Back
Top