Assetto Corsa Competizione | V1.5 and GT4 DLC Released

Paul Jeffrey

Premium
Kunos Simulazioni have launched their V1.5 update of Assetto Corsa Competizione alongside the exceptional GT4 Pack DLC.
  • New DLC contains 11 GT4 cars.
  • DLC priced at £17.99.
  • Multi-class online racing now available.

Assetto Corsa Competizione GT4 | Check out our DLC review: Click Here

Yes, at long last release date is here and a brand spanking new update for Assetto Corsa Competizione has been released! Packed with features, fixes, improvements and changes, as well as the small matter of a new 11 car DLC replicating the 2019 European GT4 Series championship, this is one of the biggest update / DLC drops released for Assetto Corsa Competizione to date.

We shall get on to the subject of GT4 in a moment, but before we do, let's take a look at the V1.5 update change log that comes with this brand new build.

ACC GT4 Review 2.jpg


Assetto Corsa Competizione GT4 | Introducing Greatness: Click Here.

GENERAL:
GT4 European Series DLC (2019 season) now available for purchase with:
  • Alpine A110 GT4
  • Aston Martin Vantage V8 GT4
  • Audi R8 LMS GT4
  • BMW M4 GT4
  • Chevrolet Camaro GT4.R
  • Ginetta G55 GT4
  • KTM X-Bow GT4
  • Maserati Granturismo MC GT4
  • McLaren 570S GT4
  • Mercedes-AMG GT4
  • Porsche 718 Cayman GT4 Clubsport
  • Official 2019 GT4 European Series liveries and bonus presentation liveries for select models.
  • Additional bonus GT World Challenge Europe 2020 liveries.

Assetto Corsa Competizione GT4 | Gameplay Videos: Click Here.

GAMEPLAY:
  • Added GT4 Season menu (DLC).
  • Added GT4 Sprint Race game mode: 1-hour race duration, mandatory driver swap in pit window, no tyre change or refueling allowed (DLC).
  • Added GT4 2019 championship season and custom championship season (DLC).
  • Fixed a bug where saving the game while the car was facing the wrong way would DQ the player when loading the session.
  • Changed references in the penalty system to allow different track limit thresholds for different car groups in mixed races
  • Potential fix to the pit exit trigger fail and subsequent issue with pit limiter getting stuck and stint times not restarting properly when the player had the first box.
  • Fixed an inconsistency in the lower threshold of the automatic wiper assist.

UI:
  • Dash display opacity slider added in View Settings.
  • Short name (abbreviation shown on Lumirank display) now editable in driver UI menu.
  • Car classes marked on RT and leaderboard items on the HUD in mixed races.
  • Class indicator added to Broadcast HUD.
  • Broadcast MFD now contains split GT3/GT4 standings in mixed races (long press Insert hides & re-evaluates if race is multiclass or not during the race).
  • Class indicator added to MP timetables.
  • GT4 cars grouped in MP car selection.
  • "Sticky" HUD layer remains visible when hiding HUD via long press.
  • Updated realtime leaderboard widget time gap logic to support mixed classes.
  • Fixed controller navigation for the colour selector in the driver editor page.
  • Fixed a bug with control-hijacking by hidden widgets.
  • Dash widget size now respects low aspect ratio resolutions.
  • Showroom widgets to not consume mouse events while camera is being controlled.
  • Fixed temporary mouse pointer invisibility when intro session is set to skip.
  • Pit rule summary widget added to the garage screen.
  • Server statistics widget added to the garage screen.
  • Driver swap widget added to the garage screen (when applicable).
  • "Drive" button now pulsates on the garage screen during countdown.
  • Updated track map widget and interactive track map widget added to the garage screen.
  • Clicking on the markers changes focused car, clicking outside changes marker between position and racing number.
  • Indicates cars triggering yellow flag.
  • Indicates cars on invalid lap in Qualifying sessions (cyan marker).
  • Full track map widget now available on the Broadcast HUD and the Replay HUD.
  • HUD track map now has zoomed-in and full map option in HUD settings.
  • Added track map HUD page (cycle F2) as a secondary broadcast page with focus on track map.
  • Fix to only one car model being available for custom cars after adding the first one.
  • Server name is now shown for saved replays.
  • Fixed weather widget timing out on Broadcast HUD.
  • Weather forecast now shows current weather.
  • Weather forecast rainfall icons now show indication of increasing/decreasing rainfall (+/-) when both forecast stages prompt the same icon.
  • Fixed missing mouse pointer with Cinema HUD open.
  • Fixed erroneously exposed tyre set selector for wet tyres when switching between compounds and when loading a setup after session transition.
  • Fixed an issue with the setup strategy selector that would jump to the end of the list of strategies after session transition.

CONTROLLERS:
  • Change in the management of controller devices, to use instance IDs instead of on product ID.
  • Allows the use of multiple instances of the same controller device model, such as button boxes.
  • Fixed Frequency setting not loading correctly after being set in the UI.
  • Disconnected devices will no longer be deleted from controls.json but will be marked as disconnected (red-coloured device name in configuration screen).
  • Controls configuration can now be reloaded to detect re-connected devices without need to restart the game.
  • Refresh/reload and undo buttons added to the controls page.
  • Default keyboard binding for "downshift" reassigned to "X" in order to avoid clash with basic Windows function hotkeys.
  • Fixed FFB controller order dependency, now the steering device automatically gets FFB assigned.
  • Potential fix to lack of FFB for certain devices upon first install or control settings reset.
  • Controller presets for Simucube and Simucube 2 wheel bases.
  • Added new rumble effects and adjusted existing ones for XInput gamepads.

MULTIPLAYER:
  • Server: added server-side car group restrictions: GT3, ST, Cup, GT4, FreeForAll.
  • Client: server car group displayed in server list.
  • MP car selection page automatically pre-selects car based on eligibility.
  • NOTE: DLC ownership is not required to join mixed-class servers and see opponent cars.
  • Quickjoin always respects the car group that is currently selected.
  • CP servers are in Mixed mode, and use the Primary car.
  • Client: server list now will not refresh upon returning from car selection/advanced menu.
  • Client: fixed an issue with failed race starts when clients entering an invalid state would not be re-evaluated as valid even after regaining position.
  • Client: fixed a crash that would occur when the client joined during the start of the formation phase.
  • Client: fixed an issue where clients joining during the preparation/countdown phase would be sent up to the top of the grid by the formation widget and erroneously start from pole.
  • Client: fixed a potential client crash when using maximum tyre set rule in driver swap scenarios
  • Client: fixed unreliable grain/blister/flatspot data transfer in swap scenarios when reusing old tyresets while also swapping driver.
  • Server: client reject during post-qualifying phase now made global to prevent erroneous spawning.
  • In an open-race server, clients may still join after the post-qualifying phase, either during the race countdown phase, during the formation lap or after the race start.
  • Server: fixed a rare server issue that would skip to the end of the race session when all clients entered into an invalid state at the same time during the formation phase.
  • Server: added "isLockedPrepPhase" setting (settings.json) to prevent clients who did not take part in qualifying from joining during the preparation/countdown phase.
  • CP: fixed client rejection with "server full" message with successful registration.

PHYSICS:
  • Fixed tyre pressure reset on used tyres when pitting without tyre change.
  • Motec control channels frequency upped to 60Hz.
  • Fixed Motec channel drift when comparing laptimes.
  • Kerb, slip, G-force and ABS vibrations added to physics API.
  • EBB (active electronic brake bias) feature activated and implemented.
  • Torque vectoring differential activated and implemented.
  • Pirelli DH and DW tyre model implementation, all dimensions required and used for GT4 European Series cars.
  • Updated and improved implementation of caster physics (also affects visual appearance).
  • Porsche 991II GT3 Cup tyre model update and fine-tuning.
  • Porsche 991II GT3 Cup updated spring rates and bumpstops as per endurance homologation.

GRAPHICS:
  • Sparks performance optimization and probability filtering tweaks.
  • Backfire performance optimization.
  • Optimization of light emitters at Nurburgring to help reduce stutters.
  • Fixed car dirt visuals getting reset after certain periods in Multiplayer sessions.
  • Various car LOD fixes.

AUDIO:
  • Tweaked curbs and astroturf volume in onboard cameras.
  • Better organization in sample reference structure.
  • Better audio feedback for brake temperature and wear level.
  • General fine-tuning.



Also new for today is the GT4 Pack DLC - adding 11 new GT4 cars from the 2019 European GT4 Series to the simulation. I've already talked to death about these cars, so if you want a quick summary again, check out these two videos:



Enjoy the racing folks!

Assetto Corsa Competizione is available now on PC, Xbox One and PS4.

Got questions? Head over to the Assetto Corsa Competizione sub forum here at RaceDepartment and let the community be your guide!

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Many things are regional priced, most things get sold in relation to the local supply and demand curves. Just think about fruits as an example which may be sold very cheaply in many countries but when exported increase in value, as they enter markets with more income and differing demand curves.
I'm just wondering how people that can afford extremely expensive hardware in a poor country can't afford software. Converting the price of the GT4 DLC in Brazil to US dollars still makes it almost half of what I paid.
Anyways, hopefully game developers keep giving away their work for next to nothing since so far it seems to be the status quo.
--------------
Anybody else feel like using hotlap mode on their favorite track in order to see how close, or how far, laptimes differentiate between the different cars?
 
I did.

I immigrated, I was thousands upon thousands upon thousands of dollars in debt, I have a wife, two young children, Casual position that ended, no income (no welfare because I sit outside the system) The question we had was to skip Christmas for the kids or to pretend everything was fine and use the credit card to give them a xmas in the hope things came through.

They did, I picked up more casual work though it was the end of January, I put money aside for my education and took time off work to attend courses, This lead to full time work and further education. 8 years later I have 3 diplomas, an advanced diploma, I'm a certified trainer and assessor and a qualified auditor. I have a very well paid job, I've traveled abroad multiple times and seen what real hardship is, I have a shed full of motorcycles, a nice house with multiple bedrooms and a swimming pool. And I can waste my time with stupid discussions on the internet.

If the motivation for all your ranting is based on my use of the "est" at the end of a word then everyone you know and deal with on a daily basis have my sympathy.
I realise all that because, the "Amount" isn't the issue, because it's a small amount we shouldn't care?

And when someone says "the poorest live like kings", that's just a bunk statement that I will NEVER let pass without strong counter debate. All it needed was a "sorry I mean "the poor"", which would have ended the discussion but that didn't happen.

I don't think that really poor people (unfortunately, can) care about simracing so I don't think Kunos would have to consider them in their pricing decisions for the GT4 DLC.
 
I'm just wondering how people that can afford extremely expensive hardware in a poor country can't afford software. Converting the price of the GT4 DLC in Brazil to US dollars still makes it almost half of what I paid.
Anyways, hopefully game developers keep giving away their work for next to nothing since so far it seems to be the status quo.
--------------
Anybody else feel like using hotlap mode on their favorite track in order to see how close, or how far, laptimes differentiate between the different cars?
Dude, c'mon, I don't know if you are playing dumb...

If our minimum wage is like $200 and yours is $1500, I think it's pretty damn obvious why we struggle more to buy stuff. It's not rocket science.

Physical stuff needs to be produced, shipped, taxed and sold by retailers. A god damn software just needs to be downloaded from a platform. You cannot compare them...

And It was explained a million times before, it's better to sell a lot of DLC's for X times less than 0 at full price. No big brain required to understand.
 
Dude, c'mon, I don't know if you are playing dumb...

If our minimum wage is like $200 and yours is $1500, I think it's pretty damn obvious why we struggle more to buy stuff. It's not rocket science.

Physical stuff needs to be produced, shipped, taxed and sold by retailers. A god damn software just needs to be downloaded from a platform. You cannot compare them...

And It was explained a million times before, it's better to sell a lot of DLC's for X times less than 0 at full price. No big brain required to understand.

It's a common misconception that software has no value because it is virtual. Forgetting how many man-days of work are necessary to develop and maintain it.
 
Dude, c'mon, I don't know if you are playing dumb...

If our minimum wage is like $200 and yours is $1500, I think it's pretty damn obvious why we struggle more to buy stuff. It's not rocket science.

Physical stuff needs to be produced, shipped, taxed and sold by retailers. A god damn software just needs to be downloaded from a platform. You cannot compare them...

And It was explained a million times before, it's better to sell a lot of DLC's for X times less than 0 at full price. No big brain required to understand.

If there is a need to change your professional life, you may give yourself a try as a comedian. You are gifted with talent.

Cheers
 
It's a common misconception that software has no value because it is virtual. Forgetting how many man-days of work are necessary to develop and maintain it.
It doesn't have no value because it's virtual but the cost for a copy of a digital product must be close to zero (I really don't know :))
So, once your digital product is on a server, it must be worth selling lots of it cheaper than a few (or none ! ) at full price.
Am I writing nonsense ? :)
 
It doesn't have no value because it's virtual but the cost for a copy of a digital product must be close to zero (I really don't know :))
So, once your digital product is on a server, it must be worth selling lots of it cheaper than a few (or none ! ) at full price.
Am I writing nonsense ? :)
Er.. the cost of a copy? I am not sure I understand. If to make a DLC you need for example 5000 hours of work, 500.000 euros of licenses etc. then you have a cost x. Then you need to estimate how many copies you need to sell and at which price in order to cover the costs, the break-even. Let's say you need to sell 10000 copies at 60 euros each to reach break-even. At 60 euros nobody will buy that DLC, so you decide to go for 20 euros. In that case you need to sell 30000 copies. And so on, the lower the price the more copies you need to sell. After you reach break-even, the other copies you sell are all profit. You try to set the price so that you can realistically sell the copies needed to break-even + a reasonable profit. If the thing is a huge success and you sell tons of copies, you make a lot of money. Well deserved.
 
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Anybody else feel like using hotlap mode on their favorite track in order to see how close, or how far, laptimes differentiate between the different cars?

I've now had the chance to lap all the cars around Brands Hatch using both the safe and aggressive setups. All the cars seem pretty much comparable with less than 1 second between the cars I got on best (BMW, Audi, Xbow, Chevrolet) with and those I found trickier (Maserati, Ginetta), most cars were within a few 10th of each other.

I saw nothing to suggest any car would have a significant advantage, with the caveat that my lap times in ACC are firmly in the AM category compared with real-world lap times! Just as with the ACC GT3 cars I can't find that last 2-1.5 seconds a lap to match real-world record times (not a criticism of the game at all, just how I've found it at my skill level).

The cars do all have superbly different characters and that gives them a real just one more lap addictiveness.
 
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I had a lot of fun, certainly more than £17.99's worth ;) , driving these laps and making this little comparison chart. This is far from definitive of course, it's just my average sim racing skills and the times I could achieve consistently within a 10th or 2. For context, I've turned a good few thousand laps on real tracks in a whole range of cars and karts but I am far from the quickest and I'm sure many people here can do far better!

ACC Brands Hatch Hotlap comparison.jpg

Green for the faster setup (in my hands) and where I was faster than the real qualifying time. Orange where the real qualifying time was faster.

The real world qualifying times can be found in the link below. I used the 2018 times as the track was dry and the conditions were closer to the Hotlap settings in-game. In 2019 the track was damp to drying and far cooler temperature. *A110 real-time is from 2019 as it didn't run in 2018, no real-time available for the Maser.
https://european.gt4series.com/results?filter_season_id=3&filter_meeting_id=17

The BMW, Aston and Audi were all fast and consistent lap after lap, I could drive cars like that all day just as I do on a real track/test day. The Chevrolet and Audi really came alive with the aggressive setup. I struggled to find the lap time with the Porsche, McLaren and Ginetta but that's probably me rather than the game. The Ginetta, in particular, feels way more reluctant to turn in than the real car, nothing a setup can't fix I'm sure, I'm about 1 second faster in the AMS2 version of the G55. I'm also genuinely surprised that the G55 Supercup cars seem to be another second or so faster than these Euro GT4 cars, I'm not sure what the difference is in the specs or regulations though.

Full praise where it is due, Kunos have done a superb job with recreating these cars, hugely fun to drive at moderate speeds and challenging on the edge of grip to extract the most from. Being super picky I'd expect slightly more feeling of the front of the car and inside wheel going light in Clark Curve but honestly, the feel and feedback is already so good that it doesn't really matter.

Just my opinion of course but these cars in ACC are as close as you're going to get unless you drive the real thing. With many of these cars that is always an option too as Ginetta, for example, run track days where you can do just that. If you do I might well see you there because after driving these cars today I'm going to treat myself to a day out on track once they are up and running again. :)
 
Dumb and dumber.
Can we please stop this, and talk about DLC.

Yes of course, and I did not bring it up. Being general counsel of a software company I see the hard work and immense effort that goes into developing good software products. Therefore I just react when people say it should be cheap because you can sell it many times, and when I see Kunos' great new DLC i can imagine how many hours of programming and testing must have gone into that. Btw: I am quite new to this forum and surprised about the rudeness of some people here.
 
I finally got to spend some time with this today. Loved the Camaro. That was just a whole bunch of fun. Tried the Maserati. Loved the engine sound, particularly on downshift. I could not control it as well as the Camaro though. Then I spent a couple laps in the BMW M4. Another outstanding experience. This M4 was a hoot to drive. Very different than the one in iRacing that handles like a brick. Well Done ACC. I am stunned how far this title has come since early access. Stay focused and keep bringing out great content. We'll keep buying it.
 
  • Deleted member 197115

ACC is breathing down older brother's neck. All it needed just a little time to spread the wings, like ugly duckling.
Well done Kunos! :thumbsup:
1595135414682.png
 
I finally got to spend some time with this today. Loved the Camaro. That was just a whole bunch of fun. Tried the Maserati. Loved the engine sound, particularly on downshift. I could not control it as well as the Camaro though. Then I spent a couple laps in the BMW M4. Another outstanding experience. This M4 was a hoot to drive. Very different than the one in iRacing that handles like a brick. Well Done ACC. I am stunned how far this title has come since early access. Stay focused and keep bringing out great content. We'll keep buying it.

Yeah, gave them all a run at Kyalami, the Camaro and Maserati sounded mean as, realy wanted the Maserati to be the one but was a bit of a handful.

Of them all I found the McLaren, Ginetta and the Porsche both sounded good and seemed easiest to drive but I think I am going to keep going back to the Maserati just cause it sounds so mean and looks it as well.
 

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