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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Bloody hell, almost every single one of the GT4s is awesome. Absolutely fantastic DLC.



The Alpine, beautiful, a light car on the side of twitchy but manageable it just keeps you awake, you can really feel the weight transfers going around, at first it immediately felt like a Porsche to me. It's a bit too unstable to be my main car but it feels really rewarding to try to squeeze laptime out of it as a challenge.



The McLaren, I never liked oversteery cars but this one just rotates like an absolute dream at Zandvoort - the test track I used to compare all the cars - and gives you the confidence to smash lap after lap with precision in your lines.



The Camaro, I thought it'd be a heavy beast that can't take corners, but the force feedback is a bit light-ish, and it's nowhere as near as understeery as I'd thought it'd be, you can still get it to plow through quick corners without much effort. An easy car to get fast times in, and with its great top speed it's gonna be a popular one for online racing.



The Ginetta, stable but really connected to the road, a surprise that's a joy to drive. Only one of the cars where the driver's side is on the right instead of the left which messes with my brain a little, and that's pretty much the only reason I'm reticent to take it to my racing.



The Aston and the Mercedes, like little baby GT3 cars that feel like they have a bit more downforce than the others, not my favourites but super stable and predictable.



The Audi, like the 2 cars above but weirdly addicting because it's got **** brakes for some reason.



The Maserati, on the heavier side and slower than the other cars, which is kinda disappointing as because of that you wouldn't take it to a race, but it's a really rewarding experience due to being the only car without TC and ABS.



The BMW, a suprisingly entertaining car. It's sort of more like the baby GT3 cars than the connected-to-the-road cars, but it's got a little hint of nervousness, oversteery here and there, understeery here and there, but still consistent enough to give you confidence in.



My favourite of them all as of now? Surprisingly, the Porsche. If the Alpine behaved like I expected the Porsche to, the Porsche is like the Alpine but just a little more predictable and stable. The perfect mix of just entertaining and challenging enough whilst still staying more than stable enough to give you confidence to drive a full race in, and so connected to the road.



The only one I didn't like much is the KTM.



Any GT4 leagues around already? Multiclass races against GT3s of about 60-90 minutes would be ideal for me, but open to other formats.
 
More Sunday fun with the Ginetta G55 GT4! I wanted to see how closely I could match the real world qualifying lap at Bathurst set by Ginetta's factory driver Mike Simpson. The cars may well be slightly different as the real lap was from 2017 and the ACC car is the 2018/19 version but it's close enough for me. What I want most from a simulator is it to allow me to match the real-world experience and wow is this a close match (and yes I know I couldn't do this for real, I've been out with enough instructors to know my real-world limits are below this!). The ACC Ginetta G55 GT4 has superb stability and consistent braking which makes it easy to repeat lap after lap.


This was using the standard safe setup and yes I know I and, no doubt many of you, could go faster in the game with a different setup but the ultimate in-game lap wasn't my aim today. I also split the audio between the game and real to compare directly, I did balance the audio levels so that volume alone wasn't the cause of the difference.

I also ran the same laps and comparison in AMS2. The AMS2 G55 GT4 is a lot more lively and I didn't have the same confidence to push over the mountain so lose a few 10ths there. Again there is plenty of time that could be found with setups etc but the standard setup allowed a pretty close match to the real car.


The VR performance was also interesting. AMS2 ran at 45fps and sometimes slightly above, the visual clarity and distance in AMS2 in the Oculus Rift HMD is far better than ACC. I was surprised to see ACC held a solid 90FPS even with the pixel density cranked up as high, sadly the ability to see into the distance is still hampered by the blur - it's good enough to play but does take some getting used to.

Overall the AMS2 G55 feels much more on edge, like a qualifying setup. The ACC G55 feels more like a stable race setup, I'd chose the ACC car to race in that's for certain. It's immediately clear you're driving the same car but the difference in how they handle at the limit is fascinating.
 
$34.

So yes, more expensive than ACC GT4 but a hell of a lot less than 110GBP.

Why do people continually feel the need to misrepresent rfactor 2 in order to make themselves feel better about ACC?
I certainly do not need to feel better about ACC in fact if truth be known I prefer RF2 for it's diversity. The sun of £110GB is an approximate based on creating a package in RF2 where you can run a series of races. The source and article posted by an Australian member of the community. Whatever way you argue it RF2's pricing policy and habit of releasing cars as individual items does make it very expensive. ACC by it's very nature as a licensed recreation of the Global GT series caters very much to a niche market whereas RF2, especially with the help of the strong modding community has a much broader player base. If you read the full post I left I do make reference to never pleasing everyone
 
I certainly do not need to feel better about ACC in fact if truth be known I prefer RF2 for it's diversity. The sun of £110GB is an approximate based on creating a package in RF2 where you can run a series of races. The source and article posted by an Australian member of the community.

Fair enough. I've seen that video and it adds in the cost of buying the original game and tracks as well. If I look at Steam this morning for me ACC would be $108.28 ($56.95+$21.95+$30.38). Again, not as expensive as RF2 but not a million miles away either.

I hope you can understand my confusion as your post does not reference creating a package at all. You stated:

So it has arrived and already people are moaning about the cost. You are getting 11 yes 11 fully licensed, extremely well made and detailed cars. When you break it down that's less that £2GB per vehicle. Still you could always go to RF2 and pay around £10GB for one car, that's around £110GB for a DLC of this size.

I interpreted that as you saying that in RF2 you pay 10 GBP per car and therefore with 11 cars that would be 110GBP. Probably because that's exactly what you said and if I multiply 10 * 11 cars I get 110.

That fact of the matter is that a comparable car pack of 11 GT cars in RF2 is a very similar cost to these 11 cars in ACC and I feel that both packs for both sims are more than worth it.
 
If anything, ACC is my go-to sim now, mainly for the MP. I simply dont have time to dedicate to regular league racing, so ACC CP server is a place I join once in a while for a fun clean race.

Add the fact I've been running a 24 hours race at Zolder for the past few weeks using the mid-race feature, which is a massive plus (and the AI been great so far, behaving themselves in a believable manner).

Also, Maserati gang represents, most fun car in my opinion (except at Paul Richards)
 
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Here's my very casual simmer view on it (Ive been especially very casual recently because ive been working long hours due to this Pandemic!) Totally impressed, Yesterday was the first time i have fired up ACC in about 3 months, I love these GT4 cars, They look, Sound and drive absolutely flawlessly IMO (I'm using a T300RS now!) I tried all 11 at the Nurburgring, There was only one that i didn't warm to and that was the KTM, My top 5 out of the rest ATM are Camaro, M4, Porsche, Aston and Audi (In that order) I will be regularly driving all these cars and i will work on the KTM (I just think it look's hideous :roflmao:) So well happy with this DLC for the price i paid in the UK, Keep it up Kunos.
 
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There was only one that i didn't warm to and that was the KTM,

Did you find the Xbow GT4 had light steering weight and provides very little in the way of front end feedback? That's how it is on the DD2.

The good news is, assuming it's intentional, that is how the road-going version of the Xbow really is (and I assume the GT4 version would be similar). There is very little feel from and feedback from the front tyres especially when they are cold. The Ariel Atom is similar too, it takes some adjusting to.
 
GT4 Pack Update v1.5.1

GRAPHICS:
- Fixed steering wheel display not hiding on the Alpine A110 GT4 when the steering wheel is set to hidden.
- Minor updates to the 2020 WRT liveries.
- Minor corrections on the BMW M4 GT4 custom designs.

UI:
- MFD while in multi-class sessions will now contain an extra standings page filtered to the currently viewed car's car class.
- HUD position indicator in multi-class sessions now shows the position in a car's class and a secondary indicator shows overall position.
- Intro sequences for singleplayer sessions now do not show the track map and only show the standings widget in race sessions.
- Fixed corrupted UI driver headshot and team logo image items.
- Fixed timetable continuous refresh in MP race sessions (caused table to be non-responsive when lap-by-lap breakdown requested).
- Added missing car group indicators for ST & CUP cars on the Timetables page.
- Drive button now only pulsates during the last 30 seconds of the race session countdown.
- Broadcast MFD now has standings pages for all available car groups (previously was only GT3/GT4) when in a multiclass session.
- Improved lapped values for real-time widget to be more consistent.

AUDIO:
- Spotter end-race position message now respects car groups.
- Removed splitter gain spotter message for different cars groups.
- New best lap message removed at the end of first lap.
 
Did you find the Xbow GT4 had light steering weight and provides very little in the way of front end feedback? That's how it is on the DD2.

The good news is, assuming it's intentional, that is how the road-going version of the Xbow really is (and I assume the GT4 version would be similar). There is very little feel from and feedback from the front tyres especially when they are cold. The Ariel Atom is similar too, it takes some adjusting to.
Yes Mark, It was the only car that i managed to spin off going through the Schumacher S section, Up untill that point it felt alright, Then all of a sudden it was like where did that come from? I just really don't gel with it ATM mate, Good to see a few of us on here appreciate good download content and Kunos' hard graft! Cheers.
 
I cant believe all this nonsense with the pricing its hard to even read to be truthful,

11 cars for the 3D guys roughly cost 4-5000$ each there all months of work each,
the 3D alone is over 1 years development in time,
lets call that 50k outlay right there,

Physics be a employee earns what idk lets say 65k a year,
Audio be a employee again lets call that idk 55k a year for example,

right there on that GT4 pack we spent almost 150k$

License are far from cheap but again lets call them roughly 25-30k each x 11 302.5,
some will be much more, but here already we spent 450k+

I understand Marco his a real business man he loves to go talk to these people face to face,
whats that 11 teams, hotels, flights and whatever else comes with it,
idk lets call this 25k at least thats 475k,

not to forget the core business all the employees, texture guys, staff, all the secretaries, electric, gas, bills, minimum here your talking 150k at least again so here we spent 625k and this is a minimum figure,

then we have marketing and so on god knows how much this stuff costs 100,s of thousands,

I bet all in all they spent close to to 1 million $ outlay for all this stuff,

but yet everyone is complaining over 20$ at this price they need to sell almost 50,000 copies at 20$ just to make 1$ I mean come get real. :O_o:
 
The information coming through my wheel using the Maserati is out of this world, especially when braking hard, on the limit of locking up... i have never felt so much detail/info, just awesome.
Makes me wish all GT4's were without abs/TC.
 
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I cant believe all this nonsense with the pricing its hard to even read to be truthful,

11 cars for the 3D guys roughly cost 4-5000$ each there all months of work each,
the 3D alone is over 1 years development in time,
lets call that 50k outlay right there,

Physics be a employee earns what idk lets say 65k a year,
Audio be a employee again lets call that idk 55k a year for example,

right there on that GT4 pack we spent almost 150k$

License are far from cheap but again lets call them roughly 25-30k each x 11 302.5,
some will be much more, but here already we spent 450k+

I understand Marco his a real business man he loves to go talk to these people face to face,
whats that 11 teams, hotels, flights and whatever else comes with it,
idk lets call this 25k at least thats 475k,

not to forget the core business all the employees, texture guys, staff, all the secretaries, electric, gas, bills, minimum here your talking 150k at least again so here we spent 625k and this is a minimum figure,

then we have marketing and so on god knows how much this stuff costs 100,s of thousands,

I bet all in all they spent close to to 1 million $ outlay for all this stuff,

but yet everyone is complaining over 20$ at this price they need to sell almost 50,000 copies at 20$ just to make 1$ I mean come get real. :O_o:
While that may be true, no one cares, it is not important.. what is important is what a person has to fork out of their hard earned for a product, how much said product cost to make is not part of the equation of what joe average is going to worry about. It is up to the maker of the product to sell at a profit or loss but either way you still need joe average to want to buy said product at "x" amount. While a small number of users might appreciate the hard work a team of people have put in.. most won't.. they just want a good product at a good price, the better the product and more people rave and word spreads then more units are sold at whatever price is asked and that is the pay off.
 
While that may be true, no one cares, it is not important.. what is important is what a person has to fork out of their hard earned for a product, how much said product cost to make is not part of the equation of what joe average is going to worry about. It is up to the maker of the product to sell at a profit or loss but either way you still need joe average to want to buy said product at "x" amount. While a small number of users might appreciate the hard work a team of people have put in.. most won't.. they just want a good product at a good price, the better the product and more people rave and word spreads then more units are sold at whatever price is asked and that is the pay off.
I could maybe relate to this argument if it was say 5/6 cars I could understand the argument a little more,
I mean it’s *11* cars,
Go buy the same 11 cars in iracing cost you 132$ or Raceroom cost you 44$

I’m not biased either way was just providing some insight into it,
It’s not my money to spend it’s yours you have the right to your own opinion,

all I can say is that I am very pleased with my purchase and looking forwards to some more packs!
 
I have had ACC since day one, but only since the launch of the DLC and the resulting tinkering, have I discovered that you can change what the Racelogic screen displays. It wasnt that long ago that I found out you could change dash displays.
 
I could maybe relate to this argument if it was say 5/6 cars I could understand the argument a little more,
I mean it’s *11* cars,
Go buy the same 11 cars in iracing cost you 132$ or Raceroom cost you 44$

I’m not biased either way was just providing some insight into it,
It’s not my money to spend it’s yours you have the right to your own opinion,

all I can say is that I am very pleased with my purchase and looking forwards to some more packs!
Just so you know, I have already bought the pack and am enjoying them alot, but while I see what you are saying I think my statement stands, it is about what you are willing to pay and from all the positive stuff being said I think they will continue to sell the DLC and the more positive things are said the more they will sell, if they get the pricing wrong and/or put out a boring average pack then they lose and no one will care how hard they worked making it, they care about getting good value for their money.

Here in Australia we pay more, not as much as some parts of the world but it is expensive. The other thing I am watching out for is that as the fallout of Covid continues and the lack of disposable income becomes more pronounced will there be a tightening of the consumers who actually can buy this stuff, I know it is not just racing but Flight and Train that it can cost alot for different packs/planes, trains and scenery.

and yeah bring on more packs for sure
 

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