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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Bought the pack and it's fantastic, really like the GT4 class.

The only negative for me is that you can only have 1 career mode save, so I have to abandon my current GT3 career to start a GT4 one... That wasn't very well thought out!

Tell me this isn't so :(. I wanted more than one save before this. I wonder if you can just export your save file and swap it back in when you want to go back to your GT3.
 
I think there's too much absolutism going on here (you can either afford it or you cant), and not paying attention to the effects of price creeps over time. Which will eventually effect the "well off" people as well. In the future, if this trend continues, things like sim racing (among other things) will only be affordable to the "well off" people. Especially given the state of economic decline in some countries and regions. You may be able to afford it now, and even have an attitude of "a bargain at twice the price!", but you're also most definitely ignoring the future.
I agree with you about the increased prices of DLCs in simracing and I posted something similar before when Sebring was released for rFactor 2, but 1.8€ per car is some of the cheapest price for DLCs in simracing currently so how can this be even close to an example of "price creeping"?
 
Yeah, I didn't want to start the argument if the price was fair or not. That wasn't the point of my previous reply.

Discussing this and regional pricing is very subjective and an entire can of worms.

Kunos already stated the pricing was a mistake on their part - probably on the side of 505.

So I'd suggest we get back on track to the subject of the DLC itself and praise the awesome work Kunos has done yet again.
 
In VR the GT4 cockpits are a true work of art, beautifully recreated.

The rest is a mix of positives and negatives.

--- VR performance seems to be worse, in the cockpit is good but the external view looks fuzzier than before. I cranked up the pixel density and it's playable but poor compared to the other current games.

+ The Ginetta GT4 car is easier to drive than the GT3 cars as I'd expect but maybe a little too planted. The aggressive setup and reducing the TC/ABS helps bring the car to life a little more.

Driving the Ginetta back to back in AMS2/ACC at Brands Hatch is fascinating:

The AMS2 car relays far more track detail through the wheel, the ACC car feels much more planted to the road.

The ACC car has a far more detailed cockpit, just look at those Ginetta door badges...

The AMS2 car has more distinct on the edge of grip feedback and is immediately faster to drive but will also snap more easily.

The ACC car has more realistic audio.

AMS2 has far, far better VR performance.

ACC has more consistent braking.

It's hard to say which feels more realistic at this point and again demonstrates how subjective all the opinion on different sim games is.

The DLC is worth the £17.99 for me, I like GT4 cars, they are much closer to the real cars I've driven on the track. By contrast, I wouldn't play the deeply flawed version of ACC on the console if 505 games gave me £17.99 so not everything they do turns to gold. This DLC pack, however, is worth the money (UK price, regional price troubles noted) if GT4 cars are your thing and you can live with the average VR performance.
 
What other sim has the Camaro GT4?

None specifically, but this GT4 is soooooooo much better than the Camaros in Automobilista, Automobilista 2, PCars, etc. In the other games, it feels like they have never actually driven a Camaro. In ACC, on the other hand, turn TC completely off and ABS completely off in the aggressive setup... and wow, just wow. It feels like a detuned version of my own 2016 SS instead of some uncontrollable look alike. What a lot of people don't realize is the sixth gen Camaro handles spectacularly well in real life. Great turn in (sometimes aided by a little throttle). Great grip. Great acceleration. Every other sim seems to think they should just be overpowered bricks.
 
Driving the Ginetta back to back in AMS2/ACC at Brands Hatch is fascinating:

The AMS2 car relays far more track detail through the wheel, the ACC car feels much more planted to the road.
Interesting... they are not the exact same car (AMS2 has the Supercup version if remeber right), but regardless my impressions of these cars are different from yours. I felt the AMS2 Ginetta was more planted than a tree and felt almost on rails but still a pleasure to drive thanks to the great FFB in AMS2. The ACC version is also a very planted car, but I found it less forgiving on the limit than the AMS2 version.
 
None specifically, but this GT4 is soooooooo much better than the Camaros in Automobilista, Automobilista 2, PCars, etc. In the other games, it feels like they have never actually driven a Camaro. In ACC, on the other hand, turn TC completely off and ABS completely off in the aggressive setup... and wow, just wow. It feels like a detuned version of my own 2016 SS instead of some uncontrollable look alike. What a lot of people don't realize is the sixth gen Camaro handles spectacularly well in real life. Great turn in (sometimes aided by a little throttle). Great grip. Great acceleration. Every other sim seems to think they should just be overpowered bricks.
Its a great car! Yes its heavy... but people underestimate how heavy most of the other GT4s are too, its very much in good company.

I'm a big fan of it, I'm super jealous I didn't get to model it :D
 
Its a great car! Yes its heavy... but people underestimate how heavy most of the other GT4s are too, its very much in good company.

I'm a big fan of it, I'm super jealous I didn't get to model it :D

Which models did you work on Gary? I've tried them all and they are all just amazing to drive and look at.

I do feel the Camaro is the most disappointing though... because it makes ALL THAT NOISE from that hunking big lump up front yet it feels so damn slow :cry: haha
 
Which models did you work on Gary? I've tried them all and they are all just amazing to drive and look at.

I do feel the Camaro is the most disappointing though... because it makes ALL THAT NOISE from that hunking big lump up front yet it feels so damn slow :cry: haha
I dont think the Camaro is slow tbh. In capable hands really the whole field are very closely balanced, of course each has strengths and weaknesses and good and bad tracks, but over a season you should be good picking whatever car is your favourite!

I did the KTM and Aston, as well as a few smaller things on some others in the pack.
 

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