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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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.

True, the AMS2 version of the G55 is either 2017 or earlier the wing mirrors alone show that and the ACC version looks like 2019 to me.

Did you find your lap times comparable between the games? For me, running both games at Brands Hatch at around 1.35 laps (eg reasonable AM category laps) then yes the AMS2 car is as planted as the ACC car. Running at 1.32 laps in AMS2 the G55 got much more tricky (real-world quail times are 1.29 ish) and no chance I was getting close to those times in ACC!

Both good to experience and at the same time quite different.
 
what i read a lot are the prices ... well. we are really spoiled today as i come from the grandprix 2 @gpl era with sim racing. something was released every 4.5 years. the most beautiful tracks today are laser or not many car classes that you can choose from.

Take a nice girl out for dinner and then you don't care ........ (that $$$ money) :whistling: I think I'll try the gt4
 
Did you find your lap times comparable between the games? For me, running both games at Brands Hatch at around 1.35 laps (eg reasonable AM category laps) then yes the AMS2 car is as planted as the ACC car. Running at 1.32 laps in AMS2 the G55 got much more tricky (real-world quail times are 1.29 ish) and no chance I was getting close to those times in ACC!
I can't remember off the top of my head but I think in the GT4 Preview event we were getting much closer to that IRL pole time (Not me of course, my best is a 1:31.2, but the quick guys). I'm sure it doesn't feel so planted then :p
 
Ok .... so finally I ‘get’ ACC ..... GT4’s are so much more fun to drive than GT3’s imo and they have done an awesome job with these .

Only driven 6 of the 11 so far , lapping LeMans and after getting to grips with just how different they drive , they are pretty close in lap times .

At first I hated the Aston , felt big and heavy and under geared..... but after a few runs it started to click and was matching lap times of the lighter nimbler cars . A110 I felt is the most forgiving / easiest to drive .... but so far the Ginetta has it for me . Different experience being RHD that takes some getting used to .... but man that car is fun.

GT4s always feel a bit more nuanced to me compared to GT3s ..... really have to work on the balance of the car , trail breaking and weight shifting to get the best out of them .

well done Kunos
 
I have to say, I might invest most of my time in the BMW on this one. That is one of the few rF2 cars not already in a bundle and would be a fantastic way to compare the two games on my own w/o dump a tone of money for a bunch of cars I already have.
 
True, the AMS2 version of the G55 is either 2017 or earlier the wing mirrors alone show that and the ACC version looks like 2019 to me.

Did you find your lap times comparable between the games? For me, running both games at Brands Hatch at around 1.35 laps (eg reasonable AM category laps) then yes the AMS2 car is as planted as the ACC car. Running at 1.32 laps in AMS2 the G55 got much more tricky (real-world quail times are 1.29 ish) and no chance I was getting close to those times in ACC!

Both good to experience and at the same time quite different.
Haven't tried the AMS2 car at Brands yet. On ACC at Brands I'm around 1.36.2 but with some mistakes here and there so I feel that I'm leaving plenty of time on track. And I haven't touched the setup yet so I was running with lower tire pressures than I would have liked.

On AMS2 it seems easier for me to find my limit with the car and while it does start to slide a bit at that limit it still feels more forgiving to me. Almost a "point and shoot" experience compared with the ACC car at the limit.

But I'll try both games on Brands Hatch and try to achieve similar lap times to compare them better.

I have to say tough, that altough they feel different, both Ginettas on ACC and AMS2 are a pleasure to drive and with both I find that after a while I have to force myself to stop hotlaping until eternity :p
 
Not here...For rFactor 2, it looks like typically (Non sale price) GT4 is $24 (7 cars), and GT3 is $34 (11 cars). Individual cars ~$6 each for those not in these packs, and tracks $10-$15 each.

View attachment 388799
Edit: Sorry, I realized I made a mistake, I do not see a GT4 pack. I posted the Endurance Bundle. So each car would need to be purchased individually. So if you can find the same cars you are looking at $5.67 x 11 = $62.37

Hey TShrimp,
I apologize if it looks like my previous post was directed at you. It wasn't, and if it read that way I apologize because I wasn't trying to attack you.

However it rubs me the wrong way every time I see rF2 being talked like something ridiculously expensive. Your prices seem to be in line with the EU prices (Endurance bundle is exactly 10.5 € here, while GT3 pack is 15 € in my country - prices may differ +/- couple € depending on where in EU one is located). Still, these 'sale' prices are lower than the GT4 pack from Kunos.

We probably won't see GT4 pack from Kunos discounted for quite a while, since their track pack was not yet discounted either, but for the sake of argument lets say GT4 pack is on sale (50% off). That means 10 € vs 15 € for GT3 pack by S397 (I compare these two since both contain 11 cars). So a single car in ACC is 0.90 € vs 1.36 € for rF2. Yet people scream bloody murder how expensive rF2 is every time S397 releases new content.
I specifically talk about 'sale' prices, because if anyone thinks DLCs are too expensive buy them on sale and stop complaining.

I really don't understand why people compare price of a single car in R3E or rF2 to a bundle in ACC. R3E and rF2 also have packs that are fairly priced. Compare apples to apples and you'll see that prices from either dev are not that far off.

I own everything from Sector3 and most stuff from S397 and never complained about their prices because I see great value in them. I also see great value in ACC, but I'm only interested in one car from the GT4 pack, and so I wish it was possible to buy it individually.
 

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