Assetto Corsa Competizione | V1.7 And British Pack DLC Now Available

Paul Jeffrey

Premium
Kunos Simulazioni have released the much anticipated V1.7 Assetto Corsa Competizione update today, adding a raft of new fixes and features alongside the exciting British GT Pack DLC for the sim.
  • V1,7 adds multiclass offline AI racing.
  • British GT Pack DLC available.

It's here! The new build, the new tracks and the debut of British GT racing have all arrived for Assetto Corsa Competizione this evening, and should be available to download / purchase now!

British GT Pack DLC | Trying out the new tracks in the ACC launch event: Click here

So, what does this new update contain I hear you ask? Well, read on to find out...

ACC BGT PAck 2.jpg


GENERAL:
- British GT tracks, Donington Park, Oulton Park and Snetterton, available as DLC.
- British GT championship season added, available as part of the DLC.
- British GT 2019 season GT3 liveries available as bonus content for all players.
- British GT 2019 season GT4 liveries available as bonus content for owners of the GT4 European Series DLC.
- British GT 2019 in-game single-player season with base-content tracks available for all players.
- British GT 2020 liveries that were previously released as bonus content are regrouped into the British GT season and remain available for all players.

GAMEPLAY:
- Added new game modes specific to the British GT season (playable as single race or via championship mode).
- AI - added multiclass support for single player races with AI (exclusive to the British GT season).
- AI - grouped qualifying in multiclass race weekends (when the session is set to 10 minutes or more).
- AI - tweaked scaling of "accelerated" session results when skipping sessions.
- AI - tweaked pace on wet track, reduced cornering ability in the wet.
- AI - regular blue flag behaviour disabled when GT3 cars are lapping GT4s.
- AI - increased driver error possibility in wet weather.
- Tweaked AI genome on Kyalami.
- Pit box assignment now starts from the pit exit at Spa to reduce outlap time.
- Formation lap - added threshold zone in the double file formation phase in the widget formation type to avoid undeserved penalties for cars in the inside lane on tracks with tight final corners.
- Fix for saving game while standing in the pitbox.
- Fixed potentially corrupted driving camera view after pressing look-behind and camera cycle inputs simultaneously or during session transitions.
- Fixed an occasional game crash caused by sparks emitters.

UI:
- Added British GT season selection item.
- Server List - re-organization and extra optional filtering for the lobby page.
Dual mode: using filters will query the entire server list, while not using filters will only list the 100 weighted servers as before.
Note that using the filters might result in a slower server list query due to higher data load.
- Server List - trigger request of only immediately accessible servers when appropriate.
- Server List - pulse the refresh list button whenever the list should be refreshed
When toggling from filtered/sorted full-server list mode to default 100 weighted server list.
- Server List - refresh button focus steal fix with mouseover.
- MFD - added new widget item in the MFD for last lap, lap count, time remaining.
MFD now shows all vital racing information, allowing for a more compact racing HUD per user preference.
- Garage screen - added track name and season on the garage screen under server name inside the server.
- Added mirror FOV adjustment via cameraSettings.json (mirrorFOV item).
- Added virtual mirror size and vertical positioning offset adjustment via hud.json (virtualMirrorSize and virtualMirrorVerticalOffset).
- Localization updates in various langauges.
- Added missing texts to the "How to improve" section of the ratings profile.
- Controller - fixed mislabeled TC Cut 4 entry on the controller input assignment page.
- Championship page - AI skill and aggression exposed per championship round.
- Removed standings from replay HUD definition - instead, standings added as page widget that is now navigable with controller/keyboard and visible in VR.
- Minor restyling of the pedals widget - original functionality of input/full input indicators restored.
- Fixed Next/Skip Session entry in Pause menu depending on whether session is active or inactive.
- Styling changes to brand/team selection tiles.
- Team selection in MP now indicates series participation.

PHYSICS:
- Added backend support for British GT BOP.
NOTE: the British GT season has its own specific BOP for shared tracks (Silverstone, Brands Hatch and Spa) when in single player (only when played through the British GT season in the UI).
In Multiplayer, the shared tracks (Silverstone, Brands Hatch and Spa) always use the GT World Challenge and GT4 European Series BOP.
- Fixed unintended asymmetrical setup presets on various cars.
- BOP-regulated fuel tank limitation implemented in 2020-season Paul Ricard and Spa, values set for all cars.
- Improved vehicle ground collision simulation.
- Improved rev limiter behaviour of the AMR V8 Vantage GT3, AMR V12 Vantage GT3 and Lexus RC F GT3.
- Improved heat generation versus tyre volume, wear, pressure influence for all GT3 and GT4 wet tyres.
Potentially improves the handling of lighter, mid-engined cars in the rain.
Improves the durability of wet tyres in light-moderate wet conditions.
- Fixed front-rear inconsistency in cold wet tyre temperatures on the Audi R8 GT4 and Maserati GT4.
- Reduced settling time when adjusting the suspension of the Honda NSX GT3 Evo and Lamborghini Huracán GT3.
- Improved the influence of ambient conditions on water dissipation in the dynamic track model.
- Fixed an issue with cloud level incorrectly influencing water dissipation during night hours.
- Minor adjustments to the dynamic weather scaling (both single and multiplayer).
Wider cloud variation, lower potential rain deviation from base and lowered maximum weather drift range throughout the weekend.
General notes and guidelines still apply. In MP, variability combined with sessions set on the 3rd day of the weekend still has a chance of notable deviation from base settings.
- Shared memory - added global flags, yellow flags per sector, MFD tyre pressures, fuel to add, tyre set and compound names to shared memory writer.

GRAPHICS:
- Added real-time contact shadows in Visual Options.
Less taxing alternative to using the highest settings for regular dynamic shadows, also helps with shadow pop and undercar shadows when objects leave the shadow cascade.
- Improved baked skid mark visuals.
- Improved dynamic skid mark visuals using a different shader technique.
- Improved asphalt shaders across all tracks.
- Global exposure tweaks for overcast conditions.
- Global exposure tweaks for certain tracks.
- Fixed missing sun occluders at various tracks.
- Fixed or reduced mesh clipping with numberplate on the doors on the Bentley and Mclaren 720 LODs.
- Updated dash display of the Ferrari 488 GT3 Evo 2020.

AUDIO:
- Audio: potential fix for duplicated ambient sounds on certain tracks.
- Improved distance filter for exterior engine sounds.
- Improved internal audio blend with F7 camera.
- Enabled airport ambient sounds at Donington Park and Circuit Paul Ricard.
- Jet plane sound at Donington Park.


British GT Pack DLC

ACC Middle.jpg


Alongside the meaty new update notes, Kunos have also released the new British GT Pack DLC for the simulation, adding 40 liveries, 70 drivers and three brand-new circuits to the title.

As part of the new DLC multi-class racing will be available exclusively to the British GT Pack DLC mode - however, players who do not yet own the GT4 European Series and the British GT DLC packs can still enjoy mixed-class races on all base content tracks and race with GT4 opponents on the same track.

Original Source: ACC Steam

Assetto Corsa Competizione is available now on PC and console.

Got questions about the sim? Want to know how to make the most from your instal? No worries, fire up a new thread in the Assetto Corsa Competizione sub forum here at RaceDepartment, and let the community be your guide!

ACC footer.jpg
 
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Seems the Ai like to do the whole train thing when trying to do a multi-class race!! Even braking in a straight line down the straights even with no car in their line :thumbsdown: I guess if this was AMS2 this would be a whole thread hating on how bad they are but seeing this is an AC (Kunos) preferred forum 5 STARS :rolleyes:
ACC Multiclass.jpg
 
Great addition to the series.
I just took a lap (well 3/4 lap) around Donington before hitting the wall... so yes!... I still suck at that track.
It looks and runs great even on an old 4GB GTX770...very smooth.
Kunos has once again priced their DLC quite fairly.
I will always support any developer that does that.
This purchase was a 'no-brainer'.
 
Just before work this morning I set up a wet track practice at Donnington but clear skies, starting at 5am with 12 x time multiplier. Popped into the Mclaren Gt4 and, oh my days, what a joy ride in VR. Loving this.

Watching that sun creep up while reflecting the damp surface - wow. This may just be stealing some of the time I'm spending in AMS2.
 
Seems the Ai like to do the whole train thing when trying to do a multi-class race!! Even braking in a straight line down the straights even with no car in their line :thumbsdown: I guess if this was AMS2 this would be a whole thread hating on how bad they are but seeing this is an AC (Kunos) preferred forum 5 STARS :rolleyes:
View attachment 444404
I feel you. But honestly speaking this is what I expected. Stefano was working on the overtaking behavior of the AI. For me it produced mixed results after the last patch.
At the same time I understood that a multiclass AI would be even harder to code. And it would probably not come to ACC. This was not long ago, so I didn't expect them to have solved this completely. Do they continue working on the AI is the question.
 
I feel you. But honestly speaking this is what I expected. Stefano was working on the overtaking behavior of the AI. For me it produced mixed results after the last patch.
At the same time I understood that a multiclass AI would be even harder to code. And it would probably not come to ACC. This was not long ago, so I didn't expect them to have solved this completely. Do they continue working on the AI is the question.
I think they would have been better off just leaving multiclass for MP and not SP until if and when they can get the Ai to actually work for this! I'm interested to hear how the community vrate this Ai.... probably favorably.
 
Kunos never disappoints with its DLC. It's nice to use a finished product rather than another beta version.
The more I buy DLC like this, the less I have the desire to play AMS2 or try their new content. Even RF2 is starting to live up to expectations. Paradox.



Yesterday I had some fantastic races with AI and multiclass. Yes, it's not RRE yet, but a huge step forward. Now offline racing is fun and interesting.
 
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I think they would have been better off just leaving multiclass for MP and not SP until if and when they can get the Ai to actually work for this! I'm interested to hear how the community vrate this Ai.... probably favorably.
If they had not included multiclass AI the community would've asked why it isn't included. :laugh:
Prior to Stefano's involvement I heard they wouldn't touch the AI at all. So overall this might be the end of AI development, who knows. At least I was surprised they tackled this topic again. Maybe there were no internal ressources allocated for this task and Stefano's involvement was the only way to develop the AI further.
Personally I am not that bothered as I use the AI for practice reasons only at rare occasions. Other than that: MP only.
 
Anyone else having the issue where sporadically the front wheels lose all grip for about ~500ms to 1 second and then returns to normal?


The consequence being that when it happens mid corner the car trajectory goes completely straight, like going over oil on track. The FFB on the wheel becomes monotone and stuck.


Happened to me 3 times in the 3 races I had yesterday. Zero times in the 20 or 30 hours I played this month.
 
If they had not included multiclass AI the community would've asked why it isn't included. :laugh:
Prior to Stefano's involvement I heard they wouldn't touch the AI at all. So overall this might be the end of AI development, who knows. At least I was surprised they tackled this topic again. Maybe there were no internal ressources allocated for this task and Stefano's involvement was the only way to develop the AI further.
Personally I am not that bothered as I use the AI for practice reasons only at rare occasions. Other than that: MP only.
I think Marco explained Stefano contacted them about some IA tweaks he had been thinking about while busy with his sailing simulator, and Kunos hired him as an external consultant to implement those changes what we can feel now.
Temporary job though.
 
Seems the Ai like to do the whole train thing when trying to do a multi-class race!! Even braking in a straight line down the straights even with no car in their line :thumbsdown: I guess if this was AMS2 this would be a whole thread hating on how bad they are but seeing this is an AC (Kunos) preferred forum 5 STARS :rolleyes:
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Well i have Ams2 and IA driving like you not were there, so not perfect, i think best races always in públic servers with human IA
 
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