Assetto Corsa Free Bonus Pack 2 Details Revealed

Paul Jeffrey

Premium
Coming on March 31st, Kunos Simulazioni have today revealed details of the second free bonus car pack to hit the popular Italian racing simulator, Assetto Corsa.

Featuring the Corvette C7 Stingray, Ford Mustang and Fiat Abarth 595 alongside a new desert style 'Black Cat County' track, Bonus Pack 2 is a nice addition for fans to enjoy alongside all the promised goodies due to come in the Version 1.5 release on the same date.

AC Bonus Pack 2.jpg


Black Cat County is a new and attractive-looking fictional circuit that will come in three configurations and could well prove to be a wonderful playground for those with a leaning towards sideways drift-style action in the game.

The Fiat Abarth will form part of the Xbox One and PS4 release content due to launch on June 3rd in Europe and June 7th in North America with the C7 Stingray and Ford Mustang coming to console in the ‘Prestige Pack’ pre-order incentive at select retailers.

Don't forget to have a look at our recent exclusive interview for discussions around the console release and check out our Assetto Corsa forums and Racing Club for great online racing against your fellow sim drivers.

Looking forward to version 1.5 and the free bonus content? Enjoying the game so far? Let us know in the comments section below!
 
  • Deleted member 130869

You won't even drive the cars to try them?

I didn't see the alert to your quote so it took me a while to get to this question. No, I won't drive them because I have no interest in the Fiat Abarth, the Ford Mustang, and even the road Corvette. The only road cars I care for in AC are the Ferrari F-40, the Ferrari 458 (thanks to it's tuning option), and the Countach.
 
Does anyone know the other features coming to AC 1.5? I've had a look around and all I can find is the tracks being updated, would like to know the other improvements coming too, like if theres anything new on the physics or ai etc.
 
Does anyone know the other features coming to AC 1.5? I've had a look around and all I can find is the tracks being updated, would like to know the other improvements coming too, like if theres anything new on the physics or ai etc.

Offline pitstops is the only thing I can think of off the top of my head. I believe we will also be getting the option for longer races? And possibly dynamic time in multiplayer. If you read the recent two-part Kunos/RD interview I think they touch on some features that will be coming, I forget what they said is coming in 1.5 and what's coming in the future.
 
http://www.assettocorsa.net/assetto-corsa-v1-5-dev-diary-part-23/

Assetto Corsa v1.5 Dev Diary – Part 2/3

POSTED BY KS-DEV ON MAR 29, 2016 IN BLOG,CARS, UNCATEGORIZED

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In our previous diary we told you about the new “Black Cat County” scenic track that will allow you to focus on pure driving pleasure, giving you also the opportunity to rediscover some of the legendary cars that were not originally designed for the track by their manufacturers.
Before we would go deeper into some of the new features and improvements that will come with the new build in the third part of the diary, let us say a few words about what you can expect in the new version of Assetto Corsa in terms of new and updated content.

Three new cars
Assetto Corsa 1.5 brings to our users two car models highy requested by our fans, plus a little surprise that we are glad to give you as well, the little Abarth 595.

The Ford Mustang 2015 is the latest revisiting of what is probably the most iconic american car ever.A proper V8 of traditional 302 cubic inches (4951cc for the rest of the world) under the bonnet, delivers a healthy 435hp at 6500rpm. A round and plenty 400 lb-ft@4500rpm of torque (again over 540Nm for Europeans) is also available at any time. Now you might think that all this muscle can hit the wall very fast (power!) and then move the wall much further (torque!). After all 1700kg of weight is certainly not the definition of lightness… But if you think that’s muscle built with fast food and light beer, you’d be very wrong. The latest American muscle cars are built with many hours of hard work at the gym, using the latest technologies to improve flexibility and agility. You name it, you got it.
Front McPherson strut double lower links on separated ball joint in pure BMW fashion? Check!
Massive 6-piston front brake callipers? Check! 4-piston rear brake callipers? Check!
Massive 19” 255 front and 275 rear Pirelli P Zero tyres? Check! Torsen rear differential? Check!
and finally, get ready for it, a true independent multilink rear suspension!
If all of this sounds very similar to an M3 E92, maybe you’re right or maybe someone on the other side of the Atlantic ocean was doing his homework… the end result is a car that can stay composed and neutral when pushed, but at the same time produce so much tyre smoke that NASA scientists might accuse you as the main cause for climate change.

Are we done? Not really. If the Mustang is transformed into a fitness hero, the new Chevrolet Corvette C7 Stingray has Usain Bolt level of performance! A true purebred that has evolved into one of the greatest sports cars available today. They say America is the land of excess and surely in an era of engine downsizing we can’t do other than admire this “small block” V8 of 6.2 litres that easily produces 460hp at 6000rpm and 630Nm of torque at 4600. Let me say that again, six hundred and thirty newton-meters of torque… Watch out how you press the accelerator or people will complain that they had one hour less of sleep again and this time it won’t be because of the daylight-saving but because you sped up the rotation of the Earth! You think the excess would end up in the engine? How about a 7-speed manual – yes you read that correctly – gearbox. All-around independent suspension with active magnetorheological dampers is available to the Z51 option. The active limited slip rear differential always provide the optimum traction aided by the 20” 285 wide rear tyres.
The end result is impressive. The handling is extremely neutral and very capable. Overwhelming at times when you expect a car with such power to just spin its tyres and drift but instead just grips and goes! Chassis and suspension work perfectly together and lap times are impressive. It’s not a coincidence that in terms of handling and grip is compared to the finest European sports cars and… often comes out as the winner! Be careful though. As it is so focused on grip and performance, it might not always like been driven at an angle and might turn around and bite you.
On top of all of that, its straight-line performance is impressive as you might expect. 0–60mph in less than 4 seconds, standing mile (400m) in 12.3 seconds and a top speed of over 180mph (290kmh). And all this from the… base model. American muscle you say? Think again as this muscle is so lean and explosive it can put to shame many of the European beliefs and traditions.

Last but not least… ok well maybe it is last after all.



The Abarth 595 EsseEsse brings you back to the glories of the ‘60s, when people began to consider that cars were no longer a luxury item for a select few but an accessory to evolving and improving their lifestyle. Especially in Italy, the Fiat 500 represents an icon that every family has owned at least once. Abarth decided to tune this car to its best – so we did as well – tuning the Abarth version and giving it some decent power with two additional “S” versions. An interesting fact: the performance granted by the little 595 was considered very good in the ‘60s, and we like to think that in Assetto Corsa you can also taste and appreciate the technological evolution between the two centuries in terms of handling, balance, braking strength, torque and sheer power. Therefore, we are very glad to offer you this “small but actually quite big” icon of the Italian automotive industry that we believe will be a favourite choice for relaxed and fun multiplayer races.



A new layout for Vallelunga

Prior to 2005, “Trincea” was the most challenging bend on the Vallelunga circuit before it was modified to host Formula 1 tests. Trincea (“trench”) is a blind high-speed corner that joins the straight after “Ciminis” to the slower section of the circuit. On the real track, in spite of Trincea being permanently closed, the road is still there and it has been captured in our laser-scan point cloud, which is why we decided to give you the thrill this bend was able to offer, bringing the number of layouts available for “our” home circuit up to three.



Sound environment

The 1.5 version brings some interesting updates regarding sounds, an element absolutely relevant to guaranteeing proper immersion and to get you in the car. As we are gaining experience with FMOD, we can take further advantage of its features, while we continue to expand our recordings database. Thanks to our relationship with racing teams and their kind cooperation, we aim to keep improving our recording techniques and the overall product.
We always take into consideration our users’ feedback, so the 1.5 build finally features basic reverb effects along the tracks and the car sounds are differentiated by internal and external cameras. This means that cockpit cameras use internal sounds, while you can hear the powerful intake sound from the bonnet camera or the distinctive exhaust sound from the chase camera. This vastly enhances immersion and realism and gives modders the chance to further enhance their amazing projects.
Additionally, we now provide an in-game app that permits changing sound volumes on the fly, so you are not forced to exit a game session. And that’s not all, since the free cameras now use the same distance attenuation of the track cameras, this is also great news for race broadcasters and video makers.
Not only does the build bring new features, but also many fixes as well, most importantly gear shift and backfires sounds are now shared by the engine volume. Sounds are also an important information to the driver: now you can hear the bottom of the car scraping against the asphalt or any other surfaces.



Graphics

The 1.5 version also takes an important advantage from the strong and direct connection with the porting process of the code to the consoles, and brings improvements and new features in the graphics department. Post-processing filters have been improved, and the improvements also affect how the cars look. The graphics of the internal instruments have been improved, as well as car details, shaders and materials. The new build features two new driving views: an additional exterior view and the “dashcam”, based on the suggestions given by real drivers and simracers and feedback from our PS4 press tour in January: in the absence of triple screen support on consoles, it was requested that we add an internal view that is set as close to the dashboard as possible without showing steering wheel and driver hands, conceived to be ideal when driving on a simulator rig. We listened, finding the ideal position on each single car that not only improves overall immersion but also allow the driver to see better from cars that feature wraparound cockpits that block peripheral view. These new visuals are now available also on PC. Up until recently, backfire graphics did not follow the overall evolution of the production. Finally, they have been completely redesigned, and now they match perfectly the engine behaviour, granting a better graphics performance as well.



We have already mentioned the improvements brought to all circuits featured in Assetto Corsa but let’s go a bit more into details. The first point is that these improvements do not have a negative effect on performance but add camera facing support for crowd on stands.
The overall look of the tracks has been upgraded with new textures, different shaders and various 3D modifications. Many tracks have now new trackside objects such as cranes, tents, TV vans that give a better racing immersion. The use of camera facing spectators has been extended to all tracks on several grandstands.
All race tracks received more or less the same treatment with some undergoing a more thorough overhaul. Some noticeable updates include: Nurburgring GP, Vallelunga, Monza, Imola have all been updated to newer versions and now feature new textures and improved shaders for tarmac, sand, curbs, grass, new trees and 3D trees, improved tyre marks, several new trackside objects, and upgraded environments.

In the final part of this dev-diary we’ll be focused on physics, tyre model, multiplayer and artificial intelligence, and we’ll take a look also to what there’s beyond the 1.5 build of Assetto Corsa.
 
HOPE, as small as it may be still flickers like a candle in the wind.

There's a lot of promising stuff in there, IMO. The sound improvements are very welcome (especially the reverb and ground scraping), the graphics improvements are very welcome, the added trackside objects are very welcome, the offline pitstops will be very welcome. Lots of little things that will add up to a noticeably improved experience.

I don't have much hope that AC 1 is ever going to be the all-encompassing uber sim some of us hoped for, but I do still have hope that it will become a good all-around sim even if it ends up being a "Jack of all trades, Master of none". This update looks to really push at least some things forward in the right direction. Anxious to read the final part to see if there's some functional substance to compliment all the window dressings, hopefully multiplayer will get some similar love. :thumbsup:
 
There's a lot of promising stuff in there, IMO. The sound improvements are very welcome (especially the reverb and ground scraping), the graphics improvements are very welcome, the added trackside objects are very welcome, the offline pitstops will be very welcome. Lots of little things that will add up to a noticeably improved experience.

I don't have much hope that AC 1 is ever going to be the all-encompassing uber sim some of us hoped for, but I do still have hope that it will become a good all-around sim even if it ends up being a "Jack of all trades, Master of none". This update looks to really push at least some things forward in the right direction. Anxious to read the final part to see if there's some functional substance to compliment all the window dressings, hopefully multiplayer will get some similar love. :thumbsup:
If its heading in the direction that i think it is then it will finally meet those expectations we want
 
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POSTED BY KS-DEV ON MAR 30, 2016 IN BLOG, CARS,UNCATEGORIZED

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The already top-class driving experience and physics engine of Assetto Corsa have been further improved and enhanced with new features, new content and great attention to detail for every single aspect of the simulation. As a result, Assetto Corsa achieves a new level of maturity and confirms our continuous dedication to a simulator that offers the best driving experience and maximum realism.

Tyre model & physics
Starting with tyres; the 1.5 build optimizes the work started with the previous version and brings all the cars to the latest tyre model and tyre features. Tyres have now a more realistic load sensitivity, a variable grip curve after peak, closer performance level between compounds, a brand-new surface and core heating model as well as more realistic heating operation range. Modders will be delighted with the new features and available values, but most importantly, drivers will now be able to discover even more exciting handling characteristics. Our goal is always the same, an easy-to-understand handling model thanks to the improved feedback, which is also more demanding once over the limit. From street tyres that are easy to maintain in drift but at the same time more willing to spin once over the optimum grip to slick tyres that can be very slippery when cold to very sticky once hot but at the same time nervous and unwilling over the limit, requiring fast hand movements and skilful footwork.

Additionally, finding the correct compound might not be as straightforward as before, and a careful study of the circuit characteristics, ambient and asphalt temperatures as well as car behaviour and the tyres’ operating range is now obligatory in the search of maximum performance.

To help you with choosing the correct compound and keeping under control the tyres temperature, we are working on a new “Tyres” app that has been added to the list of system apps included with Assetto Corsa. The new app shows real-time information about core and surface tyre temperatures, pressure, wear and provides basic graphical feedback of the general grip level of the tyre.

Assetto Corsa’s advanced aerodynamics have always been a highlight of our title’s physics engine. Active aero, speed, height sensitivity, stalling and a practically infinite number of aerodynamic surfaces, permit an ample customization and simulation of the most aerodynamically advanced cars. Now, with version 1.5, brand-new equations for yaw sensitivity are included in the core model and new values for aero stalling depending on yaw for every single aero surface are available for modders. Feel what real professional drivers struggle to describe to their engineers when they drive their cars over the limit and discover strange handling characteristics when the yaw angle becomes severe. Depending on the car and its aero configuration, one car might be extremely stable and grippy until the limit, only to transform into a nervous and wild animal once a slight drift angle is achieved. Other cars might maintain their character, thus enabling the driver to push over the limit for that last split of a second. As a general rule of thumb you can expect cars with advanced aerodynamics to be the most sensitive and in need to be driven smoothly.

Additionally, there has been a ton of little bug fixes, fine tuning, tweaks and optimisations on practically every single car available in Assetto Corsa.

Pitstops


One of the most awaited features for single player is finally here. Pitstop functionalities open Assetto Corsa to endurance racing thanks to the option of refuelling the car and changing tyres, using the compounds available for each single car. The pitstop menu also allows repair to the car body (that affects aerodynamics), suspensions or the engine, with the same functionalities available for multiplayer racing.


Multiplayer & Artificial intelligence



Visible damage has been introduced on opponent cars in Multiplayer races, adding to the immersion of online sessions.
Time progression has also been added to the Multiplayer game mode, meaning that light conditions are no longer static during Multiplayer races, and time progresses the same way it does in Single Player modes. The feature brings an increased level of realism and immersion to online sessions.In addition, general improvements and optimization have also been made to the Multiplayer mode.
As usual, we have not stopped to keep tweaking and improving our artificial intelligence. Significant improvements have been made, more specifically the AI are now more skilled at navigating through traffic and handle racing situations, offering users who prefer single-player modes an increased level of challenge and more realistic racing environment.

Beyond the 1.5 build
While looking forward to the release of Assetto Corsa on console, we have some news that will make this summer really hot indeed.
Assetto Corsa welcomes the Mazda Brand!




We are glad to confirm that the Mazda brand has joined Assetto Corsa and will be represented by some of its most iconic models: the first-generation Miata and the brutal and awesome 787B will be added to Assetto Corsa as free updates later this year. The 2015 MX-5, MX-5 2015 Cup and the RX-7 will be part of the upcoming Assetto Corsa Japanese Pack, available on Steam by May 18th. The most-wanted pack, including a number of vehicles requested by the community, will feature the new Mazda MX-5 road/cup car, the RX-7, the 2015 Nissan 370Z Nismo, the Nissan GT-R 34, the Toyota Supra in three versions, and the Toyota AE-86 in two versions. The production team is working hard to complete the work on physics, graphics and sounds, with the aim to produce an unforgettable, massive Japanese pack to be crazy about. The same package will also be available on console after its launch.

The console version of Assetto Corsa will hit the shelves on June 3, and a new package including the Ferrari 488 GTB, FXX K, Praga R1 and Audi A1 S1 will also be available on Steam.

The production of the Spielberg A1 Ring circuit has already started, and our plan is to release the new laser-scanned circuit in time for the Formula 1 race weekend (July 3) to allow AC users to “taste” and enjoy the race even more.

There is a lot going on under the hood with about 30 new vehicles in production, including new entries for classes already included in Assetto Corsa, with the aim to make the simulation even better, more enjoyable, offering a selection of cars suited for everyone. We are evaluating the option of implementing championships in order to allow users to create proper seasons with any car of their choice.

On the physics side, we have scheduled a task related to brakes, possibly with the cooperation of a widely known brand, in order to simulate how temperatures affect the performance and efficiency of braking systems. 

We also have a new algorithm for AWD drivetrain that it giving promising results in the numerical simulation and that we plan to port to the AC engine soon. The new system will allow a more accurate simulation of AWD cars with unequal torque distribution.

Work is underway to create a function called “Quick Menu”, which will enable the user to control software functions while in the car without resorting to mouse or keyboard.
Designed to allow to pre-selected pitstop operations (tyres, fuel etc.) before reaching the pits, the new system could also be expanded to offer necessary controls in VR, a scenario that is not currently possible to support via the existing mouse-driven GUI, opening the possibility for full car setups, pit and game operations to be accessible for VR users.
By the way, let us say a few words about VR, which is an open and quite talked-about issue at the moment. As you know, Kunos Simulazioni has been supporting the Oculus Rift since the release of the very first kit, and the American company also chose Assetto Corsa for its events thanks to the immersion achieved by Assetto Corsa with its products, up to the DevKit 2. The third time around, the SDK provided by the company to support its device was radically changed, and we simply cannot update the code in Assetto Corsa every time this happens; we need to completely rewrite the dedicated rendering structure. That’s not easy or cheap, as you could probably imagine.
Although the retail version of Oculus Rift is finally available, at the moment our core team is focused on the submission and release of Assetto Corsa for consoles, which at the same time brings a huge update for the PC version with the 1.5 build thanks to the fact that part of the code is shared between the platforms. Since working on Oculus support requires us to allocate extra time and resources – because of its complexity it cannot be managed easily or in a few days – we will have to take a moment and consider when our current development schedule will allow us to do so, but realistically not before this summer. Our aim is to support VR – and not necessarily only the Oculus Rift – when we will be able to take the time and resources required.
We fully understand that people who have invested in the purchase of a VR device want to use it as much as possible, and we know that Assetto Corsa guaranteed a ton of fun with the Oculus SDK2 (that could only be better with the retail version), therefore we promise that we will take the time to evaluate the option of creating proper VR support in harmony with other tasks and priorities that we have already scheduled.

Finally, let us thank you for your awesome support that gives us the resources and motivation to do our best to make Assetto Corsa even better day after day.
 
Nice to hear about physics improvements yet I would talk more about fixes since current ones are clearly wrong. We will see how right or wrong they got it but I doubt there will be anyone left to judge them in their own forum since most of the relevant physics developers are currently banned despite the thick skin of the developers.
 
OK, sounds pretty good:

Key notes for MP:
-time progression
-visible damage
-future: brake system/simultion optimization as it relates to braking performance and tire performance (Exciting!!!!1)
-pit stops, perhaps a better functionality than the already awesome pit app
-quick menu (in the works) that would enable various changes to the car on the fly while not having to use the mouse.

The other really cool stuff is the physics and tyre changes, sounds really promising will reserve judgement until played and I'll post my reaction and findings.
 
Nice to hear about physics improvements yet I would talk more about fixes since current ones are clearly wrong. We will see how right or wrong they got it but I doubt there will be anyone left to judge them in their own forum since most of the relevant physics developers are currently banned despite the thick skin of the developers.
they are fixing things, slowly but they are fixing them. If i read that correctly it said something about surface tyre temps. pretty happy about that. Hope they increase the amount of telemetry, that will help this issue a lot. To be honest, those that got banned in most cases dug their own grave.
 

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