Assetto Corsa Updated, Mazda 787B, Miata N/A and Porsche 911 RSR Added

Paul Jeffrey

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Assetto Corsa Porsche 911 RSR 2017 2.jpg

Kunos Simulazioni have today updated Assetto Corsa to build version 1.13, adding for free the classic Mazda 787B and Mazda Miata, plus the Porsche 911 RSR 2017 to Porsche VIII DLC owners.

The latest build update adds a considerable number of fixes and brand new features to Assetto Corsa, not least of which is the first pass at including HTC Vive VR support for the PC version of the game, revered grid races and mandatory pit stop window options for race events.

In something of a surprise move, the inclusion of reverse grids and mandatory pit windows are a very welcome addition from Kunos and should prove to be a very nice additional element of strategy for racing both in offline and multiplayer environments. Released in a statement as part of the build 1.13 change log notes, the reversed grid feature will reverse the full finishing order for the second race, with players who retired / disqualified from the first event placed at the rear of the field in retirement / disqualification order. This is a brilliant feature to add to the simulation and big thanks should go to Kunos for adding this extra element of functionality to the game.

The other stand out new racing option, mandatory pit window, is another surprise from the Italian developers. When explain how this feature will work, Kunos stated:

"Pit window can be added to the race session. As a design choice, players need to stop at their pit box within the pit window to have a valid pit stop. Players with pit boxes further down the pitlane need to take this into account before deciding on their strategy. Players may make additional pit stops before and after the pit window, but only making a mandatory stop in the indicated pit window will validate their race. Server admins must decide on a pit window that allows all players, regardless of their pit box position, to comfortably make a pit stop under normal racing conditions."

In other exciting and unexpected news, it looks like Kunos have made their first step towards potentially bringing driver swop functionality to the title (yey). A rather innocuous line in the change log that could easily be missed by those not of the keen eye looks like this - "Added car Steam ID sharing in entry list: each car in the entry list can feature multiple GUIDs. Players can share that car (one at once). The name inserted in the entry list is used as driver name." Now I'm not a technical guy so more than likely I wouldn't really know what this means and skim over it somewhat, however the gentleman responsible for coding this bit of line, Kunos staff member 65.Manu has offered this interesting explanation of the new coding:

"It's the 1st step to a more complete driver swap functionality: right now setup will not be shared (can be solved using server fixed setup system), the new player will have a brand new car and mandatory pit will not work (yet).

In order to have a more detailed system lot of time needs to be spent and structures need to be redone. Hopefully we will be able to add it without braking everything, but no promises here".
With such great endurance racing tracks and cars, a move towards supporting longer races and driver swop features is a very welcome move by Kunos and will go a long way towards opening up new and exciting possibilities with the game in online racing environments.

Moving away from feature releases and game fixes for a moment, Kunos are also adding three new cars to the simulation during this build, with the Mazda 787B of 1990's Le Mans fame and the somewhat slower but probably equally entertaining normally aspirated Mazda Miata both receiving some love as additional free official content. Both cars will be added to the simulation at no additional cost to PC players as part of the new update.

Assetto Corsa players who purchased the third and final instalment of the recent Porsche DLC packs will also have a nice new bonus as the much delayed 2017 edition of the 911 RSR is to make it's long awaited debut in game. Initially due to be included as part of the standard Volume III Porsche DLC pack, Kunos have had to delay development and release as they gather more data on a car that had at that stage seen precious little on track running. Now that Kunos have received access to the necessary data and spend time developing the car, the Italian studio have made good on their earlier promise and included the RSR as an update to the original Volume III Porsche DLC package. It is worth noting that this car will only be available to VIII DLC owners, and does not replace the 911 Turbo S that Kunos included initially as a stop gap measure to appease fans disappointed by the delay. You can see some images from the car and a nice little write up from Kunos below.
Assetto Corsa Porsche 911 RSR 2017.jpg

"While retaining the typical 911 design, this is the biggest evolution in the history of our top GT model,"

These are the words of Dr. Frank-Steffen Walliser, head of Porsche Motorsport, on the all-new Porsche 911 RSR 2017. The 2017 Le Mans and WEC racing machine produces around 510bhp at 8000rpm and features a mid-engine configuration. This brand new Porsche GTE/GTD racecar has been designed from scratch, and features an ultra-modern, flat-six engine positioned in front of the real axle.

The latest build of Assetto Corsa (version 1.13) is available to download for Steam PC players right now and will download automatically next time you restart your Steam client. You can see the full changelog below:

Update v1.13
  • New Porsche 911 RSR 2017 for Porsche Pack 3
  • New Mazda MX-5 Miata NA
  • New Mazda 787B: mod skins made for the original 787B mod will need to be updated using the new template
  • Added OpenVR/Vive support (beta)
  • Fixed Mazda MX-5 ND setup ride height false indication
  • Fixed Alfa Romeo Giulietta QV gearbox damage
  • Adjusted Lotus 72D and Ferrari 312T tyre compound wear and heat ranges
  • Fixed Flag rendering for VR
  • Fixed colour balance for emissive items (lights+digital) when Post Processing is turned off
  • Added downshift protection alert (can be disabled through the launcher options
  • All GT2/GTE cars default to Medium tyres now (also for AI)
  • Fixed broken rendering when OCULUS mode is selected but no Oculus is actually connected
  • Added Pitstop arrows to DirectInput Dpad: bind to the wheel dPad: can be overidden by controls.ini [ADVANCED]DPAD_INDEX_OVERRIDE=0
  • Added Pitstop quickmenu + Setup pitstop strategy: this can be custumized and disabled by system/cfg/pitstop.ini [SETTINGS]USE_MOUSE_PITSTOP=0
  • Updated Fanatec library to support new wheel bases.
  • Fixed possible CPU warning when player gets retired.
Multiplayer Features
  • Added reversed grid races: The race session will be restarted in reversed grid order based on the standings of the previous race. Players disqualified in the first race will start from the back of the grid in the second race, regardless of their position being within the reversed grid range.
  • Added locked entry list in pickup mode: same as in booking mode, only players already included in the entry list can join the server (password not needed).
  • Added car Steam ID sharing in entry list: each car in the entry list can feature multiple GUIDs. Players can share that car (one at once). The name inserted in the entry list is used as driver name.
  • Fixed server result log not displaying invalid laps.
  • Fixed end-of-race session status for lapped players in lap races.
  • Added Mandatory Pit: A pit window can be added to the race session. As a design choice, players need to stop at their pit box within the pit window to have a valid pit stop. Players with pit boxes further down the pitlane need to take this into account before deciding on their strategy. Players may make additional pit stops before and after the pit window, but only making a mandatory stop in the indicated pit window will validate their race. Server admins must decide on a pit window that allows all players, regardless of their pit box position, to comfortably make a pit stop under normal racing conditions.
  • Updated Shared Memory
Assetto Corsa is a racing simulation for PC, Xbox One and PlayStation 4 by Kunos Simulazioni.

Assetto Corsa Mazda Miata.jpg

Assetto Corsa Mazda 787B.jpg


Assetto Corsa and online racing = Love! Check out our brilliant Assetto Corsa League and Club racing forum for great racing events suitable for all skills and experiences. We host regular events using popular content and guarantee a great time for all. Additionally we have a very active sub forum for the game where players can catch up on the latest news and engage with fellow community members here at RD. You can download mods from our modding archive, discuss W.I.P projects in our Modding Discussion Forum and try out a selection of car setups for a wide range of vehicles. Come on, get yourself involved in the action today!

Do you like the new update? Are you happy to see reverse grids / driver swops / mandatory pit windows? Do you like the new cars? Let us know in the comments section below!
 
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Anyone knows how to disable a display diff time indicator (green if batter, red if worse) on on Porsche 911 RSR or any other car? Is in some common file, or is specific for the car?
Seg diff (or diff time) is called.
ac_display.jpg
 
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Lol.... He should quit his day job and take up comedy full time :rolleyes:
Sure this guy is just a hating trolling smart aleck. :thumbsdown:
More important for me in this quote is "so different to real life according to mclarenf1papa"
With all the necessary respect to the knowledge physic wise of mclarenf1papa (hopefully not overrated):
How the f...ing hell the guy wants to know how these car drives IRL? From watching two times in TV? Without any data? Without driving the car? Just from watching one or two races in the TV?
If so props to Papa! :thumbsup: I've seen so many races in my long life but I'm still not able to have a real life experience of car performance out of it :O_o:
 
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Sure this guy is just a hating trolling smart aleck. :thumbsdown:
More important for me in this quote is "so different to real life according to mclarenf1papa"
With all the necessary respect to the knowledge physic wise of mclarenf1papa (hopefully not overrated):
How the f...ing hell the guy wants to know how these car drives IRL? From watching two times in TV? Without any data? Without driving the car? Just from watching one or two races in the TV?
If so props to Papa! :thumbsup: I've seen so many races in my long life but I'm still not able to have a real life experience of car performance out of it :O_o:
Well it's a full 6 tenths too slow through turn 1 at Sebring compared to real life (the track has been verified to be accurate in comparison to real life telemetry)....so it's undeniably too slow in certain corners (and probably too fast in others).
...the FLM09 matches real life data fine there (downforce and setup are the same as real life) and there's only so much you can do with the setup anyway....not sure if it's tires or aero, but something seems off [with the Porsche].
That's all I've said on the subject...interpret it however you like (in the case of whoever wrote the PRC article: "so different to real life").

To address your comments, you don't need to drive the real car to determine a speed differential. Simple data like sector times will tell you quite a lot. The 2017 RSR in AC is going through turn 1 at Sebring at the same speed as GTD cars are in real life. This year the GTLM cars were a few tenths (0.3-0.6s) quicker due to the extra downforce and perhaps better tires - Porsche specifically was one of the fastest through turn 1. The current version in AC simply cannot go as fast as real life (even their race pace is faster than what is possible in AC).
 
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  • Deleted member 130869

Wait, what? Why in the case of Gui (to mclarenf1)? Someone wrote something and Stefano jumped on the opportunity for another personal attack, their words do not consist of absolute truth.

I still have to have time to load the game beyond checking how textures align with this update, my posts in previous pages are concerning what I read here. Possibly a rhetorical question to conclude but when did it become illegal for someone to ask questions about a game's content, or to express displeasure with aspects of it when it's not spamming to incite inflammatory posts?
 
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To address your comments, you don't need to drive the real car to determine a speed differential. Simple data like sector times will tell you quite a lot. The 2017 RSR in AC is going through turn 1 at Sebring at the same speed as GTD cars are in real life. This year the GTLM cars were a few tenths (0.3-0.6s) quicker due to the extra downforce and perhaps better tires - Porsche specifically was one of the fastest through turn 1. The current version in AC simply cannot go as fast as real life (even their race pace is faster than what is possible in AC).
Thank you for your reply.
Sorry but I'll not go with your arguments. Also its not my kind of interpretation of your comments. To compare sector times ingame and real life without the simulation and knowledge of actual different grip levels, bumpiness, rubber, car setup, motor mapping, temps, all the environment. On a not laser scan track (no offense) seems to me very vague. And to say with these all unknow thing to say : "but something seems off with the Porsche." is for me not the smartest move. And yes you've to drive the car real life and ingame with the exactly the same conditions on the exactly the same track to make a real comparsion.
Everything else is just an imaginative interpretation and not a prove with facts.
Maybe I'm wrong in this case and you're right. If so you can expect my apology.
 
Thank you for your reply.
Sorry but I'll not go with your arguments. Also its not my kind of interpretation of your comments. To compare sector times ingame and real life without the simulation and knowledge of actual different grip levels, bumpiness, rubber, car setup, motor mapping, temps, all the environment. On a not laser scan track (no offense) seems to me very vague. And to say with these all unknow thing to say : "but something seems off with the Porsche." is for me not the smartest move. And yes you've to drive the car real life and ingame with the exactly the same conditions on the exactly the same track to make a real comparsion.
Everything else is just an imaginative interpretation and not a prove with facts.
Maybe I'm wrong in this case and you're right. If so you can expect my apology.
The sector is only 5-6 seconds long and is already even grippier than typical AC tarmac...Bumps are adjusted to match real life vertical g force telemetry (of course with the exact same car in real life and in AC), so they're not particularly inaccurate. It's a case where even in the perfect environment of AC, you can't match the imperfect environment of real life. All of those things you mentioned would only hurt cornering speeds (speeds on the straights, I'll note, are the same as real life, so it's nothing to do with engine mapping - also temperature data is available and my test was done with those same temps) besides the setup, which you won't gain 5 tenths in one corner from. Also it's good to point out that the FLM09, which has been made with likely just as much (if not more) real life data than the Porsche, is spot on through that sector (and the others).
 
In RL the 911 RSR is a car that has received and will receive BoP adjustments.
At the moment in AC is the fastest car in the GTE/GT2 field, so IMO the car do not need even better performances otherwise we should "kill" it with huge ammount of ballast to make it nearer at least to the C7R.
 
No edit for you!!

Anyways, it wouldn't be a normal day in the community if mclarenpapa wasn't stating how much more he knows than Aris and Gui expressing disappointment about some facet of AC.
Right yeah pointing out an issue with a car's physics is saying I know more than Aris....

I don't understand the belief that no car made by Kunos can possibly be incorrect....just because it's made by Kunos. We've seen in the past that they're not perfect (no developer of anything is) with GTs at Spa or more recently the Porsche 962 typo/misunderstanding...the fact that some in the community treat every criticism of the sim as an attack on their own character or a malicious action towards Kunos is truly astonishing.
 
Right yeah pointing out an issue with a car's physics is saying I know more than Aris....

I don't understand the belief that no car made by Kunos can possibly be incorrect....just because it's made by Kunos. We've seen in the past that they're not perfect (no developer of anything is) with GTs at Spa or more recently the Porsche 962 typo/misunderstanding...the fact that some in the community treat every criticism of the sim as an attack on their own character or a malicious action towards Kunos is truly astonishing.
Its the kind of your pointing out issues.
Your perfect test track, build around Your perfect car with the TBH worst physics (tyre and FFB wise) ingame?
C'mon :laugh:
 

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