Assetto Corsa V1.0 RC Released

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Kunos Simulazioni has released version 1.0.0 Release Candidate for Assetto Corsa, which has been long anticipated for AC's early access participants. Today we celebrate!

Buy Assetto Corsa directly from our webshop here (premium members pick it up with 10% discount here)

1.0.0 RC Patch Notes
  • Assetto Corsa is now feature complete
  • General bugfixing and performance optimizations
  • Visual damages enabled
  • Aero damage implemented for all cars
  • Engine damage implemented for all cars
  • Suspension damage implemented for all cars
  • Tyre Damage System
  • Pit stop implemented for online races
  • Multiplayer improvements
  • New audio engine implemented
  • New post processing effects enabled, heat shimmering, god rays etc
  • New car : Alfa Romeo Giulietta Quadrifoglio Verde model 2013
  • New car : Ferrari 458 GT2
  • New car : Ferrari LaFerrari
  • New car : Lotus 2 Eleven GT4
  • New car : Lotus Evora GTE Carbon
  • New car : Lotus Exige S
  • New car : Lotus Exige V6 CUP
  • New car : Mercedes AMG SLS GT3
  • New car : Shelby Cobra 427SC
  • New track : Silverstone National
  • New track : Spa Francorchamps
  • New track : Trento Bondone hillclimb
  • Audio sample improvements and volume balancing
  • Added track reverb zones
  • Fixed Traction Control always engaged in particular conditions
  • TC and ABS factory settings now work properly
  • Tuned distance filter and attenuation for exterior sounds
  • Balanced performances for GT2/GT3 cars
  • Lotus 49, Lotus 98T, Ferrari 312T have lower default rev limiters. Can go over 100% but damage may occur on higher revs
  • Improvements on digital instruments cockpits for various cars
  • Added track sound reverb
  • Added different sounds for car to car, car to objects and car to track collisions
  • Improvements on automatic gearbox on various cars
  • All the tracks have been improved and updated with collidable objects
  • Overall interior samples volume correction and balance
  • Overall exterior samples volume correction
  • Tuned wind and tyre rolling volumes and curves
  • Tuned kerb pitch and volume according with speed
  • Tuned ambience(crowd) volume
  • Tuned interior and exterior gearshift sounds
  • Steer animations for Ferrari 458 S3
  • Small fix on the front Pagani Zonda R tyres
  • LOD4 implemented to increase framerate performances
  • Drivetrain damage for cars with H shifter gearboxes.
  • Traction control sound now works for all cars
  • Showroom bugfixing and improvements
  • Added tyre blankets under realism tab. The setting is global for all cars and pre heats tyres at 80C
  • Career now available
  • New 3D driver models
  • BMW Z4 GT3 aero balancing, rear wings stalls more on low values
  • New TCP/UDP server
  • All tyres have graining and blistering enabled
  • All tyres have rim radius
  • Fixed all F1 cameras for all vehicles
  • Fixed all F6 cameras for all vehicles
  • GUI improvements
  • Driver animations improvements
  • Replay now records the current leaderboard
  • Oculus DK2 support
  • Single player Qualify improved
1.0.1 Patch Notes
  • Fixed Oculus IPD reading
1.0.2 Patch Notes
  • Corrected KTM X BOW factory ABS setting to non enabled.
  • Corrected fuel tank placement for Alfa Romeo Giulietta Q.V. 2013
  • Corrected setup options for Alfa Romeo Giulietta Q.V. 2013
  • Corrected Gearbox ratios for Alfa Romeo Giulietta Q.V. 2013
  • Corrected flames position for Mercedes SLS AMG GT3
1.0.3 Patch Notes
  • Triple screen rendering fixes
  • Launcher default theme: server listing behavior change on server selection
  • Launcher default theme: list now scrolls to selected server when server name clicked in detail panel
  • updated Fmod 1.05.03 (some volume / fading sound issues may occur. Feedback is appreciated)
  • fixed audio.ini missing opponents volume value
  • fixed opponents volume and attenuation
  • reworked distance attenuation management
  • tweaked exterior reverb
  • fixed wind volume curve
  • fixed interior sounds spatial position (for surround configurations)
  • fixed exterior sounds envelopment
  • fixed surfaces sounds envelopment
  • tweaked overall throttle crossfading
  • fixed SLS idle sound and some crossfades
  • overall volume balancing
1.0.4 Patch Notes
  • fixed server not properly freeing slots leading to many "no slot available" messages
  • known issue: engine sound missing when session starts (camera rotates around the car)
  • fixed interior engine sound went muffled in the previous update
  • fixed digital clicks coming from AI during fast coast/load transitions
  • fixed sound clipping (tuned compressor when many cars are involved)
  • fixed opponents distance attenuation
  • fixed positional sounds for skids
  • improved overall volume balance
  • fixed some bodywork samples playing when still
  • fixed some sample loops
  • improved engine spatial position depending of real car engine position
  • improved LaFerrari low freq for interior sounds
1.0.5 Patch Notes
  • Fixed acServerLaunchers not serializing Tyre Blankets option
  • Fixed "Force On" ABS and TC settings not working as expected
  • (WAITING FOR CONFIRMED FIX) Fixed AIM telemetry not loading
  • Fixed server not sending the right JSON and not showing up properly in LAN
  • Fixed some problems with showroom rendering
  • Time Attack : time stops while in pause
1.0.6 Patch Notes
  • Launcher default theme: fix for opponent skin selection method
  • Launcher default theme: fix for special event opponent level
  • updated FMod project for modders (in SDK\Audio folder). Please use Fmod 1.05.03 - pipeline still WIP
  • exposed MAX_CHANNELS parameter in assetto_corsa.ini. Lower to 32 ONLY IF you experience stuttering/missing audio during gameplay
  • fixed missing backfires for some cars
  • optimized FMod thread occupancy
  • Lotus 98T qualifying turbo and engine rev damage balancing
1.0.7 Patch Notes
  • Updated FMOD project (SDK\Audio folder)
  • Fixed Fmod error handle caused huge log file (and stuttering in some cases)
  • Improved overall volume balance
  • Fixed opponents volume and attenuation during gameplay. Situational awareness much improved
  • Optimized average number of channels used in FMod with many opponents
  • Balance adjustments on BMW Z4 GT3 performance
  • Balance adjustments on Ferrari 458 GT2, Mercedes SLS GT3 and Formula Abarth fuel consumption
  • Mercedes SLS GT3 Traction Control and ABS levels corrections
1.0.8 Patch Notes
  • Audio hotfix
  • Fixed career intro issue
1.0.9 Patch Notes
  • Correction of Lotus Exos 125 and Exos 125 S1 drivetrain bugs with differential at 90% and automatic clutch
  • Fmod: update SDK project and pipeline document - MODDERS, UPDATE YOUR WORK PLEASE!
  • improved distance attenuation for opponents
  • fixed skid volume
Known issues
  • "No sound for mod cars", because of new sound engine (Fmod), no workaround yet
  • "Main Gui not in he middle screen" (tripple screen setups), workaround
  • Game crash after clicking 'Tyre Tester' ingame app

Assetto Corsa is now sure to be one of the best racing sims available, if you have not yet tried it, we recommend you do so. With an excellent selection of cars, laser scanned tracks, and true to life physics, and support which will continue after the final release AC is sure to be an excellent sim for years to come.

Join the discussion in our AC forums, and get racing in our Assetto Corsa Racing Club! While you're at it, why not check out some awesome videos and screenshot in our AC gallery?
 
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Been playing AC since December of last year. Its been the same since then. Nothing daft about it. Sounds like you're just having a hard time admitting you're not correct about your original statement. Turn off the PP effects and enjoy the game as it always was before the PP effects were introduced.

Ok, here you go. Have a look at this album.

3 of those pictures were taken months ago for a specific issue with the ai. The other is how the game looks today.

They are both at the same time of day, and with no graphical effects.

No doubt you'll accuse me of brightening the scene (via time travel) or darkening the new one as I suspect you are the one who really has a problem with admitting mistakes.

Of course, if you actually ran the game without effects we wouldn't be having this discussion.

In future, can I suggest if you are going to argue, actually know what you are talking about.
 
I'm not going to debate the sound changes because I never said the sound didn't change. Maybe someone else was debating that with you. I did however post the update log of sound changes for everyone which clearly shows things have been changed.

In regards to the AA, its hard to say exactly. 4x MSAA is as high as it goes now post 1.0 and 8x MSAA was available before the latest 1.0 update. I've never been happy with the MSAA result in Assetto Corsa. The only way its ever looked great to me is to use 4x SGSSAA along with 4x MSAA which I always did until about 3 updates ago when they broke SLI. Now in order to get SLI to work properly, reflections have to be set to the Ultra setting which makes SLI work properly but has a huge performance hit of its own so using SGSSAA is out of the question at my resolution of 2560x1600 with almost all graphic details at max so I'm forced to live with 4x MSAA until Nvidia and Kunos sort out the SLI profile.

A member on the AC forums suggested that you can enable 8xAA through \Documents\Assetto Corsa\cfg\video.ini like so:
AASAMPLES=8
AAQUALITY=1
 
Don't try to make Trento Bondone hillclimb with Alfa. I got few years older before I've finally done it ))) But it's a good way to check damage system - specially when you don't hit brake pedal until you see that this corner is damn sharp...

I absolutely detest Trento Bondone. It goes on. And on. And on. And on. And on. And on. I think I fell asleep at the wheel at one point :p

I went into the Steam folders and removed it from the game, I hate it that much.
 
A member on the AC forums suggested that you can enable 8xAA through \Documents\Assetto Corsa\cfg\video.ini like so:
AASAMPLES=8
AAQUALITY=1
Tried that already and I dont see much of a difference, what bugs me is why AA settings are not working through Nvidia Inspector or what have changed to prevent that.
Also, after last update the 12C GT3 sounds like a constipated bear. FMOD surely can provide a better output.
 
What would be a mighty impressive ordinary early access update is very dissapointing for a suppoused 1.0 version.
I can't believe we are still limited to 10 lap races and don't have proper race starts, that's not a properly finished product.

I like everything else about the update, but that's a beta product.
 
Ok, here you go. Have a look at this album.

3 of those pictures were taken months ago for a specific issue with the ai. The other is how the game looks today.

They are both at the same time of day, and with no graphical effects.

No doubt you'll accuse me of brightening the scene (via time travel) or darkening the new one as I suspect you are the one who really has a problem with admitting mistakes.

Of course, if you actually ran the game without effects we wouldn't be having this discussion.

In future, can I suggest if you are going to argue, actually know what you are talking about.

I'm fully aware of what I'm talking about and without being there to verify your source for those screens, I really can't say for certain what has been done or not. Should I take a few screens today and then post them in a few weeks from now to make my point just as valid as yours? The fact is I've been playing this since December of last year and in that time, the game's graphics and lighting hasn't changed all that much at all with the PP effects disabled, sure there have been minor tweaks here and there but nothing that comes to close to those screens you have there with one shot showing a completely washed out screen compared to much darker screen. I'm not even sure what point your're trying to make anymore. Are you saying that the lighting is too dark now or was too bright before, I mean what are you trying to say with the graphics? I can take two different screens right NOW and change the PP effects and they will look totally different, but what does that prove when I can simply add a disclaimer saying I didn't change anything at all and look how different these screens look?

Not really sure how you gather that I'm running the game with effects in place but I guess you can make up BS as you see fit to suit your argument. We'll agree to disagree I suppose since there's no way to travel back in time and prove either of us correct.
 
The Tatuus is the only car in AC that Ive felt the brakes were too sensitive and locked up easily no matter how much pressure was applied.
Then you haven't tried that many cars. Try KTM and lotus gt4 with no abs. U will go straight off the road.

I know kunos is trying to replicate short brake pedal travel real life roadcars have. But what if we modes our brake to have pedal travel of 2cm instead of standard five... IRL u press as hard as u can ur roadcar brake pedal and it travels half the length of logitech-fanatech, bcos logi-fana are simulating racecar, which has a decently long brake pedal travel. So again what if we moded brake travel to simulate roadcar feel by limiting its travel to half the size.... at the end of pedal travel u feel that in real car. On sim pedals even with loadcell - stiff spring half travel still feels half travel.
 
Then you haven't tried that many cars. Try KTM and lotus gt4 with no abs. U will go straight off the road.

I know kunos is trying to replicate short brake pedal travel real life roadcars have. But what if we modes our brake to have pedal travel of 2cm instead of standard five... IRL u press as hard as u can ur roadcar brake pedal and it travels half the length of logitech-fanatech, bcos logi-fana are simulating racecar, which has a decently long brake pedal travel. So again what if we moded brake travel to simulate roadcar feel by limiting its travel to half the size.... at the end of pedal travel u feel that in real car. On sim pedals even with loadcell - stiff spring half travel still feels half travel.

Really? Because you named two more cars other than the Tatuus but that means I haven't tried many cars? I've driven the KTM X-Bow hundreds of times, I love that car. I have not driven the Lotus GT4 yet since its a new one and I'm still making my rounds with all of the new cars since the update. I've driven every other car though.

I'm using a gamma of 1.0 with Fanatec CSR Elite pedals and I'm just not feeling like the brakes are a major issues.
 
Really? Because you named two more cars other than the Tatuus but that means I haven't tried many cars? I've driven the KTM X-Bow hundreds of times, I love that car. I have not driven the Lotus GT4 yet since its a new one and I'm still making my rounds with all of the new cars since the update. I've driven every other car though.

I'm using a gamma of 1.0 with Fanatec CSR Elite pedals and I'm just not feeling like the brakes are a major issues.
You want me to name all od the roadcars? Cos i will bubby. Turn abs off for a change! Then you'll see what I'm talking about. Bmw 1m, m3 , lotus Elise, exige, ferrari f40, 458, McLaren mp4. Try them with no ABS.
 
@Blkout
I knew you wouldn't accept those photos but the original 3 have been on there for months. I've always played with effects off (HDR off in old terms) hence I know there have been changes. The latest release is quite different and my screenshot proves that. I haven't changed anything - I don't need to make things up or doctor photos to try and prove a point.

Not all tracks look as dark as that. Imola is fairly bright but Spa is similarly dark - obviously we can't compare Spa. Similarly, not all tracks looked as washed out as the original photos back then.

It might even be that I inadvertently captured the extremes of the washed out look and the extreme of the darker view resulting in a much bigger difference than is typical. Regardless, there is a difference.

At least you've moved from saying:

"If PP effects are turned off, the image is the same as its always been since it was released on Steam for early access."; to
".., the game's graphics and lighting hasn't changed all that much at all with the PP effects disabled, sure there have been minor tweaks here and there..."

I don't hold out hope that you can admit you are wrong but maybe your future comments will be based on facts and not what you believe to be true.
 
Anyone else have the problem that you cannot drive N2 events in the career mode because it glitches and only shows N1 events on the N2 page? For example I have completed all N1 Events in gold, but when I try to go to a N2 event, it just gives me the Abarth hotlap.
 
i cant find the trento bondone track in game ..
not available ???
or to stupid...
in the content / track folder i can find the trento bondone folder


in training mode i can see the track...
in hotlap mode i dont see it...

if i select the track in training mode and then switch to hotlap mode i can race on trento bondone but i still dont see it in the tracklist of the hotlap mode.

is this normal?
 
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