Assetto Corsa V1.0 RC Released

1966270_10203023400459911_3311129012728166647_o.jpg

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?
 
Last edited by a moderator:
Why does it say changes to 1.0.5 RC when my game says 1.0.4 RC after update?

Mine does too, no idea.

I think the 1.0.4 is the one that came out earlier, was over 100mb and the one after it ~50mb which is 1.0.5 but they probably forgot to change the version name ingame.

Sounds reasonable.

mod-edit: consolidated for you, please keep the forum tidy
 
Last edited by a moderator:
That's obvious I know. The .bak extension negates the reverb.ini from working. But if you look at the files audio_sources.ini indicated in the tracks folder, the reverb enabled is still 0, even after reverb.ini.bak is renamed. I tried changing the file quoted to =1 and it made no difference.
Well,
deleted bak extension, got it back renamed to reverb.ini
inside track folders/audio_sources changed reverb enabled=1
Still the sound is not even close from what it was with 1.0 RC, in fact I cant hear any kind of reverb with the current build. Obviously this with my stereo Sennheiser headphones and my Xonar soundcard.
However I am having the impression that the sound with this build is a better in general and in particular with LaFerrari.
About 12C GT3 can you (Kunos) please put the sound as it was before 1.0 RC? Was one of the best sounds in AC and now it is ruined, it sound like a electrical engine.
 
iRacing sent me a 50% deal for a year, i've been away from iracing for half a year. Now that the standard for me in terms of feeling, physics, feedback, etc, is AC, because that's what i'm playing in the last few months, iRacing felt like a toy. It's like comparing a ps3 game with a ps4 game, the difference is massive in every way. I've been listening all this talk about AC feedback and i honestly can't understand it. Just tried the same type of cars with same tracks in both games and the difference is absurd. In terms of pure feedback, the feeling is the same i had when i left f12011 and Gran Turismo to play iRacing, it's shocking. I'll make an effort to play the skip barber, i have a lot of money there and i really like the competition, but AC is in a different league. Everything else feels weird to me now. Even GSCE feels worse than before. Really need to buy rfactor2. If it's better than this i'll be in heaven.
 
I have to insist. The sound.
AC deserves a better one.

I just activated the reverb in every track and i'm very pleased with the sound of many cars, but they still have to raise the replay sound volume. that reverb has to be loud!!!!!
everyone who has been in a race track knows how loud the powerfull engines are even at great distance.
also the reverbs must be present in every section of the track even if minimal.
 
A lot of people have problems with random disappearing sound during races against AI. Sounds just cut out and the only way to get it back is to close Acs.exe -
back at launcher the sound work again! I am one of em:( That said.....

Luca posted this today!

An update should come today, we'll expose a parameter in the assetto_corsa.ini file where you can lower max channels according to your sound card wavetable.
The common pattern is that your sound cards (onboard realtek, hdmi audio or old audigy/xtrememusic chipset) have a maximum polyphony of 32 or 64 channels. Hope this pattern will drive us to fix the issue once for all, so we can focus to improve the overall experience.
:)
 
A lot of people have problems with random disappearing sound during races against AI. Sounds just cut out and the only way to get it back is to close Acs.exe -
back at launcher the sound work again! I am one of em:( That said.....

Luca posted this today!

An update should come today, we'll expose a parameter in the assetto_corsa.ini file where you can lower max channels according to your sound card wavetable.
The common pattern is that your sound cards (onboard realtek, hdmi audio or old audigy/xtrememusic chipset) have a maximum polyphony of 32 or 64 channels. Hope this pattern will drive us to fix the issue once for all, so we can focus to improve the overall experience.
:)
Thanks for that bit of news. Perhaps that's why I have no issues like so many describe; I'm using the SoundBlaster ZX card.
 

Latest News

Do you prefer licensed hardware?

  • Yes for me it is vital

  • Yes, but only if it's a manufacturer I like

  • Yes, but only if the price is right

  • No, a generic wheel is fine

  • No, I would be ok with a replica


Results are only viewable after voting.
Back
Top