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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Not gonna get into argument but 30 year professional sound engineer and I understand flat reference, used 2 sets of headphones that I use as post reference mixers and don't need to put spectralgraph on it to tell the signal is a narrow bandwidth. I don't have pcars so I can't reference that. Also the linear lag is not a sound problem it's a sample problem. I like AC but I think the sound is its achillies heel. IMO

Well, you would know, then. With all that experience, maybe we could expect some killer sound mods in the future? :)

I have 30+ years of watching TV and listening to the radio, and I say it sounds pretty darn good, at least good enough to race happily with. I couldn't say that about pre-RC sounds.
 
Single most underwhelming day of the year so far.

Rift 'support' such a joke. Scawen must be pssing himself :D

Otherwise nice update. But v1.0?

And who the hell wants to drive an Alfa Julie in a frakin sim? It's not even any good in real life!

More race cars please... You know, like proper race cars and not just eye friendly magazine pleasing road cars...

LaFezza? Stupid fast but even the 500 is more fun and feelsome to drive!
 
To the trained ear, it's very hard to nail sounds... But the untrained ear likes it even without 5.1 surround. Perhaps 5.1 not working due to the sdk is holding back other audio enhancements? After all your forcing all the channels through 2 sources...

The rubbered in line on Spa is nuts! I would dream to run a track with that much rubber. It would be like glue. Perhaps the "rubbering in" effect isn't visually tuned yet?
 
I just got through my first tour of the RC and wow Kunos has surpassed every expectation I could ever have for AC. Spa is freaking unbeliavable far surpassing any mod or other laser scan I have ever tried, La Ferrari is a freaking beast, the new sound engine breathes new life into the sim and generally everything I tried was of the highest quality.

I have to go to bed for work tomorrow but from what I've seen so far this is the new benchmark for Simracing lovers and it can only get better.
 
Amazing update.
Really like cobra cruising around spa!
The elevation changes on the track are so cool nothing like any version of spa.
Also the sounds are so much better alot more bass and very nice hearing the engine ecohing off the buildings.
 
Not gonna get into argument but 30 year professional sound engineer and I understand flat reference, used 2 sets of headphones that I use as post reference mixers and don't need to put spectralgraph on it to tell the signal is a narrow bandwidth. I don't have pcars so I can't reference that. Also the linear lag is not a sound problem it's a sample problem. I like AC but I think the sound is its achillies heel. IMO
To me it sounds like it's lacking low frequency. I run 5.1 with a subwoofer directly behind my seat and it doesn't get excited at all.
Saying that, I see an above post suggests that 5.1 is not currently enabled, is this confirmed? If it is confirmed how are these other guys so impressed with the audio as it is?
 
Back from testing SLS GT3 and 458 GT3 on Spa and I have to say it´s amazing.
Haven´t expected the sounds and the all around smoothness and fidelity of Spa Francorchamps. Tremendous work Kunos, I appreciate your work again.
Nice RC from what I have seen so far people. Now I have another sim I would like to drive more besides GSCE. :thumbsup: Top notch

P.S.: That will bring me back to AC Racing Club Events
 
Game made a great step forward. It looks awesome now. It sounds awesome. And it drives - (you think right) awesome!
But after few hours of testing I've found out some disappointing things:
- sound became good for some iconic cars, like Ferraris, Shelby Cobra (absolutely amazing sound in every single detail), Zonda. But if you drive BMW 1M, M3, then Alfa and then some Lotus - you'll notice that they sound pretty the same in replay (it's like they all have some aggressive filter added tot their sound). Also there is no turbo/SC sound in any car that has it.
- trees at Trento Bondone hillclimb:

- as to the physics. GT3/GT2 cars became more stable and gripy, but all road cars are pretty hard to drift now. The edge between grip and grip loss is too narrow. I strongly recommend for all who have such opportunity - try McLaren MP4-12C in pCARS with latest builds. I've got tons of fun while driving it around Dubai track. Powerslides are so damn good.
And some tips at last:
- 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...
 
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