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?
 
Last edited by a moderator:
Im a bit concerned that real life GT3 cars have to brake and downshift (2 gears in race trim from the on board laps and sounds - 4th gear corner) for Eau Rouge..... And no matter what fuel load/tyre combo last night i was going flat through there. Not even a lift most times.


But yes, in AC, you just dive there, aim for the correct tree top and you pass it flat out without much problem.

edit: :ninja:
 
Quite clearly the guy there is on a speed run - either qualifying or set the car up just to do that flat out.
99% of the GT3 videos clearly show them taking it in 4th gear.
I was using default set up last night and in both the Z4 and 12C i was flat through it - fat with fuel and on hard and medium tyres. The AI was too.
 
Obviously, in race conditions they have to slow down, because of traffic, tire wear and fuel weight, but...
Fifth gear.
And that's on the first lap, where the risk of crashing over there is the highest.

EDIT: Oh, no, wait... He didn't use 6th when going downhill, so he DID downshift once to fourth.
 
Which one is that? I've gotten gold or silver on all the time attacks so far, but I'm only up to N2.

The one I noticed first was the N1 Magione/QV one - I'd not driven the car or track before (well - I might have one 1 lap at the track way back when) so it was a genuine 'new player' experience - abeit that I have 100+ hours in the game ;0

Unlike the other TAs where there's a tonne of spare time at the start, you have to drive pretty well just to reach the first checkpoint (bearing in mind this is NOVICE 1!) - you can't actually cheat the system because there's no slack time to cheat with.

I guess that's how they wanted it to work - but other TAs will often have 30-40-50 seconds spare when you get to the first checkpoint for reasons I can't even begin to guess at.
 
Quite clearly the guy there is on a speed run - either qualifying or set the car up just to do that flat out.
99% of the GT3 videos clearly show them taking it in 4th gear.
I was using default set up last night and in both the Z4 and 12C i was flat through it - fat with fuel and on hard and medium tyres. The AI was too.
Usually the default settings have a lot of downforce, which isn't the fastest setup around Spa. In reallife they have to tune down the wings, which makes it more difficult, but at the moment Eau Rouge is to easy flat in most GT3 spec cars in most sims. Haven't tried it in AC so far.
 
Just to be clear - my issue with TA is that it rewards you with less extra time, the faster you go - and I have no idea how anyone could think that's a good idea!?

The optimum score comes from lapping as slowly as you possibly can without running out of time on lap 1 and then increasing your pace each subsequent so you improve a bit each lap and don't run out of time (the less time left at a checkpoint, the more time it gives you to continue y'see)

it's all operating against some in-built idea of how fast your current car will cover the current track and that seems to be pretty random in it's accuracy - hence some TAs are harder than others - some are more easily 'gamed' than others too.
 
Could have been worse - they could have forced us to play it to unlock cars and tracks I guess ;0

Actually thats imo how a career mode should be :) No rookie driver starts in the F1 :) Start a season in the Abarths first, winner gets picked to driver in a higher tier etc. That could be a realistic career mode.

Free choice of cars in another mode etc.
 
just seen a video about career mode and im heavily dissapointed. its just events

To everyone currently unhappy with the career mode, this is what Aris posted over at the official forums:
"A couple of things about the career, that might interest you.
This is of course a taste of it. Later on we will release much more series and as you move on, most of them will be full blown championships.
The good thing about the career is that we can simulate championships with it. We can also open different seasons at the same time, without the need to force someone to do a boring season if he doesn't wants to do it.

The best thing about the career though is that it is totally moddable. Completely moddable, you can even erase and backup the whole thing and do a completely new career alone, or a championship season, just by editing a couple of text files. Setting your own opponents, cars, tracks, points, seasons...whatever.

We couldn't do a proper career when all the content is already unlocked in Assetto Corsa, but we can tease you gameplay with it and give you championships. Plus you can do your own. We have high hopes it's going to be fantastic for gamers and modders

P.S. about the low number of laps. You'll have to wait until we implement pitstops for the AI, then we can crank the lap count all the way up! ;)"

Just give Kunos a chance guys, they seem to know what they are doing
 

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