Build 2 of Assetto Corsa Competizione Now Available

Paul Jeffrey

Premium
Assetto Corsa Competizione has been updated! Build 2 brings with it a new car, track, VR and plenty of improvements too...

Pretty much every sim racing fan who lives in a world of internet connection and passing interest in our hobby will be aware that Assetto Corsa Competizione is a thing, and by the same token I'm sure they probably know that today is patch day. With that in mind, and following an unbelievably strange day that kept me from the laptop (and the ACC update) until almost midnight, let's have a look at the update notes and see what's new.

Oh, and sorry for the late posting... :)

ACC Screenshot 0.2  (11).png
ACC Screenshot 0.2  (13).png


Assetto Corsa Competizione Update 2 Build Notes:
  • Fixed “No VR no buy”
  • New first-gen Bentley Continental GT3
  • New Misano Circuit
  • Aero: Non circulatory lift implemented
  • Setup UI and logic changes to accomodate a big number of damper clicks
  • Hotlap has fixed fuel load (10L). Also fuel load slider is not available in UI in hotlap sessions
  • Bumpstop telemetry graphs in setup mechanical balance screen
  • Fixes and fine tuning in setup aero screen
  • Decimal numbers in front aero variation values
  • Code for realistic (displayed) brake bias values
  • Brake bias variation now possible in decimal numbers
  • Fine tuning on preset setups
  • Setup name now shown on top screen title
  • Setup name adds an asterisk when user changes setup values, indicating saving is needed.
  • UI warning when users tries to load a different setup, or a preset, indicating that you might lose your setup changes if any
  • Setup protection against out of limits values
  • Setup Input/Output filtering for car and circuit
  • Setup navigation fixes
  • Fine tuning of Huracan suspension geometry and dampers
  • Fine tuning of tyre model camber gain, IMO heat range, and more
  • FFB option screen new sliders: dynamic damper, road effects
  • controls.json extra FFB values. minDamper, damperGain
  • Stability control is now using different logic
  • Reworked driver steering animation
  • Adjusted safety net position in the Lamborghini Huracán GT3
  • Added driver assets for the teams featured
  • Adjusted water spray effects in the night
  • Nurburgring fixes and improvements
  • Added HUD option for speed unit toggle
  • Added timetables to pause menu & post-session
  • Added sharpness option to video settings
  • Added pitch angle adjustment to camera settings
  • Added Save, Cancel, Defaults and Quit buttons to camera settings
  • Proximity indicator toggle in HUD options
  • Added Sprint Race Weekend and Hotlap Superpole in Game Mode options
  • Track selection page navigation fixes
  • Fixed bug when loading the last gamemode settings
  • Added auto engine start
  • Added auto pitlimiter
  • Fixed Pitlimiter issue with pitlimiter lights on toggle
  • Added multiple starting lights logic
  • Added pitstop logic (basic) for humam and AI
  • Added Sprint race weekend system
  • Practice and Qualify Overtime has a max time of 3 minutes
  • Controller page: Starter, Look functions and Shift can’t be set as advanced
  • Fixed engine forced shut off when return on track after setup changes
  • Fixed wrong weather key on json
  • Fixed weather selection on UI not reset after a special event
  • Added New camera sequence for Full formation lap
  • Tweaked Marshal system to avoid false spline recognition
  • Added logic for flags when in entry and exit lane (slower speed are allowed without raising any flag)
  • Reworked steer scale/steer inverted control options
  • Removed confusing ghost car time references in the gui
  • Added base version of end session highlights
  • Fixed music still on after cliking drive or restarting
  • Audio engine optimizations
  • Added superpole/pitwindow/hotstint event spotter
  • Fixed double engine start inside the reverb zone
  • Minor tweaks for tyres scrub sound on dry and wet conditions
  • Fixed clicks in particular camera switches
  • Fixed pit alarm sound for Nürburgring
  • Minor tweaks for crowd and track speakers distance attenuation
  • Fixed announcer voice stops after some minutes
  • Fixed bodywork noise entering the setup page
  • Removed the possibility to change lights/wiper stage in the replay
  • Fixed mirror visibility in the replay
  • Added current session time, car lap time, valid lap and fuel for replay
  • Slow Motion now affects the entire world
  • Fixed slow motion pause state for replay hud
  • Stability control is now less performant with steering wheel to avoid being used as illegal aid
ACC Screenshot 0.2  (14).png
ACC Screenshot 0.2  (17a.jpg


Assetto Corsa Competizione is available on Steam Early Access now.

Check out the Assetto Corsa Competizione here at RaceDepartment for the latest news and discussions regarding this exciting sim. We intend to host some quality League and Club Racing events as well as hosting some great community created mods (we hope!). Join in the discussion today.

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What do you think of the new build? Happy with the latest ACC update? Does VR work well for you? What do you most like from the new change log? Let us know your thoughts in the comments section below!
 
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i had tried this build a little,two hours only, and like the new car and the track. the Bentley is easier to drive for me. with the motor on the front it turns better. i should have probe some setup changes for the lambo, but with default setup is easier the Bentley.

i have never laped in misano, and it is complety diferent. flat, more slow corners,... but i have finished to like it.

and the ffb. now i feel easier to know if i am understeering, but… i don´t think it is better than in the first build. like i said before, it´s only that we have to used to that feeling. the problem are all of us, for me. thinking about it, the problem is that all the games has a lot of thing to change the ffb (think in rf), and in consecuence, we are used to diferents feeling of it. my first test in this build was with the lambo in the ring to compare with the first one. i felt what i said, i felt more understeer, even i had not change the new damper bar of the ffb. but i had not a good feeling, i don´t know how to explain, because i have never drove a Racing car, only Street cars, and have not too much time to play sims. i have been playing since 2010, but not too much.
Try dynamic dampening (100%), it is marvelous. Normally, I hate dampening but this is something different. You can feel the limits and you will be able to catch the side. You can feel the weight of the car.
 
Try dynamic dampening (100%), it is marvelous. Normally, I hate dampening but this is something different. You can feel the limits and you will be able to catch the side. You can feel the weight of the car.

I tried just as you say. I think that dynamic dampening is for the speed that the wheel will rotate when you lose the car and start sliding. Do i say well?? Just a thougt, i have to probe it. I have to say that i have a t500.
 
Try dynamic dampening (100%), it is marvelous. Normally, I hate dampening but this is something different. You can feel the limits and you will be able to catch the side. You can feel the weight of the car.
That really impressed me too! Hurracan jumping on/off curb felt fantastic. But I am a bit worried there's no damage (I hope it won't turn into R3E) and no rich shared memory available, so CC is not possible via official means :(

I hope above things are planned.
 
@The Iron Wolf The funny thing is, I didn't really put much effort into this. I actually had the image sitting here for a while. I just saw someone mention a while back that in Raceroom, "you can literally hit the barrier at 230 kph head on and just drive on anyway because the damage model in Raceroom is non-existent". So I just made sure I had the visual damage at 100 % and mechanical damage on and hit the barrier head on at exactly 230 kph ;) Needless to say, I was driving nowhere after that :D Apart from the missing wheel (it's way off to the left in that image), my engine and transmission were both totaled.

It's kinda weird how often I see people complaining about damage model in Raceroom. It might certainly be a bit simplistic in certain aspects, but it's definitely there, and it can certainly end your race.
 
I watched the Misano DTM races live on youtube. They were actually talking about a drivers' meeting that happened to discuss track limits because it's not a regular DTM venue. If it's agreed those are the limits and you don't use every single inch of what is considered legal, your morals will only take you one place.....last :laugh:

Exactly. If it's legal and you're not using it you're only screwing yourself, even if you feel morally superior.

Keep in mind I'm just talking about Misano, I'm not talking about exploiting every single track limits bug in sims, that's a separate issue

Nor was I. Only referring to what stewards declare legal,I will happily use every inch of legal surface when racing and my moral compass will remain intact. :thumbsup:
 
@The Iron Wolf The funny thing is, I didn't really put much effort into this. I actually had the image sitting here for a while. I just saw someone mention a while back that in Raceroom, "you can literally hit the barrier at 230 kph head on and just drive on anyway because the damage model in Raceroom is non-existent". So I just made sure I had the visual damage at 100 % and mechanical damage on and hit the barrier head on at exactly 230 kph ;) Needless to say, I was driving nowhere after that :D Apart from the missing wheel (it's way off to the left in that image), my engine and transmission were both totaled.

It's kinda weird how often I see people complaining about damage model in Raceroom. It might certainly be a bit simplistic in certain aspects, but it's definitely there, and it can certainly end your race.
I love Raceroom. I do. A fantastic game in every aspect but the damage model. If I hit an other car it feels strange to say the least. Like there was no crush zone at all but the cars were rigid bodies. It is a bit like a big ping-pong game. I just crackle off of the other.
 
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For anyone dismayed with the vr, give this a go. You wont be disappointed, completely transformed the game for me. I am using a creaky old 2500k @4.5 and an msi 1080 armor. I went for TAA Epic by the way.

UE4 sharpening Filter:

(Thanks goes to "Georg Ortner" for sharing this on his Twitter Page! https://twitter.com/6e66o/status/1040526664680255490 )


The ingame sharpening filter in the options menu doesn't work in VR.

There is the possibility to at an sharpening filter manually in to UE4 games.
Make sure you can see hidden folders!!

Go to:

C:\Users\YourUserName\AppData\Local\AC2\Saved\Config\WindowsNoEditor

and edit:
Engine.ini

(Set TAA to 'Epic or High' ingame for this to work properly. Edit Tonemapper.Sharpen how you like it.)



Place this in the Engine.ini file below everything else:

[ConsoleVariables]
r.TemporalAACatmullRom=1
r.TemporalAAPauseCorrect=1
r.TemporalAASamples=4
r.Tonemapper.Sharpen=4

Thanks but for me TXAA just looks terrible in the distance
 
Not the drivers' example you should be paying attention to, it's the stewards, and if the stewards weren't penalizing them it's all on the up and up and legal IMO. Of course sim racers seem to have much more of a hard-on for track limits than any real-world stewards so who knows what actual standards we should follow.

So for say SIM racing at RD, if it says it in the rules, but no one see's you and no one reports you, it's fine to do and it's all in the up and up and legal in your opinion? Your moral compass has broken.
I no longer get an hard on over track limits but you just stirred my loins with that little nugget. So perhaps a "semi" instead. :rolleyes::sleep:
 
So for say SIM racing at RD, if it says it in the rules, but no one see's you and no one reports you, it's fine to do and it's all in the up and up and legal in your opinion? Your moral compass has broken.
I no longer get an hard on over track limits but you just stirred my loins with that little nugget. So perhaps a "semi" instead. :rolleyes::sleep:

Where the hell did you get that from Sunshine? :rolleyes: I abide by what the stewards declare to be legal, and in RD club races I always abided by the RD rules whether someone could see me on track or not. And if the RD stewards said it was legal to use all of the available runoff you can bet your ass I'd use all of the available legal runoff. If you're not using every inch of legal tarmac you're only screwing yourself. A feeling of moral superiority will not win you races. :whistling:
 
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