Assetto Corsa (PC racing game)

v1.4 changelog

- New reflection rendering system
- HDR now matches real life photographic references
- Improved AI ability to stick to the intended racing line
- Improved AI braking code (able to understand and use locked inside tyre for FWD)
- Vastly improved multiplayer antilag/antiwarp system
- Fixed missing ksBrakeDisc script in all the remaining cars.
- Tweaked wet volume for reverb on high distance
- Tweaked dynamics for Audi R8 Plus interior sound
- New Bmw M3 e30 DTM and Group A exterior sounds
- New font rendering system for dashboards
- Fixed fadeout timing for gravel particles
- Improved digital instruments of all cars
- Fixed some bugged special events
- Tweaked most of the special events to be compatible with tyre model 5/6
- FXAA is now using Kunos' own shader
- Fixed blurred rim/tyres on car with animated suspensions on farther Lods
- ksEditor: added node grid
- Introduced [DRS_ZONES] IGNORE_ZONES in drs.ini to allow road cars to ignore DRS zones (ie. McLaren P1)
- Fixed exaggerate motion blur for some camera modes
- Added serial opponent selection on Options->General: if flagged then opponents skin is not randomly chosen, but alphabetically
- Fixed unrealistic qualify times when session is skipped
- Fixed LaFerrari rear wheels
- Fixed Huracan GT3 model to update it from the pre-season version
- GT3 and GT2 cars tyre heating improvements
- Ferrari 312T Tyre v6
- Audi R8 Plus front torque vectoring and central differential improvements.
- Headlights revised on all cars
- Added missing dashboard lighting to cars where present
- Fixed various LOD issues on a large number of cars
- Car shader overhaul
- Skins fixes and updates on various cars
- Added templates for DP3 cars and Audi R8 Plus
- Optimization across the entire car range (should help with large fields)
- Digital instrument updates
- Fixed collision boxes on various cars


Επίσης για όποιον θέλει να τα "στάξει" υπάρχει και το DreamPack 3 με 20% έκπτωση για 7,99 EUR:

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Brands Hatch circuit, GP and Indy layouts
ABARTH 500 Assetto Corse
FORD Escort RS 1600
LOTUS 25
LOTUS 72
LAMBORGHINI Gallardo SuperLeggera
LAMBORGHINI HURACAN SuperTrofeo
McLAREN 650 GT3
MERCEDES-BENZ AMG GT3
 
2015 and beyond

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Dear Friends,

The year is almost over, and if you follow Assetto Corsa since the beginning, you may already know that we have a tradition of announcing a new brand license right before the end of the year. This year, we are going to do the same, although in a somewhat different way.

First, we would like to make a summary of what Assetto Corsa and the Assetto Corsa community, in other words YOU, have achieved throughout the year. On our part, we have done our best to keep our simulation updated and bring you new content at the best possible quality, but without YOUR inexhaustible support – your purchases, constructive feedback and suggestions – Assetto Corsa would not be the game it is today. Such as you, we also believe that there is always a margin for improvement – in any department – and for this reason this year we have released four major updates that also involved aspects of the software that have already established a reputation as the main strengths of Assetto Corsa, such as its physics model. Similar efforts have been made to improve the artificial intelligence, the holy grail of any racing game, one of those aspects that are really challenging to fine tune in order to satisfy the expectations of many different kinds of gamers and sim racers – not to mention that Assetto Corsa is the first product created by Kunos Simulazioni that includes an AI algorithm, making this challenge even harder for our team. This is not an excuse, of course, just a simple fact. We are glad that our community has shown appreciation towards the improvements for multiplayer, AI, graphics and other features brought along with our latest 1.4 build, representing a new benchmark for introducing improvements to what we have created up until today. However, any simulation is useless without good content to enjoy it at its best, and it seems that you appreciate what we have presented during 2015.

Nürburgring-Nordschleife, Zandvoort, Barcelona and Brands Hatch
For the first time in sim racing history, we have produced a fully laser-scanned version of the legendary Nordschleife, the famous Green Hell, defining a new standard in terms of fidelity and accuracy for the most iconic circuit ever to be built. Zandvoort, Barcelona and Brands Hatch completed the line-up of the additional tracks available for Assetto Corsa during 2015, representing an extensive range of challenges, variety and environments for racing.

Lamborghini, Alfa Romeo, Audi and more
During this year, we have released 32 new awesome cars – some as free bonus content and others as purchasable packs. It is funny to think that when the idea was first conceived and we started the AC project back in 2011, we believed that at best the whole game would include 15–20 cars in total.

Presently, we have produced 32 additional cars in one year, indeed lining up an impressive selection of brands: Alfa Romeo, Audi, Ford, Lamborghini, Nissan and so on. We would like to emphasise that we have decided to invest in new builds, updates and content thanks to YOUR support – something that has been awarded with an up-to-date simulation and brand-new free content, which although represents us a cost in terms of production, royalties, manpower and time, also brings longevity, entertainment and increased value to the Assetto Corsa you have installed on your PC.

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The free bonus official content released through one year​

On the other hand, when we started the development of Assetto Corsa in 2011, the dev team only consisted of six people in total. It is reasonable and fair to say that a production that today involves about 30 people must be sustainable, not to mention cars and licensing costs, or the fact that the production of a single circuit could cost (including the license, laser-scanning, production, logistics) up to hundreds of thousands of euros. The fact of the matter is that DLCs can help us cover costs and allow us to continue to develop and improve Assetto Corsa, and provide additional content at a reasonable price. In other words, for the price of a Happy Meal, you can enjoy new digital content for all the time you want, allowing us to continue to improve our – and your – simulation. We are glad to see that our fans understand our decisions, and we would like to thank you again for the great support you continue to give us in this regard.
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Including officially licensed – laserscanned – circuits requires a huge invesment of time, money, resources​

Despite the fact that Assetto Corsa 1.0 was released last year, 2015 has brought even more challenges for us. Today, we have hundreds of thousands of users, and despite the enormous amount of possible combinations of PC configurations, drivers, controllers, devices etc., each new build must guarantee stability and performance. Since AC now features a significant number of cars, each update to the physics and tyre model requires a huge amount of work to update and check every single car to ensure that you can enjoy the quality of the simulation at its best, regardless of what your favourite car might be.

R&D
As you may know, since 2009, our R&D Studio has been located inside the racing circuit of Vallelunga, near Rome. The location is a key to our development work, allowing our company to meet and cooperate directly with teams, professional drivers and racing engineers. Now that Assetto Corsa is a highly popular simulation, teams prove to be even more cooperative when they come to “our” racing track, offering their support and allowing us to collect data, and make videos and recordings. On our side, we still want to improve our knowledge and technology in any aspect of the simulation, and this approach involves all areas, including the sound environment: thanks to the kind cooperation of Akrapovic, during 2015 we have worked to improve our sound recording process involving the use of new techniques of recording and advanced technologies. All new cars produced during 2015 took advantage of this improvement, and we also have plans to reprocess the cars that had been released earlier.

Talking about R&D, we would like to say a few words about Oculus VR: in 2016, this incredible device will finally be available with a definitive and standard SDK. It is in our intention to fully support the device in Assetto Corsa when it is finally available for public purchase with a proper and final library, since while still in beta version we need to redo the code support from scratch each time a new SDK is released, which understandably cannot be a sustainable – long term – strategy.

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R&D in 2015 has involved also our audio department​

PC, PS4 and Xbox One
Last but not least, we are also working on porting Assetto Corsa to consoles, which is completely based on the code designed and developed for PC, but instead of freezing the development of the PC version, we brought forward the overall process in parallel, creating a symbiosis that takes advantages from each platform. This has guaranteed a successful process of optimization and a different and improved approach in development that will be beneficial for everyone in future. Therefore, those fans who believe that the porting Assetto Corsa on console has the capacity to ruin the “magic” of the PC version can rest easy, as we can assure you that this is something that will definitely not happen.

Let’s talk briefly about the console port. It is true that to this day we have not revealed a lot of information about the console version of Assetto Corsa apart from confirming that we are indeed working on bringing the game to PS4 and Xbox One to offer the same driving experience as you get on the PC.

Some people do not seem to believe it and say – for reasons we do not entirely understand – that we are going to change the Assetto Corsa physics model also on PC to worsen the driving experience because of the console porting.

We can assure you that this is not going to happen. Actually, when we announced and showed Assetto Corsa on PC for the first time, the same people said that a game boasting top-tier brand licenses and graphics was never going to be a sim because no developer would agree to take a big risk with a genuine simulation. All we can say is that it was the wrong assumption back then, and it still is.

Firstly, we are not going to ruin the driving experience on PC. The good reputation of Assetto Corsa is mainly thanks to the driving experience and natural feeling that it provides with cars that are usually included in so-called arcade – or sim-cade – games. Frankly, it would be a suicide move to make worse one of the key selling points of our product.

Secondly, on the consoles we are going face-to-face with the goliaths of sim-racing, big names that boast sublime graphics, tons of cars and content and the direct support of their respective platform manufacturers. Assetto Corsa has been produced by a team of six, 12, and lately about 30. Our only chance to compete with those giants is to push forward its strong point, the driving experience it can achieve, because that is the factor that depends solely on our know-how, experience and will and not on the budget at hand. Driving experience means laser-scanned tracks, advanced tyre and dynamic modelling as well as all the attention and care we have reserved to any car present in Assetto Corsa. The good news is that 505Games supports us in this journey and we are in complete agreement – it is ready to focus on the realism aspect, instead of pushing our team to lower the simulation bar to an average level. The final judge, who will determine whether there is place for a realistic driving experience on consoles – in the present and in future – is YOU, our community, and no one else. What we can promise you is that we are not going to lower the level of simulation just so that we can please a wider audience.



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Kunos Simulazioni and 505Games introducing Assetto Corsa at E3 2015​

2016
We are approaching the final phase of development on the console, something that includes a very different release schedule from the PC. We are also working on the 1.5 build of Assetto Corsa, which will introduce pit-stop feature for single player and continue the process of fine-tuning all the other features already included in the game. In the meantime, the team involved in production is working on the content expected for release during the next year. Assetto Corsa still has a lot to say, and we are working towards making you an even bigger enthusiast than before.

New circuits
We are glad to announce that we have signed a licence agreement to bring you the popular – laser-scanned – RedBull Ring, that for some of you might also be known as the “A1 Ring”, the Austrian circuit that welcomed back the F1 Championship this year. We are also working on the historic version of Silverstone, and the 10km and Junior versions of the iconic Monza circuit, giving you the chance to enter the speed ring and race the historic F1 cars of Assetto Corsa. At the same time, we are also updating our first tracks created for the simulation, bringing them up to a similar level of detail and appearance as the latest releases. Other new track additions might follow during the year.

(At least) 42 new cars!
And here we go: Kunos Simulazioni welcomes Maserati Automobili, introducing the world-famous manufacturer to Assetto Corsa in 2016 with some of its most iconic cars and most recent models. Any clue? Here you go: have you ever wondered how Fangio felt driving F1 cars in the ‛50s?

Thanks to the success of the Audi R8 Ultra 2014, and as a response to the requests of our fans, we are going to replicate the brand new R8 Ultra 2016. The new amazing Audi car will not come alone, since we are also working on the Audi R18 E-Tron, TT VLN 2014, TT CUP 2015, A1 S1, Sport quattro S1 E2 and TT 2015 models.

Assetto-san!
It seems that AC fans never have enough of Japan: then, they might be glad to know that we are bringing you the Toyota Celica, Supra, AE86 and TS040 Hybrid, as well as the Nissan GT-R 34 Skyline and 350Z Nismo 2015! And the list might not be over, just let us work…

Italians do it…red
Yes, in Italy red is for Alfa Romeo and Ferrari. We can’t unveil now all details, just wait and see, we will not disappoint you.

British Style

The 650 GT3 was the first car unveiled of the recent line-up of McLaren – but not the last: the new 570LS and P1 GTR™ will further expand the grid of supercar and hypercar races in Assetto Corsa!

The new entry
During 2015, we had the pleasure to meet Praga Cars. Let us introduce you this car manufacturer and its awesome Praga R1R! Soon™ in Assetto Corsa.

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Another awesome new entry for 2016​

Our community
All of this would not be possible without your support. Support means purchasing original products, and we are really grateful to all of you who have purchased Assetto Corsa and its additional DLCs. Your support also allowed us to hire developers, improve our software and guarantee high-quality and constant support for your favourite simulation. It is our intention to continue to bring you new, high-quality content and features, as well as free bonus content even in the year to come.

Support also means modding. What the modding community has achieved with Assetto Corsa is just incredible – and also very important. The tools released along with Assetto Corsa allowed many enthusiast and skilled fans to show their great talent, and during 2015 some of them were even hired to take part in the creation of official content, working closely with the core team of Kunos Simulazioni. A ton of additional skins, cars, tracks, apps and tools have been created as well, allowing gamers to enjoy Assetto Corsa and its features even more. We would like to thank the entire modding community for the time, passion and attention you dedicate to your projects every single day.

Support also means feedback, criticism and suggestions. With more than 115,000 members, the official Assetto Corsa forums offer a platform for discussion, tips and threads that strive to help people enjoy AC the best they can, while also providing valuable feedback to the developers. We wish to thank all those people who have given feedback and support for our work – and other games – with their reports, tips and suggestions on our forums.

Our gift for you
“OK Kunos team, everything is jolly great, now tell us what’s new for us!”

You are right…and you have been asking for some iconic cars for a long time. At the moment we are completing the development of Corvette C7 Stingray 2015 and Ford Mustang 2015, expected to be the first bonus content released in 2016. There is also another “small” surprise. Stay tuned, while we work on an extensive update for the official Assetto Corsa website, which will bring you more information about all the new content, updates, the Assetto Corsa PRO and Formula SAE programmes, and much more.

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The first free bonus pack of 2016!​

When? “Soon™.” When else?
Thank you so much for your valuable support, help and passion! We will keep working hard to deserve it.

With our warmest regards

Marco Massarutto
Co-founder, Executive Producer
KUNOS Simulazioni

link

Καλή Χρονιά σε όλους ΧοΧοχο!:7612:
 
http://www.vg24.gr/assetto-corsa-console-release-date/

H 505 Games ανακοίνωσε σήμερα ότι ο racing simulator, Assetto Corsa, θα έρθει τελικά στις κονσόλες τον ερχόμενο Απρίλιο. Σύμφωνα με προηγούμενη ανακοίνωση, που είχαν κάνει τον Ιούλιο 2015, είχαν δηλώσει ότι θα αναλάβουν τον ρόλο του publisher για τον racing τίτλο της Kunos Simulazioni στις κονσόλες. Ο τίτλος ήδη έχει κυκλοφορήσει πάνω από ένα χρόνο σε PC, ενώ έχει περάσει και από το πρόγραμμα Early Access του Steam.

Η έκδοση στις κονσόλες θα έχει ανέπαφο το driving model, ενώ έχει αλλάξει το user interface του τίτλου. Θα τρέχει στα 1080p/60fps στο PS4 και 900p/60fps στο Xbox One.

Το Assetto Corsa θα κυκλοφορήσει σε PS4 και Xbox One στις 22 Απριλίου.


http://www.vg24.gr/assetto-corsa-console-release-date/
 
Καλά νέα για τους κατόχους PS4 και Xbox One!!! Με 1080p/60fps στο PS4 είναι σίγουρα ποιο οικονομική λύση από ένα αντίστοιχων επιδόσεων PC!
 
Γιάννη, θα σου αρέσει το Assetto, μπορεί να μην έχει τόσα αυτοκίνητα όπως το GT ή το project cars - αλλά θα ζωντανέψει η τιμονιέρα σου:2thumb22sup:
 
Re: Απάντηση: Assetto Corsa (PC racing game)

Καλά νέα για τους κατόχους PS4 και Xbox One!!! Με 1080p/60fps στο PS4 είναι σίγουρα ποιο οικονομική λύση από ένα αντίστοιχων επιδόσεων PC!

Άντε μπας και κουνηθώ λιγάκι και αρχίζω να "στήνω"...
 
Δε περιμενα οτι υπαρχουν λαμογια και στο Βελγιο!
Μ ενημερωσαν , αφου εκαναν χρεωςη στη καρτα μου, οτι θα ειναι διαθεσιμο μαλλον απο Απριλιο.... Ενω στο site το ειχαν in stock!
Τι να τους πεις τωρα...;
 
Δε περιμενα οτι υπαρχουν λαμογια και στο Βελγιο!
Μ ενημερωσαν , αφου εκαναν χρεωςη στη καρτα μου, οτι θα ειναι διαθεσιμο μαλλον απο Απριλιο.... Ενω στο site το ειχαν in stock!
Τι να τους πεις τωρα...;

Refund, τι άλλο;
 
Καταπληκτικό το νέο update του AC (1.5), ζωντάνεψε η τιμονιέρα μου με το νέο FF!




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In our previous diary we told you about the new “Black Cat County” scenic track that will allow you to focus on pure driving pleasure, giving you also the opportunity to rediscover some of the legendary cars that were not originally designed for the track by their manufacturers.

Before we would go deeper into some of the new features and improvements that will come with the new build in the third part of the diary, let us say a few words about what you can expect in the new version of Assetto Corsa in terms of new and updated content.

Three new cars

Assetto Corsa 1.5 brings to our users two car models highy requested by our fans, plus a little surprise that we are glad to give you as well, the little Abarth 595.

The Ford Mustang 2015 is the latest revisiting of what is probably the most iconic american car ever.A proper V8 of traditional 302 cubic inches (4951cc for the rest of the world) under the bonnet, delivers a healthy 435hp at 6500rpm. A round and plenty 400 lb-ft@4500rpm of torque (again over 540Nm for Europeans) is also available at any time. Now you might think that all this muscle can hit the wall very fast (power!) and then move the wall much further (torque!). After all 1700kg of weight is certainly not the definition of lightness… But if you think that’s muscle built with fast food and light beer, you’d be very wrong. The latest American muscle cars are built with many hours of hard work at the gym, using the latest technologies to improve flexibility and agility. You name it, you got it.

Front McPherson strut double lower links on separated ball joint in pure BMW fashion? Check!

Massive 6-piston front brake callipers? Check! 4-piston rear brake callipers? Check!

Massive 19” 255 front and 275 rear Pirelli P Zero tyres? Check! Torsen rear differential? Check!

and finally, get ready for it, a true independent multilink rear suspension!

If all of this sounds very similar to an M3 E92, maybe you’re right or maybe someone on the other side of the Atlantic ocean was doing his homework… the end result is a car that can stay composed and neutral when pushed, but at the same time produce so much tyre smoke that NASA scientists might accuse you as the main cause for climate change.

Are we done? Not really. If the Mustang is transformed into a fitness hero, the new Chevrolet Corvette C7 Stingray has Usain Bolt level of performance! A true purebred that has evolved into one of the greatest sports cars available today. They say America is the land of excess and surely in an era of engine downsizing we can’t do other than admire this “small block” V8 of 6.2 litres that easily produces 460hp at 6000rpm and 630Nm of torque at 4600. Let me say that again, six hundred and thirty newton-meters of torque… Watch out how you press the accelerator or people will complain that they had one hour less of sleep again and this time it won’t be because of the daylight-saving but because you sped up the rotation of the Earth! You think the excess would end up in the engine? How about a 7-speed manual – yes you read that correctly – gearbox. All-around independent suspension with active magnetorheological dampers is available to the Z51 option. The active limited slip rear differential always provide the optimum traction aided by the 20” 285 wide rear tyres.

The end result is impressive. The handling is extremely neutral and very capable. Overwhelming at times when you expect a car with such power to just spin its tyres and drift but instead just grips and goes! Chassis and suspension work perfectly together and lap times are impressive. It’s not a coincidence that in terms of handling and grip is compared to the finest European sports cars and… often comes out as the winner! Be careful though. As it is so focused on grip and performance, it might not always like been driven at an angle and might turn around and bite you.

On top of all of that, its straight-line performance is impressive as you might expect. 0–60mph in less than 4 seconds, standing mile (400m) in 12.3 seconds and a top speed of over 180mph (290kmh). And all this from the… base model. American muscle you say? Think again as this muscle is so lean and explosive it can put to shame many of the European beliefs and traditions.

Last but not least… ok well maybe it is last after all.

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The Abarth 595 EsseEsse brings you back to the glories of the ‛60s, when people began to consider that cars were no longer a luxury item for a select few but an accessory to evolving and improving their lifestyle. Especially in Italy, the Fiat 500 represents an icon that every family has owned at least once. Abarth decided to tune this car to its best – so we did as well – tuning the Abarth version and giving it some decent power with two additional “S” versions. An interesting fact: the performance granted by the little 595 was considered very good in the ‛60s, and we like to think that in Assetto Corsa you can also taste and appreciate the technological evolution between the two centuries in terms of handling, balance, braking strength, torque and sheer power. Therefore, we are very glad to offer you this “small but actually quite big” icon of the Italian automotive industry that we believe will be a favourite choice for relaxed and fun multiplayer races.

A new layout for Vallelunga

Prior to 2005, “Trincea” was the most challenging bend on the Vallelunga circuit before it was modified to host Formula 1 tests. Trincea (“trench”) is a blind high-speed corner that joins the straight after “Ciminis” to the slower section of the circuit. On the real track, in spite of Trincea being permanently closed, the road is still there and it has been captured in our laser-scan point cloud, which is why we decided to give you the thrill this bend was able to offer, bringing the number of layouts available for “our” home circuit up to three.

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Sound environment

The 1.5 version brings some interesting updates regarding sounds, an element absolutely relevant to guaranteeing proper immersion and to get you in the car. As we are gaining experience with FMOD, we can take further advantage of its features, while we continue to expand our recordings database. Thanks to our relationship with racing teams and their kind cooperation, we aim to keep improving our recording techniques and the overall product.

We always take into consideration our users’ feedback, so the 1.5 build finally features basic reverb effects along the tracks and the car sounds are differentiated by internal and external cameras. This means that cockpit cameras use internal sounds, while you can hear the powerful intake sound from the bonnet camera or the distinctive exhaust sound from the chase camera. This vastly enhances immersion and realism and gives modders the chance to further enhance their amazing projects.

Additionally, we now provide an in-game app that permits changing sound volumes on the fly, so you are not forced to exit a game session. And that’s not all, since the free cameras now use the same distance attenuation of the track cameras, this is also great news for race broadcasters and video makers.

Not only does the build bring new features, but also many fixes as well, most importantly gear shift and backfires sounds are now shared by the engine volume. Sounds are also an important information to the driver: now you can hear the bottom of the car scraping against the asphalt or any other surfaces.

Graphics

The 1.5 version also takes an important advantage from the strong and direct connection with the porting process of the code to the consoles, and brings improvements and new features in the graphics department. Post-processing filters have been improved, and the improvements also affect how the cars look. The graphics of the internal instruments have been improved, as well as car details, shaders and materials. The new build features two new driving views: an additional exterior view and the “dashcam”, based on the suggestions given by real drivers and simracers and feedback from our PS4 press tour in January: in the absence of triple screen support on consoles, it was requested that we add an internal view that is set as close to the dashboard as possible without showing steering wheel and driver hands, conceived to be ideal when driving on a simulator rig. We listened, finding the ideal position on each single car that not only improves overall immersion but also allow the driver to see better from cars that feature wraparound cockpits that block peripheral view. These new visuals are now available also on PC. Up until recently, backfire graphics did not follow the overall evolution of the production. Finally, they have been completely redesigned, and now they match perfectly the engine behaviour, granting a better graphics performance as well.

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We have already mentioned the improvements brought to all circuits featured in Assetto Corsa but let’s go a bit more into details. The first point is that these improvements do not have a negative effect on performance but add camera facing support for crowd on stands.

The overall look of the tracks has been upgraded with new textures, different shaders and various 3D modifications. Many tracks have now new trackside objects such as cranes, tents, TV vans that give a better racing immersion. The use of camera facing spectators has been extended to all tracks on several grandstands.

All race tracks received more or less the same treatment with some undergoing a more thorough overhaul. Some noticeable updates include: Nurburgring GP, Vallelunga, Monza, Imola have all been updated to newer versions and now feature new textures and improved shaders for tarmac, sand, curbs, grass, new trees and 3D trees, improved tyre marks, several new trackside objects, and upgraded environments.

In the final part of this dev-diary we’ll be focused on physics, tyre model, multiplayer and artificial intelligence, and we’ll take a look also to what there’s beyond the 1.5 build of Assetto Corsa.

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The already top-class driving experience and physics engine of Assetto Corsa have been further improved and enhanced with new features, new content and great attention to detail for every single aspect of the simulation. As a result, Assetto Corsa achieves a new level of maturity and confirms our continuous dedication to a simulator that offers the best driving experience and maximum realism.

Tyre model & physics
Starting with tyres; the 1.5 build optimizes the work started with the previous version and brings all the cars to the latest tyre model and tyre features. Tyres have now a more realistic load sensitivity, a variable grip curve after peak, closer performance level between compounds, a brand-new surface and core heating model as well as more realistic heating operation range. Modders will be delighted with the new features and available values, but most importantly, drivers will now be able to discover even more exciting handling characteristics. Our goal is always the same, an easy-to-understand handling model thanks to the improved feedback, which is also more demanding once over the limit. From street tyres that are easy to maintain in drift but at the same time more willing to spin once over the optimum grip to slick tyres that can be very slippery when cold to very sticky once hot but at the same time nervous and unwilling over the limit, requiring fast hand movements and skilful footwork.

Additionally, finding the correct compound might not be as straightforward as before, and a careful study of the circuit characteristics, ambient and asphalt temperatures as well as car behaviour and the tyres’ operating range is now obligatory in the search of maximum performance.

To help you with choosing the correct compound and keeping under control the tyres temperature, we are working on a new “Tyres” app that has been added to the list of system apps included with Assetto Corsa. The new app shows real-time information about core and surface tyre temperatures, pressure, wear and provides basic graphical feedback of the general grip level of the tyre.

Assetto Corsa’s advanced aerodynamics have always been a highlight of our title’s physics engine. Active aero, speed, height sensitivity, stalling and a practically infinite number of aerodynamic surfaces, permit an ample customization and simulation of the most aerodynamically advanced cars. Now, with version 1.5, brand-new equations for yaw sensitivity are included in the core model and new values for aero stalling depending on yaw for every single aero surface are available for modders. Feel what real professional drivers struggle to describe to their engineers when they drive their cars over the limit and discover strange handling characteristics when the yaw angle becomes severe. Depending on the car and its aero configuration, one car might be extremely stable and grippy until the limit, only to transform into a nervous and wild animal once a slight drift angle is achieved. Other cars might maintain their character, thus enabling the driver to push over the limit for that last split of a second. As a general rule of thumb you can expect cars with advanced aerodynamics to be the most sensitive and in need to be driven smoothly.

Additionally, there has been a ton of little bug fixes, fine tuning, tweaks and optimisations on practically every single car available in Assetto Corsa.

Pitstops

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One of the most awaited features for single player is finally here. Pitstop functionalities open Assetto Corsa to endurance racing thanks to the option of refuelling the car and changing tyres, using the compounds available for each single car. The pitstop menu also allows repair to the car body (that affects aerodynamics), suspensions or the engine, with the same functionalities available for multiplayer racing.


Multiplayer & Artificial intelligence

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Visible damage has been introduced on opponent cars in Multiplayer races, adding to the immersion of online sessions.
Time progression has also been added to the Multiplayer game mode, meaning that light conditions are no longer static during Multiplayer races, and time progresses the same way it does in Single Player modes. The feature brings an increased level of realism and immersion to online sessions.In addition, general improvements and optimization have also been made to the Multiplayer mode.
As usual, we have not stopped to keep tweaking and improving our artificial intelligence. Significant improvements have been made, more specifically the AI are now more skilled at navigating through traffic and handle racing situations, offering users who prefer single-player modes an increased level of challenge and more realistic racing environment.

Beyond the 1.5 build
While looking forward to the release of Assetto Corsa on console, we have some news that will make this summer really hot indeed.
Assetto Corsa welcomes the Mazda Brand!

Mazda
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We are glad to confirm that the Mazda brand has joined Assetto Corsa and will be represented by some of its most iconic models: the first-generation Miata and the brutal and awesome 787B will be added to Assetto Corsa as free updates later this year. The 2015 MX-5, MX-5 2015 Cup and the RX-7 will be part of the upcoming Assetto Corsa Japanese Pack, available on Steam by May 18th. The most-wanted pack, including a number of vehicles requested by the community, will feature the new Mazda MX-5 road/cup car, the RX-7, the 2015 Nissan 370Z Nismo, the Nissan GT-R 34, the Toyota Supra in three versions, and the Toyota AE-86 in two versions. The production team is working hard to complete the work on physics, graphics and sounds, with the aim to produce an unforgettable, massive Japanese pack to be crazy about. The same package will also be available on console after its launch.

The console version of Assetto Corsa will hit the shelves on June 3, and a new package including the Ferrari 488 GTB, FXX K, Praga R1 and Audi A1 S1 will also be available on Steam.

The production of the Spielberg A1 Ring circuit has already started, and our plan is to release the new laser-scanned circuit in time for the Formula 1 race weekend (July 3) to allow AC users to “taste” and enjoy the race even more.

There is a lot going on under the hood with about 30 new vehicles in production, including new entries for classes already included in Assetto Corsa, with the aim to make the simulation even better, more enjoyable, offering a selection of cars suited for everyone. We are evaluating the option of implementing championships in order to allow users to create proper seasons with any car of their choice.

On the physics side, we have scheduled a task related to brakes, possibly with the cooperation of a widely known brand, in order to simulate how temperatures affect the performance and efficiency of braking systems. 

We also have a new algorithm for AWD drivetrain that it giving promising results in the numerical simulation and that we plan to port to the AC engine soon. The new system will allow a more accurate simulation of AWD cars with unequal torque distribution.

Work is underway to create a function called “Quick Menu”, which will enable the user to control software functions while in the car without resorting to mouse or keyboard.
Designed to allow to pre-selected pitstop operations (tyres, fuel etc.) before reaching the pits, the new system could also be expanded to offer necessary controls in VR, a scenario that is not currently possible to support via the existing mouse-driven GUI, opening the possibility for full car setups, pit and game operations to be accessible for VR users.
By the way, let us say a few words about VR, which is an open and quite talked-about issue at the moment. As you know, Kunos Simulazioni has been supporting the Oculus Rift since the release of the very first kit, and the American company also chose Assetto Corsa for its events thanks to the immersion achieved by Assetto Corsa with its products, up to the DevKit 2. The third time around, the SDK provided by the company to support its device was radically changed, and we simply cannot update the code in Assetto Corsa every time this happens; we need to completely rewrite the dedicated rendering structure. That’s not easy or cheap, as you could probably imagine.
Although the retail version of Oculus Rift is finally available, at the moment our core team is focused on the submission and release of Assetto Corsa for consoles, which at the same time brings a huge update for the PC version with the 1.5 build thanks to the fact that part of the code is shared between the platforms. Since working on Oculus support requires us to allocate extra time and resources – because of its complexity it cannot be managed easily or in a few days – we will have to take a moment and consider when our current development schedule will allow us to do so, but realistically not before this summer. Our aim is to support VR – and not necessarily only the Oculus Rift – when we will be able to take the time and resources required.
We fully understand that people who have invested in the purchase of a VR device want to use it as much as possible, and we know that Assetto Corsa guaranteed a ton of fun with the Oculus SDK2 (that could only be better with the retail version), therefore we promise that we will take the time to evaluate the option of creating proper VR support in harmony with other tasks and priorities that we have already scheduled.

Finally, let us thank you for your awesome support that gives us the resources and motivation to do our best to make Assetto Corsa even better day after day.