Update 1.2 out now for Assetto Corsa Competizione list down below.
- New Custom Livery Editor: Select “Add” in the car selection page and start to create!
- HDR (High Dynamic Range) Support for compatible monitors, activation in Video Settings Menu
- Vehicle Chassis Flex Simulation now introduced and affecting car behaviour
- Brake Wear introduced and affecting handling in long-distance races
- Tyre Model Improvements
- AI Improvements
- Custom Video Settings Save Slots
- VR Video Presets
- Multiplayer: increased slots for private servers for Spa, Monza and Paul Ricard
- Multiplayer: Custom BoP for private servers
- Safety Rating improved – driver’s rating will generally improve for fair drivers.
- CP (Competition) Server now run in booking mode, offering 3 races per day. Make sure to collect your track medals and sign up today! Opening tomorrow at 18:00 CEST.
Update 1.2 out now – GENERAL:
- AI performance optimizations.
- Fix for track shown at nighttime for a split second when loading into any session.
- Fixed double saving of temporary replays with multithreading enabled.
- Fixed issues with shared memory status.
Update 1.2 out now – GAMEPLAY:
- Added car customization. Pick and customize the design of your personal car.
Disclaimer: customization possibilities may vary on a per car basis due to licensing restrictions.
We will continue to add customizeable livery templates in future updates.
- Added single-make option to Quick Race and Custom Race Weekend game modes.
Possibility to use official liveries and custom-liveried grids.
- AI update to avoid divebombing in slow chicanes.
- Porsche AI tweaks to mitigate their tendency to dominate sessions.
- AI now use aggressive setup at high levels.
- AI cars will not enter the pits because of weather or damage if less than 5 minutes are remaining in a session.
- Fixed AI aggression setting not producing expected behaviour.
- General AI behaviour and movement improvements.
NOTE: different aggro levels should result in a bigger difference now.
- Engine now shuts down at the end of the pit stop if the player restarts it during the pitstop as a counter-exploit measure.
- Session days are now set up as in real life in championship events.
- Fixed replay time multiplier resetting on highlights switching.
- Automatic highlights now spread across the entire race duration more consistently.
- Fixed marshal flags during single player replay.
- Fixed potentially wrong car setup values in saved games.
- Increased maximum number of highlights (20->30).
- Penalty system changed back to pre-pitlane decision.
NOTE: to see the complete results, the player must stay on track until all opponents cross the finish line.
- Added tyre sets option to Custom Race Weekend (as well as Custom Championship rounds).
- Fixed some bugs with penalty procedure and saved games.
- Fixed Racelogic=digital display time during replay (better with new replays).
- Optimized replay tyre matrix memory occupation, changed replay version (backwards compatible).
- Fixed replay maximum time.
Update 1.2 out now – UI/HUD:
- New feature: added Customization interface in the car showroom.
- Completely reworked car selection interface.
- Car selection restrictions removed from single-car (Practice, Hotlap, Hotstint, Superpole) game modes.
Each livery variant is now selectable in these game modes without restriction.
- Team and driver nationality added to car selection page.
- Showroom now allows you to turn on the lights and open the doors.
- Team/competitor dual information shown in car selection when relevant.
- Added driver bio on the car selection page. Click on driver avatar in the car selection page to show popup.
- Fixed lack of interactivity in the career showroom.
- Added “Official” filter to the car selection page to show only official car entries.
- Various navigation-related fixes in the user interface.
- Added chat message popup visibility option in the HUD settings page.
- See penalty-related changes in the GAMEPLAY section.
- Various fixes for highlights HUD info.
- Various fixes for realtime leaderboard.
- Class filters added to race results and time/points tables.
- Fixed realtime leaderboard positions in non-race sessions.
- Added support for highlights camera override toggle button.
- HUD: server BoP shown in the timetables. See MULTIPLAYER section for more information.
- HUD: opponent ping indicator added to realtime/standings MFD.
- Team points table enabled in Championship mode.
As per real-life rules, only the highest-finishing team entry scores points for the team.
- Added pulse animation to the search bar in the lobby page for easy recognition.
Update 1.2 out now – VR:
- Added VR world scale slider to Video Options.
NOTE: lower values increase the world scale, higher values decrease it.
Correct 1:1 scale to real life depends on the headset type.
- Now possible to set resolution scale to <100 while increasing VR Pixel Density to render at a lower resolution to gain performance and upscale later to improve quality (for example resScale=70 and vrPixelDensity=150).
- Minimum resolution scale set to 50 (was 70).
- VR pixel density steps set to 5 (was 10).
- Added specific video presets for VR.
Update 1.2 out now – GRAPHICS:
- Added missing unique Spa 24H liveries for the 2019 GT World Challenge season.
- Ferrari secondary display now has multiple pages to show various stint timers.
- Adjusted stance of the Jaguar G3 in the showroom.
- Pit animation now only shows the lollypop man when serving a Stop&Go penalty.
- No pitcrew is shown when serving a Drive-Through penalty.
- Fixed wrong numberplate layout displayed in MP car selection.
- Fixed shift animations not working with keyboard controls.
- Numberplates and season outfits now work correctly and as intended both in showroom and on-track.
- Zandvoort checkered flag marshal added.
- Visual car dirt now (slowly) accumulates even when driving on on-track surfaces.
- Visual car dirt and dust now accumulates faster in wet conditions.
- Enabled HDR output in the video settings.
New additions to the video options include:
- Shadow Distance: changes the distance of the more detailed sunlight shadows to trade quality for performance.
- Tone Mapping: selects the new filmic tonemapper (ACES) or the legacy one (Default – used in the previous releases).
The filmic tonemapper gives a cinematic look more similar to the one used for HDR output.
- HDR Color Gamut: selects between REC2020 (standard color gamut for HDR) and DCI-P3 (closer to current HDR displays, colors are more saturate
NOTE: the Steam screenshot function does not work with HDR screenshots due to incompatibility.
- Forced 100% LOD Scale in TV cameras (F3 and F6): these cameras now ignore the UI setting. F1 and F7 cameras continue to read the UI setting.
- Fixed mirrors showing the last frame when switched off during gameplay (also fixed mirrors showing the last frame when going back to the showroom from a session).
- Custom player teamwear is now showing up correctly in SP and MP sessions.
- Visual damage buildup adjustments.
- Added damage impact effect to the car’s bodywork.
Update 1.2 out now – PHYSICS:
- Top TC level for storm conditions for all cars.
- Silverstone and Nurburgring 2019 BOP tweak for the Mclaren 720S GT3.
- Tweaks on the front splitter of the Porsche 991II GT3 R.
- Lamborghini Huracan GT3 Spa wet preset tweaks (both non-evo and Evo).
- Rain puddle tweaks.
- Fixed rear wing last value Porsche 991II GT3 R.
- New wet tyres model: less adhession grip, slower laptimes, better control in sliding situations.
- Aerodynamics – vertical fin calculation improvements.
- Aerodynamics – slipstream tweaks and larger turbolence area, can cause slight lateral movements if you follow a car from very near side and behind
- Chassis flex implementation:
Chassis flex is more of a qualitative than quantitative influence. You will notice the car handling kerbs quite better, accepting more steering input when sliding and more willingness to react on your inputs at the limit. At the same time, handling will be a bit less precise and might force you to work harder to be precise with your line, or correct your line during a turn.
Chassis flex also influences setup changes. Cars with more flex (softer chassis) usually need softer springs and better damping. Cars with less chassis flex (rigid chassis) can handle stiffer springs and be more precise, but might suffer at lower speeds and mechanical grip on bumps and kerbs.
- Bentley Continental GT3 2018 performance tweaks
- Fixed FFB damper not stopping during game pause.
- Reworked damage system with accumulative damage resulting from impacts of various intensity.
A significant improvement over the old system that always required a larger impact per damage zone to produce more damage.
Repetitive impacts now have a much more substantial effect on the car’s condition and the car is much less tolerant versus repetitive hits.
All cars have tweaks and fine tuned damage values (physics) but be careful as the damage can easily accumulate and repetitive small hits can result in severe damage in the end. Also introducing damage threshold to allow (reasonable) paint trading without affecting car behaviour.
- Low-speed aero damage now produces less negative effect on drag.
- Reduced front-rear damage detection cone.
Update 1.2 out now – AUDIO:
- Fixed doppler fluctuation for external engine sound.
- Added tyre brake wear audio.
- Optimized audio channels used for wheel in external/opponent sounds.
- Fixed audio options not applied on start level.
- Reworked spotter damage messages (smarter and based on cumulative damage).
Update 1.2 out now – MULTIPLAYER:
- Competition Servers are now running in a schedule, offering up to 3 races per day with variations. Read more in the dedicated forum post: https://www.assettocorsa.net/forum/index.php?threads/1-2-competition-server-changes.61085/
- The region assignment for CP servers is technically different now, potentially fixing the “No servers in your region” error.
- The CP rating buildup is working in a more logical way now, which could cause to reset CP ratings to zero or lower values for some users. This will automatically wash out after a few CP races.
- Significantly improved CPU load with opponent count with certain (most) types of CPU. This is not necessarily affecting FPS, but dramatically increases the number of cars we can run before the 99% CPU occupancy warning.
- Significantly improved collision calculation efficiency, causing to scale CPU load a lot better (with all CPUs) on the physics thread.
- Enabled multiple-pit-assignments for private servers, resulting in higher grid counts for certain tracks. At the moment Monza and Paul Ricard support 60 cars on the grid this way.
- Fixed netcode warping for higher speeds (for certain server operating systems).
- Fixed volatile and too high ping measurement (for certain server operating systems).
- Further netcode improvements that increase the accuracy for cars on straights. This will make cars reliably drive with almost perfect distance, except one of both overtaxes in the player’s bandwidth upload (ie by livestreaming).
- Added additional (=custom) BoP for private MP servers: Server admins can now assign and set up additional ballast and intake restrictors.
NOTE: read the extended notes on the forum: https://www.assettocorsa.net/forum/index.php?threads/1-2-multiplayer-rating-changes.61195/#post-1100520
Update 1.2 out now – RATINGS:
- SA rating will apply a Trust Bonus for finished races, dependent on the race length.
- SA rating will not assign points to certain situations where the other car is clearly at fault.
- Added more “outcome” scenarios for accidents, to be able to improve the understanding of “nothing happened” in SA considerations.
- Rebalancing of Singleplayer SA values to balance the massively clean AI in 1.2.
- Fixed a timing issue which could make the contact bag inefficient in some situations.
- Overall, SA will be more tolerant and precise, resulting in becoming slightly easier again.
- (Significant) wall contacts now will act like off-track; resetting track medal progress, invalidating laptimes and cause race penalties if the car gained time.