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Assetto Corsa – 1.1 Changelog Leaked

Kunos Simulazioni has accidentally leaked the changelog of their upcoming 1.1 release of Assetto Corsa.

Kunos Simulazioni has accidentally leaked the changelog of their upcoming 1.1 release of Assetto Corsa.

The changelog was released when an old beta of the upcoming version accidentally hit Steam, allowing us to take a sneak peek at what the new version will bring.

Changelog

– Fixed tyre fake shadows in slowmo replay
– Improved AI
– Added custom head movements per car (driver3d.ini)
– Driver helmet/head now cast shadows in onboard camera
– Added custom weather selection
– Improved Pedals App
– Rendering performance optimizations
– Particle rendering optimiziations
– Render Stats form now features units
– Added “final” damage for high speed impacts
– Added quality settings to replay that allow up to 4x longer replays
– Fixed driver shift preload animation at race start
– Fixed camera car not using FOV value
– Fixed AI choosing wrong (slow) tyres
– Updated FMod to 1.05.12
– Tweaked exterior reverb parameters
– Tweaked envelopment values for some sound events
– Improved positional surface sounds
– Fixed wind and tyre rolling noise
– Fixed doppler effect for rev limiter and horn
– Fixed FOV in mirrors, now editable in system/cfg/assetto_corsa.ini
– AI race starts greatly improved
– Fixed wrong shadow resolution when moving through F6 camera car cameras
– Fixed graphics not following dynamic track grip levels in Multiplayer
– Fixed “fast” height evaluation for validating setup ignoring tyre pressure
– FPS caps is now compatible with the new 1ms resolution timer
– Suicidal server admins are now a protected species and not allowed to kick themselves anymore
– Adjusted fuel consumption for most of the cars
– UI now understand fuel range relative to car and track and adjust maximum race lap count automatically for quick races and race weekends against the AI
– Added 4WD simulation in drivetrain.ini
– Added live axle suspension geometry
– [DATA] section in aero.ini is now obsolete and must be eliminated. HEADER=2 is mandatory if damage is used.
– AC now support multiple configurations on circuits
– A to B gameplay options for hillclimb tracks and specific circuits that support.
– Tyre pressures can now be shown in digital_instruments.ini
– Limited static weather situations can now be selected from the UI. Weather is also moddable.
– Time Attack now has a global multiplier that controls the amount of time available for the first checkpoint.
– Customizable TrackIR rotation range.
– Chat window now supports full Unicode charset

  • Glen Orpheus

    pmsl at todays over eager update to 1.1 beta, then back again to 1.05
    well at least we saw the beta change log, don’t think this is the full change log, as they mentioned the flag rule for 1.1 and i didn’t see it earlier (“,)
    still nice they have sorted the resolution problem for everybody.
    in all fairness i doubt we will see 1.1 until mid to late march, a bit like the news for the xboxone wheel support from fanatec 😉

    • Pascal

      there were flags, blue, white, black. Yellow not yet in this older build. They were only in gui.

      • QUF

        Oh there was a white flag? First post I read reporting it. So it happens when there’s one lap to finish?

  • fkkamil

    Accidentally?:D

  • Bjorn G

    “accidentally”

    • TheFourHorsemen

      “Laser” scan…

  • Roy Rki
  • Maxou Le Pilote

    My own exclusive shots of the menu with the Nordschleife and the Alfa 155

  • Andy Thompson

    Sort the race starts already. We need to select a gear before the lights go green.

    • Matthew Arnold

      but that would be race simulation!

      • Robert

        Low hahaaha

  • Sim Antics

    So that means we get this in a day or two? With the DLC? Glad I have some money ready

  • monsterZERO

    Awesome that they’re finally allowing full range of rotation with TrackIR…

    • loupfu

      I test my 360 controller with Real Head Motion app, and indeed, I could do a 720 ^^

  • Jason Madigan

    I look forward mostly to these two little gems personally …

    – Added 4WD simulation in drivetrain.ini
    – Added live axle suspension geometry

    Oh yeah baby, bring on all the rally cars and all the beast touring cars with live axle setups from days gone by 😀

    • montreal

      gettin rdy for the ae86 with its live axle ^^

  • loupfu

    I was there !

  • Roger Wallentin

    4WD is by far the most interesting here! 🙂 Finally we can have some proper rally cars! Really looking forward to how AC handles 4WD handling!

    • Matthew Arnold

      I dont think it would handle proper rally style physics very well imho.

      • pastor_tedhaggard

        why?

      • Yabba

        Because a loose surface like gravel has completely different physics.

      • Jason Madigan

        I would think that is something that has nothing to do with how AC handles the 4WD physics of a car.

        We already have a couple of fantastic tracks with either dirt or combined surfaces that drive great with some of the cars that have softer suspensions, the BMW E30 stock model for example drives pretty much how I think it would on a reasonably loose surface as it is, modders will only improve on this aspect imho.

      • Yabba
      • Jason Madigan

        lol mate … I never said you did?

        Any way, thanks for the info 😉

      • http://www.devotid.com/ devotid

        RFactor and others have made me “believe it” and in the end thats all that matters to some folks. I say we try it and find out. 😉

      • Jason Madigan

        So essentially the only issue will be simulating the *dirt* with a *tire compound* … There should be no issues at all with simulating a rally car that can drive a tarmac rally stage which is good enough for me. Still I have faith that the modding community will find a way to fake dirt or a similar feeling at least in time 😉

      • Lars

        Exactly, there is a thing called ‘tarmac rallying.’ Somehow people always automatically connect rallying to gravel…

      • Sim Antics

        But the heart of this discussion is for non paved surfaces physics not just rally in general 🙂

      • GamerMuscle

        This is true but at the same time I doubt the dirt series of games do any advanced tire model,drive train,particle physics simulation.

        Yet in some regards the cars handle relatively similar to a real rally car. Obviously the dirt games are more arcade than sim but even with arcade games you can find a quite believable end result.

      • Jason Madigan

        I too am interested as to why you made this statement @Matthew Arnold, do you know something about the actual limitations with regards to the physics engine for you to have this opinion? This seems a bit vague to me, perhaps stating your opinion on why would help me to understand.

        From what I have read about the way guys are using real world values to create the physics files I would think it could translate just about any kind of car/truck physics setup imho. I sincerely hope that the game will be able to handle rally cars/buggies etc as I look forward to them flooding my game install with great anticipation as I am sure many others are 😉

      • Chris Kendrick

        honestly have you taken a car off road in ac and caught even the slightest bit of air and realized how unstabel things become with the car? for example one thing i think that kils the rally in itself is imagin 2 people running a rally stage and there is a massiveley bumpy aera that tends to get some small lift from ground, have you not seen what happens to cars that have all 4 wheels leave the ground when not on the surface labeled “track” the wheels glue themselves to the ground the car flies into the air.. my immersion = gone. but that is jsut one of my gripes about it. rfact5or had all those things tied in so rally was possible and felt impressively good, seeing if anyone who is familar with the rfactor 1 mod SP Mod Paul and i are the creators of that and we are redoing it with a differnt approach in Assetto Corsa, thing is, in rf1 the evo and sti we made to have the ability to run rally were insanely amazing .. i jsut dont see that happeneing with assetto until there are .. highly doubtful, changes made.

      • Sim Antics

        So then your convinced that there is no way Kunos can tweak their physics engine and create an off road physics set? You don’t have much faith in their abilities do you?

      • Robert

        I dont think its a matter of ‘Can’ but ‘if’ and to be honest it would be more profitable that is worth while, for Kunos to do this in AC 2..

      • Chris Kendrick

        He’s right ya know, also honestly, think about the things as simple as giving us a multi lighting system, they would have to re write the coding for that which they clearly said for the amount of work, they wont be including that, this was stated in several forums as well as group pages. the AC devs are not rally driversa and for the simplae fact that AWD is and was an after thought, that should tell you something. They didnt intend to make a racing game with rally as a part of it, they intended to make a racing/driving simulator.More then that rally has no place in the elegance of the world they are creating look at how long it took to recieve a simple form of damage. also i understand that yes damage requires certain liscencing rights to allow manufactuer cars to be shown damaged in games and such, but once it arrived it was completely lack luster. the fact that things like thishave escaped the development of this game proves that they are heading in a certain direction, the inclusion of rally driving at the cost of having to rewrite the entire games physics engine is something far fetched to expect. proper ground to vehicle collisions are a mess. that isnt a simple fix when it comes to adjusting how the engine accepts extreme forces on suspension, chassis, tire. this all would need an extensive rewrite and honestly, if i had the oprion, id vote for night time and noicible change in weather, such as rain, thunderstorms, and dynamic sky systems .. but then we can only wish yea

  • Cristianfx

    nothing about Oculus Rift?? 🙁

    • QUF

      what was expected about OR?

      • Cristianfx

        is working great but we dont have ingame menus

    • AussieStig

      It seems as if the many thousands of OR owners don’t rate a mention for supporting the title and extolling its virtues using the Rift to anyone who’ll listen. A basic GUI is the very least required so we can properly race in MP and set up the cars to be competitive. Cold tyres and default settings do not a winning combination make 🙁

    • https://www.youtube.com/channel/UCi-A0ySrNfn1dUOahWZvmnA KamyKazeRacing

      They allready said they will focus on OR when the custumer version arrives.
      They don’t want to waste time develloping for something that may change a lot when the final product arrives.

      • Cristianfx

        i know, but there are tons of people playing right now with the DK2 so, i was hopping something. But, works really well right now… not a big deal.

  • http://dj0100.com/ 0100

    Stupid question. When you do an update does all your mods (tracks, skins, cars etc) get overwritten?

    • Pascal

      no

      • http://dj0100.com/ 0100

        thanks

      • DaniDan

        The question is not stupid at all. I have set tags in the track files. For example “F114” or “DTM13” to bring up easily all the tracks used by a series. These tags were lost for all kunos tracks when they put the 1.1 version on steam. Of course other tracks remain untouched.

        DanG

      • http://dj0100.com/ 0100

        Thanks for the info.

  • Pascal

    It’s nice, heavy clouds and fog looked great, also AI seemed much better, flags only in gui :(, anyway it was probably older beta version, so let’s way for proper 1.1

    • Yabba

      Hopefully this wasn’t even the current beta (which their later message explaining what happened suggested was the case) because it seemed quite buggy still in my few minutes of testing.

  • http://www.devotid.com/ devotid

    – Added 4WD simulation in drivetrain.ini
    – Added live axle suspension geometry
    – A to B gameplay options for hillclimb tracks and specific circuits that support.

    Time to get back to converting DSeries Truck Off Road sim to AC….. 😉

    • Sim Antics

      How’s it going? Truck Game that is as your project I have an interest in as well as Zach’s Kart Sim

      • http://www.devotid.com/ devotid

        Going good honestly… 🙂 I’m just getting back on my feet again.
        Is this Zach? I have been following Kart Sim since day one. 😉

      • Sim Antics

        Yes Zach Griffith has been greenlit for his Kart Sim Project and brought in others to transition to a new game base core Unity I think? and I have not heard much in quite a while about it.

    • Dan Corley

      You’re making D-Series a mod for AC? Its a shame to see it didn’t take off as a game in its own right – the demo was amazing.

      • http://www.devotid.com/ devotid

        Thank you very much. 🙂 I simply ran out of money and had to get a real job again. I messed up the kickstarter campaign and never recovered. So I have had to drop back ten and punt. Im learning though! lol

        A mod on AC would allow me to focus on the stuff that matters to most. THe content…. not the website, menus, GUI, game logic…… etc. Im have not decided fully yet but have def started working on an AC mod though to try to be ready for the 4WD and Live axle release. Im not going to give away a year and a half of work though….. so Im waiting for someone else to release a pay mod and see how bad they are flamed. haha 😉

        Kevin

      • Dan Corley

        Lol, good luck!

      • Ruben van der Linden

        Make it for RF2 with accurate physics and I’ll definitely pay, and I think others will do too.

      • http://www.devotid.com/ devotid

        I still drive Rfactor Madcowie ORR Trucks at least once/twice a month. It was a benchmark for my own title…..and one that I dont even think I have reached yet. That thing is still ahead of its time.

      • Ruben van der Linden

        I thought I was the only one that still drove them! Do you got a track pack for stadium-trucks?

      • http://www.devotid.com/ devotid

        nah… I only have the few tracks that i have created for DSeries. Thats another part of the appeal of the “MOD”. As i only have to focus on the vehicle physics at first and then maybe find a partner that is good at outdoor off road track creation and team up 😉

  • AussieStig

    Reading this impressive list (if 1.1 is released as stated), it seems that once more everybody using the Oculus Rift has been left out in the cold. Hopefully, Kunos will throw us a bone at some stage?. They don’t answer their forum posters asking for a basic GUI in the Rift and they certainly aren’t displaying any intention to provide them with even the slightest bit of information regarding support for the Oculus Rift. This is very disappointing for all DK2 owners who bought the title for the ”support” Kunos stated is in the game.

    • https://www.youtube.com/channel/UCi-A0ySrNfn1dUOahWZvmnA KamyKazeRacing

      As I said bellow, they will not waste much time in the developers versionf of OR.
      Wait for costumer version for them to adapt to it.

      • Andrew Tiltman

        I think your missing the point, as the entire premise of the “development kit” and its associated SDK is to assist with implementation into products prior to the technology being marketed and sold to the general populous.

        That said, I am sure that Kunos have plans to work on the implementation already in their roadmap, fingers crossed that’s sooner rather than later.

      • https://www.youtube.com/channel/UCi-A0ySrNfn1dUOahWZvmnA KamyKazeRacing

        Not missing the point. It is intended for developers as a test kit to develop apps and software that use it.
        Developers adopt it when they want. Since a new version is allready in the works, Assetto Corsa devs thought their time was best spent in other areas.
        Being them a small studio can’t see how’s that a bad decision.

        People who bought the OR and are complaining about lack of implementation of a game to it, failed completly to understand the point of OR Dev Kit. It was not for costumers use. It was for Devs. It’s a Dev Kit.

        Don’t complain it’s not properly implemented yet.

      • AussieStig

        No worries mate, I respect your point of view. However, please don’t underestimate how many people have purchased this game with the promise of Oculus Rift Support!!! At the moment the latest release, the DK2, is the only choice there is for playing AC in VR. Therefore, with absolutely no release date for a consumer version, this is then by defacto the current consumer version and should be supported properly. We are only talking about the GUI, as the DK2 does work with AC graphically. The GUI will be needed for the CV1 so it makes no sense not to have this in place before any future CV1 release. Head Tracking and Graphics have little to no bearing on a functioning GUI, i.m.h.o. No one is complaining, I disagree with you there mate. Last time I looked the world was free and we are still all entitled to our own opinions even if that means disagreeing with one another.

      • https://www.youtube.com/channel/UCi-A0ySrNfn1dUOahWZvmnA KamyKazeRacing

        Not having a Consumer release date doesn’t make this a consumer product. It’s like Ferrari sold me their prototype and then I would go and demand mechanics of a random garage to fix it for me.

        Understand that Kunos is a small team. What the OR is today, can be totally different when consumer release launches, so why waste their limited time with this, when they don’t even have time to do deal with more pressing matters??

        Thats all I’m saying. If they were a big studio with more resources(people) I would understand they should do it, but now they are getting a little behind schedule on some things. Or a lot in Nords case (was due to last September I think)

      • Andrew Tiltman

        We understand what your saying, however based on your response you don’t appear to understand the technology, the fundamentals of the design are not going to change.

        Nobody is suggesting that Kunos should drop everything and focus their energy on a technology that has not yet gone mainstream, those of us with access to it are simply hopeful.

      • Pascal

        Oculus SDK is big mess right now, I’m doing some project with it in school, and it’s not great. There is no point for Kunos to implement everything and then they will change something in oculus SDK and they will have to do everything again.

  • maranello55

    – Will the race still end for everyone when the leader crosses the line?

    • Marcel

      The server host has to increase the race over time

      • maranello55

        Thanks!

    • Min Park

      That setting has been there for a while !!!! You’re definitely a noob !!!!!

  • °_°

    No flag rules?

    • maranello55

      apparently clouds and shadow is more important 😛

      • QUF

        what does that even mean? Flags are already there, but weren’t part of the changelog. Though who managed to test the leaked beta build spotted blue and black flags, and invalidated lap time if you go off/cut the track. According to Kunos, this is a bit older build that got leaked, and yellow flag was announced in this post: http://www.assettocorsa.net/assetto-corsa-dream-pack-news/

      • Dan Corley

        From what I tried on the leaked beta there weren’t any flag rules. But I played it for a very limited time and yeah apparently its an old build which is good because frame-rate mid race was worse than usual.

      • Pascal

        They were there. Same as finish flag now in left top corner. Working blue flag and if you didn’t move for a while, jump to pit box and black flag. Also white flag indicating last lap. And 5s rule wasn’t there anymore.

        I was hoping for animated flags, but this is better than nothing.

  • maranello55

    obviously clouds and shadow is more important 😛

  • Mark

    No improved Oculus Rift support. 🙁

    • Bakkster

      Yeah, I’m looking forward to giving AC another go when they have full support.

  • varis11

    Accidentally, of course

  • TripleJay

    only had the chance to view the replays with this 1.1….. nice new cams and headmovements now, but you could still see those messy LOD-Switches on the Cars which makes it look … bad …. sometimes it’s only shadows which popin/-out, but i’m allready on ULTRA Shadows :/

  • gt3rsr

    Ah, “accidentally” 😉

  • Min Park

    So still no UI optimisation for Oculus Rift ? :p

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