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Assetto Corsa – Version 1.5 Coming Tomorrow

Version 1.5 of Assetto Corsa and the second free Bonus pack are due to hit Steam tomorrow, introducing a brand new track and three new cars to the simulation.

Version 1.5 of Assetto Corsa and the second free Bonus pack are due to hit Steam tomorrow, introducing a brand new track and three new cars to the simulation.

Aside from the new content, the new version of the simulation will introduce several other key improvements, many of which are outlined in the third developer diary which you can find below.

Furthermore, the studio has also confirmed a multi-year licensing deal with Mazda that will see the Miata and 787B Le Mans cars to be added via a free upgrade later this year. More Japanese machinery will be coming to Assetto Corsa as part of the upcoming Japanese car pack that is due to be released in May!

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

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

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 buid

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!

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.

  • Patrik Marek

    RX7, Supra, 370z – sold!

    • Niclas Løvgreen

      JDM life FTW! 🙂

  • erictheking87

    Waiting for Aston Martin and Jaguar… The rest is brilliant.

    • Guimengo

      When you say Jaguar, all I read is XJR-9 :p

      • erictheking87

        I was thinking about F-Type Coupe R to be honest… ;P but group C Jag would also be nice addition to C9 and 787B I guess 😉

      • Guimengo

        Hehe, yes it would be a fantastic addition with the Sauber! The 88 winner and fierce competitor in 89 :).

  • Hanzales

    Awesome news! Thanks for all of your hard work guys!
    Tomorrow Yahayaaa 🙂

  • loupfu

    Like a kid at Christmas…

  • Guimengo

    Congratulations to Patrick Sander and team on getting the 787B officially picked up! Some good news there too, and I’m quite curious to see which classes will receive additional cars.

    • Paul Maguire

      surely it was only a matter of time, but indeed congrats

      • Guimengo

        I wouldn’t doubt that old Mazda, with the supremely accurate 3D model, will also get picked up.

      • Patrik Marek

        it was 🙂 and well deserved as well!

  • http://batman-news.com Leeman

    Pleased to hear the AI will get an upgrade as I do only offline racing in AC.

  • Noah Themins

    I think I just soiled myself

  • Chris

    Really glad to see the AI focused on more as I do that alot (with modded cars you almost have to). And really glad to hear some iconic cars coming including the RX7 and Supra, two I would love to drive in AC, and especially on that new road that looks amazing. Hats off to Kunos and their continued development and support of this amazing Sim. Hopefully we will see continued success into AC2 one day!

  • toyvonen

    Magnificent, magnificent…counting the seconds!

  • Kris Baxter

    maybe I’ll have a play then. Admittedly I’ve not played AC for about 6 months, R3E and Pcars been keeping me busy.

    • melanieuk1

      Same here, not played Assetto corsa for a few months, will be once 1.5 is released, there will always be room on my HDD’s for it.

  • Leper Messiah

    oh my that sounds awesome!! I’m praying on e of the Supras in the JGTC Castrol Supra!!!!

  • BaaP

    I’m waiting for the update 😉 Gimme gimme gimme

  • noroardanto

    Supra and RX7!

  • Babis Rataplan

    Perfection …. amazing patch

  • https://soundcloud.com/glen-orpheus Glen Orpheus

    OMG i can’t wait (even if i have no choice) lol (“,)

  • NitroStar

    Anybody else’s Logitech profiler stop working in windows 10 just recently?? I’ve ran my G27 for years and all of a sudden I can’t even install the newest 5.10 or whatever version. Something went wrong between Microsoft and Logitech’s software. I wanna play this with my wheel set up correctly!!!

  • https://soundcloud.com/glen-orpheus Glen Orpheus

    ok so its scheduled for download at 19:13 in the UK 😉

  • http://racingrenders.com/ F1Racer

    It’s here !! 🙂

  • Nic Van

    The updated tracks are very well made, new nords is a beauty!
    The Stingray is such a boring car but the Mustang made me smile a bit.
    I had 3 short races on different tracks and the AI were fun to race with.
    Not once did they drove me off track. Also no collisions in first corner.
    The new fmod updates did break the sound of some cars I modded with the fonsecker sound pack but this was to be expected.
    However I encountered some bugs too : Starting a race in Spa is impossible since all cars are falling through the tarmac at the start of the event and changing the camera view can make the sound stutter for some reason.

    • Nic Van

      Spa bug is fixed by an extra update, 90mb that does not show in the ingame update log. And no more stuttering when changing cams.

  • http://racingrenders.com/ F1Racer

    I think this time I’m going to have to hide my disappointment 🙁

    • Leynad

      What´s your problem? I love this update and the new tire model as well:)

      • http://racingrenders.com/ F1Racer

        Enjoy it.

    • joe pineapples

      A little elaboration for those of us who haven’t had chance to try after the update yet, would be nice

      • Philbert

        maybe it’s the sparkly trees?

    • noroardanto

      Care to share (in a brief) what’s missing from your point of view? I’m on a trip atm and won’t be able to try the 1.5 this weekend. Since everyone else seems to like it very much, it will be good to hear a different opinion.

      • http://racingrenders.com/ F1Racer

        I think I need to spend more time in AC to give it a proper judgement but this is the first time I’ve driven it and not had a good time.
        So far, and I repeat I will need to spend more time with it, these are some of my personal issues with 1.5 (now 1.5.3 unless yet another patch pops up).

        a) AI – better wheel to wheel but so far STILL experiencing that age old issue where 1 or 2 AI cars pull so far away from the rest even on lap one. We are talking about a grid made up of identical cars.
        I had one race where I was third and I was easily quicker than all the cars behind but could not catch the two in front. How can that be ? I do wish they would sort this out.

        b) FFB – I dunno what’s happened or if I need to create a new profile, but it feels much more numb. As gamermuscle has also observed, it feel much more dampened.

        c) Tyre model 7 – Hmmm. I’m sure it’s very good in most areas but the heating/cooling seems wrong to me. For example, if you spin off and end up facing the wrong way, you doughnut yourself around to face the right way, and wheelspin away.
        Now your rear tyres are red (rwd of course). Then they stay like that for sooo long meaning every subsequent corner has the rear breaking loose so easily. The temps take ages to normalise.

        d) Drifting – I’m finding it harder to do now. Well, what I call drifting, it’s more like powersliding where I’m concerned. The rear breaks away and it’s harder to control the slide and the car doesn’t balance as well as it did in 1.4.3. Not sure why

        e) Tyre App – I have a third party tyre app which also shows dirt buildup on tyres and another that shows traction loss. Why can’t this one show 1 or both of those features so I can reduce the amount of stuff on-screen ?

        f) Dash cam… for what purpose is this ?

        g) Sounds – oh dear, well this is a personal thing. The sounds are better, yes. But I personally think the bonnet cam should have internal sounds. Some people prefer bonnet view sometimes because it is more realisitic a view in terms of where my sim-racing wheel is. I use a mixture of bonnet and cockpit depending on the vehicle. But for reasons that are too long to go into, sometimes the bonnet is positioned in a way that is more realistic to my sim-wheel than the cockpit view.
        Try Monza in the 458 GT2 from bonnet view. On the straight you have a rather naff engine sound plus another engine sound on top that come and goes. It’s horrible.

        h) backfires – Don’t like ’em. I think they last too long. Drive behind a McLaren MP4-12C GT3 and check it out. They’re like flamethrowers.

        i: Pit stops – naff. The AI don’t do them from what I can tell and the play pitstop is pretty basic and you can’t signal a pitstop request or plan a strategy before the race.

        Question: Have they sorted the bent suspension on the Gallardo yet ? I haven’t checked but on the standard car, the rear wheels were pointing in all sorts of different directions.

        So that’s about it. Overall my first blast of 1.5 was a frustrating disappointment. Maybe that will change with more play if I don’t get put off it first.
        As much as I have liked AC since day 1, I can honestly say that 1 lap in the Civic on Toban in rF2 is a better feeling than any lap in any car in AC. Again, that’s my personal opinion.

    • toyvonen

      ??

    • Philbert

      I don’t believe it’s hidden anymore.

  • erictheking87

    Very nice, very nice, but… I have a feeling that I cannot get fluid FFB on my G27. Surely things changed since 1.4.3 in terms of FFB.

    • quf

      Rename the assetto corsa folder from Documents, then you get new user files. Then just load the g27 preset, turn off the effects, and rest default ffb settings. Now try some cars in different tracks.
      If it feels better, then you can start using the new folder and delete the previously renamed one.

  • http://teknopunk.com/ Dirk Steffen

    Oh this is exciting news – the Japanese Car pack will be a hoot! I am so looking forward to race a RX-7 with Assetto Corsa. I truly hope the sound will be goosebumpy 😉

  • Chris

    Glad to see some love given to Nordschleife, it looks much better, and the colors and road have more boldness and variety, a very nice noticeable change. Also love the sounds update, I can definitely tell things have changed, even the tire model feels better, great update Kunos!

  • GamerMuscle

    The good

    – Better track graphics more details
    – New camara positions are nice
    – AI much improved with slower cars / cars that dont brake fast
    – Awesome new location for people that like to cruse
    – loads of nice fixes updates ad tweeks
    – road cars are in some way more progressive / offer more depth under the limmit

    The bad

    – Over the limit handling ha less depth than before
    – Much easier to get stuck in an under-steer passenger slide
    – To much revurb makes the sound a muddy mess on my 595’s
    – Race cars seem less defined / seem to have more dampening to input
    – Race cars FFB comes across as more dampend and less defined
    – Still no ability to jump start 😉
    – drifting is esear with the “drift cars /drift setup cars” but does not feel as satisfying to me
    – Much harder to induce over steer on the throttle
    – Cars much more likely to under-steer or to get into 4 wheel slide
    – Much harder to kick a car out of under-steer with steering / brake / power

    Have not spent much time with setups so will have to give that a go and see what effects it has, at this point in time on the whole I think this update has made the cars less enjoyable for me to drive, maybe that will make it more enjoyable for others that didn’t like AC in the past ?

    Still I think you get awesome value from AC and its nice that they are still working on it with substantial updates and content !

    • Manuel Riger

      ur main sim sems to be iracing what we can call also understeer racing( compare to other sims ). But u say at some ” bad ” points that new update is more understeer at some ways which should be a positiv thing for a iracer or not ?

      My opinion about ac is not so good overall but i think this update is better in every way for me. But what i don t get is how guys play ac because there is no way u can drive it on real race features. I mean where is the speedlimiter button, driving aids, engine/starter, pit management, steering degree/ steering look, rolling start, saftycar, put a gear before start , clutch/blip ( i gave them downshift protection ok ) and the list goes on and on. I mean u can t even make a false start….

      • GamerMuscle

        I spend most time in AC but over the years move from sim to sim and tend to find 2-3 cars in each sim that I like 🙂

        I think you just have to try and make the most of the features you get with each sim for me FFB and feel on the limmit is one of the main things I look for, that’s why I have spent a lot of time with AC in the past.

        Normally after an update kunos make tweaks over the following months that mellow things a bit so have to see how it goes, also part of it is getting used to changes.

        That said have you tried the new R3E pach ? the new FFB is so good !

      • Manuel Riger

        my main goal is physics where i prefer rf2, multiplayer iracing, and vr support. I even gave up for content. After 3 year rf 2 i quit it because of the great isi interview which i call the “no to all”. Now im playing ams in hope for vr and jumping around between ac and iracing. The only prob with iracing is the understeer which brakes the immersion. I love the content of R3E and the sounds but last time i played it the physics was not even close every car had same over/understeerbalance i didn t liked this.

      • Leynad

        “Over the limit handling ha less depth than before ”

        The slick-tire behavior is less dynamic now, but it´s more accurate this way i think (like iRacing). You have tons of grip until you go over the limit and break loose. But i love the road tires and P1 vs LaFerrari is a blast. This tires are awesome. The Ruf Yellowbird with road tires much more believable now.

        “Much easier to get stuck in an under-steer passenger slide ”

        I don´t think so,actually more the opposite with the update, but AC changed this tyre skit volume thing quite a bit and i turned it down from 150 to 100 default to get the tire squeaking more early. If you used to 100, put it down. And handling wise: get completely of the pedals when understeering and breaking doesn´t work. I often get into control again because this coast/off-throttle-diff-settings kicks in. pCars was my teacher for that car-behaviour, because the off-throttle-behavior is so different from on-throttle. It´s more subtle in AC, but working the same way.

        “Much harder to induce over steer on the throttle ”

        This is more a behavior of mid- and rear-engine cars and i had already some oversteer crashes with the McLaren P1 and try the Abarth:) I had the opposite problem in pCars until i reduced the throttle-sensitivity to around 30% (50% default) and lowered the lock/power diff in some cars. In real races this power oversteers happen less often than in sim-racing and without rear traction loss it´s a setup-thing.

        But i remember, you were concerned with the 1.3 update as well somehow get warm with it. I beliebe it will happen with this update as well:)

        PS: Just tested the Miura, which i hated before of obvious reasons. It´s a great car now, but get of the pedals if it´s slide.

    • Leynad

      “Over the limit handling ha less depth than before ”
      The slick-tire behavior is less dynamic now, but it´s more accurate this way i think (like iRacing). You have tons of grip until you go over the limit and break loose. But i love the road tires and P1 vs LaFerrari is a blast. This tires are awesome. The Ruf Yellowbird with road tires much more believable now.

      “Much easier to get stuck in an under-steer passenger slide ”
      I don´t think so,actually more the opposite with the update, but AC changed this tyre skit volume thing quite a bit and i turned it down from 150 to 100 default to get the tire squeaking more early. If you used to 100, put it down. And handling wise: get completely of the pedals when understeering and breaking doesn´t work. I often get into control again because this coast/off-throttle-diff-settings kicks in. pCars was my teacher for that car-behaviour, because the off-throttle-behavior is so different from on-throttle. It´s more subtle in AC, but working the same way.

      “Much harder to induce over steer on the throttle ”
      This is more a behavior of mid- and rear-engine cars and i had already some oversteer crashes with the McLaren P1 and try the Abarth:) I had the opposite problem in pCars until i reduced the throttle-sensitivity to around 30% (50% default) and lowered the lock/power diff. In real races this power oversteers happen less often than in sim-racing apart from Stockcars. Without rear traction loss it´s a setup-thing.

      But i remember, you were concerned with the 1.3 update as well somehow get warm with it. I beliebe it will happen with this update as well:)

  • toyvonen

    Just love the update:

    Better graphics
    Better sounds
    Better AI
    Fixes have covered almost everything they should
    New features

    These are the most important things i can think…as far the ever so important physics, what i think is that cars now feel more natural, because they still remain hard on the limit but not ridicolous/unrealistic hard in some situations that aren’t suposed to…let me explain…i know from real experience and other real drivers experience (i now have tried, a GT3 car, a singe seater (FR 2.0) and some rode cars that are also present in SC) that some cars presented certain levels of complexity and hard driving that are simply not present in some real cars!….not that real cars aren’t really complex, but the way real cars show their complexity isn’t the same some supposed hardcore sims portrait them…they are hard in their limit, not in the in between range!…and if it’s true that simulation as developed A LOT in recent years, i think by now certain “dogmas” should have been broken…and one is that, “the harder=the real”!
    By that i don’t want to say that “the easier=the real”…there is a sweet spot, and what i think is that AC is coming very close to it…IMO is the closest sim in the present in that point!
    Still related to that last topic, i remember when GTR2 came out, everyone bashed the way it was easier than GTR, regardless of real drivers/engineers feedback saying that actually was more similar to their real counterparts!…some of those same persons now defend GTR2 when compared to recent titles (such as AC)…go figure! Just a curiosity, is that one of the most talented modders in the physics aspect and that made one of the most consensual acclaimed mod (P&G) Aris, is also the main responsible for the physics in AC…that guarantees nothing, but i think we agree that it’s a very good asset to any project…at least!

    Any way, like i said on another site, i think the foundations of AC are finally completed, and now i wish and think that Kunos will implement (besides great content) some features that were always missing, and prevent this to reach an almost perfection level…before that happens, even without those IMO needed features, it’s the title that i prefer and puts the biggest smile in my face. THANK YOU Kunos!

  • Philbert

    Proper BMW font and 3D TUV sign!

  • Mark Bass

    No mention of the new track? I guess you need to put a funny fake track into your package if your going to be entering the Console world! Still does seem like fun and very well done. With the UFO it shows that Italians do have sense of humor.

    Still would like to see the AI improve. I still get it in the rear quarter and spun way to often. If I’ve made it past the door the other driver needs to back off or at least do what Project Cars does, drive off line. Instead the AI goes “Gee I got to get back on line” and then makes a sharp turn into my rear quarter. Then if they would just tap it and then back off I wouldn’t spin all the time but not they just keep driving through. I do see the AI racing each other though, that is pretty cool.

    Also what do you do when you find a car you like the Lambo Miura and even at 100 percent your lap times are over a second faster? I run the Classic DTM cars in R3E at 106 to 112 percent and it’s still a good race. Someone gave me the slider hack but then if you went over 104 percent the AI just over drove everything. So things are improving but I would still like to see more.

    • http://racingrenders.com/ F1Racer

      Whether the tracks exists in real life or not is totally irrelevant really. It doesn’t have anything to do with appeasing console players.
      rF2 has fictional stock content both tracks and cars.

      The new track is fictional but what if, hypothecially, it got built ? Would that negate the console element ?

      As for the AI, I can make one comparison which is in AC’s favour, unlike R3E, you can tap a car from behind without automatically spinning out.
      But the AI in AC do have a fast recovery mode where if you go off and an AI too, the AI will be back on track before you’ve had a chance to see which way you’re pointing.

      • Mark Bass

        Don’t get me wrong, fictional tracks are fine. rFactor2 fictional tracks look like real tracks though. Even the Top Gear track could be a different Sebring. I just thought it funny this came out just before the console was released. It’s still fun so a very welcomed addition.

  • AnklaX

    Previous tyre model was a mixed bag. This is much better but at low speed, I’m feeling the car too little, and at race starts. Also, overall,
    I still think I’m not getting enough feedback under braking with some cars. I know LaFerrari is supposed to be low on brake feel but it still remains impossible to have any braking confidence without ABS assist. LaFerrari aside, I still find it difficult to have total confidence under braking. I feel like the car can stop harder without locking but I cant reach that sweetspot with most cars, especially under hard braking from high speeds.
    The overall FFB is a lot improved.

    Tracks look more lively, immersive. Trees are a bit more conspicuous than before. I don’t like that.

    Graphics performance is improved. I’m getting better fps.
    Finally AI is not a killer so that’s very good.
    Audio reverb effect is overdone. Needs to be subtle.
    I can drive more flamboyantly now. We all saw how easily they threw around and drifted supercars like the 458 but was too hard in AC. Now, I can drive like I know they can be driven in the real world. I can now not only take them past the limit, but also bring them back inside it much more often than before.

    Overall, the new updates are good and those that need change don’t need a lot of it. A proper update.

  • gtfan45

    Is there ever going to be a way of watching a replay while in an online session other than saving the replay after the race is over and rewatching it?

    • Michael Hornbuckle

      Don’t think so, no.

  • http://racingrenders.com/ F1Racer

    Well I was right, they are like flamethrowers and I still don’t have to like ’em. 🙂

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