Archive for the ‘Assetto Corsa’ Category


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Featuring all-new FREE bonus content, including the Audi Sport quattro S1 E2, as well as our home made Highlands track! The perfect track doesn’t exist. That’s why we created one.

AUDI QUATTRO S1 E2
Introduced back in 1984, the Audi Sport quattro S1 E2 revolutionized rallying. Just like the other manufacturers, Audi used the lenient homologation requirements to create a new rally car. All the car maker needed for homologation was a production run of a mere 200 cars.
Blomqvist’s spectacular, sideways driving style suited the Sport quattro perfectly. By flicking the tail out, the Swede overcame the natural understeer of the nose-heavy Audi. He won five of the twelve rounds and was crowned the 1984 World Champion. Mikkola and Roehrl also won a round, which was enough to clinch the constructor’s trophy.

HIGHLANDS LAYOUTS
The perfect track doesn’t exist.
That’s why we created one.

Highlands – The original layout, 8152 meters long, filled with fast flowing path with curves and several jumps.

Highlands Long – An extension of the original layout, 12191 meters long and has all the characteristics of the original layout. This layout features some slower curves, a fast series of left and right turns, after a passage between rocks and the distinctive 3km long “Cabhag straight”

Highlands Drift – A configuration born to create long powerslides with supercars and hypercars. At 5167 meters long, this layout features long, flat and smooth curves, perfect for holding a constant power slide. The “tower lùb”, guards the surroundings at the top of the hill.

Highlands Short – The shortest configuration, only 1714 meters, but based entirely inside the city. Incredibly intense and requires the concentration of a pro.

All four layouts share the same starting positions and pit lane, as well as the first corner and final 2 corners.

FIXES INCLUDE
* Improved and updated V10 tyre model for all cars available
* Improved and updated cars handling and chassis balance and inertia for all cars available
* Brake fade for all vintage cars
* Improved tyre wear and tyre graining algorithms taking more into account the load operation for each tyre.
* General bug fixes and corrections and improvements all around.
* Fanatec Leds and display now supported

Featuring all-new FREE bonus content, including the Audi Sport quattro S1 E2, as well as our home made Highlands track! The perfect track doesn’t exist. That’s why we created one.

AUDI QUATTRO S1 E2
Introduced back in 1984, the Audi Sport quattro S1 E2 revolutionized rallying. Just like the other manufacturers, Audi used the lenient homologation requirements to create a new rally car. All the car maker needed for homologation was a production run of a mere 200 cars.
Blomqvist’s spectacular, sideways driving style suited the Sport quattro perfectly. By flicking the tail out, the Swede overcame the natural understeer of the nose-heavy Audi. He won five of the twelve rounds and was crowned the 1984 World Champion. Mikkola and Roehrl also won a round, which was enough to clinch the constructor’s trophy.

HIGHLANDS LAYOUTS
The perfect track doesn’t exist.
That’s why we created one.

Highlands – The original layout, 8152 meters long, filled with fast flowing path with curves and several jumps.

Highlands Long – An extension of the original layout, 12191 meters long and has all the characteristics of the original layout. This layout features some slower curves, a fast series of left and right turns, after a passage between rocks and the distinctive 3km long “Cabhag straight”

Highlands Drift – A configuration born to create long powerslides with supercars and hypercars. At 5167 meters long, this layout features long, flat and smooth curves, perfect for holding a constant power slide. The “tower lùb”, guards the surroundings at the top of the hill.

Highlands Short – The shortest configuration, only 1714 meters, but based entirely inside the city. Incredibly intense and requires the concentration of a pro.

All four layouts share the same starting positions and pit lane, as well as the first corner and final 2 corners.

FIXES INCLUDE
* Improved and updated V10 tyre model for all cars available
* Improved and updated cars handling and chassis balance and inertia for all cars available
* Brake fade for all vintage cars
* Improved tyre wear and tyre graining algorithms taking more into account the load operation for each tyre.
* General bug fixes and corrections and improvements all around.
* Fanatec Leds and display now supported

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Changelog v1.12

1.12
– WARNING: this update resets assetto_corsa.ini, we advise to check values for gyro, free camera etc
– New Audi Sport quattro S1 E2 group B rally car
– New Highlands track in four layouts
– Removed on screen Fuel Indicator for cars except the player’s one
– Fixed Setup Tab sorting
– Added online Timed Races (with and without additional lap)
– Added online ResultScreen time
– Tweaked all the system apps regarding Timed Races
– Fixed online pit crew locations
– Added pressure meter color on Tire App (based on compound ideal pressure)
– Updated minimum pressures and optimum pressures for various cars
– New v10 tyre wear algorithms more sensitive to load for all cars
– Graining is now reducing when driving in good temperature conditions
– New and updated V10 street, semislick, vintage, and race slicks tyres for all cars. A total of 151 cars updated.
– Updates for cars that already had V10 tyres as well.
– Updated chassis balance and inertias for all 151 available cars.
– Updated engine coast braking for street cars
– Updated antiroll bars for Porsche 911 GT3 Cup car as per suggestion of Porsche that asymmetrical antiroll bar settings are not advised, so now settings are back to 7 in setup screen.
– Updated rear wing aero for Porsche 911 GT3 Cup to allow for lower rear wing at high speed tracks like Monza
– Added rear vertical fin for Lotus 98T
– Updated Brake temp for
Shelby Cobra
Lamborghini Miura
Alfa Romeo GTA
Abarth 595
Ford Escort RS
Ford GT40
Lotus 25
Lotus 49
Maserati 250F 6C and 12C
Lotus 72D
Ferrari 312T
Ferrari F40
– Fixed penalty detection
– Online cut reporting (Throttle Cut disabling)
– Added acServerManager 1.12.0
– Added timed race management
– Added result screen management
– Track with 2 pits are allowed
– Added option for online cut reporting (with Throttle Cut disabling)
– Pitstop: Suspension repair will automatically fix body too
– Added Tyre compound on race_out.json and server result
– Fixed Gt3 AI crashing at Nordschleife
– Added DigitalLed Tyre lock/slip script
– implemented in the latest Porsche racing cars, GT3 Cup, GT3 R and 919 Hybrid 2016
– Added Decimals to DigitalItem Fuel script
– Added local velocity to Shared Memory
– FF_SKIP_STEPS now defaults to 0. Wheels with problematic FF can have it set back to 1 if necessary
– Added new
[FF_SKIP_STEPS]
VALUE=0
optional parameter in controls.ini
– Added Fanatec leds support (system/cfg/fanatec.ini)
– Added Pitstop to Qualify session
– Tweaked confusing “Drive through penalty” message
– Fixed Pitstop times for Porsche race cars
– Tweaked M4 Akrapovic engine volume
– Fixed Porsche 911 GT3 RS coast volume


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Changelog:

1.10
– New Porsche 718 Boxster S Manual gearbox (Porsche Pack #2 DLC)
– New Porsche 718 Boxster S PDK gearbox (Porsche Pack #2 DLC)
– New Porsche Cayman GT4 (street version) (Porsche Pack #2 DLC)
– New Porsche 911 GT3 RS (street 991 version) (Porsche Pack #2 DLC)
– New Porsche 718 Spyder RS60 1960 (Porsche Pack #2 DLC)
– New Porsche 962C Short Tail 1985 (Porsche Pack #2 DLC)
– New Porsche 962C Long Tail 1987 (Porsche Pack #2 DLC)
– New Porsche 911 GT1-98 1998 (Porsche Pack #2 DLC)
– New Porsche 919 Hybrid 2015 (Porsche Pack #2 DLC)
– New Porsche Cayenne Turbo S (free bonus car)
– Improved Porsche 911 Carrera S electronics
– Improved Porsche 918 Spyder electronics
– V10 street tyres for BMW M4 and Corvette C7 Stingray for comparison reasons (v10 still beta)
– V10 street tyres performance improvements
– V10 tyres for McLaren F1 GTR
– V10 tyres for Mercedes C9
– Improved Porsche 917/30 physics with more accurate data from homologation papers.
– Corrected typos on Porsche Cayman GT4 Clubsport rear suspension toe link
– Added vertical wing (“fin”) simulation in Porsche 917/30
– VR: now cockpit camera position is always on the driver eye position (this is overridden by the onboard camera settings)
– Fixed WBCAR_TOP_FRONT not being modified by RIM_OFFSET
– Fixed CX_MULT only using the last value in the INI for every compound
– Added BRAKE_DX_MOD parameter to have slip ratio vs FX curve different on the brake side
– Fixed some too low turbo volumes
– Improved FXX K downshift sound
– Added electronics tab in the car setup
– Fixed ERS energy deployment wasn’t resetting in Hotlap mode
– Body work has now some flexibility when colliding with ground
– Improved tyre load formula
– Fixed Lock Controls penalty when player is AFK during race start
– Added brake pressure setup options for all cars
– Added vertical wings (“Fins”) simulation
– Added Energy deployment limit from a single front MGU
– Added majorly IMO tyres temperature to shared memory
– Fixed Porsche Panamera wrong alignment setup options
– Fixed Lamborghini Miura long pitstop refueling time
– Fixed Lamborghini Countach S1 long pitstop refueling time
– Fixed rear damping ratio in Car Engineer app
– Fixed Autoshifter shifting too early in race start
– python new functions and members
– getTrackLength()
– Fixed Default ABS/TC and current ABS/TC level not being synchronized
– Tyre explosion temperature is now configurable by modders by using the optional section in tyres.ini :
[EXPLOSION]
TEMPERATURE=350
– Gamepad can now use legacy code for vibrations and speed sensitivity by setting USE_LEGACY_CODE=1 in system/cfg/assetto_corsa.ini
– Enabled camera shake and g-force movements for OculusVR


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Respecting what is now a very long tradition at Kunos Simulazioni, we are glad to introduce as part of our latest DLC a significant update to the overall build of Assetto Corsa. Reaching version 1.9, we welcome another piece of free bonus content, the brand new and recently unveiled Porsche Panamera G2 Turbo, the latest luxury saloon model manufactured by Porsche. As you can see it in the complete changelog below, the update continues the process of bringing general improvements to the core game in all areas, incorporating the precious feedback and suggestions of a community that is becoming larger day after day. One of the most relevant upgrades of this build involves the audio environment, taking advantage of the updating of FMod libraries:

the development team has reworked FMod interaction within the game, optimizing memory and CPU usage and improving the entire sfx engine, resulting in a much better sound environment and immersion.

If you wish to learn more about it, please visit the following URL: http://www.assettocorsa.net/forum/index.php?threads/fmod-official-project-v1-9.37827/

In addition to the plethora of audio updates, other improvements extend to introducing the official Sparco licence with brand new driver suit and glove textures and a reworked texture assignment system, race ending, live Time Table leaderboard in the pits and other additions to the Lap Time board, splits and Anti-Wrecker protection in Multiplayer mode, updating all GT3 cars to tyre model 10, AI improvements and numerous other improvements across the entire game engine, including graphics as well as physics.

Assetto Corsa 1.9 welcomes the first of the three free bonus Porsche cars that will be released within 2016, introducing the Porsche Panamera Turbo, a car that with Porsche test and development driver Lars Kern at the wheel completed a lap around the 20.832-kilometre long Nürburgring Nordschleife in only seven minutes and 39 seconds. The new Porsche Panamera reconciles two contrasting characteristics more than ever before: the performance of a genuine sports car and the comfort of a luxury saloon. It is a Gran Turismo that has been rethought and realigned. The second generation of the Panamera is advancing to become a performance icon of the luxury class.

We are also glad to announce that the historic version of the Silverstone circuit is finally available as free bonus content for all Assetto Corsa users, a remarkable addition that will please all fans of historic content already available in Assetto Corsa. The classic Silverstone is a circuit that perfectly matches some of the new legendary Porsche cars included in the Porsche Pack Vol.1. The 1967 version of the track was used between 1952 and 1974, with the overall layout kept largely unaltered for nearly 38 years. This piece of motorsport history hosted fierce competition between racing heroes such as Graham Hill, Jack Brabham, Jim Clark, Jackie Stewart and Jackie Ickx.

Assetto Corsa 1.9 is available on PC Steam today, and on PS4 and XBox One in November. Please read the changelog to learn more about the overall list of updates.

We kindly inform those who might be interested in purchasing the Season Pass that it is available for purchase.

Those who purchase the Season Pass will receive 3 add-on packs (7 cars each) for a single discounted price. The packs include a total of 21 Porsche unique car models, featuring all of the new 2016 Porsche line-up from both the car maker’s production and legendary motorsport departments.

Assetto Corsa Porsche Pack Volume 1 – Includes 7 cars

Assetto Corsa Porsche Pack Volume 2 – Includes 7 cars in 10 total versions
Available on November 2016

Assetto Corsa Porsche Pack Volume 3 – Includes 7 cars
Available on December 2016

Changelog:
– New Porsche 991 Carrera S (Porsche Pack #1 DLC)
– New Porsche 918 Spyder (Porsche Pack #1 DLC)
– New Porsche 718 Cayman S (Porsche Pack #1 DLC)
– New Porsche 917/30 CanAm 1973 (Porsche Pack #1 DLC)
– New Porsche 911 Carrera RSR 3.0 1974 (Porsche Pack #1 DLC)
– New Porsche Cayman GT4 Clubsport (Porsche Pack #1 DLC)
– New Porsche 935/78 Moby Dick 1978 (Porsche Pack #1 DLC)
– New Porsche Panamera G2 Turbo
– New Silverstone 1967 historic track
– Added session time/laps on the top of the screen (laps are the leader ones)
– Now race is over when the car complete its lap and the leader has finished his last one
– Added dynamic ARB
– Fixed possible collision still active on race restart
– Added ERS recharge digital display
– Improved precision on all digital leds
– GT3 cars use tire model v10.
– Fixed TC sound distortion when triggered for the first time
– New camber grip variation formula (Thank You Nao!)
– Simplified DirectX 11 initialization
– Added official “Sparco” license to Assetto Corsa
– Added Ballast system through Ballast App (single player only)
– Added new F9 vertical layouts
– Added new driver + crew texture system
– Added new personal driver texture
– Fixed virtual mirrors rendered when not necessary
– Fixed Kers and ERS able to rev in neutral and reverse gear and overrev the engine
– Improved FFB App UI, so label is readable by VR users
– Added multiplayer splits
– Added Time Table leaderboard mode: this includes realtime splits and delta
– Added Fmod optimizations
– Added Anti-Wrecker protection
– Fixed AI “flapping” DRS in traffic
– Improved autoshifter
– Improved laptimes board by adding splits and tyre compound
– Fixed backfire animation freezing after session change
– Fixed leaderboard history in multiplayer
– Added voting spam protection
– horizon locked view removed from Bumper camera
– Delta App reviewed
– Fixed possible flickering in case of engine stall
– Added backfire animation to Zonda R
– python new functions and members
– getCarTyreCompound(carid)
– Tyre blister and grain are now tied to the “Wear” settings and not “Damage”. Wear=0 will turn off graining and blistering simulation
– Fmod updated to 1.08.12
– Updated SDK for modders
– Removed reverb snapshot in the Fmod project
– General audio engine code cleaning and bug fixing
– Vastly improved Fmod resource usage
– Voice stealing is now properly managed by code, so the sound mods will follow the same behaviour of the original sound banks
– Fixed listener priority for cars in pits. They don’t steal the priority anymore
– Amount of events instances are now properly limited in order to keep proper volume range and overall performace improvement
– Overall volume balance
– 7.1 surround should now work as expected (on all platforms)
– Fixed audio initialization pop when the session starts
– Stereo imaging now works as expected
– Fixed ambience sound affected by reverb zones
– Reworked reverb logic: when triggered onboard, the reverb is given by the exterior engine
– Reworked distance attenuations for enhanced experience (e.g. engine_int raised to 350 meters)
– Reworked wind curves: now the wind volume is related to the air pressure (i.e. player car will hear turbulence when in draft and AP value goes below 1.00)
– Reworked surfaces audio curves
– Reworked skids logic
– Fixed skids positional sound
– New exterior skids sound
– Set tyre skid entry point to 100 in audio.ini (set what you prefer in the audio options)
– Reworked code management for traction control and limiter events
– Tweaked wind and limiter sound emitter position in dashboard camera
– Audio compressor on engine_ext event now works as expected when many cars are involved
– Surfaces, crashes and skids are now properly audible in chase and track cameras
– Opponents volume now honours F1 cameras. For track/free cameras it is set to max (optimum for replays, broadcasting etc.)
– Fixed load/coast smooth for AIs and multiplayer
– Fixed transmission smooth and pitch for multiplayer opponents
– Engine volume setting is now related to the player/focused car
– When driving, some opponents events are now audible (e.g. skids, surfaces and gear shifts if available)
– Surfaces events are now properly cached. This fixes stuttering when a surface event is triggered for the first time and should limit “digital clicks”
– Fixed multiplayer opponent surfaces sound when it leaves instantly (e.g acs proces kill/crash) while driving on sand/kerb/etc…
– New dirt sound effects
– New brake squeal for some “old” cars
– Added audio fade when track camera changes
– Added [VERSION] section in audio.ini
– Removed [LATENCY] section in audio.ini (managed by FMod itself now) and from the GUI
– Slightly modified gear grind sound
– Fixed wrong listener position for track and car cameras in some situations
– added DRL on LaFerrari, Mclaren P1, Nissan 370Z Nismo, Nissan GTR and Ford Mustang
– added templates for Porche Vol. 1 cars
– fixed excessive brake light brightness on Ford Mustang
– minor graphics fixes on Triple Pack cars
– [Modding] added harvest series function in digital_instruments [KERS_RECHARGE_SERIE]
– [Modding] added 918 Spyder-style full power usage series function in digital_instruments [POWER_918]
– Added PACKER_RANGE_HF and PACKER_RANGE_HR for heave springs packer settings in setup.ini
– Packers now use bump stop rates

purchase


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KUNOS Simulazioni and 505 Games are proud to present the “RED PACK”, DLC package for Assetto Corsa that includes seven legendary Italian sports cars and Austria’s RedBull Ring circuit.

Since the birth of modern motorsports, Red has historically been the colour of choice for Italian Manufacturers & competitive teams. In keeping with that theme, the RED PACK includes some of the most wanted cars from the most iconic italian Factories, Ferrari, Lamborghini and Maserati

The CARS:
* Ferrari SF-15T
* Ferrari F138
* Ferrari 488 GT3
* Maserati 250F 6C
* Maserati 250F T2 12C
* Maserati GranTurismo MC GT4
* Lamborghini Aventador SuperVeloce

The TRACK:
* Spielberg REDBULL Ring

The “RED PACK” DLC is now available as premium DLC content for the PC and will be available on the forthcoming console editions of Assetto Corsa.

Download on Steam now: http://store.steampowered.com/app/493190


Ferrari SF15-T & RedBull Ring Announcement


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Assetto Corsa 1.5 is ready to download for free!

A development diary that goes deeply in details on new content, improvements and upgrades available in the 1.5 version:

Diary Part 1
http://www.assettocorsa.net/assetto-corsa-v1-5-dev-diary-part-1-3/

Diary Part 2
http://www.assettocorsa.net/assetto-corsa-v1-5-dev-diary-part-23/

Diary Part 3
http://www.assettocorsa.net/assetto-corsa-v1-5-dev-diary-part-33/

The new release includes some new amazing content, available as FREE upgrades: the Ford Mustang 2015, The Corvette C7 Stingray 2015,the Abarth 595 EsseEsse and the new scenery “Black Cat County”, available with 3 different layouts.

1.5
– New Abarth 595esseesse and S1, S2 upgrades
– New Ford Mustang GT 2015
– New Corvette C7 Stingray
– New Black Cat County track
– Nurburgring gp circuit updated
– Nurburgring gp circuit now with 4 layouts
– Silverstone circuit updated
– Monza circuit updated
– Spa circuit updated
– Nurburgring Nordschleife circuit updated
– Nurburgring Nordschleife endurance cup layout added
– Mugello circuit updated
– Magione circuit updated
– Imola circuit updated
– Drift circuit updated
– Vallelunga circuit updated
– Vallelunga classic layout added
– Vallelunga circuit (all layouts) now has 24 car slots
– Activated time progression in Multiplayer
– All cars updated to Tyre Model 7
– Pitstop are now available in single player races
– Damage is now visible in Multiplayer mode for remote cars
– Launcher: steam overlay support disabled due to stability issues
– Launcher: re-instated multi-process mode for CEF due to stability issues
– Launcher: changes to memory usage policy, more aggressive memory releasing thresholds
– Fixed Lamborghini Miura gearbox damage
– Updated drivetrain upshift and downshift timings for all cars
– F6 inside cameras use internal sounds
– Free camera now honours distance multiplier for sound attenuation
– Of all Drivable cameras only Cockpit uses internal sounds
– Transmission sound can have its own volume (by default it shares engine volume, otherwise it uses the TRANSMISSION value set in audio.ini)
– Gearshift sound shares engine volume
– Backfire sound shares engine volume
– Fixed car sound when bottoming out
– Realtime app shows lapped guys (blue) and lapping guys (green)
– Fixed FuelLapEvaluation function
– Fixed fuel consumption on turbo engines
– Fixed inconsistency on UI tech specs
– Modding : added FormCamera functionality to associate internal/external soundset
– Modding : added console commands “observeLights” and “observeFlames” (work as observeDigital); EDIT_MODE is deprecated
– Modding : added Digital Instrument KERS_CHARGE (percentage)
– Modding : added Digital Instrument TOTAL_LAPS (if session is not race then “—“)
– Modding : added Digital Instrument CURRENT_LAP
– Modding : added Digital Instrument EST_LAPS (if est is less than 0 then “–.-“)
– Modding : added Digital Instrument AMBIENT_TEMP
– Modding : added Digital Instrument FUEL_CONS (UNITS: MPG_UK, MPG_US, L100 or “Kms per Liter” if missing)
– Modding : added Digital Instrument PLACE_HOLDER to avoid fixed digits on texture (use TEXT)
– Modding : added ON_BOARD_LOOKBACK_OFFSET in car.ini
– All tyres now use V7 with brand new heating values (beta: except Exos F1 tyres yet)
– All tyres now use V7 with brand new falloff level and speed (beta: except Exos F1 tyres yet)
– Changed all tyres flex and pressure relation.
– Changed all tyres footprint and pressure relation
– Modified global aero efficiency with yaw angle. Works on all cars
– Added new aero.ini version=3 with new YAW_CL_GAIN values that can stall wings depending on yaw angle
– Yaw angle stalling wings and diffusers for GT2/GT3 cars and Mercedes C9 and Lotus 98T
– All GT2/GT3 cars now have minimum height 55mm
– 200,400,500,1000,2000 meters drag circuits now available
– Modding : ksPreviewBuilder added to sdk/dev folder
– Python Interface:
– initFont(fontfamily, italic, bold)
– setCustomFont(fontfamily, italic, bold)
– getCameraMode()
– setCameraMode(acsys.CM)
– getCameraCarCount(carId)
– setCameraCar(F6 camera index, carId)
– focusCar(carId)
– getFocusedCar()
– getServerName()
– getServerIP()
– getServerHttpPort()
– getServerSlotsCount()
– isCarInPitline(carId)
– isCarInPit(carId)
– isConnected(carId)
– getCarBallast(carId)
– getCarState(carId)
– eKersCharge
– eKersInput
– totally revamped backfire system (will not break mods)
– added new F1 “dash camera” and “Chase camera #2”
– CameraManager : fixed issue globalCameraIndex
– Fixed Camera selection on Replay Interface
– Fixed CameraApp to reflect Dash and Chase changes
– Fixed Camera system messages
– Fixed Random camera wrong cameras + message
– added CameraOnBoard offset to avoid car parts on view
– added new driver model with lod
– added Fuel Lut to solve issues with several cars gauges
– SharedMemory : added new members
– SPageFilePhysics
float turboBoost = 0;
float ballast = 0;
float airDensity = 0;
– SPageFileGraphic
int isInPitLine = 0;
float surfaceGrip = 0;
– SPageFileStatic
float maxTurboBoost = 0;
float airTemp = 0;
float roadTemp = 0;
bool penaltiesEnabled = false;
float aidFuelRate = 0;
float aidTireRate = 0;
float aidMechanicalDamage = 0;
bool aidAllowTyreBlankets = false;
float aidStability = 0;
bool aidAutoClutch = false;
bool aidAutoBlip = false;
– fixed several cars still featuring dashboard “floating” digits
– fixed car scraping volume
– added first implementation of Force Feedback Post Processing (docs in cfg/ff_post_process.ini)
– improved camber calculations
– improved tyre heating on low friction surfaces (grass,sand etc)
– added new “Tyres” app
– Server lap counters and lap times are now 16 bit unsigned ints allowing super long sessions/races
– Ford GT40 fuel tank position fixed
– revamp of all digital displays and script
– revamp of analogue gauges
– Lamborghini Huracan GT3 3D model tweaks
– Lotus Exige S model tweaks
– Various LOD fixes across the entire vehicle content
– BMW M3 GT2 3D model tweaks
– Roof on the LaFerrari is now customizeable
– Emissive values tweaked on some cars to improve visibility with PP off
– Various skin issues fixed
– PP preset improvements
– Improved AI behavior in traffic


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Acclaimed Racing Simulator ASSETTO CORSA Announcing Free PC Bonus Pack Update coming to Steam March 31

Showcases Addition Corvette C7 Stingray, Ford Mustang , New “Black Cat County” Track, and an unexpected surprise

505 Games and Kunos Simulazioni today announce a free PC Bonus Pack update to the acclaimed racing simulator game Assetto Corsa — coming March 31 on Steam! The game’s first bonus content of 2016 is highlighted by the launch of a hot new trailer, featuring a high performance Corvette C7 Stingray and Ford Mustang battling it out for road supremacy, before a face-off with the game’s latest addition, a nice, “little” surprise from Kunos’s development team. The special spaghetti western-style trailer also gives a first-look at the picturesque new “Black Cat County” track, which will be added to the simulator in three configurations as part of the free PC Bonus Pack update. A category defining racing simulator, Assetto Corsa features spectacular realism which has upped stakes by emphasizing and focusing on pure physics realism, with precision accuracy across every aspect from the meticulous car handling to the laser-measured tracks.

Get the the game today at http://store.steampowered.com/app/244

The “little surprise” will be also available in the console version at launch, and the Corvette C7 Stingray and Ford Mustang are available as part of the ‘Prestige Pack’ pre-order incentive at select retailers. Joining the available PC version, Assetto Corsa will hit the track on Xbox One and PlayStation®4 on June 3rd in Europe and June 7th in North America. Information and pre-order details for the console releases can be found at:http://console.assettocorsa.net


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The development of Assetto Corsa began in 2011. Since then, we have vastly improved our modelling techniques – today we have more resources (budget and manpower) and expertise, and the latest laser-scanning technology also allows us to obtain a better and wider scan, offering an opportunity to grab a higher number of objects surrounding the track. Moreover, during the development of Assetto Corsa, we have changed our approach to texturing and track modelling, creating more secondary details and trackside objects and also featuring 3D trees and camera-facing objects and crowds, something that resulted in nicer scenarios and better immersion. However, as a result there is now a visible gap in terms of graphics and details if you compare some of the first and the latest circuits created for Assetto Corsa. 
Last year we made some tests with a new laser-scanning device, testing it at our HQ at Vallelunga race track, where we made our preliminary tests in early 2010 in preparation for the Ferrari Virtual Academy videogame. Since our aim is to offer our fans the best of our skills, know-how and quality, we are glad to tell you that we have started the process of optimizing and improving all our existing circuits, including Vallelunga, Nurburgring GP, Mugello, Magione, Imola, Silverstone, Monza, Spa Francorchamps, as well as the Nordschleife. The upgraded versions of these tracks will be available as a free update with build 1.5, currently in development.
Thank you very much for your great support!

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Assetto Corsa 1.4

Graphics
Several features related to post processing effects have been refined, including the FXAA filter that has been significantly improved using Kunos’ own shader. The new build also introduces a new reflection rendering system: these feature result in a substantial improvement in how the cars look. The HDR algorithm now matches real-life photographic references, resulting in much more natural lighting and reflections.

Build 1.4 introduces also a new font rendering system for dashboards, bringing about in a higher level of graphics and definition. Digital instruments have been updated for all available cars, while the exaggerated motion blur effect for some camera modes has been eliminated.

Artificial intelligence
The new build introduces a new algorithm to improve the ability for AI drivers to stick to the intended racing line, resulting in better behaviour in close racing. The code related to braking algoritghm is now able to understand and use locked inside tyre for FWD.

Multiplayer
The antilag/antiwarp system has been vastly improved, introducing a new netcode prediction algorithm that is now used to handle missing packets that used to generate warps and lags, providing a more stable and consistent online experience.

Audio
Since the first Dream Pack, a lot of effort has been put into the audio, especially for exterior sounds. The Dream Pack 3 is no exception with each car having its distinctive note, from the little mighty 500 Assetto Corse to the screaming DFV V8 engine of the legendary Lotus 72d. Furthermore, “old” cars are also undergoing a sound revamp: the 1.4 update will bring to you new exterior sounds for the BMW M3 e30 DTM/Group A.

Assetto Corsa Dream Pack 3
This package adds the Brands Hatch circuit and eight new awesome cars in a total of nine different versions to the Assetto Corsa racing game. Get it today and join the most thrilling virtual driving experience ever!

The Circuit of Brands Hatch in Assetto Corsa
The development of this famous and challenging circuit required six months of work, making Brands Hatch the fourth circuit added to Assetto Corsa during 2015, after the legendary Nordschleife, Zandvoort and Barcelona. As showed in the following video, Kunos Simulazioni development team has reproduced the track paying attention to every single detail and reference point used by real drivers, thanks to an extensive use of Laserscan technology, guaranteeing maximum accuracy. The resulting precision combined with the advanced physics model of Assetto Corsa offers an unprecedented driving experience blurring the difference between virtual racing and reality.

The Cars
Similarly to previous Dream Packs, the cars included in this third package were selected through user polls, with gamers voting for their favourite manufacturers and models on our website. The pack includes a perfect mix of vehicles of different classes, types and periods, ready to satisfy our fans’ hunger for racing.

Dream Pack 3 – List of Contents

Track
Brands Hatch Circuit – GP / Indy version

Racing cars
Abarth 500 Assetto Corse
LAMBORGHINI Huracán Super Trofeo
McLAREN 650 GT3
MERCEDES-BENZ AMG GT3

Historic racing cars
Lotus Type 25
Lotus Type 72
FORD Escort RS 1600

Production cars
Lamborghini Gallardo Superleggera
Lamborghini Gallardo Superleggera S3

Assetto Corsa 1.4 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

LINK

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Changelog:

1.3.5
– New Audi R8 V10 Plus bonus car
– Fixed Nissan GT-R Nismo fuel gauge
– Fixed Mercedes SLS GT3 default tyre texture
– Fixed Lamborghini Huracan GT3 Hard tyres name, causing issue on MP tyre compound restriction
– acServer: fixed issue with timing who caused session skipping
– ksEditor: Added fuel and brakes script tools
– Corrected Alfa Romeo 4c alignment and setup values
– Eliminated wrong tags from Ford GT40
– Works on the tyre heating model continues with new surface rolling heat generation on some cars
– Performance optimization on car multithread physics
– New improved smoothing and “anti lag” systems for both client and server

1.3.6 hotfix

– Audi R8 V10 Plus cockpit changeable brake balance disabled
– Tweaked Alfa Romeo GTA default setup
– Ferrari F458 S3 on V6 tyres and small electronic diff tweaks
– Client side anti-lag improvements
– Removed chatty debug log messages in MP
– Tweaked “default” Post Processing effect
– Fixed limiter sound for Pagani Zonda


acDreampack 2

Welcome to DREAM PACK 2, the newest add-on content pack ASSETTO CORSA.
This package adds to Assetto Corsa the circuit of Catalunya (Barcelona) and seven new awesome cars in nine total versions. The circuit has been reproduced for the first time in a PC racing simulation using the Laserscan Technology, that guarantees the maximum level of precision in reproducing each detail of the track. The selection of cars consists in a perfect mix of vehicles of different classes, type and ages, ready to satisfy any taste of Assetto Corsa users!

– Features the Catalunya circuit in two all-new layouts: GP and MotoGP.
– Features AUDI R8 Ultra 2014
– Features BMW M4 Coupé
– Features BMW M4 Coupé Akrapovic Edition
– Features FORD GT40 MKI
– Features LAMBORGHINI COUNTACH 5000 Quattro Valvole
– Features LAMBORGHINI HURACAN GT3
– Features RUF RT12 R
– Features Scuderia Glickenhaus SCG003

The Circuit of Catalunya
The Circuit de Barcelona-Catalunya is a motorsport race track in Montmeló, Barcelona, Catalonia, Spain. With long straights and a variety of corners, the Circuit de Barcelona-Catalunya is seen as an all-rounder circuit.
Length: 4655 mt

The cars
AUDI R8 Ultra 2014
BMW M4 Coupé
BMW M4 Coupé Akrapovic Edition
FORD GT40 MKI
LAMBORGHINI COUNTACH 5000 Quattro Valvole
LAMBORGHINI HURACAN GT3
RUF RT12 R RWD
RUF RT12 R AWD
Scuderia Glickenhaus SCG003

Assetto Corsa version 1.3 introduces some great improvements to the core game engine and new features to the physics engine.

The game now supports native 64-bit code. The physics engine has been reworked and is now completely multithreaded. As a result, the driving precision is augmented, the accuracy has further improved and the physics solver has enough horsepower to completely resolve any difficult calculations at any speed, achieving butter-smooth Force Feedback and a complete elimination of signal noise and vibrations.

Assetto Corsa’s top-class physics engine has been constantly evolving and improving. The AC physics code already includes various industry-first features, such as advanced active aerodynamics, four-wheel drive simulation with active differentials, realistic driving assists systems, unique hybrid engines simulation and advanced tyre-wear features, such as blistering, graining and flat spots.

With version 1.3 we now present you a completely reworked tyre model that includes new features in connection with tyre-speed sensitivity, combined grip, slip angles and ratios, load sensitivity, rolling resistance and most importantly, separated heating for surface and core temperatures. As a result, driving in Assetto Corsa is now more realistic than ever. The driving experience is more natural while at the same time also more challenging at the limit. Real-life features such as driving carefully in the first two laps to heat the tyres or taking it easy to cool down overheated tyres after a spin, the handling of the car changing from turn to turn depending on your driving style or as a result of driver errors and choosing the correct tyre compound depending on the track and car combination and also your driving style will now become part of your daily driving experience in Assetto Corsa.

We did not stop at the tyres though. We have improved the ABS system and now depending on the car, Assetto Corsa supports different generations of ABS systems using 1 to 4 channels. We have enabled active differentials also for RWD cars, such as the brand new BMW M4, which is part of the Dream Pack 2 DLC. We also have improved the height sensitivity of front splitters and diffusers making their influence more complex from a setup engineering point of view and more demanding from the aspect of the driver, creating an overall more satisfactory experience for everyone.

Do not just drive by memory some binary data values that resemble cars on your screen. Drive cars that are “alive”, constantly changing their behaviour from turn to turn as a response to your personal driving style.

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Assetto Corsa 1.3 Changelog

– 64bit build
– Car physics is now calculated in separate threads
– Fixed KERS disabled in pitlane
– Added soft locks (use [SOFT_LOCK] ENABLED=1 in system/cfg/assetto_corsa.ini)
– Added support for DRS zones
– acServer is now stressing much less Go’ GC and should offer more stable performances
– Added FORCE_TGT to force low res timer in assetto_corsa.ini
– acServer is now using Go 1.5, faster GC
– Added server welcome message
– Fixed gear ratio appearing with a double “/” in setup screen
– Fixed acServer unable to read ini values with a “=” character (ex AUTH)
– Fixed driver name displayer not obeying to saved settings in MP
– Fixed acServer not creating “results” folder automatically
– New algorithms to calculate skid volumes and pitch, now working globally in the entire simulation
– Added grain and blister readings in the setup info screen
– Added downshift protection to gearboxes
– Lap count is now reported using 16bit unsigned integer to server plugins
– Now using triple buffer when vsync is on to reduce latency
– Exposure settings are now persistent
– Fixed audio clicks on surface events
– Tyre flat spots are now taking into account tyre softness
– Windscreens now receive shadows
– ksEditor: now it uses the same ingame engine.
– ksEditor: added project menagement
– ksEditor: added user personalizations
– ksEditor: added floating windows and layout system
– ksEditor: added Weather and PPfilter loader
– ksEditor: added recent files/project management
– ksEditor: added node filter in scene panel
– ksEditor: added Material by Texture in Materials panel
– ksEditor: added scene icons and side function buttons
– ksEditor: added texture detail on Material panel
– ksEditor: added Texture Review windows in Utilities
– ksEditor: fixed reload texture function
– ksEditor: now the default CultureInfo is en-US (number format, ect)
– ksEditor: added FOV, Near Plane Slider, Mouse sensitivity, camera angle and position under Viewport
– ksEditor: added Dashboard tab
– acServerManager: removed some upper limits on parameters
– acServerManager: preset name/description is more clear
– acServerManager: added welcome message
– acServerManager: added qualify limit
– acServerManager: added fixed setup management
– acServerManager: fixed upload on ftp. Now cfg folder is not deleted.
– Fixed driver textures on serveral cars
– Fixed circuit outline on track selection UI
– Camera Dev App now save F1 cameras’ exposure and pitch, F6 cameras’ exposure, fov and position and angle
– Removed background from Performance Delta App
– Redesigned and faster code for logging
– Updated Tyres V5 for GT2 and GT3 cars, should give less understeer.
– Zonda R and Ferrari 599XX and Formula Abarth now have V5 tyres.
– Less lift off oversteer for Evora S on street tyres V5
– GT3 and GT2 cars updated aero stalling for front splitter and diffuser
– GT3 slight performance balancing
– Mclaren MP4 GT3 tyre corrections
– Fixed TC digital item showing 0 based index when multiple TC level are available
– Now showing Cold and Hot pressure readings in setup status
– Added “NA” for IMO temps reading when no set has been swapped out
– Added support for track dynamic objects
– It is now possible to join a server using admin passoword and be automatically granted admin rights
– Joining a server with admin password will override the session “closed” status
– Added “ban_id” admin command to ban a user and send straight to blacklist
– Remote cars in multiplayer now generate skidmarks
– Fixed EDL wrong calculation order

link


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” With Assetto Corsa 1.3 the process of improvement of all aspects of our simulation continues to progress properly. Here’s following just few highlights of what you can expect to find in Assetto Corsa next week:

Assetto Corsa Dream Pack 2

The new Dream Pack 2 will include the Circuit of Catalunya, based on Laserscan point cloud, featuring GP and MotoGP layouts, as well as 7+2 new awesome and legendary cars:

Lamborghini Countach 5000 Quattro Valvole
Lamborghini Huracan GT3
Ford GT40 MK1
Scuderia Cameron Glickenhaus SCG003
AUDI R8 ULTRA 2014
RUF RT12R AWD
RUF RT12R RWD
BMW M4 Coupe
BMW M4 Coupe Akrapovic Edition

The Assetto Corsa Dream Pack 2 will be available on Steam by October 8th, at 7,99 EUR.

Assetto Corsa 1.3

Physics
64-bit natively supported and car physics calculated on multi-thread. The physics engine has been reworked to become completely multithreaded: as a result, the driving precision is augmented, the accuracy further improved and the physics solver has enough horsepower to completely resolve any difficult calculations any speed, achieving butter smooth Force Feedback and complete elimination of signal noise and vibrations. We’ll be back with more details on physics updates when the new build will be released next week.

Graphics
2D/3D models, textures and shaders have been updated and improved, in order to keep the standards reached with the latest content. Now windscreens receive shadows, and a new camera facing feature improves the rendering of 2D/3D objects on track. A first basic support for dynamic objects on tracks has been added as well, and it will be improved in future updates, with the aim to get a more immersive environment.

Sound
Fine tuning and improved algorithms for audio editing: all new cars benefit by use of new techniques of recording and sampling for engines, interiors and exhaust systems, also thanks to the technical cooperation of Akrapovic. This allows to recreate a more detailed audio trace and the exclusive detail of each car, improving the immersion while driving. Content that are available already in Assetto Corsa will be updated during the process, to bring them to a higher level of realism and in line with the latest quality standards.

Multiplayer
Dedicated server has been optimized in order to improve general stability.
New parameters and features have been added to server configuration, in order to please the requests of gamers who are looking for a more comprehensive online experience.”


headerChangelog 1.2
– Balanced interior and exterior volume for all cars
– Updated Fmod example project
– Updated Fmod pipeline document
– Fixed some rare FMod crashes
– Fixed bodywork sound when stand still for some cars
– Fixed typos for career descriptions
– Fixed Ferrari 458 and Giulia GTA sound pan
– Fixed flags position for triple screens users
– Fixed replay doesn’t show smoke
– Fixed sun visible through barriers
– Fixed flying crew at Mugello
– Fixed delay before gear shift recognised
– Fixed keyboard controller and mouse steering
– Fixed rare pit stop repair bug when clutch is pressed
– Fixed wrong player is selected in the drivers list
– Fixed showroom crashes with Motion Blur enabled
– Fixed tyre blankets weird behaviour
– Fixed front wheels size on Lotus Evora
– Fixed Pagani Huayra broken mirror
– Fixed missing BMW M3 Gt2 rear tow
– Fixed cars already damaged starting a gameplay session at Ring
– Fixed BMW M3 e92 red patch on headlights
– Fixed P4/5 Competizione static calipers
– Fixed 599xx Evo weird LOD effect
– Fixed blurred rims missing from LOD C on some cars
– Fixed fuel calculator on Setup UI
– Fixed 500 Abarth skin issues
– Fixed pit crew panels in Chevy C7r and Nissan GT-R GT3.
– Fixed some broken Steam achievements
– BMW 1M has stock liveries; the previous ones are assigned to the S3 version
– Added FOV system message when using +/- to change the value ingame
– Added visual indication for suggested eyes position and actual eye position for Driver Eyes Positioning app
– Added “Auto Pos” button in Driver Eyes Positioning app to automatically move the eyes position to the suggested value
– Added Exposure system message when PGUP/PGDOWN are used to change the value ingame
– Improved AI. AI cars can and will overtake slower cars, lose their stability easier, can oversteer occasionally.
– Tyres now have a short name that is visualized on the classification, so that players can know which tyres the AI is
using.
TYRES SHORT NAMES
SV= Street Vintage
ST= Street
SM= Semislicks
SS= Slicks SuperSoft
S= Slicks Soft
M= Slicks Medium
H= Slicks Hard
SH= Slicks SuperHard
HR= Hypercar Road
I= Intermediate
V= Vintage
– Fixed tyre – kerb hard collisions
– Adjusted realigning forces from tyres.
– Active differentials
– New Alfa Romeo Mito Quadrifoglio Verde
– New Audi Sport Quattro
– New Lamborghini Miura SV
– New Nissan GT-R Nismo
– New Toyota GT-86
– New Zandvoort circuit
– New interior soundset for 500 Abarth (shared with Alfa MiTo and Tatuus FA01)
– Added dynamic controllers to drivetrain (Nissan GT-R Nismo)
– Added FF low speed reduction factor to avoid oscillations when the car is stationary. (check
system/cfg/assetto_corsa.ini [LOW_SPEED_FF]]
– Multiplayer – Added checksum checks for tracks using the new config system
– Multiplayer – Removed “Track List” feature from AC Server
– Multiplayer – Added “IS_OPEN” key to “[RACE]” to lock new players from joining a race. 0=CLOSED, only players
coming from the previous sessions are allowed in. 1=OPEN, players can join during a race. 2=OPEN DURING WAIT
TIME, players are allowed to join during the wait time only
– Multiplayer – Fixed collision not triggering correct samples
– Multiplayer – Added weather settings to the server side
– Multiplayer – Fixed tyres glued to the road for cars without animated suspensions
– Multiplayer – Added possibility to limit tyre choice
– Multiplayer – Added Server Plugin Auth system to AC Server for customized user authentication.
AUTH_PLUGIN_ADDRESS in server_cfg.ini
– Multiplayer – Added Server UDP Plugin for realtime data input/output from AC Server (check example C# application
and UDP_PLUGIN_ADDRESS in server_cfg.ini)
– Multiplayer – It is now possible to complete last lap during Qualify & Practice
– Multiplayer – Fixed /client_list not showing local car ID
– Multiplayer – Added first ballast implementation (use /ballast [carid] [kg] in the chat as admin or entry list)
– Multiplayer – At the end of a race now the system goes “Race Control” view with leaderboard and chat
– Multiplayer – Exit button in ESC menu is now at safe distance from the others
– Multiplayer – Added option to force virtual mirror ON from AC Server
– Multiplayer – Added acServerManager into server folder.
– Added realtime “relative” time app
– Added glowing brakes graphics effect. [DISCS_GRAPHICS] in brakes.ini
– DRS can now be turned off with the DRS button and not only by braking
– AI grip on corner exit is now more realistic
– Improved loading time ~1s faster per car
– Game timing is now using high resolution timer unless a drift is detected and the timer is switched to 1ms resolution.
This improves FPS CAPS and general fluidity
– Tyres and rims now stay blurred when replay is paused
– Auto shifter has now its own dedicated section in drivetrain.ini [AUTO_SHIFTER] and does not share it with AI any more
– Air density calculation is now using temperature as input
– Proximity indicator now scales with resolution
– AI now properly brakes in time to hit 80Kmh in the pitlane
– Fixed discs object not properly switched with LODS
– Better driver gearshift preload on first gear
– Fixed strong tyre vibration around 40 kmh
– Added EBB (electronic brake balance) support
– Removed user FF damper settings from GUI and setups. FF damping is only used for stationary cars (hard steering
wheel feel) and it is controlled by wheel drivers
– Removed limits from Driver Eyes Positioning app
– Kers is now recharged in pits
– AI is not using “Trail Hint” anymore



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1.1.6 Changelog:

– Fixed no collision bug between first 2 cars in the server list
– Fixed TCP connection getting dropped for timeout
– Fixed Pagani Huayra rear wings animation bug, wrongly connected to the animated suspensions on the last update. Physics unchanged and unaffected
– Updated suspension on LaFerrari, missed on last updated due to time constrains
– Fixed server output for “LAP WITH CUTS”
– Fixed KERS not recharging when car is reset
– Telemetry speed graph is now autoadjusted for max speed
– Fixed animations running at wrong speed during replays
– Fixed CPU time in render stats with negative numbers on PC with timer drifting
– Fixed pitstop automatic controller not pressing the clutch and sometimes leaving the car moving away
– Fixed Essential and RacePosition app wrong values in replay mode
– Fixed Leaderboard in online races
– Added flags, penalties, kers to the shared memory
– Fixed wrong tyre temperature value in the car setup screen
– Fixed crash if a non existent PP effect is selected
– Fixed problem with TAB leaderboard on change session
– Removed invalidation message from drift and time attack modes
– Change camera button can now be assigned properly to another key
– Fixed penalties on time attack
– Fixed bad rear pressure slider placement on Lotus 2-11 setup
– Default launcher theme: skip YouTube device support message
– Ferrari F40 S3 brake bias adjustments in setup
– Mclaren F1 GTR front left Toe-in setup slider value fixed
– Added Fuel pressure (shows fuel quantity) to BMW M3 E30 DTM and Group A
– Fuel indicator working for Alfa Romeo GTA, Lotus 2-11, Lotus Elise SC, Lotus Exige 240, Lotus Exige Scura, Lotus Exige S & Roadster & V6cup, Lotus Evora S & GTE & GTE Carbon, Mercedes SLS, McLaren MP4 12C, Pagani Huayra
– Corrected fuel indicator scale for BMW M235iR, McLaren P1, Shelby Cobra
– Working LCD screens for Mercedes 190 DTM EVO 2, Mercedes C9 LM.


“Dear AC followers, we are glad to introduce the Audi Quattro, here today as special guest at Audi track experience: this legendary car is one of the five awesome models that will be included in the incoming Assetto Corsa Bonus pack, currently in development at KUNOS studios. More information will follow in next few weeks, stay tuned!”

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