Assetto Corsa Competizione v1.50 Arrives for PC, With GT4 Pack DLC

GTPNewsWire

Contributing Writer
21,616
United States
GTPHQ
This is the discussion thread for a recent post on GTPlanet:
This article was published by Andrew Evans (@Famine) on July 15th, 2020 in the Assetto Corsa Competizione category.

v1.5 Changelog

GENERAL:
- GT4 European Series DLC (2019 season) now available for purchase with:
Alpine A110 GT4
Aston Martin Vantage V8 GT4
Audi R8 LMS GT4
BMW M4 GT4
Chevrolet Camaro GT4.R
Ginetta G55 GT4
KTM X-Bow GT4
Maserati Granturismo MC GT4
McLaren 570S GT4
Mercedes-AMG GT4
Porsche 718 Cayman GT4 Clubsport
- Official 2019 GT4 European Series liveries and bonus presentation liveries for select models.
- Additional bonus GT World Challenge Europe 2020 liveries.

GAMEPLAY:
- Added GT4 Season menu (DLC).
- Added GT4 Sprint Race game mode: 1-hour race duration, mandatory driver swap in pit window, no tyre change or refueling allowed (DLC).
- Added GT4 2019 championship season and custom championship season (DLC).
- Fixed a bug where saving the game while the car was facing the wrong way would DQ the player when loading the session.
- Changed references in the penalty system to allow different track limit thresholds for different car groups in mixed races.
- Potential fix to the pit exit trigger fail and subsequent issue with pit limiter getting stuck and stint times not restarting properly when the player had the first box.
- Fixed an inconsistency in the lower threshold of the automatic wiper assist.

UI:
- Dash display opacity slider added in View Settings.
- Short name (abbreviation shown on Lumirank display) now editable in driver UI menu.
- Car classes marked on RT and leaderboard items on the HUD in mixed races.
- Class indicator added to Broadcast HUD.
Broadcast MFD now contains split GT3/GT4 standings in mixed races (long press Insert hides & re-evaluates if race is multiclass or not during the race).
- Class indicator added to MP timetables.
- GT4 cars grouped in MP car selection.
- "Sticky" HUD layer remains visible when hiding HUD via long press.
- Updated realtime leaderboard widget time gap logic to support mixed classes.
- Fixed controller navigation for the colour selector in the driver editor page.
- Fixed a bug with control-hijacking by hidden widgets.
- Dash widget size now respects low aspect ratio resolutions.
- Showroom widgets to not consume mouse events while camera is being controlled.
- Fixed temporary mouse pointer invisibility when intro session is set to skip.
- Pit rule summary widget added to the garage screen.
- Server statistics widget added to the garage screen.
- Driver swap widget added to the garage screen (when applicable).
- "Drive" button now pulsates on the garage screen during countdown.
- Updated track map widget and interactive track map widget added to the garage screen.
Clicking on the markers changes focused car, clicking outside changes marker between position and racing number.
Indicates cars triggering yellow flag.
Indicates cars on invalid lap in Qualifying sessions (cyan marker).
Full track map widget now available on the Broadcast HUD and the Replay HUD.
HUD track map now has zoomed-in and full map option in HUD settings.
- Added track map HUD page (cycle F2) as a secondary broadcast page with focus on track map.
- Fix to only one car model being available for custom cars after adding the first one.
- Server name is now shown for saved replays.
- Fixed weather widget timing out on Broadcast HUD.
- Weather forecast now shows current weather.
- Weather forecast rainfall icons now show indication of increasing/decreasing rainfall (+/-) when both forecast stages prompt the same icon.
- Fixed missing mouse pointer with Cinema HUD open.
- Fixed erroneously exposed tyre set selector for wet tyres when switching between compounds and when loading a setup after session transition.
- Fixed an issue with the setup strategy selector that would jump to the end of the list of strategies after session transition.

CONTROLLERS:
- Change in the management of controller devices, to use instance IDs instead of on product ID.
Allows the use of multiple instances of the same controller device model, such as button boxes.
- Fixed Frequency setting not loading correctly after being set in the UI.
- Disconnected devices will no longer be deleted from controls.json but will be marked as disconnected (red-coloured device name in configuration screen).
- Controls configuration can now be reloaded to detect re-connected devices without need to restart the game.
Refresh/reload and undo buttons added to the controls page.
- Default keyboard binding for "downshift" reassigned to "X" in order to avoid clash with basic Windows function hotkeys.
- Fixed FFB controller order dependency, now the steering device automatically gets FFB assigned.
Potential fix to lack of FFB for certain devices upon first install or control settings reset.
- Controller presets for Simucube and Simucube 2 wheel bases.
- Added new rumble effects and adjusted existing ones for XInput gamepads.

MULTIPLAYER:
- Server: added server-side car group restrictions: GT3, ST, Cup, GT4, FreeForAll.
- Client: server car group displayed in server list.
MP car selection page automatically pre-selects car based on eligibility.
NOTE: DLC ownership is not required to join mixed-class servers and see opponent cars.
- Quickjoin always respects the car group that is currently selected.
- CP servers are in Mixed mode, and use the Primary car.
- Client: server list now will not refresh upon returning from car selection/advanced menu.
- Client: fixed an issue with failed race starts when clients entering an invalid state would not be re-evaluated as valid even after regaining position.
- Client: fixed a crash that would occur when the client joined during the start of the formation phase.
- Client: fixed an issue where clients joining during the preparation/countdown phase would be sent up to the top of the grid by the formation widget and erroneously start from pole.
- Client: fixed a potential client crash when using maximum tyre set rule in driver swap scenarios.
- Client: fixed unreliable grain/blister/flatspot data transfer in swap scenarios when reusing old tyresets while also swapping driver.
- Server: client reject during post-qualifying phase now made global to prevent erroneous spawning.
In an open-race server, clients may still join after the post-qualifying phase, either during the race countdown phase, during the formation lap or after the race start.
- Server: fixed a rare server issue that would skip to the end of the race session when all clients entered into an invalid state at the same time during the formation phase.
- Server: added "isLockedPrepPhase" setting (settings.json) to prevent clients who did not take part in qualifying from joining during the preparation/countdown phase.
- CP: fixed client rejection with "server full" message with successful registration.

PHYSICS:
- Fixed tyre pressure reset on used tyres when pitting without tyre change.
- Motec control channels frequency upped to 60Hz.
- Fixed Motec channel drift when comparing laptimes.
- Kerb, slip, G-force and ABS vibrations added to physics API.
- EBB (active electronic brake bias) feature activated and implemented.
- Torque vectoring differential activated and implemented.
- Pirelli DH and DW tyre model implementation, all dimensions required and used for GT4 European Series cars.
- Updated and improved implementation of caster physics (also affects visual appearance).
- Porsche 991II GT3 Cup tyre model update and fine-tuning.
- Porsche 991II GT3 Cup updated spring rates and bumpstops as per endurance homologation.

GRAPHICS:
- Sparks performance optimization and probability filtering tweaks.
- Backfire performance optimization.
- Optimization of light emitters at Nurburgring to help reduce stutters.
- Fixed car dirt visuals getting reset after certain periods in Multiplayer sessions.
- Various car LOD fixes.

AUDIO:
- Tweaked curbs and astroturf volume in onboard cameras.
- Better organization in sample reference structure.
- Better audio feedback for brake temperature and wear level.
- General fine-tuning.
 
Wow, only £18?

£18=$22.7(22.69)
£18=e19.88(19.86)
Always cheaper in the states for some reason.

At time of posting.
 
Last edited:
Wow, only £18?

£18=$22.7(22.69)
£18=e19.88(19.86)
Always cheaper in the states for some reason.

At time of posting.

Tax.

US prices will be net of sales tax... which will be applied at point of sale dependent on individual state tax rates.
UK/Euro price includes VAT @c.20% (though can vary marginally by European country)
 
First impressions after driving most of the new GT4 cars:

This is probably the most fun I've had driving on a sim. After using aggressive setups, most of the GT4s feel absolutely brilliant to drive and are distinguishable. The Ginetta is arguably one of the best cars I've driven, feels so planted and realistic. The Alpine is so nimble, it feels like a kart. The BMW and Porsche will probably appeal to the masses, as they're easier to drive and provide good fun. The Maserati sounds incredible, albeit wants you off the circuit due to no TC and ABS - definitely the most difficult.

A pro GT4 driver has told me he tested cars he's driven in real life: McLaren, Mercedes, Ginetta and BMW. He said they're all mint and feel better than iRacing.

My only criticisms are: The KTM X-Bow feels rather odd and not how I imagine it to handle in the real world. Due to the weight distribution, Kunos mentioned they had to make a number of changes for BoP to be actually balanced - could be the reason. Some of the cars appear to have more downforce than required, being more forgiving than their real counterparts.

For those wondering about the price, it's not even two dollars, euros, pounds etc per car, bearing in mind that 11 cars is the price of 1.5 cars on iRacing, and they arguably drive just as well, if not better, thanks to the superior tyre model.
Trust me, you won't regret your purchase.
 
I want it, and don't mind paying for DLC, but in Argentina it's four times the cost of the base game and ten times the cost of the ICGT pack so I will have to hold off for now.
 
My only criticisms are: The KTM X-Bow feels rather odd and not how I imagine it to handle in the real world. Due to the weight distribution, Kunos mentioned they had to make a number of changes for BoP to be actually balanced - could be the reason. Some of the cars appear to have more downforce than required, being more forgiving than their real counterparts.

.
This may be down to the lockdown. Aris mentioned something about not being able to get as much info due to it and lack it races, but they will adjust the cars as they gather more data.

I want it, and don't mind paying for DLC, but in Argentina it's four times the cost of the base game and ten times the cost of the ICGT pack so I will have to hold off for now.
Surely something has got fo be up with that?
 
I want it, and don't mind paying for DLC, but in Argentina it's four times the cost of the base game and ten times the cost of the ICGT pack so I will have to hold off for now.

Apparently regional pricing on Steam for this DLC has been screwed up and they (505 games) are sorting it out. So if you give it a bit of time you'll probably find that the price comes more into the line of what you would expect.
 
First impressions after driving most of the new GT4 cars:

This is probably the most fun I've had driving on a sim. After using aggressive setups, most of the GT4s feel absolutely brilliant to drive and are distinguishable. The Ginetta is arguably one of the best cars I've driven, feels so planted and realistic. The Alpine is so nimble, it feels like a kart. The BMW and Porsche will probably appeal to the masses, as they're easier to drive and provide good fun. The Maserati sounds incredible, albeit wants you off the circuit due to no TC and ABS - definitely the most difficult.

A pro GT4 driver has told me he tested cars he's driven in real life: McLaren, Mercedes, Ginetta and BMW. He said they're all mint and feel better than iRacing.

My only criticisms are: The KTM X-Bow feels rather odd and not how I imagine it to handle in the real world. Due to the weight distribution, Kunos mentioned they had to make a number of changes for BoP to be actually balanced - could be the reason. Some of the cars appear to have more downforce than required, being more forgiving than their real counterparts.

For those wondering about the price, it's not even two dollars, euros, pounds etc per car, bearing in mind that 11 cars is the price of 1.5 cars on iRacing, and they arguably drive just as well, if not better, thanks to the superior tyre model.
Trust me, you won't regret your purchase.
It was mentioned the X-Bow has no BOP, but a significant ride height raised up(100mm?). It was mentioned that's why it looks like a 4x4.
 
Had a few rounds at the Nurburgring in the GT4 Camaro. The racing was top notch. Slower speeds always make for better racing IMO. The Camaro seems to corner ok but I was getting beat on the straights with the Porsche, Audi and Aston all pulling on me even when I was in the draft. Got into the 2:05s a few times but mostly low 2:06s. Fields of 20 cars with every make represented. Can't wait to try out some other cars!
 
While some players wait, it's best to check out the real 2019 GT4 races. You'll see which cars are strong at which tracks.
 
GT4 Pack DLC arrives in the autumn, game version number is about five patches back (was v1.4.4 vs v1.3.7 until today).
9 patches exactly back counting the New 1.5.0 :lol:

Makes consoles missing some important phisycs upgrades and also the 2020 season cars liveries between other stuff
 
The Ginetta is arguably one of the best cars I've driven, feels so planted and realistic. The Alpine is so nimble, it feels like a kart. The BMW and Porsche will probably appeal to the masses, as they're easier to drive and provide good fun. The Maserati sounds incredible, albeit wants you off the circuit due to no TC and ABS - definitely the most difficult.

A pro GT4 driver has told me he tested cars he's driven in real life: McLaren, Mercedes, Ginetta and BMW. He said they're all mint and feel better than iRacing.

My only criticisms are: The KTM X-Bow feels rather odd and not how I imagine it to handle in the real world. Due to the weight distribution, Kunos mentioned they had to make a number of changes for BoP to be actually balanced - could be the reason. Some of the cars appear to have more downforce than required, being more forgiving than their real counterparts.
Absolutely agree on the Ginetta, it's amazing even on safe setup (TC off).
It had been so long since I have used safe setup though that I had forgotten how understeery some of the cars could be. This goes for the BMW and Porsche and for me was particularly noticeable at the Curvone bend on Misano. The front just refused to turn in.
The KTM was very prone to lift-off oversteer.
 
Tax.

US prices will be net of sales tax... which will be applied at point of sale dependent on individual state tax rates.
UK/Euro price includes VAT @c.20% (though can vary marginally by European country)

Hungary says hi with 27% VAT :)
 
It was mentioned the X-Bow has no BOP, but a significant ride height raised up(100mm?). It was mentioned that's why it looks like a 4x4.
I heard aris say 110mm, or 120. He couldn't remember.
Will come in autumn just like the PC version..

Meanwhile, console versions aren't crap,need some fixes,yes.
But amazing SIM worth the 40€ for sure even with the 30fps.
Yep, its really great when you're on track. Of course it has some issues but no other game has put me in the shoes of a racing driver like ACC. I'm glad they brought out this gen.
 
im dissapointed cp races still gonna be mixed races :now you only gonna race 10 guys with the same classes in stead of 20 and half of those guys gonna quit in mid races so that means less chances to have close racing , im mean is cool having multiclass in big grids when you are racing 50 people not 20, the thing i hate most in simracing is racing alone. , the only thing i care in this game are cp races and im not gonna play this game anymore till we have unique classes in cp mode or bigger grids.
 
Okay, that’s a very unique opinion. I like the mixed races and it was very good fun. You know that there are leagues and non cp races that are gt3 only? These are also great fun and this community is mostly driving fair, so why not do that?
 
@edgematic The problem with running CP races with much bigger grids is that a lot of people's computers wouldn't be able to cope with the processing demand. I've been in a few and been, yet some with very similar/better specs have struggled.

There's also the matter of that many cars on one track at once... Smaller tracks like Zolder would struggle compared to somewhere like Spa.
 
I tried a few leagues and I dont like the way leagues usually works , you spend a lot of time practising in stead of racing to be competitive , if you get rammed/damage in first corner you wasted an entire week. im not sattisfied with only 1 race per week ,id rather gt sport/iracing/acc Scheduled races where i can race daily ,i cant play iracing because is too expensive , i dont like gt sport because the daily races are short and driver´s behaviour in track are disgusting, ACC was the only free platform who let me have long clean and competitive races daily, ACC´s competitive servers were the perfect tool for me .now with multiclass racing they cut in half the chances of having close racing . anyways still gonna play acc till we get "gt4 patch" in console .

edit : i just saw a stream in a cp race and only 2 or 3 guys drove gt4 i think this gonna be the trend in the next cp races . kudos need to make unique class cp races if they want to promote gt4 dlc
 
Last edited:
I just did a race online yesterday at Silverstone, and some asshat spun me out in the last hairpin. Went from 2nd to 4th.

Some people just need to understand that the gap isn't always there. You cant just send it up the inside.
 
Bought it, haven't tried it yet though. I'm scared that after driving this, I can't go back to GT Sport anymore. ACC already ruined the Gr.3 cars, and I bet this will ruin the Gr.4 cars for me as well :lol: Price wise, I'm surprised it's more expensive than the IGTC pack. You would think making 4 large tracks would cost more than 10 cars. I'm guessing car licences are more expensive than track ones.

One thing I'd love to try with the GT4 cars is lower downforce all the way and raised ride height to maximum, to make it as close as possible to their road counterparts. Just to get a feel of how ACC physics might behave with road cars in a hypothetical "AC2" ;)
 
Back