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Assetto Corsa EVO



Darren S

ClioSport Club Member
NEW CONTENT!



GENERAL:
- added Fuji Speedway
- added Lancia Delta HF Integrale Evo II
- added Lamborghini Huracan STO
- added new special events
- updated roadmap

UI/GAMEPLAY:
- fixed thumbnail generation on exit
- optimized VRAM use of thumbnail generation
- fixed chase cam losing rotation lag after changing view settings on the motion page
- fixed delta using the last lap instead of the best one
- optimization and finetuning of input system and updated new input defaults
- localization updates
- fixed HUD handbrake icon showing as enabled on session start
- Look-At buttons are now forced to be Constant type
- fixed UI refreshing when editing input/sliders
- added displaying of results at the end of Special Event sessions
- updated Laguna Seca Hotstint start
- updated tooltips
- fixed erroneous behaviour of fullscreen switch
- improved camera navigation fluidity in showrooms
- fixed paintshop colour picker refresh issue after channel change
- revised rule for mutually exclusive parts in car customization
- restyled hover/focus transitions in Single Player menus
- added track layouts to the track selection page

AI:
- general improvements to AI behaviour and paths

PHYSICS:
- fixed issue in Porsche 992 Cup setup limits and empty tyre compound

GRAPHICS/RENDERING:
- updated default VR mirror offsets
- revised some vehicle materials and AO maps
- minor fixes to the Alpine A290 Beta, Alfa Romeo Junior and Alfa Romeo GTAm
- fixed Room and White showrooms not having car instrumentation working
- enhanced shadow distance
 

Darren S

ClioSport Club Member
I think it might be right to say that the Lotus Emira has the most compliant arse-end in any of the cars so far. Was great to drive that around Brands earlier.

The Golf on the other hand. Show it a corner and the car responds with....

1741010946943.gif


Literally pot luck if you have understeer, control, bit more understeer, not going to bother, bounce of the limiter, tyre squeal... :p
 

Darren S

ClioSport Club Member
Liking this more and more.

Had a full field of AI cars and put myself to the back of the grid in an Escort Cosworth. Selected dynamic weather too.

Managed about 3 laps in and then it started to drizzle. Didn't upset the car much, but then the rain got heavier. Definitely noticed that the front end started getting lighter and the rear end was a lot more keen to over-rotate on the downshifts. Tip-toed around, even though I thought the 4WD system would help and noticed that clear runs were appearing on the circuit.

In all, just a lot of fun. Really am looking forward to how the rollout of this game progresses. Like other AC titles in the past, I'll have no issues in buying DLC packs for it.
 

mace¬

ClioSport Club Member
  Clio
Had a pop at Laguna Seca int he GR86 special event earlier. mental how quick the top of the leaderboard are. Would have lapped me 4 times in 20 minutes lol
 

Darren S

ClioSport Club Member
Had a pop at Laguna Seca int he GR86 special event earlier. mental how quick the top of the leaderboard are. Would have lapped me 4 times in 20 minutes lol
Some people live for sims like these though. Literally shaving 100ths of a second off each lap.

For every circuit though, there's always part of the perfect line that doesn't 'feel' right. I tend to drive where I think is correct, but on some corners, I'm way out from the ideal line. Clearly I'd be losing a load of time there.
 

mace¬

ClioSport Club Member
  Clio
Some people live for sims like these though. Literally shaving 100ths of a second off each lap.

For every circuit though, there's always part of the perfect line that doesn't 'feel' right. I tend to drive where I think is correct, but on some corners, I'm way out from the ideal line. Clearly I'd be losing a load of time there.
I found out that the corkscrew is more of a wiggle in the road than a corkscrew the amount of kerb you are allowed to take. I also have no idea on the best line to take on the first corner and turn after the corkscrew.
 

Darren S

ClioSport Club Member
I found out that the corkscrew is more of a wiggle in the road than a corkscrew the amount of kerb you are allowed to take. I also have no idea on the best line to take on the first corner and turn after the corkscrew.
I'd actually say that that is more tricky than the Corkscrew itself. Depending on what car you're in - the arse-end want to go wide and its very easy to unsettle it.
 

andybond

ClioSport Club Member

Version 0.2 of Assetto Corsa EVO drops May 7 at 14:00 UTC!​


This is Early Access Release 2 (EA2) – and it’s bringing serious heat.
🚗 New Cars:
Maserati GT2 – A triumphant return to GT racing. Refined through years of competition. A track beast with Italian soul.

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Lotus Exige V6 Cup – Lightweight, razor-sharp, and track-tuned for pure performance.

703d72aae058efdd33e08dfc6cc7f942c8a2d786.jpg


Alfa Romeo Giulia Sprint GTA – A high-performance twist on a timeless icon. No electronic aids, pure driving.

4f3e8f1b62afa7a1676019b683199f578dadb7e6.jpg


Alfa Romeo 75 Turbo Evoluzione – Born from motorsport. Aggressive aerodynamics, raw turbo power, and racing spirit.

13bf6e4dc182622a0808bc216a10b5ff89979252.jpg


Porsche 911 Turbo 3.6 – The turbocharged icon. 3.6 liters of raw, analog power from the golden era of Porsche.

eec594ce5aa3ce3035744654ee60e91a1589a829.jpg


Mazda MX-5 (NA) – The roadster that changed the world. Lightweight, balanced, and endlessly fun.

00e25a539fcf91d2b0e245cae86392b65e133921.jpg


Honda NSX-R – A rare, track-focused legend. Developed with input from Ayrton Senna. Balanced, precise, unforgettable.

8323a53e1771ec3c34ced2af16a8f36659c107f6.jpg


🏁 New Tracks:
Circuit of the Americas (COTA) – 20 corners of technical mastery in Austin, Texas. Elevation changes, F1-grade layout.

ad83d2952ffba73c9d12e4f81676f1e6a2da06f3.jpg


Donington Park – Historic and beloved. A fast, flowing British circuit with deep motorsport roots.

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Two new challenges. Seven new cars. A massive leap forward.

b95b3f1b98983c050be934c5fee7200d6e2dc1c8.jpg


EA2 is more than just a release – it’s the foundation for what’s next: new gameplay modes, major improvements, and the future of Assetto Corsa EVO taking shape.
👉 What will you drive first?

#AssettoCorsaEVO, #ACEVO, #WeAreSimRacing, #ACEVOEA2
 

McGherkin

McPension
ClioSport Club Member
Now that's a changelog.
----- Changelog - Version 0.2 -----
General
- added Circuit Of The Americas - GP and National layouts
- added Donington Park Circuit - GP and National layouts
- added Alfa Romeo 75 Turbo Evoluzione
- added Alfa Romeo Giulia Sprint GTA
- added Lotus Exige V6 Cup
- added Honda NSX-R (92R)
- added Maserati GT2
- added Mazda Miata (MX-5) NA
- added Porsche 911 Turbo 3.6 (964)

The Gameplay has been altered so that players have a choice to play in Career or Open mode.
Career mode will be the previous progression mode without any backend dependency on gameplay flow.

In Open mode the dealership is an open source of cars for customizing and adding them to the player's local garage. There is no limitation to access and customization options.
Open mode also has persistence on locally customized and saved cars.
"All Cars" button in Open mode car selection allows quick selection of all cars ingame, and also moving them into the garage if the player would like a customized example.

Initial startup prompts the player to create a profile and select the desired mode - after that they can switch between the modes at any time.
Please note that Special Events still require online connection.

Physics
- re-enabled fuel and battery consumption
- re-enabled gearbox damage
- Lambo and Lancia cardata fixes and tweaks
- fixed electronics setup settings not transferring to track
- work on dynamic track physics-graphics relation and updates
- handling and setup updates to the Camaro ZL1 and ZL1 1LE variant
- fixed gear shift audio event for automatic gearbox

UI
- added input filters to vehicles UI pages to listen to appropriate functions on each given page
- fix for flickering caused by the thumbnail creation on car purchase
- controls page now has an input poll for itself, solving the ui input filtering.
- controls page cancel button
- fixed in-session controller navigation issues
- fixes to controller navigation and focus in showroom controls
- localization updates for all languages
- added soft configuration to controls page so it responds without applying
- car customization: reject rim design on pending design mismatch (fixing entry duplication)
- UI: fixed to Fuji track preview images gone missing in some cases
- UI: video settings tooltips
- UI: fixed invalid laps being displayed as best lap in timetables
- fixed a VRAM leak caused by the UI engine causing degrading performance over time
- fixed issues with input devices not sent to the UI and other input-related woes
- UI: Slider - keyboard/controller control for dual handle sliders
- UI: Gamemode - togglebutton height adjustment, start position slider visibility correction
- forced UI confirm and cancel to OnRelease to simplify input binding
- fixed car flickering in radar
- UI: paintshop - mismatch protection for rim selection due to unresponsive game client
- race weekend and grid customization enabled
- replay gallery enabled
- new weather preset icons
- car thumbnails updated capture scene with contact shadows and adjusted spacing
- showroom: fixed dash display turning off when customizing rims/parts on a car
- pitstop timer on HUD
- implemented car setup load/save/delete
- improvements to the radar widget
- added black curtains on transitions
- car controls widget added in main menu
- track selection maintained between game modes (when possible)
- fixed predicted/delta finish line spikes

Gameplay
- added Open/Career modes
- Career mode flow now independent of backend connection
- added "remove vehicle" functionality in Open Mode Garage
- new Custom Grid logic and page with car categories - ICE, EV, hybrid and Performance Index (PI)
- several fixes in pit limiter usage and acceleration/braking
- fixed special event starting time going forward with time spent in menu
- removed randomization of grid on session load
- fixed bug in track limits causing AI opponent driving zig-zag lines
- improved pitlane exit spline -> ideal line transitions
- fixed end of session timers
- ideal line: changed the coloring to be more helpful for inexperienced drivers
- fixed Suzuka East using wrong pitlane spline
- fixed Suzuka East track limits through T1
- crowd density depending on the session: in order: practice, warmup, qualify, race
- improved OEM opponent car color randomization on grid
- black-orange flag now resets on restart session
- adjusted timelines for BH, MP, Fuji, Suzuka according to real life finish lines
- improved pitbox visibilty, now reflecting status with the hologram color
- improved automatic wipers speed levels, now better adjusting to the actual amount of rain on the windshield


AI
The Quickrace/Race Weekend UI offers improved control over the AI setup, including a range slider for the general AI skill used to select the driver opponents.
As preparation, we introduced the "Opponents Behaviour" control, which will replace the "aggressivness" sliders from previous titles. At the moment, only the default behaviour "safe" is selectable, which is the known algorithm and behaviour with fairly safe settings.

- fixed AI cars being teleported to pit at the end of the session
- fixed a bug where the AI could be dragged into the pit exit zones
- fixed offset bug on pitlane spline, causing AI drivers to not center the pitlane
- AI drivers have improved wall awareness in pitlanes now
- AI cars will not ignore cars standing (i.e. on the grid)
- fixed cooldown for AI behind player
- pitlane spline exits are now merged into the ideal line at runtime, reducing violent steering
- pitlane spline entries are now forked from the ideal line at runtime, reducing violent steering
- increased precision especially for the tendency to cut corners
- updated all car and track base information and finetuning
- fix for immobilized AI cars when restarting session
- fixed AI cars taking too long at the race start
- fixed AI cars braking too late for the pit entry
- fixed AI cars revving through pitstops
- improved AI race start behaviour
- improved braking calculation

Graphics
[Graphics] Enhancements:

- retuned all current weather settings for all tracks, resulting in a less foggy overall look, better horizons, and dawns
- tree material enhancements
- mirrors rendering now shows opponents shadow decals
- car dirt effects enabled
- Fuji visual updates
- Brands Hatch visual updates
- Suzuka visual updates
- Mt Panorama visual updates
- tweaked visual ride height of several cars
- adjusted VW Golf 8 rim offsets
- global VRAM optimization
- updated Ferrari 296 GTB and Audi RS 3 dash display
- adjusted simple car mirror capture areas
- light stage now auto-opens popup lights
- wiper vignette effect is now a gradual effect per rain intensity
- enhanced Filmic AA options - improves visuals for objects with sky backgrounds, such as trees and wires
- texture streaming priority (to prioritize certain environment textures - such as Fuji mountain to always load first)
- sun shadowing on directional shadows and smooth fog-based volumetric booster
- auto-disabling of mirror in multi mode now respects which side the driver is on (with centre-positioned driver no mirror is disabled by default)
- vsync now ignores the gameplay frame limiter
- switching to VR or triple screen mode no longer disables DLSS
- improved shadow culling heuristic at dawn and sunset
- removed ideal line from mirror rendering
- removed jittering from non-MSAA flimic pass
- dash display emissive auto-adjustment to take into consideration overcast
- column-mounted shifter paddles hidden when the steering wheel is hidden
- tweaked visual tyre flex effect

[Graphics] VR:
- VR: added VR TV camera set
- VR: mirror capture mode now defaults to "dynamic" in VR
- VR: runtime changes of video settings
- VR: enhanced reflections
- VR: added DLSS
- VR: new grass type (global)
- VR: fixed black glitch at horizon
- VR: idle-screensaver sequence disabled in VR

[Graphics] Triple Rendering:
- triple: fixed clustering issues caused by the addition of the "mono view on triple" feature
- triple: added DLSS capabilities
- triple: reworked world matrix calculations to resolve positional issues
- triple: fixed volumetrics day-night transition
- triple: fixed shadows popping
- triple: fixed marshall animation
- triple: fixed black glitch at horizon

[Graphics] Optimizations:
- optimize z-prepass
- optimize mirrors and cubemap rendering
- optimize loading times
- reduced VRAM usage after loading
- optimized global illumination memory footprint
- optimized tiled culling
- UI platform and VRAM usage optimizations
- main menu UI textures are now compressed and sometimes shrunk, 10x texture memory save
- dash display textures now compressed, approximately 50% texture memory save

[Graphics] Fixes:
- fix for diagonal line on the UI pages in VR and triples
- fix for marshals occasionally becoming frozen
- fixed blurred shader functions (tyre, rim, disc) not working in reverse
- fixes stuttering during gameplay
- fixed undercar fake shadow disappearing above a certain number of opponents
- fixed previous car's reflection image visible on disabled mirror
- fixed dancing clouds issue
- fixed sss denoise unshadowing factor
- fixed hero shadow resolution with experimental shadow
- fixed replay shadow for focused car
- fix rims jittering with DLSS
- fix for dynamic thumbnail inconsistency depending on sky type in source showroom scene
- car and windshield dirt and damage states are reset on return to pits - bodywork dirt resets only on session restart
- fixed for internal raindrops going sideways on rear windows
- TV cameras movement is now paused when the game or the replay are paused
- fixed AMD glitches
- improve shadow of drivable internal cameras

Audio
- fixed ABS indicator sound on the Lancia
- restored the old default audio device when the audio has fallback on another device
- removed ramp volumes on audio changing options
- improved backfire logic
- general fixes on volume and distance
- bodywork muted when teleport
- fading on scene loaded and player teleport
- new sounds for Lancia Delta HF Integrale EVO II
- doppler effect for some audio events
- increased volume distance for turbo sound on exterior cameras
- better distance scale and audio positioning for opponents
- opponent volume for turbo and backfire
No doubt people will still be bitching on Racedepartment about how buggy and useless it is and not worth the money. I'm not going to get a chance to jump in today but you better believe I'll be having a play with the new stuff this week.
 

Darren S

ClioSport Club Member
Had a go with the old Porsche at Donington just now - proper handful with no T/C on. Had a practice session with that, before switching to the NSX-R - which was also a bit of an animal, but more forgiving. Found it fairly easy to drift it also.
 

Darren S

ClioSport Club Member
So..... anyone else getting bad micro-stuttering in the game now? I know Andy @SharkyUK is getting the same. If I quit and fire up ACC instead - that is super smooth.

Granted AC Evo has still not been fully completed or yet released - but I hope that they sort this issue out soon. I've stopped playing it now as its so off-putting, visually.
 

McGherkin

McPension
ClioSport Club Member
AC Rally is looking interesting, and out on early release in about a month's time on Steam. :cool:
Yeah, I hope it’s good. Certainly the reports back from people who drove it at simracingexpo is that it’s good.

Just a tad wary of getting on the hype train. In other news, Nordschleife is coming to ACE soon, and freeroam early next year.
 

SharkyUK

ClioSport Club Member
Yup. Evo can do one. Rally is where I'll be spending many hours. It looks excellent from the footage from the EXPO.

I have to be honest... Evo has fallen flat for me right now. I know it is still early access, but it isn't really grabbing me. I still go back and play the original AC, which is great with the plethora of mods available.
 

Darren S

ClioSport Club Member

Assetto Corsa EVO 0.4 is OUT NOW​

This release, the richest in content until now for AC EVO, delivers more content, more improvements, and a brand new competitive platform designed to itch that competitive racing scratch.

INTRODUCING DAILY RACING & THE COMPETITIVE ECOSYSTEM​

Players can now visit acevo.gg and access scheduled daily racing events on the new Daily Racing Portal.
Browse upcoming races, register instantly, and join directly from your browser or in-game.
Experience Ranked Racing with automatic split placement based on your GridRating, all within a platform built to grow with leagues, community features, and detailed driver statistics.

10 NEW CARS (plus variants)​


  • BMW M3 (E46) CSL
  • BMW M8 Competition Coupé (F92)
  • Ferrari SF-25 (Modern F1)
  • Ferrari Daytona SP3
  • Ferrari F40 LM
  • Mini John Cooper S Mk VI (+ B16 conversion)
  • Peugeot 205 T16
  • Porsche 718 Cayman GT4 RS
  • Renault 5 GT Turbo
  • Toyota Supra Turbo RZ (Mk IV) + drift-spec variant


5 NEW TRACKS (with multiple layouts)​


  • Autodromo Nazionale di Monza
  • Michelin Raceway Road Atlanta
  • Nordschleife – 3 layouts (including Touristenfahrten)
  • Nürburgring GP – 2 layouts
  • Oulton Park – 2 layouts


PLUS MAJOR GAME ENHANCEMENTS​

Gameplay refinements, tyre and drivetrain physics updates, visual and graphical upgrades, improved audio, and an updated UI and HUD for a more polished experience.

For more information, head to our website: https://assettocorsa.gg/assetto-corsa-evo-release-0-4-out-now/

Download the update now on Steam:
1764856008472.pngIN LIBRARY
header_alt_assets_4.jpg

RacingSimulationAutomobile SimSportsDriving
JAN 16, 2025
Assetto Corsa EVO redefines the realism and features of one of the most popular multiplatform driving simulations ever developed. Featuring cars and tracks from different classes spanning across years of motoring history.
-20%
£32.99
£26.39
header_alt_assets_4.jpg



#assettocorsaEVO #WeAreSimRacing

Watch YouTube Video


Patch Notes:​


NEW CARS:
- BMW M8 Competition Coupe (F92)
- BMW M3 CSL (E46)
- Ferrari Daytona SP3
- Ferrari F40 LM
- Ferrari SF-25
- Peugeot 205 T16
- Renault 5 GT Turbo
- Toyota Supra Turbo RZ (MK IV) + tuned variant
- Mini Cooper S (MK VI) + tuned variant
- Porsche 718 Cayman GT4 RS

NEW TRACKS:
- Nürburgring (5 layouts)
- Oulton Park (2 layouts)
- Road Atlanta
- Monza

MULTIPLAYER
- support for chat widget and server commands
- additions and fixes in MP functions (autorestart, BOP, server list filter)
- fixed servers ending up in zombie state after long-term idling
- large number of fixes and additions to support the Daily Racing portal

GRAPHICS:
- carpaint material revision across the board
- improved post-processing
- fix for dash display texture colour space errors
- fix for certain material types
- reduced menu thumbnails memory footprint
- Mazda MX5 Cup visual updates to properly represent ND1 and ND2 variants
- Porsche GT4 Clubsport MR minor visual updates
- Lamborghini Huracán ST EVO2 minor visual updates
- BMW M3 E30 minor visual updates
- added more OEM accessories for the Honda S2000
- updated dash displays for the Audi RS 3 and RS 6 and Lamborghini Huracán STO
- fixed steering wheel visibility in external driving cams
- improved tyre shading: sheen layer that fades off after a couple of corners, improved tyre wear texture
- added support for flexing and vibrating vehicle parts, such as wings, safety nets - initial implementation on racing cars
- added moving damaged parts on all content
- added visual backfires
- added unique driver assets for F1 cars, for all liveries

AUDIO:
- improved throttle timing and auto cutoff to enhance V-Tec kick effects
- audio: new scraping sounds and raindrop sounds (when the car is stationary)
- improved turbo hiss sound in general
- audio: turbo pitch is now related to boost and rpm
- developed new drivetrain model to improve the feeling of the simulation of the transmission wobbling
- improved management of backfires
- improved generic turbo hiss sounds, removed high pitched sounds
- new transmission soundsets management, depending on the car drivetrain scheme
- Honda NSX: improved V-Tec crossover sound with pure samples
- Honda S2000: improved quality of engine interior sound samples and new engine exterior sounds

PHYSICS:
- developed new tire damping method increasing compliance and drivability in all situations and all cars, but race cars in particular
- adjusted tire inertia to better match each car's individual tire dimensions helping with more realistic tire lockups and less drastic loss of traction
- improved tire slip ratio calculation leading to more natural behavior particularly on corner exits in locked differential scenarios
- adjusted grip levels for all tires: Higher baseline grip, yet less combined grip leading to more natural, controllable and rewarding car behavior
- adjusted thermal behavior for tires alongside adjusted rolling resistance
- adjusted tyre rolling resistance to achieve more realistic top speeds
- implemented new drive train wobble method respecting non linear stiffness
- adjusted tire wear across all compounds (generally, the more performance oriented a tire is, the faster tire wear will noticably impact laptime)
- sanitized and unified tire and controller library, solving potential inconsistencies in tire model across cars
- improved consistency in available compound range for early-modern cars:
Removed pseudo-vintage tyres for 90s-00s models, they are now fitted with a range of modern tyres suiting their performance, vintage reserved for crossply tyres
- improved hybrid powertrains
- implemented and unified KERS/ERS behaviour
- improved Dual Clutch Transmission behavior to be more seamless
- implemented electronic brake bias (dubbed as EBB or Brake Migration)
- revision of battery features and data entry specifications
- improved physics model for cars with solid axles
- made several car systems available for in-cockpit adjustment (among others: turbo, dampers, differentials)
- Ferrari 296 GTB: numerous fixes and adjustments to suspension, drivetrain, downforce, airbrake and dedicated performance modes with more realistic ERS deployment
Recommended driving.
- implemented soft lock feature for steering wheels
- created multiple physics events to allow for more nuanced car audio
- fixed a potential crash scenario caused by collisions
- various steer ratio adjustments on a number of existing car content
- created more true-to-life vintage compound for the Alfa GTA Sprint
Recommended driving.
- various adjustments to engines, turbos, drag and downforce across cars to better match real life acceleration, top and corner speeds
- various adjustments and fixes to car default setups and differentials
- fixed F2004 rear wing not responding to changes in setup and modified setup limits for the car
- added stiffer springs for the Porsche Cayman GT4 CS MR and Porsche 911 GT3 Cup
- adjusted torque curve for the Porsche Cayman GT4 CS MR
- fixed Audi RS 6 bump stops to prevent tyre hitting and clipping through the bodywork
- fixed Dallara louvers (front fender air vents) downforce impact
- corrected Mazda MX5 Cup weight and differential
- corrected differential of the Caterham Academy
- improved various cars' rpm limiters to behave more realistically
- corrected gear ratios for the Ferrari 296 GTB
- corrected gear ratios for the Chevrolet Camaro ZL1 and 1LE variant
- corrected Mazda MX5 Cup Sadev sequential gear ratios
- corrected Alpine A110 and VW Golf GTI Clubsport gear ratios
- updated operating aero and ride height ranges on the BMW M4 GT3 Evo and enabled bump stop adjustments
Recommended driving.
- updated operating aero and ride height ranges on Lamborghini ST EVO II
- updated BMW M2 CS Racing setup limits according to BMW specifications, updated spring ratios
- updated and unified all car names in setup folder
- car colliders can now be angled when necessary to represent built-in rake of cars
- reduced clutch sensitivity
- fixed unwanted vibration on torque vectoring differentials
- sanitized and updated TC & ABS behaviour on all cars
Fixed engine-crippling behaviour of earlier iterations of traction control, so higher levels might work better on some cars, and lower levels allow for more playful driving. The new Porsche Cayman GT4 RS is a good showcase.
Likewise ABS is not as efficient as before, more modulation might be required.
- revised electronic brake controllers
- added automatic brake differential to the Porsche Cayman GT4 RS and Alpine A110
- fixed BB adjustments only taking effect after every 5th click
- fixed setup limit units missing from certain items
- improved AWD clutches on Audi RS 3 Sportback in Performance Modes 1 and 2 (Torque Rear)

GAMEPLAY:
- some new implementations and fixes on penalty manager
- moved Imola finish line further back per GTWC sessions
- tweaked logic for automatic grid population -> now adds up to 2+2 car models from below and above the selected car's PI instead
- large update to replay code, this will probably break compatibility with older replays but files should now take up significantly less space
- fixed electronics states in the replay
- selected tyre compounds now correctly show up in the replay
- AI: fixes to opponents swinging around wildly, potentially removing a few accident types
- AI: better braking-behind cars approximation
- AI cars should no longer get confused by pitlane or offtrack cars
- new autoshifter logic
- academy events rebalanced based on new laptimes
- fix for occasional hang/crash in the car selection menu caused by the thumbnail texture blocking the game thread
- replay now shows optional animation states (e.g. sunroofs)
- halo visibility toggle added in view settings
- added DRS zones on F1 tracks
- fixed forced pitstop not applying if you teleport before the pit exit line after a race start
- fixed reset position for various physics functions (lap estimates, ERS limits etc) on a number of tracks
- fixed a potential crash caused by out of bounds tyre compound indices
- updated AI data for the Alfa GTA, Mini and Abarth
- reworked track limit safezones
- AI cars no longer get warnings and penalties
- changing Audio FFB effects now takes effect inside the session
- new autogear logic (both player shift assist and AI upshift triggers)
- inputs for adjusting mirror pitch and yaw now functional
- race cars will now have both front and rear compounds changing at the same time via setup

UI:
- implementation of general HUD notifications
- reviewed input filtering for UI widget manipulation
- serverlist - relocated server count, added player count
- reworked client-side leaderboard
- pitlane leaderboard now displays car model name
- new car selection flow for Multiplayer
Now the player can directly click on eligible cars and join without having to visit the car selection menu.
The list is flat and includes all relevant "owned"/"favourite" cars on the top marked with a star.
Beyond a certain (large) number of server-defined cars, the old car selection page is used for ease of browsing.
- updated localization
- added missing car localization strings
- implemented track maps on the HUD and pitlane page
- chat widget implementation in Multiplayer
- implemented setup, UI and MFD items to support the new electronics systems
- reworked HUD gear widget to support new electronics systems
- expanded car controls MFD to support new electronics systems, such as ERS, EBB, differentials, dampers
- explicit indication of performance modes on the HUD gear widget with more friendly names
- odometer values for owned cars added in the model selection and SP hub
- added reset button in the manual grid mixer
- all previous cars' VR mirror offsets revised with the new default cockpit camera positions
- unified setup units for all cars
- fixed certain setup units being defined in groups instead of per item
 

andybond

ClioSport Club Member
Just updated Assetto Corsa Evo to 0.4 early access and spotted a F40LM. Turned the boost upto 11 and it sat there for a minute and then span the wheels. I must have gone around 50m at Donington before totalling it. On the straight.

Screenshot (5).png


However the 5GT Turbo was a delight to drive!

Screenshot (1).png
Screenshot (2).png
Screenshot (3).png
Screenshot (4).png
 

SharkyUK

ClioSport Club Member
WTF have they done with 0.4?!?!?

Is anyone else experiencing performance issues? I thought v0.3 was a decent improvement over v0.2 in terms of performance and stability, but v0.4 seems to have taken a step backwards.

I am experiencing severe stutters every few seconds, a few GPU/driver crashes/resets, and strange drops down into the 15-20 fps range.

As usual, I whacked everything up to the max to see how it performed - I picked the GT4RS at the 'Ring (TF). This is on my 5090 with DLSS and DLAA (so basically native resolution with no upscaling and max. quality). The framerate was hovering around 80-90 fps with the aforementioned strange dips to 15-20 fps. And the ridiculous stutter. This was in free/practice mode so no other vehicles and the CPU was not particularly being stressed.

Due to the issues, I dropped the settings down to high with DLSS set to balanced. I expected the framerate to be higher. Nope - around 65-75 fps with the drops and the stutters.

I dropped the settings again to the lowest possible, and set DLSS to Performance. The visuals looked awful but the performance gain should have been significant. Nope. around 70-75 fps with the drops and the stutters again.

Very disappointing to say the least. It also looks like the developers are not compensating for the precision inaccuracies when rendering the larger 'Ring circuit. On exiting the car park and watching the replay of the run, the 'wobble' and shifting of trackside furniture (and the player's car) is laughable.

:cry:
 


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