Assetto Corsa Porsche Pack DLC Volume 1 and Update V1.9 Available
Today can be marked as an historical date in the young history of sim racing. It has been 12 years since a Porsche license has been acquired by anyone other than Electronic Arts who had an exclusive agreement with the legendary German Brand.
Now that the exclusive contract has been terminated, Kunos Simulazioni succeeded in acquiring its own Porsche license and today released volume 1 of the highly anticipated Porsche Pack DLC. Besides the new content, the Kunos development team also deployed a new build of the racing sim, bringing the version number to 1.9.
The official Porsche license (3 packs) consists out of three separate DLC packs containing a total of 21 Porsche models. Kunos Simulazioni will also release the Porsche Panamera, Macan, and Cayenne models as free content, bringing the total number of Porsche’s to 24. You can expect to see a free car added to every individual DLC.
The Porsche Pack DLC – Volume 1 includes the following models:
- 911 Carrera S
- 935 Moby Dick
- 918 Spyder
- Cayman GT4 Clubsport
- 718 Cayman S
- 917/30
- 911 Carrera RSR 3.0 1974
- (Free) Porsche Panamera G2 Turbo
A Season Pass is priced a a very reasonable €15.00 and will allow you to get all the 3 Porsche DLC packs through a unique purchase, saving you 28% of the full price. You can purchase it here. The individual DLC packs include 7 Porsche models and will be available for €6,99 on the PC, PlayStation 4 and Xbox One.
The Assetto Corsa Porsche Pack DLC Volume 1 for the PlayStation 4 and Xbox One is scheduled to be released in November.
Assetto Corsa V1.9 Update
Besides the new and exciting content, Kunos Simulazioni also deployed the Assetto Cora V1.9 update. First of all, the update includes some free content in the form of the classic Silverstone 60’s circuit and the new Porsche Panamera G2.
Most noticeable changes to the game engine are made in the audio department. The AC development team has reworked ttheFMod interaction within the game, optimizing memory and CPU usage and improving the all-around sfx engine.
Furthermore, the new update also introduces the official Sparco license featuring brand new driver suit and glove textures, a Time Table leaderboard in the pits and new additions to the Lap Time board. Multiplayer mode now features an Anti-Wrecker protection which should make online races more fair, and therefore more fun. Last but not least, all the GT3 cars are now using tyre model 10. Needless to say, the update also contains numerous graphics and physics improvements enhancing the overall performance of the game engine. Check out the full changelog Below.
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 completed 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 real-time splits and delta
- Added Fmod optimizations
- Added Anti-Wrecker protection
- Fixed AI “flapping” DRS in traffic
- Improved auto shifter
- Improved lap times 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 behavior 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 performance 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 ambiance 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 honors 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 process kill/crash) while driving on sand/kerb/etc…
- New dirt sound effects
- New brake squeals 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 Porsche 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 heavy springs packer settings in setup.ini
- Packers now use bump stop rates
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