Assetto Corsa EVO’s next update lands 4th December, with ‘25 Ferrari F1 car and Nordschleife
Assetto Corsa EVO's v0.4 update will arrive on the 4th December and include the 2025 Ferrari F1 car and the Nordschleife, plus an additional nine cars and four cars.
No, it’s not freeroam. No, it’s not a career mode. But, it is a significant update for Assetto Corsa EVO, and it will arrive on Thursday, 4th December 2025.
‘Version 0.4’ heralds the arrival of the current Ferrari SF25 Formula 1 car driven by Charles Leclerc and Lewis Hamilton, alongside several real-world livery designs from this season.
A timely arrival ahead of the championship-deciding Abu Dhabi Grand Prix, this will be the only 2025-season F1 car officially in a sim racing title.
Monza, Nürburgring Nordschleife (24H and Touristenfahrten layouts), Nürburgring Grand Prix, Oulton Park (International and Foster layouts) and Road Atlanta circuits will also bolster the track roster during the same update.
The Nordschleife in particular is said to be an up-to-date recreation, newer than the edition seen in Assetto Corsa Competizione.
Sitting alongside the SF-25 is an eclectic mix of vehicles. Of these (full list below), the Peugeot 205 T16 is a rare mid-engined Group B homologation special, the Mini will have the option of a Honda engine swap and the Supra will also have a dedicated drift model – bringing the sideways driving style to the platform for the first time.
A hefty game update will also accompany v0.4, including graphics, audio and tyre model improvements, plus many more additions. Ranked daily racing is also expected via a portal. The full changelog can be found at the bottom of this article.
Assetto Corsa EVO v0.4 new content
New tracks
Nürburgring Nordschleife (24H and Touristenfarthen layouts)
Nürburgring Grand Prix
Oulton Park (International and Foster layouts)
Road Atlanta
Monza
New cars
Ferrari F40 LM
BMW M3 (E46) CSL
Porsche Cayman 718 GT4 RS
Mini John Cooper S and Honda engine swap version
Ferrari Daytona SP3
Toyota Supra MKIV and dedicated drift version
BMW M8 Competition
Peugeot 205 T16
Renault 5 GT Turbo
Ferrari SF-25
Assetto Corsa EVO v0.4 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
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
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
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