V0.6 of AC Evo will feature self-hosted dedicated servers via Steam
New controller input method and UI
AI updates to improve raceabiltiy
2026 Nürburgring refresh and MoTeC telemetry compatibility
Kunos Simulazioni has made a major shift in the development of its Early Access sim racing title, Assetto Corsa Evo.
The V0.6 build of the game is expected in the next couple of days, with six cars and one track confirmed for inclusion for all players (check out our accompanying article here for more details).
However, a major game update will arrive at the same time, enabling players to host their own dedicated servers.
Kunos had previously allowed players to purchase AC Evo server time from an associated website, with daily and monthly servers priced at €5 and €15, respectively. However, from V0.6, it will now be possible to launch your own via a dedicated Steam app in the platform’s Tool section. More information on the changes will be released ahead of V0.6’s appearance, possibly later this week.
The Ford Mustang GT3 will be in AC Evo’s V0.6 build
Controller mapping
Long a bugbear among the AC Evo community, the way you can map your controllers is set to change in the next update.
Kunos claims that the game will feature a controller mapping interface more akin to those of AssettoCorsa Competizione and Assetto Corsa Rally, based on input type rather than individual devices.
This should eliminate the overly complicated and frankly bizarre way AC Evo forces players to cycle through hundreds of mappable actions to reach the control they actually want to register, which involves far too many mouse clicks and scrolls.
The Porsche 911 GT3 R (992) rennsport will be in AC Evo’s V0.6 build
Other changes with V0.6
Kunos has worked hard on the game’s wayward AI by introducing a new track modelling system. This allows computer-controlled cars ‘to attack with slightly less required predicted overlap’, which should result in fewer instances of single-file races we’ve previously experienced.
Netcode updates should also enhance online multiplayer, reducing the chances of extreme latency and connection loss, with more tyre and suspension physics changes set to improve the game’s overall handling model.
The Nurburgring Nordschleife will likely be brought up to 2026 standards, too, judging from the changelog entry of ‘Nurburgring 2026 season updates’. However, this will likely be a minor art refresh at most.
Official MoTeC telemetry support will also be introduced in V0.6, along with numerous bug fixes and optimisations, as detailed in the full changelog below.
AC Evo’s AI is set for big updates in V0.6
Assetto Corsa Evo V0.6 changelog
General:
– Audi R8 LMS GT4 Evo
– Ferrari 296 GT3
– Ferrari 288 GTO
– Ford Mustang GT3
– Lamborghini Countach LP5000 QV
– Porsche 992 GT3 R Rennsport
– Sebring
– exceptions should now be more likely to print crash dumps
– reworked shared memory output with gameplay items
– physics mesh pointers for loading time optimisation
– overhaul on AI CPU performance, part of ongoing optimization work
– logs are now saved after every game launch with a timestamp in a Logs folder instead of a single log file being overwritten each time (capped at 10 files)
– official MoTec telemetry support
Multiplayer:
– introduced netcode updates with improved timing, prediction and more stable collisions
– fixed a crash that could occur to all clients connected to a server simultaneously
– improved CPU performance on servers as well as clients
Physics/Handling:
Suspension
– Added coilover direction modelling to suspension wishbones
– Implemented support for front multilink strut suspension
– Improved multilink suspension system with configurable coilover direction and optional chassis hinge joints
– Added scrub radius calculation for multilink strut suspensions
– Implemented roll center and pitch center calculations, with instantaneous tyre rotation center lines in the car data editor
Implemented more realistic coilover simulation, including:
– threaded collar position simulation
– bumpstop engagement windows that vary with collar position
– Hardened bumpstop collision handling and improved the bumpstop telemetry graph
Tyres
– Fixed tyre model instability that could cause crashes on some race cars
– Implemented a new tyre contact model using a triangular contact patch to prevent sinking issues (e.g., at Nürburgring)
– Raised the raycast starting point as an additional safeguard against tyre sinking
– Added progressive vertical spring behaviour to tyres
– Increased stiffness for race tyre compounds
– Improved and cleaned up hysteretic tyre damping
– Fixed issues in the tyre thermal model affecting IMO temperature development
– refreshed all wet tyres with nonlinear spring and correct groove factor
Telemetry
– Added new telemetry channels.
– Improved bumpstop telemetry graph.
– telemetry now saves automatically when teleporting to pit.
Other
– every car now defaults to the most performant tyre compound available for the car so you only have to change it for wet driving or if you want less grip
– new dampers for racing cars
– removed automatic throttle cut that was previously present in all manual gearboxes
– simplified engine restrictor model with torque scaling applied at the crankshaft
– reworked bumpstop logic for all cars, coilover and bumpstop ranges are now relative to car frame
– reduced excessive engine inertia in DCT/sequential cars to eliminate torque burst on upshifts
– AMG GT2 fixed toe and tyre pressure setup steps
– Audi SQ locked diff modes now with ABS off
– Audi RS 3 slightly smoother steering sensitivity for torque rear mode
– BMW M2 CS Racing suspension review, stiffer arbs
– Porsche 992 GT3 Cup reworked data, including aero, multilink suspension
– Porsche 992 GT3 RS reworked suspension and improved aero
– Toyota GR86, Lotus Exige V6 fix for automatic gearbox assist allowing the car to stall
– initial BOP pass for all GT3 cars (only engine balancing, no added ballast)
– GT2 overhaul – BOP, adjusted aero maps, weights, power
– adjusted Performance Index (PI) calculation with decreased gearing influence, which has slightly rebalanced all cars ingame
AI:
– replaced the AI’s track-modelling with a more accurate system, especially noticeable in sections with slope and (de)compression
this is a new system and not compatible to the previous track finetuning so further adjustments are to be expected
– allowed AI->AI to attack with slightly less required predicted overlap, resulting in more action
Gameplay:
– reworked pit stop and penalty logic
– fixed serving stacked DT and SG incorrectly clearing when serving just the DT
– fixed various instances of ideal line mismatches
– fixed track limits logic misunderstanding U-turns and reversing and giving the player gain penalties
– fix for player getting stuck after clicking on a driver in timetables
– fixed ingame car number not respecting the selected one with the saved car
– COTA, Brands Hatch new track limits
– Sebring and Mt Panorama AI line tweaks
– fixed setup-adjusted wing animations not being visible in replay
– fixed dynamic weather not updating conditions correctly and some weather model tweaks
– fixed an issue in the weather model that caused a mismatch in physical vs. visual rain properties
this now results in more aligned visual representation of conditions – tweaks and updates are still to be expected to both the model and the visual effects in continuation
Graphics/Rendering:
– Nordschleife marshal fixes
– Laguna Seca minor visual fixes
– fixed a couple of minor customization errors (Lotus Exige, Dallara Stradale)
– Nurburgring 2026 season updates
– initial implementation of dynamic numberplates
– fixed tyre rotation speed in slowmotion replay
– updated Chevrolet Camaro ZL1 dash display graphics
– updated VW Golf Mk8 GTI dash display graphics
Audio:
– BMW M3 E46 CSL, Honda NSX, Porsche 718 GT4 RS and Porsche 992 GT3 RS soundsets remade through a novel approach that improves the accuracy of the engine tone, exclusive raspy exhaust sound, backfires specific for the car
this improved sound production approach was also applied to cars in the new release as well
– advanced Multichannel Management: we have moved to a much more professional approach to dynamically manages the mix of sounds coming from three specific sources
– improved reverb effect for underpasses
– volume distance scaling for opponent cars
– startup sequence sounds for all cars released so far, tweaked startup volumes
– horn and turn indicators sounds to relevant cars
UI:
– revised controls page to be more akin to ACC/ACR – it is now based around input type (DI, XI, Keyboard) instead of individual devices
– this includes a host of input-related fixes and finally adds the ability to map the shift modifier for combined inputs on DI and XI devices as well
– cleaned up obsolete input groups
– revised car selection page now applied in every relevant menu:
SP, MP car selection and vehicle hub use the same page, defaulting to the catalogue view, which should result in much speedier browsing, plus variants are now selectable inside the same page with clear separation instead of listed in a linear selection
My Cars section uses a showroom-focused version of the page, which defaults to the showroom view and it only shows player-saved cars
Sounds like ACE is fast on its way from being what could have been the coolest racing sim on PC to another bland multiplayer racing game no one will remember. Kunos is a useless studio. The Kunos we love is gone, just like career mode for evo! Dead game
Discussion
Zero VR fixes? Game has been unplayable in VR since launch, even though it was a promised launch feature
Yes, I’ve struggled with VR too!
Launch? I thought this game was still in pre-release?
What is it about VR users that often causes them to come across as self entitled?
VR users are a minority, the devs have other priorities, the game is still in pre-release. Cope.
Sounds like ACE is fast on its way from being what could have been the coolest racing sim on PC to another bland multiplayer racing game no one will remember. Kunos is a useless studio. The Kunos we love is gone, just like career mode for evo! Dead game
Cool story bro.
Maybe get out and touch some grass huh?