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Assetto Corsa EVO’s V0.9 update introduces mandatory pit stops and new slick tyre model

Assetto Corsa EVO's V0.9 update adds three new cars, mandatory pit stops and a new slick tyre model to the game.

Assetto Corsa EVO, V0.9, Mazda RX-7 FD Spirit R (Type A), Suzuka

6 minute read

By Ross McGregor

  • AC EVO’s V0.9 update adds three new cars
  • New slick tyre mode, mandatory pit stops added
  • Special Events with competitive global leaderboards introduced

Assetto Corsa EVO’s V0.9 update is available to download now, with three new cars already showcased.

However, developer Kunos Simulazioni has revealed a couple of new features in the new Early Access build, including mandatory pit stops and a new slick tyre model. Check out all the new features of AC EVO V0.9 below.

New cars

  • Audi R8 LMS GT2
  • Audi R8 V10 Performance quattro
  • Mazda RX-7 FD Spirit R (Type A)

We’ve already previewed V0.9’s three new cars, but fans could be forgiven for feeling a little underwhelmed given that the Audi R8 LMS GT2 previously appeared in AC EVO’s predecessor, Assetto Corsa Competizione.

Likewise, the Mazda RX-7 FD Spirit R (Type A) was available in the original Assetto Corsa as part of the Japanese Pack DLC, although the road-going Audi R8 V10 Performance quattro is new to the franchise.

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Assetto Corsa EVO, V0.9, Audi R8 LMS GT2

Mandatory pit stops

Introduced only for multiplayer races initially, server hosts can now enforce a mandatory pit stop rule for races of more than 20 minutes.

Unavailable in single-player sessions for now, pit stops mean players must choose their pit strategy via their MFD, including adjusting tyre compounds, tyre pressures, fuel load, and choosing the lap on which to box.

It’s a small but crucial feature that makes competitive online endurance racing engaging.

Audi R8 V10 Performance quattro, Assetto Corsa EVO, V0.9

Special Events mode

Special Events return in V0.9, creating a competitive online element for players to enjoy. These are fixed scenarios, so every player faces the same track conditions and drives the same cars, with results stored on global leaderboards.

For the moment, there are two types of Special Event to get involved in: Hotlap and Hotstint. The premise of Hotlap is simple: drive a car on a track as fast as you can (though opportunities are limited). 

However, there’s a new twist on this formula: drivers around you on the leaderboard can be selected via the MFD, making their lap time visible in your delta widget. Hotstint is similar, but over longer stints, with splits for surrounding drivers shown at every sector line.

Assetto Corsa EVO, V0.9, Mazda RX-7 FD Spirit R (Type A), Suzuka

New tyre model

A new slick tyre model has been implemented for V0.9, centred around GT racing cars. Kunos states that this improves ‘consistency and fidelity’, but has been coy over the specifics of what this means.

Force feedback and visuals

Kunos has worked on improving steering wheel connectivity across DirectInput, Fanatec, Logitech and Thrustmaster hardware, with specific fixes for Fanatec FullForce and Logitech TrueForce. FFB can also be tweaked manually, with players able to edit the ffb.lut file in the game’s SavedGame folder.

The game’s visuals have been given some attention, with ‘shadow receiver culling’ apparently optimising shadows, with several other graphical and multiplayer updates also arriving. Check out the changelog at the bottom of this article for more details.

Assetto Corsa EVO, V0.9, Audi R8 LMS GT2

Assetto Corsa EVO V0.9 changelog

CONTENT

  • Audi R8 LMS GT2
  • Audi R8 V10 performance quattro
  • Mazda RX7 FD Spirit R (Type A)

MULTIPLAYER

  • fixed a crash on server disconnection
  • fixed admin commends sent twice to the server
  • fix for player receiving a duplicated race number when rejoining a server with a custom number

GAMEPLAY

  • fixed suspension repair also repairing car body damage global CPU-side optimization work
  • fix for raindrops left on windshield after exiting a rainy session
  • fix for dash display on HUD disappearing in certain scenarios
  • more gameplay code refactoring
  • fixed an issue that prevented custom external livery to be applied on a customized and saved user car
  • during a race session returning to pit will now penalize the player also when they are in pitlane this is a fix for the player being able to skip time in pit after teleporting back to pit from near box
  • added damage rate in assist settings (SP)
  • mandatory pitstop requirements implemented – it will be a MP feature for the time being
  • launcher updated too, pit window is selectable in timed races above 20m of session length
  • online leaderboards with hotlap/hotstint events added Special Events
  • For Hotlaps you will be able to select drivers around you on the leaderboard via the MFD and drive against their delta. Your own reference in the Delta widget will be replaced when another player is selected.
  • For Hotstints the same logic applies, but instead of replacing the delta, you will be seeing total gaps to the people around you crossing each sector line. So you will have more realtime feedback how the stint is going, which is more engaging than only waiting for the total time.
  • Both event types have a new optional function: Limited Attempts. This means that you can practice for an event as much as you want, but you can only have X amount of recorded attempts that will be tracked by the leaderboard, to increase the pressure of such an attempt and recreate a more race-like situation.
  • hotstint leaderboards now show the storyboard data for selected entries once the selection event is triggered

PHYSICS/HANDLING

  • updated tyre model for racing slicks – deployed on GT racing cars
  • fixed some issues with AWD clutches
  • fixed AWD not respecting various lock controllers
  • SF25 wet setup now defaults to wet tyre and not inters
  • fixed GT3 RS launch control rpm
  • improved LSD differential simulation
  • added LSD friction faces to car setup
  • throttle model improvements on newly released cars, to be expanded to all content in continuation

INPUT/CONTROLS

  • optimizations in the input system
  • new default input definitions
  • MFD page defaults to leaderboard in SEs
  • FFB device recovery on disconnect/alt-tab (DirectInput, Fanatec, Logitech, Thrustmaster). Expected: FFB comes back by itself within ~1 s after alt-tab, USB unplug/replug, or base power-cycle.
  • TrueForce/FullForce audio: FullForce DSP now uses the filtered signal with clamp; Logitech TrueForce gets a 350 Hz low-pass, gain from settings, and DSP reinit when the wheel handle changes. TrueForce now survives reconnecting.
  • FFB output shaping: added linearization LUT loaded from file.
  • LUT file: ffb.lut in the game’s SavedGame folder, input|output per line.
  • ffb shaping fixes 
  • fixed a reconnection recognition issue with Fanatec devices
  • fix for automatic shifter not being functional when H-shifter inputs are set

RENDERER/GFX

  • renderer optimizations
  • wind now has graphical representation
  • fixed shadow factor gone missing on windshield effects
  • added temporal dithering that works better with DLSS and FSR
  • shadow receiver culling optimization. Expected result is that shadow now costs less than before. Availabe only in mono view.
  • vehicle/cockpit cubemaps and mirrors optimization 
  • windshield material optimization
  • exposure fusion added: a new feature that mimics how the human eye sees compared to a camera
  • updated the View Settings page to allow users to modify their exposure bias, exposure fusion, and post-processing presets directly on track with live preview of changes taking effect in the background
  • fixed TV camera jitter during replays/broadcast footage

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Discussion

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  1. Its just a sad story what has become of Kunos and Assetto Corsa. The game now feels like 0.1 and not 0.8. The menus are slow, complicated and clunky, gameplay is chunky and the physics feel damped/numb. Communications have seized to exist. The roadmap is poor and so is the outlook. And lets be honest: Free-roam is great for marketing and instagram, but the real stuff happens in competitive online races. And for those, free-roam is irrelevant.

    All in all, this game is stillborn for many reasons.

    Reply
    1. I’d argue that open world style maps such as LA Canyons and Shutoko Tokyo Expressway are what more people want than traditional circuit racing. LA Canyons on overtake has over 700k downloads. Street racing and drifting are what the majority of the AC1 drivers are doing online and off. Evo would have considerably more driver engagement if Kunos had already released a drift course for Evo as well as a small street circuit.

      Reply

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