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ACE | Kunos veröffentlichte die Early Access v0.6 von Assetto Corsa EVO

  • thedoctor
  • 16. April 2026 um 20:17
    • Update
    • PC
    • Early Access
  • 884 Mal gelesen
  • 0 Antworten
  • 7 Minuten
Entwickler Kunos Simulazione hat am gestrigen Tage das nächste Update im Rahmen der Early Access, die v0.6, freigegeben. Über den Inhalt und Änderungen wird im folgenden informiert.

Externer Inhalt www.youtube.com
Inhalte von externen Seiten werden ohne deine Zustimmung nicht automatisch geladen und angezeigt.

Der Inhalt wurde bereits angekündigt, und die Patch-Hinweise sind öffentlich zugänglich. Das genaue Veröffentlichungsdatum war jedoch bis dato unklar. Nach einer Phase der Serverwartung ist nun das Early-Access-Update Version 0.6 für Assetto Corsa EVO verfügbar.

Dieses Update umfasst sechs neue Fahrzeuge sowie die Rennstrecke von Sebring. Darüber hinaus beinhaltet es wesentliche Änderungen an der Physik, der Benutzeroberfläche, der KI-Leistung und der Grafikleistung.

Nutzer des Mehrspielermodus haben jetzt die Möglichkeit, Server über Steam zu hosten. Zudem sind für die Nürburgring-Nordschleife Updates gemäß der „2026-Spezifikation“ vorgesehen. Dies könnte die erste Version des Simulators sein, die diese bedeutenden Änderungen an der Streckenführung, einschließlich einer modifizierten Anordnung der Leitplanken, integriert.

Changelog Assetto Corsa EVO v0.6

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
  • – BMW M4 GT3 aero balance and and overall updates
  • – BMW M3 CSL reworked suspension, updated setup
  • – Caterham 485 CSR stabilized bump steer, reduced shifting-induced torque burst
  • – Ferrari 296 GTB rear bump steer fix, progressive springs and better slow/fast damping transition, drivetrain efficiency tweaks
  • – Ferrari SP3 overall handling updates, drivetrain efficiency tweaks
  • – Ferrari 488 Challenge better differential logic for the
  • – Lamborghini Huracan STO minor power and drag tweaks
  • – Mazda MX5 Cup revised engines for ND1 and ND2 variants, fixed autoshifter assist behaviour
  • – Porsche 718 GT4 RS aero and other updates
  • – Porsche 718 GT4 CS MR implemented original damper curves, stabilized bump steer
  • – 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
  • – vehicle selection customization return path fix, vehicle selection and paintshop routing
  • – added modal when adding new cars after customization
  • – fixes to various car subcategories
  • – fixed mirror adjustment not working when the active mirrors are central and either side (instead of left right only)
  • – telemetry output is now exposed in setup page via MoTeC
  • – view settings camera settings will now only be active when the active camera is a drivable one
  • – fixed view settings becoming unresponsive when “single” mirror rendering mode is used
  • – Replay now has direct route to settings menu
  • – ballast and engine restrictor added in the SP grid mixer
  • – UI now allows 3-digit custom numbers
  • – fixed a change in fonts paths that corrupted ingame texts in certain situations
  • – fixed a crash that was happening when remapping an input from a device that was no longer connected

Redaktionelle Angaben

Quellen

  • Kunos Simulazione
  • update
  • 505 games
  • early access
  • kunos simulazione
  • ace
  • assetto corsa evo

Vorheriger Artikel ACE | Der Audi R8 GT4 Evo vervollständigt die Fahrzeugpalette von Assetto Corsa EVO in Version 0.6

Nächster Artikel ACE | Die Porsche 935-Hommage erscheint in Version 0.7 von Assetto Corsa EVO

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ACE | Ford Mustang GT3 für die Version 0.6 von Assetto Corsa Evo bestätigt

Der Ford Mustang GT3 wird in der kommenden Version 0.6 von Assetto Corsa Evo neben dem Ferrari 296 GT3 erhältlich sein.
thedoctor
27. März 2026 um 21:09
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    ACE | Kunos veröffentlichte das Assetto Corsa EVO Early Access Update v0.5

    Nach der Bekanntgabe, dass die Simulation künftig keinen Karrieremodus mehr anbieten wird, bemüht sich Kunos Simulazioni mit dem aktuellen Assetto Corsa EVO Early Access Update v0.5 um eine Lösung.
    thedoctor
    12. Februar 2026 um 23:55
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    ACE | Assetto Corsa EVO verzichtet auf das ursprüngliche Konzept des Karrieremodus

    Einzelspieler-Inhalte werden weiterhin Bestandteil von Assetto Corsa EVO sein, jedoch in Form einer „vollständig überarbeiteten“ Fahrschule, anstelle von Erfahrungspunkten (XP), virtueller Währung und wirtschaftlich basierendem Fortschritt.
    thedoctor
    4. Februar 2026 um 18:29
    0
    Es wurden keine Einträge gefunden.
    Über den Artikel diskutieren 0 Antworten

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