
ZoomAssetto Corsa EVOAlle BilderWenige Tage nachdem Kunos Simulazioni im August einen Zwischenstand zur AC EVO EA 0.3 gegeben hat und damit zwischen den Zeilen Verständs einwarb dass man noch keine zeitliche Angabe zum Release machen kann, wurde etwas überraschend für Assetto Corsa EVO nur drei Tage später die Version 0.3 Public Beta zur Erprobung der neuen Version und des damit spielbaren Multiplayer-Modus veröffentlicht.
Der Schritt, während einer Early-Access-Phase eine Public Beta durchzuführen, wirkt zunächst merkwürdig. Denn die EA-Version steht nur den Teilnehmern offen die das Spiel zum angebotenen Early-Access-Preis erworben haben und schränkt den Kreis der Spieler somit ohnehin ein.
Aus Sicht der Entwickler könnte es aber genau die richtige Maßnahme sein, um in einem kontrollierbaren Umfeld mit zuletzt laut SteamDB nur noch wenigen Hundert aktiven Spielern weitere Daten zu sammeln und den Multiplayermodus zu erproben ohne dass gleich wie bei einem richtigen Release Tausende Spieler einen harten Stresstest bedeuten und die Systeme möglicherweise bis zum Punkt der Unspielbarkeit überlastet werden.
Early Access-Version hat derzeit nur wenige Hunderte aktive Spieler
So ungewöhnlich die Vorgehensweise auch erscheint, hat sich diese offensichtlich bereits ausgezahlt. Anfang der Woche wurde im Rahmen der Public Beta bereits V0.3.1 veröffentlicht, mit der neben kleineren Anpassungen vor allem auch schwerwiegende, zum Absturz des Spiels führende Fehler behoben wurden.
Wie es aber weitergeht, bleibt erstmal abzuwarten. Denn genauso wenig wie Kunos Simulazioni eine mögliche Public Beta während des August-Infoupdates thematisiert hatte, ist momentan nicht bekannt, ob noch weitere Updates innerhalb der Public Beta folgen oder die AC EVO EA 0.3.x als Nächstes bereitgestellt wird.
Für alle Simracer die sich für die Änderungen der Version 0.3 und 0.3.1 interessieren, gibt es nachstehend noch eine Übersicht des Änderungsprotokolls.
Assetto Corsa EVO - V0.3.1 Patch Notes (01.09.2025):
-Fixed a sporadic crash when joining MP sessions
-Server list fix to only show unique servers
-AI: additional global tweaks to the AI
-AI: bugfixes for less player hits
-Fixed crash when finishing the SE-01 and SE-03 events
-Fixed replay not showing tyre dirt/damage correctly
-Fixed replay continuously playing the dirt vfx
-Added versioning to camera settings and fixed a bug that zeroed the onboard movements
-Controls: electronics direct inputs: TC/TCC and ABS now have more input stages and TC input no longer only working when the car has TCC as well
-UI: mitigating penalty pop-ups remaining on screen when quickly restarting a session
-UI: corrected FOV slider for VR mode
-UI: vehicle setup - hide units when defined; pause menu - added ingame session info; replay menu - made "next session in" timer visible
-UI: fixed Academy failed result label missing in academy events
-UI: fixed an issue in the paintshop not showing the selected wheel design as the actual selection when changing to an optional wheel
-UI: fixed a likely crash when backing off from the tutorial of the career mode
-UI: fixed licence stars being visible in the leaderboard on some occasions
-UI: fixed an issue when the replay saved message was showing up incorrectly
-UI: fixed a couple of localization-related issues (spacing or missing items)
-UI: fix for being able to have the displayed number of opponents exceed the number of pitstalls by mode-switching
-Handling: fixed fuel limits on the Caterham Academy
-Handling: tweaked inconsistent ABS behaviour on a number of cars, including earlier content
-Minor updates to the BMW M4 GT3 Evo model
-Fixed visual stance of the Caterham Academy ingame
Assetto Corsa EVO - V0.3.0 Patch Notes (26.08.2025):
General
-Added BMW M4 GT3 Evo
-Added BMW M3 E30 Evo II (Sport Evo)
-Added Dallara Stradale in multiple configurations
-Added Caterham Seven Academy Racer
-Added Ferrari F2004
-Added Lamborghini Huracán Supertrofeo EVO2
-Added Mercedes-Benz 190E 2.5-16 Evo II
-Added Porsche 718 Cayman GT4 Clubsport
-Added Red Bull Ring
-Added Spa-Francorchamps
-Introducing Step 1 Multiplayer
Physics
-review of exposed car electronics and performance modes for all EA1-2-3 cars
-fixed ABS setting on the Ferrari 296 GTB
-fixed erroneous setup limits across all car content
-Porsche Cup with dedicated setuplimits for each variant (to prevent player being able to select non-available electronics levels)
-setup electronic limits set once at car loading
-Physics: fixed hybrid vehicles that could start with ignition off
-Physics: experimental wheel soft lock
-Physics: tyre flex in double precision
-Physics: experimental dampers
-NSX-R better vintage tires and setup
-fixed car setup resetting on next session
-fixed pit limiter display state
-fixed ignition state after setup
-Golf 8 softlimiter adjustment
-fixed wrong setup in license tests
-implemented Chevrolet active dampers for the Camaro ZL1
-added engine throttle value for audio:
-these changes will likely benefit the overall audio quality as well that rely on physics
New tyre model:
-less grip on Eco, Road compound but more predictable grip.
-more grip on performance compounds (SC - HC - Slick)
-a better thermal behavior: now tyre surface heats and cools very fast. Also grip is more temperature sensitive, so heating tires in the right way is pretty important.
-Speed Sensitivity: finally you'll have a tyre that slips and makes the car go wide or sideways, regaining some grip in a more natural and expected way.
-new tyre structure: overall you'll feel more bumps, kerbs and all the road imperfections.
-tweaks to slick tyres and slick performance in the wet
Updated dampers:
-We’ve also developed an experimental method to stabilize dampers at very high damping ratios. This approach effectively mimics the behavior of 1000Hz suspension systems while running at much lower base frequencies. The result is significantly improved transient response and more accurate vehicle dynamics, especially in overdamped scenarios.
-reworked ABS logic
-Performance modes now take effect - certain cars, such as the Audi RS3 also introduce unique modes, such as Drift mode. These modes will be available as Mode 2.
-In general the modes are ordered in sequence of performance, the track-focused one being the default and the first one.
suspension damage review on all cars (added where it was missing)
Rendering
-dynamic global illumination 2.0
-improved mirrors rendering (resolution, content, far plane)
-improved night aesthetic globally (car aa, headlights, shadows)
-improved antialiasing
-improved upscaling (dlss, fsr3)
-improved grass
-improved cubemap rendering
-improved crowds
-improved motion blur, dof and other pp effects
-improved virtual mirror
-smoothed driver animations
-improved showroom lighting
-improved texture streamer logic and memory utilization
-improved ssao contribution in distance
-introduced adaptive vsync
-introduced car damage
-added option to set maximum number of dash display renders (video settings)
-added option to set maximum number of visible opponents in front and behind the player car - the option includes whether to apply also on non-driving cameras
-optimized shadow rendering
-optimized VRAM usage
-optimized CPU and GPU
-fixed AMD-specific glitches and crashes
-fixed dynamic weather transitions
-fixed TV cameras far plane
-fixed car dirt accumulation
-fixed FXAA crash
-fixed black line while using triple mode on mono
-fixed digital mirror displays not working correctly in races with different cars
-fixed driver visibility not applied only to drivable cameras
-fixed certain showrooms not having instanced structures visible in reflections (e.g. LED roof lights)
-fixed driver animations not appearing in LOD cars
-fixed driver casting static shadow ignoring animation movement in the focused car
-fix shadow bug on driver hands
-fix vr car shadow cut
-fix vr inconsistent lod switching
-fix vr shadow popping in peripherical vision
-fix triple shadow popping in peripherical vision
-fixed vsync in VR
Graphics
-Ferrari 296 GTB standard version now has the correct front splitter
-various updates to the Audi RS 3 model
-Some of the changes will only appear correctly with newly purchased/customized cars. It is recommended to remove them from your garage and add them again.
-smoothing on driver foot animations to mitigate the dancefloor effect on throttle blip and AI inputs
-overall revision of lights and LED scripting logic, especially in car interiors
-implemented physics-driven aero animations
UI
-Per-item scrolling in certain scrollable lists (modelselection, grideditor, car presetselector)
-Reduce number of data models fetched for car displays.
-fix for split thumbnails when using upscaling at lower resolutions
-renamed My Cars (ex-garage) and Vehicle Hub (ex-dealership) in Open Mode
-fixed reversed zoom in/zoom out with the mouse wheel in the interior view of the showroom
-Added weather in pitlane menu screen
-leaderboard updates
-added driver name labels
-They can be enabled/disabled on the fly with a key (default is V), in the UI there will be 3 options like in ACC: MP Only (default), Always On, Always Off
-UI: added initial version of an MFD
-Gameplay-HUD settings now exposed in session settings menu
-added persistence for last used Driving and Onboard Cameras
-limits for drivable camera movements with hotkeys (+ linked hotkey camera movement with UI camera movement, and hotkeys skipped when the UI is opened to not interfere with UI navigation)
-updated HUD gear widget
-HUD gear widget now only shows bb/electronics functions when they are intended to be modifiable in-car or in setup
-FF strength indicator added to HUD widget
-fix for car display effects occasonally interfering with HUD gear widget effects
-localization updates in all languages
-HUD layout now saves persistence (saving is done when calling the pause menu)
-HUD now defaults to centre screen on triples
-compressed car customization items for multi-toggle optional items (now only one item will show up, sanitizing the lists a bit)
-the showroom has a new camera mode (called Showcase), enabled by default that uses the sequence cameras just like the screen saver, but playing all the time: it's -possible to go back to the previous mode (called Free mode) via the Scene Options (the flag is saved in the personal settings)
-it also automatically switches back to the Free mode when in an interactive page - preset selection, configuration and the paintshop
-HUD added wrong way popup and pit limiter widget
-HUD notifications are moved to centre side position even on ultrawide
-added slider to Audio Device list
-direct electronics stage input labels corrected to start from 0 stage
-added scrollability to the list of audio devices
Controls
-Input: Gamepad Steer Assist has now 2 modes: Assisted (new) and Smart (ACC)
-fixed brake bias and electronics adjustments being active in-car even when they were not flagged modifiable
-fixed hotkey inputs being able to toggle unintended electronics stages that were supposed to be inaccessible both in setup and in-car
-fixed steer assist not being selectable with the dpad on controller
-implementation of custom per-car FFB gain (saved into documents folder)
-added optional FF enhancement effects: G-force, kerbs, slip effect, ABS
-work on mitigating low-speed FF vibration
-Controls page added into the MFD, allowing on-the-fly changes to controls/FFB settings
-added VR panel move fwd/rwd and scale up/down inputs in controls with persistence on the set values
-fixed direct wiper stage inputs not working for the top stage
-direct electronics stage inputs now take into account setup limits
Gameplay
-Added replay at the end of the sessions in race weekend
-Removed game economy page in open mode
-Fix total km when purchasing new cars
-Fix money check when purchasing a car in career mode
-now all the player penalties are sent to the ui and not only the worst one
-fixed remote state overwriting some of the local gamestate
-fixed considering player as opponent for audio during replay
-forcing stop replay in case of endgame replay during race weekend
-virtual spawn points (for practice only)
-fix session name at the end of the session
-fixed realtimeleaderboard that wasn't get a correct updated last split pos.
-This should fix some of the bad microsectors (predicted and delta) behaviour under certain conditions (ps: inverted + and - for realtime gap)
-TV cams with more priority to set1 (closest cameras) in mixed mode
-Fixed end game commands sent to AI
-Improved automatic grid opponents varation when not single make
AI
-improved steering precision and smoothness
-improved braking planning and execution when braking for another car
-changed the approach how overtaking decisions are modelled
-changed gaps and safety margin approach to be more precise and less "wasteful" while maintaining the safety aspects
-introduced additional safety margins vs. the player car
-all focus is on the "safe" aspect of the AI; pace, defensive capabilities and variety have not been pushed
-to avoid races ending in an early mass collision, we temporarily disabled the collisions between AI cars in dense situations
-set the pit limit aligned with the signs (60km/h)
-dirt/dust accumulation now based on tyre speed average and not car speed
-engine can now be switched off with starter key
-fix for crash in grid mixer when limiting vehicle type search to EV only
-fix for previous car from career being momentarily visible when selecting open mode
-previously used driving camera restored after viewing a replay
-added DSQ and teleport functions
-analogue instrumentation now respects ignition state
-rain lights enabled now satisfies the black/orange flag requirement in the rain (since certain cars don't have headlights)
-enabled onboard (F6) cameras
-adjusted default cameras for EA3 cars (please reset to defaults if you have modified user saves)
-added pre-start revving for AI cars
Architecture
-Driver Manager items (cars and drivers) are now saved outside the file itself and they are read by folder structure
-various loading optimizations thru prebuild asset and caching
-optimized car info loading
-optimization moving ContentDataManager from instance to static
-fix on settings manager file loading
-preload of the car assets
-CPU optimization - only visible lods are animated
-avoid periodic stutter due to old consumable updates for backend
-gameplay thread optimization
-fix for a VRAM leak source from the UI engine
-added garage versioning
Audio
-introduced audio versioning and new default volumes
-We recommend deleting the audiosettings file in doc/ACE
-further improved Honda NSX sounds
-fixed dust sfx that kept playing during replay in some occasions
-better inflation sounds system and added damages volume
-removed high pitch noise on Porsche 964
-Honda NSX-R new interior sound
-fixed Honda NSX-R idle
-fixed backfire probabilities being forced to defaults
-fixed ignition sound event
-fixed hit sounds not following the car
-throttle managment for limiters moved to audio for a more fidelity audio on mp and replays
-avoid muted audio due to async audiofade on loading (in some next/restart mp events)
-new Lancia Delta Integrale step sound set
-Lancia Delta Integrale 16V improved volume dynamics
-updated backfire_classic_turbo event cone angle and distance volume curve (30 - 200m)
-increased volume distance scale in track cameras
-Lancia Delta added countershaft gear whine which is a typical feature of Lampredi 2.0l engines
-power on / off sound for Alfa Junior
-increased minimum engine sound distance to 3 meters
-added startup sounds on all content
-fixed BMW M4 CSL idle sound
-fixed BMW M2 CS Racing limiter and TC sound
-Added distance filter to better modulate the backfire timbre at large distances.
-Major rework of all backfire sounds and logic
-tuned slip on wheel event
+ 07.09.2025 MK
News zum Thema
- Assetto Corsa EVO: Vorschau auf Features, Spielinhalte, Verbesserungen der V0.3 (29.08.25)
- Assetto Corsa EVO: Statusupdate vom Entwicklerstudio (01.08.25)
- Assetto Corsa EVO: Neuigkeiten zur Early-Access-Version 0.3 und Vor-Ort-Anspielgelegenheit (20.06.25)
- Assetto Corsa EVO: Hotfix V0.2.2 liefert weitere Verbesserungen (24.05.25)
- Assetto Corsa EVO: Neues Update V0.2.1 (18.05.25)
- Assetto Corsa EVO: Early-Access-Version 0.2 mit neuen Spielmodi, Autos und Strecken (08.05.25)
- Assetto Corsa EVO: Weitere Infos zu Open Mode, KI und Multiplayer (18.04.25)
- Assetto Corsa EVO: Roadmap angepasst, so geht es mit der Early Access weiter (11.04.25)
- Assetto Corsa EVO: Bald Neuigkeiten, regelmaessigere Updates und Dreamteam wiedervereint (05.04.25)
- Assetto Corsa EVO: Alle Einzelheiten zur Version 0.1.6 und Blick voraus auf Early Access 2 (22.02.25)

