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  • Assetto Corsa EVO 0.4: A full breakdown of the update that marks a turning point

    Assetto Corsa EVO 0.4: A full breakdown of the update that marks a turning point

    More cars, more tracks, revised physics and a multiplayer system that finally shows real promise—though… there’s a lot to talk about

    The third major update of the Assetto Corsa EVO Early Access marks a decisive step toward regaining the community’s trust. After a rough launch almost a year ago, KUNOS seems to have finally found the right rhythm, and AC EVO 0.4 arrives packed with content, technical improvements and clear signs of where the project is heading.

    This update includes: the Daily Racing Portal, ten new cars, five new circuits, and deep revisions to physics, audio, graphics and gameplay systems. With these changes, KUNOS aims to show that AC EVO is finally gaining stable footing.

    In this article, we go through all the official additions and share our on-track impressions—both the good and the not-so-good.


    Daily Racing Portal: Multiplayer finally starts taking shape

    The highlight of 0.4 is the launch of acevo.gg, the new Daily Racing Portal, designed to build a solid competitive ecosystem alongside SimGrid. Although the first day was a bit chaotic (failed registrations, empty lobbies despite enough players, server access issues, etc.), stability is gradually arriving—something both KUNOS and players desperately needed.

    Key features:

    • You can view and register for daily races without launching the game.
    • When the event starts, it automatically connects you to the correct server.
    • Uses GridRating to create automatic skill-based splits.

    This is only the first step, and KUNOS confirms upcoming additions:

    • League tools
    • Advanced statistics
    • Deeper in-game integration

    Personal impression:

    After running several races, I can say that—even if the race selector sends you to a browser—joining online events is quite simple. But there’s a lot to improve.

    For example: we really need practice servers like Le Mans Ultimate or iRacing, so you can warm up before the race starts and receive a notification when the session is about to begin. As it stands, if you register for the 14:00 race and get distracted playing something else, you might just miss your slot without any warning.

    The event format is similar to iRacing—short practice, qualifying and race—with session lengths depending on the series.

    As for the available series… a bit disappointing but understandable. GT3 races are packed hours in advance, while less popular series barely get any drivers. Given the car roster they already have, I expected a little more variety.

    On track, the racing doesn’t feel bad. I didn’t experience much lag or erratic car movement from others. But the collision physics… by far the worst part of ACEvo. It feels like two billiard balls smashing together. Definitely needs major work.


    New cars: a huge and diverse update

    Version 0.4 brings 10 new vehicles, varied and appealing to many different types of drivers. Here’s a breakdown along with real driving impressions.


    Racing

    Ferrari F40 LM

    A monster from the early 90s with a Biturbo V8 pushed to 720 hp, 2.6 bar of boost and brutally raw behavior.

    Impression:
    The turbo lag is both glorious and terrifying. A true millionaire-killer. It demands respect and precision—expect to spend hours trying to tame it. And if you use an H-pattern shifter… you will feel in danger. You’re going to sweat.


    Ferrari SF-25

    The first modern Formula 1 car in AC EVO:

    • Hybrid system
    • ERS
    • DRS
    • Over 1000 hp
    • 0–200 km/h in under 5 seconds
    • More than 5G in fast corners

    Impression:
    A very pleasant surprise—it feels fantastic. Understanding how the hybrid power deployment works takes a few laps, and although the lap times prove it’s working, it’s hard to feel the recovery and deployment. The DRS, however, is extremely well replicated; the moment you activate it, the rear end becomes noticeably more reactive. A beast that requires hours and hours to learn. Bravo, Kunos.


    Road cars

    Porsche Cayman 718 GT4 RS (Weissach version included)

    500 hp, naturally aspirated, mid-engine, revs past 8000 rpm.

    Impression:
    For me, the star of the update. Its handling is a joy, and its sound is among the best in the game right now. Enjoyable from minute one. It’s like a sensibly proportioned 911 with near-perfect weight distribution. I highly recommend pushing it on every track.


    BMW M3 (E46) CSL

    Ultra-light, carbon roof, 360 hp, sequential transmission.

    Impression:
    This one falls a bit short: the high-rpm sound is pretty ugly and needs improvement. Also disappointing that it only comes with a sequential gearbox—manual fans would have loved an H-shifter version for immersion.


    BMW M8 Competition Coupé (F92)

    A huge GT car with a twin-turbo V8 and AWD that can switch to RWD.

    Impression:
    The selectable driving modes are one of ACEvo’s standout features. Switching to RWD-only is a great touch. Driving it feels like steering a catamaran through narrow rivers—you might need some extra paddles.


    Ferrari Daytona SP3

    A 840 hp naturally aspirated V12 revving above 9000 rpm. A tribute to Ferrari’s golden era.

    Impression:
    The interior sound is fantastic. Like any hypercar, you’ll need several laps before you start putting together a proper lap. It’s the kind of challenge that hooks you.


    Mini John Cooper S (Mk VI) + B16 Variant

    • Stock version with the 1275 A-series engine
    • B16 swap with Honda VTEC producing 160+ hp

    Impression:
    If it weren’t for the suspension, it’d be even harsher—it bounces off every curb. But it teaches you the benefits of neutral steering, the art of rotating the car with the steering nearly straight. It’s a very fun car for roleplay driving.


    Peugeot 205 T16

    A legendary Group B machine.

    Impression:
    I loved it—the AWD feels surprisingly modern and precise, though I’m not sure if it was like this back in the day. This is the kind of car I expected to see in the competitive series.


    Renault 5 GT Turbo

    Light, agile and with that iconic turbo punch.

    Impression:
    After many laps across several tracks, the turbo has never kicked in mid-corner while braking… badly simulated. Still, it’s a gem for roleplay, letting you feel on the edge—but in slow motion.


    Toyota Supra Turbo RZ (Mk IV) + Drift Variant

    The legendary 2JZ, available in its stock form and in a drift-spec version with:

    • More torque
    • Much wider steering angles
    • Dedicated drift setup

    Impression:
    The drift variant is one of the best implementations of drifting they’ve done—even if we already had it in the original Assetto Corsa. Far more controllable compared to the impossible-to-catch slides of the other cars.


    New tracks: Nordschleife, Nürburgring GP, Monza and more

    This update includes the biggest track expansion so far:

    • Monza
    • Road Atlanta
    • Nürburgring GP
    • Nordschleife with multiple layouts, including Touristenfahrten
    • Oulton Park (two variants)

    All F1 circuits have been updated with new DRS zones to support the SF-25.

    Impressions:

    • The Touristenfahrten Nordschleife is a gift for people who enjoy immersion and roleplay. Starting from the parking lot in a Mercedes 190E with manual gears makes you feel like old times were better.
    • Nürburgring’s curbs are brutal—literal mountains. Cars like the Mini become instant catapults.
    • Monza and Road Atlanta feel lacking in variants. I really missed Road Atlanta Short and a no-chicanes version of Monza. It wouldn’t have cost them much to include them.

    Physics evolution: a step forward… but still room for improvement

    Version 0.4 introduces deep changes:

    • New tyre damping system
    • Better traction under acceleration and braking
    • Revised grip model, more progressive
    • More detailed tyre temperature and wear behavior
    • Unified ERS, KERS and hybrid systems
    • Improvements to drivetrain, G-forces and rolling resistance
    • Electronic cockpit adjustments: brake bias, turbo, differential, damping

    Personal impression:

    • It definitely feels like another solid step forward. 0.3 had clear inconsistencies, and things now feel more unified and consistent.
    • However, I still feel the transition between grip and losing the car is too abrupt. There’s little elasticity at the limit, and sometimes it feels digital: either it grips or it snaps.

    Audio improvements: more detail and more personality

    Updated elements:

    • Redesigned engine, transmission and turbo sounds
    • More detailed VTEC transitions
    • New audible drivetrain wobble model
    • More immersive backfires, hiss, scrapings and rain
    • New samples for several vehicles

    Impression:

    The GT4 RS and SF-25 shine. The M3 CSL, however, desperately needs an audio overhaul.


    Graphics and performance: clearer and lighter on VRAM

    Key improvements:

    • Updated paint materials
    • Cleaner post-processing
    • Reduced VRAM usage
    • Sharper cockpit visuals
    • Visual updates for several car models

    Impression:

    You can feel a more stable framerate, especially online and in large grids.


    UI and new features

    • More informative HUD
    • Cleaner server list
    • Redesigned leaderboard
    • New track maps
    • New multiplayer chat
    • Expanded MFD
    • Odometers for owned vehicles
    • Improved speed, gear and tyre widgets

    Conclusion: Assetto Corsa EVO finally feels closer to what Early Access should have been from the start

    Assetto Corsa EVO 0.4 is not just another update—
    it’s a clear signal that KUNOS is correcting its course and listening to the community again.

    The best parts of this update:

    • The Daily Racing Portal: essential to keep players engaged.
    • The car selection: varied, iconic and very well executed.
    • Nordschleife TF: a masterpiece for immersive driving.
    • Physics improvements: a meaningful step forward (with caveats).
    • Audio and graphics upgrades: more immersion and detail.

    What still needs work:

    • Sound quality for several cars.
    • Lack of track variants.
    • Abrupt grip-to-loss transition in physics.

    Even so, version 0.4 proves that AC EVO is alive, evolving, and—if KUNOS keeps this rhythm—might eventually become a simulator worthy of the Assetto Corsa legacy.

  • Community Q&A About Assetto Corsa Rally (Early Access)

    Community Q&A About Assetto Corsa Rally (Early Access)

    The release of Assetto Corsa Rally (ACR) in Early Access has shaken up the rally simracing scene. With its commitment to laser-scanned stages, advanced physics, strong compatibility with wheels and peripherals, and a clear focus on realistic driving, the project has captured the attention of thousands of players.

    To answer the most common questions, the development team gathered inquiries from the community and presented them in a YouTube video. In this article, we analyze each response in depth, adding context, implications for the future of the simulator, and how it may affect both casual and hardcore players.


    1. Update frequency during Early Access

    How often will Assetto Corsa Rally receive updates?

    One of the most important aspects of any title in development—especially nowadays with the popularity of early access—is the regularity of updates. In the case of Assetto Corsa Rally, the developers were clear:

    ➡️ The goal is to release monthly updates.

    This pace allows them to:

    • Continuously refine physics and force feedback
    • Include hardware compatibility fixes
    • Add new content such as cars or stages
    • React quickly to community feedback

    They also note that they do not rule out doubling the update frequency later on, especially once the content pipeline becomes more polished.


    2. Will controller, wheel and peripheral settings be improved?

    Issues with steering sensitivity and high-speed control

    Many players using gamepads have noticed that the steering response becomes too slow at high speeds, making the car harder to control in fast sections.

    The development team confirmed that:

    • They are already working on improving the input filter for gamepads.
    • They have several solutions in mind for speed-sensitive steering.
    • They acknowledge this issue appears constantly in community feedback and thus holds a high priority.
    • They are considering adding options to disable or customize this steering smoothing.

    They also highlight that they will invest heavily in improving peripheral support because:

    ➡️ They intend to release Assetto Corsa Rally on consoles, where most players use gamepads.


    3. Hardware compatibility fixes: when will they arrive?

    Peripherals, manufacturers and force feedback

    More and more peripheral brands are entering the market; supporting just the G29 or Fanatec is no longer enough. Hardware compatibility has become a key factor.

    The developers confirm:

    • Several internal compatibility issues have already been fixed.
    • The first fixes will arrive in December.
    • They will update default wheel setups by brand.
    • The Force Feedback (FFB) and physics model will be improved.

    Additionally, they are working with real rally drivers, content creators and various experts to refine the experience.

    This indicates a strong commitment to creating a simulator that conveys realistic driving sensations, something rally sim fans have been needing for a long time.


    4. Braking issues in Assetto Corsa Rally

    Why is it so hard to slow the car down?

    Many players have reported difficulties stopping the car or controlling the front axle under heavy braking. The developers confirm they are investigating the issue, which appears to be caused by multiple factors:

    • Initial brake temperature at the start of a stage
    • Differences between pads, discs and calipers
    • Setup combinations that affect braking performance
    • The effect of grip, tire compound and stage surface

    We had already seen in the setup menus that brake components would be interchangeable depending on the stage, but they now confirmed that this system will be quite deep, offering many tuning possibilities.


    5. Will modern WRC cars be added? Will there be full line-ups?

    The future of Assetto Corsa Rally’s garage

    There are already a couple of WRC cars available, such as:

    • Citroën Xsara
    • Hyundai i20 Rally2

    Their intention is to continue expanding the list with modern models and additional licenses.

    And they revealed an official spoiler:

    🔥 The Škoda Fabia Rally2 is coming soon (not in December).

    This points to ongoing expansion of the vehicle roster—great news for competitive players.


    6. Will there be VR? Is there an official roadmap?

    The state of virtual reality in Assetto Corsa Rally

    The team makes it clear:

    • VR is in development.
    • There is no estimated release date (ETA).
    • The current priority is performance optimization, since a solid base ensures a better VR experience.

    The lack of a dedicated roadmap suggests that VR is not a top priority at the moment. However, they emphasized that third-party solutions already exist, which proves the software can support it and that official VR will eventually be implemented.


    7. What will the career mode be like? Full team seasons?

    A focus on driving, not management

    The team explains that the career mode will not follow the direction of other recent rally titles:

    • Prioritizing the driving experience
    • Offering progression centered on the driving core
    • Including some micro-management, but not turning it into a team manager

    They want to differentiate themselves from games like WRC Generations or EA WRC, where team management is a fundamental element.

    The result will be a career mode focused much more on pure driving than on administration.


    8. Multiplayer and online mode

    What features will Assetto Corsa Rally offer?

    The developers understand that simracing relies on having an engaging online mode that makes you want to return every day. They are therefore preparing a robust system, though it will arrive in phases:

    • A mode where players can race simultaneously on the same stage with the same car
    • Ideas for ranked modes, special events and challenges
    • Gradual updates in the coming months

    This modular approach ensures stability as the game evolves and helps maintain a consistent and active player base.


    9. Will there be stages with multiple surfaces and dynamic conditions?

    Yes.

    Assetto Corsa Rally will feature:

    • Snow (already showcased in an Instagram video)
    • Dynamic weather — they explained, for example, that a stage could start raining at the bottom of a mountain and transition to snow at higher altitudes
    • Time-of-day changes
    • Stages with mixed surfaces or changing conditions

    These features bring the simulator closer to real-world rally driving, where grip management and terrain reading are essential. We’re going to have to think carefully about assists and setup choices.


    10. Will we be able to customize the driver and co-driver?

    Yes, although it is not an immediate priority.

    Planned options include:

    • Selecting gender (including a female driver)
    • Customizing aesthetic elements

    This will be a secondary feature compared to core gameplay.


    11. Laser-scanned stages: how does the process work and what can we expect?

    Does laser scanning slow down development?

    The studio explains that it is not a problem, because all scanning work is handled by a specialized external company (VJ). They:

    • Perform the complete scan
    • Process the point cloud
    • Deliver the data ready for the team to generate playable stages

    Early Access goal:

    • 130 km of laser-scanned stages
    • Playable in two directions → 260 km total
    • Additional content after version 1.0 (potential DLCs)

    This reinforces the idea that ACR aims to become the rally simulator with the most accurate and realistic stages on the market.


    Conclusion: Assetto Corsa Rally is an ambitious project starting from a very promising point

    The Q&A makes it clear that the team is committed to:

    • Improving the driving experience
    • Delivering consistent updates
    • Expanding hardware compatibility
    • Refining physics and FFB
    • Increasing car and stage content
    • Implementing VR and competitive online modes
    • Creating a career mode that stands apart from other rally titles

    If Early Access continues in this direction, Assetto Corsa Rally could become a true benchmark in the world of rally simracing.

    And you—have you tried it yet?