Assetto Corsa EVO 0.6 Update (Steam)
RELEASE DATE: 15 APRIL 2026
NEW CARS
Audi R8 LMS GT4 Evo
Ferrari 296 GT3
Ferrari 288 GTO
Ford Mustang GT3
Lamborghini Countach LP5000 QV
Porsche 992 GT3 R Rennsport
Sebring
GENERAL
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 a nonlinear spring and the correct groove factor
TELEMETRY
Added new telemetry channels
Improved bumpstop telemetry graph
Telemetry now saves automatically when teleporting to the 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 the 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 the 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 now has slightly smoother steering sensitivity for the torque rear mode
BMW M2 CS Racing suspension review, stiffer arbs
BMW M4 GT3 aero balance 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 in-game
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 the in-game 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 a more aligned visual representation of conditions - tweaks and updates are still to be expected for 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 number plates
Fixed tyre rotation speed in slow-motion 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, and backfires specific to 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 manage 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 sound to the 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
The revised car selection page is 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 being 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 a 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 the 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 the "single" mirror rendering mode is used
Replay now has a direct route to the settings menu
Ballast and engine restrictor added in the SP grid mixer
UI now allows 3-digit custom numbers
Fixed a change in font paths that corrupted in-game texts in certain situations
Fixed a crash that was happening when remapping an input from a device that was no longer connected