Assetto Corsa 2 & The High Hurdle It Has To Clear

Assetto-Corsa-2-High-Hurdle-Porsche-911-GT3-RS-Nurburgring-small.jpg
Sim racers are looking forward to Kunos Simulazioni’s upcoming highlight, but Assetto Corsa 2 has a high hurdle to clear regarding its predecessor. And that hurdle was not even really created by Kunos themselves.

Likely coming in Summer of 2024, Assetto Corsa 2 captures the imagination of sim racers already. Not much is really known about the title yet, but players expectations are high – what could the next generation of AC look like? Is it going to be even more versatile than the original?

The first Assetto Corsa is undeniably a sim racing juggernaut. Even nine years after its release, it is the most-played racing sim on Steam each month, even beating out the likes of F1 23 and being almost level with Forza Horizon 5. This is due to the fact that AC can be basically anyone’s sim – thanks to the near-limitless modding capabilities.

Braunschweig-Prinzenpark-Circuit-Assetto-Corsa-Start-Finish-1-1024x576.jpg


Assetto Corsa 2 vs. The AC Content Variety​

Modern F1, classic sports cars, and anything in between – there is simply no boredom in AC content. Since its launch in 2014, the community has not just developed cars and tracks, but also features that seemed impossible at first. All of this makes it a perfect showcase for the dedication of the sim racing community.

At the same time, this means that Kunos really has to knock it out of the park with Assetto Corsa 2. Ironically, it is not even Kunos’ own work that has created this situation. Not to discredit the Italian studio, with the groundwork they laid all the way back in 2014 obviously still being the backbone of the sim. But without the modding scene, the title would likely be decisively less relevant than it actually is in 2023.

ACC-GT3-at-Monza-1024x576.jpg

Image credit: Kunos Simulazioni

AC2 vs. Assetto Corsa Competizione’s Laser-Focus​

On the other hand, there is also Assetto Corsa Competizione. The title is far from AC‘s versatility, but instead laser-focuses on mostly GT3 racing. For those that are looking for a competitive online experience, it is the go-to sim outside of iRacing. The circuit selection may be limited, but the flip side is the vast amount of current-gen GT3 cars. As the class is ever-popular in real racing, many fans flock to ACC. And it is probably going to be even more with the incoming addition of the Nürburgring-Nordschleife in 2024.

This leads to the question of what AC2’s audience may be. Are Kunos going to try and capture the Assetto Corsa crowd, or rather the ACC racers – or even both? And if so, how are they going to do that? Creating a title that satisfies both the mod-oriented AC player base as well as the competitive, super-focused ACC players would be an enormously tall order.

Return To The Roots?​

Rumors seem to point towards AC2 being more in line with the first Assetto Corsa entry. That means a multitude of cars and tracks, possibly combined with a new approach to creating a racing sim. Will that be enough to draw players away from the first AC, though?

Matching the incredible amount of choice for cars and tracks throughout the history of racing is going to be pretty much impossible. Sure, there are the icons of any era, but if you want to drive obscure cars from the past and even today, AC is your best bet. There are over 600 car mods on RaceDepartment alone, with many more out there online.

Screenshot_ks_porsche_962c_shorttail_ks_nordschleife_24-10-123-16-4-54-1024x576.jpg


Assetto Corsa 2: What About Mods?​

With AC2 reportedly using an all-new in-house engine from Kunos, it is likely going to be a while until it becomes moddable. Unless the game is built with that capability in mind already baked in, that is. Could a function to make AC mod content compatible with AC2 be the solution? A difficult question. It is going to be interesting to find out which path Kunos is going to take as more info should become available in the coming months.

Our own Angus Martin has given his opinion on what Assetto Corsa 2 must get right a few months ago already, and one of his points was “a reason to jump ship” – which, as this article shows, may be extremely hard to do. But we are excited to see how this is going to be tackled already!

Of course, all of this speculation at this point. Information on AC2 is hardly available, so we will have to stay put for now.

However, we are curious: What do you think AC2 has to do draw players away from its predecessors? What are you hoping for in the upcoming title? Let us know in the comments below or on Twitter @OverTake_gg!
About author
Yannik Haustein
Lifelong motorsport enthusiast and sim racing aficionado, walking racing history encyclopedia.

Sim racing editor, streamer and one half of the SimRacing Buddies podcast (warning, German!).

Heel & Toe Gang 4 life :D

Comments

D
I just drove a few laps with Rennsport's latest patch and that too...at this early stage may offer some stiff competition, if AC2 is GT3 focused.
If it drives at least as good as ACC it must be very impressive, but isn't it just rFactor2 code in UE skin.
 
If it drives at least as good as ACC it must be very impressive, but isn't it just rFactor2 code in UE skin.
I 've only just recently received the BETA key.
Initially, it felt a bit vague in terms of wheel response and the feedback was lacking on left-hand curbs.
Last evening on boot up, it updated to the latest patch and transformed itself into something completely different.
I'm only driving the Porsche at the moment but it felt was more responsive.
I personally like the in-car look more than ACC....much more polished.
It is still a bit off from ACC in handling but not by that much.
What I am loving, is the off-throttle 'burble'.
I've been waiting for that for a while in simracing.
As I've said...2024 will be very good if you like simracing.
 
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What is Assetto Corsa in 2023 ?

Well, beside the must have CM + CSP (and PP filters) for updated looks and UI (and much more)

If you judge by the open online servers only.
AC1 is mainly attracting players that are looking for:
(In order of popularity)

1- Open world maps with traffic. (The "Forza" like experience) SRP being the most played.

2- Track/Tourist day. Nordschleife being the most played.

(And next "the racing" which i personally find pretty badly implemented)
3- Some "lopped" racing with the MX-5 or GT's (maybe some open wheeler) at Laguna, Spa or Monza.

That's it. So if AC2 is smart it will cover those highly coveted endeavor or will do a 180 turn to a totally different experience.
 
I don't expect much from AC2, it only has to be better in every single possible way than all simulator titles to date. Surely that's not too much to ask?
 
Best bet is to make the engine better, add rain night and great AI, some fancy base content, throw ACC away, not many ppl like the ffb and the feel, and create a tool so you can migrate any mod to AC2, profit
 
AC2 at launch will sell a lot, more on consoles, but on PC the vast majority of players are not going to go from AC1 to AC2 until their favorite mods are ported, that is the reality of those who don't want to see it...

There are already many simulators with better physics and graphics than AC1, ACC is objectively much better than AC1 in those aspects, but players still prefer AC1 just because of the mods, because to play the usual circuits and cars that all the simulators already have. They are there, in other simulators, but in AC1 players look for very different things than usual.

In any case, although AC2 has a tool to port AC1 mods with one click, the vast majority of mods that are now encrypted with the csp in AC1 will not be seen in AC2 until it has an encryption tool as good as that of the csp in AC1, that is another bump that AC2 has in the road and if Kunos does not provide a solution or someone creates a csp with an encryption tool, there is a good chance that the mod will not be ported in the end.
Like I've already stated many times, AC's active players numbers are absolutely ridiculous relatively to the game's sales numbers (which must be due to agressive sales and bundles). Any serious analysis is based on ratio, not on raw figures. Owners (in reality renters) just don't play the game they have paid for ; that's the reality of AC.

As Kunos announced there wasn't any AC2 in the pipe (before stating 3 days laters that AC2 was coming) but the team was working on new advanced technologies, I expect the game to be more a demo than a game (a bit like AC and rfactor in fact), a huge investment to give other sim racing developpers a base to create full racing experience. Games more successful to keep a player base, relatively to its sales, than AC (which is really catastrophic in that aspect). That would be a step ahead in the industry, except, we get into that again, the graphics engine which won't be used in other games and other industries and won't be really interesting to be learned by developpers.

ISI with rfactor1 did not miss the Business to Business aspect (professional sims, Simbin, the Turismo Carretera games, Reiza games and I may forgot others), AC didn't get that aspect right. I assume this AC2 game is going to be a better attempt to enter the B2B market (much more money than in B2C). So I don't expect a good experience as a player. Well, in fact I hope it won't be, because it's more important to give a solid professional tool to make racing games for the next 15 years (considering AC2 will be mature in 5 years) imo. At the same time, Straight4 Studios may try to get into this technological race.

What we should remember is that the only advanced engine which is the winner of this race after rfactor1 is the madness engine, which powered many games. But it is a small winner as the only third party game using the engine is Reiza. Nothing to compare with ISI's engines. And what we have to understand is that the most used physics engines at the end are those from the F1 games, one game released each year since 2010 (or 2009, not sure it was the same engine for this game), from the Nascar Heat and Tony Stewart's games, and the last Dirt Racing game (which seems great but not available on PC), which now is owned by Iracing. It seems Milestone has been making its way for years with is in-house physics engine (some games are really good), as Kylotonn does. In B2C, it is obvious that being susccessful in racing games doesn't require investments to make the best physics engine. And investing in huge models with lots of parameters makes the job more difficult, prone to critics. On the B2C aspect, these "big" sims are beaten by less ambitious games. Only a B2B approach can lead to sane discussions and developments. I hope AC2 is working that way.
 
Like I've already stated many times, AC's active players numbers are absolutely ridiculous relatively to the game's sales numbers (which must be due to agressive sales and bundles). Any serious analysis is based on ratio, not on raw figures. Owners (in reality renters) just don't play the game they have paid for ; that's the reality of AC.

As Kunos announced there wasn't any AC2 in the pipe (before stating 3 days laters that AC2 was coming) but the team was working on new advanced technologies, I expect the game to be more a demo than a game (a bit like AC and rfactor in fact), a huge investment to give other sim racing developpers a base to create full racing experience. Games more successful to keep a player base, relatively to its sales, than AC (which is really catastrophic in that aspect). That would be a step ahead in the industry, except, we get into that again, the graphics engine which won't be used in other games and other industries and won't be really interesting to be learned by developpers.

ISI with rfactor1 did not miss the Business to Business aspect (professional sims, Simbin, the Turismo Carretera games, Reiza games and I may forgot others), AC didn't get that aspect right. I assume this AC2 game is going to be a better attempt to enter the B2B market (much more money than in B2C). So I don't expect a good experience as a player. Well, in fact I hope it won't be, because it's more important to give a solid professional tool to make racing games for the next 15 years (considering AC2 will be mature in 5 years) imo. At the same time, Straight4 Studios may try to get into this technological race.

What we should remember is that the only advanced engine which is the winner of this race after rfactor1 is the madness engine, which powered many games. But it is a small winner as the only third party game using the engine is Reiza. Nothing to compare with ISI's engines. And what we have to understand is that the most used physics engines at the end are those from the F1 games, one game released each year since 2010 (or 2009, not sure it was the same engine for this game), from the Nascar Heat and Tony Stewart's games, and the last Dirt Racing game (which seems great but not available on PC), which now is owned by Iracing. It seems Milestone has been making its way for years with is in-house physics engine (some games are really good), as Kylotonn does. In B2C, it is obvious that being susccessful in racing games doesn't require investments to make the best physics engine. And investing in huge models with lots of parameters makes the job more difficult, prone to critics. On the B2C aspect, these "big" sims are beaten by less ambitious games. Only a B2B approach can lead to sane discussions and developments. I hope AC2 is working that way.
You forget Richard burns rally, that is now a better simulator than Dirt rally 2 also many real life driver plays it. The most popular and the most played is the rallysimfans plugin
 
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Premium
Like I've already stated many times, AC's active players numbers are absolutely ridiculous relatively to the game's sales numbers (which must be due to agressive sales and bundles). Any serious analysis is based on ratio, not on raw figures. Owners (in reality renters) just don't play the game they have paid for ; that's the reality of AC.

As Kunos announced there wasn't any AC2 in the pipe (before stating 3 days laters that AC2 was coming) but the team was working on new advanced technologies, I expect the game to be more a demo than a game (a bit like AC and rfactor in fact), a huge investment to give other sim racing developpers a base to create full racing experience. Games more successful to keep a player base, relatively to its sales, than AC (which is really catastrophic in that aspect). That would be a step ahead in the industry, except, we get into that again, the graphics engine which won't be used in other games and other industries and won't be really interesting to be learned by developpers.

ISI with rfactor1 did not miss the Business to Business aspect (professional sims, Simbin, the Turismo Carretera games, Reiza games and I may forgot others), AC didn't get that aspect right. I assume this AC2 game is going to be a better attempt to enter the B2B market (much more money than in B2C). So I don't expect a good experience as a player. Well, in fact I hope it won't be, because it's more important to give a solid professional tool to make racing games for the next 15 years (considering AC2 will be mature in 5 years) imo. At the same time, Straight4 Studios may try to get into this technological race.

What we should remember is that the only advanced engine which is the winner of this race after rfactor1 is the madness engine, which powered many games. But it is a small winner as the only third party game using the engine is Reiza. Nothing to compare with ISI's engines. And what we have to understand is that the most used physics engines at the end are those from the F1 games, one game released each year since 2010 (or 2009, not sure it was the same engine for this game), from the Nascar Heat and Tony Stewart's games, and the last Dirt Racing game (which seems great but not available on PC), which now is owned by Iracing. It seems Milestone has been making its way for years with is in-house physics engine (some games are really good), as Kylotonn does. In B2C, it is obvious that being susccessful in racing games doesn't require investments to make the best physics engine. And investing in huge models with lots of parameters makes the job more difficult, prone to critics. On the B2C aspect, these "big" sims are beaten by less ambitious games. Only a B2B approach can lead to sane discussions and developments. I hope AC2 is working that way.
That's an interesting point of view on many levels with many good points raised, I'd be very surprised if the focus of the next build was targeted at licencing the engine to other companies over and above the consumer experience but time will tell.
 
Like I've already stated many times, AC's active players numbers are absolutely ridiculous relatively to the game's sales numbers (which must be due to agressive sales and bundles). Any serious analysis is based on ratio, not on raw figures. Owners (in reality renters) just don't play the game they have paid for ; that's the reality of AC.

As Kunos announced there wasn't any AC2 in the pipe (before stating 3 days laters that AC2 was coming) but the team was working on new advanced technologies, I expect the game to be more a demo than a game (a bit like AC and rfactor in fact), a huge investment to give other sim racing developpers a base to create full racing experience. Games more successful to keep a player base, relatively to its sales, than AC (which is really catastrophic in that aspect). That would be a step ahead in the industry, except, we get into that again, the graphics engine which won't be used in other games and other industries and won't be really interesting to be learned by developpers.

ISI with rfactor1 did not miss the Business to Business aspect (professional sims, Simbin, the Turismo Carretera games, Reiza games and I may forgot others), AC didn't get that aspect right. I assume this AC2 game is going to be a better attempt to enter the B2B market (much more money than in B2C). So I don't expect a good experience as a player. Well, in fact I hope it won't be, because it's more important to give a solid professional tool to make racing games for the next 15 years (considering AC2 will be mature in 5 years) imo. At the same time, Straight4 Studios may try to get into this technological race.

What we should remember is that the only advanced engine which is the winner of this race after rfactor1 is the madness engine, which powered many games. But it is a small winner as the only third party game using the engine is Reiza. Nothing to compare with ISI's engines. And what we have to understand is that the most used physics engines at the end are those from the F1 games, one game released each year since 2010 (or 2009, not sure it was the same engine for this game), from the Nascar Heat and Tony Stewart's games, and the last Dirt Racing game (which seems great but not available on PC), which now is owned by Iracing. It seems Milestone has been making its way for years with is in-house physics engine (some games are really good), as Kylotonn does. In B2C, it is obvious that being susccessful in racing games doesn't require investments to make the best physics engine. And investing in huge models with lots of parameters makes the job more difficult, prone to critics. On the B2C aspect, these "big" sims are beaten by less ambitious games. Only a B2B approach can lead to sane discussions and developments. I hope AC2 is working that way.
I think this string of arguments is coming from a very biased perspective, reads to me more like a contraption of a theoretical construct, way too much speculation and assumptions based on said bias. Its like putting together something that sounds very convenient in order to get the result that was always intended.
 
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You forget Richard burns rally, that is now a better simulator than Dirt rally 2 also many real life driver plays it. The most popular and the most played is the rallysimfans plugin
I forgot it about what subject? Being succesful? It wasn't. At the end it was a tech demo which was so unpolished in only a few but crucial aspects (especially the default setups, which are still often forgotten by developpers ; it seems the lesson hasn't been learned after almost 20 years), that it failed commercially and as a building a new video game brand. And 8 don't think any real rally team has ever used it as a simulator. Which has been ISI's buisness with rfactor pro, rfactor1 being a less complete package for consumers. RBR having been resurected and being played by pro drivers is a nice and great story (being a better game than DR2.0 is another debatable one) but it doesn't change the commercial story of the game. I don't know if your remark was about that aspect.

That's an interesting point of view on many levels with many good points raised, I'd be very surprised if the focus of the next build was targeted at licencing the engine to other companies over and above the consumer experience but time will tell.
Yes, I may be wrong, I may be right. Each company has its strategy view to meet its objectives. And they are generally unknown to customers, which is normal because they could become non customers. :D

I think this string of arguments is coming from a very biased perspective, reads to me more like a contraption of a theoretical construct, way too much speculation and assumptions based on said bias. Its like putting together something that sounds very convenient in order to get the result that was always intended.
I think the laxk of argumentation makes that comment absolutely bland and unuseful. FYI I never thought about the result before writting these thoughts, just the result of a live reflection with facts and knowledge I was happy to share with you and to discuss on. Yes, I don't think about AC2 outside of an article on RD, I have other things to do than building theories about a video game outside of a quick comment reacting to an article.
 
I forgot it about what subject? Being succesful? It wasn't. At the end it was a tech demo which was so unpolished in only a few but crucial aspects (especially the default setups, which are still often forgotten by developpers ; it seems the lesson hasn't been learned after almost 20 years), that it failed commercially and as a building a new video game brand. And 8 don't think any real rally team has ever used it as a simulator. Which has been ISI's buisness with rfactor pro, rfactor1 being a less complete package for consumers. RBR having been resurected and being played by pro drivers is a nice and great story (being a better game than DR2.0 is another debatable one) but it doesn't change the commercial story of the game. I don't know if your remark was about that aspect.


Yes, I may be wrong, I may be right. Each company has its strategy view to meet its objectives. And they are generally unknown to customers, which is normal because they could become non customers. :D


I think the laxk of argumentation makes that comment absolutely bland and unuseful. FYI I never thought about the result before writting these thoughts, just the result of a live reflection with facts and knowledge I was happy to share with you and to discuss on. Yes, I don't think about AC2 outside of an article on RD, I have other things to do than building theories about a video game outside of a quick comment reacting to an article.
Monetarily no simulators are successful specially on PC. The GT's and Forza's success on consoles, is because on consoles you cannot add mods and there are lot less simulator titles available. If there would be a moddable one, it would win

noooooo, I see that you are not following RBR. RBR have now NGP 7 physics (thx to WorkerBee), and not the stock one. Also you can now create track for it, so you don't need to play some fantasy ones, as in other rally simulators. People are still upgrading the game also there are rally drivers that are using it.
Few rally drivers that plays/played that we know of. But if you want to know more you can join the discord server

RBR Track quality:

or a city course:


For the commercial aspect. If you want only money then you only need to do an arcade game (every NFS), where most people can drive (more people can play it more money you get), nothing else. But if every developer would think like that then we would not have simulators. You only need to compare how many copies are sold for: NFS, Forza Horizon vs simulators ....
 
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:D noooooo, I see that you are not folowwing RBR. RBR have now NGP 7 physics (thx to WorkerBee), and not the stock one. Also you can now create track for it, so you dont play some fantasy ones, as in other rally simulators. People are still upgrading the game Also there are rally drivers that are using it.
Few rally drivers that playes/played that we know of. But if you want to know more you can join the discord server

RBR Track quality:

or a city course:


For the commercial aspect. If you want only money then you need to do only some arcade game (every NFS), where most people can drive (more people can play it more money you get) nothing else. But if every developer would think like that then we dont have simulators. You only need to look how many copies are sold NFS, Forza Horizon vs simulators ....
Yes I know RBR, I use the NGP patch in the vanilla cars and the Rallysimfans version. I still don't get your point.

About making money, what you are not aware of is that not a single entry in the NFS franchise has sold as much copies as Assetto Corsa did. The 2 most successful ones were the original NFSMW (16 millions) and the great NFSU2 (15 millions). The rest of them sold less than half of this hits. AC as sold more than 28 millions copies, although it is really exceptionnal. I've already mentionned figures about sim racing titles in a previous post few weeks ago, so I won't get into that again, but the market of simracing is massive. And AC2 is not being developped by a small indy company at all.

I know the elitist mind of simracers have been heavily contributing to this niche market myth for a few years, but it is not the case at all. And that's something we have to keep in mind when we settle our expectations bar and tolerance towards sim racing developpement companies.

The old discussion opposing quality niche products and big sellers has never been relevant, except when dealing with sectors with subsidies and with non profit organisations, the point being that investors, being people or companies, whatever their sizes are, take a decision about putting money in a project based on how much money they will earn and in how much time. Being a niche market project or a mass market one doesn't change the decision process.
 
is spelling "developpers" and "tripple" wrong (2 p instead of 1) an inside joke on RD or the sim racing community in general? I see it here so often I wonder if I have missed something or people also see it around so often that they are now convinced that's how you spell it.
 
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I believe its obvious what Assetto Corsa 2 needs and everyone probably knows it!!

1. AC2 needs a easy, user friendly, network match-making system similar to esports.
It needs clubs!
2. AC2 needs a huge photorealistic graphics update. Better than pure-sol-csp
3. AC2 most likely needs the same mod support AC has. People literally make a living off of mods which keeps the content going.
 
I believe its obvious what Assetto Corsa 2 needs and everyone probably knows it!!

1. AC2 needs a easy, user friendly, network match-making system similar to esports.
It needs clubs!
2. AC2 needs a huge photorealistic graphics update. Better than pure-sol-csp
3. AC2 most likely needs the same mod support AC has. People literally make a living off of mods which keeps the content going.
2. I prefer better textures than pure csp....I m a little bit annoyed with the 2013 textures....
 
Premium
I believe its obvious what Assetto Corsa 2 needs and everyone probably knows it!!

1. AC2 needs a easy, user friendly, network match-making system similar to esports.
It needs clubs!
2. AC2 needs a huge photorealistic graphics update. Better than pure-sol-csp
3. AC2 most likely needs the same mod support AC has. People literally make a living off of mods which keeps the content going.
2. nah, ultra realistic stupendous graphics are excessive and wasteful, there's other things to waste time and money on.
It needs* a much better interface to allow players to navigate without guesswork or having played before,
it needs* adjustment of mirrors seat position and important dials to their liking.
Also as you say...
it needs* clubs with an easy performance scoring system for matchmaking not just single visit but championship leagues too.
it needs* the ability for the player to easily set up a server for a bunch of mates to play and have fun.

* where I use the term 'it needs' feel free to change that to 'probably could do with'
 
I hope they introduce different road surfaces, the rally modding scene is so good and is growing a lot on AC1, but sadly we can only have quality tarmac physics. And even with that, people do events like the Dakar, imagine what it could bring in AC2 with an engine that supports gravel, snow or ice.
 
I hope they introduce different road surfaces, the rally modding scene is so good and is growing a lot on AC1, but sadly we can only have quality tarmac physics. And even with that, people do events like the Dakar, imagine what it could bring in AC2 with an engine that supports gravel, snow or ice.

Where I can find the good rally stuff for AC1?
 

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