Assetto Corsa: 2015 and Beyond

Chris

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Kunos Simulazioni maintain a tradition of announcing new and exciting things on the final day of the year. This year, they have taken a slightly different approach by outlining a lengthy statement on what has been achieved in 2015, and what to look forward to in 2016. It's quite lengthy, so get ready to read!


Dear Friends,

The year is almost over, and if you follow Assetto Corsa since the beginning, you may already know that we have a tradition of announcing a new brand license right before the end of the year. This year, we are going to do the same, although in a somewhat different way.

First, we would like to make a summary of what Assetto Corsa and the Assetto Corsa community, in other words YOU, have achieved throughout the year. On our part, we have done our best to keep our simulation updated and bring you new content at the best possible quality, but without YOUR inexhaustible support – your purchases, constructive feedback and suggestions – Assetto Corsa would not be the game it is today. Such as you, we also believe that there is always a margin for improvement – in any department – and for this reason this year we have released four major updates that also involved aspects of the software that have already established a reputation as the main strengths of Assetto Corsa, such as its physics model. Similar efforts have been made to improve the artificial intelligence, the holy grail of any racing game, one of those aspects that are really challenging to fine tune in order to satisfy the expectations of many different kinds of gamers and sim racers – not to mention that Assetto Corsa is the first product created by Kunos Simulazioni that includes an AI algorithm, making this challenge even harder for our team. This is not an excuse, of course, just a simple fact. We are glad that our community has shown appreciation towards the improvements for multiplayer, AI, graphics and other features brought along with our latest 1.4 build, representing a new benchmark for introducing improvements to what we have created up until today. However, any simulation is useless without good content to enjoy it at its best, and it seems that you appreciate what we have presented during 2015.

Nürburgring-Nordschleife, Zandvoort, Brands Hatch and Barcelona

For the first time in sim racing history, we have produced a fully laser-scanned version of the legendary Nordschleife, the famous Green Hell, defining a new standard in terms of fidelity and accuracy for the most iconic circuit ever to be built. Zandvoort, Barcelona and Brands Hatch completed the line-up of the additional tracks available for Assetto Corsa during 2015, representing an extensive range of challenges, variety and environments for racing.

Lamborghini, Alfa Romeo, Audi, and more

During this year, we have released 32 new awesome cars – some as free bonus content and others as purchasable packs. It is funny to think that when the idea was first conceived and we started the AC project back in 2011, we believed that at best the whole game would include 15–20 cars in total.

Presently, we have produced 32 additional cars in one year, indeed lining up an impressive selection of brands: Alfa Romeo, Audi, Ford, Lamborghini, Nissan and so on. We would like to emphasise that we have decided to invest in new builds, updates and content thanks to YOUR support – something that has been awarded with an up-to-date simulation and brand-new free content, which although represents us a cost in terms of production, royalties, manpower and time, also brings longevity, entertainment and increased value to the Assetto Corsa you have installed on your PC.

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On the other hand, when we started the development of Assetto Corsa in 2011, the dev team only consisted of six people in total. It is reasonable and fair to say that a production that today involves about 30 people must be sustainable, not to mention cars and licensing costs, or the fact that the production of a single circuit could cost (including the license, laser-scanning, production, logistics) up to hundreds of thousands of euros. The fact of the matter is that DLCs can help us cover costs and allow us to continue to develop and improve Assetto Corsa, and provide additional content at a reasonable price. In other words, for the price of a Happy Meal, you can enjoy new digital content for all the time you want, allowing us to continue to improve our – and your – simulation. We are glad to see that our fans understand our decisions, and we would like to thank you again for the great support you continue to give us in this regard.

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Despite the fact that Assetto Corsa 1.0 was released last year, 2015 has brought even more challenges for us. Today, we have hundreds of thousands of users, and despite the enormous amount of possible combinations of PC configurations, drivers, controllers, devices etc., each new build must guarantee stability and performance. Since AC now features a significant number of cars, each update to the physics and tyre model requires a huge amount of work to update and check every single car to ensure that you can enjoy the quality of the simulation at its best, regardless of what your favourite car might be.

Research and development
As you may know, since 2009, our R&D Studio has been located inside the racing circuit of Vallelunga, near Rome. The location is a key to our development work, allowing our company to meet and cooperate directly with teams, professional drivers and racing engineers. Now that Assetto Corsa is a highly popular simulation, teams prove to be even more cooperative when they come to “our” racing track, offering their support and allowing us to collect data, and make videos and recordings. On our side, we still want to improve our knowledge and technology in any aspect of the simulation, and this approach involves all areas, including the sound environment: thanks to the kind cooperation of Akrapovic, during 2015 we have worked to improve our sound recording process involving the use of new techniques of recording and advanced technologies. All new cars produced during 2015 took advantage of this improvement, and we also have plans to reprocess the cars that had been released earlier.

Talking about R&D, we would like to say a few words about Oculus VR: in 2016, this incredible device will finally be available with a definitive and standard SDK. It is in our intention to fully support the device in Assetto Corsa when it is finally available for public purchase with a proper and final library, since while still in beta version we need to redo the code support from scratch each time a new SDK is released, which understandably cannot be a sustainable – long term – strategy.

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PC, PS4 and Xbox One
Last but not least, we are also working on porting Assetto Corsa to consoles, which is completely based on the code designed and developed for PC, but instead of freezing the development of the PC version, we brought forward the overall process in parallel, creating a symbiosis that takes advantages from each platform. This has guaranteed a successful process of optimization and a different and improved approach in development that will be beneficial for everyone in future. Therefore, those fans who believe that the porting Assetto Corsa on console has the capacity to ruin the “magic” of the PC version can rest easy, as we can assure you that this is something that will definitely not happen.

Let’s talk briefly about the console port. It is true that to this day we have not revealed a lot of information about the console version of Assetto Corsa apart from confirming that we are indeed working on bringing the game to PS4 and Xbox One to offer the same driving experience as you get on the PC.

Some people do not seem to believe it and say – for reasons we do not entirely understand – that we are going to change the Assetto Corsa physics model also on PC to worsen the driving experience because of the console porting.

We can assure you that this is not going to happen. Actually, when we announced and showed Assetto Corsa on PC for the first time, the same people said that a game boasting top-tier brand licenses and graphics was never going to be a sim because no developer would agree to take a big risk with a genuine simulation. All we can say is that it was the wrong assumption back then, and it still is.

Firstly, we are not going to ruin the driving experience on PC. The good reputation of Assetto Corsa is mainly thanks to the driving experience and natural feeling that it provides with cars that are usually included in so-called arcade – or sim-cade – games. Frankly, it would be a suicide move to make worse one of the key selling points of our product.

Secondly, on the consoles we are going face-to-face with the goliaths of sim-racing, big names that boast sublime graphics, tons of cars and content and the direct support of their respective platform manufacturers. Assetto Corsa has been produced by a team of six, 12, and lately about 30. Our only chance to compete with those giants is to push forward its strong point, the driving experience it can achieve, because that is the factor that depends solely on our know-how, experience and will and not on the budget at hand. Driving experience means laser-scanned tracks, advanced tyre and dynamic modelling as well as all the attention and care we have reserved to any car present in Assetto Corsa. The good news is that 505Games supports us in this journey and we are in complete agreement – it is ready to focus on the realism aspect, instead of pushing our team to lower the simulation bar to an average level. The final judge, who will determine whether there is place for a realistic driving experience on consoles – in the present and in future – is YOU, our community, and no one else. What we can promise you is that we are not going to lower the level of simulation just so that we can please a wider audience.

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2016
We are approaching the final phase of development on the console, something that includes a very different release schedule from the PC. We are also working on the 1.5 build of Assetto Corsa, which will introduce pit-stop feature for single player and continue the process of fine-tuning all the other features already included in the game. In the meantime, the team involved in production is working on the content expected for release during the next year. Assetto Corsa still has a lot to say, and we are working towards making you an even bigger enthusiast than before.

New circuits

We are glad to announce that we have signed a licence agreement to bring you the popular – laser-scanned – RedBull Ring, that for some of you might also be known as the “A1 Ring”, the Austrian circuit that welcomed back the F1 Championship this year. We are also working on the historic version of Silverstone, and the 10km and Junior versions of the iconic Monza circuit, giving you the chance to enter the speed ring and race the historic F1 cars of Assetto Corsa. At the same time, we are also updating our first tracks created for the simulation, bringing them up to a similar level of detail and appearance as the latest releases. Other new track additions might follow during the year.

(At least) forty-new cars!

And here we go: Kunos Simulazioni welcomes Maserati Automobili, introducing the world-famous manufacturer to Assetto Corsa in 2016 with some of its most iconic cars and most recent models. Any clue? Here you go: have you ever wondered how Fangio felt driving F1 cars in the ‘50s?

Thanks to the success of the Audi R8 Ultra 2014, and as a response to the requests of our fans, we are going to replicate the brand new R8 Ultra 2016. The new amazing Audi car will not come alone, since we are also working on the Audi R18 E-Tron, TT VLN 2014, TT CUP 2015, A1 S1, Sport quattro S1 E2 and TT 2015 models.

Assetto- san!

It seems that AC fans never have enough of Japan: then, they might be glad to know that we are bringing you the Toyota Celica, Supra, AE86 and TS040 Hybrid, as well as the Nissan GT-R 34 Skyline and 350Z Nismo 2015! And the list might not be over, just let us work…

Italians do it ... red

Yes, in Italy red is for Alfa Romeo and Ferrari. We can’t unveil now all details, just wait and see, we will not disappoint you.

British Style

The 650 GT3 was the first car unveiled of the recent line-up of McLaren – but not the last: the new 570LS and P1 GTR™ will further expand the grid of supercar and hypercar races in Assetto Corsa!

A pleasant surprise

During 2015, we had the pleasure to meet Praga Cars. Let us introduce you this car manufacturer and its awesome Praga R1R! Soon™ in Assetto Corsa.

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Our community
All of this would not be possible without your support. Support means purchasing original products, and we are really grateful to all of you who have purchased Assetto Corsa and its additional DLCs. Your support also allowed us to hire developers, improve our software and guarantee high-quality and constant support for your favourite simulation. It is our intention to continue to bring you new, high-quality content and features, as well as free bonus content even in the year to come.

Support also means modding. What the modding community has achieved with Assetto Corsa is just incredible – and also very important. The tools released along with Assetto Corsa allowed many enthusiast and skilled fans to show their great talent, and during 2015 some of them were even hired to take part in the creation of official content, working closely with the core team of Kunos Simulazioni. A ton of additional skins, cars, tracks, apps and tools have been created as well, allowing gamers to enjoy Assetto Corsa and its features even more. We would like to thank the entire modding community for the time, passion and attention you dedicate to your projects every single day.

Support also means feedback, criticism and suggestions. With more than 115,000 members, the official Assetto Corsa forums offer a platform for discussion, tips and threads that strive to help people enjoy AC the best they can, while also providing valuable feedback to the developers. We wish to thank all those people who have given feedback and support for our work – and other games – with their reports, tips and suggestions on our forums.

Our gift to you (if you have a little patience ..)
“OK Kunos team, everything is jolly great, now tell us what’s new for us!”

You are right…and you have been asking for some iconic cars for a long time. At the moment we are completing the development of Corvette C7 Stingray 2015 and Ford Mustang 2015, expected to be the first bonus content released in 2016. There is also another “small” surprise. Stay tuned, while we work on an extensive update for the official Assetto Corsa website, which will bring you more information about all the new content, updates, the Assetto Corsa PRO and Formula SAE programmes, and much more.

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When? “Soon™.” When else?
Thank you so much for your valuable support, help and passion! We will keep working hard to deserve it.

With our warmest regards

Marco Massarutto
Co-founder, Executive Producer

KUNOS Simulazioni

 
So why on earth does Turn 10 Studios for example have over 300 employees? They certainly seem to get the job done faster.

Are you seriously comparing a multi-million dollar franchise to a game that's independently developed?

If your point was that bigger development teams seem to get the job done faster, that's correct but obviously overlooking what's required to get 300 people on the same page of developing a game. So I refer to my previous statement of the understanding of basic business principles when it comes to criticizing a company that doesn't simply hire more employees to produce more content.
 
Some folks love to complain about everything 'under the sun'.
If the guys at KS had simply put out AC and did nothing else but sold DLC content (without doing any improvements), I could maybe understand the discontent.
That doesn't appear to be the case.
Improvements and new features take time to implement.
I work for a living fixing a multi-million dollar flight simulator.
It uses eight servers to achieve it's job...not to mention countless engineers programming all of the different sub-systems. It's a continuous battle.
It's also very difficult.
Simple engineering changes can effect other systems...causing major re-work.
To have a sim like AC running on a single computer is a feat.
Be thankful.
 
+1 Terry.

I don't think many people fully appreciate just how amazingly complex the programming is in games like Assetto Corsa, rF2 and all the other modern sims out there. Most consumers just expect the games to be 100% perfect, which is an unrealistic expectation. The games these days are infinitely more complex than those of yesteryear, so when something is tweaked, even if it's very small, can have drastic and sometimes undesired effects.
 
Some folks love to complain about everything 'under the sun'.
If the guys at KS had simply put out AC and did nothing else but sold DLC content (without doing any improvements), I could maybe understand the discontent.
That doesn't appear to be the case.
Improvements and new features take time to implement.
I work for a living fixing a multi-million dollar flight simulator.
It uses eight servers to achieve it's job...not to mention countless engineers programming all of the different sub-systems. It's a continuous battle.
It's also very difficult.
Simple engineering changes can effect other systems...causing major re-work.
To have a sim like AC running on a single computer is a feat.
Be thankful.
Ot here, I recently got to fly 757 simulator at Finnair academy, these things are pretty amazing. As a sim racer, I feel like it's my obligation to nag about the graphix tho, below par :).
 
Really hope for 488 GT3 (and road car would be nice too) as well as FXX K.
Maserati is finally here too, I really hope for MC12 GT1/Corsa, seems like a nice pair for F1 GTR; I would call MC12 a legendary car as they have mentioned, would also speculate about Birdcage, plus Grantursmo would be a nice pair for C7 and M4, and to Aston if they ever come around.

I suppose that new free pack will contain some sort of Nevada twisty desert road judging from the screenshot.

What is up with 350Z '15? I would assume they meant 370Z NISMO?
 
can we please cut with this bullcrap already? I wrote the physics engine for AC just like any other core engine wrote in KS since its creation and I am here an alive..

Sorry to be "that guy" but...

Can you explain why some of the cars released in the latest paid DLC, in particular the new 650s GT3, share most of the physics files with olders cars already present in the game?

I think our sim community could be interested on your point of view. Does someone forces Kunos Simulazioni to release very low prices DLC pushing on quantity over quality?

Thanks.
 
Sorry to be "that guy" but...

Can you explain why some of the cars released in the latest paid DLC, in particular the new 650s GT3, share most of the physics files with olders cars already present in the game?

I think our sim community could be interested on your point of view. Does someone forces Kunos Simulazioni to release very low prices DLC pushing on quantity over quality?

Thanks.
Have you driven the new cars? Have you checked how they feel? How do physics files affect your driving experience? You should feel sorry to be that guy.

Also, let's have a look at how the 650S GT3 came about shall we? Let's have a look on Wikipedia.
McLaren 650S GT3
In June 2014, McLaren announced that they would produce a GT3 version of the 650S, either as a new car or as an upgrade for the existing 12C GT3 – which will contest GT3 championships from 2015 onwards.[17]

Changes to the car include a new seven-speed sequential motorsport gearbox; 380 mm ventilated brake discs with six-piston calipers at the front and four-piston units at the rear; a 52 mm wider track; revised suspension geometry and upgraded components. It is distinguished from the road car by larger air intakes and front splitter, and carbon fibre air intakes and a new rear wing.

The 3.8-litre McLaren V8 twin-turbo engine, also used in the 12C-GT3, produces 493 bhp (368 kW; 500 PS), and includes a new ECU to improve turbo boost and gearshifts. The power output is lower than the road going 650S’s due to homologation.

Basically, the 650S is an upgraded MP4 12-C. This would explain why the car's base is also similar in the game.
 
Have you driven the new cars? Have you checked how they feel? How do physics files affect your driving experience? You should feel sorry to be that guy.
Also, let's have a look at how the 650S GT3 came about shall we? Let's have a look on Wikipedia.
Basically, the 650S is an upgraded MP4 12-C. This would explain why the car's base is also similar in the game.

Have you read what Wiki says?
Have you read the .ini files?

What's wrong in asking clarifications? Or we just have to be blind and believe just because it "feels good"?
 
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Ot here, I recently got to fly 757 simulator at Finnair academy, these things are pretty amazing. As a sim racer, I feel like it's my obligation to nag about the graphix tho, below par :).[/QUOTE

The graphics in most modern flight simulators (not accounting for helicopter simulators) are a bit below most racing simulators.... that is, until you go higher in elevation.
Even the very best flight simulators can't match our racing simulators in terms of graphics at the same distances.
It's another reason why we shouldn't complain.
The graphics aspect though is not not the intended purpose of a flight sim...it's a bonus.
Their intended purpose is to create believable environments for pilot training...which they do remarkably well.
I don't know what manufacturer or vintage Finnair's 757 uses...but our modern eCLMNT with it's Vital1100 graphics would blow your socks off.
If I took you up in our sim...threw a bit of turbulence in... anything above 3000 ft to it's ceiling of 41000 ft, you'd be hard-pressed to tell you're in a sim.
Helicopter sims are designed for much lower altitudes, so the visual guys concentrate more of definition of ground textures.
Those have to be seen to be believed....very, very real at all altitudes and crystal clear.
 
Sorry to be "that guy" but...

Can you explain why some of the cars released in the latest paid DLC, in particular the new 650s GT3, share most of the physics files with olders cars already present in the game?

maybe because they are 2 very similar cars built one after another by the same engineers that had no particular reason to change stuff around just because they could in a car that will be BOPPed anyway?

or maybe because the manufacturer decided not to provide sensitive and reserved data for this car? Sims always feature WAY more parameters than the ones that can be provided (or even measured).

oh no wait.. must be the other one, for sure.. we all decided to go for a 3 months holiday at the Hawaii and screw our users with arcade physics.. why work if we can cut & paste right? .. ya must be this one for sure, I read it on the internet so it must be true.
 
Yeah, you're the only one, cause that's not how software versioning works.
"1.0" means, that all of the features PLANNED TO BE RELEASED in v1.0 are finished, tested and accepted for the release. Some bugs might still slip through, sure. That's what builds 1.0.1, 1.0.2 and so on are for.
"1.0" doesn't mean, that the software is completed, no new features are EVER going to be added and you can only expect bug fixes. With that reasoning, 90% of the software produced wouldn't reach v1.0, because developers (or clients) constantly come up with new features to be added.
The project I work on reached v1.0 in March, we then did some additional bugfixing and pretty much finished in April/May. Am I unemployed? No, because we've come through 2.0 - 2.0.23 all the way to 2.1.0 and the client still has a lot of ideas.
When taking about games, meh. But whatever, I don't agree with you and you won't agree with me so I'll just leave it here. I think I'm free to express my opinion as long as I don't attack any other user. Lately I haven't hold back as much as I did concerning AC as I no longer think they'll ever manage to turn this into a proper racing simulator, given the lack of many basic things.

With this I'm out.
 
You just gotta love simracing community:confused:.

Everytime Kunos gives us great news hell breaks loose. First page is usually very positive and after that it's all about whining what's wrong in game:(
 
So just a quick recap of what to expect in 2016:

Tracks:
  • RedBull Ring (A1 Ring)
  • Monza additions
    • Historic Banking layout (10km)
    • Junior circuit
  • Silverstone Historic
  • More to be announced as 2016 progresses.
Cars:
  • Maserati
    • Not announced but could speculate it's the 4CLT Formula One car as raced by Fangio.
  • Audi
    • 2016 R8 LMS Ultra
    • R18 E-Tron Quattro LMP1 Hybrid
    • TT VLN 2014
    • TT Cup 2015
    • A1 S1
    • Sport Quattro S1 E2
    • 2015 TT
  • Toyota
    • Celica
    • Supra
    • AE86
    • TS040 Hybrid LMP1
  • Nissan
    • Skyline GT-R
    • 350Z Nismo 34 2015
  • Ferrari and Alfa Romeo
    • Not announced, but we saw earlier in the year that the licence to the Enzo had been acquired. And, since the P1 GTR has been acquired it could be assumed that the LaFerrari FXXK may be coming too as a "sister" to compete with.
    • We also know that the F138 is coming.
  • McLaren
    • 570S
    • P1 GTR
  • Praga
    • Praga R1R
  • 2015 Corvette Stingray and the 2015 Ford Mustang road cars will be free DLC in Q1 of 2016

They also said revamping their early release tracks.
 
pfft, that initial joke seems very targeted for "nothing in there".

remember?
remember AC doesnt even have a tele output for I\M\O, just a average overall? what eva use that is, yet non of you even question it.

remember the pages and pages and links trying to explain the important link between tyre temps and setups and car behaviour,debating with me basic principles without addressing the obvious evidence of something being wrong.

remember, then you all said I was stupid for bringing up before 1.4, itd be fixed, and its not at all, all it was was a very slight adjustment to overall temp gain\hold in gt3\2's and more DLC

remember when all else failed to "correct" me you lot simply turned it around, called me a winger, then said had long been reported, and Lord kunos was always working on it.

remember when enougher certain user after debating me on it came back a after "study" and then basically reiterated exactly what I was saying (and the links I posted to back it, some almost to his wording) about temps etc, like I never said it.

One moment AC wants to be the ultimate sim, the next its all about the "feel", when the simulation is questioned, overall the AC community dont wanna hear it,to busy eating up the DLC, instead of pushing devs hard, its even still far far away from a "satisfactory AI",let alone good, never mind the frikken tyre temps and all the rest missing features, just decent AI would be a good start.

RRE is very limited in that respect, but at least it simulates motorsport,with good ai, and decent MP, therefore contents worth it, Id be happy if Kunos did not develop any cars at all this year and concentrated on making a up to standard,full feature race sim,I see no reason at all why they shouldn't be able too, maybe then they can sort their tyre model out , Then a year of DLC releases will be welcomed by me.
You missed that before you came with "your findings", everyone interested in the community and devs themselves knew that tyre temperatures/heating model wasn't working well. So they updated it, it still needs more updates, and possibly other adjustments.
But okay Hash, lets credit you all of this, because no one before you talked about this, devs didn't know about this before. Devs weren't working on it before you showed us "your findings"...
 
Are you seriously comparing a multi-million dollar franchise to a game that's independently developed?

If your point was that bigger development teams seem to get the job done faster, that's correct but obviously overlooking what's required to get 300 people on the same page of developing a game. So I refer to my previous statement of the understanding of basic business principles when it comes to criticizing a company that doesn't simply hire more employees to produce more content.
Yes, I'm doing this because their products will be direct competitors next year. Apart from that, how can you still call KS independent when they are working together with an external publisher?

Bonus: Have a look at Sector3's job offers that seem to contradict your understanding of basic business principles (and it's not about producing more content, it's about improving features): http://www.sector3studios.com/#jobs
 

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