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

 
Well, in the case of the 650S, I jumped in, did a few laps and my first thought was that it felt like an upgraded version of the MP4-12C, which it is. I did not worry about which parameters in the physics.ini affect that. I only care about what happens on the track. I really don't care what's under the hood.
The only insurance we have that cars will have realistic handling, is the accuracy and the correctness of the physics engine, not some guy's steergasm while driving his favourite car ... real life cars do not all feel good, a car "feeling good" is not a criteria here at all. So, yeah i really do care about the authenticity of physics, because at the end of the day, most of us will never drive hyper cars or racing cars ...
 
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What's the point of a racing sim if there isn't an overall quest for accuracy?

Imagine X-Plane or Prepar3D puts out an Airbus A380 that flies like a LearJet. Are all the Flight Sim guys supposed to just deal with it and "stop being armchair developers trying to ruin other people's fun?"

Cause that's the path we're on.
Oh COME on. We simply aren't.
 
What I find most funny is that nobody cares about PRC because they are like cancer but everybody posts about them (meaning that they also read them), developers included :D
PRC could be so much more, the writer is obviously smart and knows a lot about our hobby, it is unfortunate they have chosen such a negative agenda.
Once you know it is bias beyond belief then it still turns to be entertaining, after all we are all mostly adults around here.
 
Don't take my words as 100% truth, everyone has a different feel for simracing, I personally know some IRL race drivers who say AC feels more realistic than before, but they've also driven different cars to what I have driven. I guess it's down to personal feelings.
That's true. But how comfortable and experienced you are at simracing also comes down into it. I know some IRL drivers who thought Forza was the best thing since sliced bread so... Of course they sucked at driving virtually (not that great IRL either but anyway).

Since simracing misses a lot of feedback that you get in a real car, you have to adapt to it and that takes a bit of time. Until then, you might be a one of the best drivers in the world your opinion wouldn't matter much, because you just don't really know what's going on virtually and you're driving blind.
 
If other devs take note of how many corners AC was able to cut while retaining a group of apologists, we'll get to a pointvwhere every game is just as unfinished.

But if other developers take a note of how much negtive emotions and misery they caused to you and your readers, we'll get to the point where no developer will ever touch simracing project with a longest stick hehe

I hope they realise that you are so critical only in your official day job. In your free, private time you are still enjoying simracing in AC, aren't you?
VLN @ Nordschleife Endurance - Saturday 28 November

in your own words:
"Fantastic racing regardless. That's how it should be."

But you can't say it too often. 'Good news don't sell the papers...' as they say
 
What's the point of a racing sim if there isn't an overall quest for accuracy?

Imagine X-Plane or Prepar3D puts out an Airbus A380 that flies like a LearJet. Are all the Flight Sim guys supposed to just deal with it and "stop being armchair developers trying to ruin other people's fun?"

Cause that's the path we're on.

Just out of curiosity Austin, which is in your opinion the most accurate sim currently out there - RF2?
 
What's the point of a racing sim if there isn't an overall quest for accuracy?

Imagine X-Plane or Prepar3D puts out an Airbus A380 that flies like a LearJet. Are all the Flight Sim guys supposed to just deal with it and "stop being armchair developers trying to ruin other people's fun?"

Cause that's the path we're on.

My point is that if it feels good and right, then I don't care how it's done. Of cource it would be nice if everything is 100% accurate. But if they have to take a shortcut in some matters I don't care as far it FEELS right.
 
TBH the vast majority of AC users is playing the game right now enjoying it and the news.. it looks to me like the only one "foaming" is some losers that has nothing more productive to do than spend the first hours of the new year to spam more angry nonsense on his "blog".

but ya.. perhaps it's just me, but I wouldn't count on it.

>Cracks down on hostility/personal attacks on the Assetto Corsa forums.
>Comes to RaceDepartment to call people losers.

O_o
 
In the end it's a good thing that people are finding the bugs in AC. On the one hand it means people are actually modding for it and taking the time to get things right. On the other hand it means they'll get fixed. If a sim has bugs in the tire model and nobody finds them, it's still wrong.

The trick is to stick to 'real world vs. sim' comparisons. 'sim vs. sim' will just get you misery; they're different precisely because so much of car physics is not a matter of 'just write the one true equation' but of deciding which features will affect the driving model more, which depends on what the author wants to drive. A sim that's built for street stocks on 1/2 mile ovals can be 100% accurate without being able to simulate an F1 car at all.
 
What's the point of a racing sim if there isn't an overall quest for accuracy?

Imagine X-Plane or Prepar3D puts out an Airbus A380 that flies like a LearJet. Are all the Flight Sim guys supposed to just deal with it and "stop being armchair developers trying to ruin other people's fun?"

Cause that's the path we're on.

There are numerous reasons why a racing sim shouldn't focus solely on accuracy. For one, ISI has done a great job in doing so with their sim, yet how popular is it compared to pCARS? So while I can appreciate the idea of accuracy being a priority, we need to be realistic in not only what is capable of a game, but what the priority of the developers is as well. If you don't agree with their priorities you're better off moving on instead of just complaining incessantly with little to no real feedback they can use.

I think everyone would be better served in focusing their criticisms on a game that shares their focus rather than forcing their personal ideals onto a specific game's developers. This is something the sim racing community and gaming community as a whole should seriously consider.

That's the course we're already on and people should get over themselves and move on from something they can't control if it seriously bothers them that much.
 
I used to own a very public business and the last thing I would do is read the internet comment section on how to run it. Glad they were talking about but didn't really care what they were saying and the last thing I would do is drop in and make a comment. :)
 
Its a good call to have rF2, SCX, and R3E all installed at once, swapping between them depending on what cars you want to drive.

R3E recommendation comes from same Mr. Ogonoski who jokes about Airbus 380 and LearJet. While accidentally just 10 days ago he wrote on his blog:

"But, in my own experience, there’s gotta be something going on with the physics engine that’s heavily simplifying stuff behind the scenes. Every single car in R3E drives the exact same, to the point where three completely different cars can be driven to the top of their respective leaderboards with the setup above. Instead of an entire roster of dynamic vehicles that each require their own driving style, it feels like only the overall weight and engine power output change from car to car. This allows a setup built for a front-engine modern DTM car and a mid-engine GT3 sports car to be just as effective in a light weight open wheel speedster."

http://pretendjournalist.net/category/sector-3/
 
What I find most funny is that nobody cares about PRC because they are like cancer but everybody posts about them (meaning that they also read them), developers included :D

as a dev caring for my company, in which I've invested the last 20 years of my past, my future, my family's future and the future of the other devs and families working for KS is the least I can do.. and ya, sadly, scanning the internet for (also) cancerous places comes with caring about what I do for a living... I can't help it.
 
R3E recommendation comes from same Mr. Ogonoski who jokes about Airbus 380 and LearJet. While accidentally just 10 days ago he wrote on his blog:

"But, in my own experience, there’s gotta be something going on with the physics engine that’s heavily simplifying stuff behind the scenes. Every single car in R3E drives the exact same, to the point where three completely different cars can be driven to the top of their respective leaderboards with the setup above. Instead of an entire roster of dynamic vehicles that each require their own driving style, it feels like only the overall weight and engine power output change from car to car. This allows a setup built for a front-engine modern DTM car and a mid-engine GT3 sports car to be just as effective in a light weight open wheel speedster."

http://pretendjournalist.net/category/sector-3/

Hence having three games installed. While the GT3 cars and FR2 are a smoke & mirrors show, the 1992 DTM cars at least make sense within the environment Sector 3 have built - and they're not available in the other titles. Switch to rF2 if you want some decent modern GT cars, Reiza's got the Open Wheel stuff down.
 
I agree with Mr. Ze German that ultimately it comes down to personal feel, preference and interpretation. Trust me, I came into simracing as a 100% substitute for track time as I couldn't do it any longer. I'm looking for the most realism - no doubt about it. And developers should appreciate that this aspect is most important to a lot of us.

For me personally, AC brings back that feeling while sitting in a rig in my room. rF2 does that too, but again, based on personal preference and interpretation of the FFB sensations, etc, AC provide a bit more enjoyment. There's nothing wrong with that. Within a physics engine the parameters have to make sense to a great extent, but there will always be some level of qualitative/"non-scientific" adjustment to map into one's interpretation of what is most realistic. Again, I personally don't have the time to look into all the parameters, but at the same time, I also sympathize with all the talented modders who want to extract the most realism and for them parameter utilization is most crucial. But it also ought to be appreciated that some of us do enjoy AC for the driving enjoyment it provides within its "imperfect" architecture.

I too hope to see AC improve beyond the current level and we should encourage developers to continue to pursue "perfection" - though I doubt we'll get there any time soon. Until then, I still find it amazing that I can sit inside my house and still sweat while pushing a car at tracks that I could only dream about being at in the real world.
 

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