Kunos End of Year Message Hints at Future Plans

Paul Jeffrey

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Assetto Corsa New Year Message.png

Marco Massarutto of Kunos Simulazioni has released the now traditional end of year message to fans of Assetto Corsa, with some interesting insights revealed...

Launched across the various Assetto Corsa social media channels earlier this afternoon, Massarutto pays homage to the work undertaken to get Assetto Corsa to the stage it finds itself today, whilst dropping the most significant hints yet that a new project could well be under way in the not too distant future... read on for the full New Year message post from Kunos:

Since we started the Assetto Corsa project, each year we have experienced something remarkable: in 2011 we unveiled the new IP, in 2012 we presented the game at Gamescom and announced the Ferrari licence, granted to an independent production for the first time ever. In 2013 the game was released in Early Access, in 2014 we launched version 1.0, in 2015 we introduced the Lamborghini licence and released the first version of the Nürburgring Nordschleife based entirely on laserscan data. In 2016, we released the simulation to consoles thanks to the partnership with 505Games, and announced the Porsche Programme, which brought the very best selection of Porsche cars in a genuine simulation after 13 years. In 2017, we celebrated the 70th anniversary of Ferrari with a dedicated pack that is one of the most successful DLC packages ever released for Assetto Corsa. More importantly, throughout the years our entire team has worked hard to improve every single aspect of the simulation: adding new features and improving physics, performance and the underlying tyre model as well as single- and multiplayer features, with the aim to provide our fans with a driving simulation that can keep high standards in vehicle modelling, sound effects, handling and gaming features. This long-term support has been possible thanks to our loyal user base and all those sim racers and gamers who have purchased our product and given us suggestions and positive criticism day after day with the aim to improve the game. The free Bonus Pack #3 recently released is dedicated to all of them.

Another remarkable event in 2017 was when Kunos Simulazioni became part of Digital Bros, a decision that as founders of the studio, Stefano Casillo and I, made with the objective to consolidate the team, guarantee more stability, strength and resources for the present and future of the company.

Yes, the future: what can you expect now? As I have said, Assetto Corsa has kept Kunos Simulazioni busy for almost seven years, and we have continued to update the game for three years following its 1.0 release. Assetto Corsa is not just a “game"; it is based on a technology designed and developed in-house, which is not a secondary detail, given that this is the technology that will determine and define the quality, gameplay and potential of the games to be based on it down the line. This is why we dedicated years to improve an engine that had originally been conceived in 2011, and this is why during 2017 we also dedicated time and resources to R&D activities that will define what we are going to be busy with in the years to come.

In 2011, Assetto Corsa was conceived to be a moddable platform featuring - possibly - 20 cars, 5 tracks and the basic functionalities typical of a driving simulation. Today, it offers 177 cars in 20 classes and genres, 19 tracks in 35 configurations, an offline career, custom championships, a solid multiplayer experience and much more, not to mention the ongoing support for modding, which has seen improvements through the years and resulted in an incredible collection of third-party content created by a dedicated community. And sometime we still can't believe that Assetto Corsa has gone so far.

But it is not just the software that has changed and evolved throughout these years, but also the company itself. What was once a group of four guys trying to wage war on the most established names in the business is now a bigger team. Finding the "right people" to insert into such a peculiar working environment such as Kunos Simulazioni is not an easy task, and it's something that has kept us busy during 2017 as well. I am glad to say that the results are encouraging and the future looks bright thanks to the new talents we were able to add to our team and that will join the ranks alongside the founders me and Stefano, the guys of the "old guard" who joined us since the beginning and all the other people you've learned to know during this adventure.

All of the above thanks also to our new "Benevolent Overlords" in Digital Bros, allowing us to think and dream bigger than we could only a few months ago.

Talking about the Team, in 2017 we welcomed four new programmers specialized respectively in graphics and gfx, UI and animations, mechanic and physics, online racing environment and ranking, with the aim to improve in those areas that can make your experience with Assetto Corsa games better and better.

There is always a margin for improvement: even after a lot of hard work to reduce this margin throughout a long development period, 2017 was a highly important year to us to define the new basis in the technology we will use in future. Even today, the community keeps asking for something new, and that is great as it means that you continue to keep us involved in fuelling your hobby, passion and training tools. To meet your expectations, and to support the features that our current technology cannot manage, some – actually a lot of – work will be required. So, it's time to move forward.

When it arrived, there had been nothing like Assetto Corsa before. We are working hard to replicate this feeling with what there is to come in the future. - Marco Massarutto, Assetto Corsa's Brand & Product Manager

Want to know more about how Kunos go about making cars for Assetto Corsa? Well worth a watch:
Assetto Corsa, available now for PC, Xbox One and PlayStation 4.

Check out the Assetto Corsa Sub Forum here at RaceDepartment for the latest news and discussions regarding the sim. We host quality League and Club Racing events, have a selection of fantastic mods to download and some of the best community conversation. Join in the discussion today.

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What do you make of the end of year message from Marco? Looking forward to the future of Assetto Corsa / Kunos? Let us know in the comments section below!
 
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anyone remember Race Pro on Xbox, i would actually consider this a sim?


pretty much any title that simulates driving/racing to a authentic (as much as possible) is a sim imo. Each developer will of course have their own interpretation of simulation and how their tyre model works of course. But the way i see it , Arcade is need for speed/burnout, Simulator is AC, RF2, PC2 etc etc etc. Would i say games like Forza or GT are simulators. Yes i would say, but they are made easier or more accessible for the target market.
 
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No, depends. If you use a joypad (consolle or pc) will be always an arcade approach. Wheels make a big difference. AC (for example) on Pc or on Consolle are the same things. Pc have the great power of modders community which increases the longevity of the game (and I speak for every kind of games). Many time ago there was great difference between Pc and Consolle titles: when Pc users played with Grand Prix 2 (best sim of the 90's), Playstation users play with F1 '97. Do you understand the difference? Today there is less difference, but titles as Project Cars 2 (PC or Consolle) for me are too much arcade. Anyway...I will use always a PC :p

And what did these PC gamers play Grand Prix 2 on? Almost certainly not a wheel. I drove Grand Prix Legends for years with a joystick. Does this make GPL an arcade game? Have you ever tried to drive a car with a console controller. Its far harder than than with a wheel. Those who can do it well have my respect. Why are people so desperate to label games or gamers as sim or arcade?
 
100% agree i used to play Grandprix crammonds with a sidewinder lol.. Wheels were not about then I'm sure.

People just use that ridiculous word to make THEIR favourved sim better sounding than the other. Its all bollocks really.
 
That’s something to not be underestimated, Sims have spawned a whole industrie around them, look at all the people making rigs, pedals, hardcore wheels and all the other accessories. None of this is made for the likes of Forza and GT. I think it’s a safe bet that AC is a large part of why that whole industries exists along with proper Sims like rF2, AMS, iRacing and all the others who are aiming for true simulation

I think the vast majority of PC gamers who can't afford direct drive wheels and load cell pedals have a great deal to be grateful for to consoles. For years I used a DFGT on my PC which was never marketed as a PC wheel - only as a Playstation wheel. Even what I would call high end wheels (£600) are clearly aimed at console users

http://www.thrustmaster.com/en_UK/products/t-gt

Other high end wheels such as Fanatec feature console compatibility, so console users clearly buy wheels, even high end wheels.
 
I think the vast majority of PC gamers who can't afford direct drive wheels and load cell pedals have a great deal to be grateful for to consoles. For years I used a DFGT on my PC which was never marketed as a PC wheel - only as a Playstation wheel. Even what I would call high end wheels (£600) are clearly aimed at console users

http://www.thrustmaster.com/en_UK/products/t-gt

Other high end wheels such as Fanatec feature console compatibility, so console users clearly buy wheels, even high end wheels.

Sure but now you are talking ultra high end for console, and you could easily spend $1500 just in pedals for pc. Now think of the 20k plus rigs that aren’t even that uncommon, this stuff is certainly not made for console.

Reality is consoles have not had the required power until recently for proper sim work
 
And what did these PC gamers play Grand Prix 2 on? Almost certainly not a wheel. I drove Grand Prix Legends for years with a joystick. Does this make GPL an arcade game? Have you ever tried to drive a car with a console controller. Its far harder than than with a wheel. Those who can do it well have my respect. Why are people so desperate to label games or gamers as sim or arcade?
Absolutely not. I played Gp2 with a keyboard and Logitech Wingman :p. (but GP2 or GP Legends were a SIM, F1series for PlayStation were a arcade).
The first wheels were ridiculous. I remember playing F1 Racing Simulation (1997) with a Thrustmaster Grand Prix 1, without pedals. Who plays with the joypad (well) has my respect, whether they are driving games, football or anything else. But for the driving games will always remain arcade gamers. Sim does not mean just simulation? In my opinion, today, the best way to simulate driving is with the steering wheel, gears and pedals (consollo or pc make no difference).
Then not all those who have a steering wheel are sim racers. You see the difference between good ones (and beyond) and "normal" ones. Let's say that the steering wheel increases the level of professionalism but does not make this a champion. A champion will also drive well with a joypad.
As I said: everyone does what he wants. The important thing is having fun.
 
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First, I have to say congrats to Kunos for a game changing sim. When it first came out there were a lot of haters and the V7 tire model wasn't exactly my favorite. They kept working and the final product was a game changer.

Now, many years later PCars2 has forever changed the landscape with dynamic weather, day/night and a car/track list that many are envious of. I for one will buy pretty much anything that Kunos and Reiza make in the future. They've shown time again that they continue to improve their products and are not here to overcharge the customer. I've gotten so much value out of both AMS and AC that I will never complain.

Hoping that the next iteration has more tracks, day/night, weather....who knows. Maybe a slightly tweaked tire model. I dunno, but really looking forward to what comes next.
 
Thanks Kunos but also THANKS to the community (professional and private modder) that has given us and will continue to give us fantastic mods improving our dear Assetto Corsa more and more.
I SECO
Thanks Kunos but also THANKS to the community (professional and private modder) that has given us and will continue to give us fantastic mods improving our dear Assetto Corsa more and more.

Well Said. Great game, and thanks Kunos and to the community, this sim just keeps getting better.

A big part of the fun for me is searching for new additions. I have probably spent close to the same amount of hours looking for cars, tracks, and mods to add to my collection, as playing. A big THANK YOU to the community !!!!

I purchased PC 1 and PC 2, neither has held my interest. The selection of cars for classes just isn't there. The modding community is a big part of keeping this sim interesting. Thanks you to Kunos for allowing that.

Looking forward to seeing what next for this sim. Thanks again to everybody !!!!

Still need the Ferrari 512 S Coda Lunga !!! Somebody please, if you could. HAHA
 
A big part of the fun for me is searching for new additions. I have probably spent close to the same amount of hours looking for cars, tracks, and mods to add to my collection, as playing. A big THANK YOU to the community !!!!
I have Gigabyte and Gigabyte and Gigabyte of mods (AC, Automobilista and now ETS2/ATS), saved on external HD and backup on dvd.
I spent more time modding than driving! :laugh:
 

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