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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Thanks to the developers for making the game so easy to mod (perhaps even easier than the older generation games) that "wannabe" modders steal mods (and models from other commercial games) and re-release them as their own without credits, locking them behind paywalls and profiting from the work of other modders.
 
Happy to see Kunos "moving forward", although it's not very clear yet what will come.

If this is about AC2, my biggest wish is that they keep all the content currently in AC, and make the mods compatible. (in addition to night/day and weather, obviously:))

On the physics side, I wonder if Kunos would aim to equal rFactor 2 or do an even better job? I for one would love to see that happen.
 
Probably better, since that's where they aimed in AC

I still consider myself very new to the sim racing scene, so please explain if you could.

From what I've read on some threads here and on reddit, generally people don't seem to think AC is on the same level as rFactor 2 physics wise. If this is what Kunos had aimed to achieve in AC, how good of a job have they done?
 
New game (AC2?) but compatible with actually AC mods. Always completely moddable not as PC2. Planet Mods is the fuel of AC (7522 files/mod only on RD).
Surely improvements as weather (rain), night and day (with correct car and tracks lights) and a better AI (for Offline). And a correct reflections on the mirrors in external camera. I hate them! :whistling::whistling::whistling:
I think it's quite optimistic to hope that current mods will be compatible with the new game engine, the smallest change in dummy position, required material, will require it to be remade or in the least edited
 
From what I've read on some threads here and on reddit, generally people don't seem to think AC is on the same level as rFactor 2 physics wise. If this is what Kunos had aimed to achieve in AC, how good of a job have they done?
There are areas where one is better than the other. Like AC is currently missing realistic drivetrain simulation. RF2 on the other hand apparently has such a convoluted/complicated tire physics system that modders don't dare to touch it, which makes you wonder if even the creators really understand it themselves.
I think it's quite optimistic to hope that current mods will be compatible with the new game engine, the smallest change in dummy position, required material, will require it to be remade or in the least edited
Rework will probably be required, at least for cars, but for the basics like suspension layouts it would surprise me if Stefano would change his whole system. Just like before he will probably add stuff when needed
 
There are areas where one is better than the other. Like AC is currently missing realistic drivetrain simulation. RF2 on the other hand apparently has such a convoluted/complicated tire physics system that modders don't dare to touch it, which makes you wonder if even the creators really understand it themselves.

Not just that, rF2 has more features like dynamic racing line, rain, day/night time, which automatically puts AC behind, despite i like it a lot...
 
I think its just sad that all what people want from a new game is moar features instead of improved physics and FFB. If I want more game I would play PC2. I went from PC1 to AC because of the way better physics and FFB. My personal question would be what will Kunos be able to achieve with that new engine? What will they improve? How much more simulation will it become? Will they finally get rid of the pendulum effect in FFB, will they introduce a better transition from static friction to gliding friction? Will they create an engine that uses all what my Wheelbase 2.5 can do with 1000hz? Thats whats important for me. Not night and rain or any gimmicks. I want an improvement what already made me a fan - The simulation. I hope they don´t go the opposite direction into PC2 territory.
 
Still remember picked it up in 2013 and playing on my GT650 graphic card 15 inch laptop hahaha.

Keep up the good work ! The statement is open ended which makes me think they are moving to a new title ? (Totally fine with me consider AC's engine was developed almost 10 years ago XD. )

Exciting times regardless.
 
I think its just sad that all what people want from a new game is moar features instead of improved physics and FFB. If I want more game I would play PC2. I went from PC1 to AC because of the way better physics and FFB. My personal question would be what will Kunos be able to achieve with that new engine? What will they improve? How much more simulation will it become? Will they finally get rid of the pendulum effect in FFB, will they introduce a better transition from static friction to gliding friction? Will they create an engine that uses all what my Wheelbase 2.5 can do with 1000hz? Thats whats important for me. Not night and rain or any gimmicks. I want an improvement what already made me a fan - The simulation. I hope they don´t go the opposite direction into PC2 territory.
you're asking just as specific new features there as the other guys ;) Night and rain can bring just as much new input into the physics as just turning up the frequency (which in turn wouldn't do anything for the median AC user, who's (like me) still running a low bob Logitech wheel).

I'd also disagree with the strict division between "night" and "rain" - imo both are part of something bigger, enviroment simulation. Well done night, ..I'm thinking about temperature gradients in air and tarmac, dew points, next to the obvious visual changes...

You may realise that my dream scenario would be replicating something like Leh Keen's Rain Dance...

which, looking at the length of the track, would open other questions about certain effects needed. Should stuff like puddles and trickles be hardcoded into a track, or should there be a physical water simulation added just for this? Would this make a track makers life easier, while making Stefano's hell (at least initially :cautious:)... it would certainly be one of the things predestined for multithreading, no real deadlock danger here...

... you may guess its a slow day in the office... :coffee:
 

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