5 Things Assetto Corsa 2 Must Get Right

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Assetto Corsa 2 is indeed coming in Spring 2024, and sim racers have high expectations. Here are some things the title must get right if it is to be as successful as the first.

Image credit: Kunos Simulazioni

Over the weekend, a Digital Bros financial report leaked that Assetto Corsa 2 is still scheduled for Q2 of 2024, essentially Spring next year. With around six months until release, the Kunos team behind the upcoming sim is sure to be hard at work.

The original Assetto Corsa truly put this little Italian studio on the map with its massively moddable creation. Today, the first AC has become something far greater than its developers could have imagined. Furthermore, its GT-only follow-up, Assetto Corsa Competizione has become the standard in online racing.

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Assetto Corsa Competizione GT3 at Monza. Image credit: Kunos Simulazioni

But as such a big name, Assetto Corsa 2 certainly has high expectations to meet with sim racers. So in order to not become a disappointment, here are the main areas Kunos must focus on to get right.

CSP Features​

One of the main advancements for Assetto Corsa over the years is certainly the Custom Shaders Patch. Alongside the SOL weather system, it has transformed the title. Introducing a full day-night cycle with a realistically evolving night sky, wet weather driving and a whole host of car optimisations, CSP is a godsend for fans of the game.

In fact, one might dub Assetto Corsa a bad game in its vanilla state, without CSP. So the first thing Kunos must do with AC2 is to ensure everything one can do with Custom Shaders Patch features in the game.

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In today’s market, day-night transitions, seasonal environment changes, realistic weather and detailed wet driving physics are standard. Indeed, every title on the market bar iRacing allows these most basic features. Even iRacing is pushing hard to implement rain.

But it is not just the overall sky and cloud system that needs work from Kunos. CSP introduces many improvements to the AC physics, graphics, audio, VR compatibility, cameras, replays, photo mode and so much more. If Assetto Corsa 2 is to meet expectations, it must come with as many Custom Shaders Patch features as possible.

Modding Support​

Whilst the second of its name, Assetto Corsa Competizione is an untouched tribute to GT3 competition, the original AC is known for one thing: mods. Third-party content is so crucial to the title’s success that rarely will any player even use original Kunos content. As aforementioned, even the sounds and graphics are third party for the most part.

So with Assetto Corsa 2, Kunos will need to ensure modding is just as easy, if not easier than the first game. The first AC offered modders with SDK tools, allowing them to easily edit cars and tracks. This is something Straight4 Studios is seemingly doing with GTRevival, also set for a 2024 release, as Ian Bell confirmed in our interview with him.


To push things a step further, AC2 will want to provide the most comprehensive and easy-to-use modding tools anywhere in sim racing. Currently in AC, those with the technical know-how can easily access and tweak data files. This means setting up torque curves, tyre models and grip graphs is relatively easy. But with the second title, that needs to go further with perhaps in-game tools to alter visuals, audio and other elements.

If AC2 were to feature a track and car editor along the lines of the Gran Turismo 5 circuit editor or Bob’s Track Builder, fans would surely cry out in joy.

Great Underlying Physics​

If modding is to once again form an integral part of Assetto Corsa 2, first party content must not be of concern. Instead, Kunos must put together the perfect base upon which the community can build. That means that physics and force feedback must be perfect out of the box.

The original Assetto Corsa certainly offered a great handling model in its time. Whilst the tyre model is now somewhat outdated with its single contact point and lack of flex, it provided a realistic and immersive feeling behind the wheel. Since then, the Kunos team has learnt a lot with its Assetto Corsa Competizione model, which recently received a major update further boosting the realism.


If AC2 includes ACC-esque physics elements with greater adaptability for the variety of cars modders are sure to create, it will give the new game the best chance. However, with the original Assetto Corsa’s Force Feedback proving popular even in today’s market, Kunos will have to work hard at providing fans with the best of both worlds.

As aforementioned, content should not be a focus for the Kunos team. The underlying physics and feel behind the wheel is what will make or break this game.

Better Gameplay Elements​

Another element that is sure to prove crucial to Assetto Corsa 2 is its gameplay offerings. A sandbox racer, the original game gave players very little to do other than drive and set up their own imaginary events. What this upcoming game must do is give fans a reason to play other than just to drive.

The best way to gamify any title is by adding a career mode of some sorts. Now, in a game all about third party content, that is a challenge. In fact over time, every player will have a unique car and track list on their personal install. But if Kunos can figure out a solution to the problem, a career mode will give players a reason to come back.


One could certainly apply this idea to a ranked multiplayer system in the style of iRacing. But with the AC name best associated with a more casual approach to sim racing, would online competition suit? Perhaps not.

Elsewhere, there are many on-track features to improve upon from AC. The original game did not have class differentiation, nor did it have a rolling start feature or the ability to run timed races. These are all standard features every game should offer in today’s age. Anyone looking to run endurance races offline runs into all of these issues. But there is another problem to encounter in Assetto Corsa: the AI. That too will need a big push for Assetto Corsa 2.

A Reason to Jump Ship​

Not only does Assetto Corsa 2 have to manage and meet expectations, it also has a fierce rival to beat. The success of its first game is sure to be Kunos’ first hurdle when releasing this new game.

Featuring more content than anyone can realistically download and a larger community than most other sim racing games combined, there is little reason to stop playing the original Assetto Corsa. As such, Kunos must be creative if it is to draw fans away from its old game and divert them to the new. Indeed, a more up-to-date title is unlikely to hit the mark. Just look at the community still hopelessly devoted to GP Legends.


Previously, we touched upon the issue of AI in the first game. If Kunos can create a ground breaking AI that races well and is still adaptable enough to make for easy modding, this may well be a good place to look. However, judging by the lack of progress made from AC to ACC, there is little hope.

Maybe the ultimate way of grabbing attention with Assetto Corsa 2 is to redefine what the AC name is. Rendering the past 1000-odd words redundant, perhaps it is time Assetto Corsa dropped the modding approach. In fact, a different selling point may attract fans to the title without dissolving the original AC community. What that would be, we cannot begin to think. But to break the community away from the first game, a major shift will be necessary.

What are you expecting from Assetto Corsa 2? Tell us on Twitter at @OverTake_gg or in the comments down below!
About author
Angus Martin
Motorsport gets my blood pumping more than anything else. Be it physical or virtual, I'm down to bang doors.

Comments

I'm so on the fence about whether AC2 should be moddable, and if so, to what extreme. We still always have the AC sandbox to satisfy our modding appetites, tho it's starting to show its limits and age. Modding and tweaking AC to death has been great fun, but since finally moving to ACC I rarely play AC anymore. Limited car and track content for sure, but ACC just feels, drives and sounds sooo much better IMO. As long as AC2 nails the really important things - physics, car/track/environmental realism, and competitive SP AI - I can totally live without it being moddable.
One thing surprisingly missing from this list - KS absolutely needs to bring the best VR racing experience possible this time, if they want AC2 to rise above the sims coming to market and to stay relevant until AC3. I say this without even owning a VR setup at this point but knowing how important it is.
 
0. Kunos please hire Ilja Usupov and Peter Boese! (maybe too late now)
1. up to date graphics/illumination engine to have a more photorealistic look
2. improved damage model, similar to what iRacing or even BeamNG do.
3. more detailed track environment for better immersion. It's ugly to see a flat 2D texture just outside a track, because the map is small. Using Google Maps 3d models fixing them with AI, could help having a realistic environment around every track, especially for distant buildings and woods.
4. weather system as good as SOL, with realistic clouds and skydome
5. AI with personal skills, to make the single player experience as realistic as possible. Also AI should be used to fill up the online grids.
6. fully editable Career Mode and Custom Championships, so we can make trees with as many motorsport series as we like, changing rules in details, adding safety car, rolling starts and so on.
7. "hotseat mode" offline multiplayer, to select different cars during a race and playing with friends at home, just like in the old but gold Geoff Crammond Grand Prix Series...
 
D
Hope mods will be supported via Steam Workshop this time.
 
I still do not believe it's coming in 2024. Unless they have a great poker face, there was a relatively recent podcast interview where they stated they are in a purely "exploratory" phase trying to figure out what the game is even going to be. 2023/2024 also seems to be a very packed timeframe for racing games/sims (awesome!). I agree that their best hope is indeed going to be leaving the modding door wide open as they did with AC. Updated physics/dynamics, updated engine, updated visuals with an open invite for the community of modders to do their thing would likely work for them, if they nail the barebones of the sim/game. As often as I still find myself in AC and as much as I adore what the community has done between CM, CSP, Sol/Pure and the endless supply of quality mods...it is indeed showing its age. There's only so much lipstick you can put on a pig, the game has been taken to the extreme end of its capabilities, which is far beyond what a majority of people probably ever believed was possible. If AC2's foundation starts near the current level of modded AC, with room for modders to expand well beyond it...that's a formula for success in my book.
 
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I hope this is not an odd feature to wish for but I would like an easy way and quick way to BOP cars, which are supposed to drive in the same class. Finding out that a new GT3, for example, is 2 seconds per lap faster, then trying to tweak the car, sometimes on a track to track basis, can be tiresome, especially if you have multiple cars that are over or underperforming. In AC1 you can already add ballast and give it a restrictor, but you still have to try things out. If I'm in the mood for a quick race with the AI, then I just rely on the vanilla content or drive set the opponents to the same vehicle as mine.
 
Very nice column, thank you!

We can only hope that the DEVS from AC2 read it and listen to the community.

My biggest wishes would be:

1. Better more detailed visual damage system

2. Better physical damage system with slider from 1%-150%

3. Contemporary graphics and sound

4. Much more focus on multiplayer (optimal netcode, smooth vehicle movements for the stream)

5. VR is the power in Simracing - optimized for the upcoming VR headsets!

Summarized:

Graphic presentation like Gran Turismo

Physical correctness, driving experience and the best FFB like ACC and AMS2

Damage system optical and physical like iRacing - the best!

MP Online quality like iRacing - smoothest Vehicle movemend

VR support and optimization like AMS2 and iRacing

And everyone would be happy!:)

PS: sorry for my bad Google Translation :sleep:
 
I strongly disagree with the statement that AC2 needs to feature CSP.

AC2 needs to feature the basic program (Core), spotless at it, to support CSP2 and next level modding. Instead of wasting precious development time with the details provided by CSP, it should break ground with next level physics and modding capabilities. Of course those include weather, rain, dirt (Edit. and CSP physics ugprades.)
 
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Its going to be a console game so mainstream with lots of graphic bling. No mod support (consoles right). Just like ACC
 
Its going to be a console game so mainstream with lots of graphic bling. No mod support (consoles right). Just like ACC
Im pretty sure the guys that make AC are sim purists and will do their absolute upmost to make it the best sim as possible, imo you are talking nonsense.
 
Im pretty sure the guys that make AC are sim purists and will do their absolute upmost to make it the best sim as possible, imo you are talking nonsense.
I think he's refering to the console version of AC2. I wouldn't expect it to be moddable either, but then, who cares. #pcmasterrace
 
I believe that if AC2 bases its business scheme on modding it will take many more risks and perhaps cost (much) more at launch.

Kunos will need to distribute its revenues over the lifetime of AC2, and whether it bases much or all of it on modding will have to depend on the health of modding itself.

In this case the base game could cost much more because the work on physics and the possibility that this physics will have to become user friendly and usable by modders will be more difficult to complete.

It will also have to balance the possibility that modding will not churn out attractive or well-made cars.

Almost all modern developers need to release additional content to stay afloat, unless they produce a title every year, as in the case of the "F1" series.

Kunos could add its official content to that of the modders, but I get the impression that all this extra work and alea of this business scheme may lead us to a much more closed AC2 than we would like: perhaps also because of the image rights of the car manufacturers that may have tightened over the years (but I have no data to say for sure).
 

A Reason to Jump Ship​


This is gonna be the toughest one for me. Even though I'll purchase AC2 from day one to support Kunos, I'm not sure how long it will take me (if ever) to jump ship.
Considering my time is spent basically cruising on mountain roads in road cars, it'll be difficult to beat my current roster of meticulously edited cars and roads in AC.

If AI in AC2 is as good as it is in ACC however, I do see myself using AC2 for when I wanna go racing.
I'm not sure if porting content will even be a consideration but if it is, I'll definitely be learning how to do that and it would give me a reason to jump ship much faster.
 
Well, although kunos offers in its sdk a super tool that converts models in three simple automatic steps, not all AC1 mods will soon be in AC2.

Modders who encrypt their models will not convert without an encryption tool at least as effective as AC1's

Kunos has in its power to create a workshop with support, an encryption tool and content linking to the game with online verification, with this move it would be taking a lot away from Patreon (although the Patreon and store model are different)

Limits should also be set when it comes to hosting models in this hypothetical kunos store, such as no content ripped from other games, only first-hand content, and some minimum standards.

I think this would be the perfect balance for both kunos, creators and players.
 
I believe that if AC2 bases its business scheme on modding it will take many more risks and perhaps cost (much) more at launch.

Kunos will need to distribute its revenues over the lifetime of AC2, and whether it bases much or all of it on modding will have to depend on the health of modding itself.

In this case the base game could cost much more because the work on physics and the possibility that this physics will have to become user friendly and usable by modders will be more difficult to complete.

It will also have to balance the possibility that modding will not churn out attractive or well-made cars.

Almost all modern developers need to release additional content to stay afloat, unless they produce a title every year, as in the case of the "F1" series.

Kunos could add its official content to that of the modders, but I get the impression that all this extra work and alea of this business scheme may lead us to a much more closed AC2 than we would like: perhaps also because of the image rights of the car manufacturers that may have tightened over the years (but I have no data to say for sure).
Idk when you started playing AC, but those worries were all prooved unfounded long ago.

Kunos revenues are dependent on DLC sales. DLCs bring new features that everybody wants (modders alike), along with licensed stuff ; eg. 155 DTM brought AWD physics and so on.

Even with the best of mods, Kunos never had problems selling DLCs. No churning there.

Physics development is user friendly and usable by anybody who cares to learn.

Just for the tyres physics alone, the one developed for ACC, and the aero maps by default, AC2 can already be more attractive than AC.
 
I'm not sure if porting content will even be a consideration but if it is, I'll definitely be learning how to do that and it would give me a reason to jump ship much faster.
There's no reason why it wouldn't be possible to port content. Perhaps with a different workflow that we'll need to adapt to.

If anything, my suggestion is for you to start learning how to mod, so you can port it yourself. Don't know, ask.
 

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