Assetto Corsa 2 launching Spring 2024

Assetto Corsa 2.jpg
The much anticipated true and faithful follow-up to the first Assetto Corsa has had its release period surface online. We can expect an early 2024 release!

Image credit: Kunos Simulazioni

The original Assetto Corsa launched in late 2014, and it’s still going on strong today. It has become the darling of the online sim racing modding scene. It didn’t matter what kind of racing anyone wanted to do. If the player wanted vintage Grand Prix racing, modern day sports prototypes or even a massive dinosaur, AC could do it.

In 2018, its GT-racing focused cousin Assetto Corsa Competizione was released. Whilst a very solid sim, the lack of variety limited its appeal. The sim racing community has been waiting with baited breath for news of Assetto Corsa 2 and when it would be releasing. Now it seems we have an idea.

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AC2 Spring 2024​

In an image posted by video game industry analyst MauroNL on Twitter. It seemed to be a quarterly financial report gave us the information. It recounts the information on the first two instalments. Right at the bottom, it specifies Spring 2024 as the expected release date for the second version of Assetto Corsa.

Spring traditionally runs from 21 March to 21 June. This will mean just over nine years will have passed between the release of the first and second iterations of Assetto Corsa.

Best of Both Worlds​

The original Assetto Corsa may still be the standard for a lot of online racing, but it is very much limited due to being an older game. With just four years between the original and ACC, the quality of the graphics improved exponentially.

But like has already been said, ACC is specifically GT-racing focussed and has less to process. It was developed on Unreal Engine 4 whilst we have seen how Unreal Engine 5 looks with a racing sim through Rennsport.

Here’s every bit of hope that AC2 – or whatever it may end up being called – can have the variety of AC but the refinement of ACC.
About author
Luca Munro
Biggest sim racing esports fan in the world.

Comments

All the amazing modding community content created for AC, easily ported to AC2! :inlove:
I hope not, it was the flood of gormless garbage by hacks after gormless hacks that eventually saw me give up AC as my go to sim.. 37 versions of the same car by 20 different authors.. someone changed one in an ini file now its their car and gets encrypted and rereleased under paywalls, modder stealing mods, based on stolen geometry from other games anyway, then claiming "ownership" etc its become a disgusting sloppy mess out there to the point I just gave up, wiped all mods from AC and slowly started adding back HIGHLY curated content like fat-alphie, reboot tracks, some of your stuff etc)

Perhaps it would be tenable if the new AC2 make the process of importing/creating a mod require prerequisite minimum quality levels, (steering wheel cannot be 12 polygons, must have AO, textures cannot be 12 bytes, cannot be missing lods, etc etc) and ESPECIALLY a way to detect repitition of the same old tired mod being recycled for the Nth time, bitwise crc of files in a mod etc..
 
It's hard to keep everybody happy...

There are a lot of sim that could be the best sim out here and has failed... each one on at least one aspect to each one of us..

I hope that it gets the sim "games" to the next level... and makes a lot of people switch from their actual or preferred sim to AC2... that's the only way we, users, players, and "racers", etc get the benefits of it... while still there is competition, we will be beneficiated from it...

BTW I don't like racing mode and hate what EA is doing to some games, also I'm really sorry for what happened to KartKraft.. but that is my opinion..

have a great weekend and lets hope AC2 really comes by 2024!
 
D
AC2 comes Spring 2024, new Forza Motorsport second half of 2023.
Anyone is excited about that? What if it's finally sim racing worthy with HOOGE roster of cars and tracks. :p
 
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I for one would be delighted to buy a Google Maps Racing Simulator. Can't wait for tech being available in the future to race virtually on the streets where i normally need to behave in real life. If i can do this with friends online, even better.
I completely forgot about that. That is the future, especially with these new rapid advancements in AI. I expect it will eventually be able to generate environments like it does artwork right now. That is, if it doesn't go full Skynet on us first.
 
You guys are both completely wrong. AMS2 has bad AI but so do most other sims. But the car feeling is the best for me, since 1.4 on par with RF2. It's the most real car feeling of all sims for me. And this is both not a fact as you state with "is arcade" it's: subjective. Your opinion is worth as much as the opinions of all others here.
little harsh to say we are wrong. its opinion thats all. my ams2 has bad ai but maybe you have better. i think reiza got it all wrong when they decide to move madness engine but thats fine for me because i dont want to play that game because its not good for me and the feeling in the car is not that great. you really need to drive for real to get me :) :)
 
Maybe it feels arcade on your plastic fantastic setup, but it certainly feels not on mine.
thats great. plastic setup? i sure know more about simulator games than you but hey all ams2 players defend their game so nothing new. have fun with madness engine :)
 
This is why i eventually spent all the damn money on MSFS2020 and even the hardware upgrades to get it running well in VR, I fly with my mates, we pick someones house and a few waypoints, set a max agl limit and race over the google maps visible below (using a hack to use google instead of bing), seeing your own neighbourhood and the street you commute on below is AWESOME!

I would buy an open map sim racing game that can offer this.
It is not sim racing, it is a driving simulator. You can get a taste of the experience in City Car Driving. It has nothing to do with racing.
 
Always something to argue about isn't there, never fails
Special lot, video gamers.
Why not just play it (rf, ac, ams whatever) instead of bickering about which game is better :D
 
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I hope not, it was the flood of gormless garbage by hacks after gormless hacks that eventually saw me give up AC as my go to sim.. 37 versions of the same car by 20 different authors.. someone changed one in an ini file now its their car and gets encrypted and rereleased under paywalls, modder stealing mods, based on stolen geometry from other games anyway, then claiming "ownership" etc its become a disgusting sloppy mess out there to the point I just gave up, wiped all mods from AC and slowly started adding back HIGHLY curated content like fat-alphie, reboot tracks, some of your stuff etc)

Perhaps it would be tenable if the new AC2 make the process of importing/creating a mod require prerequisite minimum quality levels, (steering wheel cannot be 12 polygons, must have AO, textures cannot be 12 bytes, cannot be missing lods, etc etc) and ESPECIALLY a way to detect repitition of the same old tired mod being recycled for the Nth time, bitwise crc of files in a mod etc..
This is what I expected in rfactor2 (thrpugh the workshop) but indeed should be great in AC2 : a true modding management. I mean internal workshop and a dedicated team reviewing each upload before publishing, managing also claims to avoid stealing, helping modders for technical issues. This would be a lot of work but when a user download (freely or at a cost) something on the workshop, he is sure it is top quality content. Keeping the possibility to install mods outqide of the workshop is ok, but serious users won't do it, they will know it is low quality content, ripped content. It may be useful to test early WIP content (in the workshop I described, it is indeed difficult to include WIP content, but a WIP category could be included when the mod is in an afvanced WIP state).
 
I wish great VR performance and integration, mods, lots of cars and variety, from racing cars to street cars, old and modern models, realistic physics and force feedback, realistic collisions and cars destruction (something like Beam NG Drive), telemetry...
 
Let's hope we finally get the ultimate racing/driving simulator that we didn't get with acc or am2. AC is still the king in this genre as a full package
 
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Well that is fair enough.

That didn't stop iracing being a success, even with a monthly subscription to boot.
iRacing doesn't care about your name, just you credit card number. Your CC can be under the named "Santa Clause" and that's who you'll race as. They also don't demand you send your photo ID to some random dude in Portugal.
 
That works well for casual games like FPS and others.

I doesnt work well with niche games like Flight sims, or simracing games (the definiton ones).

I am skeptical because AC is actually living proof of this. It has a much larger daily player count than the other sims, and yet, almost nobody is properly racing in it (mainly because racing it in its lacking many features, but i digress). AC started as a strong racing game, but its numbers dwindled on that front overtime. Simracing System was touted as the be all end all thing that was needed to make AC the true online racing sim and "take the fight" to iRacing. But guess what, it never happend, becaused again, these communities don't overlap.

The ranking and safety ratings and whatnot dont improve the quality of racing noticeably, they just fragment the userbase even more, because what you want is not to punish people who were unlucky to get rammed by some idiot, you want people to take this almost as seriously as they would take a real race, and that is not possible if you casualize it even more.

But again, this is my opinion, you have yours, so i respect that.
This whole discussion has been intereresting to read. I may not be as radical than you, I do think the free roam map to find events has some appeal for new players, making the game more modern. Games do need to bring players, and targetting younger people is not a bad idea.

But, as the discussion went, the point you raised at the beginning became clear : there are more ideas about how the free roam in a simracing game than ideas about crucial racing features which are atrociously missing in the first AC. Money is the key : do we want Kunos putting money on the free roam or on the racing? Because all of this takes time and money. Do we want to follow 2 or 3 years of early access bugs in the free roam / GT like aspects of the game or 2 or 3 years of racing features refinement?

Why taking more bugs risks by implementing a big map which at the end, will be replaced by a miltitude of roaming modded maps because you can access the events in a simple menu and because ypubjust don't want to roam in the same roads forever?

Another question is : does Kunos team know how to design something else than a racing simulator? If yes I hope they'll made a solid arcade title which will make them earn money to finance sim titles. This is how it works, a title trying to be everything is nothing. At the end, it's a game, it has to have an identity.

So I agree with you on the fact that focusing on the racing is.the most important

But you're wrong about older titles : there were so much models ripped from other games in GTR2, it was absolutely insane. At some point it wasn't possible to know in a modded series which car was original or ripped from another game, and generally all the cars were used without any permission. Easy examples : track conversions from the Toca rade driver games (Oultand Park, 90s Nubugring...) for GTR2, GTR2 conversion for rfactor, GTL conversion for GTR2, tracls and cars conversion from the Shift games to GTR2 and Race07....

EDIT : as you I am not convinced by ranking. It seemed a good idea when it appeared but after experiencing a fall of my grade in pcars2 after a few bad races, litterally crushed by bad players, I understood it was just a bad system. It is really hard to replace a human marshall. I've experienced some incidents in a league, repeatidly with the same driver, a marshall just watched the replay and it became obvious he was guilty of bad driving (he accused me several times). I don't see how to replace that. Maybe making mandatory the designation of a Race Marshall to be able tonstart an online race? So we can get 2 categories : safe / unsafe drivers, and keep a rank only nased on lap times? That would.be difficult to base such an important feature on an unknown player. This i exactly the kind of reflexion which are prioritary, before considering any futile feature.
 
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Racing simulator simulates auto racing.
In this context, I don't care about the rest, there is The Sims 4 to "simulate real life" that matches your definition.
You can have driving game with good physics, story, street racing, roaming and what not. I'd play this game myself, same as I played Forza Horizon, but this is not Racing Simulator, and it has nothing to do with elitism, sorry, it's just a completely different category.

If a simracing title only simulates auto racing. Then by your own definition assetto corsa isn't a simulator, because people free roams in it and that isn't auto racing, people drift on it and that isn't racing. Don't you see a contradiction in your argument?.

The concept I was wondering has hardcore simracing in it, has hardcore physics, has matchmaking, safety ratings, lobbies, serious level events, leagues. It has everything that any other simracing title has. Just because it adds a "casual" mode with hardcore physics it doesn't mean that it automatically stops being a serious hardcore simulator.

If a title has the intention of simulate real racing in a faithful way, while trying to have the simulator have as much depth as possible with accurate physics cars and tracks, and has a serious competitive side to me it is a simracing title. Even if it also has a separate "my little pony mode". It does not detract from the simracing experience.

This concept we are discussing does not exclude the classic simracers while also including new audience that was never interested before in the genre. Just because something don't adds to to your experience doesn't mean that it automatically detracts from it. The game having a "casual" mode does not make the simulator any lesser nor turns it into "the sims".

I don't see the downside of that approach, I struggle to find a reason to be so against the concept of this kind of game being considered simracing that isn't mere semantics, or a "not in my backyard" mentality. And even more having in mind that this concept is never going to take off, no big studio is ever going to take that much risk, and no indy studio has the resources to do it properly.
 
Imo it would be interesting to have an overlay while driving offline with a good UI to quickly be able to connect to online events, with an alert system. With that, anyone can drive in any free roam map. That's a fair compromise. And such an overlay would be great when racing offline. I've missed some online races sometimes because I've just went racing offline to wait for them.

As you have noticed I specifically stated an offline overlay because £ thought it would be a bad idea govong the possibility to someone racing online to be able to exit the current event because another one he is more interested in is starting. But then it would.be a problem for the "social" roaming aspect. So the game should allow the overlay only on roqming online events. What sounds simple brings more features...
 
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