Assetto Corsa Evo and the Mod Dilemma

RenoF1 Lewis Hamilton Ferrari mod.png
Image credit: OverTake user RenoF1 / Kunos Simulazioni
We finally know the title of the Assetto Corsa follow-up, but the question remains as to whether it will feature what has made the original such an icon in the sim racing space, mods. However could that cause issues?

Assetto Corsa Evo was teased during the release of the Nürburgring 24H to Assetto Corsa Competizione before being finally officially revealed.

The original Assetto Corsa is a much beloved title due to its mod compatibility. Therefore you can drive just about anything.

Want to drive Targa Florio in a 1934 Maserati? You can do that. Maybe you want to drive an F1 car on one of the tracks that never made it onto the F1 game like the Sakhir Outer Layout or a future track like the Madrid Street Circuit. You can even race a dinosaur or a banana on Rainbow Road from Mario Kart if you wanted to.


The possibilities are endless on AC, with the playerbase's imagination running wild. Unsurprisingly, after Kunos developed a GT-focused licenced title in Competizione, many of the original's players continued to play AC. Now though, Assetto Corsa Evo is promised to be a true follow-up to the 2014 released game and it is set to release in early access this Summer.

But with that comes the burning question of whether or not it will be mod-compatible. While this is undeniably one of the factors that keeps the original AC alive and kicking for those that drive on a PC - almost ten years after its release - things are not quite as easy when it comes to Assetto Corsa Evo.

Developers vs. Modders​

Remember when rFactor 2 became available on LowFuelMotorsport, an automated matchmaking website that became prominent thanks to its inclusion of ACC? Since rFactor 2 launched its own automated matchmaking system, LFM has closed down its rF2 servers.

But if you played LFM's rF2 races in that time, you will have noticed that they used third party mods. In contrast, the only content in rF2's own automated matchmaking that was not official and could be found in the rF2 Steam Store were mods from ISI.


Many of our own community members have asked why Kunos do not formally embrace modding which makes their game so appealing. Well, it could come down to one simple fact: modding is kind of the biggest grey zone legally when it comes to our beloved sim racing titles.

Modding and legal implications are extremely complex topics, with factors like IP rights of real-life cars, tracks, logos and more, playing a big part in it. Players appreciate the immense amount of content available in the original AC including official DLC and community creations - but the question remains how it is going to be handled in Assetto Corsa Evo.

Mods vs. DLC​

During the original Assetto Corsa's lifespan, eleven sets of DLC packs released for the game with the most recent one being the Ferrari Pack, released 19 September 2017. In this pack are the likes of the 330 P4, which is a Le Mans icon, the modern and road-legal 812 Superfast, and Formula One cars like the championship-winning F2004 and the SF70-H from 2017.

The danger there is that an unofficial third-party mod that either costs much less or are completely free could sway a potential buyer of a DLC pack to getting that instead. The world of mods made by amateur hobby devs can fluctuate in terms of quality, but a mod that is of high enough quality can pique curiosity and channel interest away from official content that the studio spent enormous amounts of time and resources on.

Assetto Corsa Japanese Car Pack.jpg

What would keep players purchasing official content and not automating to fan-made mods? Image credit: Kunos Simulazioni

In essence, both sides are facing different challenges. For a studio, the standard has to be equal across the board, meaning every car and every track has to work in every possible scenario (such as rain, night, dusk, dawn, etc.). It also has to work on consoles, if the title is supposed to be released on these systems.

Modders, on the other hand, face way less of these variables. To put it bluntly, they do not have to take care that their creations work in any hardware environment the rest of the game does, or is compatible with other content. But take the Nordschleife for ACC, for example - the eagerly-awaited official version has seen player numbers shoot up to a record high, not at last due to its immense level of detail Kunos were able to produce.

Lack of Enthusiasm​

When we covered the announcement of the Nordschleife coming to Assetto Corsa Competizione delaying the release of the now-named Assetto Corsa Evo, there seemed to be a good amount of people who were not too disappointed. For instance, @Hoksu left the following comment on the article:

"Imo there's no particular hurry to release AC2, AC1 with the huge modding community is a great title that constantly improves, ACC is magnificent for racing modern GT cars and it's about to get a lot better. Delaying AC2 a bit is perfectly fine to me"

Of course, there are plenty of people who did not pick up ACC and many who only are eager to play Evo. But the sentiment of Hoksu is a surprisingly common one. The sustained lifespans of AC and ACC have raised the expectations of players, but Kunos has made sure to put out high-quality products that brought elements to the table that have not been found before - so we can probably expect as much with Assetto Corsa Evo.

Would no mods in Assetto Corsa Evo be a dealbreaker for you? Let us know on Twitter @OverTake_gg or in the comments down below.

UPDATE APRIL 9, 21:00 UTC:
Due to inaccuracies, we have updated the article.
About author
Luca [OT]
Biggest sim racing esports fan in the world.

Comments

Premium
One of the interesting things about all the sim racing games, they all have pros and cons. For me, AC is synonymous with mods. Both free and paid, I have a lot! I enjoy making the game look great with CSP and Pure. The only way I use the game is hot laps and comparing to other using RSR Live Timing. I do not have time for online racing. Maybe someday.

If AC2 does not keep the tradition of embracing the mod community, I think the game will be a bit of an AMS2 competitor. Not saying that good or bad, just not unique like AC is today.
 
Remember folks that we don't know anything about ACE other than its name and that it's apparently a true successor to AC1 - so we can't make an accurate judgement call until we know what official content is planned.

For all we don't know, the Evo part of the name could easily stand for the evolution of cars and racing and ACE will attempt to be an all-encompasing title that'll be so comprehensive in series', genres, and time that modding more content in could even become somewhat unneccessary and irrelevant.
 
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I remember the 1st rFactor being the go to game because it had all the mods. At some point Assetto Corsa overtook it. I would not be suprised if a completely different franchise holds the title in a few years like a Forza or LMU. I suppose it's whatever the modders gravitate towards in the end.
 
Premium
I remember the 1st rFactor being the go to game because it had all the mods. At some point Assetto Corsa overtook it. I would not be suprised if a completely different franchise holds the title in a few years like a Forza or LMU. I suppose it's whatever the modders gravitate towards in the end.
Forza is a triple A franchise game and LMU is a licenced title. Won't be either of them for sure.

My guess is AMS2 or Rennsport.
 
If it's supposed to be closed like ACC I'm not going to be jumping on board early, I'll wait for reviews to see how annoying the bugs are and what the content looks like after launch... ACC took years to work out it's physics and even though Kunos are returning to their own engine I'm not keen on a title without modding possibilities... Especially one that might be street car heavy on content as the original was... I'm not big on car collection games unless they are open world...

Although much like LMU which is also supposed to be closed to mods, Kunos will have a lot of work on their hands to stop the community taking over like they did for Need for Speed Shift 2 which opened the closed to modding doors on the Madness engine and it's titles...

With the right type of passion and ingenuity there will be mods in any racing title... However it's far better when the developers properly support modding like ISI and Kunos have done in the past... rFactor and AC both had much longer lives simply because of the modding and produced some very talented people who are working for the developers that would of never developed their skills before getting the opportunity to work for them without being able to get into modding those titles...
 
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No Mods, No Buy :cool:

Modding means everything to us simracers. Do you remember Geoff Crammond's GP games? The modding community created some piece of software making those games alive for decades. It's the same with AC, thanks to Ilja, Peter Boese and all the modding community.

Grey zone or not, modded cars are a great plus. Otherwise they (Kunos) can make a weekly poll to vote the cars and tracks to add in the next DLC. I'm sure people would be glad to have tons of DLCs with new tracks and cars made with high standards.
 
A well-done sim that is then supported by the developer for many years can make lots of money without mods. There is precedent.
The simple fact is that the two most popular racing/driving games on Steam are both heavily moddable. BeamNG.Drive and Assetto Corsa. There is a reason why moddable games often grow to have much larger communities and a much larger shelf-life than games which are not. There is a reason why half of the most popular games on Steam are moddable. There is a reason why AC is more popular* than ACC, Forza Motorsport, Le Mans, iRacing, Automobilista, WRC, Dirt Rally, F1 and so on (*On PC. Console is obviously different because most games cannot be modded for a variety of reasons with only a few exceptions which are still more limited than their counterparts on PC.). After the obvious success, popularity and continued longevity of AC, thanks in a very very large part to the modding community, it would be shooting themselves in the foot to disallow mods in the true sequel.
 
Premium
Well if the loyal AC userbase is anything to go by, aside from graphical updates what more could AC2 really offer that AC1 doesn't, seeing as that's supposedly the go-to for a race everything everwhere sim? That's not a snide dig either, but a legit question. The way that scene has been and currently still operates now, then the answer would be that AC2 wouldn't offer much or even anything worthwhile at all. But that's just one way of thinking (I'll explain more later).

The whole appeal of AC in current modded form is obviously its modding capabilities, which provides ongoing support and updates to this very day. Using strict comparative theory, as long as the modded AC1 base-game doesn't need anything more doing to it, and factor in that we're obviously not short of modding content, then AC2 should already be obsolete solely due to AC1, regardless of if AC2 will support mods or not.

In that regard, we shouldn't even need any other simracing titles whatsoever, but some people (myself included) do need alternatives because AC1 even in a fully modded state isn't perfect as it doesn't always fulfill every element from all of simracing to perfection, within a perfectly accessible, presented, and polished game form.

Just look back at AC in unmodded state and you'll see how janky it was in terms of having such a poor front end that I'm pretty sure absolutely no-one uses today. Worse yet though is how that clunky interface hasn't been polished into a professional streamlined experience but instead modding has made that clunk deafeningly loud with endless menus after menus. Getting AC setup is such a convoluted task that you need to spend a few hours watching YouTube tutorial videos just to get the thing ready to race, and that's not a good state of affairs or advert for any new product. Obviously some people like that and would probably argue that it's so complicated because it's so advanced and thorough, but wouldn't people just rather that the whole package was optimally pre-set for you by the devs so all you had to set up is just the normal basics of car, track, laps, AI, time, and weather? Does anyone really care for spending ages finding the correct PP filter, or how many reflections per frame should I have, or should my FFB system use range compressed additional post-processing? All these crazy amount of settings probably make for an OCD persons' wet dream but an absolute nightmare for a lot of people, especially folk my age (40's+) who just want to race.

Before anyone gets their underwear in a bunch and is already typing their argument and defence of AC to me - I fully respect that people like AC, and that they are perfectly happy with AC, and I couldn't be more happy for those people, and absolutely all of ACs modders get my full respect and admiration for their unwavering commitment to the title. But let's face facts that AC isn't everything to everyone as the Steam charts and userdata states this for a fact, so looking at it that way, there's room for improvement. Yes AC is always the most popular traditional simracing title every month so one could say that it's clearly working well enough for a lot of people, and that numerically speaking is undeniable, but if you took modded car and track content away from AC1 then it'd be an absolute mess of a title, so those numbers are largely (if not entirely) due to modding and not because of how awesome AC1 generally is(n't).

For AC2 the question seems to be: does it want to be a closed game like ACC or an open platform like AC1? The next questions to answer that question (aside from the legal matters as mentioned in the article) are:

1) Can AC2 deliver enough content for it to competitively stand beside AC1 if modding isn't an option?
2) Can AC2 deliver enough quality to be standalone, or would it have to "do an AC1" and rely on mods to fix that too.
3) How easy will modding be for AC2 (i.e. would it be a repeat like going from rFactor 1 to 2)?
4) Can modding be seamlessly integrated into the base game without the need or reliance on overly-complicated systems like Content Manager?
5) Do they want to use hindsight from AC1 and let the comminity do most of the actual work in terms of provision of content & longevity?

Obviously that all depends on Kunos but as I alluded to, I initially saw that as ultimately being a choice of two approaches - either they set out to make a fixed and closed title like ACC which is purely of their own design, content and vision, or they disregard all that and just release a platform for people to go full-ham on. A passionate software developer would likely chose the former, and a business orientated developer would chose the latter simply as AC1 has already proven that to be a successful business model, but I've thought of a another approach that to me seems better and simply a win-win scenario.

If say their final decision / choice were to be settled by the benefits and cons of modding alone, then again history would dictate to go with modding as that just works, and I'd agree and even support that myself, but only (and this is the massive factor here) if modding can be created and offered by enthusiasts but finalised and delivered by professionals, essentially making AC2 a hybrid of pro and dev content. What I specifically mean by that is that Kunos act as a curator of sorts, so mods have to be submitted to Kunos who then analyse and either approve the mods or work with the mod devs further in order to get their work to a standard that Kunos is can integrate into their game in a way that is indistinguishable from their own work. Obviously certain strict T&Cs and concessions would definitely have to be made for legal reasons, but that's not stopped other pro devs release content before so that should be an issue now. It's basically alike what rFactor 2 did with Steam workshop integration, but going the extra important and crucial step further by getting the pro devs directly involved throughout the latter stages of modders projects. Of course there'd likely have to be some open distinction made of pro vs modder content, but made not just for clarification purposes but to also provide recognition of talent for their own benefit.

Kunos have the already laid a massive world-wide foundation right in front of them, with hundreds if not thousands of modders ready to get going with AC2, so to me it'd be just nuts if a frankly lazy AC1 approach / situation happens again as AC2 can be the perfect platform to forge the strongest alliance between themselves and modders. Kunos' platform would be fulfilled to its highest potential while the modders get their work finalised and showcased on what'll probably end up being the biggest simracing title ever, and who knows where that would lead to - maybe even forming new groups and even new simraacing studios. Taking this hybrid approach would also completely eliminate all of the quality concerns and pitfalls of modding while still benefiting from all the greatness that modding offers, and dare I say it could even be a saviour in our currently floundering niche market. It's a perfect marrige without all the crap you normally get from that.

So, long story obviously not short, I don't see it as: should they allow mods or not, and it instead really should be: how do we approach getting the best of both worlds because that's enitrely possible.
Jeeeezus, is this the longest post in racedepartment history ?!
 
Value is completely subjective and discounts exist (multiple/year), which are bringing their prices quite close to an actual 1st party DLC.

Here is my take on this subject:
  • In terms of quality and functions their products are easily matching/surpassing 1st party Kunos content, thanks to the constant development and using recent tech and tools
  • They can maintain a much closer relationship with their community taking actual feedback and requests into consideration, resulting a decent post-release support
  • They have a much greater freedom when it comes to choosing what kind of content are they wishing to release, so they can easily fill gaps in the market (e.g RSS GTM series, bringing modern GT3 cars to the game) that would be otherwise unobtainable from the 1st party due licensing limitations, development resource limitations, abandoned game support from 1st party, etc.
  • They don't have that many dependencies as Kunos would have during a development cycle and they can focus on their own specific products allowing much healthier roadmap
  • Unlike DLC packs, you can pick and choose here, if you only want to purchase specific cars from a pack (or not purchase anything from them at all if your are not interested)
  • They can even collaborate with the 1st party (e.g. URD-Kunos collab, Ready 2 Race DLC LMP1 cars)
  • Online racing leagues/sim communities are heavily relying on this content quite heavily influencing the game's long term play value
To summarize having an option to add mods whether it is paid or not is always better than having 1st party content only, it's all about having the option to pick your poison.
Yes, I also support having mods, but I hope Kunos won't rely on mods too much and provide plenty of content themselves, and won't do sacrifices in the base package just for the sake of mods.

In terms of quality I don't fully agree, there have been quite a bit of graphical oddities from all 3 mentioned groups. A couple URD cars with incredibly low res interior AO, external ambient shadows not being under the whole car just the middle, digital dash display being 90% texture or showing strange values I had to fix myself in the data.acd, newest VRC BTCC cars having bad interior texture work, RSS F1 cars having misaligned carbon texture in the halo, a couple of cars also having bad interior texture work. I am not saying they don't produce content that supprasses 1st party (at this stage old content), but they allow inconsistencies not seen that much in 1st party.
 
I'm in the keep it simple camp. tbh I dont think I've fully utilised every car, every track and every racing combination in AC + its official DLCs and thus mods whilst interesting aren't there for me due to a lack of official content.
90% of my SIM time is online, and I would rather Kunos focus on bringing the feel and variety of content of AC, with the slickness of ACC and multiplayer of LMU/GT7. Thats enough for me. :)
 
For me it does not really matter if it supports mods or not. Companies like Kunos, Reiza, Studio 397 have created racing sims that I have enjoyed for many years now. Many hours of great fun for just a few bucks per year. That’s why I have always bought their games and all official DLC they released, even if for some of the DLC I would now beforehand I would not play it that much. So I will buy ACE on day 1 of its release, independent of if it will support mods.
 
Well if the loyal AC userbase is anything to go by, aside from graphical updates what more could AC2 really offer that AC1 doesn't, seeing as that's supposedly the go-to for a race everything everwhere sim?
  • Native support for formation lap, rolling start, cool down lap, proper DRS rules
  • Some kind of a career mode, championship support
  • Racing AI rework with modifiers for different classes (F1 different than touring cars), native support for track-day and traffic style AI
  • Reworked multiplayer system for races (driver rating) as well as track-day/cruising (multiple start points for open maps, ability to "spawn" on someone)
  • Reworked physics engine allowing bigger maps without shaky-shaky
  • Multi-point tyre calculations (for kerbs) and other physics impovements based on ACC
  • Interactive cockpits from pressing buttons like in netKar Pro to GPS/dashboard impovements like in CSP - of course natively and consistently.
Just some ideas from the top of my head, aside from graphics, weather, night...
 
Premium
No mods = I will stick with original AC.

Why would I want to give up tracks like Fonteney? Nothing Kunos has done has ever even come close to that level of quality. I hope the modding community will continue to do their great work on the original.
Fonteney is nice to look at but the track is like driving on a perfectly flat road, a marvel of engineering! no bumps on such an old road? comeon, Kunos tracks are 100 times more realistic.
 
Premium
  • Native support for formation lap, rolling start, cool down lap, proper DRS rules
  • Some kind of a career mode, championship support
  • Racing AI rework with modifiers for different classes (F1 different than touring cars), native support for track-day and traffic style AI
  • Reworked multiplayer system for races (driver rating) as well as track-day/cruising (multiple start points for open maps, ability to "spawn" on someone)
  • Reworked physics engine allowing bigger maps without shaky-shaky
  • Multi-point tyre calculations (for kerbs) and other physics impovements based on ACC
  • Interactive cockpits from pressing buttons like in netKar Pro to GPS/dashboard impovements like in CSP - of course natively and consistently.
Just some ideas from the top of my head, aside from graphics, weather, night...
new csp has multi-point tyre calculations, as is now being worked to make rallying in AC realistic.
 
The hell are you smoking? In most games (especially old ones) mods gives second life. Also there are lot of websites, hell, even Steam Workshop when you just press one button, like "subscibe" and boom, mod is yours and installed. And in what world mods are for online? Also, it's just rF2 devs fault that they've abandonded rF2, what mods has to do with it?

2/10 because I've responded.
Whatever he's smoking, it's some pretty strong stuff if he calls AC the worst sim, and AMS2 the best sim in one post.
 
Would no mods in Assetto Corsa Evo be a dealbreaker for you?

Yes, if mods won't be available I will skip it.

RSS/VRC/URD/CM-CSP/SOL-PURE and a number of other independent creators have shown how to build on the solid foundation of AC propelling the sim to the next level and keeping it relevant until this very day.
You could just say you're a copyright theft enjoyer and supporter.
 
Premium
I'm not overly concerned about mods (other than car skins) if they have a decent amount of content in the base game and via DLC.

I'd rather have something along the lines of the DCS Flight Sim model where Kunos allow 3rd parties to create "official" DLC content and that is expected to be delivered to a certain standard.

That probably wouldn't be a great model for people that like more niche things like banana racing around Mario kart tracks, but I'm a bit boring and come to the sims pretty much entirely for the racing content although I do like a decent amount of variety in that.
 
Imho they should create ingame "shop/garage" for mods..all mods should be officially approved and payed (demo version free - like 2 weeks free to try car/track)..part of money should go to Kunos and part to modder...prices can range from 5 cents to x ... And they should have official tool for mod creation.
That way we would have at least some quality assurance and modders would earn something for their work and Kunos would earn something for their work...
I know most people want stuff for free but they can be pleased with demo versions, play it for few weeks and if you are happy then pay little something...
 

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