Paul Jeffrey

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Catch part two of our exclusive Assetto Corsa Competizione interview with Marco Massarutto and Ste'fano Casillo of Kunos Simulazioni...

Causing a mass panic of excitement from the sim racing community following the announcement back on February 21st, it is probably fair to say plenty of people are excited for the upcoming Assetto Corsa Competizione racing simulation, and with a potential Early Access release coming to Steam this summer, we answered the community call and sat down with two of the men behind the simulation - Marco Massarutto and Stefano Casillo, founding members of Italian development studio Kunos Simulazioni.

If you are interested in learning more of about the official racing simulation of the Blancpain GT Series, check out part 2 of our exclusive interview at the head of this article.

If you missed it earlier, part one can be viewed HERE. Oh and please consider doing us a favour by subscribing to our YouTube channel if you enjoyed this coverage and are looking forward to more of the same in the years ahead...


Assetto Corsa Competizione should be available on Steam Early Access Summer 2018.

Check out the Assetto Corsa Competizione here at RaceDepartment for the latest news and discussions regarding this exciting upcoming sim. We intend to host some quality League and Club Racing events as well as hosting some great community created mods (we hope!). Join in the discussion today.

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Enjoy the interview? Looking forward to ACC? Learn anything new? Leave a comment below (and subscribe to our YouTube page too!)
 
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lord @kunos , can you find out for us (me) if barcelona will be re-scanned, since it was recently re-surfaced? ty

ps. i dnt know how good it would be (if you did) since according to lewis hamilton it lost all its (bumpy) character... well at least motogp is gonna be awesome at montmelo' this year >)
 
The thing is, most tracks change from year to year due to usage.
I.e. the track in Austin changed a lot cause there are many track days over the year and particularly in the braking zones the surface changes with time.
It's also depending on the materials that are used and how well the foundation under the tarmac is build, along with the compound (and gravel) used for the tarmac.

But tracks that are used regularly, either for many races or track days, the surface changes, so i.e. after 1-3 years the bumps can be quite a bit different already, so even without a resurfacing the scan data to some extend is already outdated.

The bigger difference though might be the grip the tarmac develops, but even that changes quite a bit in the first year or so, although this isn't really related to the scan data used.
 
Part 2 of the interview with Marco Massarutto, made by drivingitalia.net during the track days at Paul Ricard.
At the bottom of the page you find the English version, translated with Google Translator.

Unfortunately I guess we won't see any chassis particular heavy damage in ACC :(
The official licenses are strict and don'ìt allow to have a full visual damage... idiotic by the car manufacturers but true.

I wonder if would be possible to code and create the full visual damage, hiding it to the public in the retail version, but letting people to unlock it simply editing some lines, so e-sports will consider it mismatch and won't use it, while offline racing can have full visual damage.
 
Unfortunately I guess we won't see any chassis particular heavy damage in ACC :(
The official licenses are strict and don'ìt allow to have a full visual damage... idiotic by the car manufacturers but true.
It's not true though, licenses generally do not care. It's left out because it would cost a lot to add to the game, and the budget does prefer other things (like laserscanned tracks).
 
It's not true though, licenses generally do not care. It's left out because it would cost a lot to add to the game, and the budget does prefer other things (like laserscanned tracks).

Except in that very interview....

In racing games with official licenses it is increasingly rare to see advanced damage: what kind of damage to the cars should we expect in Competition?
The licensing agreements over the years have become increasingly restrictive from this point of view, especially for standard cars and racing derivatives, and now it is easy to notice a common denominator among racing games that use official licenses in the level of maximum damage obtainable. We will certainly focus on mechanical damage, which has a less important aesthetic component, but significantly influence the gaming experience and driving style.
 
Except in that very interview....

In racing games with official licenses it is increasingly rare to see advanced damage: what kind of damage to the cars should we expect in Competition?
The licensing agreements over the years have become increasingly restrictive from this point of view, especially for standard cars and racing derivatives, and now it is easy to notice a common denominator among racing games that use official licenses in the level of maximum damage obtainable. We will certainly focus on mechanical damage, which has a less important aesthetic component, but significantly influence the gaming experience and driving style.

Previously when they were working on AC, there was an interview from a few years back where they said that the license agreements dont have restrictions on damage and they can do as they please... within reason.

Licenses could have changed since then though.
 
Can't both be true? I doubt iRacing and Project Cars 1&2 are much better at negotiating visual damage into their licenses yet they both have comparatively tons of visual damage compared to most.

The manufacturers may not like it and it's probably extremely wasted resources in terms of man hours and cost to implement a ton of chassis deformation etc. Heck, most actual race ending crashes in sportscar racing don't look all that dramatic from a visual damage perspective these days, the safety cages do their job damn well.
 

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