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The RaceDepartment Podcast (S1, E17)

Paul Glover

RaceDepartment Social Media Manager & Podcast Host
The latest edition of the RaceDepartment Podcast is now available to download!

It's time for episode 17, in which Paul Glover, Davide Nativo and Daniel Monteiro chew over the latest goings on. Discuss the highly anticipated v1.1 update for Assetto Corsa Competizione, announcement of incoming Monster Energy Supercross, the soon to be released Need For Speed Heat and then turn their attention to the recent Rate The Sims articles at RD and give their own scores.

That was going to be it, but Davide really wanted to discuss the fact Jenson Button has been quoted as saying that Verstappen is the fastest F1 driver ever. Well, won't spoil it but things got a little heated.....

To help you access the various locations of this latest podcast, you can check out the useful list below of just some of the places you can listen to and download the new episode. Of course, if you missed the RD Podcast excitement last time out, you can still catch up with all out broadcasts too…

Podcast Links:
Do you have any special requests for future episodes? Do you want to share your thoughts, comments and feedback on what direction the show could take going forward? Please do let us know in the comments section, and at the RD Podcast sub forum location.

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Alex Townsend

Listening now whilst I tidy up my man cave.
Need to make room for building the 8020 rig, racing online keeps getting in the way...
Please please please stop repeating the myth that ACC isn't moddable because of licensing restrictions.

From your own site https://www.racedepartment.com/threads/assetto-corsa-competizione-wont-support-modding.147973/

Assetto Corsa’s structure was designed from the beginning to be moddable. Being developed with UE4, AC Competizione processes data and assets through a completely different structure and file format. Therefore, the game will not be compatible with mod contents created for Assetto Corsa. Also, our team does not have enough experience with UE4 to tackle both the development a brand-new game and the challenges of supporting an open platform in the time frame available for this project.

We are fully aware of the importance of modding and its contribution to the success of Assetto Corsa. It’s a great way for new talents to emerge, for the community to “suggest” new directions and/or simply to make a product richer. It is not a coincidence that some of the best community members are now contributing with us to the evolution of the software.

However, for ACC this element will have to be put in stand-by mode for a series of reasons. The most important one is that we have given ourselves an enormous task of rebuilding, once again our software from (almost) scratch. In a world where pretty much, every product you see on the market in simracing is an evolution of games that have been on the market 10-15 years ago, our approach is to get a big axe and reset things to (almost) zero before starting with a new project. ACC is no exception.

In this case the task is rendered more complex by the fact that we are using, for the first time a third party engine that we did not design ourselves and the truth is, given the amount of time we have available to deliver ACC to the public, we have more than enough on our hands trying to figure out how to use the engine effectively to also think about how to make the platform moddable.

As you can imagine, this has been source of endless discussions in the last year and half as every decision comes with pros and cons, there is going to be pain no matter what your final call will be. It goes without saying that we believe we made the right call even if that means losing the huge benefits of a moddable platform.

As one of your podcasters rightly said, ACC is in many ways the successor of GTR2. GTR2 was also licensed by SRO. Although not designed as a mod platform, GTR2 is very moddable and nothing was done to stop mods being made for GTR2.