Marco Massarutto Interview: How Kunos plan to get Assetto Corsa EVO Right

Marco Massaro.jpg
Michel interviewing Marco Massaro
With all the hype around Assetto Corsa EVO, everyone wants to know what the game will and won't have included. OverTake.gg's Michel Wolk sat down with Co-Founder and Executive Manager of Kunos Simulazioni, Marco Massarutto, at the Sim Racing Expo to find out!

Kunos's latest title, Assetto Corsa EVO, has been stealing headlines all over the Sim Racing Expo event. Check out the video or edited transcript below to find out exactly what Co-Founder and Executive Manager, Marco Massarutto has in store for us sim racing fans.


Marco Massarutto Interview​



Assetto Corsa EVO focuses on road cars as well as racing cars, your other titles Assetto Corsa Competizione are just GT3, GT4 and now the GT2 pack as well, what makes Assetto Corsa EVO different from your previous titles and not just a sequel to the first game?

It's its own thing, so it is a completely new build and the current pronunciation is EVO because we wanted to keep the Italian roots and the style of the game to be Italian. Whilst it shares the same name as Assetto Corsa it is not a sequel but it kept the same vision in terms of the kind of content with cars, tracks and gameplay modes.

We went back to the basics of what we did many years ago, but it's not a sequel. It's not just bigger than the first Assetto, we have expanded it from every point of view. We have, of course, improved the physics and the handling as well as the graphics. We created a completely brand-new engine for this title, an engine that is designed specifically for racing game content.

We made this decision to stay in control of the technology behind EVO and we also wanted to express the
very best that a racing simulator can achieve in terms of visuals, sounds, physics, graphics and so on. We have expanded EVO a lot in terms of gameplay which was one of the downsides of the first Assetto.




What are the main differences in gameplay compared to the first Assetto Corsa?

This time around, we will feature a game economy so that players do not just have a wide spread of cars to choose from. You can own the cars, collect the cars, customize your cars and you can also tune them extensively.



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Alfa Romeo Giulietta



Concerning customization, how far can you go with it in Assetto Corsa EVO?

Tuning is for some people, just a mechanic in the game. They want to make their car more effective on the track or the road, whereas others just like to customize the car because you don't need specific rims sometimes unless you are racing to be faster. If you just want to have the beautiful rims or the rims you like or the spoiler or something else, that is possible.



Can you change the power output by, for example, adding a bigger turbo or changing the car to stage 1 as an example?

We do have this in the program and we are cooperating with some aftermarket companies to bring this to life in EVO. We are going to unveil this as soon as we get into the Early Access program.

The partnership we have is crucial because we want the way you modify your cars in EVO to represent how they would work in the real world. You can decide to mount a huge spoiler on the rear of the car and possibly
you will discover that it can worsen the
performance or not.

For example, if you like a specific car model and you want to buy one in red and you get it as a stock car and like it exactly as it is, that is also fine. The cars are there to be enjoyed with other rims and parts if you wish to do so.




There have been many rumours circulating about a freeroam mode in EVO, especially the Eiffel roads around the Nordschleife. Is this the direction EVO wants to go in?

We have confirmed that we will have free roaming, because with some specific cars that you love maybe they are not so interesting when being driven on the track because of performance handling. For example, in the previous trailer, you can see the Morgan Super-three, the three-wheeler that is an amazing car to drive and have a trip with, but would be useless to drive it on the track probably.

It would be useless to drive a racing car on roads, for example. So it's like in real life with motorbikes we have so much power for bikes that does not make any sense. These bikes need to be driven on the track because they are dangerous on the roads. You don't need a very powerful car to have a lot of fun, sometimes it is quite the opposite because if you have a car like the Miata or the Honda S2000 that is quite interesting to be drifted, you can have endless fun.

We put a lot of care and attention into the driving model of every single car we have that people can enjoy. One hundred per cent of the map and track models we put into the game have some roads that a lot of people will enjoy thanks to the usage of Lidar data.




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Alpine A110. Image: Kunos Simulazioni



Outside of the just race tracks, do you intend to have testing grounds or gymkhana-style circuits to mess around with your cars in?

We are going to create a 'Proving Grounds' so that you can test your cars and have a lot of fun with them. Drifting will be a relevant part of the game because we have a huge drifting community within the first Assetto Corsa. We are not going to change this, as we don't have a drift mode with random drift
physics for the cars. You can just drift any car in EVO if you are good at doing that.

What we want to do in terms of gameplay is, we want to give our audience some modes that are specific for drifting so that they can have even more fun within their speciality.




Can you confirm that there will be a healthy amount of JDM content like there was in the first Assetto Corsa?

I can confirm the presence of some Japanese brands as we had in the first Assetto Corsa, but we will have some new brand new manufacturers as well which is good news.

The target is to expand the licensing in all of the countries to give even more variety. In the original Assetto Corsa, we were very European-centered because we came from nothing and eventually, we expanded into a wider range of cars.

The American brands, European and Italian Brands and Asian and Japanese brands must be good so that we
can balance the game properly. We aim to do the same thing with the circuits and roads in the game.




What new weather features can we expect to see in EVO that are not in Assetto Corse Competizione or the original Assetto Corsa?

We started from ACC for the rain system, but using a different approach. We have a dynamic track and dynamic weather setup with EVO and the two systems work together because the the track grip is influenced by the weather. Not just in terms of how much wet track there is or how little grip you can get on a wet track but because the car slides more and so on. The track is much more alive now.

The Mount Panorama special event, for example, is in the wet and it gets worse while you are driving because it's raining so much. However, in the Brands Hatch event, you instead can see that the track is still damp with some puddles here and there with the surface also still wet, but you have a dry line that you can see that lets you feel the difference between the different levels of compounds and the more you drive the more the line dries out.

The line you drive will dry exactly where you put your tyres so if, for example, you choose the completely wrong line to drive, the track will dry with that line as opposed to a pre-determined one.



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Porsche 911 GT3 Cup Car. Image: Kunos Simulazioni



Will there be different compounds of tyres for the different weather conditions?

Yes, each car will have the ability to have differing tyre compounds fitted. You can choose to run dry tyres on a wet track or the other way round if you so wish to do so.

You could get some dry points on a track and you could arrive at the point where you have to decide if it's better to use slick tyres or wet tyres in a racing session for example. There is not a specific tyre partner so it is very dynamic.




Will there be native triple-screen support and VR support?

I heard some rumours that AC EVO will just be an enhanced version of the first Assetto Corsa engine
powered with modes like pure, this is wrong. It has been completely redesigned from scratch because the tools we use for it have been developed from scratch as well. They are much more powerftyreas is the
game engine. We want to keep the technology under our control as the new engine has been
specifically designed and created for the racing game environment.

VR and triple screen support are at the top of our list because the support for triple screens and
VR with the unreal engine is out of our control. We make a lot of work around and cooperate also with the guys from Epic to make it as user-friendly as we can, but there are some limits that we can't go over.




Will there be any form of livery editor available for players?
This is certainly in the plans. You can completely customize your vehicles, but also you can change the material finish. You can have a glossy finish or something like matte. You can go wild with the customization.

It is in the schedule to have a livery system that can let you apply liveries and so on and also share with other users so that they can see your liveries without the need to share and download files.


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Hyundai N Vision. Image: Kunos Simulazioni



How are you improving the replay cameras?

What we are doing is improving quite a lot of the entire camera system, especially the TV cameras so that they can be much more dynamic and give much more realism to your races. Also, the cameras should be able to follow the car in a way that is much more similar to what you can see on TV.



Will Assetto Corsa EVO officially support mods?

We want to support mods like we did in the first Assetto Corsa. The modding will be available after we complete the Early Access program and not before, so they will have to be patient! What we want to do is create a platform where the most talented modders can share their content whilst cooperating directly with the car manufacturers.

To be clear, we do not want to support the grabbing of content from other games because this is unfair. But we want to give the right visibility to those modders that are very talented. We want to provide the very best selection of mods so that our audience can enjoy them. This will include both tracks and cars.



Finally, when is the early access available for people to jump into and enjoy the game?

The early access period is due to start on January 16th, 2025. We are working night and day to ensure that this deadline is met, however, this will just be for the Steam players. The console players will have to wait until the title is fully released.

There is always a gap between the two releases of PC and console and we are trying to reduce this gap but it is quite challenging.



Do you have any other questions about Assetto Corsa EVO that you would like answered? Let us know in the comments below and we will add them to our list of things to find out during our next conversation!
About author
Connor Minniss
Website Content Editor & Motorsport Photographer aiming to bring you the best of the best within the world of sim racing.

Comments

The part about having a in-game economy and not being able to access all the cars from the start worries me and is the part I dislike about games such as GT and Forza. I have a life and limited time to play games, I don't want to have to spend my limited time grinding to unlock cars.
Hopefully they'll include a mode where all the cars and tracks are available from the start and I can set up custom races against AI.
 
Fantastic interview, he seems like a top bloke. This is sounding like one hell of a product, I can’t wait to get stuck into it.
 
I personnally like the curated modding scene, which has always been my wish for rfactor2. If sonz right is a great way to garantee a high quality level for mods. The approved mods can be followed by a dedicated Kunos team, ensuring they are updated after each game update, this dedicated team vould help modders to improve their mods. I don't see that as a bad thing at all. If it included paid mods, it would make sense that Kunos get a part, as a dedicated team would support these mods on the long term and need to be financed. Obviously, it depends whether Kunos plans to dedicate a team, but I assume it is the case.

And it is good that modders are challenged by a professional team. Not all modders are experienced ones. Being followed by Kunos before ypur mod is approved can only make you improve and raise the bar.

I haven't understand manufacturers would have any approval right in this process, just that Kunos could facilitate contacts between modders and manufacturers.

What is interesting though is that, if a team is dedicated to such a modding system, we are entering in a strange zone, where free mods using real brands and IPs are officially approved by a service fully or partially financed by paid mods (without real brands) sold on the same marketplace. There's something there...
 
The problem I had with the AC was that there was a lot of confusion with the parameters of the shaders of different cars. Tires, glass, plastic parts, leather. Often had different parameters of the shaders. For example, on modern cars, athermal glass of approximately the same thickness is used. How the hell can they look different on different cars. The same with tires. In short, there was a lot of mess with this. On some cars there were even obvious errors. For example, on the glass of the Ford Escort RS1600 there was an incorrect shader, and the Lotus Exige Scura had incorrect shadows. And this was never fixed. I spent a lot of time to bring all this into a usable form. I'm not even talking about the rim blure. On many cars they were the same despite the different type of rims. With modding cars, everything was even more mess. Despite the community giving us such great modders as A3DR and others like him who have improved the game's default content incredibly well, there was still a persistent impression that different cars were affected by completely different atmospheric phenomena, lighting, and that the materials used in the cars were in parallel realities. So perhaps modding control is not the worst idea, provided that the default cars are flawless.
 
Is Gran Turismo-like grinding in a simulator something new?
YES

Can a Gran Turismo-like grinding in a simulator please everyone?
NO

But still, is it new?
YES

It will be possible to drive all the cars in ACE regardless of the career mode or game economy?
FROM WHAT WE UNDERSTAND, YES (BUT THERE ARE DOUBTS)

So everyone will be happy?
(PROBABLY) YES

Has developing a grinding system shifted development resources that could have been used in other features?
PROBABLY YES

Do sim fans still want more simulation?
YES

Can an extremely simulative car like VRC Alpha 2024 become frustrating?
YES

Can an extremely simulative simulator reduce its intended target audience?
YES

Does Kunos develop software to make money?
YES

Is it advisable to build a niche product within a niche in a non-luxury market?
NO

Can a Gran Turismo-like grinding expand the simulation's user base?
YES

Can the release of ACE with these dual features of traditional sim and “new grinding sim” do well for the sim world without displeasing old fans?
YES
 
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Kunos now gets to decide what is an acceptable mod and what is not, and this is not good.

A billion dollar car manufacturer doesnt like your mod? Yup ... no go.

Imagine it was your game. So, your own game appeared on a YouTube feed, showing a MEH mod. Someone could easily think it's the standard game, and click away and decide not buy it.

2nd, welcome to the real world. You have a brand like Ferrari who will take action when they see their cars not portrayed in a way they like lol.
 
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Thinking that modding crews will contact car manufacturers and won't pay a dollar for the service, is utopia. Car manufacturers don't give away licenses for free...

Some people ignoring obvious points here on Overtake on purpose. This is a reactive move from Kunos. You can blame every modder who stole content and passed it off as their own. But no, people choose to walk around here with blinkers on.

So can we all agree to go public and denounce all the morons who ripped off content that wasn't their own now? Can we aim criticism at all the people who created MEH mods? Will you be as vocal towards these people, instead of this brainless manufacturer's are evil mindset. No you won't.

Whilst we are on the topic of people bashing Kunos/manufacturers. There are few free/legal platforms where you can market, advertise, supply a service, and be paid monies to earn a living without the platform (or its partners) earning very well out of it. So, those here with blinkers on - let's stop the BS. There are no free rides in life. Stick with the modding in AC1 and be happy.
 
Kunos needs to stop hiding behind concerns about car models from other games and manufacturers IP, and just tell the truth .. this time around, they want complete control over the modding, most likely, to ensure they get a piece of the pie.

By the way, you made a great mod that everybody would love, but you said something the purple hair mob doesnt like on X (AKA as saying something probably true), Kunos now has the ability to cancel your mod.

Kunos now gets to decide what is an acceptable mod and what is not, and this is not good.

Kunos now gets to decide your mod is not allowed because they already have plans on releasing the same thing as DLC.

A billion dollar car manufacturer doesnt like your mod? Yup ... no go.
If I were polyphony or microsoft I would've sued Assetto Corsa modders that rip modules and sell them for prices of 10$ and upwards.
 
It's really the "good" modders being accepted and the licensing deals that has me going "who draws the line on good?"... Is it Kunos or the manufacturers...

I know the consensus is that the "good" is referring to people who haven't ripped a mod, which is important for the gaming industry... However the idea of introducing modders to manufacturers is a bit of a minefield...

The reason EVO is an improved title, is due to the expanded relationships with manufacturers. The more partnerships that exist, the better the simulation becomes. It's their support that allows Kunos to improve what they offered before. Everyone buying EVO benefits from this. So, they will repay that loyalty. This is why Kaz made Vision-GT cars, to repay the close relationship he has with manufacturer's.

If modder's aren't happy, they can code their own race sim engine from scratch right? Sell it on Steam for free/keep all the profits? Then they can spend a year adding external mod support in, and add that year to the end of the release cycle. All for free? All for the benefit of mods, and earn nothing in return? Get real. Introducing modder's to manufacturer's being a minefield is nonsense.

If you were starting self-employment, you'd need a place to advertise your work. There are costs for transactions. You could buy a franchise to make earning money easier/quicker, and have a Corporate identity. You'd have rules to follow/huge fees to pay. You work out all the fees/taxes, deductions etc, and then you can set costs to ensure a profit.

Modding is no different, they base the dlc price on what profit they need to make to pay the bills. It might be many things, but a minefield ain't one of them. It's business, nothing more. Ask any modder, and they'll tell you them same.
 
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Not imho.
Both engines have robots for AI ?
You never noticed, really ?

Now go and check ISIMotor :rolleyes:
I only use AI's to fine tune my game in terms of performance, as far as i have tested when i tested AI's , rF2 lastest iterations where all over the place, best AI's in Sim market atm as much as it costs me to say this are on iRacing ..

I am 54 years old, i had my fair share of offline racing games with bots .... i give ZERO Fs to AI's on a sim after feeling the thrill of racing against humans (some just aledgly humans ) .
 
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Regarding mods i really hope they enforce some kind of quality control, and copyright control too .... its a cesspool to navigate thru the gazilion of mods that are plain shity rips from other games ..... if you are a modder and want to do something , do it with quality, do like RSS,VRC etc .... they rebrand stuff and usually ( as far as i know ) use theyr own assets and what not .... so yeah if someone wants to put the 100000th engine swap that does 700km an hour on a mini i prefer they would not ...
 
LFS took a decent aproach albeit limited to modding, something more expanded on that at least for cars and tracks ...
 
Shades of rf2 in all the talk here.

Nowhere kunos said that their game would be encrypted, or closed post release, and that only they could add mods. They said they don't support rips and will try to reward the modders who work with them.

Listen, i very much doubt Kunos would make modding impossible, or harder than it is in AC1. Because thats what ISI tried to do, to try to cater to people saying the exact same things that are being said in this thread, like "there are too many bad mods for rf1", and "there should be a centralized place to get the mods and be able to review them".

And what happened? AC1 came along, much easier to mod, and completely stole the thunder from rf2. So kunos would have to be really daft to die on their own sword. But who knows, strange things can happen...
 

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What is on your wishlist for AC Evo

  • Free roam

    Votes: 458 41.9%
  • Online service

    Votes: 290 26.5%
  • Advanced feature AI

    Votes: 490 44.8%
  • Graphics

    Votes: 372 34.0%
  • Car customization

    Votes: 374 34.2%
  • Modding

    Votes: 737 67.4%
  • Career

    Votes: 362 33.1%
  • License

    Votes: 196 17.9%
  • VR Support

    Votes: 253 23.1%
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