Assetto Corsa: 2015 and Beyond

Chris

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Kunos Simulazioni maintain a tradition of announcing new and exciting things on the final day of the year. This year, they have taken a slightly different approach by outlining a lengthy statement on what has been achieved in 2015, and what to look forward to in 2016. It's quite lengthy, so get ready to read!


Dear Friends,

The year is almost over, and if you follow Assetto Corsa since the beginning, you may already know that we have a tradition of announcing a new brand license right before the end of the year. This year, we are going to do the same, although in a somewhat different way.

First, we would like to make a summary of what Assetto Corsa and the Assetto Corsa community, in other words YOU, have achieved throughout the year. On our part, we have done our best to keep our simulation updated and bring you new content at the best possible quality, but without YOUR inexhaustible support – your purchases, constructive feedback and suggestions – Assetto Corsa would not be the game it is today. Such as you, we also believe that there is always a margin for improvement – in any department – and for this reason this year we have released four major updates that also involved aspects of the software that have already established a reputation as the main strengths of Assetto Corsa, such as its physics model. Similar efforts have been made to improve the artificial intelligence, the holy grail of any racing game, one of those aspects that are really challenging to fine tune in order to satisfy the expectations of many different kinds of gamers and sim racers – not to mention that Assetto Corsa is the first product created by Kunos Simulazioni that includes an AI algorithm, making this challenge even harder for our team. This is not an excuse, of course, just a simple fact. We are glad that our community has shown appreciation towards the improvements for multiplayer, AI, graphics and other features brought along with our latest 1.4 build, representing a new benchmark for introducing improvements to what we have created up until today. However, any simulation is useless without good content to enjoy it at its best, and it seems that you appreciate what we have presented during 2015.

Nürburgring-Nordschleife, Zandvoort, Brands Hatch and Barcelona

For the first time in sim racing history, we have produced a fully laser-scanned version of the legendary Nordschleife, the famous Green Hell, defining a new standard in terms of fidelity and accuracy for the most iconic circuit ever to be built. Zandvoort, Barcelona and Brands Hatch completed the line-up of the additional tracks available for Assetto Corsa during 2015, representing an extensive range of challenges, variety and environments for racing.

Lamborghini, Alfa Romeo, Audi, and more

During this year, we have released 32 new awesome cars – some as free bonus content and others as purchasable packs. It is funny to think that when the idea was first conceived and we started the AC project back in 2011, we believed that at best the whole game would include 15–20 cars in total.

Presently, we have produced 32 additional cars in one year, indeed lining up an impressive selection of brands: Alfa Romeo, Audi, Ford, Lamborghini, Nissan and so on. We would like to emphasise that we have decided to invest in new builds, updates and content thanks to YOUR support – something that has been awarded with an up-to-date simulation and brand-new free content, which although represents us a cost in terms of production, royalties, manpower and time, also brings longevity, entertainment and increased value to the Assetto Corsa you have installed on your PC.

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On the other hand, when we started the development of Assetto Corsa in 2011, the dev team only consisted of six people in total. It is reasonable and fair to say that a production that today involves about 30 people must be sustainable, not to mention cars and licensing costs, or the fact that the production of a single circuit could cost (including the license, laser-scanning, production, logistics) up to hundreds of thousands of euros. The fact of the matter is that DLCs can help us cover costs and allow us to continue to develop and improve Assetto Corsa, and provide additional content at a reasonable price. In other words, for the price of a Happy Meal, you can enjoy new digital content for all the time you want, allowing us to continue to improve our – and your – simulation. We are glad to see that our fans understand our decisions, and we would like to thank you again for the great support you continue to give us in this regard.

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Despite the fact that Assetto Corsa 1.0 was released last year, 2015 has brought even more challenges for us. Today, we have hundreds of thousands of users, and despite the enormous amount of possible combinations of PC configurations, drivers, controllers, devices etc., each new build must guarantee stability and performance. Since AC now features a significant number of cars, each update to the physics and tyre model requires a huge amount of work to update and check every single car to ensure that you can enjoy the quality of the simulation at its best, regardless of what your favourite car might be.

Research and development
As you may know, since 2009, our R&D Studio has been located inside the racing circuit of Vallelunga, near Rome. The location is a key to our development work, allowing our company to meet and cooperate directly with teams, professional drivers and racing engineers. Now that Assetto Corsa is a highly popular simulation, teams prove to be even more cooperative when they come to “our” racing track, offering their support and allowing us to collect data, and make videos and recordings. On our side, we still want to improve our knowledge and technology in any aspect of the simulation, and this approach involves all areas, including the sound environment: thanks to the kind cooperation of Akrapovic, during 2015 we have worked to improve our sound recording process involving the use of new techniques of recording and advanced technologies. All new cars produced during 2015 took advantage of this improvement, and we also have plans to reprocess the cars that had been released earlier.

Talking about R&D, we would like to say a few words about Oculus VR: in 2016, this incredible device will finally be available with a definitive and standard SDK. It is in our intention to fully support the device in Assetto Corsa when it is finally available for public purchase with a proper and final library, since while still in beta version we need to redo the code support from scratch each time a new SDK is released, which understandably cannot be a sustainable – long term – strategy.

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PC, PS4 and Xbox One
Last but not least, we are also working on porting Assetto Corsa to consoles, which is completely based on the code designed and developed for PC, but instead of freezing the development of the PC version, we brought forward the overall process in parallel, creating a symbiosis that takes advantages from each platform. This has guaranteed a successful process of optimization and a different and improved approach in development that will be beneficial for everyone in future. Therefore, those fans who believe that the porting Assetto Corsa on console has the capacity to ruin the “magic” of the PC version can rest easy, as we can assure you that this is something that will definitely not happen.

Let’s talk briefly about the console port. It is true that to this day we have not revealed a lot of information about the console version of Assetto Corsa apart from confirming that we are indeed working on bringing the game to PS4 and Xbox One to offer the same driving experience as you get on the PC.

Some people do not seem to believe it and say – for reasons we do not entirely understand – that we are going to change the Assetto Corsa physics model also on PC to worsen the driving experience because of the console porting.

We can assure you that this is not going to happen. Actually, when we announced and showed Assetto Corsa on PC for the first time, the same people said that a game boasting top-tier brand licenses and graphics was never going to be a sim because no developer would agree to take a big risk with a genuine simulation. All we can say is that it was the wrong assumption back then, and it still is.

Firstly, we are not going to ruin the driving experience on PC. The good reputation of Assetto Corsa is mainly thanks to the driving experience and natural feeling that it provides with cars that are usually included in so-called arcade – or sim-cade – games. Frankly, it would be a suicide move to make worse one of the key selling points of our product.

Secondly, on the consoles we are going face-to-face with the goliaths of sim-racing, big names that boast sublime graphics, tons of cars and content and the direct support of their respective platform manufacturers. Assetto Corsa has been produced by a team of six, 12, and lately about 30. Our only chance to compete with those giants is to push forward its strong point, the driving experience it can achieve, because that is the factor that depends solely on our know-how, experience and will and not on the budget at hand. Driving experience means laser-scanned tracks, advanced tyre and dynamic modelling as well as all the attention and care we have reserved to any car present in Assetto Corsa. The good news is that 505Games supports us in this journey and we are in complete agreement – it is ready to focus on the realism aspect, instead of pushing our team to lower the simulation bar to an average level. The final judge, who will determine whether there is place for a realistic driving experience on consoles – in the present and in future – is YOU, our community, and no one else. What we can promise you is that we are not going to lower the level of simulation just so that we can please a wider audience.

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2016
We are approaching the final phase of development on the console, something that includes a very different release schedule from the PC. We are also working on the 1.5 build of Assetto Corsa, which will introduce pit-stop feature for single player and continue the process of fine-tuning all the other features already included in the game. In the meantime, the team involved in production is working on the content expected for release during the next year. Assetto Corsa still has a lot to say, and we are working towards making you an even bigger enthusiast than before.

New circuits

We are glad to announce that we have signed a licence agreement to bring you the popular – laser-scanned – RedBull Ring, that for some of you might also be known as the “A1 Ring”, the Austrian circuit that welcomed back the F1 Championship this year. We are also working on the historic version of Silverstone, and the 10km and Junior versions of the iconic Monza circuit, giving you the chance to enter the speed ring and race the historic F1 cars of Assetto Corsa. At the same time, we are also updating our first tracks created for the simulation, bringing them up to a similar level of detail and appearance as the latest releases. Other new track additions might follow during the year.

(At least) forty-new cars!

And here we go: Kunos Simulazioni welcomes Maserati Automobili, introducing the world-famous manufacturer to Assetto Corsa in 2016 with some of its most iconic cars and most recent models. Any clue? Here you go: have you ever wondered how Fangio felt driving F1 cars in the ‘50s?

Thanks to the success of the Audi R8 Ultra 2014, and as a response to the requests of our fans, we are going to replicate the brand new R8 Ultra 2016. The new amazing Audi car will not come alone, since we are also working on the Audi R18 E-Tron, TT VLN 2014, TT CUP 2015, A1 S1, Sport quattro S1 E2 and TT 2015 models.

Assetto- san!

It seems that AC fans never have enough of Japan: then, they might be glad to know that we are bringing you the Toyota Celica, Supra, AE86 and TS040 Hybrid, as well as the Nissan GT-R 34 Skyline and 350Z Nismo 2015! And the list might not be over, just let us work…

Italians do it ... red

Yes, in Italy red is for Alfa Romeo and Ferrari. We can’t unveil now all details, just wait and see, we will not disappoint you.

British Style

The 650 GT3 was the first car unveiled of the recent line-up of McLaren – but not the last: the new 570LS and P1 GTR™ will further expand the grid of supercar and hypercar races in Assetto Corsa!

A pleasant surprise

During 2015, we had the pleasure to meet Praga Cars. Let us introduce you this car manufacturer and its awesome Praga R1R! Soon™ in Assetto Corsa.

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Our community
All of this would not be possible without your support. Support means purchasing original products, and we are really grateful to all of you who have purchased Assetto Corsa and its additional DLCs. Your support also allowed us to hire developers, improve our software and guarantee high-quality and constant support for your favourite simulation. It is our intention to continue to bring you new, high-quality content and features, as well as free bonus content even in the year to come.

Support also means modding. What the modding community has achieved with Assetto Corsa is just incredible – and also very important. The tools released along with Assetto Corsa allowed many enthusiast and skilled fans to show their great talent, and during 2015 some of them were even hired to take part in the creation of official content, working closely with the core team of Kunos Simulazioni. A ton of additional skins, cars, tracks, apps and tools have been created as well, allowing gamers to enjoy Assetto Corsa and its features even more. We would like to thank the entire modding community for the time, passion and attention you dedicate to your projects every single day.

Support also means feedback, criticism and suggestions. With more than 115,000 members, the official Assetto Corsa forums offer a platform for discussion, tips and threads that strive to help people enjoy AC the best they can, while also providing valuable feedback to the developers. We wish to thank all those people who have given feedback and support for our work – and other games – with their reports, tips and suggestions on our forums.

Our gift to you (if you have a little patience ..)
“OK Kunos team, everything is jolly great, now tell us what’s new for us!”

You are right…and you have been asking for some iconic cars for a long time. At the moment we are completing the development of Corvette C7 Stingray 2015 and Ford Mustang 2015, expected to be the first bonus content released in 2016. There is also another “small” surprise. Stay tuned, while we work on an extensive update for the official Assetto Corsa website, which will bring you more information about all the new content, updates, the Assetto Corsa PRO and Formula SAE programmes, and much more.

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When? “Soon™.” When else?
Thank you so much for your valuable support, help and passion! We will keep working hard to deserve it.

With our warmest regards

Marco Massarutto
Co-founder, Executive Producer

KUNOS Simulazioni

 
I don't really understand why people feel the need to shoot them down when ever they announce something good. Sure, they've made some design choices that some people disagree with (myself included), but let's not forget that this is true of every game, no game is without flaws.

I mean, I've been driving rF2 a lot lately, and it feels great, then I jumped back in AC, and it felt almost identical. I honestly don't understand why people have these fake-tough-guy allegiances to their chosen sim. They both do a fantastic job of simulating what it's like to race a car.

All these supposed allegiances do is divide the community, which is something that SimRacing has unfortunately become renowned for in the last few years, and it's not something we should be proud of.

Happy New Year! :D
 
I don't really understand why people feel the need to shoot them down when ever they announce something good. Sure, they've made some design choices that some people disagree with (myself included), but let's not forget that this is true of every game, no game is without flaws.

I mean, I've been driving rF2 a lot lately, and it feels great, then I jumped back in AC, and it felt almost identical. I honestly don't understand why people have these fake-tough-guy allegiances to their chosen sim. They both do a fantastic job of simulating what it's like to race a car.

All these supposed allegiances do is divide the community, which is something that SimRacing has unfortunately become renowned for in the last few years, and it's not something we should be proud of.

Happy New Year! :D
Its because Assetto corsa is more popular then their sim of choice. the more popular something gets the more flak it gets, i guess its justified as there a few poor decisions but it can sometimes just end up coming down to silly reasons like "it feels more realistic" or "my online experience is bad with 500+ ping". these wars will never end, humans are just too competitive.

Assetto corsa is like Porsche with their 919, naturally Audi fans are angry that its winning.
 
"It's because of the console release"

Maybe or maybe not, but if you look at the Mpc-12c GT3 and 650s GT3 physics files for example, you will notice something pretty "fun". The 99,8% (estimated) data are the same, identical. The power curve, (power.lut file) it's exactly the same; same for the fuel usage; bracking system it's the same; the polar inertia it's exactly the same; the center of gravity location it's the same; wings, body, diffuser aerodynamic efficiency it's the same; the suspension geometry it's exactly the same to mm except the track (obliviously...).

I mean... seriously? This should be the "most realistic", "most advanced", simulator in the human history, their "R&D Studio has been located inside the racing circuit of Vallelunga since 2009", cars are "engineered the best possible accuracy of physics and tactility of feeling", they are praised from all the simracing community...

...and then, on a DLC car, they just copy and paste the 99% of the physic from an old car? With also the same exactly power curve?? WTF are they thinking??? this is ridiculous!!
 
And then, on a DLC car, they just copy and paste the 99% of the physic from an old car? With also the same exactly power curve?? WTF are they thinking??? THIS IS RIDICULOUS!!
Well the mp4-12c GT3 and AMG GT3 are 2 completely different cars, one made by McLaren, the other by Mercedes-Benz, altough the McLaren mp4-12c GT3 and McLaren 650s GT3 share the same engine, everything else is different. But copying the physics of an older car indeed is a sad thing.
 
Well the mp4-12c GT3 and AMG GT3 are 2 completely different cars, one made by McLaren, the other by Mercedes-Benz, altough the McLaren mp4-12c GT3 and McLaren 650s GT3 share the same engine, everything else is different. But copying the physics of an older car indeed is a sad thing.

Sorry, now it is fixed... I wrote wrong because also the SLS and AMG GT3 share most of the physics, there are just some differences on a component of the rear suspension, but for the most part it's the same copy and paste done with the 2 McLarens (yeah also here the power curve it's the same lol)
 
Sorry, now it is fixed... I wrote wrong because also the SLS and AMG GT3 share most of the physics, there are just some differences on a component of the rear suspension, but for the most part it's the same copy and paste done with the 2 McLarens (yeah also here the power curve it's the same lol)

Do you have proof that the real cars are more different?
 
Well that was a nice read. Here's my take.

The new content looks fantastic. They are adding to what IMHO is already one of the highest quality track/car rosters. There is depth in the field that can please most simracers out there.

There will be continuing improvements to the game, its core, its physics model within the confines of their engine. After the RD open letter, there wasn't a whole lot of movement in the MP direction but now look at it. I'd say easily a 50% improvement, however playability has risen a great deal more just due to packet loss optimization. I can race with my connection (when stable) with simracers all the way in Australia and be able to go door to door. Collisions still need working on, and I believe that will come as well. What I can see just from that aspect is that while Kunos is slow to take action, action is taken. It might not be a complete 10/10 every time but the general consensus is that Kunos is moving the game in a positive direction.

Mentioning that they will upgrade all content to the new level of details they have recently achieved means for me they take pride in their product, that's important. Mentioning that the strong points of AC will not be dumbed down due to a platform expansion is also key. I like this game so much because of what I can feel through my trustY G27 and the FFB it conveys. I have yet to play a game that can do that as well. Back when I first turned a wheel in this game it felt instantly natural to drive and push a car. That is a big part of the fun.

They mention modding as well. This modding community deserves recognition for the astounding work they've done. The quality is honestly nothing short of amazing and on a platform like AC it really shines. Think Mazda 787b type content here, or tracks like Paul Ricard etc, sound mod from Fonsecker and Neverkrash etc. this goes on.

I think I've said this in the last major update as well, work on the core physics engine to be optimized should still be a priority and it obviously is from the update notes they release. Teething issues are to be expected. If you expect a home run every time then you're gonna have a bad time, gone are the days of the holy 1.0 "finished product" releases those days are done forever, make peace with it. Proper pitsop simulation is another thing missing, we do have an app for that, but it would be nice to have that in the set up menu as well. Perhaps with the single player implementation we will see that coming as well. Collisions need work, it's hard to implement material elasticity like we have in real life I suppose (that would require some game engine I think), but so far as I can tell the front to back collisions are improved. Overall they are a lot better than before but work in this area needs to continue.

Im really happy to read such an extensive post from them, I think 2016 will bring us just as much fun as we've had so far and more. Who wouldnt want a go at that 1950s Alfa F1 car on the laser scanned 1950s layout, I'm willing to put money that even 50% of the nay sayers for this game will take a plunge in that DLC :D.

Like @Chris Stacey said, it would be nice to keep the atmosphere civil and positive while handing out constructive criticisms we're improvements are needed. This game is more than functional now on all platforms SP (with the pit stop implemented ofc) and MP, now the devil is in the details while keeping progress on the core steady.

Thanks to a great 2015 Race Department and Kunos in my comeback to simracing, and here's to an even better 2016. Enjoy your racing lads, I hope to see you all on the track at one point. Salut!
 
New way of dev shaming discovered on this thread, glorious sim racing community delivers again. Keep saying "who's making the game right now is garbage, bring back the old guy that made nKP" when it's the same guys in the team now as it was back then... I don't even... maybe it's an indirect way for them to say Aris is crap at being a dev or what? Sad individuals gotta keep being sad for the sake of it I guess. Oh well. :roflmao:

IMO the content is pretty bland in that list... nothing exciting to me personally. I still find it weird that they don't even acknowledge the existence of GT1 cars when they have so many company licenses from that discipline and they have a good shot of having a nice mix of those old beasties and get some variety going. Pretty certain this is just a sneak peek of their '16 content road map and not the full picture. I'll give them the benefit of the doubt, that said I haven't touched AC in days because there is only so much hotlapping a man can do. I'm never really going to use it for multiplayer unless our league moves over from rF2 to AC which is not gonna happen ever so I'm only expecting some offline improvements. AI seems to be improving slowly but steadily so that's a plus, pitstops should allow for longer races with the AI so a good thing going on over that front as well. Slow and steady seems to be their mantra but I fear they are being a bit too slow on delivering base features. Nothing to complain about though, not like AC is the only sim on the market. :p
 
When you check physics files, you can clearly see that there are no calculations behind just rounded numbers all over the place, like someone who is making them just by "feeling", and the fact that it takes the physics devs a long time(imean really long time) to update physics, makes me think that they have no actual tools to do them (like Niels Heusinkveld), how can you even talk about making physics when you have no tools and without working dev apps?
Most of kunos cars suspension geometries generate massive amount of bumpsteer, proof (for me) of a lack of data and improvisation, no one makes cars with such amounts of bumpsteer especially on racing cars.

And i'm not a rF2 fanboy, for those who are evading my questions with such claims, i'm just a customer who is a bit annoyed by these guys who keep selling us DPs without improving the game.
 
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Do you have proof that the real cars are more
different?

well 650S is technically updated 12C so there will be a lot of parts shared (with engine to begin) but has very different aero, which is biggest improvement of 650s GT3 (so if aero data are the same, it is just filling AC with content without really working on physics .. same as using tyres from 312T on Lotus 72D which is fundametaly wrong), car is lighter, tracks are wider, completely new transmission, different cooling systems resulting to slightly different power output, all new suspension (so if suspension data are the same, physics are wrong), larger tyres, revisited braking system, etc ...

There are changes that doesn`t really translate to simracing (comfort of driver, ...) but most changes were made to handeling, cooling, aero and safety

Of course all I have are informations available to public (whether source is McLaren or drivers testing that car) .. Kunos could have completely different data ... perhaps different susp, aero, etc results in same data to feed the engine with ..

BTW I like all my sims, they are all better :)
 
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Pitstop [build1.5] - even though just for single player, hoping this works similar to rF2 or R3E and not Pcars.
I guess the single player pitstops will work exactly the same way like the multi player pitstops that are already available.

How many cars did kunos say early this year they were going to release in 2015? Did they reach that number?
They announced 50 cars for 2015 and we got 32 cars in the end. Since they now promise 40 cars for 2016, I predict we are going to get 25 cars.
 
Maybe or maybe not, but if you look at the Mpc-12c GT3 and 650s GT3 physics files for example, you will notice something pretty "fun". The 99,8% (estimated) data are the same, identical. The power curve, (power.lut file) it's exactly the same; same for the fuel usage; bracking system it's the same; the polar inertia it's exactly the same; the center of gravity location it's the same; wings, body, diffuser aerodynamic efficiency it's the same; the suspension geometry it's exactly the same to mm except the track (obliviously...).

I mean... seriously? This should be the "most realistic", "most advanced", simulator in the human history, their "R&D Studio has been located inside the racing circuit of Vallelunga since 2009", cars are "engineered the best possible accuracy of physics and tactility of feeling", they are praised from all the simracing community...

...and then, on a DLC car, they just copy and paste the 99% of the physic from an old car? With also the same exactly power curve?? WTF are they thinking??? this is ridiculous!!


To be honest, copy/pasting physics with slight changes wouldn't be THAT big a deal for me if i liked the physics that are being copied in the first place. At least DLC prices aren't steep.

@Chris Stacey i saw Kunos getting more (for me unwarranted) general praise for physics than any other developer over the past couple of years, i don't think many people who bought their products have an interest in shooting them down. But we're here to talk about it, pro or contra and obviously all this praise without the numbers to back it up is gonna produce some discussions.

For me there's a huge difference between rF2 & AC but i still bought some DLC for Assetto and wish Kunos all the best in 2016. I just don't think they'll ever go into a direction i'd like them to with this (or probably any product), but then again, it's their baby and success proves them right.

Luckily there's tons of quality alternatives at the moment.
Go try that Icecream van, it's a blast online :D.
 
The SLS and AMG GT are both completely different cars... So if there's copying going on, lel.

They claimed that sometimes they have to improvise due to lack of data, but if you lack 80% of the damn car then don't make it. Of course I don't know if any of this is accurate, but that's my opinion on it.

And I agree that the suspension feel is terrible.

i saw Kunos getting more (for me unwarranted) general praise for physics than any other developer over the past couple of years
Cause most people are useless at driving and AC physics are so permissive a toddler could drift at 200kph. People like that, it makes them feel competent I guess.
 
DLC... DLC... DLC... Thanks for being a great community... DLC... Shovelware publisher... DLC... Oh we'll get Single Player pitstops "soon"... DLC...

Man this is literally X-Motor Racing with a bigger budget and significantly larger fanbase.

Dude if F1 Challenge 99-02 released without pitstops, and remained in that state for several years, it would have been a public embarassment for ISI. Now, sim racers are so cucked by Assetto Corsa they will literally celebrate press releases instead of playing the game. More people are posting in this thread than there were entries for a Nordschleife VLN race on here a few weeks ago. And that's POPULAR content.

Sad to see this unwravel so quickly.
 
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