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Assetto Corsa End of Year Blog

 

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Assetto Corsa End of Year Blog

By Marco Massarutto (Executive Manager – Kunos Simulazioni)

Another year has passed, actually our greatest one since we founded Kunos Simulazioni almost 12 years ago. We announced the Assetto Corsa project in December 2011, and so many things have happened since. We would never imagined that one day the game was going to be ported on PS4 and XB1, and even less that Assetto Corsa was going to feature such licenses and partnerships with the most important and iconic car manufacturers! The Porsche Program we unveiled this year has been awesome, and we are so proud to be able to share with our fans the very best of their production. 24 Porsche cars, reproduced in direct and close connection with their R&D department, as well as the Porsche Historic Museum. What a journey! We’ll never forget it, from a professional and human point of view.

The porting of Assetto Corsa on console has been an incredible journey as well, a crazy challenge for a little team like ours, and I would like to thank all our community for their awesome support and patience. We have faced a challenge that was totally new for us, discovering that there is much more behind the scenes, that is not related to coding, performances, features (I mean, the kind of things that as developers we are used to knowing and managing), but that needs to be done. Being able to release the game on PS4, XB1 and continue to keep it updated and optimize it also on PC has been very challenging and it’s pushed each single member of our team to the limit. But we did it, and your support and constructive criticism has given us additional motivation to work at our very best. I would like to take this opportunity to thank 505 Games, our publisher for the console version of Assetto Corsa. They have supported us at their best and have never asked or proposed us to change the DNA of our simulation “just” to please a wider audience. In a world dominated only by numbers, we really appreciate it, and thanks to this, our fans today can enjoy a genuine simulation on console. That, followed by Top Gear magazine, seeing that Assetto Corsa is one of the 2016’s seven greatest gaming moments!  And how I could not mention the RedBull.com award that ASSETTO CORSA won, as READERS’ RACING GAME OF THE YEAR?  Simply outstanding, thank you so much!

So… What now?

Well, we are going to surprise you in 2017. With new features and content, new DLCs as well free bonus cars and tracks. The latest PC build of Assetto Corsa introduced the customized championship, a very appreciated feature that will be explicit even better in future, and that will be extended also to the console version. At the moment, the team is working on private lobbies that will allow gamers to create their own races with their friends and create leagues. Also, we’ll continue to work to improve the control customization on console.

While you wait to get your hands on these new features, you will have a lot of fun with some new content: the Porsche Pack Vol. 3 will land on PS4 and XB1 as soon as possible, but it will not come alone. Let’s talk about tracks, shall we? The operations and logistics needed to bring the Mazda Laguna Seca Raceway in Assetto Corsa needed more time than supposed, and while we confirm you will finally put your wheels on this iconic track within half 2017, we’ll keep you busy with a new – surprising – circuit, created from scratch and designed to meet your requests.

In fact, since the “ideal” circuit doesn’t exist in the real world, we created it. Do you like city tracks? Drift layouts? Endurance courses? Then you will get all of them, with a new circuit, that will be available as free bonus content, in 4 different configurations, ideally placed in Scotland and created in partnership with Nvidia and Sparco. This track will allow you to enjoy each car included in Assetto Corsa, from the very little and quiet Abarth 595 to the racing cars designed for endurance racing, to the GT cars you are enjoying so much. We’ll unveil more details very soon, our aim is to release it within the Q1 2017.

It’s time also for some new free bonus cars, like the Mazda 787B, the Miata NA, the new Maserati Quattroporte and the new Audi TT.  Then, we’ll be back with a new awesome “British Pack” that will bring you the latest line-up from McLaren, Lotus and maybe, something more. After that, we’ll welcome you again in our beautiful Italy, the Country of Alfa Romeo, Maserati and the Ferrari. Yes, the Ferrari: As you might know, in 2017 we will celebrate 70 years of the most iconic automotive Brand, and we’ll do it in our style, with seven of the most iconic and famous models created in Maranello. You can already start to think about your favourite ones, because you will have the chance to vote for it!

We’ve also started to work to create some new and solid basis for the future. Assetto Corsa is so much more we ever imagined, and our company has grown so much since we founded it. In the last period we worked  to grow, evolve and improve our teamwork and logistics. Taking advantage of the maintenance operations that will involve the Vallelunga circuit for all of 2017, we are now putting the final touches together to open a new studio, still close to the Autodromo di Vallelunga, but with dedicated areas for VR, testing, multiplayer and R&D, that will allow us to work better! We will also be able to invite our guests, customers and gamers to an environment specifically designed for the production of racing games and simulations. This means there might be the possibility to invite our fans and supporters to our studio to discover what is in progress, and for massive testing, without the limitations imposed in a locations designed mainly for track activities.

So, another exciting year is approaching, but we haven’t told you everything yet! All of this wouldn’t have been possible without your dedication, support and -let me say- love for what we have done here. Believe me, the passion we see every day around Assetto Corsa, through these years, have given us the determination to work at our best even when things are not easy, and especially when we have faced some tricky challenges.

One final thing… Thanks to the great partnership with SPARCO, who recently officially jumped into the gaming world introducing a new dedicated cockpit, in 2017 we’ll unveil the most wanted official Assetto Corsa merchandise that you’ve been asking for! Stay tuned for more info!

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50 minutes ago, akis_z80 said:

Πολύ όμορφα τα screenshots. Φαντάσου να έχει 5-6 layouts και 20+km διαδρομής.

Κάτι τέτοιο υποψιάζομαι και γω! Γιατί υπάρχουν τουλάχιστον 3 διαφορετικές τοποθεσίες!

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Where can the finest driving sim in years go next?

 

Spoiler

By Martin Robinson Published 11/01/2017

Kunos Simulazioni is facing a bit of a conundrum.

On the one hand it has created one of the finest driving simulators in years, and has every right to be proud of its achievements. Its profile has never been higher, its talents as a developer capable of modelling exquisite handling never more widely appreciated.

Yet, by its own admission, it stumbles when it comes to making games. When Assetto Corsa first came out of early access at the tail-end of 2014, its shortcomings were washed over in part by an eager and talented PC modding community, and happily overlooked by an audience that's perhaps more dedicated than that you'd find elsewhere.

Come the console release last year, people were less forgiving. Some players, new not only to Kunos Simulazioni but also to a serious-minded driving simulator, were shocked by its brutal nature and lack of airs and graces. In many ways, it was a rude awakening for the developer. "Technically, it was a challenge," says Stefano Casillo, Kunos' refreshingly straight-talking co-founder, over Skype. "It was the first time for us - we knew nothing about the certification process you have to go through, what kind of features they might require your game to have. You get to a situation where you think you have a game, then you realise you still have a lot of work to do to make Microsoft and Sony happy. It was quite a shocking experience!"

The critical reception to Assetto Corsa was a lot cooler to that it enjoyed on PC, although since the game hit Steam Early Access in 2013 Kunos has gained plenty of experience of responding to player feedback, especially when it comes to this most demanding of audiences. "The racing sim community is a very difficult community," says Casillo. "They can be incredibly vocal when there's something they're not happy about. From our point of view, there were some things we misjudged when it came to the audience we were going to cater to.

"A lot of players on console judged the game to be very difficult - especially when it comes to AI performance. On the PC, if you put it on the lowest level, you still have to get around the track and be consistent to have a chance not to finish last. I think the audience on console was expecting an experience where they could crash and spin a few times and still be able to get back to the AI cars. From that point of view, it is a different audience. The audience on PC takes for granted the fact that before you attempt the race you should know the track quite well and have gone through 100s of laps of practice, knowing the braking points and be able to race consistently. The console audience expects a game that drives you through the progression, which isn't something Assetto Corsa is very good at."

Post-release, Kunos has dialled back the difficulty on console somewhat, lowering the AI level, though I've always been respectful of the fact it never looked to dial back Assetto Corsa's handling model at any point. Kunos has faith in its handling model, and doesn't want to muddy it with any common contrivances.

"That's the thing when you're developing a simulator," says Casillo. "Other games have catch-up AI, which really isn't something we want to do. It's not what we're into. The thing with a racing simulator, at a certain point you reach a limit which is your talent limit and that's it. There isn't a way forward - you can practice a lot and get better, but that's one of the problems with simulators. There's this macho ego thing and everyone wants to be Schumacher, they really don't like a game that reminds you that you're not. You're not as good as you think you are! I think that's just a learning experience, learning to understand. I think as a company we're good at doing simulators, we're not very good at doing games."

1

The Porsche DLC packs have all been released on PC, while they're being held up slightly on console with the second of three having only just arrived. Beyond that don't expect PSVR support, though a Pro patch is being considered.

It's a blunt admission that would be shocking were it to come from any other developer, but Kunos is so rightly confident in its simulation it can happily concede other parts of its package aren't up to scratch. The brilliance of the handling is backed up by its recognition within the motor industry itself; the recent Porsche DLC came about when the Stuttgart marque assessed the current driving simulator market to identify an ideal partner for its own products, and you can guarantee its engineers were as meticulous in their research as they are in their own manufacture.

In return, Porsche has had its finest outing in a video game for years. The marque's appeared in EA's own games, of course, as well as finding itself in a cameo role in more recent Forza games (and it'll soon be pretty much everywhere thanks to EA's 17-year exclusivity deal finally coming to an end), but it's never been so exquisitely served as it has in Assetto Corsa. The game's skill in communicating the feel of a road car pays off brilliantly when taking a Cayman around the Nordschleife, while it's able to bear its teeth around a vintage Silverstone shorn of any chicanes with the savage 917K - a truly iconic car that, somewhat criminally, has never been given its due by any modern driving game. Elsewhere, that car's successor - the 919 that's enjoyed victory at Le Mans the past two years - sees its hybrid four pot served by a delicious whine and pop that soundtracks a feeling of instant, immense power.

It's amazing, and having established a fine foundation you wonder where Kunos will go next. Will it carry on catering to the hardcore niche, or does it want to break out to try and emulate the more mainstream success of Gran Turismo, Project Cars or Forza?

"Honestly we don't know," says Casillo. "We're at a stage where we're starting to think what's next. But we're not at a stage where we have a strategy or a project. We are literally right now trying to evaluate and answering these kinds of questions. Is there a market? Of course the answer you see in other projects in the genre is to have prices that are higher than Assetto Corsa. They acknowledge it's a niche and it can't be sold at popular prices. And that's a very difficult evaluation - how much selling Porsche DLC at an affordable price, like we're doing... They're the usual marketing questions. Is doubling the price going to halve your audience? It's a very difficult decision to make.

"But it's inevitable - if we want to sell more copies than we've done with Assetto Corsa, we'll have to make more of a game. That doesn't mean dumbing down the simulation - it means making something that guides you through an experience, regardless of how hard the driving is. For example, the console is really just a matter of having a low level AI that's a little bit slower, allowing people to not get punched in the face when they play for the first time.

The weird world of 80s computer booksLearning BASIC in the shadow of the bomb.The weird world of 80s computer books

"To be honest with you, I'm not 100 per cent sure that we even want to make games! It's a difficult situation right now where we're trying to decide what we want to do next. Of course Assetto Corsa is designed in a certain way, it's not going to change. It's going to be interesting to see in the future where we go - of course we'd like to do a better game, whether or not we can do it I don't know."

Wherever Kunos decides to go next - whether it pushes for the mainstream, or retreats back into the dedicated simulator market - there's at least the promise it never wants to compromise on its vision. "It is complicated. If you look at other games that are successful, they have the concept of car upgrades. It's a fantastic concept from a game design point of view - you go to a race you can't win, you get some money out of it, then you can buy upgrades and make your car faster.

"So you end up winning because your car is faster instead of you being a better driver. You feel a sense of achievement, but the game is just hiding the fact that you cannot drive. In Assetto Corsa, though, we give you this very hard reality. Get better or get out!" Never change, Kunos. Never change.

 

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v1.11.4 hotfix
- Corrected Praga R1 FFB values
- Corrected Toyota Supra limiter sounds
- Balanced Bmw M4 overall volume
- Balanced Bmw M3 e92 exterior volume
- Added #910 livery to Porsche 911 GT3 R

 

 

[IMG]

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Μία ώρα πριν, το μέλος Dimitris Pappas έγραψε:

@liakjim,πες τους εσυ που εχεις τα μεσα στην kunos μην πειραξουν το gt4clubsport...

Sent from my Galaxy Nexus using Tapatalk
 

Μικρο αλλαγές ίσως πάρει μιας και ο Αριστοτέλης, ραφινάρει τα V10 ελαστικά.

Μεγάλες αλλαγές θα δουν τα V7 cars.

Το GT3 club sport μιας και είναι ήδη σε V10 , δεν νομίζω να αλλάξει ή αν ναι, ελάχιστα.

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Από εχτές  το απόγευμα, πατώντας start να ανοίξει πίστα (σε practice, race κτλ) κάνει πως φορτώνει και μετά με πετάει πάλι στο menu χωρίς να βγάζει κάποιο μήνυμα. Καμιά ιδέα για το τι μπορεί να φταίει? Έκανα και μια ανανέωση πρόσφατα στον driver της κάρτας (AMD Radeon).

Έγινε επεξεργασία από Aris Teidis
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Από εχτές  το απόγευμα, πατώντας start να ανοίξει πίστα (σε practice, race κτλ) κάνει πως φορτώνει και μετά με πετάει πάλι στο menu χωρίς να βγάζει κάποιο μήνυμα. Καμιά ιδέα για το τι μπορεί να φταίει? Έκανα και μια ανανέωση πρόσφατα στον driver της κάρτας (AMD Radeon).


Τσέκαρε την ανάλυση.

Στάλθηκε από το m2 note μου χρησιμοποιώντας Tapatalk

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πριν 50 λεπτά, το μέλος Aris Teidis έγραψε:

Από εχτές  το απόγευμα, πατώντας start να ανοίξει πίστα (σε practice, race κτλ) κάνει πως φορτώνει και μετά με πετάει πάλι στο menu χωρίς να βγάζει κάποιο μήνυμα. Καμιά ιδέα για το τι μπορεί να φταίει? Έκανα και μια ανανέωση πρόσφατα στον driver της κάρτας (AMD Radeon).

Αν δεν δουλέψουν τα παραπάνω, κάνε ένα delete το video.ini από τα documents του AC.

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Κυκλοφορεί καμία φήμη για εισαγωγή του interface από κονσόλες στο PC? Είναι λιγάκι σπαστικά τα μενού όπως είναι τώρα και ήλπιζα να μη χρειάζεται να είμαι συνέχεια με το mouse ανα χείρας.

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Κυκλοφορεί καμία φήμη για εισαγωγή του interface από κονσόλες στο PC? Είναι λιγάκι σπαστικά τα μενού όπως είναι τώρα και ήλπιζα να μη χρειάζεται να είμαι συνέχεια με το mouse ανα χείρας.


Όχι.

Στάλθηκε από το m2 note μου χρησιμοποιώντας Tapatalk

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πριν 3 ώρες, το μέλος Georgiadis Giorgos έγραψε:

Έκανες ένα verify τα αρχεία?

Μου θυμίζεις, σε παρακαλώ, πως το κάνω αυτό;

 

πριν 2 ώρες, το μέλος liakjim έγραψε:

 


Τσέκαρε την ανάλυση.

Στάλθηκε από το m2 note μου χρησιμοποιώντας Tapatalk
 

 

Το τσέκαρα, δεν είναι αυτό.

 

πριν 2 ώρες, το μέλος jumaru99 έγραψε:

Αν δεν δουλέψουν τα παραπάνω, κάνε ένα delete το video.ini από τα documents του AC.

Δηλ. το τελευταίο βίντεο που κράτησε?

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