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phil23
23 December 11, 16:26
The site is now showing info on their new title. Looks exciting:thumbup:.

http://www.assettocorsa.info/

st
23 December 11, 18:29
At last mod-able and offline racing.
Lets hope that it gets released in 2012.

Butch
2 January 12, 17:30
Interesting.

jomardi
29 January 12, 11:14
why is no one, open new them of AC (http://www.nogripracing.com/forum/forumdisplay.php?f=4) ?

zaril
2 March 12, 16:32
why is no one, open new them of ac (http://www.nogripracing.com/forum/forumdisplay.php?f=4) ?

+1

zaril
15 March 12, 17:43
Assetto Corsa
Great things happen when people support indie software houses by purchasing original products. As you might know, from 1st December 2011, all the earnings of Kunos Simulazioni from netKar Pro and Ferrari Virtual Academy are exclusively used to fund the licensing costs for Assetto Corsa.

Official Licensing requires a huge effort in terms of money, time and resources. When we decided to exclusively reinvest all our earnings from netkar Pro and FVA in Assetto Corsa content licensing, we hoped that the community would have appreciated this effort, but we didn't imagine how much our decision would have been appreciated.

That's why our next licensing announcement, is very special to us, because thanks to the support of all of our customers we are be able to include in Assetto Corsa an iconic new track. This new license will be revealed very soon on Assetto Corsa official site: stay tuned.

axel linther
15 March 12, 19:31
Good news!!!:thumbup::-)

vondutch51
15 March 12, 21:25
That's why our next licensing announcement, is very special to us, because thanks to the support of all of our customers we are be able to include in Assetto Corsa an iconic new track. This new license will be revealed very soon on Assetto Corsa official site: stay tuned.


Nordscheilfe perhaps???:?::thumbup:

Chronus
20 March 12, 12:43
Assetto Corsa
Great things happen when people support indie software houses by purchasing original products. As you might know, from 1st December 2011, all the earnings of Kunos Simulazioni from netKar Pro and Ferrari Virtual Academy are exclusively used to fund the licensing costs for Assetto Corsa.

Official Licensing requires a huge effort in terms of money, time and resources. When we decided to exclusively reinvest all our earnings from netkar Pro and FVA in Assetto Corsa content licensing, we hoped that the community would have appreciated this effort, but we didn't imagine how much our decision would have been appreciated.

That's why our next licensing announcement, is very special to us, because thanks to the support of all of our customers we are be able to include in Assetto Corsa an iconic new track. This new license will be revealed very soon on Assetto Corsa official site: stay tuned.

Intelligent, sensible and truthful post.

I am certain enough (many) of us will support and help this new project.

Vette4Life
20 March 12, 17:15
I asked a refund for rF2 and I'll buy Assetto Corsa instead, hope I can run it on my PC :)

zaril
25 March 12, 06:17
http://i.imgur.com/8lzJ0.jpg

Aris:

physics engine rule n.1: Do not try "tricks" from old experiences on your tires. They will bite you back.
physics engine rule n.2: Treat your suspension geometry with respect. millimeter by millimeter...
physics engine rule n.3: No matter the car, if it's hard to keep it on the road, you're doing it wrong.

DoubleT
26 March 12, 16:03
I asked a refund for rF2 and I'll buy Assetto Corsa instead, hope I can run it on my PC :)

Not to hijack this thread; But did you not like RF2? or Did it not run properly on your pc?
Just curious....

Vette4Life
26 March 12, 16:07
I couldn't run it much on my PC to be honest... It's still in pretty early stage anyway but I didn't want it to take dust :)

zaril
28 March 12, 14:45
http://i.imgur.com/HK2PH.jpg

hoboholic
28 March 12, 14:54
I couldn't run it much on my PC to be honest... It's still in pretty early stage anyway but I didn't want it to take dust :)

If rF2 wouldn't run well on your PC I don't know how much luck you're going to have with Assetto Corsa :laugh:

Vette4Life
28 March 12, 17:48
It's gonna be properly optimize, unlike rF :P

netKar Pro was nothing to run all max so...

zaril
6 April 12, 15:10
http://i.imgur.com/nNSLW.jpg

zaril
13 April 12, 13:05
http://www.assettocorsa.net/?p=2080

zaril
4 May 12, 15:16
http://www.assettocorsa.net/?p=2129

zaril
7 May 12, 17:38
http://www.youtube.com/watch?v=EdlURbLt0h4&feature=player_embedded

gears
7 May 12, 18:15
Wow awesome stuff! :thumbup:

freejrs
8 May 12, 11:21
Bloody impressive. :-D The graphics are much nicer than any other next gen sims.....just looks really clean. There are certain other games which are going for the very over the top shiny approach, which imo looks total rubbish, it's good to see AC is going for a realistic look.

And you can guarantee that the FFB would already be bloody amazing in this. Whilst a certain other screenshot sim is still failing in pre alpha to match what netKar Pro already has.

gears
8 May 12, 14:23
Great to try Assetto Corsa, that although is still a work in progress, is already shockingly good. We have all have dribbled after the amazing screenshots they showed, but it’s incredible to see the same level of details at full speed. The scenary is simply amazing. It looks gorgeous, and feels fantastic on the wheel. The laser scanning gives you a very nice feeling while driving.

You all know how good is the force feedback on netKar PRO. You will be shocked by AC! The car feels really natural. Easy to understand what’s happing all the time. Even in a fast corner you continuously feel your wheel reacting to the little bumps on the track. It just feels damn right!
And all this is only in the current stage of development, with few months ahead from the public release. According to Kunos there is still a huge margin for improvements, and I can’t really imagine what will be in our hands when this sim will be released.

During our day of testing we all noticed a strange behaviour of the car on some curbs in few conditions. Guess what? The day after that issue wasn’t there anymore. Stefano woke up really early in the morning to understand what was wrong, and fixed the issue...

- Andrea Lojelo

http://www.racedepartment.com/2012/05/assetto-corsa-first-lotus-p45-bmw-1-videos-updated/

Kazumi
8 May 12, 15:23
During our day of testing we all noticed a strange behaviour of the car on some curbs in few conditions. Guess what? The day after that issue wasn’t there anymore. Stefano woke up really early in the morning to understand what was wrong, and fixed the issue...
:thumbup:

DoubleT
11 May 12, 15:16
Just look at the framerate....NICE. That thing is super smooth. Can't wait.

zaril
17 June 12, 09:02
Casillo:
FINALLY the particle system is in.. very flexible, performances are not bad either.
...
Tyre smoke, sand, grass pieces, sparks yes.. flying car parts? No, could make carbon explosions with particles but not car parts.
...
rain spray from the tyres? yes, rain drops? dont think so
...
Coding the tyre thermal model while waiting for Skyrim to dl from Steam.My wife got Kinect so I might hack some code with it tmr
...

shinsou
17 June 12, 10:13
its going to be a hell of a racing simulator. :)

KXracer
17 June 12, 20:25
Casillo:

...
Coding the tyre thermal model while waiting for Skyrim to dl from Steam.My wife got Kinect so I might hack some code with it tmr
...

That sounds illegal...:?:

Totenkopf
18 June 12, 16:24
Probably this one will be the simulator which will be "side by side" in my heart together with GTR2......

fisheracing
18 June 12, 17:42
I have personally commited countless hours of time into modding and skinning GTR2 that AC seems like the next logical step for me to move towards concerning the 'nexgen' game platform environment. Should hopefully be a smooth transition. (fingers crossed)

freejrs
19 June 12, 14:30
I look forward to seeing mods being created for AC. :-) For whatever reasons there was not much content made for NetKar Pro so hopefully Kunos will make AC very mod friendly.....And what with rFactor 2 being the only other title which is offering mod support (who knows GTR3??) we should see some great stuff produced for what I am confident will be the premier racing sim of this next generation.

KXracer
19 June 12, 22:39
Cross our fingers that there will be many high quality mods. Honestly I'd like there to be only high quality mods but that's very wishful thinking.

PortuguesePilot
20 June 12, 15:30
the only problem with netKar PRO was the fact that it was NOT mod-oriented. that, in itself, caused netKar PRO to be the one of the best sims out there that didn't sell as well as it could have. would it have been as moddable as rFactor or GTR2 and it would have out-sold any of them. imagine the amount of revenue available for licensing now if that path was taken? for the sake of the future, i do hope that AC will be mod-friendly. if not, the same fate that fell upon netKar PRO will ensue again: a great simulation that sells a few copies to die-hard fans... and nothing more.

We recognize that in the simracing community there are a lot of talented people able to recreate cars and tracks with accuracy and passion, often to a better standard than commercial products. As such, we have decided to design Assetto Corsa as a modular simulation system that allows players to express themselves at their best by creating the mods they desire.

Therefore, within Assetto Corsa the interface, overlays and the core software are designed to be fully customizable allowing additional mods made by the simracing community to enhance the simulation, allowing it to thrive. Can’t find your favourite car or track? With Assetto Corsa, you will be able to make it yourself!

this, right here, is the correct way to go. personally, i value this way more than eye candy. i do hope the developers stay true to these words. make it so and you shall have my full support.

shinsou
20 June 12, 16:47
Agreed, partially it's these few lines which raise my hopes for a "next gen" simulator. Also knowing that netKar PRO and FVA already had a great physic model, combined with precise ffb, from which the strong points are extracted, is another bearer of hope. Lastly, from their blogs and interviews you get the true impression of real passionate developers, who give all they got to deliver the next standard.

As you see, I have high hopes on this title and wish KUNOS all the best to set a new (an evolutionary) standard in the sim-genre .

:-)

David Wright
20 June 12, 20:51
the only problem with netKar PRO was the fact that it was NOT mod-oriented. that, in itself, caused netKar PRO to be the one of the best sims out there that didn't sell as well as it could have. would it have been as moddable as rFactor or GTR2 and it would have out-sold any of them.

I completely disagree. GTR2 did not sell well because it was moddable.It sold because it looked pretty good for a PC title at the time, had licensed content, pretty good AI, catered for a range of customers, not just the hard-core, and was available in shops and from major on-line retailers like Amazon.

netKar pro did not sell well because it had no real cars or tracks, no AI, and critically for an on-line only title - weak on-line capabilities initially. Add in the hard-core only approach and the fact it was only available from the netKar Pro website and you were not going to get GTR2 beating sales.

The good news is AC has addressed most of these issues. It will have real cars and tracks. It will have AI. Hopefully the on-line issues have been banished for good. I think the hard-core only approach has been dropped, and the on-line only sales is no longer the huge handicap it was in 2006

PortuguesePilot
20 June 12, 23:22
I completely disagree. GTR2 did not sell well because it was moddable.It sold because it looked pretty good for a PC title at the time, had licensed content, pretty good AI, catered for a range of customers, not just the hard-core, and was available in shops and from major on-line retailers like Amazon.

netKar pro did not sell well because it had no real cars or tracks, no AI, and critically for an on-line only title - weak on-line capabilities initially. Add in the hard-core only approach and the fact it was only available from the netKar Pro website and you were not going to get GTR2 beating sales.

The good news is AC has addressed most of these issues. It will have real cars and tracks. It will have AI. Hopefully the on-line issues have been banished for good. I think the hard-core only approach has been dropped, and the on-line only sales is no longer the huge handicap it was in 2006

you may completely disagree but, much as you speak for yourself - and your points are all valid, i must add - i also spoke for myself. meaning: i wouldn't buy netKar PRO over GTR2 even if it was sold on shops and had real cars (it did got real cars down the line). i simply wouldn't buy netKar PRO or any other un-moddable game because of content. better said, because of the lack of it.

the only thing that'll make me buy a non-moddable game will be tons and tons of original quality content, like today's Gran Turismo or Forza franchises offer. what other game do you know that offers that much official content?

moddability offers you the chance of having all that content. plus, it offers you the chance of having those lovely, rare, relatively obscure models added. the NSU TT, the Mercedes 300 SEL 6.8 AMG, the Wiesmann GT MF5, the Maserati 450S, etc... what game offers those cars originally? even if you come up with an answer, what game allows you to have basically all the cars in one place? what is true for cars is also true for tracks. perhaps even more so.

if you're a game developer and you aren't filthy rich like Turn 10/Microsoft or EA or Sony/Polyphony Digital, then you won't be able to compete with them content-wise. it just isn't possible. what would be a good alternative, then? provide the communities with a good simulation physics engine and some nice graphics, allow it to be easily moddable, provide some tools to allow for said modding and voilá! early adopters will buy the game. they will start to produce mods. eventually those mods will get great. people who didn't initially bought the game will notice the mods and all the buzz around them. they will get the game. they will also produce more mods that will bring even more people over who will eventually build more mods and so on, so forth.

this approach will maximize revenue (because you didn't have to spend a lot of money getting licenses, and you don't have to pay an army of modellers for 300+ 3D models, so all you get from sales will count as profit) and, as the mods increase, the sellability of the game does so too.

when well made, mods provide the basis of what will eventually make a game great: the incremental prospect of continuous quality add-ons. if the right tools, tutorials and - most of all - passion is provided, then the quality of the mods will surely be very, very high, as AC's crew admitted so themselves. rFactor and GTR2, as i mentioned in my previous post, are two very fine examples of it, but there are quite a few more. basically all the good games that allowed for modding have sold extremely well (GPL, early NFS games, F1 Games, ISI titles, SimBin titles, etc). and this tenet actually transcends racing games (Unreal Tournament, Half Life, Flight Simulator, World of WarCraft, etc). games that don't allow for modding are immediately confined to their original content and the only alternative to new content is restricted to official DLCs that are usually expensive on your pocket. these game will have a much shorter lifespan. the very few exceptions you may be thinking about will only prove the rule.

so you may well "completely disagree" with me, but as much as i think the way i do, surely there are others out there who, actually, completely agree with me on all of the points i expressed above.

cheers.

DucFreak
21 June 12, 23:13
(...)
if you're a game developer and you aren't filthy rich like Turn 10/Microsoft or EA or Sony/Polyphony Digital, then you won't be able to compete with them content-wise. it just isn't possible. what would be a good alternative, then? provide the communities with a good simulation physics engine and some nice graphics, allow it to be easily moddable, provide some tools to allow for said modding and voilá! early adopters will buy the game. they will start to produce mods. eventually those mods will get great. people who didn't initially bought the game will notice the mods and all the buzz around them. they will get the game. they will also produce more mods that will bring even more people over who will eventually build more mods and so on, so forth.

this approach will maximize revenue (because you didn't have to spend a lot of money getting licenses, and you don't have to pay an army of modellers for 300+ 3D models, so all you get from sales will count as profit) and, as the mods increase, the sellability of the game does so too.

when well made, mods provide the basis of what will eventually make a game great: the incremental prospect of continuous quality add-ons. if the right tools, tutorials and - most of all - passion is provided, then the quality of the mods will surely be very, very high, as AC's crew admitted so themselves. rFactor and GTR2, as i mentioned in my previous post, are two very fine examples of it, but there are quite a few more. basically all the good games that allowed for modding have sold extremely well (GPL, early NFS games, F1 Games, ISI titles, SimBin titles, etc). and this tenet actually transcends racing games (Unreal Tournament, Half Life, Flight Simulator, World of WarCraft, etc). games that don't allow for modding are immediately confined to their original content and the only alternative to new content is restricted to official DLCs that are usually expensive on your pocket. these game will have a much shorter lifespan. the very few exceptions you may be thinking about will only prove the rule.

so you may well "completely disagree" with me, but as much as i think the way i do, surely there are others out there who, actually, completely agree with me on all of the points i expressed above.

cheers.

Well, I do disagree with you there, at least regarding the quoted bit.

You're taking for granted that modding is and will always be the "be all, end all", the salvation of gaming titles. Could be. Might be. But is it really so, if we look around, to other titles?
...Should any devs trust in such premise for their commercial title?
While modding can open possibilies, for racing-sims the truth is the really good mods are an extremely tiny percentage in the big poluted sea of half-arsed stuff (to say in the most polite way). Why should it be different now?

In the paper, modding is fantastic, and as an hobby it is wonderfull (for sure it is for me).
....but in reality?

Users overrate and underrate mods sometimes with the most confusing feedback and points of view. Value and devalue things in the most odd ways.
Not less uncommon is the "use-and-throw-away" and "gimme mooaarr" way of things. It's like things with modding go on a trend or fashion, not for what the works are really worth for.
You also get a truck load of crappy "mongrel" stuff, with the common rushed conversion in the mix. It's very, very rare to see the propper well made stuff.
A nice looking mod is rarely the best in physics. And vice-versa. Same for sounds. Or for simple accuracy/details that should have been there. Etc, etc, etc, etc (ad infinitum).
It can also be an absolute mess for someone that plays online, especially if its a newcomer to the genre.
Ripping your fellow modder is also still in the order of the day.
There are no standards set before hand, much less organization. It's all desorganized, chaotic, unresponsible.

IMHO, modding can only really work if you have a complete mod-team, composed of individuals with great skills for all those needed areas, to produce a nice mod, as a complete package. And even that is a very big "IF". It can take years to deliver the product, when it isn't abandoned/canceled half-way.
If we're talking about the odd well made add-on track and/or car, made and released in separate, we may hope for the best. But then, you get another problem for those... the common "modding race" for the re-re-re-conversions (just wait and see), more often than not for the older stuff, which does not push, much less take advantage of, the new platform qualities/capacities.

Call me pessimist, but I can't see how the mentalities and the way of things will change.
rFactor had eight years(!) to fulfill the pre-release dreams and promises of a modding-platform, and it did not deliver anything like what was predicted then.
It's not really fault of the devs, the tools or the platform, it's people and their nature. *shrugs*
Been there, done that, seen it all before. It will take much more than "a good simulation physics engine, some nice graphics and to be easily moddable" for AC -and any other title- to be all that just with modding. :)

PortuguesePilot
22 June 12, 00:16
^again, good points. i especially agree in the quality issues and the need for a modding team in order to maximize said quality.

you're more experienced than i am in the "modding world". still, much like i implement on my own games, one can carefully select the mods that one wants to have. i only have the ones that i think are great.

each member will have different opinions and different standards. one man's "half-arsed mod" may very well be some other man's "greatest thing since sliced bread".

by having various mods to choose from you are bound to find something that suits your tastes and if the right tools and tutorials are provided -as i said - then it doesn't really matter much if you like any other mod or not. you can always make your won, according to your own standards. this will ensure that you'll maintain an interest in the game. from a purely commercial point of view, this is undeniably a positive thing.

i know that you are a very demanding man when it comes to quality, Duc. i am so too, but you seem to be even more so than i am. demanding people like we are will always crave perfection. even though we know that we will never reach it, nothing can stop us from getting as close to it as possible. but, as alluded above, not every mod-user is this demanding. and no-one is forcing us to download, install and play the "half-arsed" mods. each man's "natural selection" method would ensure that we'd only play the mods that we see as worthy. the same happens with me and GTL, GTR2 and GTR-Evo.

so, in the end, even with their varying degrees of quality, it's better to have mods than to have none. i don't know about you, but the quality standards of "nothing" don't quite entice me all that much...

KXracer
22 June 12, 02:40
rFactor and GTR2, as i mentioned in my previous post, are two very fine examples of it, but there are quite a few more. basically all the good games that allowed for modding have sold extremely well (GPL, early NFS games, F1 Games, ISI titles, SimBin titles, etc).


GPL sold well...since when?!?!? :?:
Sales were terrible for GPL. Probaly David Kaemmer's worst game in terms of sales.(Don't quote me on that lol)

gears
22 June 12, 02:47
I have yet to play a sim where any mod was better than the stock content. Not even close really.

No offense to anyone.

I won't be installing any mods for rF2 or AC.

DucFreak
22 June 12, 02:50
^again, good points. i especially agree in the quality issues and the need for a modding team in order to maximize said quality.

you're more experienced than i am in the "modding world". still, much like i implement on my own games, one can carefully select the mods that one wants to have. i only have the ones that i think are great.

each member will have different opinions and different standards. one man's "half-arsed mod" may very well be some other man's "greatest thing since sliced bread".

by having various mods to choose from you are bound to find something that suits your tastes and if the right tools and tutorials are provided -as i said - then it doesn't really matter much if you like any other mod or not. you can always make your won, according to your own standards. this will ensure that you'll maintain an interest in the game. from a purely commercial point of view, this is undeniably a positive thing.

i know that you are a very demanding man when it comes to quality, Duc. i am so too, but you seem to be even more so than i am. demanding people like we are will always crave perfection. even though we know that we will never reach it, nothing can stop us from getting as close to it as possible. but, as alluded above, not every mod-user is this demanding. and no-one is forcing us to download, install and play the "half-arsed" mods. each man's "natural selection" method would ensure that we'd only play the mods that we see as worthy. the same happens with me and GTL, GTR2 and GTR-Evo.

so, in the end, even with their varying degrees of quality, it's better to have mods than to have none. i don't know about you, but the quality standards of "nothing" don't quite entice me all that much...

Well, if the choice is "lots of mods with dubious quality" and "no mods at all", I'll gladly either take the later or pass onto another title. :-)

The point here is "Quantity ≠ Quality". How the first can polute every title with modding support, while the second only helps to expand capacities and lifespan of such titles.

Discussing and opiniating about "X" and "Y" mod, likes, dislikes, noted good modders craft, construction and faults, "attention to detail" vs "lacking care"... yeah, the opinions will vary a lot and can be debatable to eternity. But if you see/test a crappy mod close to (or before/after) a damn good one, you see the differences. Modder or user, newcomer or veteran, anyone does.

The wide space found between varying degrees of quality of mods and their craft is a problem (in sims capable of being modded). Standards are not controlled, there isn't a "bare minimum" standard set for all. The question now is "should there be one?"
...I don't know, look around and answer yourself....
The funny part (IMO) is that it shouldn't be needed in the first place, common sense should prevail (well, but then it doesn't that often, does it?).

Personally, if a game ships with "real life" content good enough to set a high standard (which we can see AC will have), while ALSO having modding capacities, then that's what modders for that title should try to aim and reach for - at least the same standards set by the original content.
And I really, really hope AC, rFactor-2 and whatever other upcoming title, will change modding for the better. These new titles at least offer us all that possibility.

KXracer
22 June 12, 03:03
I have yet to play a sim where any mod was better than the stock content. Not even close really.

No offense to anyone.

I won't be installing any mods for rF2 or AC.

What about the F179 mod for rf, or the conversion to GTR2? Those are my favourite from both games.:-D

DucFreak
22 June 12, 03:06
I have yet to play a sim where any mod was better than the stock content. Not even close really.

No offense to anyone.


Hey, none taken. :)
I too have released loose mods myself that I am not so proud of today. (yep! lol)

Point is, either I realize that I need to step up my modding crafts to reach (and surpass) a certain point, or perhaps I should not tease and release the next modding-work, before reaching that.
And if I fail, heck, then change the craft. Lots of areas to explore in modding where anyone can be good at with a little patience and dedication.

gears
22 June 12, 03:14
Hey, none taken. :)


I wouldn't call P&G a mod. It should be sold as it's own game and I would buy it!

Of course some royalties go to SimBin eh? ;-)

DucFreak
22 June 12, 03:46
I wouldn't call P&G a mod. It should be sold as it's own game and I would buy it!

Of course some royalties go to SimBin eh? ;-)

Thank you! :)
I'm very proud to be in such a nice project and group of talented people.
It will never be perfect, but it sure is the sim-modding project of my life (P&G v3 yet to be released and all).
And no money taken, free for all!


PS: sorry for the offtopic

zaril
22 June 12, 14:34
For AC mods only if it is of great quality, otherwise it will be fierce criticism, from me a promise :Twisted:

David Wright
22 June 12, 19:19
GPL sold well...since when?!?!? :?:
Sales were terrible for GPL. Probaly David Kaemmer's worst game in terms of sales.(Don't quote me on that lol)

We won't quote you :)

GPL sold 200,0000 copies. It wasn't Papyrus' worst selling game. Indycar Racing 2 sold 180,000.

It's all relative of course. The problem was Sierra could sell over a million copies of Papyrus' NASCAR Racing and 800,000 copies of NASCAR Racing 2. Its hard to justify developing GPL2 when NASCAR titles sold so well and could be churned out on an annual basis.

And again looking at "relative" figures, I'm not sure how many "copies" iRacing has sold - I think they claim 30,0000 current members- but I'm sure Dave Kaemmer would be over the moon to have 200,000 subscribers. I know I'm comparing two different things here but hopefully you get the point.

Returning to the topic of moddability, While now we might look upon GPL as a "moddable" racing sim, it was never designed to be moddable. Its moddability was down to talented hackers who discovered how GPL "worked" and who then went went on to produce tools to allow others to create tracks. It took well over a year for the first track to appear for GPL and six years for the first physics mod. Mods kept GPL alive and I'm sure sold some £5 copies but realistically had no effect on GPLs commercial viability.

In reality GPL is pretty typical and very few racing sims are designed as moddable. rFactor is really the only one and even rFactor's modding success was in no small part due to

1. the large modding community that already existed centered around the EA F1 series, and

2. tools provided by third parties such as 3DSimEd and later Bob's track builder.

Add-on tracks were produced for NetKar Pro. Had more modders been attracted to the platform I'm sure we could have seen "mods" for NetKar Pro.

Crayfish
24 June 12, 16:43
Im really pinning my hopes for the future on this sim. I'm dissapointed by RF2 graphics, but can't be sold that C.A.R.S is gona be a true sim either. A.C looks to have the best of both worlds, and some of my fave modders from GTR2 + the DRM Mod team (makers of the greatest mod eva) are said to be looking to move to it over RF2.
The AC team I think has a better idea of what sim racers really expected for the next gen after RF1. I really hope AC can follow through on the physics and proposed modability. It already 'looks' awsome. If its non subscription based on top of that, then it really is what we've been dreaming of..

PortuguesePilot
26 June 12, 18:34
as i said before about many other future games: if it's subscription/fee/milking based, i won't touch it with a 10 meter pole.

i have to say, though, that up until now this is looking as the finest, most balanced and better connected (with the community and most of its wishes) of all the new-gen sims in preparation out there.

i have to say that i'm eagerly awaiting more info on it.

-=Prodrive=-
26 June 12, 20:32
I like the look of AC, however like the above poster, I wont be interested if its a subscription based pricing model, same goes for iRacing, I like the look of it, but refuse to pay a sub for it.

zaril
26 June 12, 21:00
No subscription confirmed!

joaoa13pt
26 June 12, 21:14
"Can’t find your favourite car or track? With Assetto Corsa, you will be able to make it yourself!" :mrgreen::mrgreen::mrgreen:

shinsou
26 June 12, 21:33
This game, moreover simulation, will have a retail price, no additional costs! Well major content updates may come with a price.

KXracer
27 June 12, 03:44
Well major content updates may come with a price.

Source?

shinsou
27 June 12, 08:10
facebook, twitter

KXracer
29 June 12, 23:49
facebook, twitter

Can you provide a link, please? I don't use FB or twitter:-P

Aristotelis
12 July 12, 13:49
I can confirm you that our plans is to have a fixed price. No subscription model or similar.
We also plan several DLCs, new features, constant updates.
Some of them will be free, some of them depending on their actual realization cost, might have a small fee.

Cheers

Krekeris
15 July 12, 20:36
I can confirm you that our plans is to have a fixed price. No subscription model or similar.
We also plan several DLCs, new features, constant updates.
Some of them will be free, some of them depending on their actual realization cost, might have a small fee.

Cheers

Guys will you have license for Porsche or Ruf?

shinsou
16 July 12, 10:18
RUF is an insult for Porsche fanatics. :chair:

:-P

Crayfish
18 July 12, 20:45
This may be a stupid question, but what physics engine is AC going to use? Are they using the ISI engine (perfectly fine with me), writing one from scratch or other?

huffad hemi
19 July 12, 12:20
They have their own engine. (http://www.assettocorsa.net/?page_id=164)

Krekeris
19 July 12, 15:13
RUF is an insult for Porsche fanatics. :chair:

:-P

No its not. :(

Crayfish
20 July 12, 12:06
They have their own engine. (http://www.assettocorsa.net/?page_id=164)
Thanks. Im actually a little concerned about this, not because I doubt their talents at coding a good engine, but I just really love the feel of the ISI engine. I recently drove iracing for the first time, and I really don't like the way that it feels after the isi based engines.
This sim is doing everything right, and will probaly be the home of my fave mods in the future, i just really hope it feels like the ISI games of the past..

Copyright
20 July 12, 13:18
Well there is a demo version of netKar, so you can try that to get a feel for what Assetto Corsa is likely to feel like.

Crayfish
20 July 12, 14:39
Well there is a demo version of netKar, so you can try that to get a feel for what Assetto Corsa is likely to feel like.

Thats using the ISI engine still I think m8

maeckie
20 July 12, 14:46
they have their own engine for netkarpro as well, but if you like the ISI-engine, you´ll like it !
i think its even a little better in the ffb-department, but try for yourself : )

Kazumi
20 July 12, 15:29
NkP use their own engine, yes.

One needs always a bit time to adjust to a different engine. Same if you hop into a new car... need some time to get used to :-)

iRacing is just iRacing. While it's the best package for online racing not everyone likes how it handles. Some people dislike it and still play it for that online experience.

I think the package here will be better then NkP. And if the physics as well then I wouldn't worry much 8-)

Well there is a demo version of netKar, so you can try that to get a feel for what Assetto Corsa is likely to feel like.
The Demo features just one low downforce open-wheeler though. While NkP is good for that type of car not everyone like them...

LeSunTzu
20 July 12, 16:07
Low downforce is an understatement. :mrgreen: It is nice anyway because it does not spin easily, so you can focus on your line. But I found it hard to make a buy decision after trying it.

If there is a demo for AC, I wish it will be with a higher performance car.

shinsou
20 July 12, 17:17
Yes Kunos, give us a 911 GT3 RSR. There is no need to put Porsche on it in big letters. :mrgreen:

Kazumi
20 July 12, 17:57
Low downforce is an understatement. :mrgreen: It is nice anyway because it does not spin easily, so you can focus on your line. But I found it hard to make a buy decision after trying it.

If there is a demo for AC, I wish it will be with a higher performance car.
- :-P

- Yes :thumbup: . I think 2 or 3 would be perfect and that's not almost half of the full game (sim) content this time :-) . Why not one open wheeler, one road car (maybe the BMW 1M) and one GT or other race car... Don't forget they also did some other free to play small sims on NkP platform, so after some time you kinda got 3 cars (Abarth and that Hillclimb car and track) to drive on NkP platform. But this time I think the demo should be more convincing from the start so it gets more popular.

Crayfish
20 July 12, 18:16
Thanks for the heads up guys. How is the NKP FF compared to RealFeel? I know they used RF on their ISI based sims, hopefully they try to emulate it.

Ufobomber
20 July 12, 18:25
I really hope this will have some pre-order beta or something alike. This is the only sim I'm interested atm.

Imen
21 July 12, 01:57
Thanks for the heads up guys. How is the NKP FF compared to RealFeel? I know they used RF on their ISI based sims, hopefully they try to emulate it.

I think FF in netkar is in another level compared to any other sim out there. Just try it and see if you like it.

David Wright
21 July 12, 10:50
Thanks for the heads up guys. How is the NKP FF compared to RealFeel? I know they used RF on their ISI based sims, hopefully they try to emulate it.

I think you are confusing developers. Kunos has never used the ISI engine. Are you thinking of Rieza Studios perhaps? They use realfeel and the rFactor (ISI) engine.

Crayfish
21 July 12, 11:24
Ah, yes that is my mistake.

patlezinc
21 July 12, 15:06
I think FF in netkar is in another level compared to any other sim out there. Just try it and see if you like it.

GSC FFB is really better than the NKP FFB for me. So you are right, try them ;-)

gears
21 July 12, 15:16
GSC FFB is really better than the NKP FFB for me. So you are right, try them ;-)

And rF2 FFB is better than both :-D

gears
27 July 12, 15:05
New screenshot:

http://www.racedepartment.com/2012/07/assetto-corsa-lotus-exos-125-and-bmw-z4-gt3/

Kazumi
27 July 12, 15:22
:thumbup:

menos
30 July 12, 06:37
Will AC have you racing a full field of Ai opponents or will it be similar to netKar Pro only multiplayer racing?

Will AC be developed for other platforms as well or will it be just PC based?
A Mac version would be great ;-)

The graphics so far look fantastic and the cars shown so far in preview still pictures are fantastic!
I am really looking forward to this new sim.

shinsou
30 July 12, 06:58
ai - check
pc - check
mac - no idea
other platforms - no

:-P

Aristotelis
30 July 12, 07:53
Shunsou thanks for the good reply :)

No mac version sorry, amongst other things the game uses directx 11 graphics tecnology that is not available on the mac and steering wheel manufacturers do not provide forcefeedback drivers for the mac, so no luck.

A good part of the sim though has been made on a mac, if that makes you feel better :)

menos
30 July 12, 09:48
Thanks for the info - veeeery interesting ;-)


Can you already comment on the limitations of Ai opponents?
Will we be able to run massive fields of 30+ opponents or is a limitation to ~10 − 20 racers more realistic?

Is it planned, to have change of daytime during races (you guessed it, I am a big fan of endurance sports car racing)?

Is it planned, to have AC open for modding (tracks, cars, skins)?
Will transfer of tracks and cars from netKar Pro and the Ferrari simulator be possible?

… many, many questions ;-)

zaril
30 July 12, 16:23
http://www.seloc.org/articles/guides/assetto-corsa-developer-qa/

menos
31 July 12, 03:47
Interesting info in that article zaril - thanks for posting!

zaril
31 July 12, 07:04
http://www.simnewsdaily.com/assetto-corsa-exclusive-developer-statement-interview

David Wright
31 July 12, 08:21
Wow - loads of good stuff in that. Thanks for posting :-)

mudpuppy
31 July 12, 15:40
Yes! Thanks for the link above, zaril.

Borsch
1 August 12, 13:53
Just really hope they do not pull any punches on physics - graphics do look good already. Cant wait!:)

shinsou
15 August 12, 07:06
AMTpWA8oAC0

zaril
15 August 12, 20:39
http://www.youtube.com/watch?v=6_v8h7Eldig&feature=player_embedded

gears
16 August 12, 01:08
This quote from GamesCoM is not encouraging:

When i finaly stept into the rig, and got to do a few laps with the BMW Z4 GT3 i did not know what to expect of the actual physics of the game.

It very soon became clear that this must be one of the best compromises between Sim and Fun i came across in a long time. The car behaves as you would expect, and you really feel connected to the track. Details like braking feel, oversteer and understeer seemed so natural. even after a few minutes in a noisy environment with a wheel and pedals i never used. I might ad i was pleasantly surprised by the Fanatec GT wheel used on the rig. Great wheel.

http://www.virtualr.net/assetto-corsa-13-minutes-of-gameplay-footage

I thought this was going to be a full sim?

Copyright
16 August 12, 01:14
Well it sure looks like a full sim and he states that cars behave 'as you would expect' maybe it's just the authors choice of words?
Looking at the vid it seems pretty much full sim, complete with people failing to take corners :laugh: I suppose they had all the aids turned to full anyway ;-)

The mention of the cars feeling 'attached to the road' is good, I can't say I ever felt that in a GMotor game.

Kunos simulazioni have done a really nice job with netKar and Ferrari Virtual Academy, why would they stop now?

Kazumi
16 August 12, 16:15
Well it sure looks like a full sim and he states that cars behave 'as you would expect' maybe it's just the authors choice of words?
Compromise

2. Something that combines qualities or elements of different things: The incongruous design is a compromise between high tech and early American.

http://www.thefreedictionary.com/compromise

;-)

zaril
16 August 12, 19:13
In this case compromise = good phisics + arcadish features (like drift etc...)

gears
16 August 12, 19:16
In this case compromise = good phisics + arcadish features (like drift etc...)

Thank you for clearing that up :thumbup:

As long as the sim physics are there, I don't mind (some) arcade features ;-)

HoodbooH
16 August 12, 19:26
Can't believe this hasn't been posted here. :ohmy:

http://i150.photobucket.com/albums/s105/nmansell/02-3.jpg

shinsou
16 August 12, 19:35
Theres no compromise, it seems to be a unfavorable choice of words:

"[...] It very soon became clear that this must be one of the best compromises between Sim and Fun i came across in a long time. [...]"

Later in a comment:

"It is a full SIM. With fun i mean it felt more solid, and polished, then say for instance rF2 in its current state."

source: http://www.bsimracing.com/2012/08/assetto-corsa-bsimracing-gamescom-2012/#.UC1JJDz9s-k

Kazumi
16 August 12, 19:52
People are twisting anything you say nowadays... As I posted it even makes sense in english. Best of 2 worlds (pure sim & serious fun) without compromising anything.


I don't like the drift mode either, as I prefer drift driving. I don't need points I just want to enjoy vehicle dynamics under control of steering, throttle and clutch input. If it delivers that, nothing wrong with a drift mode, from a pure sim point of view 8-)

shinsou
16 August 12, 20:31
yup, one has to be careful these days :)

rcV31Y2o3to

shadow explorer
17 August 12, 10:08
I have to say,that what I read and see about Assetto Corsa is really amazing :)
Really can't wait for it :)

The only thing I wish for it to have,is an offline activation system for single player.

Copyright
18 August 12, 08:26
http://www.youtube.com/watch?v=9WweOoZNCY0&feature=youtube_gdata_player

Just saw this on their Facespace page, looks really good. Can't wait!

zaril
18 August 12, 15:43
Driver: Aris

http://www.youtube.com/watch?v=EgH5nwKNLAQ&feature=player_embedded

zaril
21 August 12, 15:28
From Twitter:
Stefano Casillo ‏@KunosStefano
Buongiorno da Maranello chaps . This is going to be a supercool day.

zaril
21 August 12, 15:52
From RD today
Aris
Technology preview is probably going to be free for people having an nKP license.
First of all it is a way to say thank you to people who have supported us AND also a way to test the code authorisation system of AC, which is really needed.

After some time from the release of the tech preview, we are going to release a proper demo with more features and that will be free for all.

All in all, don' t worry people, you will be able to properly test AC before committing to a buy.

jucke
21 August 12, 17:45
Nice news to us nKP owners :-)

axel linther
21 August 12, 17:48
Forza Assetto Corsa!!!:thumbup::thumbup::thumbup:

JvMr
21 August 12, 19:52
Great!! :D

Dogzero1
21 August 12, 20:14
From RD today
Aris
Technology preview is probably going to be free for people having an nKP license.
First of all it is a way to say thank you to people who have supported us AND also a way to test the code authorisation system of AC, which is really needed.

After some time from the release of the tech preview, we are going to release a proper demo with more features and that will be free for all.

All in all, don' t worry people, you will be able to properly test AC before committing to a buy.


Superb. This is a real PC race sim. This is how to do it. :thumbup:

Chronus
25 August 12, 17:54
Looking very good, very impressive.

This video promises a scarily PHENOMENAL racing sim:


cV6kN1oGI0Q

Kupiter Belt
26 August 12, 05:45
Looked great. Right up until the whole "hey, dirt has a drift mode..... we should totally have a drift mode" part.

Copyright
26 August 12, 05:49
Looked great. Right up until the whole "hey, dirt has a drift mode..... we should totally have a drift mode" part.

I believe they stated that there are no altered cars or physics for drift mode. So it's basically just a scoring overlay. Not a 'mode' as such. :-)

David Wright
26 August 12, 07:58
I believe they stated that there are no altered cars or physics for drift mode. So it's basically just a scoring overlay. Not a 'mode' as such. :-)

I think Aris confirmed the car was altered, but not the physics.

zaril
26 August 12, 09:08
Aris:
You need to know the technique. If you know what you're doing, it's easy and natural. If you don't know, it just won't work.

The car is also setup for drift like this:
- Normal physics, no "special mode"
- street normal tyre, NO "special" tyres at all.
- Stiffer suspension and a bit oversteery (not too much)
- 200kg less weight from the street car
- drift car steering rack with around 50-55 degrees

KMBak
15 January 13, 11:47
Nice. I'm waiting.

Beaverz
16 January 13, 09:00
They said they use Nvidia Physx for collision detection and that's my worry. I fear it would turn out like collision in Shift, hi-powered magnetic system, touch another car even slightly and it will be a disaster.

Kazumi
16 January 13, 18:18
They said they use Nvidia Physx for collision detection and that's my worry. I fear it would turn out like collision in Shift, hi-powered magnetic system, touch another car even slightly and it will be a disaster.

What makes you sure that wasn't just SMS messing it up?

I'm not the biggest fan of PhysX middleware, but it should do convex - triangle (car against track) collision quite well and car collisions should at least be bearable.

CPU issues can occur though if the application is really heavy on CPU usage PhysX can be weird, also see what Kunos said a while ago, PhysX run always balls out, but what happens if the CPU is too busy? :huh:

I need a way to run collision detection at a slower rate on PhysX, it is really killing the performances at the moment with many cars.
Source: https://twitter.com/KunosStefano (1 Dec)

MickeyMouse
17 January 13, 10:15
As with any physics engines, when run with a fixed time step it is very stable. Of course, the problem is that if it takes longer to run than the time step, it falls out a real time. This is why most games use a variable time step when accuracy isn't a necessity.

Copyright
17 January 13, 10:26
There have been collisions in some of the preview videos, both car-to-car and car-to-wall, they looked ok. No bouncing around like rubber or anything.

jucke
18 January 13, 16:01
For those who doesen't have FB account:

"Hello there! Finally, the work on version 1.0.0 of the Assetto Corsa Technology Preview is in progress. Therefore, soon, we'll see how the Assetto Corsa engine and GUI run on thousands of PCs. As the current development build seems to be stable and smooth on different configurations in beta testing, we are cautiously optimistic. The Assetto Corsa engine already runs all day long on dozens of professional simulators all around the world without issues; but gamers are a special breed, you know.
In the absence of any serious issues, we may be able to close off a public build within a short time period. And soon we will be in a position to also announce the minimum hardware requirements you will need to run Assetto Corsa.
We thank you all for your patience, we know you are looking forward to trying this build on your own PCs, but you cannot believe how many small details need to be addressed when releasing a build featuring only one car and one track.
Anyway, we would like to thank you profusely for your patience. We have a little surprise for you all: Following your suggestions, instead of using the 500 Abarth, that will be added in a future demo car list, a guest-star car will be included in this Tech Preview. We are confident that you will appreciate it; the car manufacturers in question have already sent us their approval to include it in this upcoming benchmark. It is a perfect match for the Magione racing circuit, a lightweight sportscar perfectly suited to the Autodromo Dell’Umbria’s switchbacks. We aim to offer you an enjoyable challenge, even if the Tech Preview is just a benchmark, and is not to be considered a full demo of the Assetto Corsa racing game."

Uff
19 January 13, 20:58
http://i.minus.com/jbqBlQaz0MI9sm_xs.jpg (http://minus.com/lbqBlQaz0MI9sm) http://i.minus.com/jxPr439AkSFaU_xs.jpg (http://minus.com/lxPr439AkSFaU) http://i.minus.com/jPiRedkI1aUH2_xs.jpg (http://minus.com/lPiRedkI1aUH2)

Copyright
22 January 13, 03:57
Modern and old school versions of Monza? Too awesome!

reivax
22 January 13, 10:51
Like many others simracing drivers I am waiting for Asseto Corsa, tired after years of Gtr, Gtr 2 Gtl, Evo etc...It was realy nice in 2004 but after 8 years it's time to change and have finaly the possiblity to simdrive racing cars with a real evolution in the behavior of the AI too agressive now and the conduct of the cars, many of them are not the reflect of the reality. Thank you to all the people modders, trackers etc.. for their fantastic works I enjoyed Simdriving with a lot of fun (and pissed off sometimes when you fight for the victory VS the AI and with a little contact you go off and the other car stay on the tack) Welcome to Asseto Corsa.