Assetto Corsa -- New racing sim from the developer of netKar Pro

Out of the PC sims either due for release or currently being made (these being Assetto Corsa, RaceRoom, Reiza's Ayrton Senna sim & CARS) Assetto Corsa remains my favourite. Kunos know how to make great sims and the ISR video makes the wait for the tech demo all the more difficult.
 
Out of the PC sims either due for release or currently being made (these being Assetto Corsa, RaceRoom, Reiza's Ayrton Senna sim & CARS) Assetto Corsa remains my favourite. Kunos know how to make great sims and the ISR video makes the wait for the tech demo all the more difficult.

Do we know what car/track combo will be used in this tech demo?
 
Please ask him to include remastered NKP tracks in AC. I realize they aren't laser-scanned, but that's because they aren't real.

And I'd also love to hear how they have approached AI development given that this is the first time they've included it.
 
Guys I have theopportunity to ask Stefano some questions. So post them here, amd I'll collect them
I know the Kunos team were very impressed with the vehicle sounds SimBin made for RaceRoom - is there any chance Kunos will review the way in which sounds are captured and then reproduced in Assetto Corsa?
 
I know the Kunos team were very impressed with the vehicle sounds SimBin made for RaceRoom - is there any chance Kunos will review the way in which sounds are captured and then reproduced in Assetto Corsa?

I have already sent the questions, but we can still geather them for the next Q&A with Kunos :-)
 
Stefano from Kunos tweeted on the 25th regarding the tech demo: "relax guys, we're way late and busy, I don't see anything coming out before the end of October, but trust me, good things are cookin".
 
Hi guys, here are the answers from Stefano regarding questions that we had.

1. How extensive will damage be? ( engine damage, clutch damage, brake damage, flat spots on tyres, tyre punctures etc.)?

Mechanical damage is easy to implement and it will be there. The hard part is to find the right balance between damage model and playability. It's quite easy to say "if you treat the gearbox bad it'll brake" but finding the mathematical definitio for "treat bad" is tricky and the risk is waste time on feature that nobody will see (ie. damage is too low) or end up with races full of DNF if you get it wrong on the other side. As with most other features in AC, they'll be in the public version only if we are 100% confident they work and they improve the experience.


2. Will there be any form of car customization (different exhausts, tyre types etc.)?

Aris loves this stuff, we have spoken about it and came out with a plan. But, again, we're back into "when it's done" area.

3. Will there be any kind of multiplayer championship event creator with and if so what can we expect?

Oh surely not. That's what we consider the community's responsability. There is no way we can develop the simulator and these kind of management systems.


4. Can we expect Assetto Corsa to be released for next gen consoles?

I'd love it. But to get to console you need to be backed by a producer and we don't have one and we are not actively looking for one.

5. Where do you think is your advantage over your competition, iracing, rfactor2?

No idea. We do things our way. If we have any advantage I'd like to hear that from the users, we go 200% to do our best work at any part of the software, that's all we can do about it.

6. What is the limit on number of cars in multiplayer?

There is no hardcoded number as we had for netKar. The practical number will be something to discover once the sim is out.

7. Will there be dedicated servers, and possibility to rent dedicated servers?

Our company is not structured to provide that kind of web services. The system will be identical to netKar PRo with a dedicated server software.

8. What option can we expect for creating online tournaments/championships?

This looks a lot like question 3... the answer is the same. Our plan is ot output/export as much data as possible from the server in order to allow 3rd parties to use these infos to manage their leagues.

9. Will you port nKP tracks to AC such as Trento Bondone hillclimbe. Osella hillclimbe and other tracks

No plans for that. I'd rather have the team work on new content than converting stuff from a 2006 simulator. I think running @Aviano with nk graphics when you can run at Monza with AC graphics is quite a silly idea. Anyway, Trento Bondone is so much appreciated that we could plan to bring it in as bonus track, even if we are totally focused on the new -laserscanned- tracks.

10. How have you approached AI development given that this is the first time you are included it.

As I approach everything else, by experimenting and finding what can work and can't work. I am working with a young programmer and we sort of split the development where I went for a more traditional and dedicated approach to race AI and he went for a more university research approach with neural network and all those cool stuff. At the end my code path was the winner and we went with a more traditional approach, so AC's AI isn't going to start WW3 nor hijack a space ship :P

11. Will data telemetry software be available for windows phone7(8) also?

I don't know. Even if we don't release it, we'll release all the infos to let the community code it by themselves.


12. Is the cost per track higher for laser scanned track compared to traditional track modeling?

There is the cost of the laser scan that adds up. But the development is much more linear and predictable because there is no need to get into the "hm.. from the video this hill looks more hill and this corner looks less corner and this bump looks more bump, the road is too wide, my cousin told me so" :P The laser scan is a unquestionable final word to all these doubts :)


13. Can we expect official DLC from Kunos Simulazioni beside cars or track that will modding community offer.

We have more content license than we can produce right now, so I think additional content from us is a very solid possibility for the future.

14. Will AC have features such as manually starting the car, and other cool features (for Hardcore sim racers)?

At the moment we don't have those and nobody in the team seem to miss those features.

15. What are the main obstacles when modeling tyres?

The main obastacle is that nobody understand what's going and on nobody seem to be able to figure out a consistent and reliable way to test them... so it remains pretty much a black art.

Big thanks to Kunos Simulazioni for their effort to answer our questions.
 
Excellent Q&A - thanks for posting it!

I love Stefano's forthright comment to question #5 (where do you think is your advantage over your competition, iracing, rfactor2?): "No idea. We do things our way. If we have any advantage I'd like to hear that from the users, we go 200% to do our best work at any part of the software, that's all we can do about it."

The answer typifies what I love about Kunos: no bullshit, no bragging about having made "the greatest sim" or "most advanced simualtion engine ever seen" or "world's greatest tyre model" like so many other sim developers. Kunos just do their very best without bragging or putting down other dev teams and they hope the community like their product. nKP is fantastic as is FVA and I'm expected more of the same in Assetto Corsa.

Roll on technical demo due sometime this month!
 
15. What are the main obstacles when modeling tyres?
The main obastacle is that nobody understand what's going and on nobody seem to be able to figure out a consistent and reliable way to test them... so it remains pretty much a black art.
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The best and most honest answer in the history of genre. Glorious truth there.

Thank you very much for your effort Dzidza, now I am even more sorry for being lazy for providing more questions.
 
Have you thought about sharing that Q&A with a sim racing website? I'm willing to copy edit it for you if you're interested.

Sure why not, that is the point, to share it as much as possible :-). I don't think about this as "it's mine", but as "it's ours". Spread the word :-)
 
Thanks Dzidza1978 for the post.

Nice Q's and I agree with Amar, great honest A's !!

I really hope the focus so far shown by Kunos, by that I mean that he tends to go after every new idea that pops up in his head, works out and we see a "reasonable" bug free finished product in December.


Additional stuff can always been done after release ;)
 
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I've read we not be getting the tech demo per the information at Gamescom. Instead Kunos are trying to ship a version of the game before the end of the year 8)
 
Looks great!

Only the IQ is a big question, especially if those are actually downsampled from 1080p since there looks to be quite a lot of jaggies, but then again it's rather normal for a deferred renderer.

Now I just hope the more serious modding teams like GTLW and RMT (surely a port of WSGT2 could be possible) pick the game.
 
Looks great!

Only the IQ is a big question, especially if those are actually downsampled from 1080p since there looks to be quite a lot of jaggies, but then again it's rather normal for a deferred renderer.

Now I just hope the more serious modding teams like GTLW and RMT (surely a port of WSGT2 could be possible) pick the game.

Looks to me like you're confusing image compression artifacts with jaggies a little. Both pics have massive artifacts on them :/ . Looks good besides that though!
 
Looks to me like you're confusing image compression artifacts with jaggies a little.
A bit yes, but there's some noticeable aliasing in the second picture and in the older not compressed ones. Nothing bad, but definitely more than a normal forward renderer. But if those are downsampled shots with MSAA then it could mean lots of jaggies and flickering.

Anyhow, I hope the tech demo has got the 1M and Imola. What's your favorite combination of the current confirmed content?
 
From Racedepartment.com forums:

Aristotelis said:
I can't really tell you because we tend to not give specific timelines as it is always risky in this business. I can tell you that we know we're a bit late, but there was a VERY VERY good reason for that. I really really can't say more about it because we're under big NDA contract, but we will announce something VERY big, in the next month(s).

Sorry again for the delay of the tech demo, but it shouldn't be that far away i hope.

http://www.racedepartment.com/forum...st-news-discussion.44395/page-36#post-1289505
 
Hopefully it's track/car licensing related and not publisher related. Cause a B&M publisher certainly isn't a plus in my book.

EDIT: *cringes*Wonder if Mclaren got perma'd for that. We might need to elect a new leader of PC-Sim gaf.
 
Excellent news.

I hope Kunos have managed to get a huge licence such as Ferrari as that'll give the small team an edge needed to attract people from other PC sims who aren't able to drive the same cars in different games. Assetto Corsa and pCARS seem to have nearly the same cars
 
Ferrari really would be a dream get. And it makes sense. They've got a relationship there. They possibly have to wait out some exclusivity window before announcing. You've really got me excited on that one:)
 
I'm already pumped for this game, the thought of some classic Ferrari with those visuals, laser scanned tracks and Kunos' physics/ffb is scary.

I'd play nothing else.
 
It's pure speculation at my end; I've no idea if Ferrari are part of Assetto Corsa.

Like many here I'd love if Kunos have Ferrari included, even if it's the 3 cars from FVA. Reading a few interviews with Stefano (look on indie sim racing websites like RaceDepartment or bsimracing for links), Ferrari asked his company Kunos Simulazioni to make the sublime Ferrari Virtual Academy as they were greatly impressed by netKar Pro.
 
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