Assetto Corsa
(Italian for "Race Setup") is a sim racing video game developed by the Italian video game developer Kunos Simulazioni. It is designed with an emphasis on a realistic racing experience with support for extensive customization and moddability. The game was first released through the Steam Early Access program on 8 November 2013,[1] and officially left Early Access as final release version on 19 December 2014.[2]
Publisher 505 Games in partnership with Kunos Simulazioni announced on 3 June 2015 that they would bring the game to Xbox One and PlayStation 4 in 2016[3] and on 20 January 2016 revealed a release date of 22 April 2016.[4] On 24 February 2016 it was announced that the console release was delayed to 3 June 2016.[5] 505 Games and Kunos Simulazioni announced another delay and a new release date for the console versions on 6 May 2016, the game was released on consoles on 26 and 30 August 2016 in Europe and North America respectively.[6][7] A second title, Assetto Corsa Competizione was released on 29 May 2019.
Gameplay[edit]
Assetto Corsa is a racing simulation that attempts to offer a realistic driving experience with a variety of road and race cars through detailed physics and tyre simulation on race tracks recreated through laser-scanning technology. It supports a range of peripherals like mouse, keyboard, wheels, gamepads, triple-displays, TrackIR head tracking and VR head-mounted displays as well as Nvidia 3D Vision and professional motion systems. The software can be extended through modded third-party content.
The game allows to adjust realism settings fitting the experience of the player, ranging from artificial to "factory" or entirely disabled assists. A variety of session modes and session settings are available for offline and online play. Offline campaign, special events, custom championships, hotlap, quick race, drift, drag and race weekend sessions can be played alone or against AI. A server manager tool allows to create servers for online sessions, LAN sessions are also supported.
When joining an offline/online session players can adjust their car through a setup interface. Depending on the car this includes gear ratios, tyre compounds, tyre pressures, fuel, suspension settings like anti-roll bars, wheel rates, ride height, packer rates, travel range, damper settings like bump stops and rebounds, heave dampers, alignment setting, drivetrain settings for differential lock and pre-load, hybrid settings, adjustments to the wings, brake bias, brake power, engine limiter, etc. Assists like traction control and ABS, turbo boost, KERS, ERS and engine brake settings and brake bias can be adjusted on the fly through hot-keys.
The in-game HUD consists of multiple "virtual desktops" that allow to manually place a wide variety of "apps" anywhere on screen, and the selection can be expanded through custom apps written in the Python language. The API allows access to the session and simulation data through external LCDs or phone apps and the simulation exports telemetry data in a compatible format for professional data analysis software.[8]
Official tracks[edit]
This is a list of all official race tracks; DLCs are marked with (*). Some of these tracks are available in different layouts (45 layouts in total).[9]
hideTrack | Country | # of layouts | Layouts |
---|---|---|---|
Circuit de Spa-Francorchamps | Belgium | 1 | |
Nürburgring | Germany | 4 | GP, GP (GT), Sprint, Sprint (GT) |
Nürburgring Nordschleife * | Germany | 4 | Normal, Endurance, Endurance Cup, Touristenfahrten |
Autodromo Internazionale del Mugello | Italy | 1 | |
Autodromo dell'Umbria (Magione) | Italy | 1 | |
Autodromo Enzo e Dino Ferrari (Imola) | Italy | 1 | |
Autodromo Nazionale di Monza | Italy | 4 | GP, 1966 Full Course, 1966 Junior Course, 1966 Road Course |
Autodromo Piero Taruffi (Vallelunga) | Italy | 3 | Normal, Classic, Club |
Trento-Bondone Hill Climb | Italy | 1 | |
Drag Strip (fictional) | Italy | 5 | 200 m, 400 m, 500 m, 1000 m, 2000 m |
Drift (fictional) | Japan | 1 | |
Circuit Park Zandvoort | Netherlands | 1 | |
Red Bull Ring * | Austria | 2 | GP, Short |
Circuit de Barcelona-Catalunya * | Spain | 2 | GP, Moto |
Brands Hatch * | United Kingdom | 2 | GP, Indy |
Silverstone Circuit | United Kingdom | 4 | GP, International, National, 1967 |
Black Cat County (fictional) | United States | 3 | Normal, Long, Short |
Highlands (fictional) | United Kingdom | 4 | Normal, Drift, Long, Short |
Laguna Seca Raceway | United States | 1 |
Development[edit]
Kunos Simulazioni built Assetto Corsa on the experience acquired with the development of netKar Pro and Ferrari Virtual Academy. The studio acquired practical knowledge working closely to real motorsport as their R&D office is located on Vallelunga Circuit, Italy. The game includes renditions of international circuits (surveyed using both traditional and laser scanning technology) as well as many cars from global car brands, ranging from everyday road cars to racing prototypes and historic vehicles.
Assetto Corsa started development in 2010 with a driving school project for Automobile Club d'Italia. In 2011, Kunos moved to developing the game in Unity engine, however, due to constraints of external integrability i.e. not being modding friendly, and due to long loading times, they decided to leave it be and at the end of 2011 built a new engine completely in-house from the ground up instead.[10][11]
The game is coded in multiple programming languages. C++ is used for the simulation part and Go for the multiplayer server. The user interface and launcher core is coded in C#, but the interface frontend in HTML to allow users to create interface modifications. Python can be used for developing plugins for retrieving simulation data in real time. APIs used are DirectX 11 for graphics, FMOD for sound and ODE for collision detection and rigid body physics.[10][11]
PC demo[edit]
The Assetto Corsa Technology Preview was a playable benchmark that was released on 22 February 2013. It offered one car, Lotus Elise SC, and one track, Autodromo dell'Umbria in Magione, Italy, as well as two playing modes, free practice and time attack. The preview's main purpose was to allow users to get their first taste of the engine, test it, and report feedback. The preview required the player to own a netKar Pro license.
PC early access[edit]
Assetto Corsa was greenlit on Steam Greenlight on 13 June 2013.[12] The game was released through Steam's Early Access program on 8 November 2013.[1] This service allows developers to release a functional but yet incomplete product, such as beta versions, to allow users to buy the title and help provide funding, testing and feedback towards the final production. Through the Early Access programme the game received updates roughly every two weeks, adding new and improving existing content and features.[1]
PC release[edit]
The Release Candidate, a feature complete version of the game, was released on 15 October 2014. The final version, following general bugfixing and performance optimizations, was released on 19 December 2014. The game continues to receive free updates, new features and paid DLC with additional content such as new cars and tracks.[2]
Console release[edit]
In May 2015, the PlayStation 4 and Xbox One version of the game was announced.[3] It is published by 505 Games and was released after delays on 26 and 30 August 2016 in Europe and North America respectively.[4][5][6][7] Marco Massarutto, co-founder and executive manager of Kunos Simulazioni, states that the physics model of the console version is identical to the PC version and the rendering and physics engines had to be rebuilt to better utilise multi-threading—the performance targets for the PlayStation 4 are 1080p, 60FPS, with the Xbox One "matching the PS4 as closely as possible".[13][14] The console version of the game received an entirely new UI optimised for use with a gamepad.[15]
On February 14, 2018 a new release called Ultimate Edition, containing all previously available DLC, was announced for consoles. This edition was then released on April 20, 2018.[16]
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