Assetto Corsa Competizione

      Assetto Corsa Competizione



      Assetto Corsa Competizione, the new official game of the BLANCPAIN GT SERIES, an official grand touring racing series, named after world-renowned Swiss watch manufacture Blancpain and organized by SRO Motorsports Group, will be speeding onto Steam Early Access this summer.

      Featuring an extraordinary level of simulation quality that allows players to experience the unique atmosphere of this GT3 Series, players can compete against official drivers, teams, cars and circuits with the highest level of accuracy and attention to detail.

      Taking full advantage of Unreal Engine 4, Assetto Corsa Competizione will ensure the highest quality rendering with photorealistic weather conditions and graphics to reach a new standard in driving realism and immersion racing. Players will experience highspeed torque as they get behind the wheel of luxurious speedsters including Ferraris, Lamborghinis, McLarens and many other prestigious GT cars reproduced with an outstanding level of detail. Motion capture technology is used to create the animations of mechanics and drivers in an even more realistic fashion and guarantee a high level of player engagement during races, pit stops and driver changes.

      In the final version of the game, players can expect advanced multiplayer functionality with Assetto Corsa Competizione, including a ranking system which will evaluate individual performance and driving behavior to reward the most virtuous drivers and promote fair play in online competitions.

      Stay tuned for more information... #Blancpain1735


      Bisherige Feature-Liste
      • Offizielle Blancpain GT Series Lizenz
      • Tag/Nachtwechsel
      • Wetter-Effekte
      • Unreal 4-Engine
      • Stärkerer Fokus auf Multiplayer
      • Fahrerwechsel soll wohl möglich sein
      • Ranking-Modus ähnlich zu iRacing
      • Erster spielbare Version am 22-24 Juni am Misano World Circuit im Rahmen der Blancpain GT

      Offizielle Homepage
      Screenshots
      "Bwoah." - Kimi Räikkönen
      GT Series | GTR4u auf Facebook
      Da Kunos am 22.-24. Juni in Misano komplette Spielstationen davon für ein erstes Kennenlernen in der frühen Entwicklungsphase bereitstellen wird, kann man davon ausgehen das die schon seit 2017 mit der Entwicklung begonnen haben. Ich denke auch das die 2017 nicht umsonst auf der Expo gewesen sind und durchaus mit diversen Vertretern der FIA über die Lizenzen gesprochen haben. Raceroom und iRacing verlieren z.B. die Lizenzen für die Blancpain und Kunos wird diese wohl exklusiv bekommen.

      Wenn die also in Misano bei einem Lauf der Blancpain austellen werden, dann spricht nichts dagegen auf einer extra für Simracing geschaffenen Messe im September.....wo keine 100m davon entfernt ebenfalls ein Lauf der Blancpain stattfindet.... ;)


      Nachtrag...

      Ich hätte auch absolut nichts dagegen wenn sie in so eine Lizenz MEHR von der Physik aus Assetto Corsa Pro mit einfließen lassen.

      Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von „RushOliver“ ()

      Hier das offizielle Statement der SRO Blancpain Series sowie Stephane Ratel und Marco Masarutto.

      Produziert von Kunos Simulazioni und 505 Games, wird Assetto Corsa Competizione den Standard setzen, Realismus mit den hochwertigsten Grafiken und fotorealistischen Wetterbedingungen zu erreichen.
      Von Sprint-Rennen bis zu Langstrecken-Contests können die Spieler GT-Fahrzeuge aller in der Blancpain GT Series-Saison 2018 vertretenen Hersteller mit einer herausragenden Detailgenauigkeit steuern.
      Es wird auch die Möglichkeit geben, in verschiedenen Momenten der legendären 24 Stunden von Spa mit einem dynamischen Wettersystem zu konkurrieren, das das berühmte unvorhersehbare Klima der Ardennenbahn nachbildet.
      Die Laser-Scan-Technologie stellt sicher, dass jede Rennstrecke und jedes Auto mit höchster Präzision und kleinsten Details nachgebildet wird, während die Mehrkanal-Audioabtastung der aktuellen GT-Fahrzeuge die Spieler an der Strecke hält.
      Darüber hinaus wird die Motion Capture-Technologie die Bewegungen von Mechanikern und Fahrern noch realistischer darstellen und ein hohes Maß an Spielerinteresse bei Rennen, Boxenstopps und Fahrerwechseln garantieren.
      Für das Online-Spiel wird ein hochintelligentes Ranking-System die individuelle Leistung und das Fahrverhalten bewerten, um die qualifiziertesten Konkurrenten zu belohnen und Fairness zu fördern. Effiziente Matchmaking-Funktionen stellen sicher, dass die Spieler mit Gegnern mit ähnlichem Können konkurrieren und online leicht Rennen finden und beitreten können.
      Ranglisten ermöglichen es den Spielern, die Leistung einer einzelnen Runde mit virtuellen Fahrern aus der ganzen Welt zu vergleichen, die die gleichen Auto-, Strecken- und Wetterbedingungen nutzen. Karriere-, Championship- und Free-Play-Modi sind ebenfalls verfügbar und bieten ein individuelles Rennerlebnis für alle Leistungsstufen.
      Assetto Corsa Competizione wird voraussichtlich im Sommer 2018 auf Steam Early Access kommen, wo die Spieler die Möglichkeit haben, bevorstehende Features und Inhalte zu testen, die zu gegebener Zeit veröffentlicht werden.

      Stephane Ratel, Gründer und CEO der SRO Motorsports Group: "Wir freuen uns, die Veröffentlichung des ersten offiziellen Spiels für die Blancpain GT Series bekannt geben zu können. Simracing ist in den letzten Jahren zu einem wichtigen Markt geworden, an dem wir sehr interessiert sind. Assetto Corsa Competizione wird den Fans der Blancpain GT Series die Chance geben, als Helden auf ihrer Lieblingsstrecke mit extrem hohen Standards der Simulation zu konkurrieren. Darüber hinaus wird die Serie mit einer Reihe neuer Anhänger aus der Gaming-Welt in Kontakt gebracht, die bereits enge Synergien mit dem Motorsport gezeigt haben. Dies ist ein sehr aufregendes Projekt und ich kann es kaum erwarten, das fertige Produkt zu testen. "

      Marco Massarutto, Co-Founder und Brand & Product Manager von Kunos Simulazioni: "Mit dieser Ankündigung wird ein Traum für uns wahr. Die Lizenz der Blancpain GT Series ist nur die Spitze des Eisbergs. Indem wir das Potential von Unreal Engine 4 und das Feedback unserer Community kombinieren, produzieren wir eine komplett neue Simulation, die das Genre des Rennspiels neu definiert, die Features, die Assetto Corsa so populär gemacht haben, verbessert und die von Spielern geforderten Highs einführt Rennsimulationsspiel - ohne Kompromisse und treu zu unserer Philosophie. "
      Liegt an der Übersetzung, Kunos-O-Ton von Facebook:

      ​Taking full advantage of Unreal Engine 4, Assetto Corsa Competizione will ensure the highest quality rendering with photorealistic weather conditions and graphics to reach a new standard in driving realism and immersion racing
      "Bwoah." - Kimi Räikkönen
      GT Series | GTR4u auf Facebook
      Die scheinen ja fast bei Null anfangen zu müssen...

      "Stefano Casillo" schrieb:

      Physics was one of the very few things we could salvage and bring over
      from AC1 to ACC moving to UE4, everything else needs to be redone from
      scratch.

      So from any point of view you can consider ACC physics as a direct
      evolution of AC1 physics with the added bonus of not having 170+ cars to
      update and check if we decide to make substantial changes.... this is
      giving me, Aris and the new physics dev that joined us Fernando the
      opportunity to get in pretty hard in some areas and make some
      substantial changes that we couldn't afford to do with a big released
      product like AC1.

      We'll have plenty of time to dig into the details of it both before the
      EA and after, I'll just drop one big one here tho. Although it's not
      really something we'll see fully utilized in ACC because of the nature
      of the tracks we are going to include but the physics engine is now
      running full blown 64bit math all around, so, as far the physics is
      concerned, there are virtually no limits to how big a track could be, we
      could literally race to Mars and back without suffering much precision
      losses in the calculations... again, not really something that will
      create a huge change in ACC but still a thing I can geek out and be
      happy about


      Quelle: assettocorsa.net/forum/index.p…ac-acc.49142/#post-960245

      "Englische Zusammenfassung aus 3 verschiedenen Interview Quellen" schrieb:

      Interview in Italian: spreaker.com/user/motorsportre…arco-massarutto-per-parla

      Based on summaries by Italian speaking RD users Matteo Pagin and BhZ.
      All credit to them, I just organized it a bit and removed duplicates

      Source 1: racedepartment.com/threa...es-…7549/page-14#post-2692478

      Source 2: racedepartment.com/threa...es-…7549/page-14#post-2692351

      Features & content

      - Driver swaps confirmed

      - They will use the 2018 season for the content

      - There will be 10 circuits (you can find them on the Blancpain calendar)

      - Official leaderboards (basically RSR inside the game)

      - Ranking system for both skill and safety similar to iRacing (he
      mentions the latest GranTurismo's one). They hired the guy behind
      Minorating for this

      - They will follow their philosophy, so the handling will be realistic (as it was in AC)

      - Tyre model, aero and suspension geometry will be improved thanks to
      new developers that have been hired in the last year (one of them is
      also a mechanical engineer)

      - ACC will be more versatile and easier to use for people with less experience (which doesn't mean less realism)

      Pricing & release

      - Early Access (beta version) at a lower price than the release one

      - No release date announced, not even approximately

      On Unreal Engine 4

      - Choice of UE4 was driven by desire of focusing on the features that
      were lacking in AC1, basically "gameplay features" like implementing the
      various RL regulations, better career mode, better AI etc. (He supports
      this decision by saying that Kunos' competitors, even though with a way
      bigger workforce, have decided to avoid writing an Engine by
      themselves)

      - They have worked 8 months during 2017 on R&D testing the Unreal
      Engine, Marco says that it has been an huge risk because they still
      didn't know if UE4 was the right choice. He mentions as an example the
      need to do separate renders for the mirrors, which they had trouble to
      implement initially as UE4 engine is "general" and not geared towards
      sim use. This required weeks of telemetry of how it works, how it uses
      CPU/GPU etc.

      - The assets needed some rework as well, in order to be optimized for
      the different engine (as a result of the aforementioned analysis)

      - They will also probably use UE4 for their future projects

      - He praises the photorealism of the Unreal Engine, even though some
      months were needed before both the eye candy and the framerate started
      to get to the desired level

      - They took some inspiration on how to solve some issues they had from
      videos of other games made with the Unreal Engine, mainly the ones made
      by Milestone

      On collaboration between real racing teams & Blancpain

      - With this license they are going to have an even stronger collaboration between Kunos and drivers/racing teams

      - They will be at many racing weekends in order to gather data from the teams

      - Many teams use AC for the training of their pilots. Some of the teams also asked them some advice to build their own simulator

      - Many drivers asked Kunos help to setup simulators in order to train for new tracks, for example

      - They received numerous eSports contacts, but for the moment they are
      focusing on the development of the game. (Based on the way he talked
      about this, I believe esports will come)

      - Kunos is working on a connection between virtual and real Blancpain
      (for example ideal time laps vs real ones, plus something similar to RSR
      with invitations to the races for the fastest guys, he mentions
      GranTurismo's Academy)

      About AC1

      - Expected AC sales : 100 thousand copies, results about 1.4 million users

      - He mentions comments of people on Facebook that were saying to him
      that the training/playing time in AC proved useful to catch the car in
      RL critical situations


      Quelle von mir: assettocorsa.net/forum/index.p…nterview-about-acc.49175/
      Hier die voraussichtlichen Teams (Fixstarter) für die GT-Serie 2018 BES + BSS

      Aston Martin Vantage GT3
      R-Motorsport
      R-Motorsport

      Audi R8 LMS GT3
      Belgian Audi Club Team WRT
      Belgian Audi Club Team WRT
      Sainteloc Racing
      Sainteloc Racing

      Bentley Continental GT3
      Bentley Team M-Sport
      Bentley Team M-Sport

      BMW M6 GT3
      ROWE Racing
      ROWE Racing

      Ferrari 488 GT3
      AF Corse

      Jaguar GT3
      Emil Frey Racing
      Emil Frey Racing

      Lamborghini Huracán GT3
      Attempto Racing
      Grasser Racing Team
      Grasser Racing Team
      Grasser Racing Team
      Team Lazarus

      Lexus RC F GT3
      Emil Frey Racing
      Emil Frey Racing

      McLaren 650S GT3
      Garage 59

      Mercedes-AMG GT3
      SMP Racing by AKKA ASP
      Auto Sport Promotion AKKA
      Black Falcon
      Strakka Racing
      Strakka Racing

      Nissan GT-R NISMO GT3
      RJN Motorsport

      Porsche 911 GT3 R
      Manthey Racing
      Community FAQ’s


      What is Assetto Corsa Competizione?
      Assetto Corsa Competizione is our all-new racing simulation that
      reproduces the Blancpain GT Series Championship managed by SRO and based
      on the GT3 homologation. ACC is not an additional module or an
      extension of Assetto Corsa but a different, new and separate product
      altogether!

      Is AC Competizione a spin-off of Assetto Corsa?
      Absolutely not! We are developing AC Competizione from scratch. It takes
      advantage of the Blancpain GT experience, know-how and data collection
      acquired while working on AC. However, AC Competizione is not AC
      featuring the Blancpain GT Series. It is a completely new game that will
      offer realistic car handling as well as new features and gameplay not
      seen before in our products.

      Will AC Competizione be available on PC Steam only, or on console too?
      Right now, all our efforts are going into developing Assetto Corsa Competizione on Steam, during Early Access.

      Does AC Competizione use the UE4 Engine’s physics?
      AC Competizione will feature an evolution of the physics engine already
      used in Assetto Corsa, completely independent from UE4’s built in
      physics.

      What is going to happen to Assetto Corsa now you’re working on Competizione?
      The game will continue to be available for purchase, servers for
      multiplayer and lobbies will be kept open and active for as long as
      people continue to play it. The game will not receive further updates
      now (It has now been 7 years since AC development started and 4 years
      from its 1.0 release) Our entire team is now focused on AC Competizione.

      Why the Blancpain GT Series? What does make it so special?
      When we started to figure out what the new AC would have to be, we saw
      that -including AC- the current generation of racing games offers a huge
      variety of “generic” titles performing multiple race modes with any
      kind of cars. This usually results in finding a compromise in terms of
      score, racing rules, gameplay modes etc.

      On the other side, very few games are dedicated to a specific race
      series that can be completely simulated in all its detail and, more
      importantly, can keep gamers focused.

      Whenever we’ve asked the community for their opinion, GT racing was
      always on the top of their wish list, and we found that the Blancpain GT
      Series fits the bill! Featuring Sprint races, endurance, night racing,
      driver swaps, official teams and drivers, these are exactly the things
      our fans asked for! Not to mention the best GT cars available, in their
      racing outfit, that results in lightness, handling, grip and brake
      power. Add to this formula the 24 Hours of Spa-Francorchamps, and you
      get the best thrilling GT racing series ever.

      Will we see a day / night cycle in Assetto Corsa Competizione?
      Yes – Players will be able to race at any time of the day, thanks to a realtime, full day / night cycle.

      What are the recommended system requirements for Assetto Corsa Competizione?
      Our minimum target specification is currently an i5-2500/AMD FX-8100 or
      equivalent, 4 GB RAM and NVIDIA Geforce GTX 760. However, right now,
      it’s way too early to be more precise. Over time, we’ll be able to be
      more specific later as we continue to develop ACC. Therefore, if you are
      considering upgrading your hardware configuration, we strongly suggest
      you wait for our Early Access before upgrading.

      Will Assetto Corsa Competizione be moddable? And will modders be able to port their work onto AC Competizione?
      Assetto Corsa’s structure was designed from the beginning to be
      moddable. Being developed with UE4, AC Competizione processes data and
      assets through a completely different structure and file format.
      Therefore, the game will not be compatible with mod contents created for
      Assetto Corsa. Also, our team does not have enough experience with UE4
      to tackle both the development a brand-new game and the challenges of
      supporting an open platform in the time frame available for this
      project.

      We are fully aware of the importance of modding and its contribution to
      the success of Assetto Corsa. It’s a great way for new talents to
      emerge, for the community to “suggest” new directions and/or simply to
      make a product richer. It is not a coincidence that some of the best
      community members are now contributing with us to the evolution of the
      software.

      However, for ACC this element will have to be put in stand-by mode for a
      series of reasons. The most important one is that we have given
      ourselves an enormous task of rebuilding, once again our software from
      (almost) scratch. In a world where pretty much, every product you see on
      the market in simracing is an evolution of games that have been on the
      market 10-15 years ago, our approach is to get a big axe and reset
      things to (almost) zero before starting with a new project. ACC is no
      exception.

      In this case the task is rendered more complex by the fact that we are
      using, for the first time a third party engine that we did not design
      ourselves and the truth is, given the amount of time we have available
      to deliver ACC to the public, we have more than enough on our hands
      trying to figure out how to use the engine effectively to also think
      about how to make the platform moddable.

      As you can imagine, this has been source of endless discussions in the
      last year and half as every decision comes with pros and cons, there is
      going to be pain no matter what your final call will be. It goes without
      saying that we believe we made the right call even if that means losing
      the huge benefits of a moddable platform.

      We know this might not cover everything, but over time we will continue
      to answer your most frequently asked questions! Once again, we want to
      thank our community for the outpour of support you’ve shown us since our
      announcement last week. We absolutely cannot wait to tell you more
      about Assetto Corsa Competizione in the near future!