Yesterday (or Sep 29th, depending on your time zone) Kunos organized a press event, to give their "precious" a proper launch. It was organized directly within Autodromo di Vallelunga (where their HQ also is) and since they were at a racetrack.. there had to be cars. And not just "any": almost the entire lineup of cars present in the game was brought at Vallelunga "in flesh". Or so it seems from the pictures that we've been able to spot on the net . Will leave you with an approximate translation of the coverage provided by gamemag Italia (<= thank you guys). "We could not miss the launching event of Assetto Corsa, organized by Kunos Simulazioni at the Autodromo di Vallelunga. The Italian team, which has its HQ right inside the circuit, has released new details about the version 1.0 of Assetto Corsa, which will arrive during the month of October and will feature a career mode and the gorgeous LaFerrari. Obviously, we did not miss the opportunity to shoot some of the fantastic cars provided by Kunos to the event and to interview Marco Massarutto, Production Director at Kunos Simulazioni. Video below: *translation in English, in 2nd post. "By simulation we mean a model that by the virtues of vehicle characteristics and the pilot's reactions is faithfully reproducing the behavior of the vehicle," said Mark Massarutto during the press conference. "The line between reality and simulation over time is shortened thanks to titles such as Assetto Corsa". As we know, Assetto Corsa is one of the most accurate driving simulations through dynamic management of physics and the behavior of each element of the car. As they explain, the Kunos guys used some algorithms coming directly from manufacturers: for example, in the case of Pagani Huayra, Kunos has access to original algorithm, provided by Pagani, which manages the four aerodynamic flaps the cars is equipped with and which move independently from each other. The Kers de LaFerrari also works exactly like the real car, for example, also impacting on the traction control. Next, Assetto Corsa, can boast a nearly perfect reproduction of routes thanks to LaserScan technology. This uses laser cameras that, after driving on a track, generate a point cloud. From this, we then get the wireframe, which also includes bumping and banking that affect the way the car reacts while driving. You can imagine the LaserScan as if it were carbon paper which is to replicate every single asperity and interference. In order to understand the level of accuracy of these circuits, Massarutto added that they are now used by Ferrari and Dallara for their internal simulations. "We have a technology millions of dollars in a video game that costs a few tens of Euros," reaffirm the guys from Kunos. Assetto Corsa is appreciated for its high level of customization available to players (a modding platform), thanks to the internal editor for three-dimensional elements, suspensions, tires and cars. Users can also find ready made assets, from which to start their own creations. Through a series of Python apps, Assetto Corsa allows you to freely configure the user interface ingame, so that each player can set up the UI he/she find more convenient. In the final version of Assetto Corsa, we will have different game modes: career, special events, race weekend, custom events, drift mode, time attack, drag and multiplayer. Assetto Corsa is also playable with the new Oculus Rift DevKit 2, which is able to offer an even more immersive virtual reality. The player can turn and look at each corner of the car, as well as being more immersed in the experience of driving in the technical circuits present in Assetto Corsa. If the team, when work began on Assetto Corsa, was composed of only 6 people, now has more than 13 professionals. The merit of this growth is the success of the Early Access version in addition to the dedication that the guys from Kunos put on this project. And (it seems ?) they are not good only at programming, because they proved to be also "skillful" enough on Autodromo di Vallelunga."