"It's going to be an amazing time": Aris Vasilakos Shares AC EVO Impressions

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Image: Kunos Simulazioni
Sim racers were eager to take the first hands-on opportunity with Assetto Corsa EVO - including Kunos' former Head of Vehicle & Handling R&D Aris Vasilakos, who shared his first rather positive first impressions.

For the first time, sim racers could give Assetto Corsa EVO a go at ADAC SimRacing Expo 2024, and many took that opportunity, including us for our live stream from the event. Meanwhile, Kunos' fromer Head of Vehicle & Handling R&D Aris Vasilakos paid his old colleagues a visit and gave the upcoming sim a spin to share is impressions.

Being known as the handling guru behind Assetto Corsa and Assetto Corsa Competizione, Vasilakos has helped many a sim racer with his in-depth explanations on car physics on his YouTube channel - as a result, it was no surprise that many were sad to see him leave to join the Wilder World project in early 2024.

In his farewell video, Aris stated that "you guys are going to be blow away by what is being released" in regards to AC EVO, and it seems like that transfered to his first hands-on impressions in at least 10 months, as he acknowledged in his video from SimRacing Expo.


Positively Scary Bathurst​

Vasilakos tried all three scenarios available within the pre-alpha version of AC EVO, and he had very positive feedback to share about his former colleagues' work. For the road-car based scenarios, a Hyundai i30 N at Brands Hatch and an Alpine A110 at a rain-soaked Bathurst, Aris found the physics to convey "very authentic FWD driving" - safe, but slightly exciting.

He particularly praised how the cars felt once ABS kicked in, stating that "I love how the whole car moves around when you hit that ABS." Referring to the wet Mount Panorama experience, Aris found it positively terrifying: "When you are pushing in a street car, tracks like that become scary, and that's great!"

This matches our own experience in this scenario. The visual difference between the parts of track that are too slippery to drive on and those that still offer some grip is relatively subtle, so you have to concentrate on placing your car on the right line. Leave it, and you are in for a wild ride, especially at Mount Panorama.

We found it particularly difficult to get the braking for The Chase right. The Alpine naturally wanted to wander towards the left-side edge of the track following the kink before the turn, but there was simply no grip there - not even the ABS could save the car from sailing into the gravel trap. This served as a perfect example for how you have to adjust your approach to a corner depending on the conditions.

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"Natural Feeling"​

Aris applauded the sound design ("you can feel when the car is starting to slide by the sound"), the graphics, and the difference in physics when comparing the Porsche Cup car at Imola to the road vehicles of the other scenarios. The game felt "much improved over the curbs. It has a natural feeling, you don't have to learn things, you just drive the damn thing - that's it." As for the AI at Imola, Aris found them to be "very respectful, much more than in ACC". He did also note a bit of a "springy" feel in the steering wheel, which could have been due to the settings of the wheel base used.

Aris' final verdict on AC EVO: "Congrats to my ex-colleagues - great job, keep it up! Sim racers - give it time, this is going to be an amazing time."

What was your favorite element of Assetto Corsa EVO that you found out from the first hands-on impressions? Have you even tried the game yourself? Let us know in the comments below and join the discussion in our AC EVO forum!
About author
Yannik Haustein
Lifelong motorsport enthusiast and sim racing aficionado, walking racing history encyclopedia.

Sim racing editor, streamer and one half of the SimRacing Buddies podcast (warning, German!).

Heel & Toe Gang 4 life :D

Comments

I'm sure some will buy this in EA at any price, and I kind of hope that Kunos/505 Games aren't going to try to rinse people in this way.
I think Kunos have proven since Netkar Pro that their prices (for the games and dlcs) are extremely fair compared to the competition. I remember a few DLC in AC and ACC where i was like "what? just X$??" Does not happen with any other sim, trust me. And they know of their reputation in the simracing community, i don't think they want this to change. But i can imagine that we might have with AC Evo more DLCs than we had with AC.
 
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You miss his point, more accurate/natural based physics are easier to drive than something like Forza Motorsport/GT. Not really a surprise that he liked it, he's only been away from a build 10 months by his own words.

AC1 was brutal on kerbs due to the physics. I'm sure anyone lapping a GT3 at Nord (for example) with default setups, whilst having fun, had an experience that appeared harder than lapping Nord in real life. I like the brutal nature of AC1, but EVO looks more realistic in the physics/susp/tyre department.

Easy to drive you quote, I guess you missed the multiple video's where all the YouTube regulars crashed whilst driving huh. Oh well.
it is a sarcasm. Read it again if you missed:
"In average Sim racing chair-expert's mind:"
 
The first game is actually terrible, but it became the most popular game due to modding. Now, it looks like the second game is going to be something like Forza. No amount of nice-feeling car physics is going to make this the next big thing in sim racing. They know how big modding is and have not said anything about it. In other words, there will be no mods.
Yes, I guess I'm bitter. Good luck to Kunos. I hope the game is popular with non-sim racers and that they make lots of money. I will go back to hoping that iRacing lowers its prices so that ordinary people can afford it.
 
Physics guys do maths, then you need to have somebody that says nope, it might be mathematically correct, but it feels like crap.

For instance, have you ever seen the utter crapfest that happens when you leave graphic designers unsupervised? Well the same thing happens with maths and phyiscs devs if you don't have anybody to bring them back into line.
How long have you worked as a supervisor for simulation modeling?
 
They did say modding would be supported, but not *how* modding will be supported also it was stated “once the base game is in a stabile place” which is very unspecific. I do however think KS knows what modding did to AC, how can they not?! And I also choose to believe mods will be possible, my only fear is that it might be very limiting, hence harder and/or restricted
 
my only fear is that it might be very limiting, hence harder and/or restricted
It is going to be more restricted than AC, as they don't want Evo full of content taken from other games.

Marco Massarutto mentioned this in the GamerMuscle interview & a couple of other ones.
 
FFB in ACC started to feel especially floaty to me after making the switch from 500h ACC to iRacing, rf2 and now also LMU, so basically going from a digital tyre model to a physical one. So when this guy says that the Porsche CC feels a lot like iRacing, that to me is a good thing.

And also about AC vs ACC: While i think the physics in ACC are better than in AC, i always thought that AC had the better feeling ffb (even if you compare just GT3 cars from both games). So seems AC Evo will feel again a lot more like AC which, again, is a good thing. All people who tried AC Evo basically said this, so there should be some truth to it.
 
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Why are you saying that? There's no demo or gameplay video of PMR released yet.
I think its sarcastic, as in "uh surprise a guy that worked on the game thinks its great"
Having said that, i think its an unnecessary comment from that user.
 
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Not sure why publish an interview with Aris about AC Evo. He worked on the game development himself before leaving Kunos so he is definitely involved and even if he had reservations on the game he would hardly make a comment on those out of fairplay towards his former teammates. As much as I respect his opinion, I don't think it can be much different from a Kunos interview. I would like to hear Aris on more general topics like the status of sim racing, physics, his new project etc.
 
The first game is actually terrible, but it became the most popular game due to modding. Now, it looks like the second game is going to be something like Forza. No amount of nice-feeling car physics is going to make this the next big thing in sim racing. They know how big modding is and have not said anything about it. In other words, there will be no mods.
Yes, I guess I'm bitter. Good luck to Kunos. I hope the game is popular with non-sim racers and that they make lots of money. I will go back to hoping that iRacing lowers its prices so that ordinary people can afford it.
?
If AC was terrible people wouldn't have spent thousands of hours developing free mods for it. Not the other way around.
Second game? This is the third one.
Kunos have said and repeated multiple times during the interviews that modding tools will be created after the game gets to version 1.0, same as for AC 1.
 
It is going to be more restricted than AC, as they don't want Evo full of content taken from other games.

Marco Massarutto mentioned this in the GamerMuscle interview & a couple of other ones.
What I meant was that we might not see too many mods come out if it has to be scratch made by the modder, unbranded and without too much likeness to the real car as well as going through a approval-process. A lot can be said about AC1 mods and the wildly different quality, but making it TOO restrictive would also kill the market, so to speak.

I really hope they find a good balance as I think (good) mods are essential to the titles success, and I really want it to be successful. AC1 has been unmatched in this regard, I hope it continues with EVO.
 
I really hope they find a good balance as I think (good) mods are essential to the titles success, and I really want it to be successful. AC1 has been unmatched in this regard, I hope it continues with EVO.

I expect Evo to be successful, but its overall lifespan will probably be shorter than AC due to the rumoured modding restrictions.

Marco did talk about potentially working together with modders & license holders, so I imagine car mods will take a hit in that respect.

Then again having less overall car mods, but having the ones being released at a higher quality due to Kunos & license holders getting involved, etc..., won't be a bad thing.

Fantasy tracks / cars shouldn't be limited by this, but it's all speculation until they make an official announcement on how it will all work.
 
Comes time - comes see. Speculating is not knowing. But the historical record of Kunos suggests a convincing outcome. Lets wait - not more, not less.
 
I think if Kunos locked down modding only to its pre-approved 'club' of modders, and the game is of a standard that we all hope it will be, then I would assume that it would not be very long before the 'community' finds a way to circumvent any lock down.
 
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