Bonjour à tous,

afin de bien terminer l´année, nous souhaitions avant tout vous remercier pour votre participation lors de nos derniers événements durant cette année 2017 et vous annoncer par la même occasion que nous lancerons un championnat GT3 SERIES dès le début d´année 2018.


L´équipe ORGA GSR se réunira Mercredi 3 Janvier prochain, afin de déterminer un date de lancement et de « fignoler » les derniers petits détails, dont le règlement, avec quelques petites NOUVEAUTÉS à la clef !!

La date de lancement vous sera communiquée avant fin de semaine prochaine.

En attendant toute l´équipe GSR vous présente SES MEILLEURS VOEUX 2018 et que l’horizon de cette nouvelle année rime avec passion et énergie !

A bientôt sur le tarmac !!!




Since we started the Assetto Corsa project, each year we have experienced something remarkable: in 2011 we unveiled the new IP, in 2012 we presented the game at Gamescom and announced the Ferrari licence, granted to an independent production for the first time ever. In 2013 the game was released in Early Access, in 2014 we launched version 1.0, in 2015 we introduced the Lamborghini licence and released the first version of the Nürburgring Nordschleife based entirely on laserscan data. In 2016, we released the simulation to consoles thanks to the partnership with 505Games, and announced the Porsche Programme, which brought the very best selection of Porsche cars in a genuine simulation after 13 years. In 2017, we celebrated the 70th anniversary of Ferrari with a dedicated pack that is one of the most successful DLC packages ever released for Assetto Corsa. More importantly, throughout the years our entire team has worked hard to improve every single aspect of the simulation: adding new features and improving physics, performance and the underlying tyre model as well as single- and multiplayer features, with the aim to provide our fans with a driving simulation that can keep high standards in vehicle modelling, sound effects, handling and gaming features. This long-term support has been possible thanks to our loyal user base and all those sim racers and gamers who have purchased our product and given us suggestions and positive criticism day after day with the aim to improve the game. The free Bonus Pack #3 recently released is dedicated to all of them.

Another remarkable event in 2017 was when Kunos Simulazioni became part of Digital Bros, a decision that as founders of the studio, Stefano Casillo and I, made with the objective to consolidate the team, guarantee more stability, strength and resources for the present and future of the company.

Yes, the future: what can you expect now? As I have said, Assetto Corsa has kept Kunos Simulazioni busy for almost seven years, and we have continued to update the game for three years following its 1.0 release. Assetto Corsa is not just a “game »; it is based on a technology designed and developed in-house, which is not a secondary detail, given that this is the technology that will determine and define the quality, gameplay and potential of the games to be based on it down the line. This is why we dedicated years to improve an engine that had originally been conceived in 2011, and this is why during 2017 we also dedicated time and resources to R&D activities that will define what we are going to be busy with in the years to come.

In 2011, Assetto Corsa was conceived to be a moddable platform featuring – possibly – 20 cars, 5 tracks and the basic functionalities typical of a driving simulation. Today, it offers 177 cars in 20 classes and genres, 19 tracks in 35 configurations, an offline career, custom championships, a solid multiplayer experience and much more, not to mention the ongoing support for modding, which has seen improvements through the years and resulted in an incredible collection of third-party content created by a dedicated community. And sometime we still can’t believe that Assetto Corsa has gone so far.

But it is not just the software that has changed and evolved throughout these years, but also the company itself. What was once a group of four guys trying to wage war on the most established names in the business is now a bigger team. Finding the « right people » to insert into such a peculiar working environment such as Kunos Simulazioni is not an easy task, and it’s something that has kept us busy during 2017 as well. I am glad to say that the results are encouraging and the future looks bright thanks to the new talents we were able to add to our team and that will join the ranks alongside the founders me and Stefano, the guys of the « old guard » who joined us since the beginning and all the other people you’ve learned to know during this adventure.

All of the above thanks also to our new « Benevolent Overlords » in Digital Bros, allowing us to think and dream bigger than we could only a few months ago.

Talking about the Team, in 2017 we welcomed four new programmers specialized respectively in graphics and gfx, UI and animations, mechanic and physics, online racing environment and ranking, with the aim to improve in those areas that can make your experience with Assetto Corsa games better and better.

There is always a margin for improvement: even after a lot of hard work to reduce this margin throughout a long development period, 2017 was a highly important year to us to define the new basis in the technology we will use in future. Even today, the community keeps asking for something new, and that is great as it means that you continue to keep us involved in fuelling your hobby, passion and training tools. To meet your expectations, and to support the features that our current technology cannot manage, some – actually a lot of – work will be required. So, it’s time to move forward.

When it arrived, there had been nothing like Assetto Corsa before. We are working hard to replicate this feeling with what there is to come in the future.

Marco Massarutto, Assetto Corsa’s Brand&Product Manager



Da quando abbiamo avviato il progetto Assetto Corsa, ogni anno abbiamo assistito ad un evento importante: nel 2011 abbiamo svelato la nostra nuova IP; nel 2012 abbiamo presentato il gioco alla Gamescom e annunciato la licenza Ferrari, concessa per la prima volta ad una software house indipendente. Nel 2013 il gioco è stato rilasciato in Early Access, nel 2014 abbiamo lanciato la versione 1.0, nel 2015 abbiamo annunciato la licenza Lamborghini e rilasciato la prima versione del Nürburgring Nordschleife interamente basata su dati di laserscan, che ha reso il celebre circuito la controparte virtuale più fedele mai realizzata fino ad allora. Nel 2016 abbiamo lanciato Assetto Corsa su Playstation 4 e XBox One e abbiamo presentato Porsche AC Programme, che ha segnato l’inizio di una partnership unica con la casa di Stoccarda e portato in Assetto Corsa la migliore selezione di vetture Porsche viste in una simulazione di guida hardcore dopo 13 anni. Nel 2017 abbiamo celebrato il 70° anniversario della Ferrari con un pacchetto dedicato che ad oggi è uno dei DLC di maggior successo per Assetto Corsa, cosa ancora più rilevante visto che il gioco è sul mercato da ormai tre anni. Ma soprattutto, nel corso degli anni il nostro team ha lavorato duramente per migliorare ogni singolo aspetto della simulazione: aggiungendo nuove funzionalità e migliorando la fisica, le performace e il modello degli pneumatici, nonché le funzionalità single e multiplayer, con l’obiettivo di garantire ai nostri fan una simulazione di guida capace di mantenere standard elevati nella cura riposta nella riproduzione delle vetture, degli effetti sonori, nel feeling di guida. Questo supporto a lungo termine è stato possibile solo grazie alla nostra user base, a quei simracer e giocatori che hanno acquistato il nostro prodotto e giorno dopo giorno ci hanno fornito suggerimenti e critiche costruttive con l’obiettivo di migliorarlo sempre di più.

Un altro evento importante nel 2017 è stata l’acquisizione di KUNOS Simulazioni da parte di Digital Bros, una decisione che come fondatori dello studio, Stefano Casillo e io abbiamo preso con l’obiettivo di consolidare il team, garantire maggiore stabilità, forza e risorse per il presente e il futuro al nostro team di sviluppo.

Già, il futuro: cosa potete aspettarvi da qui in avanti? Assetto Corsa ci ha impegnato per quasi sette anni, e abbiamo continuato a svilupparlo e migliorarlo per tre anni dopo il rilascio. Assetto Corsa non è solo un « gioco »; si basa su una tecnologia che abbiamo progettato e sviluppato « in house », dettaglio non secondario, dal momento che è la tecnologia a determinare e definire la qualità, le performance e le potenzialità dei prodotti basati su di essa. Per questo motivo abbiamo dedicato anni a migliorare un engine concepito nel 2011, e per la stessa ragione, nel corso del 2017 abbiamo deciso di investire tempo ed energie in ricerca e sviluppo, ponendo nuove basi che definiranno ciò con cui saremo – e speriamo, sarete – impegnati negli anni a venire.
Nel 2011 Assetto Corsa fu concepito per essere una piattaforma moddabile che avrebbe dovuto includere una ventina di auto, cinque circuiti e le funzionalità di base tipiche di una simulazione di guida. Oggi Assetto Corsa è considerato uno dei titoli di riferimento nel suo genere, e include 177 auto in 20 classi e generi, 19 circuiti in 35 configurazioni, una carriera offline, campionati personalizzati, una solida esperienza multiplayer e molto altro ancora, per non parlare del supporto continuo offerto al modding, che ha prodotto un’incredibile raccolta incredibile di contenuti di terze parti creati da una community appassionata e incredibilmente preparata, oserei dire « devota ».
Ma non è solo il software ad essere cambiato ed evoluto nel corso di questi anni, ma anche l’azienda stessa. Quello che una volta era un gruppo di quattro ragazzi che cercavano di competere con i nomi più affermati nel mondo del simracing ora è una squadra di 25 persone, più matura e preparata. Trovare le « persone giuste » da inserire in un ambiente di lavoro del tutto particolare come la Kunos Simulazioni non è stato facile, ed è qualcosa che ci ha visti particolarmente impegnati anche nel 2017. Sono felice di dire che i risultati sono incoraggianti e il futuro è promettente grazie ai nuovi talenti che siamo riusciti ad aggiungere al nostro team e che si uniranno ai fondatori di Kunos, alla nostra « vecchia guardia » che ha seguito Stefano e me sin dall’inizio e tutte le altre persone che avete imparato a conoscere durante questa avventura.

Di tutto questo dobbiamo ringraziare anche i nostri nuovi soci in Digital Bros, che hanno scommesso su di noi permettendoci di pensare e sognare più in grande persino di quanto abbiamo fatto finora.

Parlando del Team, nel 2017 abbiamo dato il benvenuto a quattro nuovi programmatori specializzati rispettivamente in grafica ed effetti speciali, UI e animazioni, meccanica e fisica, ad ambiente e classifiche online, con l’obiettivo di migliorare in futuro in quelle aree che possono rendere la vostra esperienza con noi ancora migliore.
C’è sempre un certo margine di miglioramento, anche dopo tutto il lavoro svolto in questi 7 anni: il 2017 è stato per noi un anno molto importante per definire la nuova base nella tecnologia che useremo in futuro. Ancora oggi, continuate a chiederci nuovi contenuti e funzionalità, e questo per noi significa molto, perché dimostra che desiderate che la KUNOS faccia parte del vostro tempo, della vostra passione per l’automobilismo e le corse. Più di ogni cosa desideriamo continuare a soddisfare le vostre aspettative: ma per farlo, e garantirvi ciò che la nostra attuale tecnologia non è in grado di gestire, è tempo di guardare oltre, e quest’anno abbiamo iniziato a farlo.

Quando è arrivato, Assetto Corsa si è rivelato essere qualcosa di completamente nuovo, e diverso, da quanto si era visto fino a quel momento. Stiamo lavorando duramente per darvi di nuovo questa bellissima sensazione.

Marco Massarutto, Brand&Product Manager


Reiza Studios has released Update v1.5.0 for their Automobilista racing title, containing a nice list of new features and a brand new track and layout. 

This final major update brings us to what Reiza calls the definitive version of Automobilista. From now on the development team will start to focus on an exciting new challenge. However, Reiza Studios will continue to support Automobilista with new DLC content and official competitions throughout 2018.

The Automobilista v1.5.0 update introduces the anticipated new official multiplayer ranking system named Race Rank. The aim of the leaderboard is not only to drivers from the fastest downwards but also give prominence to those who race recently to keep people actively racing. A full weekly schedule will begin on 1/1/2018 and will be posted both here on the forums as well as

On the content side, V1.5.0 features the new Buskerud Kart track which comes with 2 layouts and a brand new 11km layout for the existing Mendig Langschliefe track. Besides the usual fixes and tweaks, the update also contains updated AI code, Revised rules settings, User Interface updates, Limited tire sets, Audio updates and more.

To celebrate AMS v1.5 release, the Automobilista Holiday Bundle is on promo for a limited time. You can save 74% of the normal cost purchasing the Automobilista Special Holiday Bundle on Steam, or get the Automobilista “Season Pass” including all DLC’s  at a 50% discount price.



Le change log 1.5.0:

New Content

  • Added Buskerud Kart track (2 layouts)
  • Added Mendig Langschliefe layout


  • Added support for Ranked Servers: Lobby shows Ranked Servers average entrants ranking. Added player’s server rank in monitor view (Only Reiza Official Servers will be ranked at this stage)
  • Added “TIRE SETS” option to limit number of available tire sets over the race weekend (range 1-10 or unlimited as before)
  • Added “RETURN TO PITS” option to RULES settings (options are Instant, Car must be stopped and Car towed to garage with semi-realistic or realistic timings)
  • Fixed various issues with Steam Achievements
  • Disabled Pause While Zero Players server setting, as it is required for servers to announce on Steam
  • Added Game tag to results file with property “Automobilista”
  • Added Steam ID and Race Rank to player entries in Results files
  • Added Game Version and Profile in use to title bar on Dedicated Server
  • Increased frequency to smooth player´s steering wheel animation during replays (should no longer look jerky)
  • Fixed Spotter announcing last lap one lap too early if you were a leader in a timed race
  • Fixed Steam info not being parsed correctly when dedi is hosting without steam client logged in

User Interface

  • Redesigned Monitor UI screen
  • Added Escape Menu Confirmation option to Display settings
  • Fixed multi-join screen sometimes showing wrong track map
  • Added RaceRank leaderboard to Profile page
  • Auto select users time on TT Leaderboards
  • Refactored internet connection type settings
  • Garage UI now shows fuel by decimal point when step is less than 1.0
  • Optimized UI files, removing unused files and entries


  • Tweaked AI suspension rates to smooth ride over curbs a bit
  • New AI code which uses actual car width to calculate road width


  • Enhanced surface sounds positioning
  • Fixed various little sound replay bugs
  • Lowered spotter default volume to 75%
  • Replay surface sounds are now positioned (both pre 1.49 and new replays)
  • Remote vehicles now also have tire sounds (although highly approximated)
  • Tweaked dirt residue sound calculation (should hear it more often)
  • Audio now is smoothly faded in / out when pausing/resuming game
  • Added additional audio output configurations: Surround Headphones 5.1, Surround Headphones 7.1, Surround Speakers 7.1
  • Added “Trackside Camera Audio Directionality” into PLR file for stereo configurations (with it non-zero, sounds in the back will be less loud then ones in front of camera)
  • Fixed RPM limiter sound not being played
  • Added new crowd samples (club, national in addition to old Grand Prix type)

Content fixes & Updates

  • New TV helicopter camera sample
  • Removed helicopter sound from ambient audio sample
  • Added audio environment settings to all circuits
  • Updated TV cameras for F-Ultimate, F-Extreme, F-Reiza
  • Updated Headlight textures in various cars
  • Fixed rear view mirror resolution inconsistencies
  • Granja: Revised AI paths in all layouts
  • Boxer: Increased brake torque & adjusted front tire load sensitivity; Updated series skin set
  • F-Trainer: Updated series skin set
  • Karts: Adjusted fuel scale to allow 0.1L increments (needs Garage UI code tweak); Further adjusted AI, adjusted front tire load sensitivity; Removed redundant / inaccurate feeler values; Reduced tire wear for all compounds; tweaked AI to reduce issues with rolling over curbs; Added more suitable standard tire management / start skill multipliers
  • AJR: Adjusted AJR RealFeel setting to reduce default FFB clipping; Fixed loop on high rpm in Honda Turbo
  • F3: Fixed double arms in F309; Updated external sounds & fixed missing onboard pit limiter sound
  • Caterham: Fixed double arms in various models
  • F-Reiza: Updated LCD display
  • Ultima: Fixed unbalance front brake torque in road versions
  • TC: Classics: Corrected some pitch errors in external sounds

General Notes

Logitech G29 / G920 users: Support for auto rotation is on a dedicated Beta Branch labeled LogitechG29. Further instructions as to how to switch to a beta branch here. If you have a bug to report please use the new bug report thread (make sure to check the opening post first).

If you experience any issues running the game following the update, it´s worth running a Steam Integrity Check to make sure all files have been added/updated correctly.


Kart Racing Pro Release 4 Available

Kart Racing Pro Release 4 Available

PiBoSo released a new update for his Kart Racing Pro Simulator on the Steam platform. The update includes a few new features and the new Wackersdorf Prokart Raceland Track.

As usual, PiBoSo has shared little or no details regarding this new update. So the minimalistic changelog will have to do for now.

You can purchase the Kart Racing Pro simulator on the Kart Racing Pro Steam product page for 36,99€, or on the official PiBoSo websiteThose who want to check out Kart Racing Pro before a purchase can download a (1.05 GB) version of the title. This version works as a demo until unlocked entering a valid license key.


A clean installation is strongly recommended.

  • New: borderless window mode
  • Nw: track day mode
  • New: Wackersdorf track

Modding support changes:

  • The “live timing” connection data has been slightly changed to add the event type
  • The movable wing has been fixed





Kart Racing Pro is a realistic karting simulator. The aim is to create a simulation which is useful as a training tool for real drivers, based on a scratch built physics engine that accurately simulates kart dynamics and setup options. As such a steering wheel is strongly recommended, although keyboard, joysticks, and gamepads are fully supported. Kart Racing Pro also allows to host and join online races, with an integrated matchmaking server. During events, data is collected, to provide statistics for drivers’ comparison.



The times they are a-changing. As an oldskool modding team member (RMT-WSGT 2) it is no secret that I have always been a fierce adversary of paid modding projects. To me, it was clear that modding was a passion driven hobby to supply the fellow community members with free content. However, after some interesting discussions with old friends and fellow modders, I have to agree that the modding scene and the efforts needed to produce a quality mod have changed so much the last few years, that my personal view on the matter is now obsolete. With companies such as Kunos Simulazioni, and Studio 397 endorsing paid community created content under certain circumstances, it becomes clear that commercial modding is here to stay. That’s why I decided to no longer ban the interesting paid modding projects from the Bsimracing news section. (Wix)

The Race Sim Studio modding team released the first part of their GT MOD for the Assetto Corsa racing simulator. The mod features a selection of famous racing cars from the FIA GT1 era. The early 2000s were exciting years in the world of sportscar racing when cars such as the Lister Storm GT, Ferrari F550-GTS Maranello, and Chrysler Viper GTS-R were the stars of the show.

The current RSS GT Pack will feature six classic GT1 car models. The current release contains three cars: The Ferruccio 55 v12, Tornado v12, and the Vortex v10. The remaining cars in the GT pack, the Lanzo v12, the Shadow v8, and the Ferruccio 57 v12 are scheduled to be released during the first few months of 2018.

Race Sim Studio also stated painting templates should become available in the upcoming days.

You can download the 573.4MB GT mod at the Race Sim Studio Shop page or the RSS Sellfy Website.

The GT pack containing the 6 cars is available for €13.50 (The first 3 cars are already included while 3 more will become available early 2018). It is also possible to purchase the individual car models at €3.99 each. Those who make a purchase before the end of January 2018 will receive a 10% discount.


Tornado v12:

  • The Tornado V12 is part of a 6 car GT pack by Race Sim Studio for Assetto Corsa.
  • A highly detailed car model with all the expected RSS-level animations
  • A powerful v12 engine sound package
  • Enjoyable and comprehensively detailed physics




Vortex v10:

  • The Vortex V10 is part of a 6 car GT pack by Race Sim Studio for Assetto Corsa.
  • A highly detailed car model with all the expected RSS-level animations
  • A powerful v10 engine sound package
  • Enjoyable and comprehensively detailed physics





Ferruccio 55 v12:

  • The Ferruccio 55 is part of a 6 car GT pack by Race Sim Studio for Assetto Corsa.
  • A highly detailed car model with all the expected RSS-level animations
  • A powerful v12 engine sound package
  • Enjoyable and comprehensively detailed physics



Lanzo v12:

  • Included in this pack, available in 2018

Shadow v8:

  • Included in this pack, available in 2018

Ferruccio 57 v12:

  • Included in this pack, available in 2018


Pour ceux qui nous suivent, je pense que vous savez déjà où trouver le MOD 😉 …Joyeux NOEL à tous !!!!