Assetto Corsa PC Mods General DiscussionPC 

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Aerodynamic efficiency and downforce are very easy to simulate propperly. Porsche itself posted the increase of those two in % with respect to the regular 919. And 2016 919 (the one KS did with factory data) should be identical to the 2017 919, as Toyota and Porsche agreed to freeze the development on aerodynamics until the next regulation.

Anyone knows if this mod has DRS? The real 919 EVO does.

From what I can tell, no DRS on the EVO mod. But you can add DRS inside the data files if you know how. Create a drs.ini file in the data folder and copy/paste this:

[WING_1]
EFFECT=[Amount 0-1]

[WING_2]
EFFECT=[Amount 0-1]

You wouldn't be able to see the rear wing open, since there is no DRS animation for the 919 Porsche. But you will get less drag down the straight.
 
Not gonna understimate the effort, but doesn't seem to be a perfect representation. 919 EVO doesnt have holes on the bodywork above the wheels.
I feel bad regarding what I'm about to say, but it happens to be my true feelings... I absolutely hate when people say they made something like a 919 EVO when there isn't a single physical difference and they tweaked probably: the downforce & the power. I'm sorry, but that does not make it a 919 EVO. I know it shouldn't bother me the way it does, but I can't help it. At least with ripped Forza models, efforts are made to have the car's physical attributes match - you use a ripped 911 to "make" a 911. You use a ripped Ferrari F40 to "make" a Ferrari F40 mod. I think it's BZ who made the recent Liberty Walk Aventador? You can clearly see they imported the car into a 3D modelling package and did their best to make the vehicle look like a Liberty Walk Aventador.

One question for people who have used the Compression Tool in Content Manager. Does it run the compression on just your cars folder or does it also apply compression to your tracks folder too?

Aw crap...I test drove a couple of newer mod cars and I meant to talk about them in here...Now I can't remember which freakin' cars they were. :grumpy: Oh yeah, has anyone who isn't a card carrying member of MENSA figured out how to use: Replace Tyres > Generate New Ones? Using the Replace Tyres > Find Fitting Tyres tool is remarkably easy, but I often find myself in situations where I can't find a perfect Grade A replacement (or even a gra
 
And 2016 919 (the one KS did with factory data) should be identical to the 2017 919, as Toyota and Porsche agreed to freeze the development on aerodynamics until the next regulation.

More insight of this. Look how similar looks the 2016 car to the 2017 if the 2016 wears the 2017 skin:

gallery-1490965903-screen-shot-2017-03-31-at-91835-am.png

maxresdefault.jpg

Sadly, that mod seems to be quite unaccurate. No DRS and Im reading in the comments the power is also wrong.

edit: unaccurate
 
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I feel bad regarding what I'm about to say, but it happens to be my true feelings... I absolutely hate when people say they made something like a 919 EVO when there isn't a single physical difference and they tweaked probably: the downforce & the power. I'm sorry, but that does not make it a 919 EVO. I know it shouldn't bother me the way it does, but I can't help it. At least with ripped Forza models, efforts are made to have the car's physical attributes match - you use a ripped 911 to "make" a 911. You use a ripped Ferrari F40 to "make" a Ferrari F40 mod. I think it's BZ who made the recent Liberty Walk Aventador? You can clearly see they imported the car into a 3D modelling package and did their best to make the vehicle look like a Liberty Walk Aventador.

My impression was that doing it your way would have taken quite a bit of time and by then the hype would have passed. So he just quickly whipped up some physics changes and applied them to the current car so people could have a quick go in it while it's still fresh on their minds. Makes sense to me, this isn't a car people are going to care too much about in 6-12 months time but it's all the buzz at the moment and the existing model is near enough to suffice in the visual department.

And yes, it's quite comical for the man who probably has more AC ripped mods on his harddrive than anyone to be critical of a mod for being "lazy".
:P :lol:
 
This is from the download page:

Things that were changed compared to stock Kunos version
-Updated Aero profiles for the front, rear, and undertray
---Rear wing location moved further back, slightly less drag and around 30% more downforce capability
---Front wing becomes more efficient with about a 40% increase in downforce
---Undertray becomes much more efficient with a larger surface area and 50% increased downforce, less height sensitive, center of lift moved slightly forward
-Updated torque curve
---Peak power should be approx 750hp compared to the previous 500hp
-Updated ERS behavior to allow for a slightly
---No lap limit for ERS usage
---Slightly improved battery storage (Takes 5 seconds more to run out)
---Improved brake and turbo recharge rates by ~40%
---Modified Hotlap MGU-H mode to be used in all gears and at all speeds as well as ignoring wheel spin/oversteer
-Added two more final gears, 3.55 and 3.50

Considering Porsche will probably never release detailed information on the 919 Evo, this is probably the most we'll ever get to a 919 Evo car. Changing the car model does nothing to the physics.
 
Just been catching up on the thread. Can't believe the people out there changing just one line of code/setting and then calling it brand new. I mean, I've changed a whole lot of things on over 100 cars, some I've wiped all the data completely and put in my own entirely, but I still wouldn't call it scratch made. Give credit where credit is due.

On a note about a subject a few pages back, I've ported all my data from an old pet project into a slightly better looking car model. Only needed to adjust a few things and added a couple more. Doing so seems to have killed the sound file I was using (Porsche 718 '60 Spyder with a turbo and BOV), so using another for now and will try and make my own in Fmod if I can get hold of some good samples.

If anyone has seen or does see a nice looking, early 2000's Seat Leon Cupra R / RS, or a good sounding inline 4cyl screamer please let me know! I've had a couple of Cupra Rs in AC for at least two years, not that they look bad, but I know they could look better/updated.
 
Not to change the subject, but I see where Simdream has released an Indycar 2018 mod--that has only 13 drivers in it! I'm dying to figure out where this 'mod' came from first.
 
Not to change the subject, but I see where Simdream has released an Indycar 2018 mod--that has only 13 drivers in it! I'm dying to figure out where this 'mod' came from first.

VRC is releasing an Indycar mod too, which I rather put my money on than the awful SimDream.
 
This is from the download page:



Considering Porsche will probably never release detailed information on the 919 Evo, this is probably the most we'll ever get to a 919 Evo car. Changing the car model does nothing to the physics.

Well, they did:
https://newsroom.porsche.com/download/?id=756aeb22-60d2-4be2-8b7b-7cf6631f3375&lang=en

Again, sorry to say but this mod could have been done much better. That it doesnt even have DRS or the specs Porsche said shows that he didn't investigate enough.
 
Aw crap...I test drove a couple of newer mod cars and I meant to talk about them in here...Now I can't remember which freakin' cars they were. :grumpy: Oh yeah, has anyone who isn't a card carrying member of MENSA figured out how to use: Replace Tyres > Generate New Ones? Using the Replace Tyres > Find Fitting Tyres tool is remarkably easy, but I often find myself in situations where I can't find a perfect Grade A replacement (or even a gra

Tried using it twice, back when I first got the paid version of CM, and it crashed the program both times. I honestly can't remember what I did, but as there's seemingly no documentation about what it actually does, I thought I'd just find out through trial and error, because I liked the idea of being able to easily generate tyres for cars I was editing. Not sure if it works, because my PC isn't exactly a beast, so maybe it's just my PC couldn't handle it.
 
Everyone Under Jimmys video says that the mod does not have DRS but someone said you can add it easly;
Adding drs is really easy. You just need to add drs.ini to data with [WING_1] EFFECT=[Amount 0-1] [WING_2] EFFECT=[Amount 0-1]
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From what I can tell, no DRS on the EVO mod. But you can add DRS inside the data files if you know how. Create a drs.ini file in the data folder and copy/paste this:

[WING_1]
EFFECT=[Amount 0-1]

[WING_2]
EFFECT=[Amount 0-1]

You wouldn't be able to see the rear wing open, since there is no DRS animation for the 919 Porsche. But you will get less drag down the straight.

Forgive me for being curious, I'm a noob when it comes to programming language. How exactly does having the effect equal (0-1) for both wing states equate to DRS being closed and open? I would've expected WING1 Amount 0-0, WING2 Amount 0-1 or something.

Not doubting that this wouldn't work in the game, just curious of the logic of the programming language used, thanks.

Well, they did:
https://newsroom.porsche.com/download/?id=756aeb22-60d2-4be2-8b7b-7cf6631f3375&lang=en

Again, sorry to say but this mod could have been done much better. That it doesnt even have DRS or the specs Porsche said shows that he didn't investigate enough.

I agree it seems the creator doesn't investigate enough for proper specs and merely tuned it to achieve the target laptime at Spa. If he's a crappy driver then the mod will be overkill. At least he's the first to make it though, so props for that.

From that pdf, the correct specs are:
Total power 1160 HP (720 HP ICE + 440 HP electric)
Weight 849 kg
Downforce 53% higher than Spa quali
Aero efficiency (drag?) 66% higher than Spa quali
4 wheel brake by wire system with yaw control
Stronger suspension wishbones
New grippier Michelins
Fuel tank 62.3 litres

Someone more talented than me can implement that to the data.acd? Go go go people :D
 
Forgive me for being curious, I'm a noob when it comes to programming language. How exactly does having the effect equal (0-1) for both wing states equate to DRS being closed and open? I would've expected WING1 Amount 0-0, WING2 Amount 0-1 or something.

Not doubting that this wouldn't work in the game, just curious of the logic of the programming language used, thanks.

This is just what I found on the Jimmy Broadbent youtube channel. Same one Wusel found.
 
Forgive me for being curious, I'm a noob when it comes to programming language. How exactly does having the effect equal (0-1) for both wing states equate to DRS being closed and open? I would've expected WING1 Amount 0-0, WING2 Amount 0-1 or something.

Not doubting that this wouldn't work in the game, just curious of the logic of the programming language used, thanks.

Now I don't know a great deal about AC modding, but I've seen the various .ini files and am a programmer so I would assume the following:

In the car's aero model, there are multiple 'wing' areas defined to model the various spoilers dotted around the car. These will be simplified of course but they will be positioned to provide a good approximation of the aero effect on the car at various body positions.

As a (big) assumption, let's assume WING1 and WING2 correspond to the upper and lower sections of the rear wing perhaps.

Given that these values are in the 'DRS.ini' file, then it's clear that values contained within correspond to levels of drag reduction. Assuming (again) that these are percentages of drag reduction, 0 being 0% and 1 being 100%, then presumably:

[WING1]
EFFECT=[Amount 0-1]

Would mean the DRS effect on WING1 takes the amount of drag reduction from 0 (0%, so no reduction, full drag) to 1 (100%, so full reduction, no drag at all)

That's my interpretation anyway.

So say perhaps the front lip spoiler is WING3, and DRS activating on that reduces drag by 50%, the value would (presumably) be:

[WING3]
EFFECT=[Amount 0-0.5]
 
Another important fact is that the 919 EVO does EauRouge with DRS activated (crazy... probably because the insane amount of downforce the rest of the car generates). So if the mod can't do that (or it doesn't worth it in terms of lap times), something is wrong.
 
And yes, it's quite comical for the man who probably has more AC ripped mods on his harddrive than anyone to be critical of a mod for being "lazy".
:P :lol:
Oh, I never said I wasn't a big fat hypocrite!! :lol: :P :D :lol: And just to let ya know...I'm definitely not in possession of the title "most mods" AKA "most crap" - have you been reading some of the posts by the maniacs in this thread?! :eek: I'm sure I'm close...but at least I can safely say that I'm not the biggest mod addict out there. :sly:

Just been catching up on the thread. Can't believe the people out there changing just one line of code/setting and then calling it brand new. I mean, I've changed a whole lot of things on over 100 cars, some I've wiped all the data completely and put in my own entirely, but I still wouldn't call it scratch made. Give credit where credit is due.
Agreed. You've done some really solid work too.
Tried using it twice, back when I first got the paid version of CM, and it crashed the program both times. I honestly can't remember what I did, but as there's seemingly no documentation about what it actually does, I thought I'd just find out through trial and error, because I liked the idea of being able to easily generate tyres for cars I was editing. Not sure if it works, because my PC isn't exactly a beast, so maybe it's just my PC couldn't handle it.
That's something that I haven't figured out yet...@x4fab has put several things into CM but then warns us not to use the feature yet or that it just doesn't work at all. :lol: If you go into Lap Times > Grid you'll see it says the section isn't ready yet. It's been like that for at least one year now. :lol: I'm not complaining....CM is the greatest.
 
Oh, I never said I wasn't a big fat hypocrite!! :lol: :P :D :lol:

:lol:

And just to let ya know...I'm definitely not in possession of the title "most mods" AKA "most crap" - have you been reading some of the posts by the maniacs in this thread?! :eek: I'm sure I'm close...but at least I can safely say that I'm not the biggest mod addict out there. :sly:

Possibly, but you're the OG Mod King. :D
 
I got 1.44.xxx with the 919 EVO around Spa. Usually I'm 3-4 secs behind the fastest times so that suggests performance is about correct. Softest tyres and minimal fuel (just enough to do 1 outlap and 1 flying lap). Damn this car is insane. Comparing to F1, it's more planted in the low speed corners and coming out of it, thanks to the hybrid system engaging the front wheel drive. It's just generally less twitchy to drive on the limit, no surprise given it's an endurance car. It's tempting to use all the hybrid boost all the way from La Source to Les Combes, but then you won't have enough left to use from Stavelot to Bus Stop. With full boost and DRS activated it accelerates like a maniac :lol: So addicting!
 
I got 1.44.xxx with the 919 EVO around Spa. Usually I'm 3-4 secs behind the fastest times so that suggests performance is about correct. Softest tyres and minimal fuel (just enough to do 1 outlap and 1 flying lap). Damn this car is insane. Comparing to F1, it's more planted in the low speed corners and coming out of it, thanks to the hybrid system engaging the front wheel drive. It's just generally less twitchy to drive on the limit, no surprise given it's an endurance car. It's tempting to use all the hybrid boost all the way from La Source to Les Combes, but then you won't have enough left to use from Stavelot to Bus Stop. With full boost and DRS activated it accelerates like a maniac :lol: So addicting!

I always try to save the hybrid boost strategically and use it were it benefit most. Switching between modes is the key.
 
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