Assetto Corsa PC Mods General DiscussionPC 

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Version 1.1.1 - Hotfixed 2020.06.02
Renault Mégane Trophy II and Evo (2009, 2012)

Conversion and skins by Assetto Garage
Thanks to RealAKP for the collaboration

preview.jpg


FULL CHANGELOG

Physics
- new aero
- new engine power/torque figure
- new suspensions setup
- new dampers setup
- new tyres v10
- implemented aero height sensitivity
- corrected steer lock and ratio
- corrected car inertia
- corrected gear ratio
- corrected gearbox shift times and inertia
- corrected clutch max torque
- corrected differential settings
- corrected engine limiter, inertia and braking torque
- corrected front weight distribution
- corrected unsprung mass (front, rear)
- corrected front caster angle
- corrected brake front share
- tweaked throttle map
- deactivated ABS and TC

Visual
- totally reworked materials, shaders and textures
- added 3D central mirror monitor
- added front and rear tow hooks
- diffuser dividers are now thinner
- corrected exhausts thickness, normals and texture by RealAKP
- corrected screwed normals by RealAKP
- corrected mirrors UV mapping
- adjusted graphics offset
- added reverse light (CSP only)
- added exhaust smoke (CSP 0.1.47 or above only)
- generated VAO Patch (CSP only)
- fixed driver's hands out of synch

Other changes
- new soundbank by RealAKP
- setup options as in real-life
- new collider kn5 file
- new generated LODs kn5 files
- new onboard cameras
- skins renamed and with new livery icons
- updated previews


DOWNLOAD LINK v2009

DOWNLOAD LINK v2012*
*will appear as a "child" of the base model
 
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Tested this for about a half hour, and doesn't seem to be worth using for those who already have the VRC and/or RSS Indycars. The oval one especially I couldn't get over 214 mph. Maybe I needed to do something with the setup, but the VRC and RSS oval Indycars get up to about 230+ on base setup and 240 with a simple aero reduction. The road car didn't feel like it handled as well as the VRC and RSS cars. If you don't have one of the paid cars it could be good, otherwise pass. Also, the download was well over 1 GB. What's with that?
I agreed, over 1GB, it is weird. The cars are good, but it is another Indy mod. Not the best in my opinion. Thanks!
 
The tracks are actual roads that exist in the real world, not fictional. They are however referenced heavily (and referred to by different names sometimes) in the fictional anime/manga series Initial D.
Hello mate. all touges are real and exist on real roads of Japan =)

I personally advise you to try Irohazaka by Project kaido. Full versuion on his FB page inclused: one way narrow and tricky downhill and high speed uphill on a bit wider road. It costs smth around 5 usd, but worth each penny
I thought it was fictional, sorry guys! I will try this tracks! Thanks a lot.
 
As there is no version of the Mercedes W196 (1954-1955, with covered wheels), I used this version by legion to complete the real grid, in the fast tracks of the time. Here is a sample of how it looked, Fangio and Kling (France GP 1954), Fangio, (British GP 1954), Fangio and Moss, (Italian GP 1955).
Do you have the download link of the W196s? Thank you.
 
Version 1.0 - Released 2020.06.01
Renault Mégane Trophy II and Evo (2009, 2012)

Conversion and skins by Assetto Garage
Thanks to RealAKP for the collaboration

preview.jpg


FULL CHANGELOG

Physics
- new aero
- new engine power/torque figure
- new suspensions setup
- new dampers setup
- new tyres v10
- implemented aero height sensitivity
- corrected steer lock and ratio
- corrected car inertia
- corrected gear ratio
- corrected gearbox shift times and inertia
- corrected clutch max torque
- corrected differential settings
- corrected engine limiter, inertia and braking torque
- corrected front weight distribution
- corrected unsprung mass (front, rear)
- corrected front caster angle
- corrected brake front share
- tweaked throttle map
- deactivated ABS and TC

Visual
- totally reworked materials, shaders and textures
- added 3D central mirror monitor
- added front and rear tow hooks
- diffuser dividers are now thinner
- corrected exhausts thickness, normals and texture by RealAKP
- corrected screwed normals by RealAKP
- corrected mirrors UV mapping
- adjusted graphics offset
- added reverse light (CSP only)
- added exhaust smoke (CSP 0.1.47 or above only)
- generated VAO Patch (CSP only)
- fixed driver's hands out of synch

Other changes
- new soundbank by RealAKP
- setup options as in real-life
- new collider kn5 file
- new generated LODs kn5 files
- new onboard cameras
- skins renamed and with new livery icons
- updated previews


DOWNLOAD LINK v2009

DOWNLOAD LINK v2012*
*will appear as a "child" of the base model

Wow.... wowowow waooo :D:cheers:
 
Ah right, I was worried you'd been scammed but it looks fairly legit (if I can say that about Rallyworld) but yeah please do let us know about the quality of those paid tracks as some of their free tracks have been pretty good but most of them aren't top quality.

I’ve bought Monza Rally show track 1 year ago or something. They’re rFactor 1 conversions, so not really worth the money. But they’re fun though.
 
If anyone wants to try out the Kart and see how it's going, here it is. Still a WIP.
Lowered the super quick steering, fixed take off lag, made it more bouncy instead of stiff and rough driving, tyres hold heat, ai updated and a bunch of other things. Seeing as it's hard to get a kart right due to size and it not playing nice with AC sometimes, it's a LOT of trial and error with values.

This is the Kart 100 designed for kart tracks or really short tracks. If this one goes well then it would be fairly easy to apply to the rest of the pack.


It feels pretty good, although I still don't know what changes you made. Maybe it is my hardware but the direction is very soft, I run often in this type of karts in real life and after 20 or 25 laps it leaves your arms exhausted. and should transmit more the hardness of the road.
 
You have to type in mirrors.ini the exact same name as the object itself. You can find out by clicking on it in CM Showroom and a window pops out:

View attachment 926056

Copy and paste it into mirrors.ini

View attachment 926057

Now save the ini and reload the car, tada! :):D

EDIT: Oh, I just read you already found out, nvm then. Sorry. :dunce:
Didn't have my first coffee yet lol. Though I don't delete this post in case anybody has this problem.
You are most correct. It was late and I overlooked the capitalized text. Thanks for taking the time to help. You are a gem!

It feels pretty good, although I still don't know what changes you made. Maybe it is my hardware but the direction is very soft, I run often in this type of karts in real life and after 20 or 25 laps it leaves your arms exhausted. and should transmit more the hardness of the road.
I assume you tried the original karts of these? This is going in the opposite direction of realism and more towards fun to drive. I wasn't trying to get it correct to real life but more of a fun throw around. More sliding/drifting instead of them on rails like the old version. More bouncy and weight transfer felt through the wheel instead of rigid jerks and bumps. You don't sit on the starting line anymore waiting for the engine to rev and go.
Subtle differences but differences none the less. I don't want to dare and say Mario Kart-esque because we can;t get that on here but something you can have fun with friend in plowing into each other if you so choose.

The karts now are using Formula 3 spec tyres and I still haven't moved them down to trackdays's, semi-slicks or even street tyres yet. That should provide more slide but I don't want them to be an absolute mess.
 
@AC Modder

Hi !

First, thanks a lot for keeping/making this car (in two versions) at his best with many improvements ! :)

Second, I did a couple of laps on the "modern" Interlagos (ACU version) track with the "Mégane 2009" version and I didn't remember the road was bumpy on some parts by memory and... It's not.
The FFB on this car got some clipping and which I don't/can't feel (like in ACC) is some consistant slip effects, on the front and on the rear tires.
The car is on the rail and suddenly in a curb, without any warning in my hands... I lost the car.

On braking you can feel the car but... It's far from some "standards".

Are my FFB settings well done !?
I think so by experience and sensations with other cars/tracks/roads. ;)

Anyway, thanks a lot for sharing your time and your talent for our pleasure on some great cars. :cheers:

EDIT
I forgot something (maybe important) which happened to me with this mod.
When I paused the car, I got the message "ACL.exe stopped working".
I'm only using CM, all my softwares and hardwares are up to date with drivers, I don't use SOL and I decided to stay on 0.1.46. with CM.
The last time I got this annoying message was with a "Python" software which put an incredible mess in my game. ;)
 
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Anyone know how to fix this wierd static and refection effect that some cars like have with their banners and numbers? this happens on any track.
 

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Version 1.0 - Released 2020.06.01
Renault Mégane Trophy II and Evo (2009, 2012)

Conversion and skins by Assetto Garage
Thanks to RealAKP for the collaboration

preview.jpg


FULL CHANGELOG

Physics
- new aero
- new engine power/torque figure
- new suspensions setup
- new dampers setup
- new tyres v10
- implemented aero height sensitivity
- corrected steer lock and ratio
- corrected car inertia
- corrected gear ratio
- corrected gearbox shift times and inertia
- corrected clutch max torque
- corrected differential settings
- corrected engine limiter, inertia and braking torque
- corrected front weight distribution
- corrected unsprung mass (front, rear)
- corrected front caster angle
- corrected brake front share
- tweaked throttle map
- deactivated ABS and TC

Visual
- totally reworked materials, shaders and textures
- added 3D central mirror monitor
- added front and rear tow hooks
- diffuser dividers are now thinner
- corrected exhausts thickness, normals and texture by RealAKP
- corrected screwed normals by RealAKP
- corrected mirrors UV mapping
- adjusted graphics offset
- added reverse light (CSP only)
- added exhaust smoke (CSP 0.1.47 or above only)
- generated VAO Patch (CSP only)
- fixed driver's hands out of synch

Other changes
- new soundbank by RealAKP
- setup options as in real-life
- new collider kn5 file
- new generated LODs kn5 files
- new onboard cameras
- skins renamed and with new livery icons
- updated previews


DOWNLOAD LINK v2009

DOWNLOAD LINK v2012*
*will appear as a "child" of the base model

After testing the Evo version at Pannonia Ring, I experienced the same thing that @Elio92 stated above. There's some steering issues, and a lot of sudden oversteer. Also, the car suddenly pulls to the right under heavy breaking. I tried three laps, and I couldn't finish one without going off the track. Elio and I are both skilled drivers, and this car should be easier to handle than it is.

Of course I appreciate anyone that puts time into a mod, and being that this looks good, and other aspects of the mod are good, this mod is worth some additional attention to address the oversteer and braking issues. If you didn't work on this, let me know, or pass this along to those that made the updates.
 
@AC Modder

Hi !

First, thanks a lot for keeping/making this car (in two versions) at his best with many improvements ! :)

Second, I did a couple of laps on the "modern" Interlagos (ACU version) track with the "Mégane 2009" version and I didn't remember the road was bumpy on some parts by memory and... It's not.
The FFB on this car got some clipping and which I don't/can't feel (like in ACC) is some consistant slip effects, on the front and on the rear tires.
The car is on the rail and suddenly in a curb, without any warning in my hands... I lost the car.

On braking you can feel the car but... It's far from some "standards".

Are my FFB settings well done !?
I think so by experience and sensations with other cars/tracks/roads. ;)

Anyway, thanks a lot for sharing your time and your talent for our pleasure on some great cars. :cheers:

EDIT
I forgot something (maybe important) which happened to me with this mod.
When I paused the car, I got the message "ACL.exe stopped working".
I'm only using CM, all my softwares and hardwares are up to date with drivers, I don't use SOL and I decided to stay on 0.1.46. with CM.
The last time I got this annoying message was with a "Python" software which put an incredible mess in my game. ;)

Hi @Elio92 , @imported_ApexVGear !

First of all, thanks for your feedback! I play with FFBClip app on so I wasn't aware of the clipping problems, I'll immediately fix this!

The car is very rigid (maybe too much for AC) and this lead to easy lost of control over bumps. I'll try to fix this.

About braking, I strongly advice to put brake power at 75%, this is what Renault adviced in their base setup. Unfortunately, there's no way (or at least I'm not aware of it) of putting a given default brake power in AC, so you'll have to put it yourself in the setup screen.

I'll try to release a fix as soon as possible.

Thank you.
 
I went down the pcars 2 route of catagories, since its not road legal and isnt in any series just throw it in a trackday or time attack category together with the zonda r, fxx k, abarth 595 and p1 gtr.

I know Kunos keeps all of those hypercars in the "Hypercars R" class, but on my AC, I've moved the Zonda R and 599XX Evo to Modern GT1 due to their performance and I have the FXX K and P1 GTR in the Track Day Hypercars category along with the BT62, Senna GTR and a few others.

I have a Time Attack class with a Mine's Skyline, Kunos RX-7 and Kunos Supra Time Attack cars, and it reminds me quite a bit of the Project Cars 2 Time Attack class, so I might move the Sesto Elemento there.
 
View attachment 926156 View attachment 926157

Well finished to the best of my abillity. Thanks to SLD1893 for his wonderful skins and help with this little project.

SLD1893 has done all the vehicles that ran in the DTM from 1990 to 1992 (total of 12 skins)

https://www.mediafire.com/file/ayo0s2l8ql6socz/Audi_V8_Quattro_DTM.rar/file

hope you enjoy
Oh, you made my dream come true. Thank you soooo much. Now something has to be done with the data. The car does not drive realistically and has totally wrong curves and other stuff. Wanna do some of it myself and been searching online for the correct data, but can't find much useful stuff. But have found something and will try to do my best. Maybe somebody with more skills might do something as well.
 
Regarding my previous problem with chronic engine damage on the DRM Porsches under AI control (which wasn't solved with poking at the turbo): Turns out the problem is completely corrected by changing UP (upshift) to 7600 (from 7800?) in ai.ini. Yay.
 
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