Assetto Corsa PC Mods General DiscussionPC 

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Mitsubishi FTO Touring Car + GTO GT1
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Chevrolet Camaro SS Race
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Mitsubishi Lancer Evo FE GT3
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Enjoy!

*fixed links
 
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seems like there is a limit of one download with that yandisk thing.:(


Driving those in AC, on GT tracks in VR, is just awesome.:D like a dream come true, after spending hours in GT4-5-6 in those cars, wishing for all we have now in ACU, proper physic, FFB, sound, perfect cockpit view with VR, great AI, faster loading, etc.... it is really great.:gtpflag:

Let's the good time roll.:crazy:
 
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seems like there is a limit of one download with that yandisk thing.:(


Driving those in AC, on GT tracks in VR, is just awesome.:D like a dream come true, after spending hours in GT4-5-6 in those cars, wishing for all we have now in ACU, proper physic, FFB, sound, perfect cockpit view with VR, grat AI, etc.... it is really great.:gtpflag:

Let's the good time roll.:crazy:

It was the same as it was in that PDF file. ;)
 
Ok, swallowing my pride and showing my newbness here:dopey: lol..where can I get this shader patch thing everybody is talking about ?:bowdown:

Thanks!
 
Guys, now that the Daytona 24h is on. There was a video about a Cadillac DPi on Sim Racing Paddock's YT channel, and it looked really good. Since then there has been no information about that car, except for rumors that it wasn't fully scratch-made. Since on these forums we don't really care about it (like on RD), does anybody know something?

Here's the video if you didn't see it:
 
Guys, now that the Daytona 24h is on. There was a video about a Cadillac DPi on Sim Racing Paddock's YT channel, and it looked really good. Since then there has been no information about that car, except for rumors that it wasn't fully scratch-made. Since on these forums we don't really care about it (like on RD), does anybody know something?

I actually have this car, well I don't know if its the exact one but I have a model of this car. Not sure where i got it from though
 
I actually have this car, well I don't know if its the exact one but I have a model of this car. Not sure where i got it from though
I know that there is supposed to be a really low quality Cadillac DPi and this was WIP, seemingly higher quality. Anyways, if you could upload it somewhere, it's worth a try. :)
 
Ok, swallowing my pride and showing my newbness here:dopey: lol..where can I get this shader patch thing everybody is talking about ?:bowdown:

Thanks!

To you and anyone else curious about the new AC:
Get Content Manager if you don't have it. Download the latest shaders patch from #updates-download on the discord chanel https://discord.gg/G6CsTW. Drag&drop that file onto the content manager window and let it install for you. Then get track light configs from #configs-library and put them in \assettocorsa\extension\config\tracks\ and get SOL from racedepartment as well and follow its install instructions in the pdf.

it does not take long, you cannot screw up anything, it is the best thing that happened to AC, they made the impossible possible.
worth the little effort to make it happen. this why PC race is PC race.
maxresdefault_2048x2048.jpg

:lol::lol::lol::lol::lol::lol::lol::lol::lol::lol:
 
How so? The mid 2000 F1 cars were famous for being to able to jump on the throttle due to driving aids like TC. Or driving a GT3 car without ABS and TC wouldnt make it behave like the real thing either. I use factory on all cars, and for example, in WEC, they use the higher TC settings to save tyres. Its all depended on many factors, and i can enjoy Supercars/DTM without assists.

I get your point, but turning everything off isnt a solution for realism

I don't think you do get my point. The driving aids in Assetto Corsa are, like all sims I've played, a one size fits all solution to aid gamepad users and people who struggle with throttle and brake control. They are not a realistic representation of the real life TC and ABS systems found in the various cars in the game. Real life ABS and TC systems are not all created equal, and the ones in AC are unrealistic and simple videogame driving aids, so having it switched on to factory doesn't make the cars behave in a more realistic manner. It's also possible to switch TC off in real life cars that have it, even race cars like GT3s, so not using TC in cars that have it IRL doesn't make for an unrealistic experience. The TC in real life racing cars is also not only nothing like AC's TC, but also nothing like real life road car TC systems. F1 TC never allowed drivers to simply "jump on the throttle" as you claim. Simply watching any of the seasons that allowed TC would reveal that.

The TC in GT3, for example, isn't just a perfect grip dial like in a game such as AC. It has a number of maps that the driver can switch between on the fly, many of which are designed to aid with tyre wear and temp control in different track conditions, and some which are designed as a bit of a safety net for the rich amateurs who regularly buy their way into GT3 racing.

The system in AC is just a videogame style driving aid, so use it if it helps you, but it's not making the experience more realistic, because it's preventing you feeling the limits of those cars. Having it set to factory will also have it set on by default on any modern car, which neuters them and makes them ridiculously easy to drive. I don't find any fun in letting the game control half the inputs of the cars for me, it's boring. It's the same reason I've turned TC off in real life cars I've driven in a "spirited" manner that have TC: They aren't much fun when the car is in control of how much throttle is being applied. Obviously for those road cars you can't alter the ABS without simply unplugging the module, but if I was driving one on a track I would unplug the ABS, because it'd allow me to brake on the threshold consistently without the intrusive nanny system kicking in and reducing the braking force. And again, just being able to jump full onto the brakes removes a ton of the difficulty in driving, which makes it boring. The ABS system in AC also behaves nothing like any real ABS system I've experienced in 14 years of driving. I'd be just as likely to turn on the driving line or stability control assists: They're all unrealistic driving assists provided to make the game more accessible and easier to play with a gamepad.


Tl;dr: Having those driving aids switched off for all cars doesn't make them behave unrealistically at all, because the possibility exists to have the aids off in real cars, and the underlying physics of AC are very realistic. But turning them on in an attempt to make the cars behave *more* realistically is a fool's game, as those aids don't behave like their real world counterparts at all. Switching them all off also allows you to feel and experience everything the cars are doing, and helps you get better at controlling your inputs.

Edit: I hope none of this comes across as rude, I know I can be quite blunt, and tend not to sugar coat things. I am not trying to be rude or condescending to you, just trying to give a thorough explanation of my point. :cheers:
 
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I know I’ve only tried the Gr.3 Evo and Camero LM with a controller, but they feel massively rushed and weak compared to the Kunos cars.

I’ve tried Kunos’ GT3 cars and other mods with a pad and they feel miles ahead of these conversions.

Could some wizard out there please do the job that RTM failed to do yet again..?
 
To you and anyone else curious about the new AC:
Get Content Manager if you don't have it. Download the latest shaders patch from #updates-download on the discord chanel https://discord.gg/G6CsTW. Drag&drop that file onto the content manager window and let it install for you. Then get track light configs from #configs-library and put them in \assettocorsa\extension\config\tracks\ and get SOL from racedepartment as well and follow its install instructions in the pdf.

it does not take long, you cannot screw up anything, it is the best thing that happened to AC, they made the impossible possible.
worth the little effort to make it happen. this why PC race is PC race.
maxresdefault_2048x2048.jpg

:lol::lol::lol::lol::lol::lol::lol::lol::lol::lol:

Ok, I already have CM.. What window do I drop it in?

Thanks!
 
I know I’ve only tried the Gr.3 Evo and Camero LM with a controller, but they feel massively rushed and weak compared to the Kunos cars.

I’ve tried Kunos’ GT3 cars and other mods with a pad and they feel miles ahead of these conversions.

Could some wizard out there please do the job that RTM failed to do yet again..?

That's one thing I've sort of wondered every so often: I have an Xbox One controller that I use when I'm just testing things out, and a wheel I plan on using once I've actually got a few issues with space and some possible malfunctions worked out, but how can you really tell if a car's physics are bad using a gamepad? I've tried to dial mine in, and there are some Kunos cars that feel excellent -- I default to a Lotus 2-Eleven GT4 for testing new tracks -- while others, especially the older cars, are understandably on some "I hope you like seafood because I got a whole bunch of fishtails for you" business. That seems... about how I expect things to be for a controller scrub like myself, at least assuming that games like Forza and GT where I can drive just about any type of car with relative ease are as "simcade" as partisans claim. But what are the real warning signs of crappy mod physics beyond whatever might have me thinking "I guess these old Group C prototypes were a handful"?
 
how can you really tell if a car's physics are bad using a gamepad?... That seems about how I expect things to be for a controller scrub like myself, at least assuming that games like Forza and GT where I can drive just about any type of car with relative ease are as "simcade" as partisans claim. But what are the real warning signs of crappy mod physics beyond whatever might have me thinking "I guess these old Group C prototypes were a handful"?

In terms of being a "modder", you would call me a scrub too. I have no idea what half of the stuff means in say, the suspension.ini file and totally clueless to how it's all calculated. Instead I dive into the files and change the numbers, go out on track and see what effect it had, over and over again. I build myself cars for fun based purely on visuals, audio and what little you get from a controller feedback, then watch the replays back from different angles to see if all the behavior seems realistic too. I also pop open the data files on some Kunos cars to check that my numbers are in the same ballpark. There's a lot of things that I don't know that I probably should, all I know is how to drive fast and how a car behaves, even if I'm doing it with a controller.

I posted one of the cars I messed around with a while back which unsurprisingly, garnered no interest or feedback likely due to my "experience". You could try it and see how it compares to a mod made by a far more knowledgeable person/professional or some official Kunos cars themselves.
 
Edit: I hope none of this comes across as rude, I know I can be quite blunt, and tend not to sugar coat things. I am not trying to be rude or condescending to you, just trying to give a thorough explanation of my point. :cheers:

I greatly appreciate the explanation. I am one of those gamepad users. I hope to have a wheel sometime soon so I can enjoy the simulation aspect to a greater degree. Everything you said makes complete sense to me!
 
Hey buttplug... If you do research on this car you will find wheel base....

You don't backup anything?

I'll pm you the link to the older version... Edit: Here is the older version 1.2.3, just for you @P1ButtPlug , and anyone else that may not wish to continue on with the development. v1.2.3 :cheers:

I do back up everything in three places, but to have 9 versions updates of one car is silly.
Thanks for the link :cheers: Keep up the work...
 
In terms of being a "modder", you would call me a scrub too. I have no idea what half of the stuff means in say, the suspension.ini file and totally clueless to how it's all calculated. Instead I dive into the files and change the numbers, go out on track and see what effect it had, over and over again. I build myself cars for fun based purely on visuals, audio and what little you get from a controller feedback, then watch the replays back from different angles to see if all the behavior seems realistic too. I also pop open the data files on some Kunos cars to check that my numbers are in the same ballpark. There's a lot of things that I don't know that I probably should, all I know is how to drive fast and how a car behaves, even if I'm doing it with a controller.

I posted one of the cars I messed around with a while back which unsurprisingly, garnered no interest or feedback likely due to my "experience". You could try it and see how it compares to a mod made by a far more knowledgeable person/professional or some official Kunos cars themselves.

Yeah, this kind of thing seems fun to tinker with but I don't know if I've ever come across an actual legit front-to-back tutorial on how to adjust physics for a car. It sounds like Apexxer knows what he's doing for the most part, but everything I've heard about AC's physics engine, especially from people who tried and gave up on converting cars from other games, makes it sound a lot more arcane and hard to figure than the ISImotor stuff.
 
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