Assetto Corsa PC Mods General DiscussionPC 

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wibble....

Screenshot_renault_clio_cup_monza_27-5-119-16-42-6.jpg
 
Probably been asked numerous times, but anyone has a link for the modern SuperGT cars? More importantly, are they any good?

i645lm2x21031.jpg
All three are horrible in different ways, the NSX from assettogarage is a GT3 car with more power, the Lexus from simdream is way too fast and has copied physics from kunos and the nissan gtr from URD has way less mechanical and aero grip then it should have.
 
Stellar job on the M8 Delpinsky. I do wonder though, is it feasible to have position number on the LUMIRANK instead of the car number ? Or is it something too complicated ?
It would be theoretically possible by placing the dummies SPOTTER_L or R where the luimirank is.
But then you need to redo the number textures to match the lumirank texture.

In real life, lumirank is only for car number and driver 3 letters.
 
I think their will probably be more GT Sport conversions of Super GT and we can get to work adjusting them.

I expect no DTM 2019 from URD this year, they are quiet for 4 months now
The team i am a part of that being chivas linked above by schumi is working with urd, as they have given us their super gt models I dont think they will be making new ones.
 
@M4MasterKey
As you can see, there's no "P Led" on the sides. That's why.

If someone can redo the fonts (texture\display_panel) in the stile of lumirank (template\Lumirank\LUMIRANK PLATE TRIPLE.psd), I can try adding new dummies to create Pled on the windshield.
 
Well, I don't see any lumirank template. But I could try to do such thing. The main question after would be to have an idea how hard this could be to implement that on other GT cars ? I'd love to see that on the GT3 grid for example. But I don't have the knowledge to do such work. Is it simply repositionning the 3D models on a new windscreen, or would it be way harder to do ?
 
All three are horrible in different ways, the NSX from assettogarage is a GT3 car with more power, the Lexus from simdream is way too fast and has copied physics from kunos and the nissan gtr from URD has way less mechanical and aero grip then it should have.
You must not have the updated (v2) URD GT-R GT500 ("JT5"). They fixed the aero and the car is amazing.
 
Probably been asked numerous times, but anyone has a link for the modern SuperGT cars? More importantly, are they any good?

i645lm2x21031.jpg
https://www.racedepartment.com/down...0-full-grid-car-pack-2k-4k-resolutions.24250/

I used the stock (now V2 physics, updated by URD on 11/11/2018 so now it has proper downforce) version of the Nissan and got these results while hotlapping at Suzuka.

I used the M tire and tweaked the aero balance slightly, leaving all else stock (except on the RCF, where I gave it more rear bump, less front bump and moved the brake balance rearward a bit). In defense of the non-URD cars, while I've never driven a GT500 car (lol), they're still really fun to drive, even if they're not quite up to URD standards. Most importantly they do deliver very similar overall performance for offline racing. Even if you don't like the way they drive, you can always just drive the URD Nissan and let the AI have the Toyota and the Honda.

tjXlUU3.png


As you can see, all 3 cars are very well-balanced against one another! Perhaps even more amazingly, they each drive quite differently while delivering very similar overall performance.

And here are the results from 2018. As you can see, the lap times are fairly similar.


Iv3SWF6.png
 
Update: Porsche 997 GT3 RSR v1.2 from FB

https://mega.nz/?fbclid=IwAR3eW1Jkf...Y!Zx1eUmE5krMd_bNt9kv3J4FdM1CYUhGq4Xp5uvu9KVA

61007180_2314180178900483_6567569620574666752_o.jpg


Credits:

TBC - Creator / Convertor
Erg - 97 BMS Scuderia Italia, 67 J2M Racing, 76 Matmut and 77 Team Felbermayr Proton Skins
BLACKWOOD91 - 34 Hankook Pokka and 34 Hankook Okayama Skins
Ned - 13 Autorlando and 5 Drivex School Skins
Dan Bucsa (Our Racing Simulator Team) - See Extensive Changelog...
Timo Laciny (Our Racing Simulator Team) - AO Body Map Remaster
Alex Leach - Suspension, Tyres and Aero Updates

Man Masscot , thanks for the link on this car! It is very fun to drive! I've played GSE / AMS for years and one of my most favorite mods ever was the Flat 6 mod. This reminds me a lot of that mod and is a hoot to drive!
 
Those V2 physics for the URD Shiro made that mod come to life. Going one step further, I use delpinsky's excellent LC500 mod along with the Shiro and the NSX from the RaceDepartment pack, they need a bit of BOP'ing in content manager but afterwards they all perform very equally. Given that just about all the GT300 cars apart from the apr Prius and the Mother Chassis cars are out there as well I have pretty much the entire 2018 Super GT grid at this point!
 
Aristotelis Vasilakos
18 h ·
This is a thanksgiving letter to my colleagues that helped me and gave me the opportunity to work on this project.

ACC v1.0 is about to go gold and in these last days I’ve been driving more than usual, not only to further develop it, but to experience it and help my colleagues with feedback and bug hunting.

When you’re working on a title and you have 99% of the time open all the dev HUDs and screens, jumping from one dev editor to another, from one PDF data document to Excel formulas and trying to understand what the car, tyre, aero is telling you… you’re kinda “seeing the matrix”. You don’t experience the title but you are focused on the vision your team and yourself has and trying to reach it.
But as I said, in the last couple of days I’ve been testing and hunting for bugs; being this an “endurance racing” title, I found myself driving for some long hours, with variable weather, with lot’s of opponents, with stints to finish and tyres to manage. And then it hit me…

I’ve been simracing since I remember myself, with titles that many of you probably haven’t experienced or even’t know. I’ve been there at 15 years old when 3D Grand Prix was out on Amstrad CPC and TT Racer released on Spectrum ZX… I’ve spent I dunno how many money (my mom knows) on Race Drivin’ and Virtua Racing. I’ve been there when Microprose GP1 came out on Amiga and GP2 got me to get a PC. I’ve tried Nascar and Indycar racing and then the king came along, it was called GPL and with it VROC and the multiplayer races. Went through Nascar Racing 2003, GTR1, F1CH, rFactor, GTL, GTR2, netKar PRO… you name it I was there. I did championships, broadcasting (radio, we didn’t had video back then!), did articles about simracing, I did virtual racing schools, I did mods… you name it, I probably did it. Logically I ended up being a professional dev and I’ve been very honoured and lucky to have been able to work in such amazing success stories as AC and all its DLCs, taking part in various historical moments of the simracing scene, such as the first ever Nurburgring Nordschleife laser scan track, Ferrari license, Porsche license and other “holy grails”. Modesty apart, I do believe that our work opened doors for all the simracing scene and healthy competition brought amazing improvements to the whole genre. I really do think that nowadays simracers are living the golden age of simracing. You can pick ANY simracing title and be certain that you will be enjoying a high quality software with features, realism and content to dream about only some years ago. Obviously I believe AC is the best, but it’s not important, leave away the fighting of sim VS sim and support all of them because it’s a win win situation; just look at what happened in your favorite sim in the last 5 years
1f609.png
;)

Still… as I said above, I was driving ACC. I realised that the experience was all I’ve been dreaming in all my simracing career. It is my passion coming alive. The amount of detail is mesmerising. The attention to detail is incredible. The presence of the real life rules is total. The weather variation is unpredictable and has touches like the wind going up when the weather changes and the rubbered line becoming oily and slippery with the first drops of rain, only to be cleaned up again with heavy rain… The cockpits of the cars that are interactive and detailed. I’m not talking just showing a traction control level. I’m talking multiple dash screens one on one from the real counterparts, details like turning signals and rain lights, pit limiter signals and high beam flashing… it’s all there.
And then you have the sounds… oh the sounds. Never in my life I would have thought we could go so close to the real thing. Seriously, pick a good set of headphones and crank the volume to “eleven”… let me know when you regain your senses. It’s not just volume and authenticity. The are so many sounds, such a rich experience. Details as the physically correct electric pumps for the gearboxes, the ABS sounds, the marbles and dirt, the weather and the reflection of your engine from the pit wall.

And then the graphics! Full 24 hours cycle with, I don’t even know, how many light sources. The reflection of the wet surfaces, the lights of the cars casting shadows of your own into the walls and scenery, the damages headlights flickering on the turns, the dawns and sunsets and the sparks blasting into your windscreen going up to eau rouge in the middle of the night.
And then there are the gameplay rules. Everything from the actual series is there. It wasn’t an easy thing to do. Multiple practice sessions, multiple series, stints and pitstops, limited tyre sets, driver swaps, multiple classes, different kind of races, sprint, endurance, 24 hours, balance of performance for each track for each car… everything is in there. You only see some buttons and do some clicks, but the amount of code behind to make it all happen, thousands of code lines, only for the rules… 
I won’t talk about the physics. Will have plenty of opportunities for dedicated articles about them. I will only say that with the total support of Stefano and the great additional help of Fernando, we pushed so hard like never before. The amount of data, depth and new features in the ACC physics engine is on a new level above everything I’ve ever done before and I’m saying this being as objective as I can possibly be.

Is it perfect? Of course not. I’m sure that every one of you will find something that you’d like to be done differently. But for me, it is an amazing achievement. The sheer experience of everything I ever dreamed simracing should be when I was driving GPL, when I was driving GTR, when I was hoping Racing Legends to be… this is ACC now and it has just started.
So I’m grateful to all my colleagues that put everything they had in it. I’m grateful that I’ve been given the opportunity to work on it. I'm grateful of the support of the community and its feedback. I’m happy that we release it for you to enjoy and looking forward to make it even better and more mature in the near future.
61538883_10157370363178069_6074353262977351680_o.jpg
 
Aristotelis Vasilakos
18 h ·
.../...Is it perfect? Of course not.../...

I fully agree on this part.
UE4 was certainly a bad choice for people who have a triple screen setup. Ergo, my ACC copy is shelved. Which really is a shame, because it could be a good sim. But whereas all my other sims do offer proper triple screen support and I'm used to the perfect view, ACC does not offer this and the difference is too big to accept.
 
I fully agree on this part.
UE4 was certainly a bad choice for people who have a triple screen setup. Ergo, my ACC copy is shelved. Which really is a shame, because it could be a good sim. But whereas all my other sims do offer proper triple screen support and I'm used to the perfect view, ACC does not offer this and the difference is too big to accept.
It's crap in VR too.
Very odd choice of engine.
Possibly the first and the last time it'll ever be used for a sim.
 
baloon.jpg


Guys, is it normal the Zeppelin to be so close to the baloon? Le Mans 0.9.5 FM7 convertion...and if the guys doing the convertion see this: Are you plan to add the wet Le Mans?
 
View attachment 823774

Guys, is it normal the Zeppelin to be so close to the baloon? Le Mans 0.9.5 FM7 convertion...and if the guys doing the convertion see this: Are you plan to add the wet Le Mans?
I'm guessing that's just the random placement parameters (or the movement vectors) clashing. It's something I worked hard to avoid on the tracks that I've added balloons and blimps to. If you restart the track they're probably in totally different positions.
I have to be extra careful now that helicopters are in the mix. I don't want any more concerned citizens writing to their MPs.
 
I'm guessing that's just the random placement parameters (or the movement vectors) clashing. It's something I worked hard to avoid on the tracks that I've added balloons and blimps to. If you restart the track they're probably in totally different positions.
I have to be extra careful now that helicopters are in the mix. I don't want any more concerned citizens writing to their MPs.
For the Helicopters wanted to ask you - is it possible to have different skins, like TV Channel or Red Cross or some Racing Team etc.. Just asking, don`t request extra work from you!:)
 
For the Helicopters wanted to ask you - is it possible to have different skins, like TV Channel or Red Cross or some Racing Team etc.. Just asking, don`t request extra work from you!:)
I'm hoping to have two more helicopter types soon.
:)
 
Well, I don't see any lumirank template. But I could try to do such thing. The main question after would be to have an idea how hard this could be to implement that on other GT cars ? I'd love to see that on the GT3 grid for example. But I don't have the knowledge to do such work. Is it simply repositionning the 3D models on a new windscreen, or would it be way harder to do ?
There's a "template" folder inside the car folder. I put there the lumirank staff, the .psd etc.
I'm going to release the V1.1 soon, once I've fixed some things on the 3D model.

By the way, the funny thing is: new car skins don't show headlight and lumirank light.
default skins yes... but if I activate the replay then headlights/lumirank work for all the cars.
 
Aristotelis Vasilakos
18 h ·
This is a thanksgiving letter to my colleagues that helped me and gave me the opportunity to work on this project.

ACC v1.0 is about to go gold and in these last days I’ve been driving more than usual, not only to further develop it, but to experience it and help my colleagues with feedback and bug hunting.

When you’re working on a title and you have 99% of the time open all the dev HUDs and screens, jumping from one dev editor to another, from one PDF data document to Excel formulas and trying to understand what the car, tyre, aero is telling you… you’re kinda “seeing the matrix”. You don’t experience the title but you are focused on the vision your team and yourself has and trying to reach it.
But as I said, in the last couple of days I’ve been testing and hunting for bugs; being this an “endurance racing” title, I found myself driving for some long hours, with variable weather, with lot’s of opponents, with stints to finish and tyres to manage. And then it hit me…

I’ve been simracing since I remember myself, with titles that many of you probably haven’t experienced or even’t know. I’ve been there at 15 years old when 3D Grand Prix was out on Amstrad CPC and TT Racer released on Spectrum ZX… I’ve spent I dunno how many money (my mom knows) on Race Drivin’ and Virtua Racing. I’ve been there when Microprose GP1 came out on Amiga and GP2 got me to get a PC. I’ve tried Nascar and Indycar racing and then the king came along, it was called GPL and with it VROC and the multiplayer races. Went through Nascar Racing 2003, GTR1, F1CH, rFactor, GTL, GTR2, netKar PRO… you name it I was there. I did championships, broadcasting (radio, we didn’t had video back then!), did articles about simracing, I did virtual racing schools, I did mods… you name it, I probably did it. Logically I ended up being a professional dev and I’ve been very honoured and lucky to have been able to work in such amazing success stories as AC and all its DLCs, taking part in various historical moments of the simracing scene, such as the first ever Nurburgring Nordschleife laser scan track, Ferrari license, Porsche license and other “holy grails”. Modesty apart, I do believe that our work opened doors for all the simracing scene and healthy competition brought amazing improvements to the whole genre. I really do think that nowadays simracers are living the golden age of simracing. You can pick ANY simracing title and be certain that you will be enjoying a high quality software with features, realism and content to dream about only some years ago. Obviously I believe AC is the best, but it’s not important, leave away the fighting of sim VS sim and support all of them because it’s a win win situation; just look at what happened in your favorite sim in the last 5 years
1f609.png
;)

Still… as I said above, I was driving ACC. I realised that the experience was all I’ve been dreaming in all my simracing career. It is my passion coming alive. The amount of detail is mesmerising. The attention to detail is incredible. The presence of the real life rules is total. The weather variation is unpredictable and has touches like the wind going up when the weather changes and the rubbered line becoming oily and slippery with the first drops of rain, only to be cleaned up again with heavy rain… The cockpits of the cars that are interactive and detailed. I’m not talking just showing a traction control level. I’m talking multiple dash screens one on one from the real counterparts, details like turning signals and rain lights, pit limiter signals and high beam flashing… it’s all there.
And then you have the sounds… oh the sounds. Never in my life I would have thought we could go so close to the real thing. Seriously, pick a good set of headphones and crank the volume to “eleven”… let me know when you regain your senses. It’s not just volume and authenticity. The are so many sounds, such a rich experience. Details as the physically correct electric pumps for the gearboxes, the ABS sounds, the marbles and dirt, the weather and the reflection of your engine from the pit wall.

And then the graphics! Full 24 hours cycle with, I don’t even know, how many light sources. The reflection of the wet surfaces, the lights of the cars casting shadows of your own into the walls and scenery, the damages headlights flickering on the turns, the dawns and sunsets and the sparks blasting into your windscreen going up to eau rouge in the middle of the night.
And then there are the gameplay rules. Everything from the actual series is there. It wasn’t an easy thing to do. Multiple practice sessions, multiple series, stints and pitstops, limited tyre sets, driver swaps, multiple classes, different kind of races, sprint, endurance, 24 hours, balance of performance for each track for each car… everything is in there. You only see some buttons and do some clicks, but the amount of code behind to make it all happen, thousands of code lines, only for the rules… 
I won’t talk about the physics. Will have plenty of opportunities for dedicated articles about them. I will only say that with the total support of Stefano and the great additional help of Fernando, we pushed so hard like never before. The amount of data, depth and new features in the ACC physics engine is on a new level above everything I’ve ever done before and I’m saying this being as objective as I can possibly be.

Is it perfect? Of course not. I’m sure that every one of you will find something that you’d like to be done differently. But for me, it is an amazing achievement. The sheer experience of everything I ever dreamed simracing should be when I was driving GPL, when I was driving GTR, when I was hoping Racing Legends to be… this is ACC now and it has just started.
So I’m grateful to all my colleagues that put everything they had in it. I’m grateful that I’ve been given the opportunity to work on it. I'm grateful of the support of the community and its feedback. I’m happy that we release it for you to enjoy and looking forward to make it even better and more mature in the near future.
View attachment 823769
I had high hopes for this game. But after their false statement that they would have competitive and scheduled Multiplayer Events(like Iracing) and than admitting that it was a complete lie I am not intrested anymore. It is Project Cars 2 with 190 cars and 40 tracks less. Wow this game is NEVER going to get boring. Not a single Sim had GT3 cars in it before. Sorry but imo Kunos made a big mistake with ACC. AC was so good because of its sandbox system and its accessibility. AC can be everything. Formula racing, GT, Endurance, Rally (kinda), Hillclimb, crusing etc. ACC looks better yes but in every other point it is simply worse than its predecessor.
Source btw.https://www.racedepartment.com/thre...t-have-competitive-multiplayer-events.168348/
 
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