Assetto Corsa PC Mods General DiscussionPC 

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Highly recommend this for any V8supercar fans out there http://rgnnr8.wixsite.com/modbase/v8-supercars

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Is V8 Supercar style racing locked down with one particular software package exclusively? There aren't many constructors right? That would probably be a fun class of vehicles to see Kunos introduce, if possible.
 
Am I losing my mind? Is there already a top notch McLaren MP4/4 mod released on the official forums? I very rarely drive open-wheel, so perhaps I'm thinking of another McLaren. I'm not saying modders can't release cars that have already been done - just curious.

http://www.racedepartment.com/downloads/mclaren-honda-mp4-4.12089/

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EDIT: Wow.. This thing comes with 4 different chassis...

The other version was a nice model but the physics were a joke, this on the other hand is outstanding.
Just tried both of them back to back (this mod and the older MAK one), and the MAK version feels way better to me. This new one has very light steering and i don't feel the road at all, the car breaks away in no time because of that. There's also an emphasis with the SFX on the blow off valve which feels overdone as i don't remember the real car sounding like that.

The older MAK version takes the win for me personally.
 
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Highly recommend this for any V8supercar fans out there http://rgnnr8.wixsite.com/modbase/v8-supercars
Talking of V8 Supercars, I had a go at that Bathurst track recently (download on RaceDepartment) and it's surprisingly good to drive. There are some nasty flashing textures which upset replays but you don't notice while actually driving.

I did an interesting back-to-back of the official Bathurst tracks in pCARS and RaceRoom, plus the rFactor 2 and AC mods. All subtly different but the essence is very similar in all of them. I think I like the RaceRoom model most, but the pCARS model has the most interesting road surface feel. The AC one is actually least convincing in terms of surface feel, plus of course the lack of appropriate trees and way too much green grass, but I am still very happy to have it. AC's lovely natural physics just shine through and make it the most compelling experience of the four :D

(I would love to have compared to iRacing's laser scan, but I didn't feel like resubbing and buying Bathurst just for a comparison....)
 
Just tried both of them back to back (this mod and the older MAK one), and the MAK version feels way better to me. This new one has very light steering and i don't feel the road at all, the car breaks away in no time because of that. There's also an emphasis with the SFX on the blow off valve which feels overdone as i don't remember the real car sounding like that.

The older MAK version takes the win for me personally.

I actually found the exact opposite, I thought the new one felt pretty good with none of the open-wheel lightness that I dislike. The MAK version did have the lightness, but tried that one back when my wheel was acting up so I can't put much faith in my impression of it. But when I tried the new one a couple weeks ago I was pleased with it, which surprised me because I also think open-wheelers usually feel too light and vague in most sims.

(I would love to have compared to iRacing's laser scan, but I didn't feel like resubbing and buying Bathurst just for a comparison....)

I race with a guy who tried both and he said the AC version (which apparently is a ripped mod but hasn't been removed from RD for some reason) is actually quite close to iRacing's version.
 
Talking of V8 Supercars, I had a go at that Bathurst track recently (download on RaceDepartment) and it's surprisingly good to drive. There are some nasty flashing textures which upset replays but you don't notice while actually driving.

I did an interesting back-to-back of the official Bathurst tracks in pCARS and RaceRoom, plus the rFactor 2 and AC mods. All subtly different but the essence is very similar in all of them. I think I like the RaceRoom model most, but the pCARS model has the most interesting road surface feel. The AC one is actually least convincing in terms of surface feel, plus of course the lack of appropriate trees and way too much green grass, but I am still very happy to have it. AC's lovely natural physics just shine through and make it the most compelling experience of the four :D

(I would love to have compared to iRacing's laser scan, but I didn't feel like resubbing and buying Bathurst just for a comparison....)
I agree that Bathurst isn't in the Top 10 of mod tracks for A.C., but I think this must be one of the harder tracks to duplicate. Getting those elevation changes without official data has got to be quite the challenge. As you said, going thru the Esses & Dipper is a very drastic drop by time you get to Forrest's Elbow. I don't use this track in AC nearly as much as I did in GT6, but I'm still very glad I have a copy on my SSD for the times I feel like slamming my out of control vehicles into the Esses/Dipper walls. :lol:
 
Who else in here uses the Fonsecker sound packs? For those that do use 'em, are there any cars that you prefer the stock sounds? I'm mostly interested in the driver cockpit sounds because that's the view I have when I drive.
 
Who else in here uses the Fonsecker sound packs? For those that do use 'em, are there any cars that you prefer the stock sounds? I'm mostly interested in the driver cockpit sounds because that's the view I have when I drive.
Across the board i think Fonsecker's sounds are better than stock ones (cockpit or exterior). He has a video of almost every car he altered on YT so i'd suggest checking out his channel if you're not sure.
 
Who else in here uses the Fonsecker sound packs? For those that do use 'em, are there any cars that you prefer the stock sounds? I'm mostly interested in the driver cockpit sounds because that's the view I have when I drive.

I wonder if they'll get broken with the incoming FMOD update.
 
Forgive me if this seems unrelated. But the MOD in the PC versions of both AC & PCars make me feel more likely to play the PC side over the console. That said I re-installed VIR. Is the oak tree at the hair pin curve part of this mod?

And who here has tried Algrave? How do you like it.
 
Forgive me if this seems unrelated. But the MOD in the PC versions of both AC & PCars make me feel more likely to play the PC side over the console. That said I re-installed VIR. Is the oak tree at the hair pin curve part of this mod?

And who here has tried Algrave? How do you like it.
The oak tree is included in the VIR download, but you have to activate it. There are password protected .exe files which handle that (hints are on Racedepartment).

Algarve mod is reasonable, all things considered. Not the greatest graphically, and the track surface is smooth (which I believe is realistic), but the cambers and feel are not far off other versions I've tried, such as Raceroom's.
 
The oak tree is included in the VIR download, but you have to activate it. There are password protected .exe files which handle that (hints are on Racedepartment).

Algarve mod is reasonable, all things considered. Not the greatest graphically, and the track surface is smooth (which I believe is realistic), but the cambers and feel are not far off other versions I've tried, such as Raceroom's.

Thanks skazz
I guess its meant 2BA challange to unlock it? Or does it cause performance issues with less powerful machines? Seems like they could have easily attached a readme. Their pdf makes no mention of the tree.
 
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Thanks skazz
I guess its meant 2BA challange to unlock it? Or does it cause performance issues with less powerful machines? Seems like they could have easily attached a readme.
Their pdf makes no mention of the tree.
The tree is not there any more in real life. Adding it back in is therefore optional.
 
If you have the option, you absolutely, positively want the PC version over the console. Algarve International (Portimao) happens to be one of my favorite tracks in AC. I'm not saying that it's the highest quality mod, although I don't think there's anything really wrong with it. The flow of the course and elevation changes are what I love about Portimao. A must have, in my opinion.
 
The surface physics of Portimão is wierd I think. The cars usually understeer a lot compared to official tracks or even other mods. The elevation changes are magical and the layout is spectacular. One day I shall do a trackday (IRL).
 
[RELEASED] AC Legends v1.0 GT pack

Download: http://www.mediafire.com/file/d33kgvum4zc3d1r/AC+Legends+v1.0+by+SBH+and+Bazza.rar

Smallblock Hero and Bazza proudly present the historic revival of classic GT racing for Assetto Corsa

The Assetto Legends mod is a modulair platform, containing sports- and touring cars from different era and class from the 60 's and 70's. The first pack contains GT cars mostly from the 70's.

Although every car has completely different handling, balance and character, the power to weight ratio’s is pretty equal, resulting in close laptimes and –racing.

For the love of classic racing, may the downforce be with you!
Bazza (physics) and Small Block Hero (models, textures)
 
[RELEASED] AC Legends v1.0 GT pack

Download: http://www.mediafire.com/file/d33kgvum4zc3d1r/AC+Legends+v1.0+by+SBH+and+Bazza.rar

Smallblock Hero and Bazza proudly present the historic revival of classic GT racing for Assetto Corsa

The Assetto Legends mod is a modulair platform, containing sports- and touring cars from different era and class from the 60 's and 70's. The first pack contains GT cars mostly from the 70's.

Although every car has completely different handling, balance and character, the power to weight ratio’s is pretty equal, resulting in close laptimes and –racing.

For the love of classic racing, may the downforce be with you!
Bazza (physics) and Small Block Hero (models, textures)

Has anyone tried it yet? Looks interesting
 
The TS020 was going to come out today but has been put on hold, with the fmod changes we asked a few questions and while I cant give the exact answers out it seems like its best to wait and see if the old current fmod is compatible to the new fmod and if the physics are fine with any tweaks coming. We came to the decision that its best if we wait and patch later and then have a car run on its own two feet instead of having it die within weeks of its launch. First wave of coursework is coming soon(for about half the team and I) so id rather we not deal with anymore hassle then we need to. Education comes first after all well behind the porsche pack of course.
 
Has anyone tried it yet? Looks interesting

I'm curious too, these are highly desired cars for me. Digiprost was having a go in them on a livestream yesterday, they look and sound good but it was difficult to evaluate much beyond that. I presume since they're not on RD they are probably "suspect" but if they're good I'd probably still want them.
 
Has anyone tried it yet? Looks interesting

I gave a few of them a go last night, not bad. The models look good, sound good. The steering is very wayward though, and a bit vague, which may be accurate to how cars were back then but it was enough that I found them very difficult to steer. Cranked the rotation down to 720 and that made them more manageable as far as steering but I found the FFB to be a bit dull maybe. They're beasts though, they all spin the rear wheels through several gears and too much throttle at the wrong time will have you in the weeds. Not the best mod cars I've tried, not the worst either. I'll probably keep them around to scratch my vintage racing itch now and then.
 
I'm curious too, these are highly desired cars for me. Digiprost was having a go in them on a livestream yesterday, they look and sound good but it was difficult to evaluate much beyond that. I presume since they're not on RD they are probably "suspect" but if they're good I'd probably still want them.
Judging by the name and the models they are ripped GT Legends models.
 
Judging by the name and the models they are ripped GT Legends models.

Yeah, I presume they're ripped from somewhere unfortunately, but I had to give them a go. But they don't look like GT Legends models so there's been a lot of effort put into improving the model quality. I've just about given up on the DRM mod being released in my lifetime so I hoped these might fill that vintage series void in AC.
 
There was a good thing that misdeed did to make a Gt Legends mod on rfactor several years ago, it required you to buy a physical copy of GT Legends and the mod had a cd check. That way SimBin (the creators of GT Legends) were still getting the money they deserved but the cars could be enjoyed in a more modern sim. A new copy of GT Legends then was only like £10 so it wasn't much for 20+ cars with new physics and some scratch made cars as well.
 
I gave a few of them a go last night, not bad. The models look good, sound good. The steering is very wayward though, and a bit vague, which may be accurate to how cars were back then but it was enough that I found them very difficult to steer. Cranked the rotation down to 720 and that made them more manageable as far as steering but I found the FFB to be a bit dull maybe. They're beasts though, they all spin the rear wheels through several gears and too much throttle at the wrong time will have you in the weeds. Not the best mod cars I've tried, not the worst either. I'll probably keep them around to scratch my vintage racing itch now and then.

Like I thought. I'm still not sure whether I should download it. I'm a sucker for classic GT racing. I'll maybe pass on these and pray that the DRM mod comes out in our lifetime.
 
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