Assetto Corsa PC Mods General DiscussionPC 

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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.

They're really not too bad, a lot better than I thought they'd be. It's worth a go if you don't mind that they're likely ripped from somewhere.
 
I just got out of the hospital so I have to get back up to speed -- I just downloaded that GT Classics mod, or whatever it's called. I look forward to trying it. When I first started playing AC I downloaded a mod car Pantera and I loved that thing - the sound was great, but I soon learned it wasn't the highest quality physics and such. I see there is a Pantera in this mod pack. Hopefully it will be satisfying to drive. :)

Oh, I downloaded the Opel mod too. I'll try that ASAP. Hopefully in a few hours I'll have ran some laps. I got my hands on the steering wheel for a few days. :D
 
What are the best sites for mods? One site says that only "quality" mods are available while the most of mods are tested on 1.1.6.

I know about assetto-corsa.club, asseto-db, acmods and racedepartment.
 
When I first started playing AC I downloaded a mod car Pantera and I loved that thing - the sound was great, but I soon learned it wasn't the highest quality physics and such. I see there is a Pantera in this mod pack. Hopefully it will be satisfying to drive. :)

I believe the Pantera is "coming soon" and isn't in the pack yet.

What are the best sites for mods? One site says that only "quality" mods are available while the most of mods are tested on 1.1.6.

I know about assetto-corsa.club, asseto-db, acmods and racedepartment.

RaceDepartment is really the only one. Those other sites are full of illegally ripped/stolen mods and are often of rather poor quality, they have no vetting process. RD generally only hosts "legit" mods and if any "illegitimate" ones pop up they are usually quickly removed (though some slip through the cracks on occasion). RD is the only "official" home of mods now since the official forum closed their modding section.
 
RaceDepartment is really the only one. Those other sites are full of illegally ripped/stolen mods and are often of rather poor quality, they have no vetting process. RD generally only hosts "legit" mods and if any "illegitimate" ones pop up they are usually quickly removed (though some slip through the cracks on occasion). RD is the only "official" home of mods now since the official forum closed their modding section.

Can I download off the topics on the official forum? I need account appearantly to access.

well you're right about quality
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lol

but some mods do look good. I wonder if this F Type is legit.

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What about steam and nogripracing?
 
Can I download off the topics on the official forum? I need account appearantly to access.

but some mods do look good. I wonder if this F Type is legit.

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What about steam and nogripracing?

Looks like you can still download pre-existing stuff from the official forums, but no new stuff is being added as far as cars/tracks.

I would presume that Jag is not legit since I haven't seen it on RD. Whether or not that's an issue is up to the individual. I think the only cars/tracks you can download from Steam are the DLCs, I don't really know about nogrip.
 
Can I download off the topics on the official forum? I need account appearantly to access.

well you're right about quality
light_purple_red.png

lol

but some mods do look good. I wonder if this F Type is legit.

light_blue.png


What about steam and nogripracing?

I'm 99% certain that Jaguar is "not legit", in the sense that someone just stole that 3D Model from Forza, most likely, and then took a finished car's physics and tweaked it just a little bit to call it unique. Maybe change the car's weight, horsepower & torque...stuff like that. Other "not legit" cars might have physics that are actually fairly well developed, however, they are still using stolen content and that is severely frowned upon in the Assetto Corsa community. I'm not going to lie -- I've used several ripped mods. Most of them were very early in my AC career when I didn't know the difference between original content and crap. I do have a couple on my SSD still. The Porsche 911 RS 2.7 and Porsche 911 Turbo (930), for instance.

A good rule of thumb for beginners is: If it's on Race Department it's legit. That's not to say that mods found outside of Race Department are always ripped mods. It just takes a little while to figure out which are which. In a month you'll be able to tell just from looking at 90% of them.
 
I'm 99% certain that Jaguar is "not legit", in the sense that someone just stole that 3D Model from Forza, most likely, and then took a finished car's physics and tweaked it just a little bit to call it unique. Maybe change the car's weight, horsepower & torque...stuff like that. Other "not legit" cars might have physics that are actually fairly well developed, however, they are still using stolen content and that is severely frowned upon in the Assetto Corsa community. I'm not going to lie -- I've used several ripped mods. Most of them were very early in my AC career when I didn't know the difference between original content and crap. I do have a couple on my SSD still. The Porsche 911 RS 2.7 and Porsche 911 Turbo (930), for instance.

A good rule of thumb for beginners is: If it's on Race Department it's legit. That's not to say that mods found outside of Race Department are always ripped mods. It just takes a little while to figure out which are which. In a month you'll be able to tell just from looking at 90% of them.
I read on youtube vid that was uploaded a year ago that the mod is made by RTM modding team and is paid. no link, however.



I guess that it's legit on it's own, but the site itself is probably stealing it. It can not be found anywhere else.
 
A good rule of thumb for beginners is: If it's on Race Department it's legit. That's not to say that mods found outside of Race Department are always ripped mods. It just takes a little while to figure out which are which. In a month you'll be able to tell just from looking at 90% of them.

The one great thing about getting mods from RD is that you get a notification whenever they're updated so you know you're always using the best version available.
 
Now I wonder is situation that bad with GTA mods. I know that most of them are just conversions but stealing is not that frequent.

lol that was a lie

Anyways, only legit stuff should be put in game.

lol at russian mods. Just lol
 
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Now I wonder is situation that bad with GTA mods. I know that most of them are just conversions but stealing is not that frequent.

lol that was a lie

Anyways, only legit stuff should be put in game.

lol at russian mods. Just lol
For reference every mod ive made and several of my skins have been ripped into gta v. I should probably be mad but i use them in gta v so yeah.
 
I've watched a few vids of the AC Legends pack and I'm not too impressed, especially considering they've given the Capri RS3100 a high revving four cylinder sound like the Grp. A E30 even though the Capri is a V6.
 
The one great thing about getting mods from RD is that you get a notification whenever they're updated so you know you're always using the best version available.
This really is such an awesome feature! I hate to admit it, but sometimes I feel like a little kid who just got a surprise gift when I get an email notification on my phone and it says that there has been an update to a mod I particularly enjoy. :D :dunce: :lol:

Glad you're doing better. 👍
Why thank you, Blood*Specter. 👍

The jaguar model is from Squir https://squir.com/vehicles/32798-jaguar-project-7-concept-2013.html?search_query=project&results=2

I confirmed it with Squir but sadly there isnt much either of us can do because RTM is russian and as you know Russia doesnt care about laws and he bounces off multiple paypal accounts so there isnt much we can do. Wix are too incompetent to shut down his site even with overwhelming illegal activity.
Wonderful detective work, Mr. Ninja... It's really a shame. Thankfully word spreads and over time more and more people will become hip to these jerks and their crap. Sadly for the original modeler, those people at RTM and similar sites are probably making money hand over fist.
 
Highly recommend this for any V8supercar fans out there http://rgnnr8.wixsite.com/modbase/v8-supercars
I had a try of this mod last night. On the one hand it felt really nice in cockpit and driving, but on the other hand watching a replay was disturbing: The car looked like it was floating and the model appeared to be scaled wrongly or something weird like that.

I'm glad they produced it, and for just driving it's good fun, but I hope they are able to progress it further in the future.

I also had a go at this one last night. The models are reasonable, however I was less impressed by the physics/FFB. There was this strange sluggish damping feel to the steering which basically seemed to mask all of the good things in AC's usual FFB and the crisp feel of car on road was just not there.

Unfortunately for me this just gets in the way of being able to enjoy the mod. Shame, because they clearly put a lot of work into getting these models imported into AC.
 
I also had a go at this one last night. The models are reasonable, however I was less impressed by the physics/FFB. There was this strange sluggish damping feel to the steering which basically seemed to mask all of the good things in AC's usual FFB and the crisp feel of car on road was just not there.

Unfortunately for me this just gets in the way of being able to enjoy the mod. Shame, because they clearly put a lot of work into getting these models imported into AC.
You pretty much nailed my opinion skazz... The cars look great. The three I tried (Vette, Shelby & Porsche) all sounded pretty good and the cockpits are modeled very nicely. There is something definitely missing from the FFB. I took these cars onto a few different tracks that I know well. My last drive was just with the Porsche on Bilster Berg. There are a few spots where you can get a really nice big compression and it just feels empty, it feels like nothing. Otherwise, the cars drive very nicely. Lateral grip feels nicely. The three cars I tried were all quite different in how I would have to drive them around the track...but the "feel" of them in absent. Like skazz says, you can tell there was work put into this collection of cars -- I hope they take player feedback and come out with an update. It could be a very good mod, in my opinion.
 
This really is such an awesome feature! I hate to admit it, but sometimes I feel like a little kid who just got a surprise gift when I get an email notification on my phone and it says that there has been an update to a mod I particularly enjoy. :D :dunce: :lol:


Why thank you, Blood*Specter. 👍


Wonderful detective work, Mr. Ninja... It's really a shame. Thankfully word spreads and over time more and more people will become hip to these jerks and their crap. Sadly for the original modeler, those people at RTM and similar sites are probably making money hand over fist.
He had a counter on his site a while back and he has sold the 917k 80 times. Thats around $1600, it annoys me so much.
 
While I will agree that there are problems with the physics this guy is making it look like he is troll, he is giving up his mod which he seemingly because of a fmod sound update, having asked a few sound modders this process takes next to no time, just changing saving parameters and exporting, pretty much like if GTPlanet said sorry guys you cant use jpg or png for your avatars, you have to use TIFs.

On topic though, the chassis isnt the problem, its the suspension especially for american cars. In the other thread he said his problem was with the understeer. Well with AC there types of suspension its fine with and others it struggles resulting in a fudge factory. You want some form of strut or DWB well go away knock yourself out but if you want a leafspring based system for a modern car well good luck.

Anyways you know the guy doesnt understand what he is talking about when Domingeuz starts attacking him, that chap slams AC's physics(with reason, well most of the time) but he can back it up with a lot of telemetry, this RC45 guy is rephrasing the exact same thing ten times and expecting a different result, he also says he copied the suspension and tyres from the C7, this isnt an interesting read its just silly. I thought he had a point at first but no he made a guess and cant back it up, not saying that AC is problem free but be serious.

Regardless of it all though I do not expect an accurate reason of the C5 to be made in AC right now with the current physics system, though he wants to make it in rf2 and well i expect that it be even realistic. Why you might ask, well its strength is its weakness if you dont have access to data you make a calculated guess, considering this guy has struggled to explain simple parameters in AC i cant imagine he will fair well in RF2 which has a lot LOT more information to deal with. Even with the car right in front of him he will not be able to do it right as rf2 goes deep to a silly level.

His best option is Automobilista but thats an unpopular platform.
 
While I will agree that there are problems with the physics this guy is making it look like he is troll, he is giving up his mod which he seemingly because of a fmod sound update, having asked a few sound modders this process takes next to no time, just changing saving parameters and exporting, pretty much like if GTPlanet said sorry guys you cant use jpg or png for your avatars, you have to use TIFs.

On topic though, the chassis isnt the problem, its the suspension especially for american cars. In the other thread he said his problem was with the understeer. Well with AC there types of suspension its fine with and others it struggles resulting in a fudge factory. You want some form of strut or DWB well go away knock yourself out but if you want a leafspring based system for a modern car well good luck.

Anyways you know the guy doesnt understand what he is talking about when Domingeuz starts attacking him, that chap slams AC's physics(with reason, well most of the time) but he can back it up with a lot of telemetry, this RC45 guy is rephrasing the exact same thing ten times and expecting a different result, he also says he copied the suspension and tyres from the C7, this isnt an interesting read its just silly. I thought he had a point at first but no he made a guess and cant back it up, not saying that AC is problem free but be serious.

Regardless of it all though I do not expect an accurate reason of the C5 to be made in AC right now with the current physics system, though he wants to make it in rf2 and well i expect that it be even realistic. Why you might ask, well its strength is its weakness if you dont have access to data you make a calculated guess, considering this guy has struggled to explain simple parameters in AC i cant imagine he will fair well in RF2 which has a lot LOT more information to deal with. Even with the car right in front of him he will not be able to do it right as rf2 goes deep to a silly level.

His best option is Automobilista but thats an unpopular platform.

I think RC45 is struggling writing what he knows in a manner that people can understand well, in the thread he said about the amount camber being much higher than the real car should have. He also said that he found the AC C7 Stingray to have similar issue, not just his C5 mod build. Another issue is how camber changes implemented, he expected that when camber adjusted on the Corvette, it would require changes in suspension pick up points ( front/rear track can also vary ), just like the real car would need. When used his C5 pick up points, the amount of camber required to match the feel of handling didn't match up between his car and in AC. He looked at C7 suspension.ini, he summarized that in AC, the data for rear tie rods and front steering rods are set in a way so that camber can be adjusted without moving suspension pickup points.

The other poster advised him to change the tire properties instead, the DCAMBER or the ideal camber to get the lower camber range ( which uses grip multiplier ) The dynamics of suspension geometry ( changes to loads/forces ) have great influence on the optimal camber, not just the tire. RC45 gripe I think is in how suspension data being used/processed in AC physics simulation ( change tire properties to simulate chassis geometry change ) He expected that AC would simulate changes in suspension pickup points when changing alignment ( camber ), but apparently the pickup points are static.

RC45 said :
Wheelbase is a static relation front to back with the wheels straight - however, track is quite variable.

In the case of the Corvette, the front (and rear track for that matter) track can vary by as much as 20mm - there is about 15mm of adjustment on each side via lower control arm pickups. Camber is adjusted by kicking out the lower a-arms.

So my question is at what adjustment are Kunos basing their chassis basis on? A setup with zero front and rear camber and zero toe?

And what height? A stock factory height?

To build and entire chassis using the center of the wheel as the base is really obtuse - especially when the fixed component - the chassis is using a a formula to arrive at the pickup points.

Using Kunos method there are 1000's of ways to create a baseline chassis of the very same car - the Basey number is a fixed number in the suspension.ini file - but the height of the wheel center relative to the CofG is going to depend on the current height setting of the car. This assumes a car does note have height adjustment built into the chassis.

So the next question is how are Kunos managing camber adjustments for the configured car? If the wheel camber is altered, are they unassuming the pickup points remain the same and the wheel angle just miraculously changes, as if by a magic ball joint on the end of the axle?

And Stereo answered :
Yes, it's effectively changing the angle the axle is mounted inside the spindle without changing the position or shape of any other components.


It doesn't matter what height you use as long as you consistently take all measurements at the same one. Stock ride height is probably the easiest for a car you don't own; since you own it, full droop might be the easiest to do consistently.

RC45 could do what other posters said, changing tire DCAMBER to match his target camber, a sort of shortcut way.

Read the 2nd page if you haven't :)

What intrigues me is how did Kunos modeled the RX7 FD3S dynamic geometry control system ? or how dynamic changes of suspension geometry like camber and toe being simulated ?

Does AC in PC visualize the geometry changes in setup like LFS do ? In LFS, we can see the 3D visualization of the suspension geometry, so we can see the changes when we increase camber or altering spring rate or damper, drop the car and see the suspension reaction simulated.
 
While I will agree that there are problems with the physics this guy is making it look like he is troll, he is giving up his mod which he seemingly because of a fmod sound update, having asked a few sound modders this process takes next to no time, just changing saving parameters and exporting, pretty much like if GTPlanet said sorry guys you cant use jpg or png for your avatars, you have to use TIFs.

On topic though, the chassis isnt the problem, its the suspension especially for american cars. In the other thread he said his problem was with the understeer. Well with AC there types of suspension its fine with and others it struggles resulting in a fudge factory. You want some form of strut or DWB well go away knock yourself out but if you want a leafspring based system for a modern car well good luck.

Anyways you know the guy doesnt understand what he is talking about when Domingeuz starts attacking him, that chap slams AC's physics(with reason, well most of the time) but he can back it up with a lot of telemetry, this RC45 guy is rephrasing the exact same thing ten times and expecting a different result, he also says he copied the suspension and tyres from the C7, this isnt an interesting read its just silly. I thought he had a point at first but no he made a guess and cant back it up, not saying that AC is problem free but be serious.

Regardless of it all though I do not expect an accurate reason of the C5 to be made in AC right now with the current physics system, though he wants to make it in rf2 and well i expect that it be even realistic. Why you might ask, well its strength is its weakness if you dont have access to data you make a calculated guess, considering this guy has struggled to explain simple parameters in AC i cant imagine he will fair well in RF2 which has a lot LOT more information to deal with. Even with the car right in front of him he will not be able to do it right as rf2 goes deep to a silly level.

His best option is Automobilista but thats an unpopular platform.
I'm watching that thread. It could be a very interesting read if that dude didn't act like a fool. Well, his more recent posts have been calmer at least...

Like you, @brownninja97, the very first thing I thought of when I read his first post was, "You're seriously going to abandon the mod for Assetto Corsa because the of the FMod changes? You're not going to drop the mod because of it's bullcrap physics (in his mind) - you're going to drop it because there might be another FMod change sometime down the road?!" I've just passed the one-year anniversary of purchasing Assetto Corsa. From what I remember, there was a "sound issue" with quite a few mod cars in December 2015, but there hasn't been a single one since. That's one time in a year. Every single one of my modded cars sounds have worked just fine since then.

Everybody who spends even 5 minutes a week paying attention to the overall "PC Racing Sim" scene knows that rFactor 2 is hands down the "most accurate", data driven PC sim on the consumer market. And I'm sure that all 9 people who play rFactor 2 will appreciate his new Corvette mod. I would be willing to bet that if he were to take his data and throw it into rF2 he would also have issues which lead him to scream, "rFactor 2 is a fraud!!" as well because I seriously doubt that he has perfect data for all of the variables/data variables rF2 takes into account.

Anyone who thinks that a game that costs $50-$60 has a 100% accurate to the real world physics engine is mentally ill. You can get very close, I'm sure...but it's not going to be flawless. I've actually wondered what Kunos does for the leaf spring suspension in their Corvettes. Have you ever investigated that Brownninja97?
 
I think RC45 is struggling writing what he knows in a manner that people can understand well, in the thread he said about the amount camber being much higher than the real car should have. He also said that he found the AC C7 Stingray to have similar issue, not just his C5 mod build. Another issue is how camber changes implemented, he expected that when camber adjusted on the Corvette, it would require changes in suspension pick up points ( front/rear track can also vary ), just like the real car would need. When used his C5 pick up points, the amount of camber required to match the feel of handling didn't match up between his car and in AC. He looked at C7 suspension.ini, he summarized that in AC, the data for rear tie rods and front steering rods are set in a way so that camber can be adjusted without moving suspension pickup points.

The other poster advised him to change the tire properties instead, the DCAMBER or the ideal camber to get the lower camber range ( which uses grip multiplier ) The dynamics of suspension geometry ( changes to loads/forces ) have great influence on the optimal camber, not just the tire. RC45 gripe I think is in how suspension data being used/processed in AC physics simulation ( change tire properties to simulate chassis geometry change ) He expected that AC would simulate changes in suspension pickup points when changing alignment ( camber ), but apparently the pickup points are static.

RC45 said :


And Stereo answered :


RC45 could do what other posters said, changing tire DCAMBER to match his target camber, a sort of shortcut way.

Read the 2nd page if you haven't :)

What intrigues me is how did Kunos modeled the RX7 FD3S dynamic geometry control system ? or how dynamic changes of suspension geometry like camber and toe being simulated ?

Does AC in PC visualize the geometry changes in setup like LFS do ? In LFS, we can see the 3D visualization of the suspension geometry, so we can see the changes when we increase camber or altering spring rate or damper, drop the car and see the suspension reaction simulated.
Pickup points are static for the C7 in ac, no clue about the RX7. I know little about either car so I couldnt give you an accurate answer, you dont really see a 3d visualization with ac, you see the suspension physics drawn with vector lines , not as fancy as LFS but it does the job. As for what has confused him any camber related parameters or things directly effecting the tyre will be in tyre.ini. Active suspension pick up points where not in AC back then the C7 came out, will its suspension get updated, doubt it right now. As always its a pain trying to figure how something works when you dont know the algorithm behind it, anyways enough physics talk from me, my coursework has left me brain dead so ill go back to sleep before i say something inaccurate.
 
I think RC45 is struggling writing what he knows in a manner that people can understand well, in the thread he said about the amount camber being much higher than the real car should have. He also said that he found the AC C7 Stingray to have similar issue, not just his C5 mod build. Another issue is how camber changes implemented, he expected that when camber adjusted on the Corvette, it would require changes in suspension pick up points ( front/rear track can also vary ), just like the real car would need. When used his C5 pick up points, the amount of camber required to match the feel of handling didn't match up between his car and in AC. He looked at C7 suspension.ini, he summarized that in AC, the data for rear tie rods and front steering rods are set in a way so that camber can be adjusted without moving suspension pickup points.

The other poster advised him to change the tire properties instead, the DCAMBER or the ideal camber to get the lower camber range ( which uses grip multiplier ) The dynamics of suspension geometry ( changes to loads/forces ) have great influence on the optimal camber, not just the tire. RC45 gripe I think is in how suspension data being used/processed in AC physics simulation ( change tire properties to simulate chassis geometry change ) He expected that AC would simulate changes in suspension pickup points when changing alignment ( camber ), but apparently the pickup points are static.

RC45 said :


And Stereo answered :


RC45 could do what other posters said, changing tire DCAMBER to match his target camber, a sort of shortcut way.

Read the 2nd page if you haven't :)

What intrigues me is how did Kunos modeled the RX7 FD3S dynamic geometry control system ? or how dynamic changes of suspension geometry like camber and toe being simulated ?

Does AC in PC visualize the geometry changes in setup like LFS do ? In LFS, we can see the 3D visualization of the suspension geometry, so we can see the changes when we increase camber or altering spring rate or damper, drop the car and see the suspension reaction simulated.


You have pretty much summed up my points.

The reason I am being obtuse with the responders to the thread on RD is that the folks who like to be worshipped as the core AC modding community are supercilious pedantic jerks that couldn't hold a friendly conversation if their lives depended on it. :)

Anybody that doesn't praise AC as the be-all-end-all of driving games is summarily dismissed from the get go.

My mistake was assuming that because AC requires all that suspension geometry data be made available, that it would actually be used in the manipulations of the in game suspension - turns out it is not - it is simply used to roughly position the pivot point that represents the wheel/axle interface.

Either way I have achieved what I needed to achieve by tweaking he tires. I was just surprised that even rF1 uses a more realistic approach to suspension behavior than AC.

Pickup points are static for the C7 in ac, no clue about the RX7. I know little about either car so I couldnt give you an accurate answer, you dont really see a 3d visualization with ac, you see the suspension physics drawn with vector lines , not as fancy as LFS but it does the job. As for what has confused him any camber related parameters or things directly effecting the tyre will be in tyre.ini. Active suspension pick up points where not in AC back then the C7 came out, will its suspension get updated, doubt it right now. As always its a pain trying to figure how something works when you dont know the algorithm behind it, anyways enough physics talk from me, my coursework has left me brain dead so ill go back to sleep before i say something inaccurate.
The thing is the C5/C6/C7 chassis uses adjustable pickup points all round to allow for very accurate toe/camber/trail adjustments on the car right from the factory.

Stock C5/C6/C7 all have height adjustment out of the box.

I know people like to slag on the C5/C6/C7 as being junk handling Yank tanks, but the truth is these are very sophisticated fully adjustable true DWB suspended cars right out of the box.

The transverse leaf spring is not a problem, and where a driver desires a different approach to solving the same problem, the leaf springs can be swapped out and coil over shocks put in place of the stock shocks.

But the fundamental behavior of the DWB suspension remains the same.

The completely unrealistic and incorrect placement of the front steering rack/tie rods in the Kunos C7 is partly how they achieve the behavior they do (which is pretty well represented in the game BTW - the Kunos C7 feels the way it should IRL) - if you relocate the steering rack and tie rods to the correct place the car becomes unmanageable unless you make a slew of cascading changes.

I was just wondering out loud that if such changes (suspension layout, tire grip and camber values) are needed to make the cars "feel" right, how confident can we be in the rest of the simulation.

And along the way I had a bit of fun poking the AC cheerleaders with a stick :) Well they didn't have any fun I suppose.

The jaguar model is from Squir https://squir.com/vehicles/32798-jaguar-project-7-concept-2013.html?search_query=project&results=2

I confirmed it with Squir but sadly there isnt much either of us can do because RTM is russian and as you know Russia doesnt care about laws and he bounces off multiple paypal accounts so there isnt much we can do. Wix are too incompetent to shut down his site even with overwhelming illegal activity.
SQUiR sells there models with few license restrictions.

Not sure how buying a SQUiR model and porting it to a game is an illegal activity.
 
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The thing is the C5/C6/C7 chassis uses adjustable pickup points all round to allow for very accurate toe/camber/trail adjustments on the car right from the factory.

Stock C5/C6/C7 all have height adjustment out of the box.

I know people like to slag on the C5/C6/C7 as being junk handling Yank tanks, but the truth is these are very sophisticated fully adjustable true DWB suspended cars right out of the box.

The transverse leaf spring is not a problem, and where a driver desires a different approach to solving the same problem, the leaf springs can be swapped out and coil over shocks put in place of the stock shocks.

But the fundamental behavior of the DWB suspension remains the same.

The completely unrealistic and incorrect placement of the front steering rack/tie rods in the Kunos C7 is partly how they achieve the behavior they do (which is pretty well represented in the game BTW - the Kunos C7 feels the way it should IRL) - if you relocate the steering rack and tie rods to the correct place the car becomes unmanageable unless you make a slew of cascading changes.

I was just wondering out loud that if such changes (suspension layout, tire grip and camber values) are needed to make the cars "feel" right, how confident can we be in the rest of the simulation.

And along the way I had a bit of fun poking the AC cheerleaders with a stick :) Well they didn't have any fun I suppose.
Yeah fanning the flames of war isnt really a good idea especially in AC's community(lots of actual trolls attacking ac recently so it gets hard to tell the difference and most people are too lazy or busy to confirm any accusations), i cant really say much about the situation, i dont know about the car and frankly i dont care unless it effects my mods.

The one thing that will always bug me though is when people say that you should be able to straight up 100% copy some facts about a car and it should work just straight up, its just not possible as we just lack the processing power. rF2 got very close but the Flat6 mod is the biggest example of things not being as they should, i talked with a few of the members back when i was going to mod for rF2 in a way it has the issues that AC has(to a lesser extent but at a dire price) and once again you have to on paper make it less real to make it feel more real. A 100% copy paste expectation is a very high and its a shame that few people understand the magnitude of the maths behind it.

SQUiR sells there models with few license restrictions.

Not sure how buying a SQUiR model and porting it to a game is an illegal activity.
When you buy a squir model you buy the rights to use it, not modify it or sell it. In other words when you buy it you get permission to use it, that doesnt mean you own it, you still have rules to follow. Squir has the ability to come down hard on you if you take the liberty. That being said if you russian you are of course untouchable but any of this.
 
When you buy a squir model you buy the rights to use it, not modify it or sell it. In other words when you buy it you get permission to use it, that doesnt mean you own it, you still have rules to follow. Squir has the ability to come down hard on you if you take the liberty. That being said if you russian you are of course untouchable but any of this.
This is actually the tricky bit.

SQUiR appears to not have an IP license usage agreement with the owners of the original likeness - i.e. Jaguar, GM, Ford etc. And as such if they try enforce a restriction on use they may run afoul of the same IP laws they are trying to use to stop folks from using the models as game assets.

Without an agreement signed and license fees paid to GM, as an example, they (SQUiR) have no right to commercially trade the likeness of the Corvette models or Tahoe models they sell.

Anytime someone loads a 3D file into 3DMax and then renders the file out into a scene they have "changed the model" which is technically in violation of the use agreement - and when a model is exported from the design studio it is no longer a 3D model in the format provided and it could be argued no longer the "protected purchased model" - all in all SQUiRs use restrictions would appear to be unenforceable or at least very hard to enforce.
 
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