Assetto Corsa PC Mods General DiscussionPC 

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ChemFlummi Ferrari 296 GT3 ACC Convert





and seeing it got leaked.. wich is a shame because he will not longer continue work on this car .. the Porsche 992 ACC convert..

it makes me sad that people leak unfinished mods like this ... Bonny said its ok to share , as he will no longer answering questions nor help develop the car furher


Just fyi that 992 car description has what I'm assuming is a message from the lovely leaker. Not sure if the file can be replaced on the same link to take that out
 
Which of the classic endurance cars have better physics? The mods from Legion or the RSS Classic Endurance Pack cars?
RSS cars by far. The only good thing about Legion´s one is in the 333 SP, which has 2 separate cars variants (1 low drag for LM, one full back wing configuration). The RSS version uses the normal version of the rear wing for the AI; only you can customize your own car aero-package. This is on my to-do list - I'm going to try to fix the wing settings and headlight covers according to the custom skins already done by modders, which will literally end the reason for having the Legion car.

Btw, taking advantage of the fact that I already have an open topic, I have a question/request: would anyone be interested in 'remastering' the Brooklands track, also by Legion? Fixing the texture of the water, the pits, the bridges, putting some 3D trees around, etc..., etc...
 
RSS cars by far. The only good thing about Legion´s one is in the 333 SP, which has 2 separate cars variants (1 low drag for LM, one full back wing configuration). The RSS version uses the normal version of the rear wing for the AI; only you can customize your own car aero-package. This is on my to-do list - I'm going to try to fix the wing settings and headlight covers according to the custom skins already done by modders, which will literally end the reason for having the Legion car.

Btw, taking advantage of the fact that I already have an open topic, I have a question/request: would anyone be interested in 'remastering' the Brooklands track, also by Legion? Fixing the texture of the water, the pits, the bridges, putting some 3D trees around, etc..., etc...
Saving the tune as 'ai_default' in pits with the desired wing configuration force the ai to use that tune, including the wing config.
The only problem I find is, if in a race there two or more cars with different package (wing or rims, in case of the rss 333sp), you need to clone the car and repeat the 'ai_default' process with the desired configuration, and use both cars (original and cloned one) depending which package you want the ia to use
 
Here's a question / idea / pipe dream: I might've brought this up a while back, but has there ever been an effort to do something like Breathe's track listing and/or gutbomb's old track reviews, but for car mods? I'm sure it'd be a massive undertaking since there seem to be far more cars to keep tabs on than tracks, but it'd be a huge help to figure out what cars have been modded, how many variations and add-ons/updates exist, and which ones are worth driving, if any. (I know there's the infamous Rusty Chest "good mods" list, but that doesn't give enough credit to the existence of possible quality mods outside of Racedepartment or the URD/RSS/VRC teams.) It'd be a huge help to a lot of people, including myself, since I'm still getting used to driving with a wheel and I still can't always tell just by doing a few laps with my Logitech G920 as to whether it's the physics that are bad, or if it's just me not being able to handle the car due to insufficient skill on a pleb wheel for filthy casuals.
 
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Chassis 6065
Customer: Porsche Zentrum Bielefeld - Wehmeier & Castrup
Delivery: 15th of April 1993
Color: black
Present whereabouts: unknown

The next series of Porsche 964 Carrera RSR 3.8 skins is about a car which was very well known in Germany. Wehmeier & Castrup bought one of the early production cars to use it for the national ADAC GT Cup series. Their driver was Jürgen von Gartzen. Jürgen drove in the Porsche Carrera Cup series from 1990 to 1992 and was the Renault R5 Cup champion from 1983. He was real Porsche specialist and is also well remembered for his participation in the 1997 Le Mans 24H race driving a Porsche 911 GT1 for JB Racing.

The fist race of the 1993 GT Cup was sadly a DNF for the team.

ADAC GT Cup 1993, AVUS, PZ Bielefeld - Wehmeier & Castrup #14, Div. I
View attachment 1257997

Success came with the next race where Jürgen von Gartzen managed a 3rd place. The skin for the Zolder race was not very different, I found only minor changes on the photos I have.

ADAC GT Cup 1993, Zolder, PZ Bielefeld - Wehmeier & Castrup #14, Div. IView attachment 1257998

For the 1993 edition of the Nürburgring 24H the team came with an impressive driver lineup. Walter Röhrl, Uwe Alzen and Harald Grohs joined Jürgen von Gartzen for the Green Hell. Sadly the team could not finish the race. The team did 91 laps around the course before they had to retire.

ADAC 24H Nürburgring 1993, PZ Bielefeld - Wehmeier & Castrup #14, Div. I
View attachment 1258000

Even if the car did a whole season in the GT Cup and it also attended the 24H of Spa in that year, I couldn't find more photos. So if you might have some photos, please let me know.

The chassis 6065 was sold to Konrad Motorsport after the 1993 season. The German team Konrad Motorsport is based in Verl since it was founded in 1976. Franz Konrads life has always been dedicated to motorsport as a driver and team manager. After the necessary technical changes Konrad campaigned the car in the BPR series with a changing driver lineup. The car appeared for the first BPR race in Paul Ricard in 1994 and was driven bei Örnulf Wirdheim and Franz Konrad. The team finished 4th behind two GT1 cars and the Larbre Porsche 964 RSR 3.8 of Dupuy and Leconte.

BPR 1994, Paul Ricard 4H, Konrad Motorsport #40, GT3
View attachment 1258002

to be continued.....

All BPR skins will be part of the BPR Recreation Project releases.
The other skins will be released with the car as soon as it will be ready for release.
The Konrad RSR was seen regularly for most of the BPR races in 1994. Next appearance was the Jarama 4H race. The design did change only slightly and the car was still beautiful. This time the car was driven by Alex de Lesseps and Peter Schem, while Bern Netzeband and Franz Konrad drove the big brother the 964 Bi-Turbo. The team managed a reasonable 6th place in class and 10th overall.

BPR 1994, Jarama 4H, Konrad Motorsport #41, GT3
Jarama (2).png


The next BPR race was held in Dijon and the Konrad car took part. Pierre de Thoisy came to replace Peter Schem and Alex de Lesseps stayed on the car. This time the team got 11th place overall and 6th in class again.

BPR 1994, Dijon 4H, Konrad Motorsport #41, GT3
Dijon.png


One of the highlight of the year with some very big names on the grid was the Paris 1000 km race, which was held on the Linas Montlhery circuit. A very old circuit with a long history and a lot of safety concerns.... #41 did not manage to finish the race this time.

BPR 1994, Paris 1000 km, Konrad Motorsport #41, GT3

Paris.png


Just 20 days later the next big race, the 24H of Le Mans, were on the calendar of the team. For Le Mans the car was driven by Cor Heuser, Matjaz Tomlje and Patrick Huisman. The car was packed with sponsors and design was truly not visible anymore. In my opinion the car looked ugly for the big classic. But design does not matter against success... A 3rd place in class and 10th overall in one of the hardest races of the year proofed how incredible professional the Konrad Motorsport team was even at the time and how reliable the RSR was. The team was also a bit lucky as they also had a little incident during the race, with the car ending up next to the wall facing into the wrong direction.

LM24 1994, Konrad Motorsport #59, GT2
LM24 (2).png

Screenshot_porsche_964_rsr_38_showroom_23-4-123-18-30-28.jpg

Screenshot_porsche_964_rsr_38_showroom_23-4-123-18-30-41.jpg


The team did not take on the Vallelunga 4H but came back for Spa with a compared to Le Mans more less naked design. Peter Schem and Bernd Netzeband drove it to an 11th place.

BPR 1994 Spa 4H, Konrad Motorsport #42, GT3
Spa.png

Konrad Motorsport was competing in the Suzuka 1000km race as well as in Zhuhai. Sadly I do not have any pictures taken in Suzuka and even the Eurosport TV coverage was focusing so much on the Japanese cars, that I could not even find a usable video frame....
Which leads us directly to the last (known by me) international competition of chassis 6065 in the Zhuhai 3H race. The Zhuhai race was not yet held on the Zhuhai circuit we all know today (and which was present in GTR2), it was held on a very bumpy street circuit with mainly 90° turns. It was china's first international race event and according to the media the teams really enjoyed the whole event a lot.

The car was driven by Ira Storfer from Canada and Franz Prangemeier from Germany. A 13th place was the result.

BPR 1994, Zhuhai 3H, Konrad Motorsport #42, GT3
Zhuhai.png

All BPR skins will be part of the BPR Recreation Project releases.
The other skins will be released with the car as soon as it will be ready for release.
 
Natural and competitiver AI

First, you can remove from ai.ini all useless lines ; so the file looks like this :

Capture.PNG



Note: I don't know if GAS_BRAKE_LOOKAHEAD and TRAIL_HINT are really used.


Now, in hotlap or test driving mode, open the AI app and hit CTRL+G, then CTRL+C.
If this makes the game cancel, go into your car's folder and rename "extension" to something else.

Values to begin with:
  • Steer IA : 300
  • Steer gain : 75
  • Aero Hint : 50
  • RPM gear up : depend on max engine rev (when the horsepower curve start to fall)
  • Gear down : to be tweaked in turns (I'm using Barcelona with default AI line for the tests)
  • Break hint : 100
  • Tyre hint : 100

Now, the goal is to look the AI driving and tweak theses values until it drives like a human being WHILE CAREFULLY FOLLOWING THE IDEAL LINE IN TURNS (it can take some room on straight lines).

That is :
  • Reduce Steer gain if steer movements are too abrupt, harsh. Raise it if the AI turns are too large.
  • Aero hint : reduce or raise the dangerousness of the driving.
  • Break hint : leave it at 100. You can test higher values if you want the AI to brake later.
  • Tyre hint : leave it at 100. Higher values makes the AI more confident in tyres slippery. Lower values slow down the AI.
  • Note that AI driving in test / hotlap mode IS NOT affected by strength/agression settings.

Once you're happy, test your settings with a full grid of the same car with :
  • Opponents strengh : 92.5% (higher values will make the AI artificially too fast on straight lines)
  • Opponents agression : ~95% (yes, this is a high value but it works)

Finally, enjoy ;)
 
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Here's a question / idea / pipe dream: I might've brought this up a while back, but has there ever been an effort to do something like Breathe's track listing and/or gutbomb's old track reviews, but for car mods? I'm sure it'd be a massive undertaking since there seem to be far more cars to keep tabs on than tracks, but it'd be a huge help to figure out what cars have been modded, how many variations and add-ons/updates exist, and which ones are worth driving, if any. (I know there's the infamous Rusty Chest "good mods" list, but that doesn't give enough credit to the existence of possible quality mods outside of Racedepartment or the URD/RSS/VRC teams.) It'd be a huge help to a lot of people, including myself, since I'm still getting used to driving with a wheel and I still can't always tell just by doing a few laps with my Logitech G920 as to whether it's the physics that are bad, or if it's just me not being able to handle the car due to insufficient skill on a pleb wheel for filthy casuals.
Breathe's list is the must have tab you will need for tracks for sure, and it did exist/existed for cars, many times. And always failed to last.
I can spot several problems with it : first, you need to keep it up to date and "clean", something I'm sure Breathe would back me up if I'm saying "nobody got time for that". Car mods are not just greater in number, they are way more dispatched on "sources" and double versions. Not even talking about links, which come and go depending on the source (just look at the mystical world of "leaked" versions...).

A solution for that problem is to make a dedicated website for it, with it's own durable links, and we know way to well how controversial this subject is. Actk, Assettoland, Assetto World, Brasil simulator, Totsugeki, ST mods, Zemods... All of them, alive or dead, are both hated and used intensively. What if there was only one ? It probably would be taken down before even shinning. Race Department ? Well, a strict policy and an insanely slow download speed are slowly but surely killing it's appeal, and the vast majority of mods are illegal on this site, anyway.

Last solution, a dedicated page like Claudio's one (Pardon my french) to concentrate sources in the same place, making them visible and accessible. This particular page helped me greatly in the past, thanks to him. Still need to be kept up to date tho, but at least easier to maintain. Problems : it cannot solve the quantity/quality problem, and still need the user to search endlessly by himself. But at least he now knows where :sly:

Long story short : It's probably easier to go to the moon than to archive efficiently and fairly every car mods for AC.
 
Natural and competitiver AI

First, you can remove from ai.ini all useless lines ; so the file looks like this :

View attachment 1258835


Note: I don't know if GAS_BRAKE_LOOKAHEAD and TRAIL_HINT are really used.


Now, in hotlap or test driving mode, open the AI app and hit CTRL+G, then CTRL+C.
If this makes the game cancel, go into your car's folder and rename "extension" to something else.

Values to begin with:
  • Steer IA : 300
  • Steer gain : 75
  • Aero Hint : 50
  • RPM gear up : depend on max engine rev (when the horsepower curve start to fall)
  • Gear down : to be tweaked in turns (I'm using Barcelona with default AI line for the tests)
  • Break hint : 100
  • Tyre hint : 100

Now, the goal is to look the AI driving and tweak theses values until it drives like a human being WHILE CAREFULLY FOLLOWING THE IDEAL LINE.

That is :
  • Reduce Steer gain if steer movements are too abrupt, harsh. Raise it if the AI turns are too large.
  • Aero hint : reduce or raise the dangerousness of the driving.
  • Break hint : leave it at 100. You can test higher values if you want the AI to brake later.
  • Tyre hint : leave it at 100. Higher values makes the AI more confident in tyres slippery. Lower values slow down the AI.
  • Note that AI driving in test / hotlap mode IS NOT affected by strength/agression settings.

Once you're happy, test your settings with a full grid of the same car with :
  • Opponents strengh : 92.5% (higher values will make the AI artificially too fast on straight lines)
  • Opponents agression : ~95% (yes, this is a high value but it works)

Finally, enjoy ;)
I hope this question isn't too stupid: if I create a modified AI file like you said, can I create one and use it for every car or do I have to start from scratch every time?
 
Breathe's list is the must have tab you will need for tracks for sure, and it did exist/existed for cars, many times. And always failed to last.
I can spot several problems with it : first, you need to keep it up to date and "clean", something I'm sure Breathe would back me up if I'm saying "nobody got time for that". Car mods are not just greater in number, they are way more dispatched on "sources" and double versions. Not even talking about links, which come and go depending on the source (just look at the mystical world of "leaked" versions...).

A solution for that problem is to make a dedicated website for it, with it's own durable links, and we know way to well how controversial this subject is. Actk, Assettoland, Assetto World, Brasil simulator, Totsugeki, ST mods, Zemods... All of them, alive or dead, are both hated and used intensively. What if there was only one ? It probably would be taken down before even shinning. Race Department ? Well, a strict policy and an insanely slow download speed are slowly but surely killing it's appeal, and the vast majority of mods are illegal on this site, anyway.

Last solution, a dedicated page like Claudio's one (Pardon my french) to concentrate sources in the same place, making them visible and accessible. This particular page helped me greatly in the past, thanks to him. Still need to be kept up to date tho, but at least easier to maintain. Problems : it cannot solve the quantity/quality problem, and still need the user to search endlessly by himself. But at least he now knows where :sly:

Long story short : It's probably easier to go to the moon than to archive efficiently and fairly every car mods for AC.
Yeah, that's what I suspected. Claudio's site seems like a good starter resource in an "if you can't find a car mod from one of these links, it probably doesn't exist" sort of way, but after that it does feel like people are pretty much on their own unless they know exactly what they want and have a community in the know they can ask directly (like what happened when I asked around here last week for that Opel GT mod). It's a lot of work to find cars that I often wind up just doing three test-drive hotlaps with before setting them aside in the hopes that they'll be improved someday, but I guess that's just part of the hobby.
 
Yeah, that's what I suspected. Claudio's site seems like a good starter resource in an "if you can't find a car mod from one of these links, it probably doesn't exist" sort of way, but after that it does feel like people are pretty much on their own unless they know exactly what they want and have a community in the know they can ask directly (like what happened when I asked around here last week for that Opel GT mod). It's a lot of work to find cars that I often wind up just doing three test-drive hotlaps with before setting them aside in the hopes that they'll be improved someday, but I guess that's just part of the hobby.
Dude, that's not part of the hobby. It IS the hobby :gtpflag:
 
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