Assetto Corsa PC Mods General DiscussionPC 

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1931 Bentley Blower

Hi guys, who likes to drive the historic cars,this is a very good converted car and fun to drive ! ;)

Screenshot_legion_bentley_blower_rostock_osthafenkurs_9-9-119-18-48-49.jpg Screenshot_legion_bentley_blower_rostock_osthafenkurs_9-9-119-18-47-31.jpg Screenshot_legion_bentley_blower_rostock_osthafenkurs_9-9-119-18-47-54.jpg Screenshot_legion_bentley_blower_rostock_osthafenkurs_9-9-119-18-48-17.jpg
 
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First things first... I've only started skinning a few weeks ago. After starting with adjusting existing skins for private use I have given it a go last weekend and started my very first completely home made skin. Which I would like to share with you. It's always nice to finally get a chance to do something back for this wonderful community.

I started with a relatively (or rather completely) simple skin of a car that takes part in this years VLN championship, the Seat Leon Euro Racer of Mathol Racing. I would like you guys to give your honest opinion and if necessary positive criticism as I would like to learn from my eventual mistakes before starting more skinning work.

The skin, which goes on the Seat Leon Racer 3.3 mod, can be found here.

http://www.mediafire.com/file/twyo0d0rwd09jmf/VLN_2019_Team_Mathol_311.rar/file

One question I already have found myself: the tires on this car are Yokohama's and should be Dunlops. I tried inserting Dunlop rims, but the Yokohama's still keep showing on the car.
 

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What software are you using? It should be a matter of sewing the edges or vertices together, or using the "fill hole" tool (or similar) thats in Maya, 3DSMax etc..

Thanks to you for your answer, I use 3dsimed but I don’t have that kind of options, unfortunately ...
 
Can't remember where this came from but I came across it and forgot about it, never did any laps on it.
Super awesome drive, lot of setup tweaks done and got it to rotate a bit, it could use a lot more but I can't get anymore out of it. And because it wont rotate for its life, you aint going flat in The Kink at RA. Even a lift shes tough..

The biggest being there's no diff settings to decrease diff locking, bummer. Give it a shot. 👍
This is the open top, there's a closed top but I got rid of it. Who wants to drive with a roof if they don't have to :P



https://mega.nz/#!xgMAxAwD!lnCoSIhwmJWwP7jGmKsjMHt8UONd-IYgziEzEfPYoW8
 
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...Can't remember where this came from but I came across it and forgot about it...

Came from the same donor model I used.
When I first saw that I thought cool, if the roof is removable then I can use a CSP extension to have some skins with and with out the roof. However the roof was just hacked out in this case so that scuppered my plans.
 
Hi gents,
porsche-911-964-S3655560-1.jpg

I cant remember who was looking for a Porsche 964 a few days ago. I found it at assettoland but with weird data.
From this page https://www.automobile-catalog.com/car/1993/2865290/porsche_911_carrera_rs_3_8.html I modified the data and the performances as well as the display (underestimated) of the rev counter. The hardest part was changing the size of the tires and rims and keep the wheels sticking to the road
You can get it here: https://mega.nz/#!os8lACCR!WfWHAvCjgLqKL3oc_3tqN0GRfhUkBjgub--_sEnmyuE
the author of this mod is Shokeus ACT80's. Very nice design and pleasant to drive at green hell.
Have fun, Mike.
 
One question I already have found myself: the tires on this car are Yokohama's and should be Dunlops. I tried inserting Dunlop rims, but the Yokohama's still keep showing on the car.

Using CM Showroom you can click on the tyres and export the texture they use. Save that to your chosen skin folder and edit away. Don't forget all the textures as the blur and normal\dirt maps etc often need to match the main texture.
Bit tricky as the logos tend to be curved.
 
Hey, this I'd have to disagree with almost completely. There's an issue with how KS load curves produce grip, although that's generally towards *oversteer*, not understeer, and aerodynamic forces simply produce too much grip at high loads. There is however nothing like how you're describing.

Most of the time this "no lift-off oversteer" thing is due to an incorrectly made car. Every correctly made car I've made to now isn't devoid of lift off oversteer, on the contrary all of the ones with any issues have too much. Although that's a more complicated issue.

Almost every RWD car is designed to understeer if you're on the front lateral limit and lift off, and almost all of them will attempt to do that. Roadcars, racecars, whatever. The reason is generally in RWD cars so that you can accelerate efficiently, not being on the limit of the rear tires when you stop trailbraking and start accelerating.

IRL you will get oversteer generally due to scrubbing speed and slowing down, then the fronts will grip up. Or if you're somewhat under the limit of the fronts and give them a bit of a push while unloading the rears: generally you will get oversteer. Some cars just have a natural tendency for oversteer, like the S13 Silvia and R32 GT-R with their quite high rear roll distribution compared to the front and tons of anti-squat.

It's also possible for engine braking torques to overload the rears in a RWD car, so if the front slip is not excessively high and the inside rear tire has enough contact with the ground, it could attempt to lock up and cause a yawing motion. If the inside's in the air, and you either have a very weak or very strong diff and you have a lot of front roll stiffness, I suspect it'd be possible for handling to not actually change so much as you'd expect it to!

It's very likely if you open the suspensions app or something else that shows slip, that you're simply a few degrees over the slip limit of the fronts when you lift off, and it's not sufficient to cause a yawing motion. Or the car you're driving is a bit badly made or doesn't mesh well at all with the KS load curves ie: the Elises.

Don't be fooled, some cars simply won't rotate significantly no matter what unless you really aggressively throw it in. Trailbraking just won't do it, nor will lifting. It'll happen when you have 100mm+ wider rears, way wider rear track, rear engine, lots of front roll stiffness etc. You know, like old racing 911s. ;)

Fun anecdote: Look at the old RSR 911s and compare them to the Turbo which has even wider rear track and more rear tire. The RSRs lift the inside front in corners, while the Turbo has extremely low roll stiffness to try to get all the grip it can, and won't lift the inside tire and rolls like crazy. I suspect neither of them will rotate off throttle like a stock 911 with squared or close to squared road tires would.
Great info, and I always appreciate your perspective. But:

Just realize I'm not going by a physics textbook, diagrams or driver anecdotes or onboards. I'm going by actual track experience re: how cars generally behave when driven at the limit. Obviously there are edge cases or individual cars that behave differently. I've driven quite a few where you're right: No matter what you do, they just plow ahead with understeer. All of those cars happened to be stock modern "sporty" street cars (an Audi RS5 being a notable example) that were set up that way (presumably) to keep their wealthy owners from wrapping their shiny toy around a telephone pole. I'd encourage you to take a more competition-oriented car (or an old one) to a track day and lift suddenly mid-corner. Just be sure to have another car to drive home in ;)

Look - It's not a huge deal, and I can generally adjust the dampers to get it more in line with reality. But what you're essentially saying is that every other sim (AMS, rF2, R3E, iR) gets it wrong, and only AC gets it right.

Here's a pretty good article. I think you'll find that several of the techniques described simply don't work like this in AC. They do work (using identical simulated cars) in AMS, rF2, R3E, iR and...Real Life: https://nasaspeed.news/columns/driver-instruction/how-to-rotate-a-car/

This part in particular: "In the case of early throttle application, a lift of the throttle should be sufficient to transfer weight from the rear to the front and induce the rotation."

ps - I fully realize this won't be a popular opinion in an AC mod thread. Sorry guys.
 
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Great info, and I always appreciate your perspective. But:

Just realize I'm not going by a physics textbook, diagrams or driver anecdotes or onboards. I'm going by actual track experience re: how cars generally behave when driven at the limit. Obviously there are edge cases or individual cars that behave differently. I've driven quite a few where you're right: No matter what you do, they just plow ahead with understeer. All of those cars happened to be stock modern "sporty" street cars (an Audi RS5 being a notable example) that were set up that way (presumably) to keep their wealthy owners from wrapping their shiny toy around a telephone pole. I'd encourage you to take a more competition-oriented car (or an old one) to a track day and lift suddenly mid-corner. Just be sure to have another car to drive home in ;)

Look - It's not a huge deal, and I can generally adjust the dampers to get it more in line with reality. But what you're essentially saying is that every other sim (AMS, rF2, R3E, iR) gets it wrong, and only AC gets it right.

Here's a pretty good article. I think you'll find that several of the techniques described simply don't work like this in AC. They do work (using identical simulated cars) in AMS, rF2, R3E, iR and...Real Life: https://nasaspeed.news/columns/driver-instruction/how-to-rotate-a-car/

This part in particular: "In the case of early throttle application, a lift of the throttle should be sufficient to transfer weight from the rear to the front and induce the rotation."

ps - I fully realize this won't be a popular opinion in an AC mod thread. Sorry guys.
Hey,

I'm not aware of any well simulated cars in any of those titles, to be completely honest. As in, I don't know if any of those titles have any cars that aren't suspect. My experience is mainly in rFactor(1) and AC, neither of which have any inherent issues with lift off oversteer if the car is made right. 99/100 of cars aren't made right.

I'm very confident that if you take the fronts to lateral limit and lift off, you're going to get understeer or at the very least not oversteer in probably 70% of RWD cars. I'd be willing to bet 100% of modern GT racers and Formula type cars when setup somewhat sensibly. Slightly older roadcars and older roadcar based racecars are more prone to rotate. Nowadays they set up roadcars with so much front rebound and front roll stiffness that they might just push directly forward, but a BMW from the 80's will very likely lift off oversteer. I mean, mine does in AC, so I fail to see your point about lift off oversteer not being present. Literally go drive my E30, CTR1, Supra, whatever.
 
Using CM Showroom you can click on the tyres and export the texture they use. Save that to your chosen skin folder and edit away. Don't forget all the textures as the blur and normal\dirt maps etc often need to match the main texture.
Bit tricky as the logos tend to be curved.

Thank you very much. I have got that solved now
 
Anyone care to give a quick dummy guide on how to swap engine sounds in CM? I don't even see a tool close to being able to do it in the CM tool set.
Awesome looking series, finally found one with all the skins etc (thats not the argentina version), drives good but the engine sound is heinous.

custom-showroom-1568094641.jpg
 
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Hey,

I'm not aware of any well simulated cars in any of those titles, to be completely honest. As in, I don't know if any of those titles have any cars that aren't suspect. My experience is mainly in rFactor(1) and AC, neither of which have any inherent issues with lift off oversteer if the car is made right. 99/100 of cars aren't made right.

I'm very confident that if you take the fronts to lateral limit and lift off, you're going to get understeer or at the very least not oversteer in probably 70% of RWD cars. I'd be willing to bet 100% of modern GT racers and Formula type cars when setup somewhat sensibly. Slightly older roadcars and older roadcar based racecars are more prone to rotate. Nowadays they set up roadcars with so much front rebound and front roll stiffness that they might just push directly forward, but a BMW from the 80's will very likely lift off oversteer. I mean, mine does in AC, so I fail to see your point about lift off oversteer not being present. Literally go drive my E30, CTR1, Supra, whatever.
Well, how to put this nicely ;) I'm sorry, that's not really correct about competition cars in particular. You certainly shouldn't get "lift-understeer" (that's not even a term I've ever heard and I've been hanging around tracks since 1978). Just google "Lift Oversteer" and then compare the results to "Lift Understeer" to see what I mean.

Yes, some cars do have lift oversteer in AC. But, compared to real life, it's very subtle and slow (except for a select few cars). In real life, driving a properly set-up race car, abruptly doing anything with the throttle mid-corner usually = Abruptly leaving the road. Backwards.

I actually believe this is a big reason why AC players tend to hate the way ACC drives (I know - there's a lot of other things to hate as well). ACC actually does model lift-oversteer quite well. Players likely became accustomed to AC's understeer-no-matter-what-you-do (unless you break the rears loose with power) and, when they tried ACC, they found out very quickly that abruptly lifting mid-corner in a properly set-up GT3 car leads to an instant (and often non-recoverable) spin. I can assure you that every track-prepped car I've ever driven (even my FWD H22 EG Civic with a Quaife LSD) has exhibited this behavior. I mean, it's something you rely on to correct the car mid-corner. Without it, it's like driving a truck.

Hey, you should really try other simulators! As far as "being suspect", rF2 in particular has some fantastic open-wheel cars. AMS is also quite popular with real-world drivers (unfortunately, it's popular with no one else) and I can vouch for the accuracy of at least one car in Raceroom (the GTO Mustang - a very similar car to the Roush Protofab T/A car I tested with in the late 80's - though my memories are a little hazy 30 years later). I'm a little surprised that a physics guru hasn't at least tried rF2 in particular. You should head over to their forums and talk to some of their modders and see what you think.

And with any sim, I think it would be very difficult to judge the physics on a simulated car without having some real-world point of reference. Even if you laser-scan every suspension element and hand-craft every tire, you're placing complete trust in the "black box" of AC's internal physics engine. Unless you can compare it to a real car in the real world, you can never be sure if the result is accurate. Even F1 teams (Williams, McLaren, Renault) often have major correlation issues between their supercomputing-cluster-driven CFD simulators and the way the car performs in the real world: https://www.formula1.com/en/latest/article.smedley-what-is-correlation.3gcOwCLuQ7rxk4bNeBKf1p.html

While I enjoy AC, I don't think it's better than an F1 team's $20 million simulator :)

Here in the USA, SCCA has some excellent "Track Night" programs where you can take your street car and try it out on a local track. You might have something similar where you live. Could be really helpful for ensuring your physics correlate with real car behavior.
 
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Great info, and I always appreciate your perspective. But:

Just realize I'm not going by a physics textbook, diagrams or driver anecdotes or onboards. I'm going by actual track experience re: how cars generally behave when driven at the limit. Obviously there are edge cases or individual cars that behave differently. I've driven quite a few where you're right: No matter what you do, they just plow ahead with understeer. All of those cars happened to be stock modern "sporty" street cars (an Audi RS5 being a notable example) that were set up that way (presumably) to keep their wealthy owners from wrapping their shiny toy around a telephone pole. I'd encourage you to take a more competition-oriented car (or an old one) to a track day and lift suddenly mid-corner. Just be sure to have another car to drive home in ;)

Look - It's not a huge deal, and I can generally adjust the dampers to get it more in line with reality. But what you're essentially saying is that every other sim (AMS, rF2, R3E, iR) gets it wrong, and only AC gets it right.

Here's a pretty good article. I think you'll find that several of the techniques described simply don't work like this in AC. They do work (using identical simulated cars) in AMS, rF2, R3E, iR and...Real Life: https://nasaspeed.news/columns/driver-instruction/how-to-rotate-a-car/

This part in particular: "In the case of early throttle application, a lift of the throttle should be sufficient to transfer weight from the rear to the front and induce the rotation."

ps - I fully realize this won't be a popular opinion in an AC mod thread. Sorry guys.

I totally agree that someone simply using 'numbers' to get a car to feel 'right' isn't necessarily going to be better than simply someone who has at the very least driven a track focused car.
There are things that even a well sorted track focused car can do in real life that in a game would have people scratching their heads and saying "arcade" or "not real".
Using the throttle to manipulate the cars around sweepers and corners is one of those. In a game it can seem weird if you have never even driven a car let alone a racing one...

An example IMO is the PCars Clio cup, this was for the stand out car in PCars when it 1st came out, loved it so so similar to the real life racing hot hatches, even the rear wheel cocked up in the air under breaking.......

Then someone went onto PCars forums saying the data numbers were wrong and they had real life data from the car from a driver...they updated it and it was never the same again IMO.....
Because real life numbers and data and even set up won't necessarily work in a game...

The best Clio cup out there now is the one in Automobilista and delplinski's from here...
 
Well, how to put this nicely ;) I'm sorry, that's not really correct about competition cars in particular. You certainly shouldn't get "lift-understeer" (that's not even a term I've ever heard and I've been hanging around tracks since 1978). Just google "Lift Oversteer" and then compare the results to "Lift Understeer" to see what I mean.

Yes, some cars do have lift oversteer in AC. But, compared to real life, it's very subtle and slow (except for a select few cars). In real life, driving a properly set-up race car, abruptly doing anything with the throttle mid-corner usually = Abruptly leaving the road. Backwards.

I actually believe this is a big reason why AC players tend to hate the way ACC drives (I know - there's a lot of other things to hate as well). ACC actually does model lift-oversteer quite well. Players likely became accustomed to AC's understeer-no-matter-what-you-do (unless you break the rears loose with power) and, when they tried ACC, they found out very quickly that abruptly lifting mid-corner in a properly set-up GT3 car leads to an instant (and often non-recoverable) spin. I can assure you that every track-prepped car I've ever driven (even my FWD H22 EG Civic with a Quaife LSD) has exhibited this behavior. I mean, it's something you rely on to correct the car mid-corner. Without it, it's like driving a truck.

Hey, you should really try other simulators! And with any sim, I think it would be very difficult to judge the physics on a simulated car without having some real-world point of reference. Even if you laser-scan every suspension element and hand-craft every tire, you're placing complete trust in the "black box" of AC's internal physics engine. Unless you can compare it to a real car in the real world, you can never be sure if the result is accurate. Even F1 teams (Williams, McLaren, Renault) often have major correlation issues between their supercomputing-cluster-driven CFD simulators and the way the car performs in the real world: https://www.formula1.com/en/latest/article.smedley-what-is-correlation.3gcOwCLuQ7rxk4bNeBKf1p.html

While I enjoy AC, I don't think it's better than an F1 team's $20 million simulator :)

Here in the USA, SCCA has some excellent "Track Night" programs where you can take your street car and try it out on a local track. You might have something similar where you live. Could be really helpful for ensuring your physics correlate with real car behavior.

Yes, because most cars in AC have too much inertia. Incorrect load curves. Incorrect camber curves. My cars generally have the latter two, although I've used KS' method to make a bit more accurate camber curves in general.

I still don't understand how if you put in the same input, and get the same output, the sim is still extremely wrong. You generally won't have big discrepancies between inputs and outputs in AC when comparing onboard footage + telemetry to well made cars. Much less so than something like rF2 or iRacing at least, which don't begin to match up.

Maybe your impression says AC is inherently terribly off, like the Norwegian gentleman back on the forums some years back, and it likely stems from the same issue, that being load curves being way off in KS tires. There's a good basis to that. But it doesn't change that, especially when you put in good load and camber curves into the tires, the intput/output does match up. Even if the test drivers say it doesn't: it does.

AC's GT3 and all official racecars in general are incredibly badly made, so it's not really a good comparison honestly, but just go and drive 10 laps with a sensible setup in one of those and lift off abruptly and see what happens. There will be *too much* lift off oversteer.

I totally agree that someone simply using 'numbers' to get a car to feel 'right' isn't necessarily going to be better than simply someone who has at the very least driven a track focused car.
There are things that even a well sorted track focused car can do in real life that in a game would have people scratching their heads and saying "arcade" or "not real".
Using the throttle to manipulate the cars around sweepers and corners is one of those. In a game it can seem weird if you have never even driven a car let alone a racing one...

An example IMO is the PCars Clio cup, this was for the stand out car in PCars when it 1st came out, loved it so so similar to the real life racing hot hatches, even the rear wheel cocked up in the air under breaking.......

Then someone went onto PCars forums saying the data numbers were wrong and they had real life data from the car from a driver...they updated it and it was never the same again IMO.....
Because real life numbers and data and even set up won't necessarily work in a game...

The best Clio cup out there now is the one in Automobilista and delplinski's from here...

Edited to reply:

I should remind you that your impressions are likely +-25% correct. Everyone's are. If some pro drives, say, Dirt Rally, where the cars on gravel pull G-forces alike to F1, but it *feels* right to them, it doesn't make it right. We've had pro drivers in lower Formula series praise AC's F1 cars and call them sooooo realistic and everyone gullibly eats it up, like it means anything at all.

I'm not saying your experiences and thoughts are invalid: but you're most assuredly very off the mark from where you think you really are. If you compared telemetry from IRL and into a sim while playing back footage from both, you would start to understand. The entire experience of driving a real car is so different from the sim car that they're hard to compare on the same terms.
 
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I totally agree that someone simply using 'numbers' to get a car to feel 'right' isn't necessarily going to be better than simply someone who has at the very least driven a track focused car.
There are things that even a well sorted track focused car can do in real life that in a game would have people scratching their heads and saying "arcade" or "not real".
Using the throttle to manipulate the cars around sweepers and corners is one of those. In a game it can seem weird if you have never even driven a car let alone a racing one...

An example IMO is the PCars Clio cup, this was for the stand out car in PCars when it 1st came out, loved it so so similar to the real life racing hot hatches, even the rear wheel cocked up in the air under breaking.......

Then someone went onto PCars forums saying the data numbers were wrong and they had real life data from the car from a driver...they updated it and it was never the same again IMO.....
Because real life numbers and data and even set up won't necessarily work in a game...

The best Clio cup out there now is the one in Automobilista and delplinski's from here...
Hey, you should check out the 2019 TCR's in Raceroom if you enjoyed that early Pcars Clio (I remember it too and you are absolutely right about how great it was before they dumbed it down). The one in AMS is also excellent.

I know this is an AC forum, but the Raceroom TCR's are a blast. You'll definitely learn to be careful suddenly lifting the throttle with those babies! Balancing those cars in the corners at a place like Spa is just amazing. Feels just like my old EG Civic race car. The same go-fast techniques work.
 
Yes, because most cars in AC have too much inertia. Incorrect load curves. Incorrect camber curves. My cars generally have the latter two, although I've used KS' method to make a bit more accurate camber curves in general.

I still don't understand how if you put in the same input, and get the same output, the sim is still extremely wrong. You generally won't have big discrepancies between inputs and outputs in AC when comparing onboard footage + telemetry to well made cars. Much less so than something like rF2 or iRacing at least, which don't begin to match up.

Maybe your impression says AC is inherently terribly off, like the Norwegian gentleman back on the forums some years back, and it likely stems from the same issue, that being load curves being way off in KS tires. There's a good basis to that. But it doesn't change that, especially when you put in good load and camber curves into the tires, the intput/output does match up. Even if the test drivers say it doesn't: it does.

AC's GT3 and all official racecars in general are incredibly badly made, so it's not really a good comparison honestly, but just go and drive 10 laps with a sensible setup in one of those and lift off abruptly and see what happens. There will be *too much* lift off oversteer.



Edited to reply:

I should remind you that your impressions are likely +-25% correct. Everyone's are. If some pro drives, say, Dirt Rally, where the cars on gravel pull G-forces alike to F1, but it *feels* right to them, it doesn't make it right. We've had pro drivers in lower Formula series praise AC's F1 cars and call them sooooo realistic and everyone gullibly eats it up, like it means anything at all.

I'm not saying your experiences and thoughts are invalid: but you're most assuredly very off the mark from where you think you really are. If you compared telemetry from IRL and into a sim while playing back footage from both, you would start to understand. The entire experience of driving a real car is so different from the sim car that they're hard to compare on the same terms.


DiRT is a good example for how some sim racers are just clueless to reality, as one example is the "OMG! it's arcade its so easy to go fast on snow in DiRT it's stupid!!"
Reality.... rally cars use special snow tires with studs in them that current rally drivers say offer more grip than when the rally car is simply on a gravel stage...(Craig Breen said this amongst others)

Anyway my point is more along the lines of

"I have been around that corner in a 1994 Alfa Romeo track focused 155 at 90-100 with old tyres and didn't kill any cats or end up in the gravel dead......................... so why on warm tyres in sim 'X' can i not go faster than 60mph in a 2016 GT3 car??....hmmmmm"
 
Mercedes-Benz Super Sport Kurz Barker Roadster '29
could keep him company on the track.
Can someone make an envelope of this 3d model (it is easy to find it on demand in google :) )?

index.php


index.php
@Turnup, it would be great if someone created the car "Mercedes-Benz Super Sport Kurz Barker Roadster '29" I think would be very appreciated by all members of the forum! :D:bowdown:👍:gtpflag:
 
... make an envelope

I see what you did there. сделать конверт Translates to 'make a conversion'


особенно кривя душой ?

(I'm just being a 'smart alec' with online translation.)
 
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Hi gents,
porsche-911-964-S3655560-1.jpg

I cant remember who was looking for a Porsche 964 a few days ago. I found it at assettoland but with weird data.
From this page https://www.automobile-catalog.com/car/1993/2865290/porsche_911_carrera_rs_3_8.html I modified the data and the performances as well as the display (underestimated) of the rev counter. The hardest part was changing the size of the tires and rims and keep the wheels sticking to the road
You can get it here: https://mega.nz/#!os8lACCR!WfWHAvCjgLqKL3oc_3tqN0GRfhUkBjgub--_sEnmyuE
the author of this mod is Shokeus ACT80's. Very nice design and pleasant to drive at green hell.
Have fun, Mike.

Thank , Shokeus .
 
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