Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Thread starter daan
  • 154,852 comments
  • 48,727,810 views
i followed @fleskebacon and also got atlasOS its definitly better than stock windows. but sadly now my complete %appdata% folder is gone for good. i know its off topic but does someone maybe know a way maybe how to recover it because i deleted my whole partion whilst setting everything up
 
Last edited:
i followed @fleskebacon and also got atlasOS its definitly better than stock windows. but sadly now my complete %appdata% folder is gone for good. i know its off topic but does someone maybe know a way maybe how to recover it because i deleted my whole partion whilst setting everything up
I'm afraid if you removed your partition, and have setup a new partition on that disk/ssd and installed windows on it , there's no recovering that folder anymore from that disk/ssd...
(only from a backup if you ever made one ... but hey , look at it from bright side : you now see the importance of making backups! :D)

ps: I also leaped from Win10 to Win11 AtlasOS , hoping to solve my long standing microstutter issue in Quest3 Link ...
LatencyMon shows worse numbers for NVIDIA driver on the new win11 AtlasOS compared to my (self-debloated) Win10 installation...
(but I didn't play around yet w all the options AtlasOS has to offer post-install... )
Hoping to get it finally figured out some day so I can play buttery smooth without micro-stutters. (But starting to think it's not possible with my hardware... 4080s + Quest3)
 
That's the major sin of all sim racing in general. I find it hilarious that real GT3 and F1 drivers constantly say that sims have way too slippery kerbs and the cars (generally) have way too little traction compared to real racecars. When F1 2020 was released and some F1 driver tested it (maybe George Russell) to give feedback to the devs, he said that the car felt 100% more realistic when the TC was set on. And most sim racers complained that the F1 cars in that game had way too much grip. They sure are better experts than a real F1 driver, huh?

Look at the incar footage of modern F1 and see how those guys can clock 70 laps all those kerbs spot on... and the tolerances are measured in centimeters how they take the corners. Sure they're the best drivers but without insanely high traction it wouldn't be possible to be that consistent. And the gaps in QF between 1st and 20th is about 6 tenths. In the old days it was often like 8 seconds. Sure the older F1 cars should be harder and sloppier to drive on the sims too. Even during the grooved tyres years (Hakkinen-Schumacher-Hill era) the gaps came much closer already.

Now it's actually crazy how small the differences are... today's QF at Monza was a great example. But I've noticed that you can't make old F1 cars very sloppy on AC... otherwise you get all kinds of AI problems because there are so many factors to consider when you build a season. They just won't stay on the track. That's why it must be tough to make a good 60's or 70's F1 season on AC and have somewhat realistic lap times (without making the top speeds way too slow).

I increased the Ferrari Virtua Simulazione 1998 rear traction a little because the car was oversteering and sliding like crazy and immediately someone complained that "it has too much traction now".

Oh yeah... how does he know that? That F1 car should behave like a drift car E30.

People say how great iRacing rain physics are. GT3 driver James Baldwin said that it has WAY too little grip on the rain. Same with ACC's kerbs... they can immediately slingshot you to the next dimension if you take them wrong. LMU has done them much better. On iRacing there was no way to save the car from snap oversteer... you ALWAYS became a passenger when you lost the grip. Every pro driver has said it was totally unrealistic. (Now they supposedly have better tyre model) Sure you can lose the cars... and even the best DO lose the car often... but not with 100% consistency.

Yes... people think more difficult means more realistic. That's a problem. I'd say the actual difficulty should come from AI skill... not making the driving unnaturally hard.

Kunos cars are pretty good generally but if you want to drive a bad car with literally ZERO traction, try Kunos RUF Yellowbird.
I remember when Dan Gurney tried out Grand Prix Legends and said if they'd had that little grip in real life more of them would have been dead.

Its always amused me that games are made hard purely because someone thinks that's more realistic.
 
Last edited:
20250907-204626-at_previews-f302_gt_by citroen_gt3.webp

Released : GT By Citroen (LMGT3)
Author:F302
3D Model by PD (GT7)
Texture Update : F302
3d work: F302
Skin: F302
Template Include
hope u enjoy the Car
ps : send feedback ,bugs ,missing things
tested on 0.2.12-preview1
PP filer _PURELIFEEVO
have fun!
To install, move folders to "...\SteamApps\common\assettocorsa" or simply
drag'n'drop archive to Content Manager

 
shi
Sorry for the double post.

Imola 1986 v1.1

View attachment 1472354
Autodromo Internazionale Enzo e Dino Ferrari with 1986 layout.
Conversion from F1 Challenge.

-CSP recommended
-36 pit/start
-AI, cam

Credits & Thanks;
F1 Challenge Track by dmarques
(Based TTTTT's rFactor version, Original GTR version by Afdelta)

Terms Of Use; (F1C)
Enjoy this mod to the fullest, that's all. If you want to convert or use this
as a base to create other cars, you're welcome in doing so as long as the
appropriate credit is given to the respective authors of the files you are
using. You can find all authors in this file

AC converted by shin956
AI lines, sidelines and ai_hints.ini by IMEAN
.lua base by Gunnar333
Crowds texture by Kniker97
pit tents from F1-S-R track pack (rF1)
AutoSprint logo texture by Red Manuel
marshall, cameraman and some textures by kunos

Enjoy.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.1 changelog;
Added AI lines, sidelines and ai_hints.ini created by IMEAN. (Thanks!)
Fixed incorrect mapping of guardrails and walls.
A few other minor fixes.

I love your tracks Shi, I absolutely love them because I am a huge 90's F1 fan.

But it's a shame that with Imola the ultimate version is actually a combination of your free 1992 track and the paid 1986-1994 track.

The free 1992 track has the whole circuit, the tunnels, the city, the houses, the parks, the running track and the correct asphalt resurfacing patches. Unfortunately it has a few wrong and a few missing advertisements.

The paid version 86-94's 1992 track (and the other versions) lack the entire circuit and the correct asphalt resurfacing patches but have the incredibly accurate advertisements.

This specific Ruf, however, seems to be notoriously difficult to drive due to lack of traction in real life too:

I think the Kunos is even less grippy than the real one. Anyone else have the same feeling?
 
Last edited:
I remember when Dan Gurney tried out Grand Prix Legends and said if they'd had that little grip in real life more of them would have been dead.

Its always amused me that games are made hard purely because someone thinks that's more realistic.

Indeed. It's absolutely crazy. I remember that game well and we played it with my brother with our first sim wheel (it didn't have FFB). Great game but way too little grip to be even remotely realistic. They had the modern F1 skins too as an "unofficial download". Some people still play it. I find it amazing.

On AC I increased VS 1998 car's rear wheel grip by changing rear tyres DX ref from 1.8 to 2.1 and it immediately became enjoyable to drive... and probably at least remotely close how the grip on the real F1 car should be. Kunos F2004 drives amazing too. Ironically it needed VRC 2007 tyres to stay on the track on new CSP/CM ai (whatever was causing the spins).

I'm beginning to think (after playing a lot of F1 2020 just recently) that it's the most realistic simulation of modern F1 that has ever been made (when the TC is set on as George Russell himself suggested). That game is loved by a LOT of people and widely regarded as the best of the series... but has always been overlooked by sim racers... even though it does pretty much everything 100 times better than any of the "real sims" (besides the FFB).

Don't get me wrong some modern AC F1 cars feel really amazing... like Kunos F2004, VRC 2005, 2007 and CIM 2008. And some of the new RSS/VRC cars from 2020's too. AC probably has the best driving modern F1 cars. But when it comes to races and creating a full 2020-era championship on AC (or any other sim at the moment)... they won't come even close.

What is missing:

Qualifying Q1, Q2, Q3
Safety car
Perfect pitstops (yeah you can manipulate the fuel load and force pitstops as I've done but it's never perfect as AI pits sometimes against all logic twice)
Properly executed DRS/ERS (I think this is purely depending on the track as some probably have them nailed)
AI intelligence to use DRS to prevent overtaking when they're driving in the "train" (I could be wrong here as I haven't played a lot of new F1 on AC... it could work if it's all automated)
Blue flag / outlap AI (this is the lamest issue on AC and actually unforgivable from the devs)
Tyre rule (mandatory to use at least two compounds on dry)
Team radio
Qualifying where lower tier drivers aren't constantly ruining your fast lap or backmarkers racing you like idiots
Ability to set up the AI difficulty properly (100 on AC is not always sufficient if the fastlane is not flawlessly made). To be fair 100 is ok most of the time.
Damage model (sure it's not perfect on F12020, either but ok)
Rain physics (F12020 has them nailed pretty good... I think actually better than LMU or ACC. iRacing has the best rain even with its flaws)

As I've said many times... besides the lack of blue flag/QF outlap AI, AC ai is pretty good... MUCH better than its reputation... as long as all factors are properly done (fastlane, cars, individual driver aggression). And car modders are smart enough to have eliminated AC's over slippery kerbs too. It's not an issue on most modern F1 mods. And you can adapt to the ai and learn to overtake properly. But it's not even CLOSE how good ai F1 2020 ai is. Not even on the same ballpark.

AC as a F1 simulator is amazing up until 2010'ish. I've had some incredible seasons on AC. After that... nope.

It's kinda ironic that the best F1 cars are probably those modern RSS/VRC cars. They drive so well and are so well made. I have a few of them like RSS 2022. It's great. Some modern tracks are incredibly well made too. Of course you can hotlap them and enjoy (which I think most people actually do). I could be wrong though... I only played through 2022 season built by Geraint Thomas. Amazing work by him but it's not his fault that AC is just not built for modern F1 championships.

I wish Kunos could just update the AC one day and fix these issues. They're not just F1 issues but for example lack of flying starts prevents all proper Indycar/CART/GT3 season mods. I think those updates would make people much happier than any new EVO updates. :D

I think the Kunos is even less grippy than the real one. Anyone else have the same feeling?

Kunos RUF Yellowbird is absolutely ridiculous. That famous lap by Stefan Roser was not about "lack of grip" but he purposefully oversteered the car and used its grip. He said himself that it wasn't the absolutelly fastest way to drive the Green Hell with the Yellowbird... there was a lot of showmanship involved. Air cooled Porsches (and all 911's) have engine on the back and they actually have very good grip (until you lose it hehe). The rear of those cars is like a pendulum... if you lift on the corners you'll lose it.

Kunos RUF has zero grip. It's like driving on ice or oil. And believe me... I'm a Finn and I've done a few times on icy tracks and Kunos RUF feels exactly the same (just without studs on the tyres). It probably doesn't have the physics wrong... they are just way exaggerated.

EVO actually has 964 Turbo 3.6 which drives 100 times better. It's challenging to drive too... but in a good way.
 
Last edited:
I have most (all?) of the headline mods from the major modding teams, and more tracks than I can count. I enjoy putting combos together that are a challenge, a good fit of car and circuit, and that offer nice immersion. While I thought I had most of the premier mods figured out, every now and then I stumble across an older gem, and yesterday was one of those days.

A new set of skins on RD led me to a car I had never come across before - the Legends Cars Mod from 2019. On the strength of one of the real-world videos on the mod page, I gave it a go in a field of AI at Bikernieki - High Speed Ring layout. Incredible. The car mod is incredibly nice, needs to be driven on the throttle, but can hold a nice slide and rewards technique. The AI handle it well, and (for my skill level anyway) make for a challenging, immersive and enjoyable race.

Short video of the first couple of laps of my first race below. If you don't yet have these mods, do yourself a favour and grab them today!


Try the Legion/Perendinator Legends Chev.

My CSP antidepressants are the Etc Marcas Turbo.
Screenshot_etc_gol_marcas_turbo_goodwood_circuit_7-8-125-21-46-52.webp
 
Last edited:
View attachment 1477645
Released : GT By Citroen (LMGT3)
Author:F302
3D Model by PD (GT7)
Texture Update : F302
3d work: F302
Skin: F302
Template Include
hope u enjoy the Car
ps : send feedback ,bugs ,missing things
tested on 0.2.12-preview1
PP filer _PURELIFEEVO
have fun!
To install, move folders to "...\SteamApps\common\assettocorsa" or simply
drag'n'drop archive to Content Manager

Something in the config is tanking my framerate.
With the car's defaults I'm not even getting 90fps in VR when hot lapping in the dry.
If I rename the extension folder then everything goes butter-smooth and I'm hitting 90fps without breaking sweat.
Got a hunch it might be the PBR carbon, but only because there's so much of it.

Edit: nope, it wasn't the carbon, it's that bloody FUR shader used for the alcantara. This has been a VR frame-killer in the past. It really is not worth the performance hit at all. Simply commenting it out makes a MASSIVE difference to performance and to be honest, I can't notice any difference in the way the alcantara looks without it.

Code:
;[Material_Fur]
;Materials = INT_ALCNT
;Furlayers = 1 
;FurScale = 0.5  
;FurFacingScale = 1
;FurGravityFactor = 2
;FurUseTextures = 0
;FurFidelityScale = 5
;FurOcclusion = 0.2
;FurRimExponent = 2
;FurAmbient = 1
;FurDiffuse = 0.4
;ThresholdExponent = 1
;ThresholdMultipler = 1.5

It's a car FFS, not a Wookie!
 
Last edited:
... it's that bloody FUR shader used for the alcantara. This has been a VR frame-killer in the past. It really is not worth the performance hit at all. Simply commenting it out makes a MASSIVE difference to performance and to be honest, I can't notice any difference in the way the alcantara looks without it.

Code:
;[Material_Fur]
;Materials = INT_ALCNT
;Furlayers = 1
;FurScale = 0.5 
;FurFacingScale = 1
;FurGravityFactor = 2
;FurUseTextures = 0
;FurFidelityScale = 5
;FurOcclusion = 0.2
;FurRimExponent = 2
;FurAmbient = 1
;FurDiffuse = 0.4
;ThresholdExponent = 1
;ThresholdMultipler = 1.5

It's a car FFS, not a Wookie!
He's testing the config for the next car release...

dogmobile.webp
 
AC as a F1 simulator is amazing up until 2010'ish. I've had some incredible seasons on AC. After that... nope.
You say that but I'm tearing my hair out. I downloaded the ASR 1991 carset (free), paid for the DLC, added that. Made sure all AI lines by Thockard were up to date, set Strength to 100% and Aggression to 45% as reccommended, hit SHIFT while loading the track (Shin956's awesome paid 1991 Magny Cours track).

It's insane, Senna and Mansell are running 1:34's. The actual fastest lap at Magny in 1991 was a 1:18. That's a 16 second difference per lap??

What am I doing wrong?

I even made sure not to include the ai_hints.ini as per:

3K9mbri.png
 
Last edited:
You say that but I'm tearing my hair out. I downloaded the ASR 1991 carset (free), paid for the DLC, added that. Made sure all AI lines by Thockard were up to date, set Strength to 100% and Aggression to 45% as reccommended, hit SHIFT while loading the track (Shin956's awesome paid 1991 Magny Cours track).

It's insane, Senna and Mansell are running 1:34's. The actual fastest lap at Magny in 1991 was a 1:18. That's a 16 second difference per lap??

What am I doing wrong?

I even made sure not to include the ai_hints.ini as per:

3K9mbri.png

You have set something seriously wrong.

I made a season report of my constructed 1991 ASR season here.

Magny Cours pole time was 1:19 by Berger.

Why don't you just set up my old 1991 championship? All driver skills have been set and the driver is set to play Senna/McLaren. Don't do any CM garbage settings... in the season they won't work consistently anyway. Don't touch anything on CM... just load up the champs files and execute.

 
Last edited:
You have set something seriously wrong.

I made a season report of my constructed 1991 ASR season here.

Magny Cours pole time was 1:19 by Berger.

Why don't you just set up my old 1991 championship? All driver skills have been set and the driver is set to play Senna/McLaren. Don't do any CM garbage settings... in the season they won't work consistently anyway. Don't touch anything on CM... just load up the champs files and execute.


Thanks I really appreciate the help. In 1991 Magny the pole was a 1:14.5 and the fastest lap was a 1:19.1

Am I reading your thread wrong?

I'm probably not understanding something because in your stats I'm seeing:

Phoenix Qualifying: Your set: 1:27.7 1991 Reality: 1:21.4

Silverstone Qualifying: Your set: 1:25.7 1991 Reality: 1:21.9

Suzuka is off by 13 seconds (1:34 vs 1:47)

Am I reading them wrong? In any case your times are a lot closer to reality than what I am seeing on mine.


I have never tried Champ files, (I did buy CSP though so I should be able to get it to work). I will try your suggestion, thanks very much, I truly appreciate your help and advice.

PS: When you say don't change anything in CM what do you mean? Do you mean things like "Experimental Physics"? I don't even know if I have to set that on or off?

Also would you reccomend your fuel mod still if I only run 100% races? I'd prefer the cars (and fuel tank) to be as close to reality as possible. I may be misunderstanding you in that I believe your fuel mod is only neccessary if we run 20 lap races.
 
Last edited:
The 3D tree upgrades are great - this one would be incredbile to do:
Clermont-Ferrand 1965
GTR2 by NeelJ, AC by Rainmaker, ChrisT86
Version 1.3
Wish I had the time to do it justice.
 
Thanks I really appreciate the help. In 1991 Magny the pole was a 1:14.5 and the fastest lap was a 1:19.1

Am I reading your thread wrong?

I'm probably not understanding something because in your stats I'm seeing:

Phoenix Qualifying: Your set: 1:27.7 1991 Reality: 1:21.4

Silverstone Qualifying: Your set: 1:25.7 1991 Reality: 1:21.9

Suzuka is off by 13 seconds (1:34 vs 1:47)

Am I reading them wrong? In any case your times are a lot closer to reality than what I am seeing on mine.


I have never tried Champ files, (I did buy CSP though so I should be able to get it to work). I will try your suggestion, thanks very much, I truly appreciate your help and advice.

PS: When you say don't change anything in CM what do you mean? Do you mean things like "Experimental Physics"? I don't even know if I have to set that on or off?

Also would you reccomend your fuel mod still if I only run 100% races? I'd prefer the cars (and fuel tank) to be as close to reality as possible. I may be misunderstanding you in that I believe your fuel mod is only neccessary if we run 20 lap races.

1. Yes. Some tracks won't get accurate qualifying times, some do. Magny Cours especially used to have a slow ai. But that report is years old. Now Thockard made it faster. But if you' re looking for perfect lap times on all circuits, you're not going to get it.

2. When you set up a season on CM you either have to define a general AI skill and aggression which is universal for all drivers. Then you will get drivers like Morbidelli and Nakajima taking the poles and winning the races. Sure you can try making the driver presets but they only work consistently for the 1st race of the season. When you use champs files you can make detailed driver profiles which stay consistent through the whole season and can achieve very realistic race and championship results (read my old report).

3. No... the fuel mod won't work if you run 100% races. They're designed for 20 lap races. The championship files work perfectly, however. Leave the fuel mod out. But 100% races have a lot of issues with the backmarkers (as AC ai doesn't have blue flag intelligence).

4. You can try both physics and see how they work. I haven't played ASR 1991 season for a while. If the cars crash and drive out of track change to CSP 0.1.79 and old physics. They will work perfectly with those specs. But most likely they have no problem either way.
 
Last edited:
1. Yes. Some tracks won't get accurate qualifying times, some do. Magny Cours especially used to have a slow ai. But that report is years old. Now Thockard made it faster. But if you' re looking for perfect lap times on all circuits, you're not going to get it.

2. When you set up a season on CM you either have to define a general AI skill and aggression which is universal for all drivers. Then you will get drivers like Morbidelli and Nakajima taking the poles and winning the races. Sure you can try making the driver presets but they only work consistently for the 1st race of the season. When you use champs files you can make detailed driver profiles which stay consistent through the whole season and can achieve very realistic race and championship results (read my old report).

3. No... the fuel mod won't work if you run 100% races. They're designed for 20 lap races. The championship files work perfectly, however. Leave the fuel mod out. But 100% races have a lot of issues with the backmarkers (as AC ai doesn't have blue flag intelligence).

4. You can try both physics and see how they work. I haven't played ASR 1991 season for a while. If the cars crash and drive out of track change to CSP 0.1.79 and old physics. They will work perfectly with those specs. But most likely they have no problem either way.
Thank you. I really appreciate the time you took to help me out. I will try your champ file and see how it goes. I have no idea how the champ file interacts with things like ai_hints.ini but I will give it a shot. Thanks again, I truly appreciate your time and advice!
 
Thank you. I really appreciate the time you took to help me out. I will try your champ file and see how it goes. I have no idea how the champ file interacts with things like ai_hints.ini but I will give it a shot. Thanks again, I truly appreciate your time and advice!

You're welcome. Nice to have more classic F1 fans onboard.

AI hints are track specific files which have nothing to do with the championship files.

And if you find it too hard you can always adjust the driver ai skills easily from championship.champ file with just Notepad.

PS: Don't forget to add my ESPN Speedworld period correct TV graphics.

 
Last edited:
You're welcome. Nice to have more classic F1 fans onboard.

AI hints are track specific files which have nothing to do with the championship files.

And if you find it too hard you can always adjust the driver ai skills easily from championship.champ file with just Notepad.

PS: Don't forget to add my ESPN Speedworld period correct TV graphics.


Thanks so much, I will definitely try those. My own personal preference is the highest difficulty (as close to reality as possible).

I've actually been in the modding scene for a very long time. I started watching F1 in 1991 and I helped out the F1SR crew back here and there when they did F1SR 1991 HE a decade ago for rFactor1. My skills were as a researcher, I have a tremendous amount of paper publications from the era that list things like top speeds for each circuit from 1988 to 1994. Stuff that isn't on the internet. Right now I'm helping Ale and Tommy with their ASR mods to get everything as accurate as can be for that era. If you have an interest in the minutiae let me know, I am more than happy to share what I have.

Out of interest, do you know of a repository of Assetto Corsa setups for these cars (say 1991)? The default setups seem to be very generic and not ideally suited for each GP. It's only normal as each GP required very specific setups, primarily the whole 1991 thing of the cars running on the bumpstops most of the time.

Do you know of a place that has 1991 setups per track so I can just load up and go?

I have some actual setup sheets used in the era but I can't translate them into Assetto Corsa

Here is a corner by corner lap of Magny 1991 including all gears (28:30):

https://www.youtube(dot)com/watch?v=3G-cd5_reqk
 
Last edited:
Hey Shi, I believe your magnycours_1992/1992 version and your asr_owc_1992_round_08 are essentially the same track.
However asr_owc_1992_round_08 needs an ai_hints.ini file for 88-94-97 (done by Thockard), I see that Magny 1992/1992 has no hints file included in the data folder.

Was that on purpose? I.e. we don't need a hints file for the awesome patreon version?
Since it was my mistake, I will add ai_hints.ini_88_94_97 going forward.
Should I only add ai_hints.ini to the 1994 layout?
I love your tracks Shi, I absolutely love them because I am a huge 90's F1 fan.

But it's a shame that with Imola the ultimate version is actually a combination of your free 1992 track and the paid 1986-1994 track.

The free 1992 track has the whole circuit, the tunnels, the city, the houses, the parks, the running track and the correct asphalt resurfacing patches. Unfortunately it has a few wrong and a few missing advertisements.

The paid version 86-94's 1992 track (and the other versions) lack the entire circuit and the correct asphalt resurfacing patches but have the incredibly accurate advertisements.


I think the Kunos is even less grippy than the real one. Anyone else have the same feeling?
I think some objects can be transferred from asr_owc_1992_round_05 to imola_1986.
Please let me know by attaching screenshots in a PM.
 
I'm afraid if you removed your partition, and have setup a new partition on that disk/ssd and installed windows on it , there's no recovering that folder anymore from that disk/ssd...
(only from a backup if you ever made one ... but hey , look at it from bright side : you now see the importance of making backups! :D)

ps: I also leaped from Win10 to Win11 AtlasOS , hoping to solve my long standing microstutter issue in Quest3 Link ...
LatencyMon shows worse numbers for NVIDIA driver on the new win11 AtlasOS compared to my (self-debloated) Win10 installation...
(but I didn't play around yet w all the options AtlasOS has to offer post-install... )
Hoping to get it finally figured out some day so I can play buttery smooth without micro-stutters. (But starting to think it's not possible with my hardware... 4080s + Quest3)
Actually it may be possible to recover the files via a deep scan recovery program. The files arent completely deleted unless a proper zero-ing function is run
 
Thanks so much, I will definitely try those. My own personal preference is the highest difficulty (as close to reality as possible).

I've actually been in the modding scene for a very long time. I started watching F1 in 1991 and I helped out the F1SR crew back here and there when they did F1SR 1991 HE a decade ago for rFactor1. My skills were as a researcher, I have a tremendous amount of paper publications from the era that list things like top speeds for each circuit from 1988 to 1994. Stuff that isn't on the internet. Right now I'm helping Ale and Tommy with their ASR mods to get everything as accurate as can be for that era. If you have an interest in the minutiae let me know, I am more than happy to share what I have.

Out of interest, do you know of a repository of Assetto Corsa setups for these cars (say 1991)? The default setups seem to be very generic and not ideally suited for each GP. It's only normal as each GP required very specific setups, primarily the whole 1991 thing of the cars running on the bumpstops most of the time.

Do you know of a place that has 1991 setups per track so I can just load up and go?

I have some actual setup sheets used in the era but I can't translate them into Assetto Corsa

Here is a corner by corner lap of Magny 1991 including all gears (28:30):

https://www.youtube(dot)com/watch?v=3G-cd5_reqk

For example that Suzuka slow laptime is a testament to ASR 1991 cars. I never dared to criticize them or adjust them as people consider them the "holy grail of classic F1 cars". I don't necessarily think so. Sure they're fun and challenging to drive for people who think "more difficult is more realistic".

When you're sim racing you miss the physical aspect of the car and you're purely driving with your vision. People probably think that ASR 1991 cars are realistic because they are difficult to drive. But the reason they're difficult is that they don't have that much grip and they spin easily when you hit the kerbs wrong. That's why they have slower lap times too... you have to drive them "on your tiptoes". Sure the slow Suzuka laptime might be a combination of slow fastlane too... and it's probably a bit faster now after the updates.

For me the "realism" with these ASR 1991 cars come from the ai relative speed compared to the user.. and the quality of the cars (so that they won't drive off the track and cause much traffic issues). All Lotus 98T based cars have the tendency of staying "crawling" on the tracks when they hit the wall. They won't pit and create huge trains that ruin the races. Fortunately this happens only occasionally on tracks like Monaco and Oesterreichring. ASR 1991, 1992 and RSS 1990 never. I don't know what causes it.

Finding "perfect setups" for each track has never been in my interest. If you find perfect setup for your car and become faster that means decreased difficulty (in relation to AI). For me there is absolutely ZERO fun to get easy poles and cruise to easy victories. AI at 100 is not superfast. So becoming too fast and too good is not what the user should aim for in these AC F1 championships. It'd be almost like playing FIFA with amateur difficulty and score 3 goals in every match with your star player. Fun? Nope.

I understand the attraction of tweaking the setup and trying to achieve those last milliseconds... but ACC and LMU are much better suited for that kind of stuff as the hardcode is designed for each track to have realistic laptimes. AC F1 not so much as the season is supposed to be challenging against AI and the mods create a lot of "sloppiness" (track ai's vary so much). On LMU you can set the AI to be inhumanly fast (like achieving 2:18 laptimes on Spa with GT3). That is not possible on AC. You can, however, tweak the specific cars faster if the season is bult on individual base cars (like ASR). But it's kinda individual as all simracers' skill vary so much.

I adjusted the SD 1982, 1983, 1984 and 1988 cars very carefully and achieved very realistic AI qualifying lap times on Jacarepagua, Spa, Monza, etc. but when I did that my Monaco QF times became way too slow (due to decreased grip). You can't get the realism of say, F1 2020 on AC because you can't make track specific individual data adjustments to the cars. Setups will not make that dramatic difference.

I also removed the cockpit adjustable turbo from those cars. Why? Because you can use it like a DRS in the races and win every single race with ease (as AI is way too stupid and limited on AC to use the cockpit turbo wisely).

I also experimented with AI engine failures and created them (in order to try and make the 1982 season more realistic). Yes I got the engine failures but those created a lot of traffic issues again and ruined the races. So I had to remove them too. You have to make a lot of compromises with AC and accept its quirks and limitations... as it's not designed to be very intelligent (see my previous posts).

I don't use track specific setups. I basically just do some quick changes like decreased toe on Monaco, decreased rear wing on Monza, increased wing on Interlagos, etc.

I could easily adjust the ASR 1991 cars so that the lap times become quicker by increasing their grip. But then people would say that "now they're too easy to drive". That's the dilemma of sim racing, really.

I think the realism in AC F1 go up when you hit the mid-2000's. VRC 2005 and 2007 cars get reasonably close to realistic lap times because of increased grip. They're a bit easier to drive too... the kerb behaviour is way more realistic... but the best ai drivers at 100 are even faster. The difficulty comes from AI speed, not from hard driving. Of course it's individual in each track as there's a lot of variation how the fastlanes have been done. But I think my 2004, 2005, 2007 and 2008 championships are the most realistic in every aspect. That's probably the "sweet spot" of AC F1. 80's and 90's F1 seasons are just as fun but there are more compromises.

1998 season, however, is probably the best of them all as all circuits have Thockard ai, 100% correct ads and after I increased the grip of Schumi's Ferrari a little, the season is extremely challenging and fun to drive (against Mika at AI 100). I think that the default VS 1998 Ferrari was absolutely BONKERS to drive and way too oversteery/sloppy. Now it's a bit easier... sure... but enjoyable. AI is pretty much flawless in those circuits so you make one mistake and your chances to win are almost gone.

The season is way too easy if you drive McLaren though... but the difficulty with Schumi/Ferrari is perfect (for me at least). Are the lap times spot on everywhere? Probably not but who really cares as long as you're having fun and a proper challenge.

 
Last edited:
When you're sim racing you miss the physical aspect of the car and you're purely driving with your vision. People probably think that ASR 1991 cars are realistic because they are difficult to drive. But the reason they're difficult is that they don't have that much grip and they spin easily when you hit the kerbs wrong.

I could easily adjust the ASR 1991 cars so that the lap times become quicker by increasing their grip. But then people would say that "now they're too easy to drive". That's the dilemma of sim racing, really.
And that's why I swapped the tyres of the 1991 and 1992 cars with those from their 1993 season but shhhhh
 
Does anyone know whats causing the disparity in reflection quality between a preset and the final "updated preview" picture? I download a lot of presets because they look good, i go into CM to check them out and they look great, then i press "update previews" and they look...well...frankly, crap.
 

Attachments

  • CM Preview.webp
    CM Preview.webp
    31.1 KB · Views: 12
Does anyone know whats causing the disparity in reflection quality between a preset and the final "updated preview" picture? I download a lot of presets because they look good, i go into CM to check them out and they look great, then i press "update previews" and they look...well...frankly, crap.
This is one of the many Content Manager misteries... :guilty:
 
This is one of the many Content Manager misteries... :guilty:
I thought as such! Its a shame because if you roll it back to 1.79 it looks as it should. I just figured that out now. Maybe its the presets not working/talking correctly with the CM updates.
 
Last edited:
For example that Suzuka slow laptime is a testament to ASR 1991 cars. I never dared to criticize them or adjust them as people consider them the "holy grail of classic F1 cars". I don't necessarily think so. Sure they're fun and challenging to drive for people who think "more difficult is more realistic".

When you're sim racing you miss the physical aspect of the car and you're purely driving with your vision. People probably think that ASR 1991 cars are realistic because they are difficult to drive. But the reason they're difficult is that they don't have that much grip and they spin easily when you hit the kerbs wrong. That's why they have slower lap times too... you have to drive them "on your tiptoes". Sure the slow Suzuka laptime might be a combination of slow fastlane too... and it's probably a bit faster now after the updates.

For me the "realism" with these ASR 1991 cars come from the ai relative speed compared to the user.. and the quality of the cars (so that they won't drive off the track and cause much traffic issues). All Lotus 98T based cars have the tendency of staying "crawling" on the tracks when they hit the wall. They won't pit and create huge trains that ruin the races. Fortunately this happens only occasionally on tracks like Monaco and Oesterreichring. ASR 1991, 1992 and RSS 1990 never. I don't know what causes it.
I dont agree with any of this.. the better mods are harder for noobs to drive fast, but they still use the AC engine, easy enough to drive to your liking after setting up like real life drivers do. i dont find ASR cars difficult to drive at all. I dont care about achieving realistic lap times, as most mods dont achieve perfectly realistic laptimes. To make a mod easier to drive to achieve a faster lap time is silly. like that trash 2025 car i posted here the other day by "Forbys" - it is so easy to drive and can achieve realistic times, but physics feel fake, like grand prix 4 on rails days 20 years ago. And i disagree with you completely about "When you're sim racing you miss the physical aspect of the car and you're purely driving with your vision." The whole point of sim racing is that you can feel the car.. and you can feel the ASR cars more than the rubbish simdream cars you make seasons out of, they feel like driving an out of date simcade game as they dont take full advantage of the AC engine. Everyone has their own oppinions, but you seem to just be interested in making competitive seasons in F1, which you are doing a good job at, but often you sacrifice vital driving feel by using inferior mods.
 
Last edited:
I dont agree with any of this.. the better mods are harder for noobs to drive fast, but they still use the AC engine, easy enough to drive to your liking after setting up like real life drivers do. i dont find ASR cars difficult to drive at all. I dont care about achieving realistic lap times, as most mods dont achieve perfectly realistic laptimes. To make a mod easier to driver to achieve a faster lap time is silly. like that trash 2025 car i posted here the other day by "Forbys" - it is easy to drive and can achieve realistic times, but physics feel like grand prix 4 on rails days 20 years ago. And i disagree with you completely about "When you're sim racing you miss the physical aspect of the car and you're purely driving with your vision." The whole point of sim racing is that you can feel the car.. and you can feel the ASR cars more than the rubbish simdream cars you make seasons out of, they feel like racing a simcade game, not a simulator like Assetto Corsa. Everyone has their own oppinions, but you seem to just be interested in making competitive seasons in F1, which you are doing a good job at, but often you sacrifice vital driving feel.

Sure. That's all about what you're trying to achieve. But the ASR 1991 cars are literally 13 seconds slower than the real cars on Suzuka 1992 than the real cars. Or were. Now the gap is probably 11 seconds. Where is the "realism" in that? And you can also argue that realistic times are part of the "simulation", right? Or having all correct modern F1 rules (which are impossible to implement to AC).

The fact is that we CAN'T achieve all aspects in AC because there are so many changing factors that affect the "end result".

And I don't disagree... I don't care for the lap times, either. As long as the races are challenging and the correct drivers are winning the races and getting the poles. Actually I was saying exactly that in that message. I was just responding to the guy who was wondering why they're so much off... and the explanation is the lack of traction. Maybe accurate lap times are his view of realism and it can be different from yours or mine. I have enjoyed all my 1991 ASR seasons tremendously... played it through maybe five times. Great fun.

And about the SD mods... sure I'd love to tweak better 1982, 1983, 1984 cars...and I'd much rather play RSS/ASR 1982 cars. but there aren't any.

The only way to make them stay on the track and make them competitive was to increase the traction and adjust the suspensions so that they won't flip over at Adelaide or Long Beach. Sure that way I have achieved much more realistic lap times but sacrificed the same driving feel that ASR cars have. You can't have both as they weren't so great to begin with. I actually adjusted them just recently to decrease the traction to the limits to barely keep them on the track. But we either have my "simcade mods" or then we don't have them at all. You simply can't play the vanilla SD cars with a straight face because with his default settings the AI is 4 seconds slower than even remotely skilled sim racer... and they crash in every race and create mayhem.

I don't really like how they drive, either. But beggars can't be choosers. I have used whatever is available. And used hundreds of hours to get them where they are now. I don't have skills to make them any better. And you know what... the mods are FREE.. and will ALWAYS be free... no Patreon garbage. I guess you get what you pay for. :D
 
Last edited:
Actually it may be possible to recover the files via a deep scan recovery program. The files arent completely deleted unless a proper zero-ing function is run
Unless it's an SSD. Files deleted from a functioning SSD will generally be unrecoverable, because the SSD automatically trims empty space.
 
Sharing a mod? Host it on GTPlanet Downloads. Free, public hosting for files up to 10GB in size.
Back