- 196

- Russian Federation
doesn't happen until actk dieIt's from the need for speed shift games. Supposedly @ItsHords is going to work on a proper one after him & Nuvo finishes their 993 GT2 car.
doesn't happen until actk dieIt's from the need for speed shift games. Supposedly @ItsHords is going to work on a proper one after him & Nuvo finishes their 993 GT2 car.
Credit listHey so after a long time of lurking around and working on league stuff, I've decided to finally release something in a properly public manner.
Today I bring you what started as an April Fool's joke but eventually became something of it's own, GTCC PS2.
Essentially, it's a super touring car pack (though consider this a physics pack more than anything, I'm absolutely not a modeller and take no credit for the models as I didn't make them), using the physics from the GTCC pack we ran at Freestyle Aces (except not BOPed, aka, to historic spec) and quite low poly models of mostly unknown source (should you know the maker, do tell so I can give proper credit).
View attachment 1554712
Essentially, low fidelity visuals (that will run on your grandma's recipe laptop), decently high quality physics.
so far as my part (physics) is concerned, I'd be happy if y'all look through, iterate/improve them, pick out anything you find wrong (if so do tell me, I could probably use the info) and/or take them out and use them for something else.
Should anyone ever want my help with physics on a car, I'd be happy to help so long as I actually can.
(btw, I'm not too used to this forum so tell me if I'm doing anything wrong.)
As a finale, I'd genuinely like to thank the folks on this thread for being a big part in keeping this game's modding scene alive.
Very nice, I love fictional cars. On that note, do I have permission to upload a mesh edit of your Peugeot VGT GR.3?Complete overhaul of the car
The BMW M3 GT-S (E36) is a fictional, extremely rare evolution of the M3 GTR.
sure looks nicer than my try!Very nice, I love fictional cars. On that note, do I have permission to upload a mesh edit of your Peugeot VGT GR.3?
Since last time I added wing mirrors, which probably won't end up being too functional but this is more of a car I intend to just let the AI race anyway. Also created a piece that fills the gap between the window and rest of the interior pieces, preventing you from seeing all the culled backfaces, so the car actually feels enclosed now. I just noticed in the first picture that the aerocatches on the hood aren't actually attached to the hood, so I'll fix that, and do the materials and interior windows and it's ready to go. A lot of the existing interior meshes on this car are really janky so my gap filler part isn't exactly super pretty, but I tried my best to make it not look horrible.
**** yeah, Great to have the goat back.I'm back to AC modding with some old WIP cars I want to finish.
Next in the Pipeline is my C6.R with 2 different Wings, Rear Bumpers and Front Intake Changes
Car will be unencrypted (as all my releases further on), but it would still be nice If you contact me about any mistakes
I know there are multiple versions of the car now, but for me it seems still useful to have my version online because I don't like some things about the other ones and skinners already did a good job on it.
Car is currently in Beta Testing, I hope I can get it online in the next 2 weeks.
Further down the line: new free Hypercars (963, SC63, Valkyrie and TR010)
View attachment 1554877
Model is quite far for this one (I created it to test a new model Workflow, thats why it is pretty much completed visually, but the other Hypercars will be more important to catch up with it)
View attachment 1554880
Yours Chem
It was with happy side of me to say, Welcome back, Commander.I'm back to AC modding with some old WIP cars I want to finish.
Next in the Pipeline is my C6.R with 2 different Wings, Rear Bumpers and Front Intake Changes
Car will be unencrypted (as all my releases further on), but it would still be nice If you contact me about any mistakes
I know there are multiple versions of the car now, but for me it seems still useful to have my version online because I don't like some things about the other ones and skinners already did a good job on it.
Car is currently in Beta Testing, I hope I can get it online in the next 2 weeks.
Further down the line: new free Hypercars (963, SC63, Valkyrie and TR010)
View attachment 1554877
Model is quite far for this one (I created it to test a new model Workflow, thats why it is pretty much completed visually, but the other Hypercars will be more important to catch up with it)
View attachment 1554880
Yours Chem
In a sea of paid and free league-specific mods, it's good to see you back!Further down the line: new free Hypercars (963, SC63, Valkyrie and TR010)
The return of the GOAT was not on my bingo card at all. Do you still plan on finishing up the Marek LMP1 in the future?I'm back to AC modding with some old WIP cars I want to finish.
I'm used to model in Blender, so if you want I can correct the front bumper, most specifically the central air vent.Complete overhaul of the car
The BMW M3 GT-S (E36) is a fictional, extremely rare evolution of the M3 GTR. While the GTR served as a homologation base and race car, the GT-S was conceived purely as a GT2 evolution. The S50 engine underwent extensive modification (longer-duration camshafts, higher compression, optimized intake, and dry-sump lubrication), weight was further reduced, and the suspension and aerodynamics were specifically tuned to the requirements of the GT2 class of that era.
Reportedly, only a handful of these vehicles were built in 1995 for selected private teams.
Model: BMW M3 GT-S (E36) All data is fictional.
Base: BMW M3 GTR (E36)
Year: 1995 | Class: GT2 / FIA GT Division II
Body: coupé, 2-door
Drivetrain: Rear-wheel drive (RWD)
Transmission: 6-speed manual (close ratio)
Curb weight (dry): 1.125 kg
Weight distribution: 54% rear
Race number: #36 | Team: Schnitzer Junior Team
Parameters, Value
Type, S50B30 (heavily modified)
Configuration, Inline-6, DOHC
Displacement, 2,990 cc
Power, 420 hp (310 kW) at 7,850 rpm
Torque, 450 Nm at 5,500 rpm
Rev limiter, 8,600 rpm
Compression ratio, 11.8:1
Fuel induction, individual throttle bodies
Lubrication, dry sump
Parameters, Value
Front axle, MacPherson strut
Rear axle, Z-axle (multilink)
Suspension, coilover system (racing)
Anti-roll bars, adjustable (front/rear)
Front brakes, 355 mm, 6-piston
Rear brakes, 330 mm, 4-piston
ABS/TC, Not present
Axle, Rim, Tire
Front, 9×17", 245/40 R17 slick
Rear, 10×17", 265/40 R17 slick
Element, Setting/Effect
Front splitter, adjustable
Rear wing, Adjustable (GT2 specification)
Underbody, partially paneled
Downforce (at 200 km/h), approx. 280–320 kg (depending on setup)
Discipline, Value
0–100 km/h, 3.9 s
0–200 km/h, 12.8 s
Top speed, 285+ km/h
Power-to-weight ratio, 2.67 kg/hp
Fuel mixture preparation, Individual throttle bodies
Lubrication, Dry sump
Parameter, Value
Front axle, MacPherson strut
Rear axle, Z-axle (Multilink)
Suspension, Coilover suspension (Race)
Anti-roll bars, Adjustable (front/rear)
Front brakes, 355 mm, 6-piston
Rear brakes, 330 mm, 4-piston
ABS / TC, Not available
Axle, Rim, Tire
Front, 9×17", 265/40 R18 Slick
Rear, 10x17", 305/40 R18 Slick
Element, Setting / Effect
Front Splitter, Adjustable
Rear Wing, Adjustable (GT2 specification)
Underbody, Partially Covered
Downforce (at 200 km/h), approx. 280–320 kg (depending on setup)
Performance, Value
0–100 km/h, 3.9 s
0–200 km/h, 12.8 s
Top Speed, 285+ km/h
Power-to-Weight Ratio, 2.67 kg/hp
View attachment 1554825
View attachment 1554822
View attachment 1554827View attachment 1554828View attachment 1554829
I'm back to AC modding...
Very glad to see you backI'm back to AC modding with some old WIP cars I want to finish.
Next in the Pipeline is my C6.R with 2 different Wings, Rear Bumpers and Front Intake Changes
Car will be unencrypted (as all my releases further on), but it would still be nice If you contact me about any mistakes
I know there are multiple versions of the car now, but for me it seems still useful to have my version online because I don't like some things about the other ones and skinners already did a good job on it.
Car is currently in Beta Testing, I hope I can get it online in the next 2 weeks.
Further down the line: new free Hypercars (963, SC63, Valkyrie and TR010)
View attachment 1554877
Model is quite far for this one (I created it to test a new model Workflow, thats why it is pretty much completed visually, but the other Hypercars will be more important to catch up with it)
View attachment 1554880
Yours Chem
What's the best place to get your mods? Not sure which ones I have and which ones I'm missing.I'm back to AC modding with some old WIP cars I want to finish.
https://chemflummi.com/ is the best place.What's the best place to get your mods? Not sure which ones I have and which ones I'm missing.
Exactly.https://chemflummi.com/ is the best place.
Big thanks for the Help!Credit list
- Alfa Rome 155: BE_Modding
- Alfa Romeo 156: Race07 / AndreasFSC
- BMW E36: AndreasFSC / FRM Modding team
- Ford Mondeo: AndreasFSC / FRM Modding team
- Ford Sierra: AndreasFSC / FRM Modding team
- Honda Accord: AndreasFSC / FRM Modding team (Btw F302 ported the Raceroom model over, I'd suggest using that in the future tbh)
- Mazda 323F: FRM Modding team
- Mazda Xedos: AndreasFSC / FRM Modding team
- Nissan Primera eGT: AndreasFSC
- Nissan Primera: AndreasFSC
- Peugeot 405: AndreasFSC / FRM Modding team
- Renault Laguna: AndreasFSC
- Toyota Carina: FRM Modding team
- Toyota Chaser: Simon Gardner
- Vauxhall Cavalier: AndreasFSC
- Vauxhall Vectra: AndreasFSC
- Volvo 850 Estate: Race 07 / Volvo The Game - Simbin.
Generally, All those models are stolen(not saying you did that) from various creators from the GTR2 scene. I think AndreasFSC did several of the models? But FRM has also made tons of car models for GTR2 so it's a bit hard to really figure out who the creators are. But if you really want to double check just search the car and add " GTR2 " after it and you'll most likely find the original source
mate can i get that preview preset please?I'm back to AC modding with some old WIP cars I want to finish.
Next in the Pipeline is my C6.R with 2 different Wings, Rear Bumpers and Front Intake Changes
Car will be unencrypted (as all my releases further on), but it would still be nice If you contact me about any mistakes
I know there are multiple versions of the car now, but for me it seems still useful to have my version online because I don't like some things about the other ones and skinners already did a good job on it.
Car is currently in Beta Testing, I hope I can get it online in the next 2 weeks.
Further down the line: new free Hypercars (963, SC63, Valkyrie and TR010)
View attachment 1554877
Model is quite far for this one (I created it to test a new model Workflow, thats why it is pretty much completed visually, but the other Hypercars will be more important to catch up with it)
View attachment 1554880
Yours Chem
Honestly, wow.WIP
working on this for nearly 2 months, with help of CHEM car is almost ready
View attachment 1555056View attachment 1555057
IER once developed a 458 GT3 From Scratch, sadly the project gets neglected.Honestly, wow.
It took 12 years, but finally a few people cared enough to add the 458 GT3 to Assetto Corsa.
Absolute cinema.
The website update is indeed nice. Much easier to read, thanks.Exactly.
Got a little update as well
[SPEED_LIMITER] in electronics.ini) rewritten to be more accurate and prevent oscillations;[_EXTENSION_FLEX]: VERTICAL_BENDING, LATERAL_BENDING, LATERAL_SHEAR, VERTICAL_SHEAR, LONGITUDINAL (now everything works accurately);EXT_DAMAGE_GAIN=<amount> parameter to [FRONT]/[REAR] to damage suspension when travel exceeds EXT_DAMAGE_THRESHOLD from the same section;[_EXTENSION] WATER_THERMAL_MASS=20 WATER_COOL_SPEED_K=0.002 to “engine.ini” to tweak water temperature calculation;[BASIC] FLASH_HIGH_BEAMS=1, which is default);OVERRIDE_SPLIT setting for Smart Shadows, for exceptional cases, allowing to override shadow distances entirely;[BASIC] IS_LOW_BEAM_AVAILABLE for racing cars by default was 0, now it’s only 0 for open wheelers);[AUDIO_PROPERTIES] WHEEL_BRAKE_TEMPERATURE=1 parameter for car configs for passing brake_temperature parameter to wheel audio events;SKIP_FRAMES parameter for car stereos (defaults to 3);DIFFUSE_CONCENTRATION is below 0.7 (it doesn’t have any other effect on car headlights anyway);CORNERINGLAMP_… car inputs: new MAX_SPEED_KMH parameter, defaults to 40 km/h;DISABLE_NEW_FLAMES_ENTIRELY option is working as intended now;[DEV] EXPORT_RAIN_TYRES=… option in “general.ini” allowing to export generated rain tyre textures;[GRASS_FX] COLOR_SAMPLE_MIP_LEVEL=… parameter (defaults to 0, increase to make grass color smoother);DELAY_BETWEEN_RUNS for ksanim-based track animations;RECOMPUTE_TANGENTS = 1/INVERT option for [MESH_ADJUSTMENT_…];make-rgba:: and make-script:: textures are fixed;WRITE_ONLY (for exceptional cases).[EXTRA_RULES] BACK_TO_PITS_PRESERVES_DAMAGE=1 stopping cars from having their damage reset on teleporting to pits;[EXTRA_RULES] CHANGE_TYRES_PER_AXIS=1 parameter for offline races, allowing changing tyres for front or rear axle only using Quick Pits menu (for online races, next CM update will have a checkbox; if set and user chooses to change tyres on both axles at once, time to change is doubled).ac.SimState fields: .renderSize, .upscaleConfiguredFactor, .upscaleAppliedFactor and .upscaleSharpen;ac.StateCar.suspensionDamage;ac.StateCar.collidedWith works in online races;ac.onCarCollision() works in replays;ac.encodeTexture() is available to scripts without I/O access once again;ac.StructItem.array(ac.StructItem.vec4(), …) (vec4 only);require('shared/utils/playing').spectrum(), .fftMagnitudes() and .fftRawData() (relies on new music monitoring options);ac.INIConfig.systemSurfacesData();ac.SurfaceExtendedType.Wall, updates for shared/sim/surfaces, fix for surfaces.propertyAccessor();.raycastDetailed() of shared/sim/surfaces: argument to skip walls (or everything but walls), argument for backface culling;ac.getReplayFilename() function returning full filename of the loaded replay;ac.stringifyCurrentSetup() fixed, got a new “modifiedOnly” argument;debug.traceback() function is available to sandboxed scripts as well;mat4x4:mul() and such no longer crash AC when receiving nil values;ui.nextRow();ui.pathSetColor() allowing to draw multi-colored lines and shapes;ui.drawRectMultiColor();ui.pushDWriteFont() no longer lead to a crash;ui.MediaPlayer() with rawOutput = false now redirects audio through FMOD, allowing to position it in 3D;ui.GIFPlayer(): argument to specify format when pushing data manually, docs updated (if you need to pass a large array to a shader, this is the best option);:createMeshAsync() function (uploads the asset to GPU in background);:applyShaderReplacementsAsync() function (parses in background, applies changes a few at a time to prevent a freeze);:findByClass(ac.ObjectClass.Renderable, …) and such should work now;render.AntialiasingMode.SimplifiedYEBIS no longer follows auto-exposure of the main camera;:getLocalAABB() takes an argument for extra transform, docs updated;os.runConsoleProcess() better handles environment variables, logging is more detailed;os.listSerialPortsAsync() and os.openSerialPort();ac.StateCphysCar.suspensionDamage field, ac.addSuspensionDamage() for car physics scripts;ac.setGearsGrinding() respects damageK parameter as a multiplier;ac.addSetupTab(): default pitstop presets tab has an index of 2000, so passing 1000 for a custom tab will place it above;ac.configureSetupTabs() affects dynamically added tabs as well;ac.setCurrentQuickPitPreset(), ac.setPitstopSpinnerValue() and ac.disableQuickMenuPitstop() are available to car physics render modules;physics.offsetFinalFFB();physics.setSuspensionDamage();ac.tryToTeleportToPits() and physics.teleportCarTo(): argument to specify if damage should be preserved;physics.raycastTrack() and ray:physics(): argument for backface culling.NO_ICON_IN_WINDOW flag hiding icons from windows of Lua apps, or apps created via ui.addSettings();ac.getPowerState() and ac.onPowerStateUpdate();ac.applyRenderingLimits() for temporarily limiting FPS, game scale, shadows resolution, or disabling Extra FX (more fields will be added later);ac.setAudioVolume(): changes are saved, pass false as fourth parameter to disable.require('shared/vr/vrmisc').rawDeviceTransform() function;require('shared/sim/weather').estimateRainIntensity(): adjusted values for drizzle;display.text(): alignment no longer mutates pos vector;ac.preloadRainFX() for Weather FX controllers (Pure and Sol controllers are preloading rain automatically);ac.ext_setAudioVolume(): changes are saved, pass false as second parameter to disable;ac.ext_setMessage() for Python apps, the same arguments as in ac.setMessage() in Lua scripts;