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Try this mail. He answered me once as well with some questions:I had the same thing happen once and sent Ales an email. He sent me some new download links but I don't know whether he still does that
Try this mail. He answered me once as well with some questions:I had the same thing happen once and sent Ales an email. He sent me some new download links but I don't know whether he still does that
easiest way is to join their discord and reach out to Dave. He is the owner of the company now. https://discord.gg/FgJAXuw9Does anyone know a way to redownload URD mods once the download expired?
Unfortunately I lost everything and am slowly reinstalling what I can after a looong break :-(
VRC and RSS for example make redownloading very easy.
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Hello mate. Another important file that must be observed (I usually change it too), in the "DATA" folder when available, the "POWER.LUT" file.Serious question to all the competent modders out there: Where do people get their engine/power numbers from?
I've been messing around with road cars and their power curves lately and a lot of them are way off, when using the built in power/torque calculator in CM.
I reduced a cars power from 905 bhp to 750 and the torque from 1063 nm to 800, and I still hit a top speed that was 25 km/h higher than the stated vmax (375 km/h instead of 350).
I know my setups might be more optimized (gearing and ridiculously high tyre pressures) and also that the aero/drag of the car might not be a 1:1 conversion, but still, something seems way off on several mods.
Anyone able to educate me on this? Do some people just put in random numbers or am I/CM/AC doing something wrong even though the performances seem closer to reality when I've adjusted?
Thank you in advance
You must use the link that urd sends you by mail once the purchase is madeDoes anyone know a way to redownload URD mods once the download expired?
Unfortunately I lost everything and am slowly reinstalling what I can after a looong break :-(
VRC and RSS for example make redownloading very easy.
View attachment 1212460
I recommend going through sellfy next time. Every purchase is in your account when you need it.Does anyone know a way to redownload URD mods once the download expired?
Unfortunately I lost everything and am slowly reinstalling what I can after a looong break :-(
VRC and RSS for example make redownloading very easy.
View attachment 1212460
As has been said above, get in touch with David..... he'll check purchase history his end and send you any download links you need. I've had to do this myself in the past IIRC.Does anyone know a way to redownload URD mods once the download expired?
Unfortunately I lost everything and am slowly reinstalling what I can after a looong break :-(
VRC and RSS for example make redownloading very easy.
View attachment 1212460
Well, then we have been very quick judging... although if they have deleted it from the RD, it will be for a reason.. In addition, in our defense we can add that whoever posted the mod did not add much information about it.seems it was just a skin and AI, is that so wrong?
(or is it someone elses AI+skin?)
Hi gents,
have a look there, tons of data:
https://www.automobile-catalog.com/#gsc.tab=0
have a nice day, Mike
PS: to reduce speed you have to increase the dimensions of the wings in aero.ini
Thank you guys, really appreciate it!Not sure I qualify as competent but I try to find good dyno data, like that from exhaust manufacturer Supersprint example.
I use a tool I found somewhere to enter the torque numbers and set the transmission loss and produce the power.lut, Example spreadsheet (open office) attached from something coming soon.
Manufacturer data is not always true, they can bend the numbers a little bit, but not by 100's of bhp...
Yeah, usually the one I mess around with, but thanks regardlessHello mate. Another important file that must be observed (I usually change it too), in the "DATA" folder when available, the "POWER.LUT" file.
You must have an idea right?Thank you guys, really appreciate it!
Yeah, usually the one I mess around with, but thanks regardless
Considering how much data seem to be available on most cars, how do people get it so wrong on a lot of mods? Anyone knows?
Apathy? I got into PC sim racing fairly late, right when the modding platform of choice was beginning to shift from rFactor and GTR2/GT Legends to Assetto, and the combination of broader playerbase and more difficulty in modding seems to have encouraged a certain amount of screenshot-queen mods that are not only poorly optimized and questionably realistic but have cut-and-paste Kunos physics. League-friendly BoP mods are one thing, but as someone more into singleplayer racing and hotlapping (and in constant search of historically accurate and realistic depictions of race cars, especially mid-late 20th century classics), the whole ScamDream/countless drift variant/redundant endless Project Cars + ACC-rip side of modding has really muddied the waters when it comes to figuring out which mods out there actually meet my (apparently super-stringent?) standards. Funny how a game with a playerbase that considers Forza and Gran Turismo "simcades" for filthy casuals has cultivated a modding scene that cranks out cars significantly less credible than the ones depicted in those console-market titles.Considering how much data seem to be available on most cars, how do people get it so wrong on a lot of mods? Anyone knows?
The simple answer is most modders either haven't a clue what they're doing or don't care at all about getting data close to reality. The most common problems I've found (related purely to engines/aero):Serious question to all the competent modders out there: Where do people get their engine/power numbers from?
I've been messing around with road cars and their power curves lately and a lot of them are way off, when using the built in power/torque calculator in CM.
I reduced a cars power from 905 bhp to 750 and the torque from 1063 nm to 800, and I still hit a top speed that was 25 km/h higher than the stated vmax (375 km/h instead of 350).
I know my setups might be more optimized (gearing and ridiculously high tyre pressures) and also that the aero/drag of the car might not be a 1:1 conversion, but still, something seems way off on several mods.
Anyone able to educate me on this? Do some people just put in random numbers or am I/CM/AC doing something wrong even though the performances seem closer to reality when I've adjusted?
Thank you in advance
Thank you so much for the detailed reply! Yeah I usually go to several sources, trying to find as much as I can, but most of the time it's manufacturer/wiki based. Sometimes I've managed to find dyno charts but this will definitely aid me even further. Also, never really checked out aero but always thought it might be worth looking into, thank you for the suggestions on how to tackle itThe simple answer is most modders either haven't a clue what they're doing or don't care at all about getting data close to reality. The most common problems I've found (related purely to engines/aero):
- No transmission loss taken into account
- Engines just copied from a 'close enough' Kunos car
- Power/Torque/Weight figures changed in the UI only and not adjusted in data (seriously some people don't realise they're not one and the same)
- Power and torque figures entered without taking the turbo into account (which then gets added in on top)
- Aerodynamics that don't have any entries for drag so the top speed is only limited by gearing, this is a very noticeable issue on modern cars which have 7 or 8 gears as these are for economy, not top speed, yet without any drag they allow some cars to reach several hundred mph given enough room.
- Aerodynamics blindly copied from a random Kunos car (for some reason there's loads that have a ~97% similarity to the Zonda R)
- Issues with gearing/drivetrain/aero/tyres/suspension/weight that don't allow a car to reach the manufacturer claimed performance stats so get compensated for by adding more power.
For straight line performance I'd recommend this track https://www.racedepartment.com/downloads/test-pad.10703/ with perfect conditions and no wind. Get your basic data as Mike173 mentioned, from https://www.automobile-catalog.com/#gsc.tab=0 but beware that some of the data isn't totally accurate so go to a few different sources to compare if it's a car you really care about. Then for the aero, I start by copying the aero.ini and all the wing_****_CD.lut files from the most similar Kunos car, then adjust the size/positions in the CM showroom (plus add or subtract wings as needed). Test on the test track and open the aero app while you're making your top speed run, then make adjustments to the CD_GAIN and CL_GAIN figures in each wing of the aero.ini until you're happy with the downforce and the drag stops the car at the correct top speed (in cars not limited by gearing).
According to this site: zeperfs.com, turbo pressure is 0.68 barSince we're on this topic, I've been off-and-on fiddling with a Mitsubishi GTO mod I found for a while now.
I've got some good data for the torque curve, but could anybody suggest where I might be able to get more info about the turbo? Right now I just put the Kunos Mk4 Supra's turbo in there cuz... well, firstly it was the easiest thing to do and secondly because the two cars are vaguely the same overall power.
Beyond that, please could you suggest how to make the car a bit more fun to drive? Apart from typical 4WD understeer, it's basically impossible to mess up driving it. You can floor it in first with full steering lock and it won't spin, for instance.
For data, I usually like to use instrumented tests, especially those from Motortrend and car and driver.The simple answer is most modders either haven't a clue what they're doing or don't care at all about getting data close to reality. The most common problems I've found (related purely to engines/aero):
- No transmission loss taken into account
- Engines just copied from a 'close enough' Kunos car
- Power/Torque/Weight figures changed in the UI only and not adjusted in data (seriously some people don't realise they're not one and the same)
- Power and torque figures entered without taking the turbo into account (which then gets added in on top)
- Aerodynamics that don't have any entries for drag so the top speed is only limited by gearing, this is a very noticeable issue on modern cars which have 7 or 8 gears as these are for economy, not top speed, yet without any drag they allow some cars to reach several hundred mph given enough room.
- Aerodynamics blindly copied from a random Kunos car (for some reason there's loads that have a ~97% similarity to the Zonda R)
- Issues with gearing/drivetrain/aero/tyres/suspension/weight that don't allow a car to reach the manufacturer claimed performance stats so get compensated for by adding more power.
For straight line performance I'd recommend this track https://www.racedepartment.com/downloads/test-pad.10703/ with perfect conditions and no wind. Get your basic data as Mike173 mentioned, from https://www.automobile-catalog.com/#gsc.tab=0 but beware that some of the data isn't totally accurate so go to a few different sources to compare if it's a car you really care about. Then for the aero, I start by copying the aero.ini and all the wing_****_CD.lut files from the most similar Kunos car, then adjust the size/positions in the CM showroom (plus add or subtract wings as needed). Test on the test track and open the aero app while you're making your top speed run, then make adjustments to the CD_GAIN and CL_GAIN figures in each wing of the aero.ini until you're happy with the downforce and the drag stops the car at the correct top speed (in cars not limited by gearing).
Don’t forget too that a lot of people either forget or don’t care that the values in power.lut are actually the torque values in Nm at the wheels. People forget and then put in HP per a dyno sheet and then all of a sudden the car is massively overpowered!For data, I usually like to use instrumented tests, especially those from Motortrend and car and driver.
For lap times for production cars: https://fastestlaps.com/ is my go-to site.
you need two window meshes:Is there a way to change this? I encountered that kind of problem before with some part like cockpit in F1 cars that didn't cover completely the cockpit, thus leaving some part where we can see the chassis except the chassis looked totally transparent when looking from the inside. And it happens again here with the windshield which exist when looking at the front, but completely disappear when you try to look from the back.
I tried many thing without success, does anyone knows why this happen? And a fix for that? Thanks
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Devils Backbone (Forza 7) v1.10Hi everyone, I hope you can help me find a circuit, I can't find it, that is, I don't remember what it's called. I remember that the circuit is inside what seems to be a military base in the desert or something and goes through it even going under a large hangar. It is not an airport and as I said it is inside the base. It's not a very long track but it's a lot of fun with very delicate areas where it's easy to lose control of the car. Anyway, I think that with these few clues you can help me and give me a name or the link of this circuit. Thanks to all this great community for everything.
For me, Rome night from gt2 would be a fever dream come true, if this is turning into a multi layout?Eventually! Hong Kong is nearly feature complete, and just needs some touch ups and optimisations, Rome I want to do a really good job of.
Incredible!!, it's the same one. It was super fast, I knew I could count on someone knowing, thank you, thank you very muchDevils Backbone (Forza 7) v1.10
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Assetto Corsa PC Mods General Discussion
Devils Backbone (Forza 7) v1.10 features: 64 grid/pit w/AI fwd / rev layouts air force CSP things credits: original model by Turn10 conversion by @RMi_wood graphics and air force by @Masscot cameras by @racealot misc graphics and fixes by @norms optimizations by @shi portable lighting by...www.gtplanet.net

First and second square on the left are for remaining laps (1 digit each) They have The leds are red. The one on the right I never seen displaing something, I suppose it displays the "minute worning" before the race startWhat can\should I put on this one digital display at Magione or does anyone know what actually should be on all three?
View attachment 1212522
Thank you. So you're saying if there are 12 laps left, the 1 would be on the left screen and the 2 on right? Not sure how I could pull that off, but i'll try and figure it out. Maybe i'll leave the far right side one turned off for realism sake or just leave the time of day on it so it has something displayed.First and second square on the left are for remaining laps (1 digit each) They have The leds are red. The one on the right I never seen displaing something, I suppose it displays the "minute worning" before the race start
View attachment 1212648
All data contributes to a good mod but there are certainly issues with taking lap time data into account. Driver skill, weather, vehicle setup, tyres and track condition all play a part (there are some manufacturers that won't release a road car for a track test without a full team of mechanics and a professional test driver). Though it's far more reliable for race cars as there are far more laps completed in similar conditions.For data, I usually like to use instrumented tests, especially those from Motortrend and car and driver.
For lap times for production cars: https://fastestlaps.com/ is my go-to site.
This x1000we all like to think we’re the next Michael Schumacher but we’re definitely not. When I can lap a car with “realistic physics” around Laguna Seca faster than Randy Pobst then we all know something is wrong! 😂