Assetto Corsa PC Mods General DiscussionPC 

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okay dude. Im reading a lot in this forum and almost never comment here, but you really seem to have an issue with RSS or? Just drive what you want and be happy, at the end of the day we all just want to have fun with the cars we prefer. It's good to have choice and it is fine to have preferences.
Not really, I don’t have an issue with RSS as a whole. My problem is mainly with CC’s inflated ego.

Their cars are fine overall, but the physics aren’t anything special. A good portion of the data is either incorrect or based on the wrong car. For example, their M4 isn’t even based on Evo data. There are several other physics-related issues I could bring up, but it feels pointless when CC doesn’t take criticism well and tends to react poorly to feedback.

That said, credit where it’s due. The 3D models are excellent quality, and CC does a great job with the visuals and animations. On top of that, Corsamode delivers incredible sound work for their cars.

If they upgraded to Cosmic physics and started using accurate data, they’d be in a really strong position.
I could say the same for you...Dave has deep pockets it seems. Also, VRC has to make an non-csp car so FPS does not tank when AI is on track. There is a price to pay for hiding 7 steering wheels on every model that is on the track. Also, what real driver does VRC have? That lie about Mclaren using their cars? They had to take that down off social media quite quickly. Racing Unleashed no longer uses their cars. Does anyone other than 12 year old know it alls?
Their CSP cars are not meant to be used by AI, they’re designed specifically for the player. Of course you’re going to run into FPS issues if you try to use a player-focused car for AI, since it isn’t optimized for that. They’ve stated multiple times that you should use the non-CSP versions for AI and keep the CSP versions for yourself as the player.

As for VRC, they’ve actually had real-life drivers use their cars. Cadillac, Ferrari, and Alpine have all used VRC’s mods, and I know for a fact that at least two Cadillac drivers have provided feedback on their Cadillac LMDh car.
X90
how about starting with your resolution and settings? if that's 1440p of any flavor, that's really not a frame rate worth bragging about.
I’m running 2560×1440 at max settings with a bunch of ExtraFX enabled. I double-checked, and with a full IMSA grid using VRC, URD, and RSS cars, I’m sitting at a steady 120 FPS both in the pits and during the first-lap chaos.

So yeah, I’m not really seeing the same issues everything runs fine for me. I’ve capped my FPS at 140, and once the field spreads out, it stays locked at 140+. It only dips slightly to around 138 FPS when there’s a group of 4 or more cars close together.
 
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I’m running 2560×1440 at max settings with a bunch of ExtraFX enabled. I double-checked, and with a full IMSA grid using VRC, URD, and RSS cars, I’m sitting at a steady 120 FPS both in the pits and during the first-lap chaos.

So yeah, I’m not really seeing the same issues everything runs fine for me. I’ve capped my FPS at 140, and once the field spreads out, it stays locked at 140+. It only dips slightly to around 138 FPS when there’s a group of 4 or more cars close together.
Okay, but that wasn't what I asked. I asked specifically about URD GT3 cars, not a full IMSA grid - especially one with VRC and RSS cars, which in my experience run significantly faster than URD's "new" work. To add variables to this comparison is tantamount to muddying, if not invalidating, the results.

Not only that, as I've said many times, the "I get X FPS" argument really isn't important - especially at 1440p, which is nowadays an easily attainable resolution for AC on modern hardware. The performance relative to other similar cars determines how well/poorly cars are optimized - especially as AC ages. For example: Mustang GT3 only, 30 car field, Fenryr Night Bahrain with Max CSP light distance (aka AC GPU torture test). URD: GPU Maxed, dropping frames. RSS: ~80%, FPS locked.

(removed the Grand Valley Highway comparison as the URD is the recent M4 non-EVO and the RSS comp was the M6, not the most recent M4 - but point from it still stands - ~25% faster at least)

In my tests, URDs are the worst in that regard, by far. As much as Chas is a fanboy of RSS, he is 100% right about this. RSS cars are much, much faster on the GPU and CPU in early race scenarios. In terms of optimization, it's RSS---->VRC---->URD, and it's fairly well established at this point.


But, then again, your posts about RSS always border on polemic, so it's useless to argue - especially as at the end of the day, I do enjoy (and am a devoted customer of) both studios. I'll just end this conversation here.
 
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Damages unfortunately it depends on AC engine, which seems not capable of support things (if not few visual with bad behaviour)...
Well, I'm not either asking for the level of detail in BeamNG, but original AC mods after being hit show crumple, half-detached and vibrating hoods and bumpers, scratches, dents, broken glass, even crooked wheels... Implementing damage similar to what the vanilla AC mods show would be enough for me. As an example, a picture is worth a thousand words:

Screenshot_ks_toyota_gt86_ks_barcelona_5-3-126-1-31-7.webp


If AC could do this 10 years ago, I don't think it's that difficult to do it today...

That the cars scrape and bump (yes, I'm a terrible pilot) without showing the slightest damage doesn't help much the immersion... 😒
 
X90
Okay, but that wasn't what I asked. I asked specifically about URD GT3 cars, not a full IMSA grid - especially one with VRC and RSS cars, which in my experience run significantly faster than URD's "new" work. To add variables to this comparison is tantamount to muddying, if not invalidating, the results.

Not only that, as I've said many times, the "I get X FPS" argument really isn't important - especially at 1440p, which is nowadays an easily attainable resolution for AC on modern hardware. The performance relative to other similar cars determines how well/poorly cars are optimized - especially as AC ages. For example: Mustang GT3 only, 30 car field, Fenryr Night Bahrain with Max CSP light distance (aka AC GPU torture test). URD: GPU Maxed, dropping frames. RSS: ~80%, FPS locked.

(removed the Grand Valley Highway comparison as the URD is the recent M4 non-EVO and the RSS comp was the M6, not the most recent M4 - but point from it still stands - ~25% faster at least)

In my tests, URDs are the worst in that regard, by far. As much as Chas is a fanboy of RSS, he is 100% right about this. RSS cars are much, much faster on the GPU and CPU in early race scenarios. In terms of optimization, it's RSS---->VRC---->URD, and it's fairly well established at this point.


But, then again, your posts about RSS always border on polemic, so it's useless to argue - especially as at the end of the day, I do enjoy (and am a devoted customer of) both studios. I'll just end this conversation here.
I don't know if it's exclusively a function of optimization, because even on cars between RSS and URD with similar .kn5 weights the URD cars are still more taxing, and I have to think most of that is from the additional COSMIC features the newer URD cars have. Running the pre-COSMIC URD cars in my not very scientific test I get about 7.5% better performance than the RSS cars, which get 25% better performance than the COSMIC URD cars. Not that this even actually matters.

That being said, since the player is always going to be unbalanced against the AI anyway, I always elect to drive the URD cars because they just feel so much nicer than the RSS ones. The AI I almost always let have the RSS cars because their catalogue is more complete and so it simplifies balancing.

As reiterated before, I think all three studios make great stuff, however RSS has the worst fanboys by far and it's actually not even remotely close. Plus the before mentioned issues with CC being a baby, leads to RSS generally being my least favorite of the three, though CC himself pales in comparison to any single vehement RSS defender. I would like to add tribalistic RSS defense to the list of behaviors on the DSM-5 list.

Surely everyone is glad the discussion of DLSS has wrapped up and we move back to tradition, console wars about three letter modding studios. IER has had it too good for too long I tell ya.
 
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Wow, regards the fanatec CSL AC issuse, guess what............ i forgot that before you click go on the drive screen in CM the car has control settings there and i'd not changed it to the new fanatec bindings so it was using the old one i did for the TX wheel.......opps.

So all sorted now, and yes, fair play its next level stuff after a decade of thrustmaster TX, which to be fair has given me a hell of a lot of good times. But for sure, glad i upgraded.
And a side note i ask co pilot about how to use original AC, we then had a converdsation about the car hard lock of about 600 for vanilla, and we both got to the end point of renaming cars folder to say 'carsfull', make new cars folder, verify in steam, builds new cars folder with only kunos cars, then launch vanilla, then it told me how to get both full fat CM AC and vanilla for if you ever wanted to use that..... pretty sure co pilot scraped this thread for it all.
 
Well, I'm not either asking for the level of detail in BeamNG, but original AC mods after being hit show crumple, half-detached and vibrating hoods and bumpers, scratches, dents, broken glass, even crooked wheels... Implementing damage similar to what the vanilla AC mods show would be enough for me. As an example, a picture is worth a thousand words:

View attachment 1527155

If AC could do this 10 years ago, I don't think it's that difficult to do it today...

That the cars scrape and bump (yes, I'm a terrible pilot) without showing the slightest damage doesn't help much the immersion... 😒
 
X90
Okay, but that wasn't what I asked. I asked specifically about URD GT3 cars, not a full IMSA grid - especially one with VRC and RSS cars, which in my experience run significantly faster than URD's "new" work. To add variables to this comparison is tantamount to muddying, if not invalidating, the results.

Not only that, as I've said many times, the "I get X FPS" argument really isn't important - especially at 1440p, which is nowadays an easily attainable resolution for AC on modern hardware. The performance relative to other similar cars determines how well/poorly cars are optimized - especially as AC ages. For example: Mustang GT3 only, 30 car field, Fenryr Night Bahrain with Max CSP light distance (aka AC GPU torture test). URD: GPU Maxed, dropping frames. RSS: ~80%, FPS locked.

(removed the Grand Valley Highway comparison as the URD is the recent M4 non-EVO and the RSS comp was the M6, not the most recent M4 - but point from it still stands - ~25% faster at least)

In my tests, URDs are the worst in that regard, by far. As much as Chas is a fanboy of RSS, he is 100% right about this. RSS cars are much, much faster on the GPU and CPU in early race scenarios. In terms of optimization, it's RSS---->VRC---->URD, and it's fairly well established at this point.


But, then again, your posts about RSS always border on polemic, so it's useless to argue - especially as at the end of the day, I do enjoy (and am a devoted customer of) both studios. I'll just end this conversation here.
An full IMSA grid consists of 90% URD cars

Acura ARX - iHTuning
Aston Martin - iHTuning
Aston Martin GT3 - URD
BMW Hybrid - RSS
BMW M4 GT3 Evo - URD
Cadillac - VRC
Chevy Z06 - URD (not really the correct car)
Ferrari 296 - URD
Ford Mustang - URD
Lambo GT3 - RSS
Lambo LMdh - RSS
Lexus - URD
Merc - RSS
Oreca - URD
Porsche 992 - URD
Porsche 963 - RSS

Even if i removed the RSS cars and the rest of the VRC cars my FPS now sits at 140 constantly
Fill out those grids with URD cars my FPS isn't effected anymore than if i just had VRC or RSS cars to replace those cars.

69+ cars of just URD cars have me hovering just the same. Idk what to tell you frankly.
I don't know if it's exclusively a function of optimization, because even on cars between RSS and URD with similar .kn5 weights the URD cars are still more taxing, and I have to think most of that is from the additional COSMIC features the newer URD cars have. Running the pre-COSMIC URD cars in my not very scientific test I get about 7.5% better performance than the RSS cars, which get 25% better performance than the COSMIC URD cars. Not that this even actually matters.

That being said, since the player is always going to be unbalanced against the AI anyway, I always elect to drive the URD cars because they just feel so much nicer than the RSS ones. The AI I almost always let have the RSS cars because their catalogue is more complete and so it simplifies balancing.

As reiterated before, I think all three studios make great stuff, however RSS has the worst fanboys by far and it's actually not even remotely close. Plus the before mentioned issues with CC being a baby, leads to RSS generally being my least favorite of the three, though CC himself pales in comparison to any single vehement RSS defender. I would like to add tribalistic RSS defense to the list of behaviors on the DSM-5 list.

Surely everyone is glad the discussion of DLSS has wrapped up and we move back to tradition, console wars about three letter modding studios. IER has had it too good for too long I tell ya.
I wish IER still made mods consistently, Does not fit their current business strategy but MAAAAN, those ARX's. DP's and the GT America porsche they have are incredible machinery. The models are awfully outdated, but the physics are still really good.
 
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Very nice free and unencrypted '94 Toyota Celica GT-Four (GT7 port) by Maid Cafe here, but once again he's forced on DRLs that illuminate the rear lights too.
Yes, you can turn them off manually but it means in spec races all of your opponents have their rear lights on during daylight, which looks daft.
The DRLs also turn on the instrument lighting, which again is wrong.
@24H are you able to work your magic again please and remove the rear lights from the DRLs, without borking the rest of the functionality?
Or can the DRLs just be removed entirely?
Or maybe off by default?

View attachment 1527031

How to turn off Daylight;
Search for the following line in ext_config.ini.
Code:
INPUT = 'calc:EXTRA_A_INVERSE + LIGHT'
Replace that with the following.
Code:
INPUT = LIGHT
preview.webp

----------------------------------------------------------
Alternative License Plates for Maid Cafe's Mods
Original featured the creator's logo.
Changed to the car's logo.
Place in respective skin folders upon installation. (Manual)
12 types available.
(mby_bmw_e46_m3, mby_chevy_c6_z06, mby_ford_foxbody_gt, mby_honda_prelude_si, mby_mazda_rx8_sr, mby_mitsubishi_eclipse_gsx, mby_mitsubishi_fto_ver_r, mby_nissan_z_roadster, mby_porsche_964_turbo, mby_subaru_impreza_gdb, mby_toyota_celica_st205, mby_viper_gts)

Before
preview.webp

After
preview.webp
 

Attachments

okay dude. Im reading a lot in this forum and almost never comment here, but you really seem to have an issue with RSS or? Just drive what you want and be happy, at the end of the day we all just want to have fun with the cars we prefer. It's good to have choice and it is fine to have preferences.
I HATE RSS I HATE RSS I HATE RSS
1775369692410.webp
 
I could say the same for you...Dave has deep pockets it seems. Also, VRC has to make an non-csp car so FPS does not tank when AI is on track. There is a price to pay for hiding 7 steering wheels on every model that is on the track. Also, what real driver does VRC have? That lie about Mclaren using their cars? They had to take that down off social media quite quickly. Racing Unleashed no longer uses their cars. Does anyone other than 12 year old know it alls?
Great, need to correct you on here as well as reddit.

VRC provides the non-CSP versions of our cars in order to cater to the, albeit shrinking in numbers, player-base that does not utilize CSP in any capacity. Yes, the CSP versions will obviously come at a higher performance cost when they're utilizing the near full extend of CPHYS capabilities, especially due to our use of COSMIC suspension (which URD utilizes now as well) and our actually meaningful physics scripts. Performance aside, the non-CSP versions also typically allow the AI to drive in a more respectable manner when compared to the more advanced physics modeling and scripting we have onboard the CSP versions.

I see you bring up the "price to pay for hiding 7 steering wheels" on the occasion, and I can assure you that they don't actually cause an impact on performance, but thank you for the concern. I've done some decent work ensuring that those extra models for the aerokits, steering wheels, and louvers do not render or take up CPU/GPU time on the CSP version. In fact, those specific items are a bit more of a hindrance on the non-CSP car's.

The McLaren issue you bring up is just false, the car that was on those simulators was the VRC FA24. As for the social media post, that is a matter that you will likely not ever know the full extent of, but thank you for the concern.

Racing Unleashed chose the attractive option of having multiple levels of formula cars all available from a single reputable source, it's not that deep.

As for the "what real driver does VRC have" question, throughout the years we have worked with numerous drivers. Ranging from quips of feedback, to full hands-on development involvement. The handful of those who have also worked with or driven cars from another modding team, unanimously rank us higher in physics fidelity and our ablity to utilize their feedback in a meaningful way. I am quite excited to be able to share with you at some point in this year, a couple names that you may recognize, since this is clearly a very important issue for you.

Do I expect you to learn anything from this post, no. However, I still made this post since you are quite intent on spreading misinformation about VRC on multiple platforms due to either your ignorance, or malintent.
 
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Well, I'm not either asking for the level of detail in BeamNG, but original AC mods after being hit show crumple, half-detached and vibrating hoods and bumpers, scratches, dents, broken glass, even crooked wheels... Implementing damage similar to what the vanilla AC mods show would be enough for me. As an example, a picture is worth a thousand words:

View attachment 1527155

If AC could do this 10 years ago, I don't think it's that difficult to do it today...

That the cars scrape and bump (yes, I'm a terrible pilot) without showing the slightest damage doesn't help much the immersion... 😒
I agree, but as said is mostly visual. Visual is better than nothing, but unfortunately car manufactures don't want damage anymore in games and this is strictly linked to the licenses they gave to games developers (does anyone remember the beautiful damage model of GP3 by Geoff Crammond which was running on CPU that are less powerful than the ones in smartphone nowdays)?
 
Great, need to correct you on here as well as reddit.

VRC provides the non-CSP versions of our cars in order to cater to the, albeit shrinking in numbers, player-base that does not utilize CSP in any capacity. Yes, the CSP versions will obviously come at a higher performance cost when they're utilizing the near full extend of CPHYS capabilities, especially due to our use of COSMIC suspension (which URD utilizes now as well) and our actually meaningful physics scripts. Performance aside, the non-CSP versions also typically allow the AI to drive in a more respectable manner when compared to the more advanced physics modeling and scripting we have onboard the CSP versions.

I see you bring up the "price to pay for hiding 7 steering wheels" on the occasion, and I can assure you that they don't actually cause an impact on performance, but thank you for the concern. I've done some decent work ensuring that those extra models for the aerokits, steering wheels, and louvers do not render or take up CPU/GPU time on the CSP version. In fact, those specific items are a bit more of a hindrance on the non-CSP car's.

The McLaren issue you bring up is just false, the car that was on those simulators was the VRC FA24. As for the social media post, that is a matter that you will likely not ever know the full extent of, but thank you for the concern.

Racing Unleashed chose the attractive option of having multiple levels of formula cars all available from a single reputable source, it's not that deep.

As for the "what real driver does VRC have" question, throughout the years we have worked with numerous drivers. Ranging from quips of feedback, to full hands-on development involvement. The handful of those who have also worked with or driven cars from another modding team, unanimously rank us higher in physics fidelity and our ablity to utilize their feedback in a meaningful way. I am quite excited to be able to share with you at some point in this year, a couple names that you may recognize, since this is clearly a very important issue for you.

Do I expect you to learn anything from this post, no. However, I still made this post since you are quite intent on spreading misinformation about VRC on multiple platforms due to either your ignorance, or malintent.

 
Mercedes-Benz DTM Pack Version 1.6 For Assetto Corsa by F302 and Peugeot905

download: https://www.mediafire.com/file/e0eg..._Assetto_Corsa_by_F302_and_Peugeot905.7z/file

DTM 2002 Pack: https://www.mediafire.com/file/v0ub..._Assetto_Corsa_by_F302_and_Peugeot905.7z/file

Drop folders in SteamLibrary/steamapps/assettocorsa/content/cars

Cars included

2003 Mercedes-Benz CLK DTM (C209)

2005 Mercedes-Benz AMG C-Class DTM (W203)

2011 Mercedes-Benz AMG C-Class DTM (W204)

CSP 0.167 or over recommended

DTM Touring Cars and GT's Near Finalized: https://www.mediafire.com/folder/ukbm3vkqgpaas/DTM_Touring_Cars_and_GT's_Near_Finalized

Lemans Prototypes: https://www.mediafire.com/folder/7g6488jsyt2ux/Lemans_Prototype_Near_Finalized

Credits

Author:F302,Peugeot905

Physics: Peugeot905

3D Models by Raceroom

3D work: F302

Updated KN5:StoffleWaffle,Peugeot905

Sound Modification: Peugeot905

LOD's, VAO: ATCK

2011 C-Class DTM skins: thespikemeister, Jaqory

2011 C-Class DTM Model: From Forza

2011 C-Class DTM: Model, Physics, Sound heavily modified by Peugeot905, Jaqory

Version 1.6 updates
-Minimum ride height changed from 0.55 to 0.60 mm for (W203) C-Class and 2003 CLK-DTM
-ride height reduced to 0.50 mm for 2011 Mercedes C-Class DTM (W204)
-Updates to sound volume
-Slight reduction in Mechanical Grip
-updates to tyres and rims
-Increase in power and reduction in downforce for (W204) C-Class DTM
-Rework tyres for CLK-DTM to help replicate narrower front tyres better
-Changes to BRAKE_HINT and TRAIL_HINT
-Update to rim radius

View attachment 1527119
View attachment 1527120
View attachment 1527121
__custom_showroom_1775377686.webp


Bro sabotaged my efforts 😭
 
Performance aside, the non-CSP versions also typically allow the AI to drive in a more respectable manner when compared to the more advanced physics modeling and scripting we have onboard the CSP versions.
Sorry to interfere but you have triggered me with this one. Could you elaborate on this please ?

I'm interested as a solo player that has developped his own DumbAI app to simulate race strategies, much similar to your RARE app (as I only discovered recently unfortunately)

I frequently read here and there that the AI of native AC is really poor, that CSP extended physics make it slower, that new CSP AI modifications make it even worst etc...

I made some tests myself and had this results:

Conditions were Monza Kunos , CSP 0.3.0p338, 5 laps, quick race, 11 opponents, AI 100%, agression 0%, no fuel rate, no tyre wear, no damages, best tyre compound set by DumbAI, ideal conditions for track and weather

Lotus Exos Stage 1
no extended physics attempt 1 : best best lap = 1'29'0 , worst best lap 1'29'9
no extended physics attempt 2 : best best lap = 1'29'0 , worst best lap 1'29'6
no extended physics attempt 3 : best best lap = 1'29'2 , worst best lap 1'29'9

extended physics, no new AI behavior attempt 1 : best best lap = 1'29'2 , worst best lap 1'30'5
extended physics, no new AI behavior attempt 2 : best best lap = 1'29'2 , worst best lap 1'30'5

extended physics, new AI behavior attempt 1 : best best lap = 1'29'3 , worst best lap 1'30'6



Lamborghini Countach
no extended physics attempt 1 : best best lap = 2'14'9 , worst best lap 2'15'7

extended physics, no new AI behavior attempt 1 : best best lap = 2'15'7 , worst best lap 2'17'1

extended physics, new AI behavior attempt 1 : best best lap = 2'15'5 , worst best lap 2'17'6


Tests are a bit long to perform, I'll continue them myself as time allows, but I'd be really interested by any information on this particular topic . I read it depends on tracks , car, mods or Kunos etc.. but it would be nice to have informations directely from someone very skilled on physics modding, if you can share some !
 
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Sorry to interfere but you have triggered me with this one. Could you elaborate on this please ?

I'm interested as a solo player that has developped his own DumbAI app to simulate race strategies, much similar to your RARE app (as I only discovered recently unfortunately)

I frequently read here and there that the AI of native AC is really poor, that CSP extended physics make it slower, that new CSP AI modifications make it even worst etc...

I made some tests myself and had this results:

Conditions were Monza Kunos , CSP 0.3.0p338, 5 laps, quick race, 11 opponents, AI 100%, agression 0%, no fuel rate, no tyre wear, no damages, best tyre compound set by DumbAI, ideal conditions for track and weather

Lotus Exos Stage 1
no extended physics attempt 1 : best best lap = 1'29'0 , worst best lap 1'29'9
no extended physics attempt 2 : best best lap = 1'29'0 , worst best lap 1'29'6
no extended physics attempt 3 : best best lap = 1'29'2 , worst best lap 1'29'9

extended physics, no new AI behavior attempt 1 : best best lap = 1'29'2 , worst best lap 1'30'5
extended physics, no new AI behavior attempt 2 : best best lap = 1'29'2 , worst best lap 1'30'5

extended physics, new AI behavior attempt 1 : best best lap = 1'29'3 , worst best lap 1'30'6



Lamborghini Countach
no extended physics attempt 1 : best best lap = 2'14'9 , worst best lap 2'15'7

extended physics, no new AI behavior attempt 1 : best best lap = 2'15'7 , worst best lap 2'17'1

extended physics, new AI behavior attempt 1 : best best lap = 2'15'5 , worst best lap 2'17'6


Tests are a bit long to perform, I'll continue them myself as time allows, but I'd be really interested by any information on this particular topic . I read it depends on tracks , car, mods or Kunos etc.. but it would be nice to have informations directely from someone very skilled on physics modding, if you can share some !
Ticking the ‘Extended-Physics’ checkbox for any misc. car is quite a bit different to the realm of ‘non-CSP’ vs ‘CSP’ that I was talking about. Specifically in the case of VRC cars, the non-CSP version will have incredibly simplified versions of suspension, tyres, and will have no lua physics script when compared to the CSP version. The CSP versions of our cars will often struggle with the more advanced suspension, aeromap changes, braking with its proper BBW implementation, ERS deployment, and a few other misc. items. While you can still get decent pace out of the CSP version’s AI, it’s not entirely as reliable as good ole non-CSP versions. Also, it is definitely car dependent, our BTCC/TA2 CSP versions don’t particularly struggle, whilst our hypercars and formula cars struggle the most in our lineup.
 
With all this talk of upscaling to improve visuals, I thought I would share a CSP setting whilst in game.

By enabling/ticking "Show CSP settings with Ctrl+Alt+~" you can bring up CSP settings whilst in game without first exiting. The changes can be seen instantly in the background.

Pressing Ctrl+Alt+F1 functions the same.

I use a Logitech mouse where their software allows me to assign the keystroke to one of the buttons.
 

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Well, that's fine, but it would be nice, in an ideal world, not to have to depend on external apps that could cause future conflicts with other apps, or that are limited to a handful of cars... In an ideal world... 🥲

... car manufactures don't want damage anymore in games and this is strictly linked to the licenses they gave to games developers...

Could be the reason, although seems like a rather weak excuse: back in the day with AC they didn't care and nowadays, most mod creators are either independent and don't care about licenses, or, like some professional studios, use imaginative names and "subtle" visual alterations in their mods to avoid copyright issues... 😙
 
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2002 DTM Pack Version 1.1 For Assetto Corsa by F302 and Peugeot905

Drop folders in SteamLibrary/steamapps/assettocorsa/content/cars

download: https://www.mediafire.com/file/v0ub..._Assetto_Corsa_by_F302_and_Peugeot905.7z/file

Mercedes-Benz DTM Pack: https://www.mediafire.com/file/e0eg..._Assetto_Corsa_by_F302_and_Peugeot905.7z/file

Cars included

2002 ABT Audi TT-R

2002 Mercedes-Benz CLK DTM (C209)

2002 2002 Opel Astra DTM

CSP 0.167 or over recommended

DTM Touring Cars and GT's Near Finalized: https://www.mediafire.com/folder/ukbm3vkqgpaas/DTM_Touring_Cars_and_GT's_Near_Finalized

Lemans Prototypes: https://www.mediafire.com/folder/7g6488jsyt2ux/Lemans_Prototype_Near_Finalized

Credits

Author:F302,Peugeot905

Physics: Peugeot905

3D Models by Raceroom

3D work: F302

Sound:F302/RMS

Sound Modification: Peugeot905

Updates to Opel skins: StoffleWaffle


Version 1.1 updates

-Updated increase of Brake torque for all cars
-Updates to sound volume
-Minimum ride height changed from 0.55 to 0.60 mm
-Rework tyres to help replicate narrower front tyres better
-Reduction of front tyre grip.
-Increase in downforce and decrease in drag for all cars
-Update to BRAKE_HINT and TRAIL_HINT for all cars
-Minor update for Opel Astra DTM and Audi ABT TT-R steering
-Updated previewsView attachment 1526643
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Hello, great work indeed! Would you be interested in releasing RaceRoom's WTCC cars from 2013-2017 sometime? That would be fantastic!
 
@Schmawlik, one thing I've always wondered is why RSS, URD and VRC bother making fake lookalike liveries for their replica racecars. Of course, we know it's to circumvent official licencing issues (like the laughable fake soundalike names of the vehicles themselves) but it must take someone a hell of a lot of time making these fake liveries that are always the first thing any self-respecting sim racer will delete as soon as they get the car. Why not just release the cars with a plain white skin, spend the time instead making REAL liveries, and share those real liveries separately and anonymously through a third party on Race Department, here on GTP, or via any number of other channels? Or give known and talented skin makers the template in advance (or release it publicly a couple of weeks before the car releases) so they can create genuine skins in time for release day? It always seems like a complete waste of time and effort when cars release with lookalike liveries, and it kind of cheapens the experience for me too by highlighting the unofficial nature of the mod. I don't know, it just seems daft to me creating something that'll be binned and bettered almost immediately by independent skin makers. All those resources saved could then be put to much better use like animating the brake calipers.
 
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@Schmawlik, one thing I've always wondered is why RSS, URD and VRC bother making fake lookalike liveries for their replica racecars. Of course, we know it's to circumvent official licencing issues (like the laughable fake soundalike names of the vehicles themselves) but it must take someone a hell of a lot of time making these fake liveries that are always the first thing any self-respecting sim racer will delete as soon as they get the car. Why not just release the cars with a plain white skin, spend the time instead making REAL liveries, and share those real liveries separately and anonymously through a third party on Race Department, here on GTP, or via any number of other channels? Or give known and talented skin makers the template in advance (or release it publicly a couple of weeks before the car releases) so they can create genuine skins in time for release day? It always seems like a complete waste of time and effort when cars release with lookalike liveries, and it kind of cheapens the experience for me too by highlighting the unofficial nature of the mod. I don't know, it just seems daft to me creating something that'll be binned and bettered almost immediately by independent skin makers. All those resources saved could then be put to much better use like animating the brake calipers.
Can’t really advertise or show off a car without a livery, so might as well make a livery that somewhat represents an irl one. That’s pretty much it.
 
Ticking the ‘Extended-Physics’ checkbox for any misc. car is quite a bit different to the realm of ‘non-CSP’ vs ‘CSP’ that I was talking about. Specifically in the case of VRC cars, the non-CSP version will have incredibly simplified versions of suspension, tyres, and will have no lua physics script when compared to the CSP version. The CSP versions of our cars will often struggle with the more advanced suspension, aeromap changes, braking with its proper BBW implementation, ERS deployment, and a few other misc. items. While you can still get decent pace out of the CSP version’s AI, it’s not entirely as reliable as good ole non-CSP versions. Also, it is definitely car dependent, our BTCC/TA2 CSP versions don’t particularly struggle, whilst our hypercars and formula cars struggle the most in our lineup.
Oh yes I imagine, either your enhanced physics put them suddenly on situations that they don't know how to deal with or the way it is designed to drive does not match the way to use full potential of the enhanced physics.

Makes sense when looking at how bot drive and how the AI bot is likely to be computed in computer racing. And also logic for the lineup, if we consider an hypercar or a formula has its equilibrium on track much more fragile than a BTCC.

Thanks for the answer, interesting topic !
 
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URD and VRC cars has no issues running full 60+ grids with barely an dent in the FPS department. Holy glazzing. Is CC paying you?
Agree to disagree because the newest URD cars with their fancy gimmicks have definitely tanked my performance a bit - it's not unplayable but I've noticed some FPS drops.

I know my computer isn't the best (after all it's a gaming laptop and it's all I can carry with me when I travel) but a reasonable studio would cater to everyone and not just people playing on a maxed out ultra super duper pc that can boil an egg if the summer is too hot.
 
I wish IER still made mods consistently, Does not fit their current business strategy but MAAAAN, those ARX's. DP's and the GT America porsche they have are incredible machinery. The models are awfully outdated, but the physics are still really good.
So true twin, I really would have liked to see more of the DPs.
Hi, I found this site with these mods. Does anyone know how to get them?




View attachment 1527186

I too am highly interested in these cars, but as was mentioned a while back I don't know that they're really obtainable because they're league exclusive. (Why this is a thing when you can simply sell the mod is beyond me.) If somebody wants to try and obtain the car pack for their league though you can try contacting them as stated here.
I HATE RSS I HATE RSS I HATE RSSView attachment 1527194
I look like this and say this.
@Schmawlik, one thing I've always wondered is why RSS, URD and VRC bother making fake lookalike liveries for their replica racecars. Of course, we know it's to circumvent official licencing issues (like the laughable fake soundalike names of the vehicles themselves) but it must take someone a hell of a lot of time making these fake liveries that are always the first thing any self-respecting sim racer will delete as soon as they get the car. Why not just release the cars with a plain white skin, spend the time instead making REAL liveries, and share those real liveries separately and anonymously through a third party on Race Department, here on GTP, or via any number of other channels? Or give known and talented skin makers the template in advance (or release it publicly a couple of weeks before the car releases) so they can create genuine skins in time for release day? It always seems like a complete waste of time and effort when cars release with lookalike liveries, and it kind of cheapens the experience for me too by highlighting the unofficial nature of the mod. I don't know, it just seems daft to me creating something that'll be binned and bettered almost immediately by independent skin makers. All those resources saved could then be put to much better use like animating the brake calipers.
URD to my knowledge kind of does this, in that their painters work on the real skins while the car is indev. MS6driver has released skins for the Mustang on it's release, and for the 296 and M4 Evo too I believe.
 
@Schmawlik, one thing I've always wondered is why RSS, URD and VRC bother making fake lookalike liveries for their replica racecars. Of course, we know it's to circumvent official licencing issues (like the laughable fake soundalike names of the vehicles themselves) but it must take someone a hell of a lot of time making these fake liveries that are always the first thing any self-respecting sim racer will delete as soon as they get the car. Why not just release the cars with a plain white skin, spend the time instead making REAL liveries, and share those real liveries separately and anonymously through a third party on Race Department, here on GTP, or via any number of other channels? Or give known and talented skin makers the template in advance (or release it publicly a couple of weeks before the car releases) so they can create genuine skins in time for release day? It always seems like a complete waste of time and effort when cars release with lookalike liveries, and it kind of cheapens the experience for me too by highlighting the unofficial nature of the mod. I don't know, it just seems daft to me creating something that'll be binned and bettered almost immediately by independent skin makers. All those resources saved could then be put to much better use like animating the brake calipers.
Well when i tried Project Motorsport when it was free for a few days, i loaded up what i recognised as Donnignton Park track layout, but was called 'Derby'... fine, whatever, but to then place 'DERBY' on the start gantry in massive letters? No thanks, i'm out.
And it really is a crud game as well...
Don't even start me on the fact it has a derby postcode but isn't actually in Derby.....
 
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