Dross Free Assetto Corsa Conversions
Without Me You are Nought.
Superkart International 250cc Twin -------- versions 20240719
Formula Vee ------ version 20240710
Jaguar D-Type ----------- version 20240710
Also mention things I got wrong so I can fix them.
[DOWNLOAD Factory] [extra Skin]
Single screen, finned and not.
NEW for this config' only, version 20240710: Tweaked UV mapping.
or Bookmark this server as you will often find little treats there.
Maserati 151/3 Drogo Coupe ------------------ version 20240710
With the VAO patch that is AO on top of AO on top of AO and if you use one of the realtime AO shaders from CSP that equals 4xAO. That oughta keep at least one of my detractors happy.
version 20240629: Replaced blue carpet with plastic tarp. Blended the skins AO some, far from perfect.
version 20240710: COSMIC DeDion rear suspension with Camber and adjustable Toe.
Alfa Romeo Tipo B Monoposto 'P3' -------------------------- version 20240709
AC to RL
If you were to build a real car using the physics parameters of an AC car would it still be practical to drive?
You will find in most cases the answer would be no.
From more modders than you would expect and indeed Kunos themselves.
(The biggest culprit would be the springs falling out!)
Isn't this the minimum you would what from the simulation? AC can never replicate a real car as a simulation will never run anywhere near realtime. Let alone the compromises needed for a game.
But if your input to the Sim would not work in real life are you really simulating anything?
For every example of a user saying the physics are shit I can find a mod with physics that in the real world would be absolutely insane, that is lauded for its realism.
I hope to pass this test with my mods but I've done a shit tonne over the years and as I never finish anything you will find a lot that don't.
But if you happen to know of errors which may be of importance please point them out.
Please refrain from saying the physics are crap or the FFB is lacking, or god forbid harping on about IP.
ps FFB is set from the front suspension geometry. Apart from the overall force level it can not be adjusted by the mod maker, unless they have some wiggle room in said geometry.
I last mentioned this when I just so happened to get the front geometry entirely wrong, in the now deprecated Formula Fords, so the point was somewhat lost.
Ferrari 500 ----- F2 & Formula Libre ----------------------------------- version 20240608/9
The original version, as found on Race department, represents the years '52 and '53.
The original version had only 10mm of front suspension travel and zero near infinite roll stiffness at the rear, and a few other things besides. (Doh! made a bad typo there)
I communicated this to the team, and unless they are as bad at communicating as I am, they seemed to shrug off those fatal flaws as unimportant. (a bit of both I suspect)
Again with the baked in AO, which belongs in the '00's, the skins don't quite work, you can see the previous exhaust shadow above.
[DOWNLOAD] 1951 F2
version 20240629: Moveable Screen, missing tyre files, and instruments.
[DOWNLOAD] Formula Libre
Ferrari 125 GPC/166 F2/166 FL ------------------- version 20240625
Ford GT40 GT110 X1 ----------- version 20240625
Bazza's release made me reflect on how awful my conversion was so I redid it from scratch.
Mostly Bazza's physics with (un)necessary tweaks and fixes by me.
version 20240625: Fixed rear glass
Morgan Three Wheeler --------------------- version 20240517 Plus Bonus
NEW: Fixed transparency. Engine has no Rev limiter but added Valve bounce so it doesn't grenade.
Bits and bobs updated.
also preventing the physic from turning inside out, going over centre, at full lock.
Trackday modified, with a Cyclecar style rear end, cable stayed central pivot live axle, open diff.
Peerless Corvette GTP --------------------------------- version 20240509
One almost correct skin with some fictitious ones.
Wings, Diveplanes, and Badge are switched with CSP.
CM Showroom will show them all at once, but in game and previews generated with CSP on, will look correct.
(Any other skins you may find in the wild are from the earlier cars with different chassis' and bodywork)
version 20240509: Badges on nose
[DOWNLOAD] Fixed the link.
Eagle 700 ----------------------- version 20240508
version 20240508: added animated rear suspension.
Porsche 936/77 ------------- version 20240426
Uploaded at midnight with a splitting headache so expect bugs.
version 20240426: Merged configs added side lights.
Lotus 23 Banned from Le mans Did Not Start -------- version 20240418
ver:20231230 Added some wheelbase and placed the rims in the correct node.
ver:20240410 Fixed Tyre texture mapping.
ver:20240417 Glass, VAO, collider
Lotus Type 23s --------------------------20240418
[DOWNLOAD] 1.0 litre
[DOWNLOAD] 850cc
[DOWNLOAD] 1150cc
[DOWNLOAD] 1.5 litre
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ROTOVIC 1.5litre 2Stroke V12
ver:20240418 Incremental changes
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23B, 1594cc,
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Chaparral 2F -------- version 20240323
Bazza'z physics as template only, there is fuck all I didn't have to 'fix'.
Unsprung Aero in both Physics and Graphical.
To do: all the little things I've got sick of tweaking.
Does Not use DRS*
Aero is operated by the Handbrake. You can map your physical Clutch pedal (or button) to the Handbrake, then save a profile just for this car, and assign it in the Drive tab.
*AI uses DRS