Dross Free Assetto Corsa Conversions
Without Me You are Nought.
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Consider RWD the default and only use FWD, 4WD, or AWD
Consider Manual the default and only use Auto etc etc
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.
New Tag (Group). Sui Generis
For Vehicles not found in any other Sim'. (to the best of my knowledge)
AI gear ratio selection --------- ai_default.ini
Been a problem for quite awhile now but highlighted whilst doing the 1995 CART mod.
Speedways can be geared and winged for over 400 kph whilst Short ovals can be below 300 kph.
This large difference means the use of ai_default.ini as a saved setup is unavoidable, however the AI won't use the gear ratios from that file and also lose the ability to change the final gear ratio to an appropriate one.
The Fudge is in.
In setup.ini toggle USE_GEARSET=1
Design a generic gearset or more, that the player can use,
Design a fine grained choice of Final Drive ratios for the player to use.
In drivetrain.ini use 9 really close ratios and a final drive ratio, ensure these do not share any value with any ratio available to the player.
The AI won't use the player's gearset, as none of the values match, so defaults to the values in drivetrain.ini. On track it now has more gears to work with, hopefully allowing it to run at any speed.
In the example above the AI would only use 9th gear at say Michigan but would only ever get into 5th or 6th at Milwaukee.
Works 'perfectly' in the above example or in Karts with only one gear.
Bugbears:
The gears used may not reflect real gear ratios.
Nine gears in the setup GUI is displayed somewhat messed up. (more than six doesn't seem to fit)
And I guess it can be confusing to some. Although never as much a Pain in the Arse as having to explain it.
DMG Colossus Race Truck ------ version 20230125
Software license was not renewed for the Motec display so it isn't functional.
Ligier JS3-S5000 --- version 20221202
FIA F3 (nee GP3) spec chassis, low downforce and 560 bhp from a Coyote 5.2l V8
NEW: Knocked 5% off the top end to keep in line with the FIA 500kW/tonne limit
Added P2P that gets that power back but only for 90 seconds, use KERS button to activate.
Tweaked AI
Laydown Enduro 200cc Twin Engine ------- version 20221101
NEW: Now using AC clutch slip. Incremental improvements
Perhaps 2 x 100cc direct drive with an Axle Clutch:
Power curve and engine sound reflects the power at the rear wheels.
Power at 10,000 rpm minus the loss due to the centrifugal clutch, until the clutch locks up and continues from there.
Main onboard Tacho shows real RPM, whilst the smaller arrow is speed, to help under braking as you no longer have the engine sound to go on. YMMV
Ignore any HUD Tachos.
Laydown Enduro 100cc Single ------- version 20221101
Perhaps a 100cc direct drive with an Axle Clutch:
Power curve and engine sound reflects the power at the rear wheels.
Power at 10,000 rpm minus the loss due to the centrifugal clutch, until the clutch locks up and continues from there.
Main onboard Tacho shows real RPM, whilst the smaller arrow is speed, to help under braking as you no longer have the engind sound to go on. YMMV
Ignore any HUD Tachos.
Superkart National 450cc 4T -------- 20221028
Brabham BT55 ------ version 20220905
not to be compared with the Kunos 98T
Porsche 935/80 -------- version 20220904
NEW: Fixed steering wheel axis and added LODs.
NEW: Lowered 25mm
NEW: Fixed Discs locations
(LODs from the model not that bleeding Simplygon bulldust)
Cosworth 4WD ------ version 20220901
NEW: Almost everything, redid the conversion from scratch. Two aero configs, switchable ingame.
Ford RS200E Rallycross ------- version 20220806A
For now the only Track with Official support is Croft SP Rally X, although it works on all tracks.
CSP required, Tyres/Physics very much WIP and experimental.
NEW:SNAFU
Porsche 917/10 Spyder ------ version 202200904
NEW: Tyre textures/material, Flames positions, and Disc glow.
NEW: 4K Skins
For shadows coming through the floor on this and I suspect other cars, a workaround is to disable 'Fake Shadows FX' in CSP settings.
YMMV
Porsche 935/77 2.0 'Baby' ------ version 20220802
NEW: Better UV map on front bumper, seat clipping/size, belts, gear stick position, and single turbo.
NEW: Lowered 25mm
Porsche 935/77 Works -------- version 20220802
CUP 90 Redux ---------- version 20220620
'not to be confused with the Faecesbook version'
Maserati Tipo 61 Ferrari 250 TR ------ version 20220601































