Oh this is going to be great!!!
There is one 951 up there that is an 88 I think. It has close to stock hp and torque. All the other ones are over 400 where as this car is about 250 I think? It is a blast to drive. It is a little looser than I set up my cars but is how I know some other cars I drove were set up.
We need to know other peoples cars we can make a GRM car pack!!!
Air what car you bringing to the party?
I need to spend some time digging. I'm betting the Z32 slicktop would be in the mix with the FC or 944 depending on model. Should be 222hp and 3160 lbs. Not sure how AC handles tires... That could be the great equalizer. NA Z32s only had 7.5" wheels :(. I might have to make my own though... Every model I can find is for the turbo.
S2000 would probably be a lot faster. My Miatas would be slower. 2.5RS would be stupid slow lol. And Saturns, well... Not much to say there.
dean1484 said:
Air what car you bringing to the party?
I will bring my 65 ish Corvair. Large bore motor, 5 speed, suspension upgrades. I have a decent approximation so far. I should probably allow a diff selection since mine has a 3.08 diff (normal stock is 3.27 or 3.51) for cruising / noise reduction. Handling seems a bit off, a bit too much understeer and seems a bit too easy to spin (I may need to adjust the inertial center, it might be based on the 911 which has a much shorter wheelbase).
We can try and equalize the cars a bit with tires. E.g. if Dean brings the Merc, he is definitely getting street tires and I might get slicks. Tires are a bit strange in the game. It's pretty easy to swap tires from another car, but I have not looked into modding them (e.g. creating a size that does not exist)
BTW - the FB seemed pretty oversteer happy based on my controller test drive. Testing the stock FC resulted in a much more neutral feel (which the car clearly is). It may have to do with the suspension setup, which is almost certainly not meant to represent stock, but could be good for what you want to represent.
I have two cars that could probably be easily adapted into AC. One is my 74 2002, and the other my 09 128i. Both bodies are already there in the form of the 2002 Turbo and the 1M, and both of my cars are set up with modified suspensions that are likely quite close to what's in the game (my 128i has the 1M suspension plus springs and dampers, and the 2002 is all poly and stiff springs and shocks), so it would just be a matter of dialing down the power on both.
There's no Saab 900 that I could find, but the 99 Turbo drives fairly similarly (but has more power than my NA car).
If you want to mess with moding the cars yourself, the Assetto Corsa Car Tuner app is in the resources folder. It's reasonably straight forward, you just need to know where to look to change things. Once you open it, choose the base car you want to start with and immediately name and create a Tune (messing with the base cars is a bad idea). Tunes are easy to delete (it creates a new folder for the tune), and are the only way to access the Advanced Tuning. Go straight to the Advanced Tuning tab and choose the areas to edit. Tip: if you want to examine how other cars are setup, you can only see "tunes", so for a car without a tune, create one (copy of base) to see what you want and delete when done.
Some tips on where to look for stuff (there is some explination within each file also) :
- power.lut : This is the torque curve (in nm). RPM left, torque right.
- engine.ini : To delete the turbo, just delete the [TURBO_0] and [DAMAGE] sections. This is affecting behavior, not power (which is covered in power.lut)
- drivetrain.ini : Shows gear ratios and differential settings
- suspension.ini : Base settings for suspension
- setup.ini : This defines what you see in the setup menu. This is a good place to copy from other cars for basic staring points. In general you define Min, Max and Step settings for each area.
Let me know if you have any questions, but I am not an expert on all of it. BTW modifying CG is tricky.
wae
PowerDork
4/12/21 12:37 p.m.
In reply to aircooled :
I played with the FB GLS-SE model for a couple minutes and on street tires it had the same throttle-lift snap oversteer that the real thing has but it seemed like it was amplified to 11. On the semi-slicks the oversteer was muted down to just a hair below what you'd expect on street tires in a real one.
The sound, though... that was just about dead on!
Good to hear it's close. That is why I wanted to leave the suspension adjustable. If we wanted to re-create the full stock car, I am sure appropriate fixed suspensions settings would need to be figured out (e.g. did stock FB's even have rear sway bars?), it's probably good for what Dean wants though, since I suspect it was a somewhat modified car. I am suspicious the base model we used was meant to be a drift car. The oil cooler mounted on the hood of one of the versions kind of points that way.
Is the server down? I'm not seeing it at all.
I will chk on it in a sec
Ok Something was not happy I did a hard re boot of the server computer and re started things We look to be all set.
Thanks! That was a fun little dice with the Merc.
That was intresting. It is just slower than that Mini but it was fun trying to be as wide as possible!! LOL
I've only tried a few other cars at LRP, but ~1:06 seems to be where most of them land for me. Haven't tried any of the giants yet, though.
OK so I moved three things to the main directory on the Google Drive.
1. The FB RX7 that Aircooled revised. That is very good!!! It drives a little looser than I remember but the livery you did adds at least 15 HP ;-)
2. 88 944 turbo S. I have had several turbo 944s over the years and this is by far the closest I have found that replicates the actual street car version.
3. 2015 CLS63 This is about as close as you can get to my current DD. The handling, acceleration and even the sound is almost spot on to my car. The crackling downshifts are even there. Some one did a really good job at modeling this car. I found another CLS (it was a 2017) and the handling is just not correct on that car. It is way to loose. It also sounded like it was running open pipes. Just not correct. the 2015 while having a little more HP and torque than the 2017 is almost spot on for how my car is. It is is absolutely fantastic!!!
I have to see if I can find two examples of the FC RX7. I have had both NA cars and turbo cars that I drove on the street and tracked. If I can find those I will put them up.
So we have a good start here for the GRM Car Pack.!!!
Air where is this reasorces folder you speak of?
Never Mind I found it
I started messing around a little with the car editor. That looks more complicated than the complete set up for the server.
It's more intimidating then difficult. If you want me to walk you through some basic stuff, let me know.
02Pilot: If you want me to mod up your cars, let me know. Changing power is a quick fix. Just find the models you want to start with, and give me the numbers you want (a torque curve is super helpful, but can be based on another engine). Car weight and braking power is also very easy to change.
I can even make sure the suspensions are adjustable so you can tune them appropriately.
In reply to aircooled :
Thanks. Modding the 128i would be incredibly simple - I just have to find a power and torque curve for the N52. Since I've got a very similar suspension to the 1M that can just stay as it is. The 2002 is trickier, as the engine is modified, so it would be a best guess; probably good to make the suspension adjustable on that one, just so I can dial it in to feel right. I'll see what I can come up with.
OK, take a look at the available 2002's I found. I would guess the second one is a good model (based on the source), but is modified. There are 5 other options on Assettoland (some are clearly race cars). I know at least one of them has a fully adjustable suspension so I can copy that. Let me know what works best, or what of each works best:
http://assettomods.com/bmw-2002-turbo-s-tuned-1973/
https://assettoland.wixsite.com/assettoland/bmw
For the 128i, I could just copy that engine from a stock BMW with that engine. Is there an appropriate one in the Assettoland link above? A torque curve will work also (that's an NA engine, right?) Even if the car you find isn't the right HP, the torque curve should be very similar, so I can work off of that (just tweak up or down).
Also, and pics of the cars (especially if they have stickers / numbers etc), or particular colors they are? I can't add wings etc, but surface mods should be pretty easy. The colors might already be in the base models of course (they have a good selection).
The easiest thing to do with the 128i is to just use the 1M model that's in the game (slight body differences, but it's close enough). The color is Black Sapphire Metallic, which is in the game as well. I found this for the power and torque - The E82 should be 228hp and 215lb-ft, but the curves should be basically the same:
The 2002 model looks fine. My car is Golf. As to power estimates, let me think about what the curve might look like. It's probably somewhere around 145-150hp, and it doesn't really make anything below ~2000rpm. From 3000 it starts to come up on the cam, and it pulls pretty well right up to 6500. It's dual Webers, 300deg cam, headers, etc.
Photo of my cars for color; the yellow is actually a bit darker than it appears here:
s
OK, the 128i is up there in the Current Assets folder.
It should install fine, and will show up under the M1 as: 128i - Modified Suspension. Let me know if it seems close. I updated the power numbers and curve that show in CM also. I left all the other livery (colors) in there, but it's super easy just to delete the other livery folders if needed (probably best to leave as is if we want to run multiple copies).
It's just the 1M with the turbos deleted and the power curve changed (a very rotary like torque curve BTW).
I will play with the 2002 next. If you see a torque curve that looks close, post it up. There are probably a lot of track cars that are similar.
Oh, BTW, the FB RX7 that is up there I am pretty sure has 15% too much power. I forgot to allow for drive train loss.