Collectionof quality track mods. All mods tested. To install mod just copy the folder to C:\Program Files(x86)\Steam\
SteamApps\common\assettocorsa\
content\tracks. Don't forget to delete previous version.
Assetto Corsa mods take the shape of apps, weather, tracks, and cars. You can add a little-known drifting circuit from somewhere in Japan, race tractors or a double-decker bus, or even find a livery (skin) that you really like.
Content Manager improves the layout of the UI making it more intuitive, and easily adds updated features to the overall graphics package. This includes new cars, new tracks, and improved sounds. Content Manager helps keep Assetto Corsa up-to-date and allows you to install mods with a few clicks of a mouse button.
The Revenga R13 is a sports prototype racing car built by French constructor Oracle on behalf of Swiss-based team Revenga Racing. It is a variation of Oracle 07, created to compete in the LMP1 class. It would later be renamed by Alpino to Alpino 480 when it was rebadged to run grandfathered into the Hypercar class in 2021.
Developed by Tyrone, you can find this mod on Racedepartment by following this link. Probably one of the craziest, but most fun mods for Assetto Corsa, this adds a new circuit to AC that, as you can see in the pictures, turns the simulated environment into Lego City!
2REAL traffic mods for Assetto Corsa are considered the most realistic traffic mods for AC, with the potential for up to 1000 cars in different speed zones, and behaviours such as cars stopping at intersections and traffic lights.
The SR3 XXR, which dominates the majority of the 12 Radical Cup championships globally with over 1,500 units sold, boasts an all-new engine from Radical Performance Engines (RPE). Having this mod for Assetto Corsa is very exciting indeed.
The DRM was for bonkers, overpowered silhouette racers from the likes of BMW, Ford, Lancia, Porsche and Toyota, among others, producing fantastic sights and sounds that the DRM Modding Team went to great lengths to imitate in-game.
Although the mod first appeared in rFactor, its finest form is seen in Assetto Corsa, ably recreating a genuinely underappreciated motorsport series for historic sim racing enthusiasts to enjoy today.
Spanning a combined 65 km of roads, LA Canyons and Pacific Coast allow simmers to drift, race or simply to just have fun with their friends in online lobbies, with Content Manager helping simplify the process of setting up AI traffic.
In its heyday, however, the track had an undulating and challenging layout that required balls of steel to negotiate at speed, making it a distinct favourite with real-world and virtual drivers alike.
The Ford Transit Tuning Pack mod (take a look here) for Assetto Corsa offers players the chance to get behind the wheel of two unique Ford Transit vans, each optimised for different driving styles. The pack includes a street/touge van built for twisty mountain roads and a drift van tailored for sliding sideways.
The tuned drift van packs a powerful punch, boasting 572 wheel horsepower and 872 Nm of torque. It comes equipped with a selection of tyre options from Kunos, including three different 160 TW compounds and two WDTS variants. Meanwhile, the touge street van delivers a still-impressive 439 whp and 738 Nm, paired with Kunos tyres in three 160 TW options.
Both vans feature an array of extras, such as animated lightbars, interior lighting, opening doors, a stopwatch, Android Auto integration, rain effects with wipers, and PaintShop compatibility. The street version allows you to swap between street, semi-slick and slick tyre textures. The rear interior is modelled with various details and clutter.
Assetto Corsa and Assetto Corsa Competizione are both driving simulators developed by Kunos Simulazioni. However, the simulators are set out to achieve vastly different goals and have key differences as such.
A game engine is a key factor in the look and feel of any game as it is the backbone on which all the code is written. This will define the games ability to apply physics, graphics and a host of different features within the game. Once a game has been developed on an engine it will then be limited to what capabilities and limitations this engine provides. This is one of the key factors that differentiates Assetto Corsa and Assetto Corsa Competizione from one another
Assetto Corsa was built on a bespoke in-house game engine developed by Kunos themselves. The goal of this game engine was to allow the development of a complex physics system but with plenty of customizability. The ability to alter and add to the game has allowed the community to heavily modify the game with cars, track, graphical mods, and physics tweaks. This customizability has kept the simulator relevant with physics updates, visual overalls and new content.
Assetto Corsa Competizione was developed on Unreal Engine 4, created by Epic games, allowing an extremely focused, complex and detailed simulation to be created. The Unreal engine allows the physics simulation of the tyres and aerodynamics to be hyper-focused providing an almost unprecedented realism in the driving experience and feel of GT racing cars. In addition to this, the graphics that Unreal Engine 4 can provide are class-leading and give Assetto Corsa Competizione a photo-realistic appearance.
The two simulators hold key differences in the game engine which produce a completely different experience for the user. Despite these differences, both simulators still provide a very close to reality driving experience but the variation in game engines allow one to have a range of customizability and the other a hyper-focused realistic experience.
Assetto Corsa and Assetto Corsa Competizione share the same routes in terms of the physics engine. They both have a range of similar features when comparing them on the surface level. The complexity in both is class-leading and are more than sufficient to feel as if you are driving a real car on a real track. Where they differ is in the details but to understand the weight these changes had first you need to know how it all started with Assetto Corsa.
When Assetto Corsa was released it was one of the leading simulators for realistic driving simulation. Within the simulator, there are many different points of information that are all used to apply a host of effects upon the car being driven. These include tyre contact patches, suspension travel and G-forces to name just a few. All of this was then translated into an industry-leading force feedback system that provided the driver with steering feedback that felt realistic and replicated what the car was experiencing. All of this gave the simulator a driving experience that feels like driving a real car and variation between each car and track.
Where this begins to become limited was the physics are applied in a general fashion due to the range of content provided. No car will be exactly as it is in real life but the simulation can get as close as is needed for anyone to enjoy. It must be noted that the physics are still a great representation but that is the keyword to remember it is very much a representation and not a one to one replica.
The addition of new data points and physics parameters to Assetto Corsa Competizione brought about a new level of detail that had not been seen in Assetto Corsa. Both simulators provide a very realistic experience that has levels of depth and complexity most never truly consider. The key difference to note between the two simulators is Assetto Corsa is about providing a realistic experience and Assetto Corsa Competizione is about mirror reality one to one.
The tracks and cars play a big role in defining the experiences the simulators provide. Both Assetto Corsa and Assetto Corsa Competizione provide a very different range of cars and tracks for several reasons. Some of these cars overlap but it is important to note the reasons for the content choices and the levels of detail that have been spent on each.
In Assetto Corsa a wide scope of cars were added to the game with the final official Kunos car count reaching 178 and hundreds more developed by the community and manufacturers. The range of official Kunos cars consisted of full blown race cars such as the Ferrari SF70H 2017 Formula 1 car to everyday street cars such as the BMW 1 Series M Coupe. The community cars vary even more but most notably, Ferrari and Dallara developed their own cars into the game using real-life data to facilitate esports leagues for driver development. The huge range of cars meant that no matter what kind of driving experience desired, Assetto Corsa has it to offer. However, the huge range of cars means that each car does not reach the same level of detail as seen in Assetto Corsa Competizione.
In Assetto Corsa Competizione there are intentionally a limited number of cars due to the focus on the GT racing series specification. The total number of cars in Assetto Corsa Competizione comes to 34, this includes GT3, GT4, Cup and SuperTrofeo. With such a hyper-focused range of cars, Kunos were able to add an extremely high level of detail to each car. This level of detail was achieved using CAD files and detailed photographs of the interiors to gain the finer details. For this reason, Kunos has leveraged the knowledge of an array of GT racing drivers, such as David Perel, to improve the driving feel, look and sounds experience to what is found while driving a real-life GT car. The level of detail in Assetto Corsa Competizione did not stop with the cars, the same care and attention was taken to all 15 tracks in the game.
Each track in Assetto Corsa Competizione has been developed using a laser-scanned model to represent every surface change and undulation. Using such accurate data allows the tracks to almost be exact representations to their real-life counterparts. This level of detail can be an invaluable training tool for real-life racers to understand the characteristics of a track before ever setting foot on the tarmac. Kunos did not stop there, recently they have added the addition of grip variation to track versions, where resurfacing has occurred, allowing more representative lap times to be achieved in the game.
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