Assetto Corsa: TRD DRW12 Mod Expands Group C Grid

Assetto Corsa TRD DWR12 Car Mod.jpg
Creativity is running strong in the sim racing community. The latest example is the Assetto Corsa TRD DRW12 mod that expands the Group C grid.

Sports car racing is seeing a new high in 2023. The introduction of the LMH and LMDh regulations for top-class Hypercar prototypes in WEC and IMSA made interest skyrocket again, with numerous manufacturers trying their hand at the premier endurance series in the world.

“Golden Ages” coming and going are a constant in endurance racing. The recent LMP1 age and the GT1 (and then LMP900) era in the late 1990s and early 2000s come to mind – but before that, another class reigned supreme. Group C enjoyed immense popularity from its introduction in 1982 until the early 1990s, ultimately meeting its demise with the introduction of engine rules that were identical to that of Formula One at the time.


While the big players of the era were Porsche, Lancia, Sauber-Mercedes, Jaguar and Peugeot, among others, numerous smaller efforts were on the grids as well. In fact, many Porsche 962Cs were modified so extensively by privateer teams that they hardly resembled the base car. Privateer cars were also present. For instance, the 1989 season saw the Cougar C22S of Courage Compétition and the Spice SE89C by drivers Gordon Spice and Raymond Bellm trying to run with the big dogs.

Assetto Corsa TRD DRW12 Mod: The Group C Privateer Spirit​

It is this spirit that RaceDepartment user @iballobar13 channeled for their Assetto Corsa TRD DRW12 mod – their first-ever mod, actually. Only released on November 10, the fictional Group C car fully leans into the mechanical variety found in the era, sporting a twin-turbo W12 engine instead of a more common V8, V10 or V12. At full boost, it chucks out close to 900 hp.

The car’s body is unique but fits in with other cars of the era. It follows the design philosophy of the time. That means a big rear wing, ground-effect bodywork and a closed cockpit – with rather small side windows. A longtail Le Mans-spec version is also available as part of the mod.

According to the mod’s description, the DRW12 has been desgined “to race toe to toe against Sauber’s mighty C9”. As a result, iballobar13 has conducted extensive testing so the car is a match to its competitors AC.

Assetto Corsa TRD DWR12 Mod Handling.jpg

Careful on the throttle! The DRW12 tends to slide out the rear under power on low RPM.

Good Match & Unique Characteristics​

But how well does the DRW12 get along with the other kids on the Group C playground? Well, it is a good match for the C9, the 962C and the Mazda 787B. While the Sauber-Mercedes has the upper hand on top speed, the TRD is a bit more agile in the corners. iballobar13 claims that their creation is “within 1s of the Sauber”.

The car also has its unique characteristics when it comes to driving it. As the W12 engine produces a lot of torque at low RPM, careful application of the throttle pedal is crucial when accelerating out of slower corners. As a result, the first few laps can be quite tricky. Some setup work can mitigate this, however. Plus, the car does inspire decent confidence once the downforce really kicks in.

Assetto Corsa TRD DWR12 Mod Sauber-Mercedes C9.jpg

The DWR12 has been tested extensively to match up well with the other Group C cars in Assetto Corsa, like the Sauber Mercedes C9.

Despite being fictional, the DRW12 mod features detailed car specs. These include its suspension layout, chassis material and even its valve train. This is not by coincidence, though. iballobar13 claims to be studying Mechanical Engineering and intending to use the car as a test bed for different rear wing configurations. They could later find their way into the mod. The attention to detail even extends to the twin-turbo W12 having been constructed in Automation, a very intricate car-building simulator that allows for creations to be exported and driven in BeamNG.drive.

Currently, the car comes with three liveries each for both the standard and Le Mans versions. Unfortunately, the engine sound is still a placeholder for now, though a proper W12 sound is going to be added later, according to the mod’s author.

If the TRD DRW12 has piqued your interest, head over to the RaceDepartment download section. There, you can also leave a rating and feedback for iballobar13’s creation. For another mod spotlight, check out our article on the Crystal Palace Circuit for AC!

What are your thoughts on the Assetto Corsa TRD DRW12 mod? Let us know on Twitter @OverTake_gg and in the comments below!
About author
Yannik Haustein
Lifelong motorsport enthusiast and sim racing aficionado, walking racing history encyclopedia.

Sim racing editor, streamer and one half of the SimRacing Buddies podcast (warning, German!).

Heel & Toe Gang 4 life :D

Comments

Couldn't resist and just tried it out, just keyboard driving in VR.
I like the clear credits to Kunos, since this seems inside as a modded Sauber C9, but added quite some sweet changes - of which I already like. So ok not a 100% purist, though my brain still forbids me to blend with the actual 1989 Group C mods.
But nice work for a starter!
 
I think this is the best fictional car in all of AC.

It truly captures that "Repsol-branded box from a team you've never heard of" vibe that Privateer Group C efforts had perfectly. Who cares if this mod isn't real, it's an incredible first effort from the creator and super fun to drive. Also the unique engine layout is awesome.
 
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This seems interesting... I'm usually not a fan of fictional cars or even fictional names on cars...

But Group C is great and deserves attention when done well...

And just like the Crystal Palace article... I want more of this... Danke...
 
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Congrats on your first mod! Even though I'm not into fictional cars/tracks I definitely respect for the work you put in. Great sim racing community content, THIS is the stuff I loved Race Department for :cool:
 
Yeah, as others have posted, I'm not really into fictional stuff(cars, tracks, liveries etc) also, but this fits well in my personal Group C grid. It just needs more liveries of say, other real period cars - Spice, late-Group C era non-works Porsche liveries etc.

Maybe you could also add a 1990-1992 N/A version with the bigger rear wing packages used then, like on the customer Porsches, XJR-14 and Peugeot 905, which would make great grid-fillers for the last few years of the Group C era.

I look forward to making a video of this in VR at Spa over the weekend.
 
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Though not into fictional cars, this sounds tempting as a tryout, espe
And again funny, just read this as I've just had the pleasure of 15 mins Group C racing after I found my very first download mod for F1C99-02 of which was the 80ies Group C mod pack.
Ypu mean the legendary VLM Prototype C mod? Not qure it contains all the years of the chmpionship but I'm sure the 90s years are in the mod, with the amazing Peugeot cars, I've spent some hours on these... This mod was a whole new game, with proper H shifter support, a true gem.

I found a bad (probably unapproved) conversion of the mod for GTR2 few years ago. Some cars of the mod have been converted in rfactor2, they were bad last time I've checked (one or two years ago).

I can't imagine the work that would be required to recreate this mod in a modern title maybe a project around the size of Pcars2, or AMS2, focusing on the prototype C cars.

Better to reinstall the Prototype C mod and hope F1C works on new systems (I read there are updated files to make it work with modern resolutions).
 
Ypu mean the legendary VLM Prototype C mod? Not qure it contains all the years of the chmpionship but I'm sure the 90s years are in the mod, with the amazing Peugeot cars, I've spent some hours on these... This mod was a whole new game, with proper H shifter support, a true gem.
That is correct :)
The indeed legendary Prototype C mod pack for F1C99-02 by Virtua-LM modding team, consisting of full season grids spanding from WSC1983-WSC1993, both years included, besides IMSA85, IMSA92, LM85, LM88, LM90-92, SWC85, SWC88, SWC90-92 and a stand alone Sport35L.
With few adjustments and update to Win11 graphics and wheel software, it's even more a blast here in 2023 - not only compared to almost 20 years ago when I played it last time with simpler graphics and far simpler sim hardware, but in direct comparison to more modern sims. The base ISI engine already had it - and a modding team as Virtua-LM to max out the possibilities - and up for grabs for free, I could really not ask for more, about this mod of which I really dunno why I left racing it in first place.
I found a bad (probably unapproved) conversion of the mod for GTR2 few years ago. Some cars of the mod have been converted in rfactor2, they were bad last time I've checked (one or two years ago).
Me too, but not a thorough conversion, but only as fragments, besides the C-ERA mod pack of the P956 and Lancia LC2.
I can't imagine the work that would be required to recreate this mod in a modern title maybe a project around the size of Pcars2, or AMS2, focusing on the prototype C cars.

Better to reinstall the Prototype C mod and hope F1C works on new systems (I read there are updated files to make it work with modern resolutions).
It was not that complicated.

Though while testing being on laptop with integrated graphics and my GTX 1650Ti did'nt have a dx identifier.
But since this is ISI herittage and config.ini's are slmost identical I just used the old trick of using relevant settings my config.ini from GTR2. And then compatibility mode to WinXP SP2 for every *exe file used, incl. mod *exe files and -patch, besides for the nVIDIA to add each of those *exe files and force them using dedicated GFX via nVIDIA panel 3D settings.

Now also installed on my primary PC of which is a tad easier since my 5700X CPU doesn't include embedded GPU.

There's really nothing more into this.

Edit, sorry for off-topic

Edit2: sorry misread your last comment, but yes something of a project for Reiza and remains of S397 studio or whoever might take over (hope rF2 will be in good hands in the future).
 
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Couldn't resist and just tried it out, just keyboard driving in VR.
I like the clear credits to Kunos, since this seems inside as a modded Sauber C9, but added quite some sweet changes - of which I already like. So ok not a 100% purist, though my brain still forbids me to blend with the actual 1989 Group C mods.
But nice work for a starter!
keyboard driving in VR? what the fk
 
keyboard driving in VR? what the fk
Yup, affirmative! Part time member of the Keyboard Drivers Anonymous here. Pure confession! :D

Keyboard = quick drop-in for a busy family man on his way to bed, while my flexible NLR F-GT Lite seat is folded in my tiny multi-purpose sim-/office room/library/storage room.

VR = To have a look around in new car mod, inside cockpit as well as outside free cam, my Quest 2 laying on my desk anyway.

Besides after an accident involving rotatorcuff syndrome keyboard driving was my only option.

Luckily fully recovered, but still once in a while use this way for quick testing.

*Edit*
But now read this:
This is not even close to the extreme.
Once, almost 10 years ago, I watched a vid with a multi-disabled guy who only had his mouth as a mobility device.
He used joysticks with his mouth and had mapped almost everything analogue. Even the gear change he had mapped.
Could he figure it out?
He was a predator competitively.

Seen in that light, I don't think keyboard in 2023 driving is extreme. The first decade of my sim life it was my only option, apart from the Arcade joystick playing C64 racing games in mid 1980ies. So I'm quite used to it, also balancing on the thin line with all AIDS = off.

Although I would have preferred more time and space to just jump in my sim rig at any time, without a sleeping daughter on the other side of the paper-thin wall...
 
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Located in the README.txt:
Special thanks to:
Kunos: (sound (VO.9) and some mesh parts)
No matter how much 'special thanks' you give them, it shouldn't be posted here if you didn't get their consent. Granted, sounds are generally regarded as OK to use, but this goes a step beyond that. Largely it seems to be mostly copy pasted physics files of the Sauber C9, with slightly changed physics values here and there.
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Lest we mention the entire interior was 'borrowed' from the Sauber as well, not okay.
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Located in the README.txt:

No matter how much 'special thanks' you give them, it shouldn't be posted here if you didn't get their consent. Granted, sounds are generally regarded as OK to use, but this goes a step beyond that. Largely it seems to be mostly copy pasted physics files of the Sauber C9, with slightly changed physics values here and there.
View attachment 708164View attachment 708165View attachment 708167View attachment 708170View attachment 708171
Lest we mention the entire interior was 'borrowed' from the Sauber as well, not okay.
View attachment 708173View attachment 708176View attachment 708174View attachment 708175
I didn't have the skill to create a full interior from scratch, so I borrowed the Sauber's for now (which is going to be updated in the future).

For the sound, I tried lots of times to create a sound for the car from the samples I took from AngetheGreat's engine sim, but there must be some incompatibility with my software as I only get sound in the Showroom, but not in game. This is also going to be looked after and hopefully fixed in the future.

About the physics, all of the aero is scratch made and much more detailed than the other Group C cars (also, my Degree's Final Project is going to be dedicated to analysing a rear wing for the car and incorporating the results in-game), suspension geometry is scratch made too, brakes... I used C9, 787B and 962 as references for parametres for the suspensions and tyres, but very little of them were "Ctrl C - Ctrl V" (mostly those that I tested and didn't find much of a difference, or made too much of a (bad) difference). Then it was finetuning those parameters that made the car feel and drive as intended. Some may resemble other Group Cs? Surely, all of those cars created lots of downforce so they ran stiff suspensions for example; or used similar compounds in their tyres.

Yeah, I used the same camera positions as the C9, the car has got similar dimenisons and the same interior so, why change the placement? Instead of trying approximate parameters I used some I knew would work.

Tyres are very simillar because well, the car runs in the same racing category as those mentioned before, so it must run pretty similar compounds to them.

Last of all: most (if not all) engine parameters (power, damage, consumption, inertia...) and other car params (brake force, weight balance...) were taken from the car & engine I created in Automation and Ange's engine sim.

I understand people may not like that minor parts of the coding (cameras, a clear example; autoclutch another one) are like some of the other Group C cars, but the most important ones (aero, engine, suspension geometry and tuning, brakes, brake temps...) took a lot of time of developping, trial and error, testing and finetuning and overall are very, very far from copy-pasted.
 
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Shifting method

  • I use whatever the car has in real life*

  • I always use paddleshift

  • I always use sequential

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