Historic Sim Studios Release Toyota 415S For Assetto Corsa

Assetto-Corsa-Toyota-415S-Flatnose-Historic-Sim-Studios.jpg
Images: Historic Sim Studios
Once again, Historic Sim Studios throw it back to the 1960s: Their Toyota 415S Flatnose pays tribute to the racing roots of the Japanese manufacturer.

Toyota and motorsport and inseparably linked. One of the top teams in WEC currently, the Japanese manufacturer has wowed fans with its LMP1 machines, the Toyota GT-One of the late 1990s, and a number of Group C and IMSA GTP cars. The marque was not always at home on the racing circuits of the world, however.

Back in 1967, Toyota decided to go racing and started development of the first of three models as part of the Toyota 7 project. Dubbed 415S, the car was designed to Group 7 regulations and powered by a 3-liter V8 engine. The car was completed in early 1968 and made its debut at the 1968 Japanese Grand Prix at Fuji Speedway.

Four Cars And A Class Win​

Toyota entered four cars with Shihomi Hosoya, Sachio Fukuzawa, Hiroshi Fushida, and Yoshio Otsubo behind their wheels. Fukuzawa would achieve the best starting position in sixth, albeit almost six seconds behind the pole-setting Nissan R381 of Kunimitsu Takahashi. The remaining 415S entries lined up in ninth (Fushida), 10th (Hosoya) and 12th (Otsubo). Of course, it is worth noting that Toyota competed in the GP-III class, while the R318s were running in the GP-IV class.

Footage from the 1968 Japanese Grand Prix, mostly focusing on the Nissan R381s.

Overall victory was not within Toyota's grasp, but Otsubo and Fushida finished in positions 8 and 9, respectively, meaning they scored a 1-2 in their own class. Fukuzawa was classified in 14th despite a failing drive shaft, but Hosoya had to retire about halfway through the race due to losing oil pressure. Still, a successful foundation for the project was laid at Fuji.

Assetto-Corsa-Toyota-415S-Flatnose-Historic-Sim-Studios-3.jpg


The 7 Project Turns Deadly​

The car continued to run well throughout 1968, scoring wins at the 1000km events at Fuji and Suzuka, among other good finishes. However, as development never stops in racing, the 415S was replaced by the 474S for 1969, now with a 5-liter V8. In 1970, the 578A took the spotlight, including a twin-turbo engine.

When Toyota's main competitor Nissen dropped out of competition, however, Toyota followed shortly after. Plans to enter the 578A in Can-Am were shelved. The deaths of factory drivers Fukuzawa (in early 1969) and Minoru Kawai (in 1970), who both lost their lives in testing accidents, likely also played their part in the decision.

Toyota 415S Flatnose For Assetto Corsa​

Now, Toyota's OG racing car makes its debut here on OverTake for Assetto Corsa. @Historic Sim Studios LLC revived the sportscar in its original 1968 guise, nicknamed 'flatnose', allowing sim racers to take a piece of Japanese racing history to the virtual tracks. The car should feel right at home at the 1968 rendition of Fuji uploaded by @WilliamTRiker, for instance.

Another car of Historic Sim Studios, the Daihatsu P-5, also competed in the 1968 Japanese Grand Prix, winning the GP-I category after being the only model in the class that actually qualified for the race. It had made its debut in the 1967 season, and Toyota actually bought Daihatsu in 1969.

Assetto-Corsa-Toyota-415S-Flatnose-Historic-Sim-Studios-2.jpg


The Toyota 415S is another great testament to one of sim racing's best qualities (in the author's opinion, anyway): going back in time with car-track combos that are no longer around. All 415S that have been built were destroyed after the car was retired, and Fuji is looking far different today compared to its original, steeply-banked version. And the fact that lesser-known cars and tracks are part of this is fantastic.

What are your impressions of the Toyota 415S Flatnose by Historic Sim Studios? Let us know on Twitter @OverTake_gg or 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

Premium
Why does this relatively new group get promotion articles? and synchronised with release? the car is nearly undrivable due to the terrible physics under braking. put an article up about better modders please, must be some payment involved, as the article on this groups mods all read like paid promotion. what is going on Yannik?? AI could write a better article than you.
 
OverTake
Premium
Why does this relatively new group get promotion articles? and synchronised with release? the car is nearly undrivable due to the terrible physics under braking. put an article up about better modders please, must be some payment involved, as the article on this groups mods all read like paid promotion. what is going on Yannik?? AI could write a better article than you.
The timing is explained quite simply: Because they got in touch ahead of the release of the car so we could prepare something for the release time.

How was it undrivable for you? Actually curious about this, because while it does make you work, I found it to be quite engaging and about on-par for what I would expect from a late-60s sportscar. Throwing it around Bridgehampton, for example, was a really good experience to me.

We also highlight other mods all the time. It's not like it's exclusively HSS - I understand that not every mod might be for everyone, but implying that we get paid for this is simply wrong. As we have stated before, all sponsored content is marked as such, and Germany has rather strict laws about this, so we'd be shooting ourselves in the foot if we did not do that.

Again, I get that not every article appeals to everyone, but I don't appreciate the AI comment. I do not approach mod articles differently based on author, either.
 
Why does this relatively new group get promotion articles?

The last three posts in AC category before this are all focuses on AC mods by new modders. I'd hope we all know FatAlfie and Stereo and legends of the modding scene (rightfully so!), no harm in them giving some promotion to folk who might be lesser known IMO. I wouldn't have seen @mk-sg 's excellent recent releases without them being focused here, and I likely would have missed the fantastic Zeltweg '66 update too.
 
The timing is explained quite simply: Because they got in touch ahead of the release of the car so we could prepare something for the release time.

How was it undrivable for you? Actually curious about this, because while it does make you work, I found it to be quite engaging and about on-par for what I would expect from a late-60s sportscar. Throwing it around Bridgehampton, for example, was a really good experience to me.
Maybe it would be good to first wait how well a car is received by reviewers (and how they provide their reasoning behind their review). This car doesn't seem to get particularly good reviews, especially considering how long it has been in development and its version number.
 
The timing is explained quite simply: Because they got in touch ahead of the release of the car so we could prepare something for the release time.

How was it undrivable for you? Actually curious about this, because while it does make you work, I found it to be quite engaging and about on-par for what I would expect from a late-60s sportscar. Throwing it around Bridgehampton, for example, was a really good experience to me.

We also highlight other mods all the time. It's not like it's exclusively HSS - I understand that not every mod might be for everyone, but implying that we get paid for this is simply wrong. As we have stated before, all sponsored content is marked as such, and Germany has rather strict laws about this, so we'd be shooting ourselves in the foot if we did not do that.

Again, I get that not every article appeals to everyone, but I don't appreciate the AI comment. I do not approach mod articles differently based on author, either.
Unfortunately people got spoiled with the many classic cars with "modern" car physics that exist, and can't compreend that stopping a car, specially in the old days, was a skill and maybe the hardest part to master. Hence any car that you can't just trail brake agressively into a corner is "undrivable"for a lot of people.
 
Thank you for this article, looking forward to give this combo a spin. Assetto Corsa never looked better for me in VR recently as I am now using Open Composite and OpenXR tool, the result is VR quality and clarity, that I did not even thought possible a few weeks back.
Racing this car around old Fuji should be spectacular!
Thanks! I have a ton of fun with it around Fuji.

Why does this relatively new group get promotion articles? and synchronised with release? the car is nearly undrivable due to the terrible physics under braking. put an article up about better modders please, must be some payment involved, as the article on this groups mods all read like paid promotion. what is going on Yannik?? AI could write a better article than you.
Some of the writers from OverTake reached out to me awhile ago, and asked if I could give them a heads up in the future about upcoming mod releases. I assume this is because Historic Sim Studios is one of the most active creators of historic content for Assetto Corsa, that releases a good number of our mods through OverTake.gg. Yannick has been nice enough to write up articles covering our releases recently, but he's also done this for lots of other creators. And most importantly for OverTake.gg and their writers, these articles often get some of the best feedback and comments, as OverTake.gg users enjoy the articles covering the modding side of things... not just the big game devs. Overall, I think you need to let the angst go... these mods are being released for free here on OverTake.gg, and are a labor of love by many different individuals, some working by themselves and others as a team like mine at HSS.

The timing is explained quite simply: Because they got in touch ahead of the release of the car so we could prepare something for the release time.

How was it undrivable for you? Actually curious about this, because while it does make you work, I found it to be quite engaging and about on-par for what I would expect from a late-60s sportscar. Throwing it around Bridgehampton, for example, was a really good experience to me.

We also highlight other mods all the time. It's not like it's exclusively HSS - I understand that not every mod might be for everyone, but implying that we get paid for this is simply wrong. As we have stated before, all sponsored content is marked as such, and Germany has rather strict laws about this, so we'd be shooting ourselves in the foot if we did not do that.

Again, I get that not every article appeals to everyone, but I don't appreciate the AI comment. I do not approach mod articles differently based on author, either.
That is exactly right, I'm not going for a simcade experience. I'm always open to feedback though, and multiple fixes are already in development. Including to slightly enlarge the driver...


Maybe it would be good to first wait how well a car is received by reviewers (and how they provide their reasoning behind their review). This car doesn't seem to get particularly good reviews, especially considering how long it has been in development and its version number.
We are getting review bombed by Pasta and company unfortunately. Overtime it will even out as others get a chance to download and review the mod. Its annoying, but its happened with a lot of our projects before on OverTake... unfortunately the negative side of the community generally comes out in force first. But the good news is that you can always count on the rest to come through over time.

Also, we do have a track record of multiple previous projects we've released through OverTake.gg, including our 1934 Maserati 8CM which was even nominated for 2023 Mod of the Year. I'm also actively involved as a consultant in the development of most of the next-gen sim racing games... so I think that helps to get me a bit of a spotlight as well, and I'm thankful for it. It is challenging to provide for myself and the rest of the HSS team and their families as creators/artists. Articles like this help increase the community's awareness of the projects we've been working so hard at.

Unfortunately people got spoiled with the many classic cars with "modern" car physics that exist, and can't compreend that stopping a car, specially in the old days, was a skill and maybe the hardest part to master. Hence any car that you can't just trail brake agressively into a corner is "undrivable"for a lot of people.
Yeah, like this car requires you to use the clutch when downshifting... which is a super common thing with historic cars from that era. I can always make it more forgiving and/or eliminate the need to use the clutch at all... but that isn't historically accurate.
 
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while it does make you work, I found it to be quite engaging and about on-par for what I would expect from a late-60s sportscar
I agree, I also like how the car drive, I find it quite entertaining and authentic.
If someone would like it different, they can alter the settings, to suit their vision of a 1968 Japanese classic prototype.

I particularly enjoy those articles on the AC modding, with the additional information about the car model or track history, it is very instructive.
 
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I agree, I also like how the car drive, I find it quite entertaining and authentic.
If someone would like it different, they can alter the settings, to suit their vision of a 1968 Japanese classic prototype.
Yeah, that might be the solution. Make a 2nd version without the need to use the clutch.... actually, I think I will do that.
 
@Historic Sim Studios LLC What goes into making a mod like this for a historic car? Do you have a hard time finding data on weight, suspension geometry, torque/HP curves, etc.? What's your process for making the car "authentic"?
 
@Historic Sim Studios LLC What goes into making a mod like this for a historic car? Do you have a hard time finding data on weight, suspension geometry, torque/HP curves, etc.? What's your process for making the car "authentic"?
With the 1960s it really depends. Sometimes you can find a dyno curve even for the engine. In this case, we had some book and internet sources, along with a few general car behavior tid bits from one of the drivers who actually drove the car, which was helpful in regard to the differences between the flatnose and the sharpnose handling.

unknown.png


See how you have information here, like the ZF Synchromesh and the Borg & Beck clutch... then its a journey to go research and learn about those parts and try and gather as much information we can apply to the current project.

Another great source of information, can be regulations and rules. For example, the modified Group 7 rules used by the JGT series in 1968. If something we find about the car doesn't match the rules or make sense, then we know we need to do more research. It is also helpful in regard to fuel tank size and things like that, which could vary based on which race and regulations the car raced under at a particular event. For example, we are using 80L fuel tanks in the cars, since that was the maximum under the JGT regulations.

Finally, the last thing I'm looking at is lap times. As this can be a bit tricky, I'm looking at it from a general overview... are we in the right ballpark. Track surface conditions and also the accuracy of tracks in AC can all make a huge difference in lap times... but generally, I want to be lapping within a few seconds of the actual lap times. For example, if I'm 10 seconds slow or 10 seconds fast... then I'm certainly going to dial in the performance better (generally through the tire model).
 
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Yeah, that might be the solution. Make a 2nd version without the need to use the clutch.... actually, I think I will do that.
In Assetto Corsa there are setting to make any car have automatic clutch, or even automatic gears, there is no need to alter your creation.
I use clutch and manual shifter with your car, it works just fine.

That car is fine, if you absolutely want to work on a car physic, you might want to revisit the Maserati 8CM , that one need work, it is supposed to be hard, but not impossible to drive. :)
 
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With the 1960s it really depends. Sometimes you can find a dyno curve even for the engine. In this case, we had some book and internet sources, along with a few general car behavior tid bits from one of the drivers who actually drove the car, which was helpful in regard to the differences between the flatnose and the sharpnose handling.

View attachment 768628

See how you have information here, like the ZF Synchromesh and the Borg & Beck clutch... then its a journey to go research and learn about those parts and try and gather as much information we can apply to the current project.

Another great source of information, can be regulations and rules. For example, the modified Group 7 rules used by the JGT series in 1968. If something we find about the car doesn't match the rules or make sense, then we know we need to do more research. It is also helpful in regard to fuel tank size and things like that, which could vary based on which race and regulations the car raced under at a particular event. For example, we are using 80L fuel tanks in the cars, since that was the maximum under the JGT regulations.

Finally, the last thing I'm looking at is lap times. As this can be a bit tricky, I'm looking at it from a general overview... are we in the right ballpark. Track surface conditions and also the accuracy of tracks in AC can all make a huge difference in lap times... but generally, I want to be lapping within a few seconds of the actual lap times. For example, if I'm 10 seconds slow or 10 seconds fast... then I'm certainly going to dial in the performance better (generally through the tire model).
Wow, thanks for the reply, that's very interesting. As Yannik wrote, we thank you (and the rest of the modding community) for doing all this work of virtual historical preservation!
 
In Assetto Corsa there are setting to make any car have automimic clutch, or even automatic gears, there is no need to alter your creation.
I use clutch and manual shifter with your car, it works just fine.

That car is fine, if you absolutely want to work on a car physic, you might want to revisit the Maserati 8CM , that one need work, it is supposed to be hard, but not impossible to drive. :)
Try out our latest update from this week!
 
Is there anyway of making the car less stable? I like the models of the cars you've produced for the JGT but I find that the rear end is just stuck to the ground. I've been trying to race them against Bazza's cars and obviously those Vintage cars go from understeer to oversteer at various points of the corner. Both the JGT cars almost feel like ground effect cars...I mean, worst comes to the worst I can just do a physics swap but wasn't sure if you were able to put more slide into the tyres/reducing aero perhaps.
 
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Premium
Why does this relatively new group get promotion articles? and synchronised with release? the car is nearly undrivable due to the terrible physics under braking. put an article up about better modders please, must be some payment involved, as the article on this groups mods all read like paid promotion. what is going on Yannik?? AI could write a better article than you.
So if you can't drive it, it is undrivable? Since when are you the benchmark for cars being drivable? Your reaction tells me more about you than about the mod or the article.
 
I had a few laps around the Donington circuit and found it relatively docile at the lower/medium revs not skittish like many similar cars, the braking was ok until the very end of the braking zone where the car promised to flick sideways just before the bend, and finally pushing the car harder it was a terror into the corners after a high speed straight, not really something I could live with for too many laps. (best of 6 laps 1:50)
I'm only using a G29 so my hardware is probably not what you tested the car with, but it's what I have and I may have to put a few hours into the car to be comfortable, I don't use a HUD and found the interior a little too dark to see the dials.
Thanks for your mods, they help extend the life and enjoyment of the game :thumbsup:
 

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Yannik Haustein
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Shifting method

  • I use whatever the car has in real life*

  • I always use paddleshift

  • I always use sequential

  • I always use H-shifter

  • Something else, please explain


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