Paul Jeffrey

Premium
Following on from the DRM Revival 'First Drive' video, we take each and every car out for a spin and present a brief interview with the development team.


If you missed our initial First Drive of DRM Revival mod for Assetto Corsa, be sure to check out the link HERE.

Feedback from that short bit of footage suggested it would perhaps be nice to see more of the individual cars in action, so we undertook the mammouth task of taking each of the 17 cars from the upcoming mod out for a drive on the Nürburgring Grand Prix track - all 17!

The result? Over 70 minutes of track action - enjoy :)

As well as bringing you some video footage of the cars in action, we took the opportunity to speak with the team behind this excellent mod to get a feel for what the future looks like for DRM Revival and the DRM Modding Team. You can read the brief interview below:

DRM Modding Team Interview

RD: The DRM Revival Mod has been in the making for AC for quite some time now. I understand you have had some issues along the way that may account for the delay in release. Can you explain what the team have gone through to get to this point?

DRM: We underestimated the project, it became more and more work.

When we have converted the first cars and they were in-game, we saw that the quality no longer corresponds to our requirements.

We had to revise many cars and details, some of the 3d models we had to improve. At the beginning the constant o Corsa forced us to make corrections over and over again.

Our growing experience of the Assetto Corsa engine and the fmod constantly improved the MOD. Hardware issues, frustration and "german accurancy" often led to delays and discussion topics in the team.

Today the problems are forgotten, we are in the slipstream and turn onto the start-finish straight.

RD: On the subject of the mod, which cars are likely to appear at release date?

DRM
: We decided not to use real names. There will be a total of 10 cars, plus 7 variations. They differ in the 3D model, such as rims, wings, bodywork as well as in sound and physics.

RD: Are these cars from a particular season or era, and what inspired you to create these for Assetto Corsa?

DRM
: The cars drove the space of time from 1976 to 1981 in the German racing sport mastery "Deutschen Rennsport Meisterschaft", as well as in the American IMSA series.

Assetto Corsa was the only existing engine that corresponds to our expectations of the implementing of the cars.

RD: DRM is obviously close to your hearts, however how difficult have you found the quest for data from the series and how close are the cars, in your opinion, to the real series?

DRM: It was pure horror to find data from the cars. In some cases, the cars were never in identical condition from race to race, constantly in further development.

Technical suspension data are almost impossible to find, many of the information are questionable.

After 10 years of research, we have gained a great deal of knowledge about the cars. In addition we got in touch with some of the teams which drove at this time and so we were able to get important data like the aerodynamics, transmission, G-forces and much more.

How close are the cars to reality? It is difficult to answer and find a comparison. All cars in historic racing sport nowadays are no longer in the same configuration as at the 70’s, as for example the tires, the performance, the boost pressure or the willingness to go to the limit of the car.

Thus, the lap times today are difficult to compare with those of that time.

That's our problem, but I think our interpretation of the "Deutsche Rennsport Meisterschaft" is well implemented in our opinion.

If we take the current lap times of the cars in Laguna Seca, for example, we are in the range of +/- 1 sec, the cornering speeds are right, the braking points ok, it seems very consistent.

RD: When we last spoke you mentioned the actual delivery method of the mod was still under discussion (part free, part paid). Have you decided now how you will release the mod and when it might be available?

DRM
: Oh yes, the discussion opened up our eyes. As announced then, it would be a mistake. It would just be a mess.

We will follow the way as the RSS team has done. The MOD will cost about 15 € for the 17 different cars. There will be fictitious skins with fictitious names, done.Later the community can paint the liveries with the templates.

The question when we will release?

I can’t answer, but I'm sure we will not finish it before the end of March.

RD: What sort of liveries will be available when it releases?

DRM
: Paintings, logos, brands and names, everything will be fictitious. Unfortunately we have to go this way.

RD: Will each car have its own physics sets, and will you also consider releasing an BOP'd version for league racing?

DRM
: Each car has its own physics. On a well chosen track, a low-powered car can beat a high-powered car. The racing duration, fuel consumption and tire wear are important factors.

No, we will not release a BOP version. We leave it to the leagues, as the choice of the right track, the race length and the possible placement weights.

RD: Can you and the team share any particular story from the creation of the mod that makes you most proud / happy / surprised during its creation?

DRM:
We were surprised and a little bit proud, when we were asked by a team from the historic motorsport, what damper and suspension parameters we use in our car.

With our adjustment, the newly built car later went well on the racing track.

RD: We've already discussed the contents of the initial release, do you plan on adding more / different cars / versions over time?

DRM
: Should we encounter approval from the community with the MOD, we will release two more planned vehicles.

RD: Once DRM Revival is complete and any additional updates / fixes / content have been released, what next for the team? Is that the end of the road, or can we expect more content to come in future (a different series or era perhaps?).

DRM
: The modding takes such a long time, which none of us can only dabble in. I think we'll develop one or two things internally and keep on. But whether someone will see a further MOD from us, I cannot answer.

Is there not soon Assetto Corsa 2?

RD: Anything else not covered in the questions above you want to discuss?

DRM
: Ask me again in April!

DRM Revival All Car Test.jpg
DRM Revival All Car Test 2.jpg
DRM Revival All Car Test 3.jpg


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Looking forward to DRM Revival? Which car do you most want to get behind the wheel of? Let us know in the comments section below!
 
I hate copyrights as they are, in those cases at least...messing up all those original names and liveries. Same like RRS mod and others. For an authenticity nerd like me this is horrible, i was already annoyed by the "Fabcar 935" in Raceroom. I know you will be able to download real liveries soon, possibly. But the names in Assetto Corsa will still be fake, feels like playing Pro Evolution Soccer years ago with all those fake footballer names.
But i guess that's the only way to be juridically secure for them.
Now i just hope this mod will be used online, in club racing preferably. I'd gladly pay good money for it, but i don't feel like racing those offline, regarding classic cars the AI in AC is still a mess.
Have you heard, club race patrons? @Bobby Pennington @RasmusP @Eugene Abramoff ;)
 
Whys the steering so lifeless!?

There just doesnt seem to be much movement in the steering wheel from the driver, i would imagine these were beasts to keep in a straight line or off a corner, this video the steering is very "one way"?!
 
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[QUOTE = "Graham Botha, post: 2681270, membro: 214250"] @ DRM Modding team ... Dato che ragazzi sei stato un lavoro così stellare dei modelli Porsche 935, considerate di fare la 935K4 se vi sentite all'altezza? Non credo che siano più unici di così: D
Attendiamo con impazienza l'uscita e grazie ancora per averlo portato in AC. [/ CITAZIONE]
maybe later...
 
The same mod ported on rF2 with their "third-party store" and encrypted files would bring them more money than AC in my opinion (rF2 users need content disperately).
I know they moved away from rF because they saw their work stolen or modified by others but would be great to see them on rF2 (which I hope will be fixed soon)...
Btw, the mod looks good and seems to drive good too, I will give it a go when released :cool:
I doubt Studio 397 would put unlicensed cars ( even with fake names) to official rFactor 2 Steam store.
 
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I generally prefer historical accuracy. These cars might have shift lights today, but they didn't back in the day. If modders are reproducing the cars for what they are today (model and specs wise) its okay though

It's an interesting thing about this mod where I've never seen an official statement... my personal interpretation is that they are modelling the Revival Series (i.e. these cars running today) and not the original series.
 
Evidence to second that? Sorry, I am a philologist, so no documented evidence, no trust for me :D
No shift lights in a strict sense but warning lights were common to F1 since late '60s. See Lotus 49, Graham Hill's 1968 Gold Leaf Team Lotus and many others.
http://www.dailymail.co.uk/news/art...-man-car-Graham-Hills-1968-Lotus-sale-1m.html
Were they present in DTM (1972-1985)? I dont know but warning light technology was available at that time and it suffices to me. Anyway "all" the other sims historical mods show them. More than that AC Hud/Apps will give warning light irrespective of your desire.
 
With all due respect to rF2 which is making good progress, I suspect AC user base is a bit larger than rF2 user base, so that may have played a part. I do hope they do port it to rF2 too!

I also think complexity may come into it as well. From some of the interviews I've read over the years some mod teams don't want to spend hours and hours fine tuning tyre physics on their mod creation when they could be working on other things.

I've read (correct me if I'm wrong) but RF2's biggest strength is also it's weakness. It's incredibly complex physics/tyre model.

Assetto Corsa and it's development system is a major plus for Mod creators and I can understand why it's so popular.

However I agree with you, it would be nice to have this for RF2 and to try and get more publicity for it. There's also various online racing groups that like to use paid for content with RF2 as well.
 
It is arestored car, so...
Why would they add something not original ? Would bring down the value imo...

If you are talking about shift lights? Purely to protect the engine I would imagine.

I've been to the Silverstone classic a few times and lots of cars have a shift light or bank of shift lights added onto them. From cars in the 60's all the way up to Group C.

Most are gentleman drivers or rich enthusiasts. The last thing they want to do is break the engine by over-revving it. They may even set the light to come on earlier in the rev range to save wear on the engine.

When I peered into the Group C cars, most had retrofitted shift lights and some had rear view camera setups to help with visibility. Can easily be removed of course.

I have no issues with it, if it helps then fair enough :)

Mechanical I suppose is slightly different. However I think almost all organising bodies won't allow you to swap out brakes or gearboxes (for example) with modern upgrades.

I suppose the one thing some owners may do is upgrade the cooling, that side of things has become much more advanced and may be allowed for safety reasons.
 
I hate copyrights as they are, in those cases at least...messing up all those original names and liveries. Same like RRS mod and others. For an authenticity nerd like me this is horrible, i was already annoyed by the "Fabcar 935" in Raceroom. I know you will be able to download real liveries soon, possibly. But the names in Assetto Corsa will still be fake, feels like playing Pro Evolution Soccer years ago with all those fake footballer names.
But i guess that's the only way to be juridically secure for them.
Now i just hope this mod will be used online, in club racing preferably. I'd gladly pay good money for it, but i don't feel like racing those offline, regarding classic cars the AI in AC is still a mess.
Have you heard, club race patrons? @Bobby Pennington @RasmusP @Eugene Abramoff ;)
Fortunately editing .json files, where you can set the name of the car in the launcher among other things, does not screw with compatibility online. You can do it by manually editing them or simply renaming cars in Content Manager. You can rename, rebadge, add description, anything.
 
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