Description
<span style="color: rgb(184, 49, 47)"><span style="font-size: 22px">CSP is required for this car.</span></span><br>
<span style="font-size: 12px">To install, drag and drop the zip file into content manager like with any other mod.</span><br>
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At long last, I present to you my Alfa Romeo 156 modded into Assetto Corsa !<br>
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The 156 is a timeless mid-range saloon from the late 90's/early 00's.<br>
It is a very special car thanks to its great range of engines, its unique suspension setup and of course its design.<br>
The exact model of this mod is a Progression MY.04 SEDAN, equipped with the 1.8-liter inline-4 Twin Spark engine.<br>
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This mod takes advantage of CSP features such as refractive headlights and taillights, custom paint materials, general CSP lights and emissive objects, TyreFX, BrakeFX, functional windshield wipers and Extended physics with COSMIC suspensions.<br>
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Although the real life car is in Nero Metallico, this mod includes 5 paint colors :<br>
<ul>
<li data-xf-list-type="ul">Nero Metallico</li>
<li data-xf-list-type="ul">Grigio Luce di Amalfi</li>
<li data-xf-list-type="ul">Rosso Alfa</li>
<li data-xf-list-type="ul">Rosso Siena</li>
<li data-xf-list-type="ul">Verde Stresa</li>
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<span style="font-size: 9px">*Since this screenshot was taken, the Rosso Alfa has had its brightness toned down.</span><br>
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This is my first serious modding project, and I have modeled the car from the ground up :<br>
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<li data-xf-list-type="ul">The 3D mesh is original and based off 3D scans/reference pictures of my car, as there is no good source material online. The textures are 99% original, exceptions being some generic leather/seatbelt texture copied from the base Assetto Corsa Giulia and MiTo.</li>
<li data-xf-list-type="ul">The interior/exterior sounds are recorded directly from my car.</li>
<li data-xf-list-type="ul">The suspension geometry is 3D scanned. The physics are based on my own measurements when possible and on the workshop manual as well as the Fiat eLearn and ePER pages.</li>
</ul>Here are some screenshots comparisons of the scanned model and the final mesh :<br>
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Modeling the car and texturing it were by far the hardest and longest parts of the process, especially since I started with relatively little experience. That being said, if you have this car in real life, I think you will be able to appreciate just how similar the model looks to its real life counterpart.<br>
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<span style="font-size: 15px">The beautiful face of the front-end is very reliant on the light playing off the body and headlights at specific angles. Getting the geometry exactly right was a hard task for me but satisfying to nail down.<br>
Notice how the bottom of the foglight assemblies is subtly angled to catch sky light and make the car smile, while the ambient occlusion resulting from the gap between the headlight assemblies and the bonnet gives it a form of eyeliner.</span><br>
On the physics side, you might be surprised at how much the car pitches and rolls when pushed to the limit. From my observations using footage of the car and gyroscopic data from my phone, this is the close to the real behavior of the car.<br>
The suspension setup of the car is very unique. Double wishbone suspension at the front, and asymmetric multilink suspension at the rear giving the car passive 4-wheel steering, which you can really feel on tracks like the Nordschleife with strong elevation changes.<br>
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Due to my inexperience and lack of time to dedicate to this passion project, the mod has some drawbacks I am aware of :<br>
<ul>
<li data-xf-list-type="ul">There are no LODs. I don't have the time to dedicate to create custom LODs and so using multiple instances of this car in a race might cause performance drops depending on your PC, especially when the car is drawn far from the camera. (automatic LODs are really ugly and would be a weak point of an otherwise quality mod in my opinion)</li>
<li data-xf-list-type="ul">In general, the 3D mesh and textures are quite unoptimized. This project was a big learning experience, and the parts of the car I modeled first are significantly lower in quality that the last, since I have learned a lot through the modeling process.</li>
<li data-xf-list-type="ul">The VDC (ESP-like) system which is always active in the real car is not implemented. Configuring one was recently added as a feature to CSP, but I don't have the time to dedicate to find out how to implement it syntax-wise, never mind how to tune it so it behaves similarly to the real one. The real VDC system mitigates oversteer and understeer by acting on the brakes of the 4 wheels independently, keeping the them in check. The real VDC will actually let you get a reasonable amount of slip angle, but it will prevent real loss of grip, the likes of which you will really feel in big braking zones while turning with this mod. That being said, oversteer is fun, so it's not such a big deal.</li>
<li data-xf-list-type="ul">Yes, I know, the rear end is missing a slight crease above the badge. It bugs me too, but I couldn't make it work with the rest of the topology. Call it a skill issue on my part.</li>
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Have fun !