Assetto Corsa

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Assetto Corsa Car Hp and Torque modding question.
I feel I need to put as a disclaimer, do NOT comment unless you know 100% what you are talking about, and how the games in game mechanics to determine horsepower and torque work.

If you have no experience with these things, or THINK you know but don't really, do not comment. I am interested in FACTS ONLY.

Ok so, as some of you modders may or may not know, there are 2 ways to change the power of the vehicle that I am aware of. Turbos, which is in the "engine.ini" file. And torque, which is in the "power.lut" file.

The way turbos work, is that affect and multiply the number in the power.lut by a certain amount at a given RPM. So, to calculate how much torque you have with your turbo, we will make it easy. Torque = Torque x 1.0 + Boost. So, if we have 500 peak torque, and 2.0 boost, we have 1500 torque. 500 multiplied by 3. On the other hand, if we had only .50 boost, we would multiply 500 by 150%, or 1.5, to get 750.

However, that is the easy part.

The hard part comes to how do we know, and how does the game developer know, how much HORSEPOWER is being made. In the power.lut file, we have only 1 of these things to play with, torque. But torque and horsepower are seperate things. They both have different purposes. If them only number I can change is torque, how do I the player, and the developers, dertermine how much horsepower a vehicle has?

Engines vary greatly. Some engines have both a high peak torque and horsepower. A good example is the Mercedes V12 motor they use in their SL65. 738lb ft of torque peak, and 612hp peak. But, how on earth would I manage that in a game where the only number I can change is torque, which is supposedly in NM. It makes no sense and is pretty confusing.

As yet another disclaimer, I am NOT interested in how torque and horsepower work in real life. I do not need a lesson, I don't even give a ♥♥♥♥, even slightly. I care about how the mechanics of this game work, and how they work to determine horsepower and torque numbers, for the game, not real life.
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Showing 1-15 of 31 comments
Along_22b2 Dec 19, 2015 @ 7:49pm 
ok professor Assoc! You troll too much
SeriousSpy Dec 19, 2015 @ 8:21pm 
Originally posted by pitcock_90:
ok professor Assoc! You troll too much
Don't be so jumpy. This is the guy who opened that previous thread about being interested in the game. He's interested in modifying the physics to have fun, that's all. He has no interest in playing the most realistic sim, he's just asking so that he knows how he should modify the cars to get what he wants.
rudski Dec 19, 2015 @ 8:42pm 
In the car's data folder there is a file called power.lut. Open it with wordpad. You'll see two columns of numbers; the numbers on the left are RPM, the numbers on the right are torque at the rear wheels in Nm.

For cars without turbos, the car's rated torque at the flywheel (i.e. what you normally see in car specs) is equal to the torque value in power.lut divided by the car's drivetrain efficiency (generally 85% is used as a best estimate). For cars with turbos, I use the formula WheelTorque times (Boost + 1) divided by 0.85 to get the flywheel torque (the boost is measured in bar). Flywheel torque is what's shown in the UI for each car.

If you want to know how much horsepower the car has at a given RPM and flywheel torque, you can either figure it by hand or just use this calculator:


http://www.wentec.com/unipower/calculators/power_torque.asp

If you want to start with a horsepower figure and find which values to put in the power.lut file, you just work backwards. Feed the RPM/bhp into the calculator to get the flywheel torque. Then multiply that value by 0.85 to get the rear wheel torque. If the car has a turbo, you multiply the flywheel torque by 0.85 and divide that result by (boost+1). That gives you the torque at the rear wheels, which is the value on the right hand side of the power.lut file.
Big Poppa Shmee Dec 20, 2015 @ 8:05am 
Originally posted by rudski:
In the car's data folder there is a file called power.lut. Open it with wordpad. You'll see two columns of numbers; the numbers on the left are RPM, the numbers on the right are torque at the rear wheels in Nm.

For cars without turbos, the car's rated torque at the flywheel (i.e. what you normally see in car specs) is equal to the torque value in power.lut divided by the car's drivetrain efficiency (generally 85% is used as a best estimate). For cars with turbos, I use the formula WheelTorque times (Boost + 1) divided by 0.85 to get the flywheel torque (the boost is measured in bar). Flywheel torque is what's shown in the UI for each car.

If you want to know how much horsepower the car has at a given RPM and flywheel torque, you can either figure it by hand or just use this calculator:


http://www.wentec.com/unipower/calculators/power_torque.asp

If you want to start with a horsepower figure and find which values to put in the power.lut file, you just work backwards. Feed the RPM/bhp into the calculator to get the flywheel torque. Then multiply that value by 0.85 to get the rear wheel torque. If the car has a turbo, you multiply the flywheel torque by 0.85 and divide that result by (boost+1). That gives you the torque at the rear wheels, which is the value on the right hand side of the power.lut file.

Very helpful, thankyou, perhaps we can have more of a dialog about it sometime, I am honestly not the best at math and want to be sure I'm getting it right so to speak. Are you sure that is how the game calculates horsepower? My Countach seems a tad fast for the numbers I am pulling up. Then again it is AWD and has good traction, and of my 3 turbos 1 of them is pulliung max boost of .35 at only 1500rpm so. The other 2 have .2 boost at 4500rpm. How can I calculate the boost of the smaller turbos when they haven't reached their optimum rpm yet?

Based on what you gave me, directly from the power.lut with the turbo boost factored in, my peak torque is 779nm at 5200rpm, and 712hp at 7000rpm.

Now that is at the wheels? Being AWD, what would it be at the wheels then? I think if its making 545lb ft and 712hp at the wheels, a 10.52 1/4mile with .16 shift times, 1635kg mass, street tires and a full 110 litre fuel load is pretty darn good :D

I got 837 flywheel hp, and 675lb ft of torque at the flywheel.

Last edited by Big Poppa Shmee; Dec 20, 2015 @ 9:22am
rudski Dec 20, 2015 @ 11:59am 
A lot of what you want to know can be found quickly on the official forums via search. Over there you will have heaps more people who mod and can answer all your questions.

General modding

http://www.assettocorsa.net/forum/index.php?forums/general-modding-discussion.26/

3D car models

http://www.assettocorsa.net/forum/index.php?forums/3d-car-models.24/
✯ CrispyK ✯ Jun 17, 2016 @ 2:48am 
Thansk a lot was just looking around for this info ;)
ArkanHell Jun 17, 2016 @ 6:01am 
Best app for engine power modifications, the download link is in the last post in the text and with same colour of the normal text, click on "if someone wants to try out the demo of this version you can >>>>>download it here.<<<<<"

http://www.assettocorsa.net/forum/index.php?threads/engine-power-curve-editor.12185/page-2#post-216076

and if you put some much power probably your clutch cant handle, you must modify cluth torque to higher values.
Big Poppa Shmee Jun 17, 2016 @ 4:07pm 
Originally posted by ☬ CrispyK ☬:
Thansk a lot was just looking around for this info ;)

This a very old thread but if you need any help with modding the game I'm very proficient at it now, shoot me a msg.
✯ CrispyK ✯ Jun 18, 2016 @ 1:18pm 
Originally posted by SecretlyaFish:
Originally posted by ☬ CrispyK ☬:
Thansk a lot was just looking around for this info ;)

This a very old thread b

ut if you need any help with modding the game I'm very proficient at it now, shoot me a msg.
thnx man but i got what i needed, just wasen't sure how it worked "exactly" ;)
邪魔な下手 Jun 18, 2016 @ 1:46pm 
I am confusing some of the car will crash game.
for example the 962C i cannot use it now

And I am intrested in add on turbo, but still get crash in some of cars.
Adding "S1" or "S2" of the upgrade cause crash too.
even i have already followed those Download cars which has S1/S2
I copied this phase:

" "name": "ABC_Tune",
"parent": "ABC","

with "ui folder" > ui_car.json , "Car folder" > data > car.ini
changing them to same code, it still crashed.

Beside that, I did make the Honda Civic GrA which crash my computer to playable.
I just export the acd file to a floder "data" and throw them inside the car LOL

And Now I am working on LMP1 with KERS
(Exported the acd form F1 2015 Ferrari and change the data)
Also by adding thing in "setup.ini" to force the cars having no tunning (gears/aero/suspension) to available to tune. That's quite fun.
邪魔な下手 Jun 19, 2016 @ 6:58pm 
what does "CHARGE_K= ; Charge gain per second per avg driven wheel angular velocity" mean?
what is the unit ? J ? MJ ? KJ ? W? bhp?
Big Poppa Shmee Jun 19, 2016 @ 7:55pm 
Originally posted by 邪魔な下手:
what does "CHARGE_K= ; Charge gain per second per avg driven wheel angular velocity" mean?
what is the unit ? J ? MJ ? KJ ? W? bhp?

To be honest, I'm actually not sure, some of the values I understand and others I've just left alone, if it ain't broke don't fix it you know what I mean? But you could experiment. I do that a lot when messing with Tyre values, I'll make small changes over and over to see what they do in game.

I think that value is probably how much charge is gained when you brake. Try setting it to 0 and see if it still chargers under braking for example.

Another cool feature of Kers, is it can simulate boost by gear. You can set how much % of the KERS is used in each gear, so thats another cool feature. Unfortunately you can't do that with turbos yet.
rudski Jun 19, 2016 @ 9:21pm 
Last edited by rudski; Jun 19, 2016 @ 9:22pm
SeriousSpy Jun 19, 2016 @ 10:06pm 
CHARGE_K would probably be the amount of battery charge that is added to the car's KERS system (if it has one), at my best guess.
邪魔な下手 Jun 20, 2016 @ 1:46pm 
Originally posted by rudski:
Everything you are most likely going to ask has already been asked and answered on the official forums. I hope those links help

http://www.assettocorsa.net/forum/index.php?threads/kers-ers.17964/

http://www.assettocorsa.net/forum/index.php?threads/answers-from-the-devs.12077/

http://www.assettocorsa.net/forum/index.php?threads/assetto-corsa-car-modding-tutorial-1.11422/

thanks for the links. I didn't linked to steam account and i wasnt able to access the website.
now i can go there.



>>>>>
CHARGE_K=0.0015 ; Charge gain per second per avg driven wheel angular velocity
this is the amount of charge, unless you have figures, suggest fiddling with this value until you are happy with it
<<<<<<


that was a great answer.. "Until you are happy with it" , such a great answer!



>>>>>
DISCHARGE_TIME=33000 ; Time in ms to discharge the kers when used to deliver torque
total time for full battery capacity to completely discharge (seconds*1000)
<<<<<

6MJ = 1000 x (354kw) x s
s = 16.949152542372881355932203389831
ms = 16949.2
that was true.


>>>>>>
NEGATIVE_INPUT_CHARGE_K=0.003
this amount of charge for negative i.e The La Ferrari charges when traction is overcome so this is the rate of charge when controllers you specify have negative values
<<<<<<

In normal document has no description of "i.e The La Ferrari~~~"


Thanks for the web, at least helped me on some category :)
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Date Posted: Dec 19, 2015 @ 5:20pm
Posts: 31