On this page are collected things I've written about, created for, and so forth on Assetto Corsa.
Assetto Corsa supports ingame apps written in python - using a fairly limited API they can provide feedback to the player. With some work, most python 3.3 compatible libraries can be included.
The 60,000 triangle exterior model suggested by the AC developers is a big step up for me. A big problem is finding reference materials - accuracy of small details is dependent on knowing what they look like. I worked with the IER Modding Group to get these done; I led 3d art & game compatibility, while others concentrated on 2d art and game physics. Some images can be clicked for larger versions.
2014 Chevrolet Corvette Daytona Prototype: In progress since 2014. Status: Working on chassis specific details, interior.
2014 SRT Viper GT3-R: In progress since 2014. Status: Working on smoothing out the model to 60k poly standards.
1975 Reliant Robin: A quick project, done for fun during the summer of 2014. I enjoy stretching the limits of what's possible in games, and putting a 3 wheeler into a game that simulates cars was an interesting problem. The pit crew doesn't really know how to handle the situation. Status: Low priority.
I dabbed my toes in the water of modeling tracks in MM2. At the time I was using ZModeler, which was inadequate for that purpose. Nowadays I use Blender, which has more tools, so I figured I would give them a try. The export process to Assetto Corsa is fairly straightforward, fortunately.
Sebring International Raceway: It's hard to sum up a track in a single picture. This shows the general state of the model though. Status: The racing circuit itself is complete, but being tweaked for accuracy. The scenery's being worked on in a hundred different places.