The Importance of Modding in Sim Racing

Opel Rennbahn.jpg
Why do people mod their racing games? Why go through the arduous tasks involved with creating a piece of software? And how does history fit into all this? Let’s explore the breath that keeps sim racing alive and evolving.

The Obvious: Modding Brings Content​

When talking about different sim racing games, what examples will be brought up? One definite mainstay is Assetto Corsa. Released in December 2014, it’s fair to say this piece of software is by far not the newest. But amongst sim racing titles, it keeps ranking at the top of the steam charts. How?

The simple reason is mods. If there were no metric ton of content available at one’s fingertips, Assetto Corsa would be struggling heavily for players. There are other sims with better graphics, physics, and user experience but the vast amount of content alone that dedicated modelers and programmers have provided the community is breathtaking. Almost as breathtaking as racing your 60s Formula 1 car around the Südschleife, but I digress.

The amount of available racetracks and vehicles one can race remains a top reason why people bother with the ever-aging Assetto Corsa, amongst others.

The Beautiful: Modding Improves Visuals​

The graphics of titles like Assetto Corsa Competizione or the upcoming Rennsport leave us in awe. However, staying with the example of old Assetto Corsa, did you know it can look almost as good as the newer contenders?

Just add a few mods and you can have it all! Next-gen graphics, updated textures, rain, night. All are available. All thanks to the dedicated work of a few individuals.

Mods can make the digital Nordschleife look more like the green hell it is. Driving through the night. Rain comes in. You need to pit, but you are only at Flugplatz. Sweat drops start forming on your forehead. Will I make this lap? – you ask yourself. You brake heavily for the Mutkurve.
Suddenly it clears up. Just a small shower? As you continue driving on, you decide not to pit and stay on slicks.

Currently, this exhilarating experience would only be available thanks to the modders.

The Meaningful: Modding Digitalizes History​

Have you ever heard of the Opel Rennbahn? The former German oval course which hosted racing in between the wars? If you have, that’s probably thanks to the beautiful mod available for Assetto Corsa.

But this German track is by far not the only example of a racing venue forgotten to time. There are hundreds of circuits all around the world you have never seen. Researching on various websites regarding historic race tracks even allows you to realize there are examples of which we have completely forgotten the layout already. In some cases, even the location is unknown. And judging by the fact that motorsport has only started about 130 years ago, it’s sad to see we are already forgetting about some of it.

Not only circuits may suffer this fate, but who knows how many of the early 1900s car manufacturers pioneering the sport suffer a similar fate? Not only the classics but modern vehicles too, lack digital representation! While everyone keeps talking about the Porsches, the Ferraris, and the Corvettes smaller marques are left out in the cold. In a perfect world, every circuit and every vehicle would have a digital form available.

The Powerful: What WE Can Create​

In this sense, every digital recreation of a circuit or a vehicle helps preserve the legacy of motorsports as a whole. And here’s the best thing: Everyone can become part of this.

Tools to work on modding can be 100% free to use. Meaning everyone with a computer can do their part to digitalise a more obscure part of motorsport. The only requirement is determination. It’s simple to start any project but seeing one through is admirable.

So, if you want to help the worldwide community of sim racers, get a 3D-design tool like Blender, learn it and work away on your project. And don’t forget to share!

Thanks​

Let this post be a letter of thanks to every modder out there. Thank you for doing your best to enhance the experiences of users around the globe! Thank you for enabling us to relive the history of racing! And thank you for preserving history!

Are you a modder? Have you ever tried modding for sim racing titles? Or are there any exceptional people out there you would like to thank for their mods? Feel free to let us know in the comments below!
About author
Julian Strasser
Motorsports and Maker-stuff enthusiast. Part time jack-of-all-trades. Owner of tracc.eu, a sim racing-related service provider and its racing community.

Comments

I just hope RennSport delivers the goods as a modding platform primarly for RACING.

I have nothing against AC, but it was never the best game to recreate many racing disciplines, and the way the community went is more the joyride thing, and rf2 unfortunately got too stuck in a swamp of broken updates and overly complicated processes.
 
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I just hope RennSport delivers the goods as a modding platform primarly for RACING.

Oh yeah, to me too, Rennsport, as well as Assetto Corsa 2, are great hopes for future modding platforms.

However, it all depends on how Rennsport is going to price their content as well as how the "real digital ownership" will be handled.

As a corporate entity, making friends is hard, but making enemies is very easy.
 
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I don't know if you're phrasing it wrong, but AC has zero relation in sourcecode to any sim that came before it, it's not "rf1 with improvements" or something, it's a blank sheet of paper design by the people who built netkar and fva. (which are also not "based on gmotor2") AMS is the one that uses a heavily modified version of RF1.
Whoops! Wrong game beginning with A
:o
 
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Modding is what keeps sims alive long after their time has gone. I still play GTL and GTR2. Why you may ask? Because of the dedication of modders that have created mods like the LeMans 67 or the P&G mod for GTR2. Assetto Corsa is my main goto game now because of the content available. Not quite as much as GTL but it is coming close.

If you don't think modding is important for sim life, ask yourself when is the last time you played pCars? A really nice game with good graphics and reasonable cars with handling. Non moddable. It could have been a great, great game but it was done in some cryptic code that has not been broken, so no new cars, no new tracks. Bye bye, I've got other things to do.
 
Just take a look at the data and you'll find a fun fact: Assetto Corsa had a "boost" of player number since the release of AMS 2 (showing the power of csp) and now it's more popular than ever in 2022.
AMS 2, which was released in 2020, while still being improved, still has no way near the number of players (even less than 1/10 of AC's) and even decreasing a little bit. Bad optimisation , disastrous multiplayer experience and those bugs that's been there since Project CARS 1 still not fixed are the factors but no modding support is also a key factor. AMS 2 does have mods but they're only illegal rips. Little to no modding support are keeping top-tier modding teams, and players away from this game
 
Oh yeah, to me too, Rennsport, as well as Assetto Corsa 2, are great hopes for future modding platforms.

However, it all depends on how Rennsport is going to price their content as well as how the "real digital ownership" will be handled.

As a corporate entity, making friends is hard, but making enemies is very easy.
Just saying... a question asked many times without a yes, 99% likely means no. AC 2 is the case... It 99% won't have official modding support because if it will, Kunos would have already confirmed it. Rennsport developers' not hesitating to confirm modding support is a good comparison
 
AMS2.. Bad optimisation

Have nothing to disagree on all other points, but I have no clue what you are talking about here. It's one of the smoothest running sims I've ever played. On my previous particular PC setup (current one runs both great) it ran smoother in VR that AC (with all the obligatory mods of course). Am I missing something?
 
Modding is very good, but I don't have a positive outlook on the modding scene of the future. Let me explain why.

As graphics, physics, etc. get more and more advanced it is becoming harder to match what developers are able to achieve in one's free time. We can already see with AC how the modding scene changed from the "old" model, where pretty much everything used to be free, to the current model where it's very often monetized.

Don't get me wrong, I understand that an extraordinary amount of work goes into making the latest RSS and VRC cars. And they are truly high quality creations. However I really don't want to see simracing becoming a platform like flight simulation, where the price of the whole sim is the same as the price of a single, albeit high quality, piece of content. But as the fidelity of content is getting higher, the amount of work is also going to get higher and the price is also going to get higher.

At that point I would no longer call it "modding".

I would also like to touch the subject of conversions. I am not against conversions. The majority of high quality free mods in my "library" in the last years come from conversions (GT, FH). I usually also own the original game the car came from so I don't feel any guilt or anything by using those mods. (As a side note I view selling scratch made unlicensed cars where only the name/badge/livery is changed at the same level morally). But unfortunately even conversions are getting monetized often, which is very very out of line.

So as a TLDR modding scene is rather becoming a business scene, where you either sell your scratch made content or in a worse case converted content for prices that far exceed the price/content in the original game and I fear it's only going to get worse in the future.

Modding is very good, but I don't have a positive outlook on the modding scene of the future. Let me explain why.

As graphics, physics, etc. get more and more advanced it is becoming harder to match what developers are able to achieve in one's free time. We can already see with AC how the modding scene changed from the "old" model, where pretty much everything used to be free, to the current model where it's very often monetized.

Don't get me wrong, I understand that an extraordinary amount of work goes into making the latest RSS and VRC cars. And they are truly high quality creations. However I really don't want to see simracing becoming a platform like flight simulation, where the price of the whole sim is the same as the price of a single, albeit high quality, piece of content. But as the fidelity of content is getting higher, the amount of work is also going to get higher and the price is also going to get higher.

At that point I would no longer call it "modding".

I would also like to touch the subject of conversions. I am not against conversions. The majority of high quality free mods in my "library" in the last years come from conversions (GT, FH). I usually also own the original game the car came from so I don't feel any guilt or anything by using those mods. (As a side note I view selling scratch made unlicensed cars where only the name/badge/livery is changed at the same level morally). But unfortunately even conversions are getting monetized often, which is very very out of line.

So as a TLDR modding scene is rather becoming a business scene, where you either sell your scratch made content or in a worse case converted content for prices that far exceed the price/content in the original game and I fear it's only going to get worse in the future.
Hi, modder here. Open simulators are more a platform, each with it's own toolbox and features, and many people use them not only to play but to train an skill.
Is challenging to put a contend for free where your have spend dozen hours in to creating a track. Plus even more challenging if you take the time/money to lay your hand in to lidar data or dtm file to have a more accurate reproduction.
The donation button does not work, I haven't received enough donations to buy a meal, and people brags because graphics are not "cool" or your track is junk.
A pro driver wants accurate surface details, a nice graphics but not cutting edge. And are willing to pay for that resource to be able to train and improve their skills and appreciate your effort not only paying for your work but giving constructive feedback from their own experience.
There still gonna be free contend, and other will be paying, although if you create a mod from passion, is welcome to have some money in you pocket to drink a beer thanks to the many hours spent creating a contend for a simulator and not receiving bricks thrown your way because some troll thinks your work is bad.
I think it's in the hand of the community to keep models motivated to continue releasing some of their work for free.
 
Have nothing to disagree on all other points, but I have no clue what you are talking about here. It's one of the smoothest running sims I've ever played. On my previous particular PC setup (current one runs both great) it ran smoother in VR that AC (with all the obligatory mods of course). Am I missing something?
Ah yes, you missed the replay part. On all other occasions this game is not even a challenge to my GPU, but when watching replay the FPS just drop from 165 (I limit that to 165) to less than 40. Maybe my 3070 is too weak for AMS2 if I'm using a 3090Ti I might not be complaining aboutit, but this 165-to-35 drop is so dramatic.:roflmao:
 
Hi, modder here. Open simulators are more a platform, each with it's own toolbox and features, and many people use them not only to play but to train an skill.
Is challenging to put a contend for free where your have spend dozen hours in to creating a track. Plus even more challenging if you take the time/money to lay your hand in to lidar data or dtm file to have a more accurate reproduction.
The donation button does not work, I haven't received enough donations to buy a meal, and people brags because graphics are not "cool" or your track is junk.
A pro driver wants accurate surface details, a nice graphics but not cutting edge. And are willing to pay for that resource to be able to train and improve their skills and appreciate your effort not only paying for your work but giving constructive feedback from their own experience.
There still gonna be free contend, and other will be paying, although if you create a mod from passion, is welcome to have some money in you pocket to drink a beer thanks to the many hours spent creating a contend for a simulator and not receiving bricks thrown your way because some troll thinks your work is bad.
I think it's in the hand of the community to keep models motivated to continue releasing some of their work for free.
You see this from the side of the modder and it's very welcome to hear your opinion, perspective. Thank you. I see if from the perspective of a member of the community. In the days of GT2, rFactor 1, Race 07, etc. when I started there were no paid mods. Modders did it out of passion, shared it with the community. Quality of "official" content wasn't too advanced, modders seemed to be able to match it without too much trouble. I didn't lurk the forums that much back then, so I cannot talk about the problems of those times between modders and the community.

Fast forward to my point. Content is getting very detailed. So either A) the tools the modders have didn't advance at the same pace as quality increased, meaning modders need to spend a lot more time creating content and thus expect compensation (understandably), or B) the modding community's "general attitude" simply changed with the fast paced world we live in and thus they expect compensation. Either way it's not getting better.

I am leaning towards A, but that's something you are much more qualified to answer.

That said all respect to those who mod and create quality content, and additionaly to those who share it for free.
 
From my experience I also lean to the option A.
Simply look at the openings at studios like reiza or studio 397. You have 3d modeler that create 3d assets with thousand of polygons, you have artists that texture those models using PBR, you have animators that add movements to some models, you have survey teams that digitize a site/racetrack...
A modder have to do all that by his/her own. Someone can be good at modeling but not that good at texturing, or know about the artistic pipeline but do not know how to use GIS data or georeferenced data in to the model... Or can create the track in a modeling tool but don't know to to configure it to run in a simulator.
A modder needs to to know all that plus more, so it have became extremely time consuming.
 
I honestly don't think any modder should expect compensation, and i speak as a modder myself.

Sure, its time consuming, and it involves a big amount of personal, and sometimes financial investment. But a modder like me, mods the stuff I want to race. The fact that i later share them with others is just a by product. Altough i do agree that getting stupid comments about your work from ungrateful idiots is demotivating.

If i am modding things, and i am making them only available behind a paywall, then i am not a modder anymore, i am a third party content creator, and i am also crossing copyright laws usually. Now, i know these have been ignored, or circunvented somewhat, but thats the cold truth.
 
I honestly don't think any modder should expect compensation, and i speak as a modder myself.

Sure, its time consuming, and it involves a big amount of personal, and sometimes financial investment. But a modder like me, mods the stuff I want to race. The fact that i later share them with others is just a by product. Altough i do agree that getting stupid comments about your work from ungrateful idiots is demotivating.

If i am modding things, and i am making them only available behind a paywall, then i am not a modder anymore, i am a third party content creator, and i am also crossing copyright laws usually. Now, i know these have been ignored, or circunvented somewhat, but thats the cold truth.
That's depends in the definition of fair use in your country.
For example studio 397 did not secure the Monaco name, so they made the track and named Cote d' Azure.
If I'm not steeling other people's work (like a unauthorized conversion), use public available data or procured legally (buying dataset from distributors), create my own models from the gathered data, and not exploit for my own the venue name, why can't I sell that product to a driver that wants a fine detailed surface model?
That cloud be the difference, when you take out the gamification of a simulator and see it as a tool, your definition of a mod also change.
And that's something than only a simulator can bring, ej: you model a light plane in FS that underneath use the Cessna physics, so you can pretend to fly that plane that you modeled... Or you can model all the physics aspect of that plane and now you're be flying the digital counterpart of the real thing and 1% of the people will interested to fly that model that to train and gain experience. The vast majority will be more than happy with the model that flights like a Cessna.
I have used that approach for a car model in rF2 for a private league, people where happy driving it but it was not the real physics from the modeled car (and would never sold something that's not my work).

I'll surely create more free track models, special the ones that no one will drive like the ones from my country; but if there's an opportunity to create a track with high physics details, that a driver(s) may need, i'll create it and sell it; it may not became an staple for online game, it may not be the most graphical impressive track, but it will genuinely help someone accomplish their goal in real life; and people thank you for that.
 
Fast forward to my point. Content is getting very detailed. So either A) the tools the modders have didn't advance at the same pace as quality increased, meaning modders need to spend a lot more time creating content and thus expect compensation (understandably), or B) the modding community's "general attitude" simply changed with the fast paced world we live in and thus they expect compensation. Either way it's not getting better.

I am leaning towards A, but that's something you are much more qualified to answer.
Really it's a variant of A, but the reality is that first party content is produced at a slower pace than it used to be, and modders who want to match that detail have to spend longer as well. Game companies can work around this because the timeline (maybe 6-12 months work for a track) is still shorter than the overall development cycle of a new game, but they do it by hiring larger teams.
 
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its' really simple
car used to be a one or two 2048x2048 textures , model being about 10k triangles

now almost every texture that you make comes with additional specular / roughness / normal map / bump map, and car triangles went up to 300k-400k, every small detail modeled and texured

so where back in a day of FULLTIME work, I was able to make a car within 2 weeks, now it's more like 3 months of fulltime , this is why it's so much slower to make at least the car model
I'm sure for sound this is also more complex now with things like FMOD, and I'm sure physics evoloved too

so it's like what Stereo says, the official game devs solve this but having more people , and trying to have them specialized ( person doing model is likely not the same person doing the textures ..etc)

so if the mods were to be done better / faster, you will need more people in the team as well , and because it takes so much longer to begin with, you can't really do thsi in your free time anymore, and to that the only answer is a $$$

having official team that does this as their full time job, youcan still keep up and prodceg reat content with good speed / efficiency , I think we see this work with some of the modding teams like RSS , although not sure if they are full time

and while for things like environments , there are now some shortcuts where you can share quite a few of the meshes, use things like megascans and what not, for cars, this has never been the case and it's often redone from scratch

you can have internal library where you re-use parts , but you will still have to build a lot of stuff from scratch

maybe after doing this for a long time, you end up with library for things like steering wheels, racing seats, breaks, calipers, rims, tires ,and you start to get efficiecny / speed boosts, but for the car bodies, you will still have to do a lot of that work
 
Just now had time for a response on this subject.
At a glance I thought the article was solely aimed for 'pro' modders, but just glanced half of page 1 response.

As a mod-consumer, modding is near everything to me. For a lifespan since my mid 20ies and mid 90ies first mod releases for GP2 on CD, the amount of "mod driving/racing" has been my main driving force for now +quarter of a century in GP2, GP3, GP4, GPL, F1C99-02, GTR, GTR2, GTL, rFactor, SimBin family (WTCC, Race07, GTR Evolution, WTCC10, STCC, STCC2, RaceOn, etc), Reiza releases SCx and Copa Petrobras, AC, rF2 and lately catchup on absorbing any quality mod for AMS1 after conversion of some of my beloved rF mods in order to VR race them all.

A huge part of this for me is track modding, being a "trackhunter" and interested in older closed track history, starting a decade before the GP2 release.
Though, even now and then, the track modding society has been able to both increase my track history formation - two good examples are both from 2008 rF1 track mods; Sitges-Terramar, of which I 10 year earlier drove just in the vicinity of. And "Unforgotten Nivelles". Got really embarrased by that time not knowi g these, but also a relief that sim modding is able to teaching history.

My own mods are limited to BTB Free Trial and Steam Pro version track building, I would not exactly say up to common RD d/l section standards :D
Though ok satisfied with a couple or three, including 1 real world modding of my driver license proving grounds of which I 10 years later tested a Reynard SF84 at full throttle, then adding artificial pitboxes.
And about same time my by then 2½ yo daughters project, her pointing with pacifyer in her mouth for me what to do using BTB Pro, ending up driving four seasons and 5 continents in a 6k lap passing tamed and wild animals in their reservate/habitat with my kid between me and the wheel...and then realized this track turned out to be in fact quite competition suited and not just for buggy cars, but classic GTs and even early 90ies single seater races as well. Now driving same track again 5 years later in VR, after conversion to AMS1. Well done, kid! :inlove::D

Stimulating in itself, but fully understand other motivation factors for our society's beloved 'pro' modders.
 
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Ah yes, you missed the replay part. On all other occasions this game is not even a challenge to my GPU, but when watching replay the FPS just drop from 165 (I limit that to 165) to less than 40. Maybe my 3070 is too weak for AMS2 if I'm using a 3090Ti I might not be complaining aboutit, but this 165-to-35 drop is so dramatic.:roflmao:

Thank you for the clarification. My bad :)
 
Personally I don't see a problem with paid mods. If someone or a group of people want to release soemthing for a price then let them. I can choose to buy it or not. If it is good quality and lines up with my interests then maybe I'll buy it. But the chances are the mod will see no use online. Being paid mod is a huge divider for community. I have not raced any of my paid ac rss cars online ever for example. There just are no servers with people. I can only run them offline which is rare. Fun but rare. Not the fault of rss or their content. And while it is a problem that could be solved there are obviously risks that rss is not going to take.

If all mods suddenly become paid mods I'd feel it would be very detrimental to online racing. Even if the cost was 1€ per car. or 10 cents per car it would still mean you need to get your credit card out everytime you see a server with interesting content. And you don't need just one car and one track, chances are you need several. How many of those are even good quality? Not all mods are worth the money. Is it a good user experience to have money involved everytime you want to drive a car or do a race? I don't think so and for the average modder that would just mean that basically nobody would even get to try their content because people are not going to open their wallet everytime they boot up a sim.

As someone who has released a track I'd prefer to not have money involved in anyway. That way I have total independence about my actions. I can simply leave and change hobbies if I want. I can take the content down. I can give it away for free, completely. Or do whatever I want without having to think about the consequences. I can choose to keep the content up to date with software updates and new features. Or not worry about it at all. If there is a bug I can choose to fix it or not. It's free and it comes as is. I can focus on having just the feature set I feel I want. Not the complete featureset available with basegame plus popular addons, or add things later when they become must-haves.

With paid mod comes the (sometimes unsaid) requirement to fix bugs QUICKLY, keep paid parties involved of new versions, deal with monetary transaction issues and have the expected feature set. Solve issues. If the content is released with missing features then the expectation is to add those later. Could be lods, better sounds, damage stuff, layouts etc.. If you don't do that then people will feel duped to some degree. And rightfully so imho.

Paid means higher quality expectations. But what if I just don't have time? What if I said on the store page that I won't update anything and then a game patch comes and makes the content blue screen the pc? In worst case that could escalate into a wider issue within the community and would certainly hurt my reputation. And the reputation of the game too. I think with paid mods comes a responsibility and not everyone understand what it means. Or think they can just put some disclaimers and not have to worry about it.

Once again you talk complete nonesense about rF2 modding.
Nice to see you too.

You should atleast make the effort search for the right page in in the dev section before you blindly accuse a software for being hard to mod. It's a matter of five minutes to see that there is alot more documentation, obviously enough to get wheels moving.
Enough to get moving, 90% of the work still undocumented and needs to be reverse engineered, guessed. It takes 10 much as time to work with rf2 as it takes with ac and that is all about problem solving which is caused by lack of documentation on all and essential features.

And sounds aren't moddable in rF2? What the hell are you smoking? There are modding teams who adjusted their car sounds for the new sound engine allready, without any documentation. How is that possible when it is impossible? :rolleyes:
It is obvious that by sound mods I meant sound mods for existing content. In ac I can take any car made by anyone, put new sound files to it and race it online without any compatibility issues. Can rf2 do that? If rf2 does that (please link some mods) and I'll happily admit I was wrong. In fact I'd make my own sound mod for the road car corvette right away if that is the case.

You don't start modding simply due to knowing how a few folder and file structures are set up. Where the hell are you pulling this stuff from?
From my own experience modding rf2.
 

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