Paul Jeffrey

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The DRM Modding team have kindly given up the time to speak with RaceDepartment about the upcoming DRM Revival mod for Assetto Corsa...


You may have seen our preview article back on the 6th April showing some moving images from the upcoming DRM Revival modification for Assetto Corsa, well now we have had the opportunity to sit down with the DRM Modding Team project leader @dmatzies to discuss what motivates his team, what fans can expect from the mod, a few stories related to the making of this epic looking mod and what the future holds...

Without further preamble, let's hand over to @dmatzies and begin the interview...

RD: Hi, thanks for talking to us today. Firstly can I ask you to introduce yourself to our readers and tell us a little more about your role in the DRM Modding Team?

DRM: Thanks for inviting us to an exclusive interview!

Our team exists since 2007 with dmatzies and NIL as core members, after the loss of one team member during the decision to bring the mod to assetto, we were happy to find Soversand Jo for our project.

dmatzies: Germany, 49 years old
Role 3D, Textures, Physics

NIL: Germany, 40 years old
Role 3D, Sounds, Videos

Sovers: Brazil, 32 years old
Role 3D, Textures, hole ingamemanagement

Jo: Italy, 48 years.
Role: 3D, Kremer K3, CARMA 308 Turbo

RD: So how many people do you have working on the mod at present?

DRM: Just four crazy guys :)

RD: We have obviously seen some impressive renders and on track footage of the current version of the mod, how long has it taken you to get to this stage, and what sort of work has gone on behind the scenes to produce such stunning looking models?

DRM: It´s no secret that some models that you saw on the video were built for rfactor and GT Legends and they are now nearly 7-10 years old.

At the beginning of the current development we have focussed to bring a standard for the graphics in terms of shader settings, reflections, shadows etc. for the different materials.

After that we concentrated on the improvement of the 3d Models. Some major changes and improvements have been made for example new cockpits, rims, tires... a long list. We can only estimate, how much time has gone for all..

Just for example... for the rfactor version we have put in 1500 hours only for models and textures and all the improvements for AC took us another 800 hours...

Not to mention how many hours NIL invested in all the sounds.

The research was hard and even bring all sounds to Fmod... Nil isn´t able to count the hours!

We did over 450 000 test kilometers in terms of physics too, so if you count everything... it´s simply a horror.... but a funny horror.

RD: You must find it difficult to find any significant source data for cars this old, how much real world data have you used for the mod, and what sort of difficulty have you experienced finding out the information you need?

DRM: It was and is horrible. You can´t always trust the found data.

Very often the cars where heavily modified from race to race, the progress was often extreme.

We have focussed on the base solid data we received like weight, engine performance, tire width and height, wheelbase, overall measurements of the cars, Chassis layout and geometry etc.

Occasional we get correct values like curve speeds , G-Forces and gear ratios that us helped a lot.

Over the original movement and behaviour of the cars we tried bring it in game, we think we got it right...

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RD: For a project that has obviously taken such a long time to deliever and to such a high standard, what motivates you to commit so much of your free time to creating a mod like this?

DRM:
dmatzies: As a small boy I luckily saw the monsters in action live on track.

Back in 2005 , rfactor was born. I became interest in modding and was able to bring a car in game. That was the moment I wanted to have the DRM cars...

And to find same enthusiast like me was pure luck...

NIL: I wasn´t able to see that monsters on track at this time.

But during all the old fashioned race weekends like Spa classic, AVD OldtimerGrandprix, etc. I was infected as well.

Sovers: Actually I’m a bit new to this modding world, I’ve started in 2014 and although I already worked with 3d as a main job since 2007 it was always lowpoly, indie-like stuff. But being a gearhead myself I always wanted to do 3d cars, so when I was researching to make the zackspeed Escort I just “felt in love” with the DRM series and the whole Gr5 thing.

Jo: Find the passion for these cars when was building a Japanese model kit (Celica) then I did the school for car design in Turin and although I did not then the designer I always kept drawing hand and computer

RD: On a related topic, why have you chosen the DRM series to recreate?

DRM: The brutal cars where simply made without any assistants, safety ...just for pure racing , for being fast. We love the DRM cars.

RD: In terms of the mod itself, which cars can players expect to have access to once it is released, and will the real world liveries and drivers be represented in the mod?

DRM: the players can expect the following cars with real liveries from the Deutschen Rennpsort Meisterschaft, Langstrecken Weltmeisterschaft and the IMSA series.
  • Kremer K1
  • Kremer K3
  • Schnitzer 320 Turbo
  • Schnitzer 2002 Turbo
  • Schnitzer M1 Turbo
  • Schnitzer Celica LB Turbo
  • Beta Montecarlo Turbo
  • Zakspeed Capri Turbo
  • Zakspeed Escort Turbo
  • Carma 308 Turbo
RD: Do you expect the cars will benefit from the latest tyre model (TM 10) and also have brake temperature implemented?

DRM: All cars will come with tire model V10.

The brake temps are not implemented at this stage because the influence on the physics and the control of the temperatures through the setup is not yet given.

If Kunos implements this feature well in our opinion , than we bring it in the mod aswell.

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RD: Can we expect to see further updates once the mod is released, and what are the prospects of adding further cars from the series in future? Either those missing currently, or maybe cars from different eras?

DRM: Simply Yes, beside a new 3d model of the Kremer K1 , we plan another car, which one will be later released.

We want to have another one, than the DRM 1977-1980 will be complete. We don´t focus on another eras and we don´t want to.

RD: I understand you have suffered from some hardware issues during the development process, losing a lot of important work on the mod. What sort of progress did you lose, and how has that affect the moral of the team?

DRM: Honestly, we have lost in time...

Biggest part, is the private life nearby modding such a big project.

Sovers has lost 4 month brake of modding due to a hardware crash, luckily nearly all stored data was rescued, so during this time we continue working on the physics and sounds then Dmatzies PC gone as well, but all data safe. We are like race drivers, we are always looking for a good excuse...

RD: So the big question really, when can we expect the first version of the mod to be released, and do you plan on releasing templates for the cars before the full mod release?

DRM: When? We don´t understand that question... We don´t know it simplified, currently we are working on the LODs that are very important for online races and overall performance. Then the new cockpits for the Carma 308 and the Beta Turbo are in progress. After that we will create the user manual, for us important as well.

It seems that September will be the month for a release candidate. Templates will be ready after or during release, not earlier.

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RD: Once the mod has been released, do you plan to continue supporting it with new features and updates in line with new Assetto Corsa builds? I'm thinking such things as new tyre versions, latest fMod updates etc?

DRM: All future updates by Kunos will be supported by us to deliver a functional DRM mod

RD: I appreciate it may be some way off in the future, but once all work is complete on the DRM package it would be a shame to lose such a talented modding group. Do you as a collective have plans on working on another major mod for Assetto Corsa, or even as individuals continuing work on new projects? And if so, can you share with us any hints on what these might be?

DRM: It is fact that modding a game will be harder, more difficult and more time consuming, even if you don´t start at Zero knowledge.

We want to be one of the best modders, but that#s impossible over a long time. Maybe our old fashioned style of modding needs to be overhauled as well.

But fact is that we bring Sovers Furiaand we think in the future we will hear from us...

RD: Last but by no means least, can you share with us a little bit of information about the DRM mod that no one else knows yet, something of an RD exclusive.. :)

DRM: There will be no class rule or divisions like in rfactor. All cars are able to win the race.
But that's only possible due to different track layouts, race time, different fuel usage, tire wear, time for a pitstop. The "smaller" cars maybe have no chance to win a race, but they guarantee a chequered flag to ALL simracers

Secondly the DRM REVIVAL FOR AC will be free as base version. That features all car models , skins, drivers , default sound and default physics. However for 9.99€ you can purchase a FULL upgrade for all cars in terms of physics, sounds and support.

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RaceDepartment would like to take this opportunity to thank @dmatzies and the DRM Modding team for the time taken to complete this interview with us, and for the impressive work that is going into the upcoming DRM Revival modification for Assetto Corsa. Stay tuned to RaceDepartment over the coming weeks and months as we track the progress of this mod and keep you up to date on all the latest developments.

RaceDepartment have our very own Assetto Corsa Modding Discussion forum, a location where community members can share progress on the latest mods, download new content and interact and ask questions about the world of mod creation in Assetto Corsa. Check out the Assetto Corsa Modding Forum for details and take a look at our general Assetto Corsa forum where you will find all the latest news items and community discussion topics.

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Also please remember what you came here to do in the first place, and that's to race cool cars on awesome tracks! If you love clean and fair racing, want to take advantage of a professionally run and super friendly environment in which to race then look no further than our superb Assetto Corsa Racing Club here at RaceDepartment. We have great combinations of cars and tracks, brilliant TeamSpeak banter and friendly drivers, all packed into full grids and with regular event live streams to boot! Hurry over to the Assetto Corsa Racing Club forum and get yourself signed up to an event today!

Did you enjoy our DRM Modding Team interview? Are you looking forward to the mod releasing for Assetto Corsa? Are you a fan of the real series? Which car are you most looking forward to driving once the mod releases? Let us know in the comments section below!
 
Did you enjoy our DRM Modding Team interview?
Yes
Are you looking forward to the mod releasing for Assetto Corsa?
Only when it's used for club racing, since i stopped doing offline
Are you a fan of the real series?
I love the cars, and i love how they handle in R3E
Which car are you most looking forward to driving once the mod releases?
Lancia and Ferrari, since both are not in R3E, and i love Italian sports cars :)
 
However for 9.99€ you can purchase a FULL upgrade for all cars in terms of physics, sounds and support.

That's going to fail straight away, how do they differentiate between who has and who hasn't paid for it, paid sounds vs default sounds,different, they will be shared, as this is not checked on a server, physics, ok, can use a locked acd file that will be opened unless they go down the "official and dedicated server route" and support. How can you not support your "free" version but support a paid for version, they would be better off doing the whole thing as paid, or not paid, just my opinion..

Looking forward to it though

Shaun
 
I hope the difference between the premium and standard versions arent massive not because of the price but because it could create a bit of stigma and will highly likely just get shared all over the place which has happened with all of the other. Someone needs to run some sort of test to see what the difference is between something that is free but gets donations and a straight up paymod.
 
That's going to fail straight away, how do they differentiate between who has and who hasn't paid for it, paid sounds vs default sounds,different, they will be shared, as this is not checked on a server, physics, ok, can use a locked acd file that will be opened unless they go down the "official and dedicated server route" and support. How can you not support your "free" version but support a paid for version, they would be better off doing the whole thing as paid, or not paid, just my opinion..

Looking forward to it though

Shaun
I agree. It makes more sense to have 1 or 2 cars free and you pay for the complete package if you like them. Either way i'm purchasing but I fear this will split up the online racing..
 
Can't wait.

Not sure what base physics means though?
All the cars on same physics file?

Well yes and no. They can create a "standard" file, and then create an "enhanced" file, but there is nothing stopping people sharing this, it only gets checked at server level for online racing and for all that extra work, I personally don't think it's worth it, creating 2 x files = 2 x more work and for what?
 
Yeah sounds like a really bad idea to split of physics between free and paid in some way. Not against them getting money for their work but they could be walking a fine line charging money and using real brand names without any licensing.
Spot on....why do you think I don't and NEVER WILL charge for anything I do....

1) I enjoy it....it's my hobby
2) I don't have the License for it
3) Because of 1, I don't feel contracted to do anything else and could simply walk away....(like I would do that any whoo) :)

It would be nice, for us people that do stuff and get paid, hell I am up for that, but legally you are not allowed to sell something that you "don't own"
 
The brake temps are not implemented at this stage because the influence on the physics and the control of the temperatures through the setup is not yet given.

If Kunos implements this feature well in our opinion , than we bring it in the mod aswell.
Right, brakes can't overheat or have an influence on the tyre temps yet, but why not implement at least what's there - having to reach and stay at optimal operating temperature before being able brake to full extent.

Secondly the DRM REVIVAL FOR AC will be free as base version. That features all car models , skins, drivers , default sound and default physics. However for 9.99€ you can purchase a FULL upgrade for all cars in terms of physics, sounds and support.
But what does that even mean? What's the difference between "default" and "fully upgraded" physics, sounds?


I guess that's one way to offer a paid mod while avoiding licensing issues, offer only physics and sound files by itself as paid, the rest is free? Not great for the user though, depending on whatever default means/includes.
 
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Yeah sounds like a really bad idea to split of physics between free and paid in some way. Not against them getting money for their work but they could be walking a fine line charging money and using real brand names without any licensing.

I imagine this split in physics will cause some headaches online, people getting pissed because they can't join a server but not realizing they don't have the correct physics model. I think the proposed idea of releasing one or two for free and then charging for the others would be the wiser way to do it, let people have a taste of the good stuff which will encourage them to buy the rest of them, and then some servers could be setup with just the free cars and some with all the cars. Either way, if the reviews are good I'm buying it.
 
Right, brakes can't overheat or have an influence on the tyre temps yet, but why not implement at least what's there - having to reach and stay at optimal operating temperature before being able brake to full extent.
I agree
Brakes can't overheat, yes, and don't have an influence on tyre temps, yes, but they "CAN" reduce your ability to brake effectively if you brake to hard, brake fade does work?
 
I agree
Brakes can't overheat, yes, and don't have an influence on tyre temps, yes, but they "CAN" reduce your ability to brake effectively if you brake to hard, brake fade does work?
I'm not 100% sure how it's implemented. To my impression anything to do with overheating/fade isn't yet implemented or the effect is minor at best. And they haven't implemented a full simulation yet because - Nevermind. - they said they lack hard data. They mentioned working with a brake manufacturer so we'll see how that goes in the future, we might see something.
 
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