TechArt Launches Official GTstreet R Mod for Assetto Corsa


Sports cars are an exclusive matter, even more so if they are produced in extremely limited quantitites. The TechArt GTstreet R is no exception - yet, sim racers can still get their hands on the lightweight rocked based on a Porsche 911 Turbo and Turbo S in Assetto Corsa: TechArt has released an official mod of the car for the simulator.

Image credit: TechArt

Despite the GTstreet R being road legal, its specs read like those of a track day car: Close to 800 bhp mean top speeds of about 350 kph (217 mph) combined with lightweight body parts, interior and wheels show that the car means business. The GTstreet R is limited to just 87 examples, so driving, let alone owning one will remain a dream for most.

All of the Fun for None of the Cost​

Luckily, sim racing allows enthusiasts and motorsport fans to drive just about anything anywhere, and with the official GTstreet R mod, the high-tech aero monster that used to be a Porsche can even be pounded around the Nürburgring, for example - all without having to worry about astronomical cost and repair bills.

TechArt GTstreet R Showroom.png

The 911 Turbo taken to the extreme: The GTstreet R promises mind-blowing performance for a road-legal car. Image credit: TechArt

Unlike the real car, the Assetto Corsa mod is entirely free. It comes with a variety of body colors and configurations, and has been fine-tuned to match the characteristics of the real vehicle as closely as possible.

You can grab the official mod on the TechArt website by scrolling almost all the way down to the bottom of the website and learning about the car along the way.

Your Thoughts​

How do you like the more extreme version of the 911 Turbo? Would you like to see more manufacturers release their cars virtually as well? Let us know in the comments below!
About author
Yannik Haustein
Lifelong motorsport enthusiast and sim racing aficionado, walking racing history encyclopedia.

Sim racing editor, streamer and one half of the SimRacing Buddies podcast (warning, German!).

Heel & Toe Gang 4 life :D

Comments

Please tell me you're not being serious about THAT part.
I surely was. But luckily my suspisions apparently proved wrong
As I wrote, until this article I only knew of TechArt's real world work and at first delighted about their involvement in simracing, but just time for skimming and apparently misunderstood user comment, this seen in relation to previous heavy debates on mod owner origin questions for RD uploads.
Now had tad more time to look into it, just happy it seems I was on the wrong path here :)
 
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Just do Ctrl + S like you save a word document, save it as a Rar file on your PC.
thank you for the tip. Downloaded it, into the game and saw it as usual for all cars. Tried to drive it but the mod will not load. This also happened to me with a Corvette C8 Z06 I downloaded and a Mercedes Project One. All my other cars and tracks work fine, including other mod tracks and cars I have downloaded in the past (these other mods were probably downloaded 18+ months ago. I have all Kunos AC DLC loaded.

Anyone know why a new car mod might not work? I did a search for some answers but the results mostly brought up how to dl and install a mod, which I know I have done right inm the past and I also see the mods in the game after I install them. But I cannot get on track with the new cars.
 
Out of the loop here. What's wrong with Guerilla Mods?
I'm out of the loop to a degree with them but going off of other comments, there's past issues that didn't start them out well. From a technical standpoint with the mods they have put out, a good friend of mine who helps fix and manage in house mods for the group I race with has concluded that it'd be nothing short of a miracle if Guerilla gets a single physics aspect of any of their mods correct (we were looking to add GT4 cars to our available mod roster so looked to Guerilla's initially). Enough issues to the point where every single one of their mods needs a major overhaul to make them function as you'd expect them to (or in my friend's words, properly in any aspect that could be considered similar to their real life counterparts). There's a lot of incorrect things on many of their cars, and the physics applied to them couldn't be more wrong a lot of the time. They've put out plenty of cars but there's a litany of issues that persist with every single one of them aside from the car models (I'd take it with a grain of salt since for plenty of people, the cars drive just fine, but my friend will go out of his way to find data for any real world car we've added to our list to get them driving as close to what you'd expect from the real thing; and certain fixes do end up fixing issues that stem from incorrect physics both on the aero and tire front).
 
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The page has been changed significantly since I checked yesterday. Its plainly obvious now. BTW you can take your condescension and shove it.
The page didn't changed since release :O_o: The download link is on the same spot on their page, since official release last thursday.
 
The page didn't changed since release :O_o: The download link is on the same spot on their page, since official release last thursday.
For you on your phone maybe. The scrolling behaviour and layout is very different on my end using Firefox on my desktop. That entire section containing the download link was not there. I know it wasn't because I CTRL+F "mod" and it came up with nothing yesterday. Today it highlights the link. Get off your high horse. You're not making yourself look clever by belittling others. Quite the opposite.
 
Premium
I tried the mod, and by tried I mean I ran it for about one hour on Imola and the Nordschleife. I'm not really into modern cars in sims, much less trackday variants of modern street cars, so take my opinon as just that.

The model, as suspected, looks great. Very well built to the very high standards AC modding holds. I haven't compared it in detail to the glamshots of the real car, so there may be small irregularities, but nothing that caught my eye.

Physics wise, I can't really say much as there are no comparisons to the real thing or to the same thing in other games. It handles well and it behaves as I personally would expect a roided-up AWD version of the 911 Turbo S to behave. It has little to no turbo lag, great brakes, gets a bit nervous in the rear when braking hard, lots of grip when coasting and understeers into the bushes when going on throttle to early or aggressively out of corners. I managed to go through the bend at Antoniusbuche at ~327km/h, the car sticking to the track as if glued down, the active aero doing its thing. All in all, to me it feels like a stronger AWD GT3RS, so if you like the GT3RS in AC, you'll like this one as well.
 
If it wasn't clear to anyone how high the bar has been set by this sim with humble beginnings, this should make it clearer: 8 years after it's out, a car tuner takes the time and ressources to make an official mod for it. Actions speak clearer than words ever will. :thumbsup:
 
Premium
thank you for the tip. Downloaded it, into the game and saw it as usual for all cars. Tried to drive it but the mod will not load. This also happened to me with a Corvette C8 Z06 I downloaded and a Mercedes Project One. All my other cars and tracks work fine, including other mod tracks and cars I have downloaded in the past (these other mods were probably downloaded 18+ months ago. I have all Kunos AC DLC loaded.

Anyone know why a new car mod might not work? I did a search for some answers but the results mostly brought up how to dl and install a mod, which I know I have done right inm the past and I also see the mods in the game after I install them. But I cannot get on track with the new cars.
You could start with reading the requirements, as they are clearly mentioned on the TechArt page. (Hint: something with the letters C S P )
 
As you're replying to me, what does this show? That there is a comment somewhere that says more information? Well, great, I guess?

I just searched for this on the only page that comes up as a result on FB for techart, which has "fanpage" in the url and the mod is not mentioned there. Should I get information from a fanpage or other random locations over an official press release?

As for opening the file and looking at the folder. Do I know every AC mod group? No. Do I have AC installed? Not right now. Do I want to be supportive of people who love AC and would probably like to know about the mod and therefore took the time to let them know about the car being released? Yeah. I guess that makes me the a**hole. Huh?
 
As you're replying to me, what does this show? That there is a comment somewhere that says more information? Well, great, I guess?

I just searched for this on the only page that comes up as a result on FB for techart, which has "fanpage" in the url and the mod is not mentioned there. Should I get information from a fanpage or other random locations over an official press release?

As for opening the file and looking at the folder. Do I know every AC mod group? No. Do I have AC installed? Not right now. Do I want to be supportive of people who love AC and would probably like to know about the mod and therefore took the time to let them know about the car being released? Yeah. I guess that makes me the a**hole. Huh?
It shows only the comment from Kevin Rohrscheidt where he thanks us for the cooperation. this was related to your comment that nowhere in your email from techart or in the press releases is there a word about a mod team. Kevin Rohrscheidt is Marketing And Public Relations Manager at TECHART. The screenshot was not from any fansite but from the comments column under our release post of the GT Street R from our Guerrilla Mods facebook group. I also don't know who called you an as*hole here. I also don't ask that you know all mod teams or their abbreviations or icons. It should only show that a mod team was involved and Kevin thanked them for their cooperation. But if you are so upset about this screenshot and ,what do I know, interpret from it, then I am terribly sorry. huh?
 

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