AC Mod Dilemma

I have a problem in terms of AC when it comes to mods, mainly how hard it is to find quality mods outside of those that are hosted on RD itself, to try and fill gaps in grids and buff up a roster, without getting swamped with junk conversions and rips.

I want to have a diverse grid of different cars for each class as AC's default content while diverse does not give you much in terms of contemporary race cars that can be pit against one-another outside of GT3's. Because of this, I have been trying to add unique cars to pad out the grid and diversify the classes.

But most of the stuff available are from places and people who have iffy reputations, and as such despite the sheer amount of content available for AC, most of it I'm hesitant to use.

So I'm stuck with the dilemma of potentially using mods that may be of dubious origin that I have no clue about to fill the grids, or limiting my grids heavily in an attempt to avoid such stuff at all costs.

Anyone have any advice or experience? Is there shame in using such cars simply as AI opponents, or should I avoid them like the plague?

Sorry if this goes against forum rules.
 
There are 3 kinds of mods in my opinion:

1. Good mods: Tried hard to achive realistic physics from lots of collected data and have good models (if ripped they are at least modified to look better in AC and not cause performance issues)

2. Meh Mods: At least tried to replicate the driving behavior of a car from real driving experience but lack data. Models are often ripped without enhancement.

3.Bad Mods: Physics are complete and quick inventions and Models are mindlessly ripped.

I usually only use mods of the first kind, but arguably you could use Meh mods as fillers if you really need to. You can usually clearly tell them apart by searching for info about the physics: The more research went into them the more likely the modder is to openly tell you about the physics. Also bad models can be easily identified with the bare eyes and judging from performance load on the game.
 
I see no issue in filling the grid with typical "Forza models on copied Kunos physics", just so you have a varied field to race against.

Once you actually want to drive and enjoy the cars yourself, I find it surprisingly hard to find good rip-based mods, as the simplicity of taking a finished model lures the maker into doing the same with all the other components. Just yesterday I found a Peugeot 405 Ti Pikes Peak from Assettogarage, looked ok (obviously from DiRT or something), gave it a spin... and found out that it used the sound of my KRB Audi S1, and half its physics, which make no sense at all in that car (next to the fact that its stolen) :mad:

So for AI diversity I think its generally fine, and you can always open up the physics and change whatever you like to make it work in a grid
 
I try to avoid 'grid fillers' unless I absolutely need to, though sometimes there is no choice if trying to be historically correct and can't find enough good mods. You can build up quite a lot of installed mods after awhile and adding to that bulk with those doesn't make sense to me. When I do I make sure I make a note in Content Manager that it's a grid filler only. I myself am only really just getting a handle on where most of the quality mods are.

I found this video helpful:
. Hope that's ok to post. With that it's trial and error and asking other players their thoughts. It's easy enough to try a mod and delete it if really isn't what you wanted. Other than Race Sim Studio, United Racing Design, VRC Modding that charge for their mods that you will see skins for on here, ask around before dropping your cash.

There's a really good community on the GT Planet modding thread. I don't think there is a mod author they don't know about. Can get some stellar advice there.
 
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