| Sim | Track | Car | Time | Sectors | Set |
|---|
Competizione leaves its results folder empty and keeps its counters inside the game, so those numbers are read off the in-game statistics screens and typed into tools/build_acc_stats.py. The typing is checked rather than trusted: every car row is added back up against its circuit, and where the two disagree the screen had more rows below the fold, which that circuit then says. Hungaroring’s counters were cut off and are left blank rather than guessed. Race best is the second time the game prints beside a best lap; a couple of rows carry one with no race beside it, and those are reproduced as shown.
Assetto Corsa itself keeps only personal bests, but Content Manager logs every session it launches — the car, the circuit, time, distance, top speed, crashes and trips off the track. tools/import_ac_stats.py reads that log straight off the disk and adds it up against Content Manager’s own running totals. Every layout of one track counts as one circuit. The log holds practice, track days, traffic and hotlaps but no races, so there are no finishes or wins to show for this game.
Lap times come from Assetto Corsa’s personalbest.ini, with sector splits for the most recent session only, because that is all the game writes out. DiRT Rally 2.0’s save is encrypted, so any time from it is entered by hand and marked as such.
Units. Both games count in kilometres and km/h, and the data files keep it that way. Every distance and speed on this page is converted to miles and mph as it is shown, so the figures will not read the same as the games’ own screens.