Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Paiky
  • 130,824 comments
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Van?
Pickup?

5fyz.png
Whoah! That's around 30 pickup trucks you have there. Where the... how did... what the... why was... who did... when was... oh, you get the idea.
 
Whoah! That's around 30 pickup trucks you have there. Where the... how did... what the... why was... who did... when was... oh, you get the idea.

a lot of them are on assettoland. But my personal favorite pickup (aside from the ford stair truck) is Lucas Mod's Silverado.
 
There's those countless Super Touring mods for both GTR2 and Race 07 which you can find at RD for R07 version and E-Sport Racing for GTR2 one which can easly be converted I guess

Those mods aren't to be converted to AC. They have been illegally though and been sold as paid mods which is pretty disgraceful.

The reason they look terrible on AC as well is they're literal rips of original Race07 low-res skins.

I feel like a part-time police force patrolling the web shutting down links and reporting them :rolleyes:

Should also mention i've been deeply involved in a HQ GTR2 upgrade...
 
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Is there some way to improve fps on bathurst fm7 track? I get really low fps with 20+ cars. On the other hand a track like Kyalami runs great and comparing the two...well it runs buttery smooth.
 
Btw, something I just remember now (well, because happened just now :eek:).
Exist an easy fix for a PC noob like me, for these invisible cars, 3 or 4 that I can remember in my case.
What is odd, is that they are invisible over a distance of more than ~50 meters, below that distance they become visible.

8u5n.png
 
Nissan Skyline R30 Super Silhouette v2.0 by Lu Thua Kien

preview-jpg.915205

  • Added description.
  • Changed preview
  • Changed year to 1983 from 1982.
  • Changed tags to "#Vintage GT","manual","turbo","rwd","japan","race","vintage","i4" from "rwd","gt","race","shifter","japan","skyline".
  • Decreased total mass (kg) to 1,080 from 1,245.
  • Changed polar intertia from width/height/lenght (m) to 1.980/1.239/5.065 from 1.700/1.230/4.600.
  • Increased force feedback multiplier to 3.156 from 2.700.
  • Increased steering lock to 520 from 350.
  • Decreased steering ratio to 16 from 19.
  • Increased steering rod ratio to 0.00230 from 0.00250.
  • Decreased brake percentage at front wheels to 58 from 65.
  • Added brake temperatures.
  • Changed ground collider #0 X/Y/Z position to 0/-0.30/-0.07 from 0/-0.344/0.
  • Changed ground collider #0 X/Y/Z dimension to 1.95/0.05/1.80 from 1.689/0.002/2.876.
  • Added ground collider #1.
    • X/Y/Z position: 0/-0.33/1.97.
    • X/Y/Z dimension: 1.90/0.05/0.70.
  • Increased turbo pressure (bar) to 2.0 from 1.0.
  • Increased power output at wheels to 476 hp @ 7,600 rpm from 455 hp @ 9,250 rpm (15% transmission loss from 560 hp).
  • Increased power output at wheels to 458 Nm @ 6,400 rpm from 366 Nm @ 7,750 rpm (15% transmission loss from 539 Nm).
  • Changed power graph to closely ressemble real-life counterpart.
  • Decreased turbo overboost damage threshold (bar) to 5 from 60.
  • Decreased overrev damage threshold (rpm) to 9,000 from 9,925
  • Increased turbo reference (rpm) 5,000 from 3,550.
  • Changed turbo lag values to 0.996/0.995 from 0.991/0.996.
  • Decreased redline (rpm) to 8,000 from 9,450.
  • Increased idle (rpm) to 2,500 from 1,000.
  • Removed cockpit-adjustable turbo.
  • Added adjustable gear ratios.
  • Changed reverse gear ratio to "-2.4620" from "-2.9090".
  • Changed 1st gear ratio to "2.2500" from "2.0000".
  • Changed 2nd gear ratio to "1.6842" from "1.3400".
  • Changed 3rd gear ratio to "1.3182" from "1.0770".
  • Changed 4th gear ratio to "1.0400" from "0.9330".
  • Changed 5th gear ratio to "0.8889" from "0.8214".
  • Changed final drive ratio to "4.2104" from "5.4540".
  • Added new files to adjustable gear ratios:
    • 1st.rto: 2.2500, 2.1875, 2.0588 and 2.0000.
    • 2nd.rto: 2.0000, 1.9333, 1.8889, 1.6842 and 1.6000.
    • 3rd.rto: 1.6000, 1.4762, 1.4286, 1.3810 and 1.3182.
    • 4th.rto: 1.3182, 1.2174, 1.1667, 1.0800, 1.0400 and 1.0000.
    • 5th.rto: 1.0000, 0.9259, 0.8889, 0.8571, 0.8214, 0.7857 and 0.7586.
  • Changed final.rto:
    • Removed ratios: 5.727, 5.600, 5.454 and 5.222.
    • Added ratios: 5.3946, 4.8683 and 4.2104.
  • Decreased autoshifter values (rpm) to 7,900/5,000 from 9,400/6,000.
  • Increased AI shift values (rpm) to 7,900/5,000 from 6,700/3,500.
  • Decreased differential lock under power/coasting to 50/50 from 80/70.
  • Changed tyre properties for the following files:
    • semislicks_rear.lut.
    • semislicks_front.lut.
    • tyres.ini.
  • Added file:
    • tcurve_semis.lut.
  • Removed files:
    • slicksDRM_CELICA_front.lut.
    • slicksDRM_CELICA_front_E.lut.
    • slicksDRM_CELICA_rear.lut.
    • slicksDRM_CELICA_rear_E.lut.
    • tcurve_frontDRM_CELICA.lut.
    • tcurve_frontDRM_CELICA_E.lut.
    • tcurve_frontDRM_CELICA_R.lut.
    • tcurve_rearDRM_CELICA.lut.
    • tcurve_rearDRM_CELICA_E.lut.
    • tcurve_rearDRM_CELICA_R.lut.
  • Added tyre:
    • Vintage 83.
  • Removed tyres:
    • DRM Slick, Endurance and Rain.
  • Changed aerodynamics for the following files:
    • wing_body_AOA_CD.lut.
    • wing_body_AOA_CL.lut.
    • wing_front_AOA_CD.lut.
    • wing_front_AOA_CL.lut.
    • wing_rear_AOA_CD.lut.
    • wing_rear_AOA_CL.lut.
  • Added files:
    • wing_gurney_AOA_CD.lut.
    • wing_gurney_AOA_CL.lut.
  • Removed files:
    • wing_spoiler_AOA_CD.lut.
    • wing_spoiler_AOA_CL.lut.
    • wing_spoiler_AOA_CD.
    • wing_spoiler_AOA_CL.
  • UI information added, inc driver, team, car number (based on the #11 KDR30 Super Silhouette entered by Hasemi Motorsport TOMICA at the 1982 Fuji Super Silhouette Series, driven by Masahiro Hasemi).
  • Manual shifting animation added.
  • Many shader adjustments inside and out (almost all ambient, diffuse and specular values were very odd, but direct sun should no longer causes horrendous nuclear glare on tweaked objects).
  • Exterior paint, decals, wheel caps all darkened, diffuse values altered for a more natural look
  • Many cockpit materials desaturated for a more subtle, less 'cartoony' ambience
  • MOMO driver suit, gloves and helmet added to replace default white Sparco ones
  • Centre console, steering wheel and dashboard rivets still need sorting out.
  • New rims with blur.
  • Reworked rivets.
  • Changed light textures.
  • Changed gauges.
  • Updated mirrors.
  • Adjusted shaders.

Wow, when I finish reading all the changelog, there will be a V3.0 out by then.:scared:

Joaking. Thanks for that excellent work, as usual. :cheers:
 
Top notch man. We can finally have the GTPs and the Rollovers caddies have a scrap.

P.S: you planning on editting the other 3 DPi's? Since it's basically same thing you're doing just 3 more times lmao

Already have, but they need more refinement though. The rest of 'em need major wheel re-alignment and stuff. I'm struggling with the ride height of the Mazda and the Acura, they are reasonably high yet they easily get bottomed out when on curbs or grass

:gtpflag:For those who got misplaced wheel texture on the mazdas while running, just use the tyres from @AlexBfromG's Sebring skin pack:gtpflag:
 
Btw, something I just remember now (well, because happened just now :eek:).
Exist an easy fix for a PC noob like me, for these invisible cars, 3 or 4 that I can remember in my case.
What is odd, is that they are invisible over a distance of more than ~50 meters, below that distance they become visible.

Edit the "lod.ini" of the offending car by changing the following values:
  • IN=0
  • OUT=1000
IN determines the distance the car's model will appear.
OUT determines the value the car's model will disappear.

Wow, when I finish reading all the changelog, there will be a V3.0 out by then.:scared:

Joaking. Thanks for that excellent work, as usual. :cheers:

I'm a obssessed person when it comes down to in-depth changes between each released version.
 
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Now that i can understand completely. I Literally felt them bottom out while driving them even on controller (yes i'ma controller racer but i ain't THAT bad :lol:) I assumed the Nissan would be a cake in the walk since well. It's a Nissan :D I'm glad we can get those rollovers boi's to have a scrap against them GTPs

p.s. glad i'm not the only one who adores the Konica minolta Caddie or as i nickname it: Caddie himself
 
There's a Polycode team member active on RD so I've messaged him to see if their tracks are available outside of China. This one in particular looks fantastic (Guizhou Junchi International Circuit)

https://www.bilibili.com/video/BV1rt411c7NF?from=search&seid=15075035593649653270

To quote one of the comments: Please accept the knees of the younger brothers for more elaborate MODs

Polycode is a friend of mine, most of his stuff are paid jobs by the owners of the particular race track, therefore, its not likely to be public
 
Edit the "lod.ini" of the offending car by changing the following values:
  • IN=0
  • OUT=1000
IN determines the distance the car's model will appear.
OUT determines the value the car's model will disappear.




I'm a obssessed person when it comes down to in-depth changes between each released version.

You Sir, just saved my day. :cheers:
Many thanks for your help. Now they are all visible.
Just for curiosity one of them had the out=12 :rolleyes:
 
Here's a part of my growing collection of historic driver skins.
I copied my content/texture folders, as individual skin.ini skin configs for each car & skin are not viable. It's meant to be something like a "resources bag".
To archive the suit without lines (as seen in the picture below) I've edited my historic driver models materials (UseDetail:0) on both gloves and suits for driver_pudding, driver_60, driver_70, etc. This has no consequences as is easily reversed by turning the value to "1", if for whatever reason you prefer the sparco lines.

File contains mostly gloves (20 variations) and suits (25 variations). I'm not a helmets guy (I've only includded the pudding variations and Siffert's helmet), and thankfully most historic cars come with a helmet included.
http://www.mediafire.com/file/h4sox1k3l1yv20y/%281930-early_1970%29_Historic_Textures.rar/file

I'm now starting the 70's, with the inclusion of more elaborated suits and sponsors. I hope to release the full decade once finished, then continue with the 80's, and so on.

EDIT: I'm sorry for not including previews! But you can drag the files into any skin and try them on CM Showroom.

ZFMnIok.jpg
 
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Nissan Skyline R30 Super Silhouette v2.0 by Lu Thua Kien

preview-jpg.915205

  • Added description.
  • Changed preview
  • Changed year to 1983 from 1982.
  • Changed tags to "#Vintage GT","manual","turbo","rwd","japan","race","vintage","i4" from "rwd","gt","race","shifter","japan","skyline".
  • Decreased total mass (kg) to 1,080 from 1,245.
  • Changed polar intertia from width/height/lenght (m) to 1.980/1.239/5.065 from 1.700/1.230/4.600.
  • Increased force feedback multiplier to 3.156 from 2.700.
  • Increased steering lock to 520 from 350.
  • Decreased steering ratio to 16 from 19.
  • Increased steering rod ratio to 0.00230 from 0.00250.
  • Decreased brake percentage at front wheels to 58 from 65.
  • Added brake temperatures.
  • Changed ground collider #0 X/Y/Z position to 0/-0.30/-0.07 from 0/-0.344/0.
  • Changed ground collider #0 X/Y/Z dimension to 1.95/0.05/1.80 from 1.689/0.002/2.876.
  • Added ground collider #1.
    • X/Y/Z position: 0/-0.33/1.97.
    • X/Y/Z dimension: 1.90/0.05/0.70.
  • Increased turbo pressure (bar) to 2.0 from 1.0.
  • Increased power output at wheels to 476 hp @ 7,600 rpm from 455 hp @ 9,250 rpm (15% transmission loss from 560 hp).
  • Increased power output at wheels to 458 Nm @ 6,400 rpm from 366 Nm @ 7,750 rpm (15% transmission loss from 539 Nm).
  • Changed power graph to closely ressemble real-life counterpart.
  • Decreased turbo overboost damage threshold (bar) to 5 from 60.
  • Decreased overrev damage threshold (rpm) to 9,000 from 9,925
  • Increased turbo reference (rpm) 5,000 from 3,550.
  • Changed turbo lag values to 0.996/0.995 from 0.991/0.996.
  • Decreased redline (rpm) to 8,000 from 9,450.
  • Increased idle (rpm) to 2,500 from 1,000.
  • Removed cockpit-adjustable turbo.
  • Added adjustable gear ratios.
  • Changed reverse gear ratio to "-2.4620" from "-2.9090".
  • Changed 1st gear ratio to "2.2500" from "2.0000".
  • Changed 2nd gear ratio to "1.6842" from "1.3400".
  • Changed 3rd gear ratio to "1.3182" from "1.0770".
  • Changed 4th gear ratio to "1.0400" from "0.9330".
  • Changed 5th gear ratio to "0.8889" from "0.8214".
  • Changed final drive ratio to "4.2104" from "5.4540".
  • Added new files to adjustable gear ratios:
    • 1st.rto: 2.2500, 2.1875, 2.0588 and 2.0000.
    • 2nd.rto: 2.0000, 1.9333, 1.8889, 1.6842 and 1.6000.
    • 3rd.rto: 1.6000, 1.4762, 1.4286, 1.3810 and 1.3182.
    • 4th.rto: 1.3182, 1.2174, 1.1667, 1.0800, 1.0400 and 1.0000.
    • 5th.rto: 1.0000, 0.9259, 0.8889, 0.8571, 0.8214, 0.7857 and 0.7586.
  • Changed final.rto:
    • Removed ratios: 5.727, 5.600, 5.454 and 5.222.
    • Added ratios: 5.3946, 4.8683 and 4.2104.
  • Decreased autoshifter values (rpm) to 7,900/5,000 from 9,400/6,000.
  • Increased AI shift values (rpm) to 7,900/5,000 from 6,700/3,500.
  • Decreased differential lock under power/coasting to 50/50 from 80/70.
  • Changed tyre properties for the following files:
    • semislicks_rear.lut.
    • semislicks_front.lut.
    • tyres.ini.
  • Added file:
    • tcurve_semis.lut.
  • Removed files:
    • slicksDRM_CELICA_front.lut.
    • slicksDRM_CELICA_front_E.lut.
    • slicksDRM_CELICA_rear.lut.
    • slicksDRM_CELICA_rear_E.lut.
    • tcurve_frontDRM_CELICA.lut.
    • tcurve_frontDRM_CELICA_E.lut.
    • tcurve_frontDRM_CELICA_R.lut.
    • tcurve_rearDRM_CELICA.lut.
    • tcurve_rearDRM_CELICA_E.lut.
    • tcurve_rearDRM_CELICA_R.lut.
  • Added tyre:
    • Vintage 83.
  • Removed tyres:
    • DRM Slick, Endurance and Rain.
  • Changed aerodynamics for the following files:
    • wing_body_AOA_CD.lut.
    • wing_body_AOA_CL.lut.
    • wing_front_AOA_CD.lut.
    • wing_front_AOA_CL.lut.
    • wing_rear_AOA_CD.lut.
    • wing_rear_AOA_CL.lut.
  • Added files:
    • wing_gurney_AOA_CD.lut.
    • wing_gurney_AOA_CL.lut.
  • Removed files:
    • wing_spoiler_AOA_CD.lut.
    • wing_spoiler_AOA_CL.lut.
    • wing_spoiler_AOA_CD.
    • wing_spoiler_AOA_CL.
  • UI information added, inc driver, team, car number (based on the #11 KDR30 Super Silhouette entered by Hasemi Motorsport TOMICA at the 1982 Fuji Super Silhouette Series, driven by Masahiro Hasemi).
  • Manual shifting animation added.
  • Many shader adjustments inside and out (almost all ambient, diffuse and specular values were very odd, but direct sun should no longer causes horrendous nuclear glare on tweaked objects).
  • Exterior paint, decals, wheel caps all darkened, diffuse values altered for a more natural look
  • Many cockpit materials desaturated for a more subtle, less 'cartoony' ambience
  • MOMO driver suit, gloves and helmet added to replace default white Sparco ones
  • Centre console, steering wheel and dashboard rivets still need sorting out.
  • New rims with blur.
  • Reworked rivets.
  • Changed light textures.
  • Changed gauges.
  • Updated mirrors.
  • Adjusted shaders.

This car is now very nice, it has been upgrade big times since the original release! But please fix the pivot point for the steering?
 
The height of the car body model is determined by the BASEY in suspensions.ini and the Graphics Offset and Pitch in car.ini. I've never adjusted tyres.ini and have adjusted the body height as well by accident. I think when you made the new kn5, you reset the model to what it looks like in the editor but on track it's still using the data folder which the model is adjusted by car.ini and suspensions.ini.
You are correct that it can get confusing. I don't think you needed to create the extra kn5. And don;t use BASEY to adjust the body height, that changes the whole handling of the car. Use graphics offsets and pitch to get the body in shape without affecting performance. You could get a Ferrari F40 to drive like a van if you get crazy with BASEY.
Good info. This should address my problem and have me moving on to the nexr rabbit hole. Thanks!
 
Here's a part of my growing collection of historic driver skins.
I copied my content/texture folders, as individual skin.ini skin configs for each car & skin are not viable. It's meant to be something like a "resources bag".
To archive the suit without lines (as seen in the picture below) I've edited my historic driver models materials (UseDetail:0) on both gloves and suits for driver_pudding, driver_60, driver_70, etc. This has no consequences as is easily reversed by turning the value to "1", if for whatever reason you prefer the sparco lines.

File contains mostly gloves (20 variations) and suits (25 variations). I'm not a helmets guy (I've only includded the pudding variations and Siffert's helmet), and thankfully most historic cars come with a helmet included.
http://www.mediafire.com/file/h4sox1k3l1yv20y/%281930-early_1970%29_Historic_Textures.rar/file

I'm now starting the 70's, with the inclusion of more elaborated suits and sponsors. I hope to release the full decade once finished, then continue with the 80's, and so on.

EDIT: I'm sorry for not including previews! But you can drag the files into any skin and try them on CM Showroom.

ZFMnIok.jpg
Great stuff! I'm always slightly annoyed when a mod doesn't have a proper driver model. This will make replays and photos much more engaging.
 
To archive the suit without lines (as seen in the picture below)

I'm not great a keeping track of what I have and haven't done on my driver models, but I think I packaged some of them with a flat normal map so the suit has no lines, I think the detail is used to make the texture appear to be woven cloth. I could/should create new normals based on the particular texture used for each model.
The latest versions I have done are in the 'Legion Extras' download. Have a look and tell me if I can improve them in any way.
 
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