Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Paiky
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Is anyone currently working on a Phillip Island track mod? There are two available right now and they both have flaws, but I am thinking of sort of combining the best elements of both to build a good Phillip Island Circuit. I don't want to step on any toes so if anyone else is working on one, I'll hold off, but if not, I'll probably start on that after I'm done with Brno 1965.

It would be fantastic to have a reworked version of Phillip Island Gutbomb. Really hope you do decide to move on to that after doing a classic Brno. 👍
 
Eagerly awaiting your Brno. And excellent choice yet again with Phillip Island. Like I would be picking tracks for you to work on. 👍 Hope your think that Sandown from terra21 needs to be updated next. :lol:

And maybe Warwick Farm some day? :cool:
 
Have you ever wonder to make a conversion from FIA European Truck Racing Championship?

There's already one of those out there too. It's on the shelf next to CrewChief. :P

EDIT: Have you heard of this thing called Google? You just enter the search terms 'assetto corsa truck racing' and then see all sorts of crazy answers to your question. It's like magic!
 
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Chivas Autoart is working on a 2005-2006 season GT500 cars

It's on Alpha right now. Here is the S N O R K E L G A N G NSX
122046277_3575627392489098_4993715447026291103_o.jpg
122147735_3575627512489086_2929492887795953254_o.jpg
121807448_3575627449155759_7758849785389616710_o.jpg
 
There's already one of those out there too. It's on the shelf next to CrewChief. :P

EDIT: Have you heard of this thing called Google? You just enter the search terms 'assetto corsa truck racing' and then see all sorts of crazy answers to your question. It's like magic!

Magic! Wish I made this with the new skins and AC looking like it does now. Washed out, blown out and meh from a year ago, no fault of my own. :rolleyes::D
Brakes and tire flex:tup:
 
Miami Bayside by ACU -- Lighting?

ac-mods-tile-miami.jpg


I checked the version I have, v1.0. Good track, but my version doesn't have any lighting. Is this the same for everyone else that has it? No extension file available?

If it hasn't been set up already, this would look great, dusk to dawn, with good lighting, and there's a lot of light poles and fixtures. However, this would be a lot of work to light up everything, and all the surrounding buildings.

http://assettomods.com/miami-bayside/

LeBluem has released a basic one on the shaders discord. Tried to link it but I can't copy it, it's in the configs-library section posted on 9th June, second one down.

I loaded up Miami Bayside tonight and wished there were lights. Apparently I missed the config. Would a kind soul share the shaders discord invite link with me? The previous link expired.
 

This was posted on August 1st of 2020, it is a reworked version of Potrero. Does anyone know who made it?

I loaded up Miami Bayside tonight and wished there were lights. Apparently I missed the config. Would a kind soul share the shaders discord invite link with me? The previous link expired.

Here you go!

edit: oh @OooAhh Cantona here's the invite link for you too. https://discord.gg/DWSbj8
 

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Please no need to apologize. I am so grateful for your help. I will look at the wiki. I have no clue what's going on when it comes to any of these options. You are super helpful. Thank you. I will try this.

ok this is what I have now. It still builds the line. I noticed that there are two while lines in this track. I tried the below on both. Any other advice?


[SHADER_REPLACEMENT_0]
ACTIVE = 1
MATERIALS = TRACK_SKIDS, TRACK_SKID
CAST_SHADOWS = 0
PROP_0 = ksAmbient, 0.5
PROP_1 = ksSpecularEXP, 25
PROP_2 = ksSpecular, 0.01

[SHADER_REPLACEMENT_1]
ACTIVE = 1
MATERIALS = HOCK_RLINE
SHADER = ksPerPixelAT
BLEND_MODE = ALPHA_TEST
CAST_SHADOWS = 1
PROP_0 = ksSpecular, 0.8
PROP_1 = ksSpecularEXP, 5

[SHADER_REPLACEMENT_2]
ACTIVE = 1
MATERIALS = ROADLINE_WHITE
SHADER = ksPerPixelAT
BLEND_MODE = ALPHA_TEST
CAST_SHADOWS = 1
PROP_0 = ksSpecular, 0.8
PROP_1 = ksSpecularEXP, 5
 
Here's Volume 9 of the Assetto Corsa Multiple Track Mod Review Project or MAN, IT'S BEEN A LONG TIME SINCE THE LAST ONE OF THESE.

The next one of these is going to be a catch-up of sorts that gathers all of the new duplicates for letters A-P that have appeared since I started the project. There's a lot!

Volume 1 - A is here.

Volume 2 - B is here.

Volume 3 - C and D is here.

Volume 4 - E, F, and G is here.

Volume 5 - H and I is here.

Volume 6 - J and K is here.

Volume 7 - L and M is here.

Volume 8 - N is here.


O

Okayama
Testing Car:
Renault Clio III RS

Folder Name: okayama94
Author: thestrobe8
Download: https://www.racedepartment.com/downloads/okayama-1994.2519/
This one overall is nicely put together but it's way too bright, trackside objects are floating around (like cranes), there are some trees that are floating, no map, the pit lane doesn't function as a pit lane, and the start finish line doesn't extend into that pitlane. A great starting point.

Folder Name: okayama94
Author: thestrobe8/Updated by Assetto-fr.tk
Download: https://sharemods.com/l3evp7nredkc/okayama94.7z.html
This improves upon the thestrobe8 version by toning down the brightness, adding grass, and fixing both problems with the pit lane. Unfortunately there are still many problems left unfixed like floating cranes and trees. It's better, but still not up to standard.

Folder Name: okayama
Author: Mitja Bonca
Download: https://www.racedepartment.com/downloads/okayama-international-circuit.15846/
This one is better in every way. It looks great, has way more road feel, and is incredibly detailed. This is definitely the one to get.

Oran Park
Testing Car:
Porsche 992 Carrera S

Folder Name: oranpark
Author: aspec7878
Download: https://www.racedepartment.com/downloads/oran-park.2515/
I say this a lot but it's a bit bright. The road mesh is also really low poly so it's not great to drive on. The trackside objects leave much to be desired. It's just not very good. Another problem is that turning on grassfx makes all grass surfaces on this track transparent so you can just see down into the void.

Folder Name: oran_park
Author: @GzeroD
Download:
This one fixes all of the problems from the earlier version. The road mesh has been fixed as well as improving the trackside details and adding a couple of new layouts. Definitely the one to get.

Oschersleben
Testing Car:
Ford Fiesta Zetec '05

Folder Name: oschersleben
Author: Mitja Bonca
Download: https://www.racedepartment.com/downloads/oschersleben.4549/
This version of the track has a lot of polish but there are a few areas I'm surprised about that seem a bit rough. The trees is one of those areas. Specifically the way the shadows are cast upon the trees make them look like obvious flat cutouts. Other than nitpicks like that this place looks decent and is fun to drive.

Folder Name: oschersleben
Author: Mortal
Download: https://www.racedepartment.com/downloads/oschersleben.4549/
This is pretty much the Mitja Bonca version with the trees fixed and a few new textures. It's fine, but with the TMM version available you don't really need this one.

B]Folder Name:[/B] tmm_oschersleben
Author: TM-Modding
Download: https://www.racedepartment.com/downloads/oschersleben.25926/
This is an rFactor 2 conversion and it's the best of the bunch. You get two more layouts, plus tons more detail. This place looks fantastic. This is the one to get.


Oulton Park
Testing Car:
Alfa Romeo Montreal 1971

Folder Name: 67olton
Author: Gilles75
Download: https://www.racedepartment.com/downloads/oulton-park-1970-1-0.26151/
For a Gilles75 track this one is surprisingly nice looking, but unfortunately it's horrible to drive. The road mesh is undrivably low poly and bumpy. I'd love to see this late 60's early 70's look applied to the reboot version.

Folder Name: oulton_park
Author: AC Track Reboot
Download: https://www.mediafire.com/file/m6k4mf3499dw4jj/oulton_park.rar
This one is a huge improvement. It's a modern setting of course but the no chicane layout matches the 1970 layout from the gilles version. Unfortunately the road mesh is still pretty bumpy and low poly, but it seemed smoother than the other one. This is the one to get.

P

Pace Park
Testing Car:
Amuse S2000 R1

Folder Name: pacepark
Author: Dumeklemmer
Download: https://www.racedepartment.com/downloads/pace-park.5045/
This track is a pretty fun fictional layout. The asphalt texture is a bit blurry compared to many of the other textures. The trees are just a wall of trees in spots, which does look a bit old, but it is a conversion of an old track, so it's to be expected. The road has almost no feel to it unfortunately. Not a bad effort, just not great either. There is no AI on this track.

Folder Name: pacepark
Author: Assetto-fr.tk
Download: https://sharemods.com/6cxzai7406go/pacepark.7z.html
This rework by Assetto-fr.tk adds some much needed grass tree tweaks, and better shadows. Overall, a great update to this track. This is the one to get.

Palm Beach Speedway
Testing Car:
Porsche 718 Cayman S

Folder Name: palmbeach_speedway
Author: Gatorboy
Download:
This track feels very unfinished. There's almost no surrounding objects on the track and the track goes in reverse of the real track. It's hard to recommend this version.

Folder Name: palmbeach_speedway
Author: @dathyr and @CrisT86
Download: https://sharemods.com/m7uhfou7hdhu/...ted_by_CrisT86___Dathyr_for_AC_1.16.3.7z.html
Dathyr and CrisT86 of GTplanet teamed up to improve this and gave it a few layouts, some enhancements, and some AI. This is the version to get.

Passion Meca Raceway
Testing Car:
B. Engineering Edonis

Folder Name: passion-meca
Author: Passion-Meca.com
Download: https://sharemods.com/ebrqth5ykly9/passionmeca_raceway___40_original__41_.zip.html
This is an interesting track that takes corners from existing tracks and mashes them together into a fun fictional track. It's details look pretty nice. All it needs to look outstanding is probably a grass and lighting config. This is the one to get because the rework below has too many flaws to make it worth using over this one. A good lighting/grass config added to the csp github (so it can be automatically applied with content manager) would make it perfect.

Folder Name: passion-meca
Author: Assetto-FR.tk
Download: https://sharemods.com/kllaor7wy38w/passionmeca_raceway.7z.html
This is a rework of the original track and pretty much the only differences I notice are that the trees are color corrected better and there is grassfx now. This could all have been done as a config file, but instead was released as a whole new track. I find a lot of these Assetto-FR.tk releases to be like that. The grass in this version is also flourescent green. I prefer the original.

Pau Arnos
Testing Car:
Porsche 911 AWD by Singer

Folder Name: pau_arnos_2020
Author: Waterworld-BE
Download: https://www.racedepartment.com/downloads/pau-arnos-french-race-track-2020.33746/
This is a good start, but it still needs a lot of work. It has a very unfinished feel and needs a lot more polish. I'd skip this one.

Folder Name: arnos
Author: TiTOUNEN
Download: https://www.racedepartment.com/downloads/arnos-circuit-europeen.33824/
This appears to be a continuation of the work that was done by Waterworld-BE. Unfortunately it's pretty much the same, but this time with more ugly trees and a few trackside objects. The road was smoothened a little bit but there are still holes off the side of the road. It's just not really ready for prime time.

Folder Name: actk_arnos
Author: Assetto-fr.tk
Download: https://sharemods.com/kxohbnlmrd9w/actk_arnos.7z.html
This is the best of the bunch here. It's a conversion from GTR2 and it has the hallmarks of an old track, but it does have the advantage of looking like a real natural place for the most part. Where this one really stands out though is how fun it is to drive. The road surface is more realistically bumpy in the right places where the other two are bumpy in all the wrong and unfun places. Definitely get this one.

NEW!!!!
Folder Name: pau_arnos
Author: Ginot Team
Download: https://www.racedepartment.com/downloads/circuit-de-pau-arnos.37196/
The trees are black again. There is a grass pyramid at one of the corners. There are sideways floating bushes alongside the track that disappear if you look at them. I'd say it's a bad acid trip of an AC mod but it's too boring for that description.

Phillip Island
Testing Car:
V8SCorsa 2020 Ford Falcon

Folder Name: phillip_island
Author: Terra21
Download: https://mediafire.com/file/ca3ou6qtd2txw6s/phillip_island.rar
This track, like most other Terra21 tracks is a conversion from an older game and like many Terra21 tracks this one really holds up. There are a lot of details here like the grass at the edge of the road that even many modern tracks don't do as well. Unfortunately the road mesh is pretty low-poly and bumpy. Another flaw here is that some of the track bridges have textures that are stretched too wide so their aspect ratio goes all weird.

Folder Name: phillip_island_circuit
Author: Cranck
Download: https://www.racedepartment.com/downloads/phillip-island.8816/
This version is another conversion but seems to share some of the same assets, like the tirewall texture is the same. I'm not sure if this is converted from an earlier version, but it just doesn't look as detailed and the color correction is all off. It does however have a fixed road mesh. Take the road mesh from this version and put it into the terra21 version and you've got a fantastic version of Phillip Island.

Note: Combining these two tracks into a nice looking and nice driving phillip island is probably going to be my next project when I'm done with Brno 1965 unless anyone else is working on one.

Phoenix International Raceway
Testing Car:
2020 Chevrolet Carmaro Xfinity Series NASCAR

Folder Name: vhr_phoenix
Author: VHR and Rainmaker
Download: https://mediafire.com/file/nyewf24qs6es0zc/vhr_phoenix.7z
The road surface is good, both in look and feel, but the track-side details are a bit low quality, especially the hills outside the track. The AI is surprisingly competent which is rare with oval tracks.

Folder Name: aa_phoenix_raceway
Author: @damone13x
Download: https://mega.nz/file/eHQWBCpI#nqXgPuA0A7zAoWXd0EE_4av8pSIYlxBBr4lbBiPZ0uA
This version is fantastic! I think it must be converted from a more recent NASCAR game. So many details, and great performance. Everything looks and feels perfect. The AI is not so great unfortunately and the night lighting is very very bright, but aside from that it's great. I'd love to see the lighting fixed and the road course added but despite that this is the best version available.

Folder Name: phoenix2
Author: @GzeroD (Legion)
Download:
This one seems to be very similar to the Rainmaker version with most of the ugly trackside objects removed and the road course added. This is the only one to have the road course, and if the @damone13x version didn't exist this would be my pick.

Pikes Peak Hill Climb
Testing Car:
Volkswagen I.D. R Pikes Peak

Folder Name: simtraxx_pikes_peak_0.81
Author: Simtraxx
Download:
This track is very impressive for what it is. The textures are a bit low res but most of the textures are the ground, and that low-res could be hidden by a good grassfx config. The trees could use some lighting/shadowing work, and the road is low poly in places, but due to the scale of this track I'm very impressed by what they were able to pull off here. This is the best version available.

Folder Name: pikes_peak_0.2
Author: Sovers
Download: https://mediafire.com/download/rs296kone724ax0/pikes_peak_sovers_0.2.7z
This one unfortunately has an even lower poly road mesh, bland textures, and ugly trees. The lighting was also so intense that turning sol exposure all the way down wasn't enough to compensate. I unfortunately can't recommend it when the other one is available.

Potrero De Los Funes
Testing Car:
Porsche 356 A/1600 Speedster

Folder Name: funes
Author: Gilles75
Download: Pay Mod - https://celletson.wixsite.com/acclassics
The hills surrounding the track look pretty nice. That's just about the only good thing I can say about this track. The road mesh is low poly, the buildings and objects around the track look like PS1 graphics, and this guy expects money for this no-permission no-effort conversion.

Folder Name: potrero
Author: ERL
Download:
This is another conversion from the same source but this time lots of care was taken and new custom stuff was added. It mostly looks great and is really fun to drive. Definitely get this version.

Prato
Testing Car: Lotus Cortina Mk1

Folder Name: prato_long, prato_short
Author: patrikpat?
Download:
I have no idea where I got this from, so sorry for the lack of a download link. It's a pretty solid conversion of an old netKar Pro track. It's fun to drive, and looks nice for an older track. It is pretty over-exposed so you'll need to turn that down in the Sol settings. Lots of detail for the time on the side of the track.

Folder Name: prato_cirquit
Author: patrikpat / @slider666 / @norms
Download: https://www.mediafire.com/file/exvby54ukuwy3nv/prato_cirquit.7z/file
This is a solid rework of the first conversion (I think) and it's a work in progress. Everything is a bit better in the color department, it's not overexposed, and it adds some nice grass. This one is the best one for now.


Folder Name: rmi_nkp_prato
Author: @RMi_wood
Download: https://sharemods.com/0kyy6p3muu1r/rmi_nkp_prato_-_v0.90.7z.html
I believe this is not a rework of the patrikpat conversion, but a whole new conversion. It's being done by @RMi_wood, and is also a work in progress. It not being finished yet means I'm not really going to review it yet, but I did want to draw attention to it since it's a promising new version of this track.

Pudsey
Testing Car:
Mazda RX-7 SGT300

Folder Name: pudsey (2)
Author: Terra21
Download: http://www.mediafire.com/file/56do9il1k9196b2/pudsey.rar/file
This is an interesting British street circuit originally created for rFactor and Simraceway. It's very tight and has unforgiving curbs. It's not bad, and this version is cool. Nothing really stands out negative or positive. This is the better version of the two available.

Folder Name: pudsey
Author: sim-racer RSix
Download: http://www.mediafire.com/file/q9tvr939633zbgx/pudsey.7z/file
This version is a less refined conversion of the same track. The trees are uglier and the lighting is pretty harsh.

Putnam Park
Testing Car:
Alfa Romeo Giulietta QV Launch Edition 2014

Folder Name: putnam-park
Author: thestrobe8
Download: https://www.racedepartment.com/downloads/putnam-park.5047/
Well, this one doesn't have working AI, unfortunately. In fact it comes with broken AI and the track won't even load in practice mode unless you delete the AI folder. Also unfortunate is the missing map, and non-working pit-lane. Other than that it doesn't look bad.

Folder Name: putnam_park
Author: Terra21
Download: https://www.racedepartment.com/downloads/putnam-park.17661/
This version of the track works great and looks great. It has the old-style 3d grass instead of grassfx, but when I'm driving I don't notice. The colors look good and it's really fun to drive. Highly recommended, and if you're looking for the best version, this one is it.
 
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Thanks @gutbomb ! Informative and time-saving as always. I might even get to drive on track next time I boot up AC!

Does anyone know what the base for Terra's Philip Island conversion is? I'm curious since @Jimlloyd mentioned a few pages ago that Oulton comes from iracing. Really not sure why licensing and copyright are set up in the way they are that makes it so that I have to rely upon the generous efforts of all of you who do battle with blender to enjoy a track I paid for in another sim I paid for. At least make sure those of you who do this work always put in a donate button so I can retain some sense of internal consistency damnit!
 
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To all VR users here:

How do you set up your video settings?
I tried to used the PSVR with Driver4VR and iVRy and Kinect (for headtracking/movement), which worked, but nearly always needed to set it up correctly again. In CM I used the OpenVR mode, because Oculus Mode didn't worked.

Now I have a Quest 2 and will try to use the Wireless Mode (unfortunately I have no USB 3.0 cable to try Oculus Link and the official cable is way too expensive).
First try with Beat Saber and ALVR was playable/good :D
Any options to avoid or keep for VR? OpenVR or Oculus Mode? Is there even any difference in performance etc.? And how do you start the game/race? Through the VR menu or just as usual through CM?
My PC has a 8700k and 1060 6GB, therefore I want to stay with 72Hz.

Btw: Do we have a Corolla E12 TS mod anywhere?
IMO this car is pretty underrated and can't be found, only the BTCC version..

Thanks :)

Use OpenVR mode. Virtual Desktop is better suited for use with OpenVR. I start the game with CM. And I think a 1060 is good enough. My dad (I'm old, he's ooooooold) uses a Rift S with a 1060 in AC no problem.

Maybe Open VR is better for Virtual Desktop, but the OCULUS Quest works better in OCULUS mode (and I mean A LOT better), at least on my PC.

And I agree, I'm sorry to tell you your gpu isn't enough for a decent VR experience. Whenever you can, upgrade to a better card (with a type-c port)
 
I wonder if all cars in the repository will be automatically encrypted?
It would be a step in the wrong direction.
The main value of the AC is complete openness. Any steps that limit it - kill the very meaning of its existence. 3D models are already encrypted. Now they began to encrypt the data.
What's next? Banning the installation of "wrong" mods? Bann in CSP for "incorrect" use of the mod?
All this can divide the community. Many will say: I have to go back to the vanilla version. I may not have rain and other opportunities, but it will be an "open source" AC. And this will be the worst thing that can happen to AC.
Therefore, I hope that encryption is never mandatory and automatic, but it would be better if Ilya excludes him from CPS altogether. Even if the preview cannot be done with the encrypted model. Then nobody will use them.
AC lives thanks to moders, and largely thanks to Ilya.
Encryption has nothing to do with this, it has not contributed a single drop to the development of the AC.
But encryption precisely this that can spoil all this.
 
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Maybe Open VR is better for Virtual Desktop, but the OCULUS Quest works better in OCULUS mode (and I mean A LOT better), at least on my PC.

And I agree, I'm sorry to tell you your gpu isn't enough for a decent VR experience. Whenever you can, upgrade to a better card (with a type-c port)

New NVIDIA cards are going away from Type-C again unfortunately.
 
ok this is what I have now. It still builds the line. I noticed that there are two while lines in this track. I tried the below on both. Any other advice?
I tried changing the texture and the problem went away! However, it looks bad ... give it a try. Below is the final setting.

[SHADER_REPLACEMENT_1]
ACTIVE = 1
MATERIALS = HOCK_RLINE
IS_TRANSPARENT = 0
CAST_SHADOWS = 1
SHADER = ksPerPixel
PROP_0 = ksAmbient, 0.3
PROP_1 = ksSpecularEXP, 15
PROP_2 = ksSpecular, 0.1
PROP_3 = ksDiffuse, 0.2
Screenshot_ks_alfa_romeo_155_v6_t78_hockenheimring_21-9-120-15-38-27.jpg
 

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Just tried it out. Same problem.
With "Force 32 bit" it gives runtime error, without it just gives a general crash message.

I'm pretty sure that if you're running any of the SOL 2.0 builds, you have to use 64-bit as it doesn't support 32-bit any more. Maybe that could be the issue?
 
I'm not using SOL. I don't even use CSP, I just have it installed. SweetFx only works in Force 32 bit, that's why I'm using it, but that's not the problem.
In fact I've just tried it out, the car model itself is the problem.
I've had a different version of the GT63S which had the wrong wheels and other bugs, and I used it's config for this model and the game still crashed. So the problem definitely lies within the .kn5 file.
I've tried to import it into 3DSimED and it worked perfectly, I can see everything there. Like I've mentioned it works in the showroom too, so I really don't know what the problem is...

EDIT:
Tried both the standard and the tuned version of the new one. None of them work. Although since it has the same model, that's not that surprising.
 
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Is anyone currently working on a Phillip Island track mod? There are two available right now and they both have flaws, but I am thinking of sort of combining the best elements of both to build a good Phillip Island Circuit. I don't want to step on any toes so if anyone else is working on one, I'll hold off, but if not, I'll probably start on that after I'm done with Brno 1965.

yes please from me, I only have one version, but its bad, like really bad, and I dont mean the track build itself (which is also bad) but the track does not even match the actual track when reviewed from sattelite/GIS imagery/mesh. would need to be laid out again. Which two versions do you have and is one of them accurate at least (from a layout perspective), the one I have looks like a rf1/ams port perhaps, the wierd single plane trees etc.
 
Might be a weird one but I found a pretty cool looking car on a Chinese website but you need BaiduNetdisk to download it and I don't feel like doing all that. Does anyone happen to have the car or found another way to download? I love cars I've never heard of or seen before so this is great! Interior looks alright and the model as well, even has animation. You can see it all on the link.

https://www.hipole.com/2020/09/f7x-mod-assetto-corsa/
The download is at the bottom of the article and the encryption code is lfbu



ccpc%E6%B6%82%E8%A3%85%E5%A4%A7%E8%B5%9B.png



There might be more on this site who knows, I already have a Honda Fit from the site but it had a Google Drive download link I found somewhere else:

View attachment 966174

Welp, downloaded it using my mom's Baidu Cloud account and here's the link for the Haval SUV
 
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