Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Paiky
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Did anyone grab these while they were up? I only got a couple. I know they aren't 'good' but man, NFS4 was the best and I went to bed before Celtic Ruins was uploaded, and they were all gone by the time I checked again.

Here's what I got:
Dolphin Cove

Kindiak Park
As far as I saw he only uploaded these four, Celtic Ruins is "nfs4_hills". Haven't had a chance to try them out yet but here you go!


Edit: Ninja'd by @FlyingSaucer9 but I'll leave this up if anyone wants any of the four
 
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I think that's the same one I have, too, and it's a very poorly optimized model (nearly 1.5 million triangles and only one LOD). And "RTM Mods" is usually a pretty bad sign across the board of how well a mod actually works.
Actually, I haven't even tested it yet. I downloaded it sometime ago, but I must have had other things to do, and I forgot about it later.
 
Try this > https://www.mediafire.com/file/m9qo962fadlqjiq/west_c4.rar/file < i don´t remember where i got it from, but probably, it is a rip from somewhere. Don't expect a good car. It is only good as grid filler.



I only got this (Celtic Ruins) and Kinkiak. As you said, they don't even come close to the spectacular quality we have on some tracks today in AC, but they are wonderful for reliving memories. They have problems mainly with shadows, collision boxes and not having an Al

As far as I saw he only uploaded these four, Celtic Ruins is "nfs4_hills". Haven't had a chance to try them out yet but here you go!


He uploaded 7 total, I ended up getting all of them by asking around. Here's the pack

 
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I have it... I'll send it tomorrow if you want... ah, rather now: https://www.mediafire.com/file/mnv4n6e37x8uwfe/chaparral_2d_1966.zip/file
I think that's the same one I have, too, and it's a very poorly optimized model (nearly 1.5 million triangles and only one LOD). And "RTM Mods" is usually a pretty bad sign across the board of how well a mod actually works.
Thanks CarTOON and Stupornaut !

Anyway, I might look for it still, and if I managed to get together a decent model of it, I might still need help making it a car for AC :gtpflag:
 
Thanks CarTOON and Stupornaut !

Anyway, I might look for it still, and if I managed to get together a decent model of it, I might still need help making it a car for AC :gtpflag:
I do wonder sometimes how much work it would be to take some of these janky half-hearted mods and turn them into something good, but there have to be enough obstacles to doing it to discourage most casual modders, or else we wouldn't be having these "the only mod for this car is a piece of junk" discussions all the time. Finding the time, having the resources and info (including real-world specs), getting the right permissions from the original model creators, even finding the motivation to work on a mod that might have less popular appeal than other projects have to be big factors. I know there's a few dedicated folks out there who bother with it (no, not ACTK), but the amount of car mods out there that seem to be just floating around out there with an almost complete lack of care is just frustrating. Though at least it does help me better appreciate the ones who get it right.
 
there is this little fix for the next update
Screenshot_18.jpg
 
Hey guys,

Is it possible with an extension file (or another way) to move a part of a car ?
I have an existing car with a brake caliper in a wrong position and I would to solve this issue without editing 3D file (because I don't know how to do it ... :) )

Thanks
 
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As far as I saw he only uploaded these four, Celtic Ruins is "nfs4_hills". Haven't had a chance to try them out yet but here you go!


Edit: Ninja'd by @FlyingSaucer9 but I'll leave this up if anyone wants any of the four
Yeah i wonder why it got blown off the face of RD? It just suddenly vanished into thin air with no reason given.

Copyright strikes? Poor reception? Stolen content? Misleading files? Anything? Who knows...
 
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Tweaked some exhaust parameters ;ext_config and flames.ini for version 1.61.
There should be flames when lifting off the throttle now.

View attachment 1213433

View attachment 1213436

Backup original files,just in case.
Funnily enough I was thinking this was missing in a 24-car spec race around OldRing Park just now (recommended combo, BTW - great fun).
Always love it when there's lift-off overrun from the tailpipes. It seems harder to achieve since the flames were changed in CSP a while ago. Nice job - thanks.
These look great, thank you. I'll add them for the next update. I've already redone the LODs to accommodate the alpha fix on the wheels.
 
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I do wonder sometimes how much work it would be to take some of these janky half-hearted mods and turn them into something good, but there have to be enough obstacles to doing it to discourage most casual modders, or else we wouldn't be having these "the only mod for this car is a piece of junk" discussions all the time. Finding the time, having the resources and info (including real-world specs), getting the right permissions from the original model creators, even finding the motivation to work on a mod that might have less popular appeal than other projects have to be big factors. I know there's a few dedicated folks out there who bother with it (no, not ACTK), but the amount of car mods out there that seem to be just floating around out there with an almost complete lack of care is just frustrating. Though at least it does help me better appreciate the ones who get it right.
To give you a vague idea, I've been working since around June 2020 and have reworked the exterior visuals of about 1,500 cars in my collection. Recently I reviewed my earlier work and found that I need to go over the first 1,200-1,300 cars again to get them to my latest standards. Those cars won't take long to update but still 10-20 minutes per car. After that there's another 1,000 that will take much longer per car, anywhere between 20 minutes for a really good mod and 3 hours for a complete mess.

That's just exterior visuals, after that comes physics, once I have a more refined process for that then most of it should be reasonably quick per car, although testing and then 'finessing' will take much longer. I'm also not bothering with internal visuals other than to make them look okay at a distance and don't care about CSP extensions, with these two on top there's double the workload per car again. All in all, unless you're prepared to go 'all in' on AC as your one and only driving game forever, it's a hopeless task.
 
To give you a vague idea, I've been working since around June 2020 and have reworked the exterior visuals of about 1,500 cars in my collection. Recently I reviewed my earlier work and found that I need to go over the first 1,200-1,300 cars again to get them to my latest standards. Those cars won't take long to update but still 10-20 minutes per car. After that there's another 1,000 that will take much longer per car, anywhere between 20 minutes for a really good mod and 3 hours for a complete mess.

That's just exterior visuals, after that comes physics, once I have a more refined process for that then most of it should be reasonably quick per car, although testing and then 'finessing' will take much longer. I'm also not bothering with internal visuals other than to make them look okay at a distance and don't care about CSP extensions, with these two on top there's double the workload per car again. All in all, unless you're prepared to go 'all in' on AC as your one and only driving game forever, it's a hopeless task.
Whew. Well, maybe someday somebody'll put together a dedicated team to fixing some of the more egregious examples, but in the meantime any work towards some progress is appreciated. And as far as that last sentence, who knows -- if things play out the way I expect, I have a bad feeling (albeit based on nothing more than a negative hunch) that we won't see any more high-profile racing sims with AC's level of mod support anytime soon. (I don't know for sure whether AC2 is going to have it, but the talk of Kunos developing an all new engine for it has me worried.)
 
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Hi folks does anybody know the cause of the strange shadow on the windscreen under the intake? Im using the latest shaders patch and pure , everythings up to date? Seems the same with multiple pp filters too. thanks.
Go to Extra FX on CM, look for SSLR and select 'Hi-Z' on the dropdown menu. I think it's great for screenshots and may have some performance impact.

Screenshot 2022-12-05 075511.png
 
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Funnily enough I was thinking this was missing in a 24-car spec race around OldRing Park just now (recommended combo, BTW - great fun).
Always love it when there's lift-off overrun from the tailpipes. It seems harder to achieve since the flames were changed in CSP a while ago. Nice job - thanks.
These look great, thank you. I'll add them for the next update. I've already redone the LODs to accommodate the alpha fix on the wheels.
Wow, you're not kidding -- OldRing Park is the PERFECT circuit for these things. What a hoot!
 
When I try to load a saved replay with a specific car the game crash, it happens only with a car I have

Error might have something to do with:

AC\replayrecorder.cpp (782): ReplayRecorder::load
AC\replaymanager.cpp (1044): ReplayManager::load
AC\racemanager.cpp (1894): RaceManager::initReplay
AC\racemanager.cpp (162): RaceManager::loadSessions
AC\sim.cpp (320): Sim::Sim
AC\splashscreen.cpp (319): SplashScreen::PostRender
AC\game.cpp (181): Game::embarrassed:nIdle
AC\game.cpp (210): Game::run
AC\acs.cpp (477): wWinMain
f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c (618): __tmainCRTStartup
 
Whoa whoa...why is content converted from another games is not allowed on RD?
That's my thinking too, there's so much going on about who modded this and that, yet ripping content from another game seems to be acceptable, yet it should still be deemed no different, in fact more so because i guarantee, none of those that convert from other games get permission to do so.
I dont get why we cant just be thankful that modders are willing and able to do conversions and improvements, otherwise we'd be left with little content that never gets improved
 
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That's my thinking too, there's so much going on about who modded this and that, yet ripping content from another game seems to be acceptable, yet it should still be deemed no different, in fact more so because i guarantee, none of those that convert from other games get permission to do so.
I dont get why we cant just be thankful that modders are willing and able to do conversions and improvements, otherwise we'd be left with little content that never gets improved
When you've been around on here a while, this circles back every 6 odd months.
RD has its rules, plenty of other places to get the mods that they don't allow.
Really not a big deal.
And i'll wager right now as i do each time it comes up, there will never be this level of modding ever again.
I know people probably said that in the rfactor days, but truly AC open modding to this level wont happen again.
Guys behind AC said it already.

Further to that, its a bit unfair to chastise hobbyist modders for not making 1-1 physics sets for the cars.
I mean even some kunos cars they had to bend stuff to make it work in the game. And then there PCars with its grandiose claims with many cars feeling remarkably broken.
And then of course there's the golden oldies which still have a lot of praise like GTR2 etc which had no proper tyre models or FFB or physics.

Also people need to understand a bit more that in real life race cars have 'copy and paste' physics and data. BTCC is a good example of that with some cars with same engines and chassis with different shells.
An easy example is the famous Ford transit supervan which was a transit shell on an F1 car of the day.
Same as the renault espace..... yet people see a van and think its really a van they made to go fast...

If a modder did that you'd get posts saying "its copy and paste kunos f1 car with a transit shell"....
 
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