Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Paiky
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I am working on the next skins for the BPR Recreation.
I thought I might share some WIP shots of the new Porsche 964 Carrera RSR 3.8. Zoffty has done a great job with the car. The car is based on his 964 Carrera 2 Cup. With a lot of love for detail the car slowly transformed into a 964 RSR 3.8. The car will join the grid with the Vallelunga pack release.

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I hope you like the shots. If you missed the Paris 1000 km pack you should really get it. It contains a lot of skins from the Paris 1000 km race and reworked skins for Paul Ricard, Jarama and Dijon.
Download link is in the video description


Do you know if this 3.8 RSR is near to release ?
And what about the Biturbo ?
Thanks
 
You can use a "driverskin.ini" in the folder "your name/documents/assetto corsa/cfg", to define the suit, gloves and helmet for each driver model. This then will ALWAYS be used ingame for you as player.

For example: "driverskin.ini"

[driver]
SUIT=\sparco\black
GLOVES=\sparco_racecars_tide_rg9\red
HELMET=\helmet_base_red\2

[driver_no_HANS]
SUIT=\sparco\black
GLOVES=\sparco_racecars_tide_rg9\red
HELMET=\helmet_base_red\2

[driver_60]
SUIT=\plain\red
GLOVES=\classicpastel\black
HELMET=\helmet_1969\dark

[driver_70]
SUIT=\plain\red
GLOVES=\classicpastel\black
HELMET=\helmet_1975_black\checkered

[driver_80]
SUIT=\sparco\black
GLOVES=\sparco_racecars_tide_rg9\red
HELMET=\helmet_1985\red
I'm aware of this but I was trying to lunch the idea for a plug-in to add in the next version of CM and/or CSP so you can change everything before the session without searching for the correct name everytime
 
hi, for the Mercedes-Benz SL500 AMG , v1.1 by Unknown (found here )

has anyone been able to remove the disturbing mirror effect on the 2 little digital instrument pannels (showing the reflection of your gloves all the time)?

Would love the altered extension file ... to learn how this is done
I tried to solve it myself but failed :(

A very enjoyable cabrio for the rest! (well the car audio depiction is disturbing too ... but not as much ;)
What you're talking about doesn't happen with my car. I did some work on the tool. It should be more accurate than before. you can try

change analog speed curve with these values

0|0
40|19
60|39
80|59
100|81
120|105
140|127
160|152
180|176
200|198
220|217
240|235
260|240
280|262
 

Attachments

  • ext_config.ini
    7.7 KB · Views: 3
  • engine.ini
    1 KB · Views: 3
  • tyres.ini
    16.4 KB · Views: 3
  • lights.ini
    812 bytes · Views: 4
  • drivetrain.ini
    2.3 KB · Views: 3
  • car.ini
    1.7 KB · Views: 4
  • brakes.ini
    751 bytes · Views: 3
  • ai.ini
    267 bytes · Views: 3
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hello guys i found on my hard disk an old 95 mod from scamdream ! i install it and all helmet car's arent working, i try manything and i dont find the solution for fix it :/

someone could help me plz ?

 
TVR Tamora 2002 Public Release!!!!
Download:
Converted From Gran Turismo 6 By Peter Crill
-AO inside and out
-Realistic Dashboard
-CSP Settings
-Physics
-Working Wipers
-Self Ligth
-Panoramic session Start config Daniel Nogal
-Beta testing and help ,@norms,@takum1,@Mascot,and others

We are also happy to announce that our Realesed mods are now also available on FileMissing Discord, a place where you can find your favorite mods from all creators, all organized by name and category.
You can also find moding tuturials and a comunity always there to help
There are also weekly hotlap events and weekly races and events.
Join now Using this link

Screenshot_tvr_tamora_2002_mirandopolis_24-2-123-13-55-10.jpgScreenshot_tvr_tamora_2002_pk_gunma_cycle_sports_center_24-2-123-14-0-0.jpgScreenshot_tvr_tamora_2002_mirandopolis_24-2-123-13-55-31.jpgScreenshot_tvr_tamora_2002_mirandopolis_24-2-123-13-56-47.jpg
 
TVR Tamora 2002 Public Release!!!!
Download:
Converted From Gran Turismo 6 By Peter Crill
-AO inside and out
-Realistic Dashboard
-CSP Settings
-Physics
-Working Wipers
-Self Ligth
-Panoramic session Start config Daniel Nogal
-Beta testing and help ,@norms,@takum1,@Mascot,and others

We are also happy to announce that our Realesed mods are now also available on FileMissing Discord, a place where you can find your favorite mods from all creators, all organized by name and category.
You can also find moding tuturials and a comunity always there to help
There are also weekly hotlap events and weekly races and events.
Join now Using this link

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Can you add the font file to the download link?
 
Do you know if this 3.8 RSR is near to release ?
And what about the Biturbo ?
Thanks
Zoffty is a team member of the BPR Recreation Project. The car will be released at the same time as the Vallelunga 4H, hopefully around end of April. The Bi-Turbo is in the makes as well. For the Bi-Turbo we do not know a possible release date yet. Not to forget some other 964s like the Carrera 4, the Carrera RS and the 911 Turbo S-LM GT...... A lot of work, but we do our best.
 
as far as i remember, if you try to unpack an encrypted data, you can extract the files, but they are totally destroyed and unreadable.

Unfortunatly like @CrisT86 said, i was talking about the upper levels of encryption, where the unpacking of the data files is crypted so you cannot modify it really. I was thinking maybe if you could add via ext_config a code like "apply to ai.ini =something-something" but I don't think it's possible (ext_config is suppose to be for everything non-data related, right ?)

I see two points (there may be more) :
  • You can have an unencrypted mod but if you rename its root folder name BEFORE unpacking data, data will be gibberish.
  • Some encrypted mod can be open in showroom, and its data can be unpacked but... the mod will make AC crash if some data files are modified. I saw mods where power.lut could not be modified but engine.ini still could...

So, unless the mod is super-top-level quality, ENCRYPTION = DELETION. That's all ;)
 
Question, have any of y'all had issues with the android auto in modded and (add-ons for) KS cars? Was trying to enjoy the youtube function on the android auto but it was just constantly loading, but it never would load per say. I do have good/fast internet or do i just need to try a video and then another after that for it to work?
 
Released : Renault Laguna Touring Car

here is my Renault in Version 1.0
-add lods
-add new physics (not real but better as the old)
-add new wheels
Hi . Great car but the skins that were made for the original F302 car don’t work on the new version. Any help please.
 
Very nice app and very easy to use:


I'm planting in Paul Ricard right now :)
Hopefully you are planting the right Umbrella pine trees…
 
Question, have any of y'all had issues with the android auto in modded and (add-ons for) KS cars? Was trying to enjoy the youtube function on the android auto but it was just constantly loading, but it never would load per say. I do have good/fast internet or do i just need to try a video and then another after that for it to work?
youtube seemed to have made changes to its api which breaks it with csp atm
 
Hi Experienced modders, got another que here. I am trying to work on a converted car model and trying to mirror an object in 3ds max, but the object lost its normals and smoothness after mirroring it either by the simple mirror as a copy function, or iwth either mirror or symmetry modifier. What is the proper way to smooth objects for AC mods? Thanks
When working in polygon mode, the command panel has a Polygons Smoothing Groups section. It shows a grid of numbers. You can assign smoothing groups, by number, to individual or groups of polygons, or use the auto feature by setting an angle value. As with most things in 3DsMax, it's not very intuitive and the interface is a little clunky, but experiment with it, watch the results in the viewport, and you'll begin to understand how it works.

Click a polygon, and a number should turn blue, unless no smoothing groups are assigned. You can then click on that number to unassign the group number or click on the "Clear All" button, and click on another. When you select a group of polygons, you may see numbers that aren't highlighted, but have a square around them. This shows that your selected group has polygons with more than one group assigned. If you're certain you want the group of polygons you've selected to only be a part of one group, click the "Clear All" button, then assign a number.

When assigning groups manually, it can get a little tricky. You may have a model with three different groups of polygons you want smoothed. Say you want the left, center, and right to be smoothed separately. If you've assigned numbers to the left and right, then the center section needs to be a totally different number than the other two.

This tutorial is okay. He first applies smoothing settings using the top horizontal panel, but later in the video, he starts using the Polygons Smoothing Groups in the vertical command panel.

 
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That will save me some time trying it out, should you publish it.
You have to find the 3D model of the tree you want. Like these:


I was just experimenting with Paul Ricard (ugliest trees ever). I have to find more proper trees.
 
Is there an easy way to remove the 2D trees from a track?
You can use the object inspector to get the mesh names for the trees and then add this code to your ext_config file.

[MESH_ADJUSTMENT_...]
ACTIVE=1
DESCRIPTION =
MESHES = mesh_name1, mesh_name2 (name of the tree meshes)
IS_RENDERABLE= 0

There might be a way to do it by material name (which could make it easier if the track has a ton of tree meshes), but i've never had to hide a large number of meshes so I always use this.
 
When working in polygon mode, the command panel has a Polygons Smoothing Groups section. It shows a grid of numbers. You can assign smoothing groups, by number, to individual or groups of polygons, or use the auto feature by setting an angle value. As with most things in 3DsMax, it's not very intuitive and the interface is a little clunky, but experiment with it, watch the results in the viewport, and you'll begin to understand how it works.

Click a polygon, and a number should turn blue, unless no smoothing groups are assigned. You can then click on that number to unassign the group number or click on the "Clear All" button, and click on another. When you select a group of polygons, you may see numbers that aren't highlighted, but have a square around them. This shows that your selected group has polygons with more than one group assigned. If you're certain you want the group of polygons you've selected to only be a part of one group, click the "Clear All" button, then assign a number.

When assigning groups manually, it can get a little tricky. You may have a model with three different groups of polygons you want smoothed. Say you want the left, center, and right to be smoothed separately. If you've assigned numbers to the left and right, then the center section needs to be a totally different number than the other two.

This tutorial is okay. He first applies smoothing settings using the top horizontal panel, but later in the video, he starts using the Polygons Smoothing Groups in the vertical command panel.


will check out the video and try that, thanks for your reply!
 
I was just experimenting with Paul Ricard (ugliest trees ever). I have to find more proper trees.
Except for some very bad or unfinished track conversions, I think the ugliest 2D trees are the one from the @Ginot-team made for the Pau city circuit https://www.racedepartment.com/downloads/circuit-de-pau-historique-1967.15617/ and the 1974 version.

BTW, if being interested in the Pau city circuit it’s better to go for this track mod https://tm-modding.eu/download-category/assetto-corsa-track-mods/ its missing the real vintage immersion but its much better made.
 
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Sorry, that was me. As the best rendition of Pikes Peak in AC (by some margin), I assumed people would be happy to be alerted to the updated version, and more importantly, grateful to the modder for putting their time into it - I certainly was, thank you 🙏🏻
I've tried most (all?) tracks by GabenHood and I really enjoyed them.
 
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