Assetto Corsa PC Mods General DiscussionPC 

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Testing the urd super gt pack 2021 in a fast circuit like Australia f1 22, the natsuki nissan and the free supra by junshen wu still faster and in the case of natsuki better looking and more real approach to the real sound thing that in the urds i miss, the free supra in the longest straight of the circuit reaches 300 kmh while the urds only 280 kmh, tried racing urds, natsuki, free supra, fsr nsx gt 500 and even dtm 2019 drf and urd too, the conclusion is that for race against between they, the three urd are balanced but for drive, or do hotlapping or race without mind have less acceleration and top speed, natsuki's and free supra stills funnier to drive, but for race only with the pack its fun too, are not significant differences between them, are nice to drive but less exciting than natsuki's 2021 version or the free supra, fasters and even more accurates, that i dont know which toyota is more near to the reality and real specs , if the supra free or the moyoda of urd pack

Would be nicer if someone gets the mood for try to do the nissan z fairlady gt 500 2022 now...me, im going to race in much combinations of cars for continue testing they but i think i finally shall leave the natsuki 2021 version, the free supra and the honda of the urd pack, and eventually adding audi rs5 and bmw 2019 urd dtm pack despite only reach 246 kmh top speed in Australia, that its weird because in reality in 2019 raced in several circuits together and probably all reached 300 kmh top speed, because in fact in 2019 or 20 an audi rs5 dtm broke the 300 kmh record top speed of the category

Can anyone make the audi rs5 and the bmw fasters? Would be great make them competitive with the super gts

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I just tried these. Good URD cars, best thing that they are a set so they are balanced to each other. Nissan/Toyota liveries are already on RD. No Honda one yet. The default Honda "RATA" livery looks like there is some mapping problem for reflection or something on some body pieces(winglets and one of the rear cheese wedge). In VR the cockpit looks great. Physics wise they seem "right" for what they are, in that they are GT bodied prototype cars(right around the pace if a bit slower than the Hypercar from GRD, which seems plausible though I think Super GT car IRL might be faster.) I am kinda curious on the NSX since it feels more MR feeling(lighter steering more twitchy?) even though this era's NSX is actually a FR car? Might be just me.

The comparison with Natsuki's Nissan GT500 is more interesting. The URD cars are easier to drive on cold tire and faster than Natsuki's. Model quality wise though I think Natsuki's car is just as good if not a bit better?

The comparison to the recent free Supra on here, that Supra is actually pretty good, and I think faster. But again I think this being a pack might be easier for you to balance to make a grid with less effort...

Compare to Chivas' cars. I love Chivas' work especially since it focuses on the last era's Super GT cars that are pretty unique cars. Lots of work clearly goes into them, its just they are always WIP. These are more polished products but I hope Chivas gets them to the finish lines(multiple ones, since he has 2 eras of cars in work I think).

I think the same excepts the natsuki comparison, the natsuki's are faster specially the 2020 version that have some more kilometers of top speed than the 2021 version, that its true is that urds brake of a way i dont know if more responsive or accurate but seem brake more in the firsts and also in the last curves of Australia f1 22 circuit, i still thinking natsuki version probably stills being the more accurate approach to the real thing, despite all he collaborated with a real super gt driver for make it and recollected real data and telemetries in real super gt circuits, and the sound is the more similar to the reals, thing lack the urds
 
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\Steam\steamapps\common\assettocorsa\extension\config

open the gui.ini file and search for:

1) "NEW_PAUSE_MENU" --> Enabled = 1 to activate the new pause menù
2) "NEW_UI" --> REPLACE_MAIN_MENU= 1 to activate the new ui

can i also change in the config settings the ui of the controller from xbox to playstation?
 
I think the same excepts the natsuki comparison, the natsuki's are faster specially the 2020 version that have some more kilometers of top speed than the 2021 version, that its true is that urds brake of a way i dont know if more responsive or accurate but seem brake more in the firsts and also in the last curves of Australia f1 22 circuit, i still thinking natsuki version probably stills being the more accurate approach to the real thing, despite all he collaborated with a real super gt driver for make it and recollected real data and telemetries in real super gt circuits, and the sound is the more similar to the reals, thing lack the urds
I only compared it with the 2021 Natsuki car, haven't tried the 2020 yet. One thing I thought to note was that I feel like the 2021 Natsuki car felt like a heavier car, it moves(roll/pitch) more than the URD cars so its more "interesting" to drive maybe?

And yeah I think the URD car can maybe be faster, comparison to WEC Hypercar like at Fuji, the 2022 Super GT car is actually like 2 sec faster than Toyota GR010 last year. 2021 car was about a sec faster still.

Still I think the URD car at least is easier to balance to make a grid to race with.
 
Its faster too the 2021 version dude, someone need to mix junshen wu and natsuki to do the perfect nsx ...the urd its nice and its an ok mod and car, but its far yet of be more real, only brakes better than other mods like the fsr, but needs more improving, specially the acceleration from 240 to 290 kmh or even 302 kmh, maybe in a future update we hope, for me now the best super gt still being natsuki,'s, the faster junshen wu and the more equilibrated pack for race the urd but boring the acceleration from 230 to 300kmh, a super gt its a dragon class one, and cant be boring after pass 230 or 240 kmh, and im a big fan of urd moyoda hypercar and michigan , but after testing more with it , with the snx its almost as faster than natsuki's 2021 version, in the longest straight of Australia f1 22 both reach 282kmh and the laptimes are similars, maybe im more used to the natsuki's nissan and i still liking more the handling but the honda urd its fine too
 

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I want to start off by saying I have no idea what I am talking about. Does anyone know where I can find a TUTORIAL on how to "map" buttons in certain cars using Objects Inspector and the ext_config?

For example the RSS Lanzo V10 - on the button console (in the car) there is a reverse light. So when the car is put into the reverse, the light is lit up. That does not work out of the box but there is a way to make that work... and I have absolutely no idea how to do that type of thing

Or when you turn high beams on, the high beams light (on the console) turns on

Anyone know of modding tutorials that would show me how to do that? Or is there someone I can just pay to do the things I want? Thanks
 
Public Release!

Tandragee 100 Road Circuit

https://www.patreon.com/posts/80827647

Enjoy :)

View attachment 1244169View attachment 1244168View attachment 1244167
View attachment 1244170

View attachment 1244171View attachment 1244172View attachment 1244173

Promo Text Below!

Experience the thrill of the Tandragee 100 with this meticulously crafted mod for Assetto Corsa! Immerse yourself in one of the most iconic road racing circuits in the world as you test your skills on this legendary track.

The Tandragee 100, held annually in the picturesque Tandragee village in County Armagh, Northern Ireland, is a celebrated road racing event that has been entertaining motorsport enthusiasts since its inception in 1961. Known as "The Miniature TT," the Tandragee 100 offers a challenging 5.3-mile (8.5 km) circuit that winds through the stunning Irish countryside, featuring an exhilarating mix of high-speed straights, technical corners, and undulating terrain.

The mod replicates the Tandragee 100 circuit with incredible attention to detail, capturing the authentic atmosphere and unique characteristics of this historic track. The mod features:

  1. A highly accurate representation of the 5.3-mile Tandragee 100 circuit, based on satellite imagery, ensuring a true-to-life racing experience.
  2. Authentic trackside objects, buildings, and scenery, giving you the feeling of being in the heart of the Irish countryside.
  3. Track surface simulating the unique characteristics of the Tandragee 100's roads.
  4. Compatible with CSP Dynamic weather and lighting effects, offering a realistic and immersive racing experience in any condition.
  5. Compatibility with various car classes, allowing you to test your skills with a wide range of vehicles on this challenging circuit.
Download the Tandragee 100 Race Track mod for Assetto Corsa now and experience the adrenaline-pumping excitement of this renowned road racing circuit from the comfort of your home!

https://www.patreon.com/posts/80827647
I have a problem with this track, when I load a session it crashes after a few seconds it is loaded and reload again automatically and then crashes again saying can't find layout for this race. I installed it manually
 
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Just a little something I whipped together for Okayama this afternoon. I really like driving this track but on my system the textures were a little washed out. Please don't expect anything spectacular. I didn't spend a ton of time on it. Credit for the Rain_Fx goes to @Cozy61. Credit for the original ext_config I used as the base goes to NoThrottleControl aka nptc364.

Okayama Mod

Couple of Notes:
-- The only difference between the two texture skins is how dark the grass is. I couldn't decide which I liked better.
-- You do not need to use the included vao patches. I'm not a fan of the really black shadows so I made three new patches that reduce the amount of black.
-- I commented out the soaking materials line in the rain_fx because I don't like having anything for that option. Just scroll to the bottom of the config to re-enable it if you want to.
-- Backup anything that may get overwritten before extracting.

Before:
okayama_before.jpg


After:
okayama_after.jpg



EDIT: Optional darker tree fix. Put them in the track skin folders.
 

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This is a completely random scream directed a silent god, but why can't we have an R35 Nissan GT-R GT1 in Assetto Corsa that isn't the size of a Hot Wheels car?

Thanks.
Not that I would claim to be a silent god, but I resized this car a while ago, along with some shader, tyre and other small changes. It's not one of my most recent edits so I can already see a couple of things that could have been done better, I've also not tested it extensively so can't promise I haven't broken certain transparencies or other bits. But it is now correctly scaled, something that isn't focussed on nearly enough and I find one of the most distracting mod issues. Feel free to edit and improve the car, no permission required and please don't ask me to make further changes as I'm now working exclusively on road cars for the moment.

Temporary link for 7 days: https://www.mediafire.com/file/71yj3m82p5np6oz/nissan_gtr_gt1.rar/file

Alongside the Kunos GT3 for reference:
338856057_194639446637259_2746301019869972913_n.jpg
 
Look here, maybe it helps... 🫰

[MESH_ADJUSTMENT_...]
MESHES = GEO_INT_GLASS
IS_ACTIVE = 1
IS_TRANSPARENT = 1
I tried, but no luck, bro... Thanks anyway!

As this mod doesn't have an extension folder, I created one to try, including the mentioned paragraph but it doesn't work. Tried integrity test, diferent CMS versions, alter some parameters in Showroom CM, but the song remains the same, as said Led Zeppelin...

But looking for diferent fixes in the web, I suspect that the problem perhaps will be in this option...

Captura.JPG


... but I don't know how to change to "yes"... 🙄

EDIT: Please, do not suffer any more for me. In the end I have been lucky enough to find another version that works more or less correctly, searching the most sordid recesses of the internet... Thank you all.
 
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Just a little something I whipped together for Okayama this afternoon. I really like driving this track but on my system the textures were a little washed out. Please don't expect anything spectacular. I didn't spend a ton of time on it. Credit for the Rain_Fx goes to @Cozy61. Credit for the original ext_config I used as the base goes to NoThrottleControl aka nptc364.

Okayama Mod

Couple of Notes:
-- The only difference between the two texture skins is how dark the grass is. I couldn't decide which I liked better.
-- You do not need to use the included vao patches. I'm not a fan of the really black shadows so I made three new patches that reduce the amount of black.
-- I commented out the soaking materials line in the rain_fx because I don't like having anything for that option. Just scroll to the bottom of the config to re-enable it if you want to.
-- Backup anything that may get overwritten before extracting.

Before:
View attachment 1244560

After:
View attachment 1244561
For a throw-away update, this is pretty damn spanky, sir. Thank you.
 
Just a little something I whipped together for Okayama this afternoon. I really like driving this track but on my system the textures were a little washed out. Please don't expect anything spectacular. I didn't spend a ton of time on it. Credit for the Rain_Fx goes to @Cozy61. Credit for the original ext_config I used as the base goes to NoThrottleControl aka nptc364.

Okayama Mod

Couple of Notes:
-- The only difference between the two texture skins is how dark the grass is. I couldn't decide which I liked better.
-- You do not need to use the included vao patches. I'm not a fan of the really black shadows so I made three new patches that reduce the amount of black.
-- I commented out the soaking materials line in the rain_fx because I don't like having anything for that option. Just scroll to the bottom of the config to re-enable it if you want to.
-- Backup anything that may get overwritten before extracting.

Before:
View attachment 1244560

After:
View attachment 1244561
Windows flags this as a virus for me, can't download :/
 
For a throw-away update, this is pretty damn spanky, sir. Thank you.
Thanks, but it's just some exposure and gamma changes to a handful of textures plus some ambient and diffuse value changes to some Materials. You can do that in about 30 minutes.
Windows flags this as a virus for me, can't download :/
I'll repackage it as a zip file and put it on Google Drive. Hopefully that will make it work for you. I've had issues in the past with some of my mods on Mega coming up as a virus for some people. Be back in a few minutes with a link.

Try this.

Okayama Mod
 
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Just a little something I whipped together for Okayama this afternoon. I really like driving this track but on my system the textures were a little washed out. Please don't expect anything spectacular. I didn't spend a ton of time on it. Credit for the Rain_Fx goes to @Cozy61. Credit for the original ext_config I used as the base goes to NoThrottleControl aka nptc364.

Okayama Mod

Couple of Notes:
-- The only difference between the two texture skins is how dark the grass is. I couldn't decide which I liked better.
-- You do not need to use the included vao patches. I'm not a fan of the really black shadows so I made three new patches that reduce the amount of black.
-- I commented out the soaking materials line in the rain_fx because I don't like having anything for that option. Just scroll to the bottom of the config to re-enable it if you want to.
-- Backup anything that may get overwritten before extracting.

Before:
View attachment 1244560

After:
View attachment 1244561
I might have included two incorrect tree files in the mod package. I think they were a lighter version. Place these two files in one of the 'Textures' skin folder and see if you like them better. If so, you can put them in the other skin folder as well. If not, you can copy the originals from the other folder to revert back to the lighter version.
 

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Thanks, but it's just some exposure and gamma changes to a handful of textures plus some ambient and diffuse value changes to some Materials. You can do that in about 30 minutes.

I'll repackage it as a zip file and put it on Google Drive. Hopefully that will make it work for you. I've had issues in the past with some of my mods on Mega coming up as a virus for some people. Be back in a few minutes with a link.

Try this.

Okayama Mod
That worked, thank you very much!
 
I tried, but no luck, bro... Thanks anyway!

As this mod doesn't have an extension folder, I created one to try, including the mentioned paragraph but it doesn't work. Tried integrity test, diferent CMS versions, alter some parameters in Showroom CM, but the song remains the same, as said Led Zeppelin...

But looking for diferent fixes in the web, I suspect that the problem perhaps will be in this option...

View attachment 1244606

... but I don't know how to change to "yes"... 🙄

EDIT: Please, do not suffer any more for me. In the end I have been lucky enough to find another version that works more or less correctly, searching the most sordid recesses of the internet... Thank you all.
Oh Ok, sorry, I thought you were looking for the post you couldn't find. But yeah, you were more looking for the solution, not just the post ;)
Mea culpa, didn't think far enough. ;)

You found another car in the meantime, but maybe you want or need to fix it on another car, or somebody else want it.... :)

So, here's something more detailed and hopefully more purposeful, as tutorial.
You were almost there. In the meantime, you have learned a lot. 👍
You did that right, if there is no extension folder, you have to create one in the car folder, then you have to create an ext_config.ini.

Then, when you put the code in there and save it, of course you have to adapt it to the car and its materials or meshes.
Since we don't know the exact car you want to change or better repair, we can only give you an approximate guide, but not the exact code, sorry.

So, you have the mesh name for that mesh: 1111103_SUB0 and the Material name: windowint.
Here´s a new modified code block:

[SHADER_REPLACEMENT_...]
ACTIVE=1
DESCRIPTION= fix missing transparent windscreen
;MESHES =
MATERIALS= windowint,
IS_TRANSPARENT = 1

Paste that into the ext_config.ini and it should work... 🤞

These both links could help to understand the beneath working mechanisms etc., even there are a bit outdated right now.
 
I've extended from 26 to 30 pits the Knockhill 2017 mod and I was going to enjoy a photo session when I realized that there was some issue with 4 of the cars.

How can I fix this four pit boxes? They obviously can't start practice /Qualy sessions.
 

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Has anyone else trouble with rt_sebring?

All the graphic tools are up to date, I use extra FX with triple screens.
Sometimes one of the screens flickers between track and sky, so it's mostly blue and you can barely see the track. It often happens in turn 1, but I can't get a screenshot of it and cannot reproduce it by driving backwards.

It only appears on raceday layout not on the trackday one. When I disable Extra FX it's gone as well. I tried disabling and enabling every of the Extra FX sub options, but that changed nothing.

Any ideas?


Edit: ah while trying to get up to date with the thread I stumbled over someone else with this problem, will try the suggestions there.
Any update on this? I seem to run into this as well with some cars
 
Not that I would claim to be a silent god, but I resized this car a while ago, along with some shader, tyre and other small changes. It's not one of my most recent edits so I can already see a couple of things that could have been done better, I've also not tested it extensively so can't promise I haven't broken certain transparencies or other bits. But it is now correctly scaled, something that isn't focussed on nearly enough and I find one of the most distracting mod issues. Feel free to edit and improve the car, no permission required and please don't ask me to make further changes as I'm now working exclusively on road cars for the moment.

Temporary link for 7 days: https://www.mediafire.com/file/71yj3m82p5np6oz/nissan_gtr_gt1.rar/file

Alongside the Kunos GT3 for reference:
338856057_194639446637259_2746301019869972913_n.jpg
Thank you so much, this is amazing. It's all I have ever wanted for this car.

Took it out for a bit with the AI running it as well. Feels pretty much the same as the other ones, and I don't see any graphics issues. I'm sure it could be improved but not a bad base at all.
 
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