Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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speaking of Legion, their Opel Calibra V6 4x4 is a great mod too...
I swapped the sound with the one from BE modding's 1995 Vectra Procar, and it's one of my favorite mods now...
Only digital instruments needs fixed to have speed and gear shown.
Can anyone here help with that? I tried but can't get it right... (please someone w VR , so it is visually correct in VR).

(can't find the mod on Legions blogpost anymore, as it's prob too old... so you can grab a copy here - this with the soundmod, so backup your original if you wanna keep it!)
 
I need some help with Logo Hunting, but i would say it is more a livery hunting.

The three famous liverys from "Walter Maurer" for the BMW E26 M1






I've been looking for the paintwork for a long time or for more suitable photos, if anyone could help, that would be wonderful.
cf2cd83d-c1ba-4235-8a77-9502c91af008.jpg


mus4aiy6rkaxzezpibv0uw_orig.jpg
 

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Circuito de Pedralbes 1951 Spanish Grand Prix - rain and grass and vao and so on...


Track can be found here, thank you @gutbomb:


  • You should be able to copy the files straight into you assetto corsa folder as long as you have the track installed. It will ask to override - backup your track if you want to keep the original files.

  • If the new grass still won't show check your assetto corsa folder: extension/textures/grass_fx. You should have a "highlands.dds" file in there, otherwise no grassFX

  • With track skin for several things.


View attachment 1259112
Sorry Bart I know it has nothing to do with your mod, but this circuit by @gutbomb and his Brno'65 conversion, both need a decent overhaul, first. In my POV its in the actual state not a keeper on my SSD.
 
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RELEASE of...
Awesome, specially Laguna Seca.
shi
Niagara Falls v1.1...
I already asked you in RD, but but since I can't find a solution, I comment here, in case it happens to someone else. I am the only one whose tire walls have disappeared with this new (and fantastic, on the other hand) 1.1 version?
Newbury 2002 and 2006 from SandroX updated DaBaeda...
Awesome too.
Release: Updated Opel GT 1900...
Another little gem, but aside the little glitch of the left rear window...
Opel-GT 1900 - Data Replacement...
... with this data replacement, when the AI cars start bunching up, they can't shift gears; they all get stuck in second gear and don't go over 75km/h... Any idea?




A big THANKS to everyone I've mentioned and also to all the people who have shared lately that I haven't mentioned, and that make it possible for this wonderful hobby to ruin my social life... Together, we will get my SD to go up in flames. Thank you.
 
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... with this data replacement, when the AI cars start bunching up, they can't shift gears; they all get stuck in second gear and don't go over 75km/h... Any idea?
I quote myself to comment that I have been doing some research through dark corners of the web and I think I have solved the problem by tinkering with the ai.ini file in the data folder, lowering the rpm (I guess?) at which the AI changes gears, which have ended up like this:

[GEARS]
UP=5500
DOWN=75

Ok, ok, I know, it's nonsense... but while learning those things is one small step for a cool coder, is one giant leap for nerds like me... (put some epic background music here)
 
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Natural and competitive AI (final)

Ingame settings:
AI Strength : 92%
AI Agression : 96%

To tweak the AI using the GUI, run a hotlap, hit CTRL+G then CTRL+C.
  • Set AI_Push to the same level than AI strength.
  • Define Gear UP/Down according to the car's power/torque curves
  • STEER_LOOKAHEAD = 250
  • STEER_GAIN = 100
  • AERO_HINT = 150
  • BRAKE_HINT = ~100
  • TYRE_HINT = ~100

For BRAKE_HINT and TYRE_HINT, start with 100 and increase these values. The AI should stay close to ideal line in turns.
Higher BRAKE_HINT makes the AI brake later.
Higher TYRE_HINT makes AI more confident with tyre wear.
Generally, 110 works well but fast cars need a lower value (105, 100...). I don't recommand values lower than 100 ; it will slow down the AI.
If the car is really tricky, reduce AERO_HINT or TRAIL_HINT
(or leave ULTRA_GRIP to something > 1 ; see below)

Once you're good, click "Save AI"

This will set TRAIL_HINT to 1 and ULTRA_GRIP to 1.2

Open ai.ini and set:
  • ULTRA_GRIP : 1
  • TRAIL_HINT : 0.5 ( reduce this if AI is still too much agressive )

Run a race to check if it's good.
I'm using Barcelona for all the test with this ideal line : https://www.racedepartment.com/downloads/improved-ai-lines-and-track-limits-barcelona-f1.50643/
Just the ideal line ; without the track limit thing and without the ai_hints.ini

You can do another test at Spa.
 
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It might be possible to remove them from the 3dmodel.

Tervetuloa GTPlanet JJ
(we met once at a CK promo event in Helsinki, I helped you get up to speed in a simulator back in 2011 or so)
Kiitos brother, Sadly I'm not JJ, just a fan of his, had the privilege to meet him years back. Nice knowing you got a chance to work with him. Also, Don't think I ever used 3dmodel.
 
Amazing work!

Side note (kind of relevant, considering new Laguna Seca '60s)
I did make a list in the past of every iteration of layouts for F1 circuits (and whether they exist for AC/what's different/etc). Today I've started work on doing similar lists for:
WSC/WEC/ILMS
IndyCar/ChampCar/CART/USAC
ATCC/V8SC (including non-championship races)
ANZ Open Wheel (Tasman Series, FROC/Toyota Racing Series, S5000/Australian Drivers Championship)
IMSA GT + Equivalents



EDIT: Firstly I'm just making the lists (and then adding the AC research bits)
  • F1: 161 (including new Las Vegas)
  • WEC/WSC/ILMS: 108 (including Losail currently on for 2024 onwards)
  • ATCC: 54 (including non-championship circuits such as Wellington + Kuala Lumpur street circuits, F1 version of Adelaide, etc)
  • Australian/New Zealand Premier Open Wheel: 61 (Tasman Series + Australian Drivers Championship + FROC/TRS + S5000 + Australian F3 2015-2019 and non-championship races of all those series from 1957 onwards)
  • IndyCar Road/Street Courses: 84
  • IndyCar Ovals: 42
  • IMSA GTP: 101
Bumping since I've finished the initial lists now.
Link in my signature for anyone that wants to view the full thing. Not including links to download tracks, but will be using Breathe's list to cross reference.
 
Nothing to see here, just another bad mod ready for release

Volkswagen Scirocco MK1 Street
Code:
Original model by Turn 10 Studios
Converted by Pfalzdriver
There are still some things to do, but for now the car is in a working state.

Already done:
- Real engine data (Natural aspired 1.600cc with 110hp/140Nm )
- Real gear box data
- Working dash lights
- Functional Odometer*
- Engine cooling fan rotates
- Original car colors
- Working wipers*
- Damage/Dirt
- RainFX v2 ready*
- Paintshop for creating new skins
- Extra-A: En-/Disable interior light*

*CSP required
__custom_showroom_1684999698.jpg__custom_showroom_1684999955.jpg__custom_showroom_1685000012.jpgpfa_volkswagen_scirocco_ks_nordschleife_09_24_16.jpgpfa_volkswagen_scirocco_ks_nordschleife_09_24_47.jpg
Download: https://sharemods.com/dbjvdnfwne9u/pfa_volkswagen_scirocco_12.zip.html

Final note: I've spend way over 100 hours to create this car with my basic knowledge in Blender, but I completely suck in creating driver animations. Tried with the original file of Kunos and with the rigged driver too, nothing really worked. So if anyone (who is not ACTK/Easy) is in the mood to create proper driver animations, feel free to private message me.



Really final note: Problem with the rear wiper was fixed after the recording of this video.
 
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Nothing to see here, just another bad mod ready for release

Volkswagen Scirocco MK1 Street
Code:
Original model by Turn 10 Studios
Converted by Pfalzdriver
There are still some things to do, but for now the car is in a working state.

Already done:
- Real engine data (Natural aspired 1.600cc with 110hp/140Nm )
- Real gear box data
- Working dash lights
- Functional Odometer*
- Engine cooling fan rotates
- Original car colors
- Working wipers*
- Damage/Dirt
- RainFX v2 ready*
- Paintshop for creating new skins
- Extra-A: En-/Disable interior light*

*CSP required
View attachment 1260284View attachment 1260285View attachment 1260286View attachment 1260287View attachment 1260288
Download: https://sharemods.com/auwp5s9kvz60/pfa_volkswagen_scirocco_01.zip.html

Final note: I've spend way over 100 hours to create this car with my basic knowledge in Blender, but I completely suck in creating driver animations. Tried with the original file of Kunos and with the rigged driver too, nothing really worked. So if anyone (who is not ACTK/Easy) is in the mood to create proper driver animations, feel free to private message me.



Really final note: Problem with the rear wiper was fixed after the recording of this video.

Nice job so far - looking forward to updates.
Here's a quick new driver model/posture and shifting animation as requested (adapted from the Littlebird, which I've been updating recently), plus data in driver3d.ini has been adjusted to synch the hands with the steering rotation and fix the shifting animation timing.
There's something odd with your steering wheel - check it in CM showroom and it's covered in spikes, with weird artefacts when rotating it. Looks OK in-game though.
In VR there's a sight line down the steering column where you can see the road, so maybe a surface is missing somewhere?

Here's what I mean about the steering wheel artefacts:

1685263752298.png
 
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ChemFlummi Ferrari 296 GT3 ACC Convert





and seeing it got leaked.. wich is a shame because he will not longer continue work on this car .. the Porsche 992 ACC convert..

it makes me sad that people leak unfinished mods like this ... Bonny said its ok to share , as he will no longer answering questions nor help develop the car furher


I have a issue with the Ferrari. The shader for the monitor don't save. Every time I go into a new race I have to change it. It's always disabled. Does somebody know how to fix this?

20230528111340_1.jpg
 
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