Assetto Corsa PC Mods General DiscussionPC 

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1000 km de Paris - BPR 1995 v1.0
Screenshot_pm3dm_nissan_primera_btcc_linas_montlhery_9-4-123-11-30-56.jpg

Add-on to recreate the BPR 1995 - 1000 km de Paris.
Add a new layout.

-CSP required

How to install:
Drag and drop into the folder name: linas_montlhery

Credits & Thanks;
Linas Montlhery 1.21 by Calimero 0euf

BPR 1995 Add-ons by @shi (shin956)

Created inspired by the BPR Recreation Project ( @Daniel Graf );

Download (mediafire)

Enjoy.
 
Anyone else having troubles with CM as of late ? It's buggy since last week or so. Takes a minute to load the car in CM, loading data for CSP when launching a track takes ages, etc etc.
Yeah I was experiencing the same thing last night even after updating CM, updating pure, and reinstalling CSP 1.80p218, gets stuck on “loading track entries” for probably about two minutes before the game even actually loads up. Haven’t tried restarting yet so hopefully that does the trick.

On a separate note does anyone know what features of CSP make changes to a car’s ext_config? I noticed recently one of my go-to cars was having glitchy lights in the latest CSP builds and then noticed that the ext_config.ini file had been updated after a session. Nothing looked visibly different but the file date had changed and making the file “Read Only” solved the problem, so I’m curious what could’ve caused it in the first place. Thanks!
 
While you may believe yourself as some kind of security prophet... realize that there are actual security professionals on this forum. Myself am a 20yr offensive security expert/ethical hacker...

and we will call out any BS and dont need any FUD being spewed out of some random mouth who thinks they know what is best.

BTW, "cybersec" is about perspective, not tools or how to handle threats ok Mr Blueteam kthnx
Thank you for repeating my point.

I wonder what you are doing here, in such a filthy place, full of virus, diseases and poison spreaders, when you know so much better than everyone else the deadlyness danger ahead.

live dangerously mike myers GIF
Maybe I am on the dark side...
 
shi
1000 km de Paris - BPR 1995 v1.0
View attachment 1262778
Add-on to recreate the BPR 1995 - 1000 km de Paris.
Add a new layout.

-CSP required

How to install:
Drag and drop into the folder name: linas_montlhery

Credits & Thanks;
Linas Montlhery 1.21 by Calimero 0euf

BPR 1995 Add-ons by @shi (shin956)

Created inspired by the BPR Recreation Project ( @Daniel Graf );

Download (mediafire)

Enjoy.
Thanx Shin956, very cool to do the track for our project. I also very much enjoy your BPR version of the Paul Ricard track and hope that there will be more BPR track projects yet to come :-)
 
Hey folks, I'm trying to add some pitboxes/grid spots to a track.

I went through the process of:

  • converting the kn5 to fbx,
  • then converting the ASCII fbx to binary so Blender can open it,
  • adding the extra pitboxes/grid spots/crew (do I have to do that last part? I'd rather not), making sure everything is named how AC wants it to be,
  • converting it back to kn5 (kseditor can open, read and convert the fbx file seemingly without issue),
  • editing the ui json,
  • etc etc etc

But I still get this error:

LOADING GRID DATA
DEBUG TIMER: IDEALLINE:63.167400
WARNING: TRACK :: NO POSITION DATA FOUND
TRACK LENGTH: 3520.645020
DEBUG TIMER: TrackAvatar::TrackAvatar:5879.501700
[RACE] FIXED_SETUP: 0
[TEMPERATURE] AMBIENT: 12.000000
[TEMPERATURE] ROAD: 17.000000
[WIND] SPEED_KMH_MIN: 10.000000
[WIND] SPEED_KMH_MAX: 10.000000
[WIND] DIRECTION_DEG: 0.000000
[RACE] CARS: 1
[CSP SAYS] AC ran into a critical error:
CANNOT HAVE 0 CARS IN RACE.INI

I'm so frustrated I could eat my own poo! :(

How would I go about diagnosing and fixing the problem?

fyi the track I'm trying to add pitboxes to is sportsland-sugo... it has 26 boxes but i need at least 30. There are only 26 painted spots on the road but that doesn't matter to me. For this track, the grid/pit/crew spots are their own kn5.

I'm obviously doing something wrong. Any ideas?
 
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Message to @Breathe:

I think there's a little mess in your amazing list about the Pukekohe Park versions... Seem that the add-on billboard skin that is at the end of the 1338 line (and I suspect other adds of the list too, but not sure) isn't compatible with the Neil Shaw version (folder named pukekohe_park), but possibly yes with the versions named pukekohe_park2013...

Or that, or I'm still a clumsy, as always... Could it be reviewed? Thanks in advance... 🙂
 
Yeah I was experiencing the same thing last night even after updating CM, updating pure, and reinstalling CSP 1.80p218, gets stuck on “loading track entries” for probably about two minutes before the game even actually loads up. Haven’t tried restarting yet so hopefully that does the trick.
Anyone else having troubles with CM as of late ? It's buggy since last week or so. Takes a minute to load the car in CM, loading data for CSP when launching a track takes ages, etc etc.
Yep same here... it's unplayable
 
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I've been spending the last week or so going through my rebuilt collection of mods, and while I can recognize enough to separate the quality gems (the usual VRC/RSS/IER paid offerings and a handful of other stuff from RaceDepartment) from the straight-to-recycling eyesores (half-finished rFactor/GTR2 rips of mods that looked old 10 years ago, complete with MSPaint-quality drawn-on panel lines), I have some questions about the gray-area stuff -- the mods floating around that I can tell seem unfinished or inaccurate, but can't quite tell how unfinished or inaccurate they might actually be without a lot more wheel time and experience. So I have a couple questions:

-While I'm making some personal notes in a spreadsheet as to which mods seem good and which ones have obvious flaws that need correction, I'm wondering what resources or communities would be best when I need help figuring out how I (or a collective effort) could improve mediocre-yet-salvageable mods. (Including GTPlanet, of course, and y'all might be helpful for some of the things I'll need in the near future anyways.) The whole ACTK controversy has me kind of nervous because people seem sensitive about their work being hijacked and messed with. But it seems like at least half the car mods I've downloaded could be noticeably improved to at least 90%-Kunos quality or better with just a few QoL tweaks to physics, adjusted shaders, added wipers, and other details that seem like a moderately experienced modder could take care of in a reasonable amount of time. If I post a few examples or requests, would anybody with some knowledge and experience be able to steer me in the right direction as to what problems to look for and how to fix them, or even tweak some of those problems themselves (if it's not too much trouble)?

-Are there any good resources for car mod reviews anywhere? I'm sure there are some AC specialists on YouTube or elsewhere that might have a better handle on what makes a good/bad mod than I do, though I'm guessing most of them tend to stick to the aforementioned quality pay mods and ignore anything more obscure. The catch is, I'm also still inexperienced in """real""" """hardcore""" sims and a bit confused as to what constitutes "realism" in AC as opposed to more recent titles. I used to think AC was the standard, and now people are talking about how much more realistic ACC and AMS2 are, which worries me because I can't drive a clean lap in those games to save my life, whereas most Kunos cars in AC seem a lot easier for me to get accustomed to unless I try messing with some of the more old-school high-powered pre-1980s machines. Above all else I'd like to have fun throwing around anything from the latest TCR Touring Cars to some old-school '60s sports cars, but I'd also like to drive them with the knowledge that they're at least behaving more or less like they're supposed to in the parameters of what the physics engine can do, and aside from my vague Forza-honed notions of how different classes and styles of cars should feel I have the suspicion I might be missing some of the more detailed nuances.
 
Something different today because I like those vintage Formula 1 stuff...

GRAND PRIX 1973 AI AND REAL NAME PATCH

This patches the slow AI cars in races for the F1 1973 mod by SimDream. If you have black tires deactivate the TyresFX in Content Manager.
There are real skins for the mod available: https://mega.nz/file/SrhEVQ5T#UKXmbFBO70Amu9YqBpKJUG4LwTSePiI9aTnLTCVf4f0


View attachment 1249173
update v2.0
  • fixed cars going to the pits after lap one in CSP v180-preview218
 
Another weird CM bug story .

Alot of the tracks i make hav non quad surfaces in them , there just easy to du for certain sections , after the last update it made the non quad sections almost undriverable , like driving on 100mm stones ,which isnt good at 300km , just be aware of sum of the tracks with my name on them, pays to run CM at 1.79 or older, though it waza FFB issue but its a Quad issue. even having quad bumpmesh under a non quad doesn't work. if it's not fixed will have to rethink how to build things.
 
Anyone else having troubles with CM as of late ? It's buggy since last week or so. Takes a minute to load the car in CM, loading data for CSP when launching a track takes ages, etc etc.
In my case CM taking ages to load a car in the CM showroom was tracked to camera settings within the CM showroom, resetting, then ticking and unticking the load CM showroom with camera preset button and then clicking on random things in the showroom seems to fix it within that specific CM session. But it needs doing every time you open CM and the first time I open the CM showroom it takes half a minute or more, I've not updated or changed any settings either, just randomly started being slow a few weeks back.
I've been spending the last week or so going through my rebuilt collection of mods, and while I can recognize enough to separate the quality gems (the usual VRC/RSS/IER paid offerings and a handful of other stuff from RaceDepartment) from the straight-to-recycling eyesores (half-finished rFactor/GTR2 rips of mods that looked old 10 years ago, complete with MSPaint-quality drawn-on panel lines), I have some questions about the gray-area stuff -- the mods floating around that I can tell seem unfinished or inaccurate, but can't quite tell how unfinished or inaccurate they might actually be without a lot more wheel time and experience. So I have a couple questions:

-While I'm making some personal notes in a spreadsheet as to which mods seem good and which ones have obvious flaws that need correction, I'm wondering what resources or communities would be best when I need help figuring out how I (or a collective effort) could improve mediocre-yet-salvageable mods. (Including GTPlanet, of course, and y'all might be helpful for some of the things I'll need in the near future anyways.) The whole ACTK controversy has me kind of nervous because people seem sensitive about their work being hijacked and messed with. But it seems like at least half the car mods I've downloaded could be noticeably improved to at least 90%-Kunos quality or better with just a few QoL tweaks to physics, adjusted shaders, added wipers, and other details that seem like a moderately experienced modder could take care of in a reasonable amount of time. If I post a few examples or requests, would anybody with some knowledge and experience be able to steer me in the right direction as to what problems to look for and how to fix them, or even tweak some of those problems themselves (if it's not too much trouble)?

-Are there any good resources for car mod reviews anywhere? I'm sure there are some AC specialists on YouTube or elsewhere that might have a better handle on what makes a good/bad mod than I do, though I'm guessing most of them tend to stick to the aforementioned quality pay mods and ignore anything more obscure. The catch is, I'm also still inexperienced in """real""" """hardcore""" sims and a bit confused as to what constitutes "realism" in AC as opposed to more recent titles. I used to think AC was the standard, and now people are talking about how much more realistic ACC and AMS2 are, which worries me because I can't drive a clean lap in those games to save my life, whereas most Kunos cars in AC seem a lot easier for me to get accustomed to unless I try messing with some of the more old-school high-powered pre-1980s machines. Above all else I'd like to have fun throwing around anything from the latest TCR Touring Cars to some old-school '60s sports cars, but I'd also like to drive them with the knowledge that they're at least behaving more or less like they're supposed to in the parameters of what the physics engine can do, and aside from my vague Forza-honed notions of how different classes and styles of cars should feel I have the suspicion I might be missing some of the more detailed nuances.
The good news is almost everything is salvageable. The bad news is that the more you learn and the deeper you dig, the more you'll realise just how crap the vast majority of car mods are. 'Fixing' these mods also comes down entirely to personal standards, I've now done well over a thousand within my AC, but I use the bonnet camera so interiors get a very quick brush up and nothing else and I don't see the point in rainfx so don't bother adding wipers. These are two things that would be deal breakers to a lot of AC players. I'm also adjusting all shader/texture values to what looks good in my chosen CSP/TV/PP Filter which will not be the best settings for everyone etc. It's not just visual settings either, controller/wheel type, FFB settings, VR or screen all play a role in how a mod is and whether physics work for one person or not. Consequently there is no good/bad car mod list as it varies so much between player requirements.

Look at the BMW M1 Procar as the ultimate example, this car has received about 50 updates or something daft from all areas of the community, it must be one of the most worked on cars in AC yet despite that, the model remains far larger than the real car should be and as such, I'm still using an old version that I edited ages ago that is the correct size but lacks all the bells and whistles that I'm not really interested in.

My advice is find out what's important to you in as narrow a band as possible and learn how to fix it yourself and then just do it. If you want to bring mods 90% to Kunos standard then it's a huge task, many hours of work per car and in a lot of cases, faster to just convert the model from scratch.
 
In my case CM taking ages to load a car in the CM showroom was tracked to camera settings within the CM showroom, resetting, then ticking and unticking the load CM showroom with camera preset button and then clicking on random things in the showroom seems to fix it within that specific CM session. But it needs doing every time you open CM and the first time I open the CM showroom it takes half a minute or more, I've not updated or changed any settings either, just randomly started being slow a few weeks back.

The good news is almost everything is salvageable. The bad news is that the more you learn and the deeper you dig, the more you'll realise just how crap the vast majority of car mods are. 'Fixing' these mods also comes down entirely to personal standards, I've now done well over a thousand within my AC, but I use the bonnet camera so interiors get a very quick brush up and nothing else and I don't see the point in rainfx so don't bother adding wipers. These are two things that would be deal breakers to a lot of AC players. I'm also adjusting all shader/texture values to what looks good in my chosen CSP/TV/PP Filter which will not be the best settings for everyone etc. It's not just visual settings either, controller/wheel type, FFB settings, VR or screen all play a role in how a mod is and whether physics work for one person or not. Consequently there is no good/bad car mod list as it varies so much between player requirements.

Look at the BMW M1 Procar as the ultimate example, this car has received about 50 updates or something daft from all areas of the community, it must be one of the most worked on cars in AC yet despite that, the model remains far larger than the real car should be and as such, I'm still using an old version that I edited ages ago that is the correct size but lacks all the bells and whistles that I'm not really interested in.

My advice is find out what's important to you in as narrow a band as possible and learn how to fix it yourself and then just do it. If you want to bring mods 90% to Kunos standard then it's a huge task, many hours of work per car and in a lot of cases, faster to just convert the model from scratch.
well put . first started uploading things and people just threw stuff at me . like massive open world roads they want 1to1 quailty and within a couple of months . so i stopped . decide just do it for my self first .if it works well enough cool , others can use it , but this is a hobbie , no more than that . its supposed to be fun
 
I'm wondering what resources or communities would be best when I need help figuring out how I (or a collective effort) could improve mediocre-yet-salvageable mods.
Probably the csp discord, tho there is a pretty high level of elitism present

visually it's mainly learning a 3d software of choice. Blender is a nice one because it has lots of addons that can automate a lot of processes, and is also pretty good at generating things like emissive textures and normals for headlight refraction.

There's also ext_config, which is mainly reading the available options (on github) and trial an error until it works the way you want it. Good references are users who are known to make good mods visually (like trawa, azuane, togue etc.)

If I post a few examples or requests, would anybody with some knowledge and experience be able to steer me in the right direction as to what problems to look for and how to fix them, or even tweak some of those problems themselves (if it's not too much trouble)?
Noticing problems in physics really requires an understanding of how the physics in ac works (and also vehicle dynamics as a whole), and recognizing values that are unlikely to be accurate. for instance in tyres.ini if there was a COMBINED_FACTOR = 10, it's probably not a very accurate model ( i think some of legion's physics have some incredibly high values)

Noticing problems visually depends on how nitpicky you want to be. On the base level it's looking for things like too low/high poly, mesh density (like gtsupreme cars tend to have the rims be like 4x the poly of the entire rest of car) and also looking for unnecessary object counts/materials like some cars that have each single body panel their own object/material. Also things like baked ambient occlusion in the txDiffuse slot

The whole ACTK controversy has me kind of nervous because people seem sensitive about their work being hijacked and messed with.
which is funny because 99% of actk "fixes" are basic things the moder was too lazy to do. At the end of the day as long as you're not putting out statements like "realistic physics" or "adding realistic visuals" when you're making these edits (which is what a lot of people seem to do) who cares really.
Are there any good resources for car mod reviews anywhere?
Not really, because "good" is a highly subjective term. If you look for accurate physics, you could probably count the number of "good" cars on a single hand (especially for racecars, there are only like 3). At the end of the day if the car is enjoyable for your use case whether it be grid filler or cruising on srp, who gives a crap

I used to think AC was the standard, and now people are talking about how much more realistic ACC and AMS2 are
It depends which version of AC you look at, because ac has regular phys and extended phys with csp (cphys). ACC is basically ac 2.0 (i think they even use the same data structure) so maybe slightly better than base AC. AMS2 is pretty comparable to ac on a lot of fronts, though kunos does use pretty inaccurate suspension geometries for practically all their cars

but AC with extended physics is able to provide a more realistic experience than both. Issue being however, is more data being needed to implement correctly (and there's a difference, some people use cphys but use it poorly so it doesn't really help) which can be difficult to find for a lot of cars especially racecars can be really difficult.


I have the suspicion I might be missing some of the more detailed nuances.
Which is something you shouldn't chase. Even the likes of vrc/urd/rss have flaws in their physics accuracies (but rss being better than the others, hell some of VRC's cars are outright inaccurate) so there's no use trying to chase utmost realism, because like I mentioned for racecars there are only like 3-4 public racecars out there and most modern racecars like gt3,lmp,f1 and so on have very classified data that is not readily available. If you're enjoying driving a car that should be that
 
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update v2.0
  • fixed cars going to the pits after lap one in CSP v180-preview218
Hello

Can you please tell me, what you have changed in the data-dir to fix that problem (which happens to a lot of cars). I dont have any of the cars you have fixed, so I cant check the changes. Thank you so much.

BTW: In the meantime I have changed the tyre-selection for the pitting AI-cars to the fastest one (in most cases: Semislicks). That helps sometimes.
 
Message to @Breathe:

I think there's a little mess in your amazing list about the Pukekohe Park versions... Seem that the add-on billboard skin that is at the end of the 1338 line (and I suspect other adds of the list too, but not sure) isn't compatible with the Neil Shaw version (folder named pukekohe_park), but possibly yes with the versions named pukekohe_park2013...

Or that, or I'm still a clumsy, as always... Could it be reviewed? Thanks in advance... 🙂
There is only one extension file for Neil Shaw's track (pukekohe_park): it's the New AI by Rainmaker.

All the other extensions are for Rainmaker's version (pukekohe_park2013).

1686115297573.png


Or maybe I didn't understand your request...
 
Hello

Can you please tell me, what you have changed in the data-dir to fix that problem (which happens to a lot of cars). I dont have any of the cars you have fixed, so I cant check the changes. Thank you so much.

BTW: In the meantime I have changed the tyre-selection for the pitting AI-cars to the fastest one (in most cases: Semislicks). That helps sometimes.
I simply put in the Kunos ai file from the Lotus 72d. To make the new patch v2, I needed to rebuild the data files with the new build and then it worked again.

But this pit error can also appear when the ai hint are wrongly set (Grindelwald original AI).
 
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Yup my issues started after I updated both CM and Pure, running the latest everything:

CM v0.8.2561
CSP v0.1.80 preview 218
Pure v0.180a

Stays stuck on “loading track entries” long enough for me to do the dishes and come back.
Where´s your contentmanager.exe located? Maybe it helps if you put it directly into AC directory and fire it up from there. So far I don´t have any issues with CM, with +1800 cars and +200 tracks. And I use the same CSP, Pure and CM versions you use. Or something is wrong with your tracks folder or you should consider to use the compression tool provided in CM.
 
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