Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Paiky
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Good afternoon.

After many tests and improvements to the textures (when possible), by our mate "MrHunt" there are several models from Team Matra, most of them "imported" just the main body (models from the Absolute Le Mans Mod GTR2).

ABSOLUTE LE MANS MODDING TEAM
Antoniog7772
Jempy
Marco1990
Saxony
matteo
Der_jaguar
Commodore
Joeschmoe
Prostriker92
almafera
nickM


The Matra 620 (1966) version would need to be improved (either by the authors themselves, who are always improving; or someone else).
Included in the pack (to make things easier), is the MS 630 model (which I downloaded), which was improved (I don't remember the name now, I exchanged some ideas with him, he improved, in addition to this Matra model, two versions of the Ferrari 206 Dino, which I'm still testing, and also making adjustments to create a version of the 365p2 (1966).

Includes the model of our mate "MrHunt" for those who don't have it yet (other skins and just search).
I mentioned to him that the car's sound was spectacular (but I didn't change the models) that I had already converted (maybe I will do it later). Some models have a better "symphony" in the noise of the V12, it remains to be adapted later.

I had to adapt the "shorttail" model from Brands Hatch, as it didn't exist anywhere else. There is still room to improve the models, as many of them I don't know how to adjust the "headlights", instrument panel, etc...

All models tested, working, and with a "BoP" compared to other cars of the time and with Le Mans race times (within acceptable) as it is complicated to adjust everything (as there are many variables.

Most of the tests were done with setup (basic), gear ratio (the longest), fuel (about 1/3 of the tank).

One lap when leaving the pits, and the next (taking time), most of the time with "slower cars" ahead.
Some cars (mainly the Le Mans skins), there are 2 versions (one for each driver), so if you have a favorite driver in a certain race, for example (Beltoise/Jarier), both versions are already ready (with the helmets of each one).

Below are some prints of some skins and most versions. That's it for now. Let's have fun. Soon I hope to pass on the other models (to compose the grids). Good fun everyone!!

EQUIPE MATRA ( 1966 - 1974 )


FIX

For those who downloaded the "Equipe Matra" pack, I don't know why, the "folder", "UI" of the ( MATRA MS680 '74 ) was missing.
Follow the file link to download.
The Matra M620 seems to be a little faulty i think. When i drive it, it's fine but when the Ai drive it, the wheels clip through the top of the car and the body scrapes the ground, and it drives off some of the corners

Is there any progress on the Alpine A210 and the Ferrari 365 P2(1966)?
 
Ferrari F40 '92(v1.5) by F40 LM Lover

Change Logs
1) AO Map of Dashboard is fixed
2) Interior Roof mesh is smoothing.
3) Gap of room mirror is fixed.
4) Rim blurs are added.
5) Rim Meshes are fixed.
6) Lighting effect are changed.
7) PBR by davey.1989(Thank you! My friend!)
8) Many bugs are fixed
9) Rear Light Texture is changed

1. Features
-.Extra A : Left Door Open/Close
-. Extra B : Right Door Open/Close
-. Extra C : Rear Cowl Open/Close
-. Extra D : Frunk Open/Close
-. Extra E : Left Window Open/Close with Driver's Arm
-. Extra F : Fog Lights on with Driver's Arm

2. Fully working Instruments
3. Driver's Animation
-. GAS/Brake/Clutch Pedal
-. Low/High Beam On
-. Hazard
-. Turn Left/Right Blinkers
-. Wiper On/Off
-. H-Patern Gear Shifting
-. Hand Brake
-. Horn

It is required CSP 1.76 or above Version.
But It is tested on CSP 2.1 Preview24.

4. Download Link is in the description of this video


5. Thanks


Oh Lord of the Prancing Horse, thank you very much for your effort and work, please continue to give us the shining horses in red robe.
 
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shi
Townsville Street Circuit v1.1
The link is in the quote.

v1.1 changelog;
Added 3D terrain.
Updated road line meshes and textures.
Updated billboard textures.
Updated ext_config.
Updated road mapping.
Changed crowd textures by Kniker97. (Thanks)
Updated fast_lane.ai by Rainmaker. (Thanks)
Updated pit_lane.ai.

View attachment 1307981
there's something really wrong w the trees on this one... (tree outlines seem to have this effect like mouse pointer trails option in windows if you know what I mean... )
 
Thanks for this upgrade.
I've have a question: I've got an error while loading the car:
"Brake_Disk_N.dds is missing when loading fearrarif430lodC.kn5"

Is it something missing or do I not have a parent Car?
That I applied lods from the Shokeu's model, because I didn't have any, I don't know how to create lods, but even with this message, the car loads on the track. I also created a GT3 version, with more powerful physics (according to real specifications), with different skins and bodywork. These 2, need proper cleaners and lods.
 
That I applied lods from the Shokeu's model, because I didn't have any, I don't know how to create lods, but even with this message, the car loads on the track. I also created a GT3 version, with more powerful physics (according to real specifications), with different skins and bodywork. These 2, need proper cleaners and lods.
Thanks I'll try to find Shokeus 430 and find the appropriate files.
 
Hi guys, I'm currently having trouble with getting the city background and most of the buildings on the Interlagos 1975 mod. They're not showing up no matter what I do. Anyone know what the problem may be? All help would be appreciated :)
 

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Donington Park 2018 rain fx


Has anybody got rain FX for the above track please.

Thanks

Mark
Code:
[RAIN_FX]
PUDDLES_MATERIALS = Road, RoadDark, RoadMid, PitlaneConcrete, PitlaneTarmac, Kerb, PitlaneExit, OuterFence, MelbourneBuilding
SOAKING_MATERIALS = Road, RoadDark, RoadMid, PitlaneConcrete, PitlaneTarmac, StartGantrySign, PitlaneBuildingWalls, MelbourneThing, PitlaneExit, OuterFence, Tree?
SMOOTH_MATERIALS = PitlaneGrandstand, PitlaneBuilding, GoddardsBuilding, PaddockBuildings, PitEndSign, StarkeysWarehouse
ROUGH_MATERIALS = ground?, Infield?, Car, FenceMesh, Armco, Walls, ground1002, Pitwall

;Starting Line Bridge
STREAM_EDGE_... = -221.74, 99.72, 78.6, -215.45, 99.73, 45.43
STREAM_EDGE_... = -217, 99.75, 44.8, -223.41, 99.71, 78.62

;GoddardsBuilding
STREAM_EDGE_... = -118.38, 99.8, 123.74, -115.47, 99.69, 107.53
STREAM_EDGE_... = -115.53, 99.76, 107.63, -167.52, 99.71, 98.18

STREAM_EDGE_... = -171.29, 99.72, 118.76, -157.4, 99.76, 121.25
STREAM_EDGE_... = -157.01, 99.69, 119.83, -145.03, 99.75, 121.97
STREAM_EDGE_... = -144.63, 99.73, 120.78, -133.06, 99.68, 122.76
STREAM_EDGE_... = -132.61, 100.1, 122.61, -118.58, 99.79, 123.87

;PitlaneGrandstand
STREAM_EDGE_... = -192.18, 102.19, 95.58, -221.78, 101.09, 99.76

;PitlaneBuilding
STREAM_EDGE_... = -226.64, 104.45, 92.99, -233.22, 103.76, 91.87
STREAM_EDGE_... = -231.86, 98.41, 91.91, -250, 98.42, 88.46
STREAM_EDGE_... = -249.96, 99.81, 88.85, -299.54, 99.8, 79.41
STREAM_EDGE_... = -295.59, 95.77, 80.53, -332.45, 95.78, 73.51
STREAM_EDGE_... = -332.37, 95.32, 73.54, -367.42, 95.33, 66.87
STREAM_EDGE_... = -367.39, 94.81, 66.88, -402.77, 94.83, 60.16

;PaddockBuildings
STREAM_EDGE_... = -402.41, 94.64, 57.96, -409.46, 94.61, 56.78

;MelbourneThing
STREAM_EDGE_... = -426.14, 100.03, 202.81, -425.42, 100, 202.98
STREAM_EDGE_... = -425.42, 100, 202.98, -424.14, 100.05, 201.9
 
Ultima GTR v0.8
View attachment 1308298


Changelog:

  • adjusted suspension (Ultima V8 & Ultima 3.2)
  • whp data corrected (Ultima V8 & Ultima 3.2)
  • added some details (Ultima V8 & Ultima 3.2)
  • remodeled the new front parts (Ultima V8)
  • added new textures (Ultima V8 & Ultima 3.2)
  • reworked metal base interior ▷ was stretched on both door sides (Ultima V8 & Ultima 3.2)
  • reworked lowbeam headlight (Ultima V8 & Ultima 3.2)
  • changed gear settings ▷ 2 gear sets available (for now) (Ultima V8 & Ultima 3.2)
  • fixed internal windows reflection (Ultima V8 & Ultima 3.2)
  • adjusted interior soundsettings (Ultima V8 & Ultima 3.2)
  • reworked skins (Ultima V8 & Ultima 3.2)
  • adjusted interior light (Ultima V8 & Ultima 3.2)

- delete previous versions and do a clean install -

DOWNLOAD: https://mega.nz/file/hcpFQTSK#wecDsKqdgaeivZv7TKjMa92Qk8SqhEmhksiauRXFMhg
Hello,

Thanks for your work.
I tried it it was fun but i think too much understeer even with TC off; too stable on heavy braking and too grippy.
FFB is a little bit too strong too, i had clipping.




But it's fun !
 
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Ultima GTR v0.8
View attachment 1308298


Changelog:

  • adjusted suspension (Ultima V8 & Ultima 3.2)
  • whp data corrected (Ultima V8 & Ultima 3.2)
  • added some details (Ultima V8 & Ultima 3.2)
  • remodeled the new front parts (Ultima V8)
  • added new textures (Ultima V8 & Ultima 3.2)
  • reworked metal base interior ▷ was stretched on both door sides (Ultima V8 & Ultima 3.2)
  • reworked lowbeam headlight (Ultima V8 & Ultima 3.2)
  • changed gear settings ▷ 2 gear sets available (for now) (Ultima V8 & Ultima 3.2)
  • fixed internal windows reflection (Ultima V8 & Ultima 3.2)
  • adjusted interior soundsettings (Ultima V8 & Ultima 3.2)
  • reworked skins (Ultima V8 & Ultima 3.2)
  • adjusted interior light (Ultima V8 & Ultima 3.2)

- delete previous versions and do a clean install -

DOWNLOAD: https://mega.nz/file/hcpFQTSK#wecDsKqdgaeivZv7TKjMa92Qk8SqhEmhksiauRXFMhg
Hi everybody, thanks for all of you, makers of good mods for the comunity.

I notice, after 1 lap the ai going to the pit with the ultima gtr v0.8 can someone help me to solve this please.
 
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Hi guys, I'm currently having trouble with getting the city background and most of the buildings on the Interlagos 1975 mod. They're not showing up no matter what I do. Anyone know what the problem may be? All help would be appreciated :)

Are CSP features like the waving flags working as normal?
 
in CM showroom , select the glass and then turn on transparancy... (beware it alters the kn5 file , cm makes a backup first though - but you will not be able to enter online server w your fixed car if the server is running the original car... )


A totally different question from me: anyone knows a fix for these blank previews lately?
View attachment 1308800
with CSP for final render on , the generated rendered preview pic is showing no car, while the car is centered visibly in the preview pane. Tried also on/off all the ceckboxes visible in my screenshot...
Thanks jac0, I can't get to the menu you have shown but I did see transparent is set to no but I can't see were to change it.
I may have something not ticked to enable full editing.

1701633761052.png
 
Hi everybody, thanks for all of you, makers of good mods for the comunity.

I notice, after 1 lap the ai going to the pit with the ultima gtr v0.8 can someone hello me to souvent this please.
On every circuit? Did you tested it on only one circuit or more? For me there was no problem.
 
I checked and it doesn't seem like it :(

When you installed it, you created a new track in the tracks folder right? Just checking you didn't unzip it within the original interlagos75 directory?

(I did something similar with Sergio's Prinzenpark last week, didn't realise I had a nested directory)
 
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When you installed it, you created a new track in the tracks folder right? Just checking you didn't unzip it within the original interlagos75 directory?

(I did something similar with Sergio's Prinzenpark last week, didn't realise I had a nested directory)
I got it working now. I didn't install the skin for it correctly the first time, but now everything is there as it should be. Thanks for your help!
 
there's something really wrong w the trees on this one... (tree outlines seem to have this effect like mouse pointer trails option in windows if you know what I mean... )
Fixed shader.
shi
Gemello Add-on v1.0
View attachment 1308725
Added 5 layouts that were included in the GTL version.
Created an alternate skin.
Created VAO-patch.
Updated ext_config.ini.
Added logo.png by Fanapryde.

-CSP recommended

Credits & Thanks;
Gemello v1.00 by @carTOON (barcika)

Add-on by @shi (shin956)
logo.png by @Fanapryde
Billboard textures by @Masscot

Gemello Add-on Download (mediafire)

Enjoy.
Fixed shader.
Screenshot_ad_td_ford_gtx1_gemello_4-11-123-2-44-26.jpg
 

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That's right, the AI also drives through the pits for me in Spa.
The mod is still a lot of fun, I like the physics
 
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Hello

I also have track problems and need your help... it is more like a minor problem but I'd like it to be fixed...it is is Montreal by THR... at the end of the cooldown lap or whenever ai goes into pits, it is not driving in properly, it is teleporting, I need this to be fixed, same with Sepang circuit, I just found out, any way to fix it or has someone even heard about it before?

The major problem with Canada is that out of 20 cars (me included) two retired, 15 did the last turn correctly and finished the race, 3 other cars just randomly pulled into the pits with one corner to go... How do I prevent this to happen, it's not cool guys
 
Hello,

Thanks for your work.
I tried it it was fun but i think too much understeer even with TC off; too stable on heavy braking and too grippy.
FFB is a little bit too strong too, i had clipping.




But it's fun !

Each to his own, but too strong FFB ? Clipping ?
I'd say check your settings. There's nothing wrong with the FFB on this car on my Simucube DD wheel
I didn't experience any of the behavior you mentioned either, so I'm guessing your FFB settings may be off, which probably influences your feeling in the car.
 
Each to his own, but too strong FFB ? Clipping ?
I'd say check your settings. There's nothing wrong with the FFB on this car on my Simucube DD wheel
I didn't experience any of the behavior you mentioned either, so I'm guessing your FFB settings may be off, which probably influences your feeling in the car.
I use the same settings for 5 years and i immediatly feel the direction too heavy. Something i don't have on kuns or vrc/rss cars.
it's just a feedback :)
 
I use the same settings for 5 years and i immediatly feel the direction too heavy. Something i don't have on kuns or vrc/rss cars.
it's just a feedback :)
I typically don't comment on things like this because I prefer to allow everyone to have their own opinions, but this criticism is rather silly to me. There is a FFB app you can open in game and adjust the FFB setting for each car individually and then save it. It takes all of 5 seconds to do. To be honest, i'm actually amazed that you have found one FFB setting that works for every car, but this one. I have to customize each one individually because some mod cars have too strong a FFB compared to other ones.
 
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