Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Paiky
  • 133,471 comments
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i7h6HT7_d.jpg
 
Positive feedbacks are always welcome, heart warming, but useless.
Negative feedbacks are harsh, heart breaking, but useful.

Both is good.
Wise words, it’s not pure the verdict only on a mod but also an honest and fair FEEDBACKS on what’s good/bad. Give a 5 star review on a razorsharp 2D track full of floating objects, like Brno’66, Mexico’67 or another unfinished projects that been published on Overtake, will never challenge the modder for going to an higher level.
BTW here on this forum it’s the same story, reading some hallelujah reactions about bad made tracks. Come on members, hay bales looking like concrete blocks, high/low poly models near each other, big amount of 2D objects near the track/pits, floating objects etc etc. great for 2005 nostalgia purpose only.
 
Positive feedbacks are always welcome, heart warming, but useless.
Negative feedbacks are harsh, heart breaking, but useful.

Both is good.
agreed... on that note,

@Raceforever40 the bunch of BE_modding cars you shared here the other day, it contains a lot of unfinished mods , some actually not worthy of a beta release (not even having SFX for example, or having the driver head stick through the roof!)
So maybe it was a cry for help or feedback?
I assume you are (part of) BE_modding? Is it the intention we help modify them and then re-share them here?
Or do we just point out to you the flaws, and you (and rest of BE_modding) will fix it in a next version?

I'm currently working on improving the Chrysler Viper GTS R ... It has great handling, sound and gives good sense of speed, so it's quite immersive, but digital instruments texts are floating , it has only 1 (plain white) skin, and interior materials are giving all sorts of bad reflections... Once I've overhauled it, I will share it here (unless you say it's not allowed, and you'd rather receive the fixes yourself so you can incorporate them in a newer version).
(I will not be doing real livery skins, only plain fictional skins)

@All : I noticed with this one when using Default weather and LCS with your newest _PureLife_LCS filter, that the brightness went up too much. When switching to chase cam , that went away and all looks good ...
So I darkened the glass texture , and now it's fine in cockpit view , but my preview now sucks big time:
1712905315083.png

Anyone knows the good solution ?
 
agreed... on that note,

@Raceforever40 the bunch of BE_modding cars you shared here the other day, it contains a lot of unfinished mods , some actually not worthy of a beta release (not even having SFX for example, or having the driver head stick through the roof!)
So maybe it was a cry for help or feedback?
I assume you are (part of) BE_modding? Is it the intention we help modify them and then re-share them here?
Or do we just point out to you the flaws, and you (and rest of BE_modding) will fix it in a next version?

I'm currently working on improving the Chrysler Viper GTS R ... It has great handling, sound and gives good sense of speed, so it's quite immersive, but digital instruments texts are floating , it has only 1 (plain white) skin, and interior materials are giving all sorts of bad reflections... Once I've overhauled it, I will share it here (unless you say it's not allowed, and you'd rather receive the fixes yourself so you can incorporate them in a newer version).
(I will not be doing real livery skins, only plain fictional skins)

@All : I noticed with this one when using Default weather and LCS with your newest _PureLife_LCS filter, that the brightness went up too much. When switching to chase cam , that went away and all looks good ...
So I darkened the glass texture , and now it's fine in cockpit view , but my preview now sucks big time:
View attachment 1345845
Anyone knows the good solution ?
Feel free to share i quit moding but i ,share what i stil have maybe you guys can do something wit thé mods
 
It's release Friday again! :)

IMOLA 1972 release (only here)

This track was made by Reiza for Automobilista. It was converted to Assetto Corsa by Terra21. Later is was updated by third. This is a overhaul done by Rainmaker in 2024.


v2.0 changelog:
-shader overhaul
-new loading screens
-new AI
-fixed trees
-new UI and data
-new overlays for Time Attack mode
-fixed double sided objects
-added new sections file by Fanapryde
-added vintage spectators
-deleted some double objects that made mismatches
-debug for key objects
-fixed some lods
-moved spectators on pit building to correct position
-added geo location
-fixed walls
-fixed some normals
-wider starting grid for better starts
-added option to removed 2d crowds: open the ext_config.ini in the extension folder scroll down to last ";remove 2d crowds" and set ACTIVE = 1


Get always the latest version here:



bgr00.jpg

bgr02.jpg

bgr03.jpg
 
Last edited:
Hi, nice addition to AC, please can someone message him, the interior maybe needs a fix, the dashboard is a bit far of the seats, take a look to this for reference: https://autoblog.rs/gallery/108/209783-Isdera 1111.jpg
Yep, as can be seen from the images I posted, the seat needs to be a LOT closer to the steering wheel, and the footwells need to be a lot deeper. It'll be impossible trying to get a natural driver posture otherwise.
Hopefully the modder already realises this and the car isn't just intended for chase cam driving... or photographing.
 
It's release Friday again! :)

IMOLA 1972 release (only here)

This track was made by Reiza for Automobilista. It was converted to Assetto Corsa by Terra21. Later is was updated by third. This is a overhaul done by Rainmaker in 2024.


v2.0 changelog:
-shader overhaul
-new loading screens
-new AI
-fixed trees
-new UI and data
-new overlays for Time Attack mode
-fixed double sided objects
-added new sections file by Fanapryde
-added vintage spectators
-deleted some double objects that made mismatches
-debug for key objects
-fixed some lods
-moved spectators on pit building to correct position
-added geo location
-fixed walls
-fixed some normals
-wider starting grid for better starts
-added option to removed 2d crowds: open the ext_config.ini in the extension folder scroll down to last ";remove 2d crowds" and set ACTIVE = 1


Get always the latest version here:

View attachment 1345874
View attachment 1345875
View attachment 1345876
Oh, how I've missed the Rainmaker release Fridays :)
 
Hmm... Interesting. I almost want to take a swing at the project, as specially creating this beauty.

View attachment 1345799

But I already have my hands full with other project, so I wish you good luck.

This is cool! Any updates on the S7.R Evo?
wellll....

that's something you're gonna like.....it's in the pack (this isn't the car but pretty much all of the gen 1s are roughly in.

Screenshot_dp_crawford_type4_rt_daytona_18-3-123-23-19-54.png
 
@Rainmaker87

If you ever make update to Detroit 1988, it COULD be 1-1.5 seconds faster. Montreal 1982 also could be 1-1.5 seconds faster. It's now relatively easy to get a pole and win on both. Montreal 1988 is probably 2-2.5 seconds too slow. The ai cars lose time in the Casino chicane on both tracks (they lift too excessively).

All are incredible track conversions. No other changes have to be done. Even SimD cars work perfectly on those tracks. LOL.

Detroit 1988 is definitely the best done street circuit I've driven. SO polished. Well Adelaide 1988 too (but that has superfast ai already).

Detroit 1982 had a weird tunnel/hairpin which was removed 1983 because the drivers hated it. I guess that version have never been done.
I had a look for those tracks. In Detroit the AI was 10 sec faster then me. And for the Montreals I could get 2 sec. faster but the cars did started to crash in tight corners. So no update one those tracks planned.
 
Morrison Race Park v1.0

Screenshot_ks_ferrari_488_gt3_morrison_race_park_6-3-124-16-26-56.jpg

Fictional circuit.
Conversion from GTL.

-CSP recommended
-30 pit/start
-AI, cam

NOTE; If you are using Sol and the track screen is dark, rename ext_config_for_sol.ini to ext_config.ini in the extension folder.

Credits & Thanks;
GTL Original Track by @carTOON (barcika)
-Thank you for giving me permission

AC Converted by @shi (shin956)
logo.png and sections file by @Fanapryde
Crowds texture by @Kniker97
marshall and some textures by kunos
Test and Feedback by @Fanapryde

Download (mediafire)

Enjoy.
 
How can I make the ring Light focus its light on the car?

1712925183089.png


F1 2012 you can see that the center of the floor is lighten up, and the rest of the floor doesn't have much light

In my case I have this

1712925250635.png



I tried doing this config
[LIGHT_SERIES_...]
ACTIVE = 1
VISIBILITY_LEVEL = 1
DESCRIPTION = Top Light
SPOT = 200
SPOT_SHARPNESS = 0.1
RANGE = 4
RANGE_GRADIENT_OFFSET = 0.81
FADE_AT = 40
FADE_SMOOTH = 100
CLUSTER_THRESHOLD = 0.99
COLOR = 220, 220, 255, 0.01
COLOR_OFF = 0
SPECULAR_MULT = 0.9
CONDITION = ALL_DAYS
MESHES= ringlight
DIRECTION = 0, 0, 1
DIFFUSE_CONCENTRATION = 0.9
OFFSET = 0,-1,0
VOLUMETRIC_LIGHT= 0

With

Or this config
[MATERIAL_ADJUSTMENT_...]
VISIBILITY_LEVEL = 0
ACTIVE = 1
DESCRIPTION = Ring Light
MATERIALS = RingLight1
KEY_0 = ksEmissive
VALUE_0 = 220, 220, 255, 0.01
VALUE_0_OFF = 0, 0, 0
KEY_1 = ksAlphaRef
VALUE_1 = -193
VALUE_1_OFF = 0, 0, 0
CONDITION = ALL_DAYS
FADE_AT = 40
FADE_SMOOTH = 10
SINGLE_FREQUENCY = 0

And I have this

1712925814888.png


But still the center isn't light up like i would.

Any help appreciated
 
agreed... on that note,

@Raceforever40 the bunch of BE_modding cars you shared here the other day, it contains a lot of unfinished mods , some actually not worthy of a beta release (not even having SFX for example, or having the driver head stick through the roof!)
So maybe it was a cry for help or feedback?
I assume you are (part of) BE_modding? Is it the intention we help modify them and then re-share them here?
Or do we just point out to you the flaws, and you (and rest of BE_modding) will fix it in a next version?

I'm currently working on improving the Chrysler Viper GTS R ... It has great handling, sound and gives good sense of speed, so it's quite immersive, but digital instruments texts are floating , it has only 1 (plain white) skin, and interior materials are giving all sorts of bad reflections... Once I've overhauled it, I will share it here (unless you say it's not allowed, and you'd rather receive the fixes yourself so you can incorporate them in a newer version).
(I will not be doing real livery skins, only plain fictional skins)

@All : I noticed with this one when using Default weather and LCS with your newest _PureLife_LCS filter, that the brightness went up too much. When switching to chase cam , that went away and all looks good ...
So I darkened the glass texture , and now it's fine in cockpit view , but my preview now sucks big time:
View attachment 1345845
Anyone knows the good solution ?
I've already talked about this car here: https://www.gtplanet.net/forum/threads/assetto-corsa-pc-mods-general-discussion.307899/post-14070603

And that's still the case. I don't know why he shared the cars again, but I noticed something about his reuploads. I haven't seen that IS350 GT300 and that Silvia GT300 before in the other big mod pack that he released months ago. I was especially surprised by the Silvia, I've seen that float around different forums before, never released to the public.

That got me thinking, what other mods is he hiding? We still haven't seen the 993 GT2 Evo and the 2011 Marc Mustang GT3 that BE_Modding shared on there Facebook a couple of years ago. Not to mention the Manthey Racing Porsche 996 GT3-MR., still waiting on those cars.
 
Courage C60 Megapack Version 0.9 for Assetto Corsa

Courage C60 Megapack for Assetto Corsa

Cars in pack

2000 Courage C60 Nissan
2001 Courage C60 peugeot
2002 Courage C60 JX Judd
2003 Courage C60 JX Judd
2005 Courage C60 Hybrid Judd Lemans
2005 Courage C60 Hybrid Judd LMS

download: https://www.mediafire.com/file/9d4msmc6plslweb/RMS_Courage_C60_Megapack_Version_0.9.7z/file

Other Lemans Prototypes: https://www.mediafire.com/folder/7g6488jsyt2ux/Lemans_Prototype_Near_Finalized

Credits

Team: RMS ScreenShots: AndyGTR

Converstion: NeilB1971,Kamil Cader

Model improvements: Kamil Cader, Peugeot905, NeilB1971, Mach-77,

Physics: Peugeot905, Kamil Cader, Fullnoise, Mach-77

Sound: Violaseven modifications by Peugeot905, RMS, Fullnoise
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1kYorm.jpg

UyPz9I.jpg

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JKZOBP.jpg

AJhoMJ.jpg

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4QFG2e.jpg

pdNCg6.jpg

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Z3mqkO.jpg
 
Last edited:
How can I make the ring Light focus its light on the car?

View attachment 1345922

F1 2012 you can see that the center of the floor is lighten up, and the rest of the floor doesn't have much light

In my case I have this

View attachment 1345923


I tried doing this config
[LIGHT_SERIES_...]
ACTIVE = 1
VISIBILITY_LEVEL = 1
DESCRIPTION = Top Light
SPOT = 200
SPOT_SHARPNESS = 0.1
RANGE = 4
RANGE_GRADIENT_OFFSET = 0.81
FADE_AT = 40
FADE_SMOOTH = 100
CLUSTER_THRESHOLD = 0.99
COLOR = 220, 220, 255, 0.01
COLOR_OFF = 0
SPECULAR_MULT = 0.9
CONDITION = ALL_DAYS
MESHES= ringlight
DIRECTION = 0, 0, 1
DIFFUSE_CONCENTRATION = 0.9
OFFSET = 0,-1,0
VOLUMETRIC_LIGHT= 0

With

Or this config
[MATERIAL_ADJUSTMENT_...]
VISIBILITY_LEVEL = 0
ACTIVE = 1
DESCRIPTION = Ring Light
MATERIALS = RingLight1
KEY_0 = ksEmissive
VALUE_0 = 220, 220, 255, 0.01
VALUE_0_OFF = 0, 0, 0
KEY_1 = ksAlphaRef
VALUE_1 = -193
VALUE_1_OFF = 0, 0, 0
CONDITION = ALL_DAYS
FADE_AT = 40
FADE_SMOOTH = 10
SINGLE_FREQUENCY = 0

And I have this

View attachment 1345924

But still the center isn't light up like i would.

Any help appreciated
Looks to me like the light source in the original F1 2012 game is stronger from the top (see the reflection of the light on the top of the body). Looking at the front wing and underbody it seems like the rings on the floor aren't actually a light source, whereas the strong light it coming from above. Just my 2 cents worth.
 
shi
Morrison Race Park v1.0

View attachment 1345921
Fictional circuit.
Conversion from GTL.

-CSP recommended
-30 pit/start
-AI, cam

NOTE; If you are using Sol and the track screen is dark, rename ext_config_for_sol.ini to ext_config.ini in the extension folder.

Credits & Thanks;
GTL Original Track by @carTOON (barcika)
-Thank you for giving me permission

AC Converted by @shi (shin956)
logo.png and sections file by @Fanapryde
Crowds texture by @Kniker97
marshall and some textures by kunos
Test and Feedback by @Fanapryde

Download (mediafire)

Enjoy.

Thanks guys! :cheers:
 
Last edited:
Done some more alfas after I needed a break from messing with the GTV....
 

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It's release Friday again! :)

IMOLA 1972 release (only here)

This track was made by Reiza for Automobilista. It was converted to Assetto Corsa by Terra21. Later is was updated by third. This is a overhaul done by Rainmaker in 2024.


v2.0 changelog:
-shader overhaul
-new loading screens
-new AI
-fixed trees
-new UI and data
-new overlays for Time Attack mode
-fixed double sided objects
-added new sections file by Fanapryde
-added vintage spectators
-deleted some double objects that made mismatches
-debug for key objects
-fixed some lods
-moved spectators on pit building to correct position
-added geo location
-fixed walls
-fixed some normals
-wider starting grid for better starts
-added option to removed 2d crowds: open the ext_config.ini in the extension folder scroll down to last ";remove 2d crowds" and set ACTIVE = 1


Get always the latest version here:

View attachment 1345874
View attachment 1345875
View attachment 1345876
Wooooow ! Thanks. Great one!!!!!!!!!!!!!!
 
When the ai cars leave crawling on the track after some minor crash, is it that they're stuck into high gear?

Someone adviced this:

"in the file ai.ini I set the downshift rpm to 4500, for example."

I'm sure someone knows this issue and has the cure. The ai cars just leave on the track, driving like 30 km/h.

I crashed into one of these superslow cars accidentally because it just appeared behind the corner and after the impact it found its speed again. That led me to believe they get stuck into high gear. Just a guess though.
 
Last edited:
no chances to remove the 2d cathedral in Montjuic (and maybe improve the trees)?
The palace should be easy to remove but no plans for new trees.

EDIT:

Copy that code below into the ext_config in the extension folder:

Code:
;remove objects
[MESH_ADJUSTMENT_...]
ACTIVE = 1
DESCRIPTION = remove objects
;put in object names below
MESHES = palace_PALAU01,palace_palau01-2,palace_PAL_TR103
IS_RENDERABLE = 0
 
Last edited:
24H
@kakauiyt I think the whole floor is only one mesh? If not, it´s possible to remove the reflections of the other meshes
Well I can cut the floor, separate the center from the rest. Not sure how proper it will be

Looks to me like the light source in the original F1 2012 game is stronger from the top (see the reflection of the light on the top of the body). Looking at the front wing and underbody it seems like the rings on the floor aren't actually a light source, whereas the strong light it coming from above. Just my 2 cents worth.
That's what I tried to replicate. The rings on the floor are just made to glow, they aren't producing any "light" if i disable them the overall brightness of the room doesn't change.

But i want to make the top ring light actually diffuse light instead of just glowing and I don't understand what is the parameter I need to tweak so that it cast light downside without increasing the overall brightness of the whole room.

See it like a lamp. It beams the area it's supposed to beam and the surrounding doesn't benefit much from it's beam
 
The palace should be easy to remove but no plans for new trees.

EDIT:

Copy that code below into the ext_config in the extension folder:

Code:
;remove objects
[MESH_ADJUSTMENT_...]
ACTIVE = 1
DESCRIPTION = remove objects
;put in object names below
MESHES = palace_PALAU01,palace_palau01-2,palace_PAL_TR103
IS_RENDERABLE = 0
Thank you so much
 
If we are talking about the 1975 version, I’m afraid it’s not only those cathedral and trees that have be improved. 🤮
ok, you are right, but it would be much better anyway and without the 2d cathedral (just canceled thanks to Rainmaker's post) is already a little better.
I saw a real video from 1975 GP and the cathedral was not visible from cockpit. so is not only better, but also more realistic ;)
 
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