Assetto Corsa PC Mods General DiscussionPC 

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Great job with this car. It is a little fast though. I ran a race at Mid-Ohio against this and several other IMSA GTP cars. The Corvette was turning race laps in the low 1:19's. In the actual race there in 88, the fastest qualifier was G. Brabham in the Nissan at 1:19.95 and he set fastest race lap at 1:21.3. Otherwise, well done.

Hello, why the link is donw? can someone re-up it? Thank you
 
The Forza Motorsport models have the 75 aero for both models, just sayin'

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shi
Naruto Skyline v1.21
Converted from rFactor2.

View attachment 1297656View attachment 1297657
Nsuka is a virtual circuit about the 'Naruto Skyline' in Naruto city, Tokushima, Japan.
Its reading is "enu suka".
You should drive the left traffic lane except overtaking, to obey a japanese traffic law.

Remove the old version and then install it.
・CSP recommended
・34 pit/start
・3 layouts (InnerLoop, OuterLoop, Freeroam)

Credits & Thanks;
・Takach (website), the author of the rfactor2 original version.
@shi (shin956), Track convert
@ckkjw398 ,support and Camtool Replay
@CrisT86 , config advice

v1.0 changelog;
There was an update to the original source and my previous work wasn't good, so I converted from almost scratch.
The layout has been reduced to three: InnerLoop, OuterLoop, and freeroam.
Changed the start position to match the original source.
I was able to include an aerial photograph at the time of conversion.
Increased the number of Pit / Start to 24.
Rework ext_config.ini
Includes Replace Sign skin
And Many others...

v1.1 changelog;
Objects were aggregated and optimized.
Adjust ext_config.ini
The number of PITs has been increased to 34.

v1.15 changelog;
-Added sideline to AI.
-Updated ext_config.ini.

v1.2 changelog;
-Updated AI sideline and ai_hints.ini. (Innerloop)
-Updated ext_config.ini and audio_sources.ini.
-Fixed missing road mesh.
-Add seasonal adjustments. (ext_config.ini)
-The camtool for the innerloop layout that was previously included has been adjusted and included. The Outerloop layout was difficult to adjust, so it is not included.
-Other minor fixes

v1.21 changelog;
-Updated AI lines, sidelines, and ai_hints.ini.
-Updated ext_config.ini, audio_sources.ini and VAO-patch.
-A physical wall was installed at a tollbooth on the highway to prevent cars from crashing.
-Fixed holes in the road surface.
-Added sections.ini.

RD link
Mediafire link

Naruto Skyline v1.21
The link is in the quote.

v1.21 changelog;
-Updated AI lines, sidelines, and ai_hints.ini.
-Updated ext_config.ini, audio_sources.ini and VAO-patch.
-A physical wall was installed at a tollbooth on the highway to prevent cars from crashing.
-Fixed holes in the road surface.
-Added sections.ini.
 

Clydeside Circuit: Glasgow, Scotland



Located in Glasgow along the scenic River Clyde, the Clydeside Circuit is a fictional, compact street racing track featuring a mix of tight corners and short straights. Based on the real road layout, It is crafted to test precision driving and control, reflecting the urban architecture around the SSE Hydro for a genuine and engaging sim racing experience. This track is ideal for various racing formats and is now available for download on Overtake.gg!

Screenshot_bcrc_alfa_gt3_glasgow_hydro_gtomega_22-2-124-17-51-21.jpg
Screenshot_stockcruze_2022_glasgow_hydro_gtomega_21-2-124-19-0-30.jpg
Screenshot_stockcruze_2022_glasgow_hydro_gtomega_21-2-124-19-0-0.jpg
Screenshot_ks_porsche_911_gt3_rs_glasgow_hydro_gtomega_14-2-124-18-37-54.jpg
Screenshot_ks_porsche_911_gt3_rs_glasgow_hydro_gtomega_14-2-124-18-40-30.jpg
Screenshot_ks_porsche_911_gt3_rs_glasgow_hydro_gtomega_14-2-124-18-35-0.jpg
Screenshot_ks_porsche_911_gt3_r_2016_glasgow_hydro_gtomega_13-2-124-17-38-53.jpg
Screenshot_f1_2011_redbull_glasgow_hydro_gtomega_14-2-124-18-1-9.jpg
Screenshot_bcrc_renault_gt3_glasgow_hydro_gtomega_22-2-124-17-52-6.jpg
Screenshot_bcrc_aston_gt3_glasgow_hydro_gtomega_5-3-124-19-46-14.jpg



Uniquely, the Clydeside circuit was designed with tradeshows in mind, allowing GT OMEGA to showcase their sim racing gear effectively. The circuit’s shorter layout is optimal for quick demos, though it maintains enough complexity to be enjoyable.

Key features include:


  • Full compatibility with Custom Shaders Patch (CSP), which is required for the best experience.
  • Night lighting and complete rain compatibility enhance the realism, making it suitable for racing under any conditions.
  • The track accommodates 20 grid/pit slots, catering to larger racing events.
For the best visual experience, we recommend using the 'Pure' weather mod by Peter Boese. This track’s lighting is optimized for the 'Pure' post-processing filter. Adjust your PPF settings if the lighting appears overly bright or dim.
 

Clydeside Circuit: Glasgow, Scotland



Located in Glasgow along the scenic River Clyde, the Clydeside Circuit is a fictional, compact street racing track featuring a mix of tight corners and short straights. Based on the real road layout, It is crafted to test precision driving and control, reflecting the urban architecture around the SSE Hydro for a genuine and engaging sim racing experience. This track is ideal for various racing formats and is now available for download on Overtake.gg!

View attachment 1346779View attachment 1346788View attachment 1346787View attachment 1346786View attachment 1346785View attachment 1346784View attachment 1346783View attachment 1346782View attachment 1346781View attachment 1346780


Uniquely, the Clydeside circuit was designed with tradeshows in mind, allowing GT OMEGA to showcase their sim racing gear effectively. The circuit’s shorter layout is optimal for quick demos, though it maintains enough complexity to be enjoyable.

Key features include:


  • Full compatibility with Custom Shaders Patch (CSP), which is required for the best experience.
  • Night lighting and complete rain compatibility enhance the realism, making it suitable for racing under any conditions.
  • The track accommodates 20 grid/pit slots, catering to larger racing events.
For the best visual experience, we recommend using the 'Pure' weather mod by Peter Boese. This track’s lighting is optimized for the 'Pure' post-processing filter. Adjust your PPF settings if the lighting appears overly bright or dim.
"complete rain compatibility enhance the realism"

Well, that's Scotland :sly:
 
Released : Chevrolet Corvette GTP´88 (C4)
View attachment 1346252


Author:F302
Texture Update : F302 (rework,Skin Update)
Skins: Tar Heel
3d work: F302
hope u enjoy the Car
ps : send feedback ,bugs ,missing things
tested on CSP 0.2.3-preview1
PP filer; AC Vison GT 1.0
have fun!

To install, move folders to "...\SteamApps\common\assettocorsa" or simply
drag'n'drop archive to Content Manager

Any chance to have a Mazda RX-792P? And by the way, thanks so much for your efferts and works
 
But the main differences in this pictures is NOT LCS. This has more to do with postprocessing and a different taste. If this is the same time/date, why should it be so bright in nighttimes.

Here is a current comparison between a MATCHED gamma and lcs integration:
/https:/acstuff.ru/u/comparison/19r

With the next Pure version you can test this, but only for daytimes. There are thousands of little problems to be solved and as you see in the picture also in CSP the shaders will also need many work. But we should actually see it as a techdemo, BUT the differences are on shader level and NOT postprocessing. Gamms vs. LCS is not a brighter or more contrast picture or what so ever. The differences are a different math when calculating color / lights in the shader. So the overall picture should look the same in terms of brightness and contrast.

So here you can see a good example of how colors are differently calcualted:

And this results in a different presentation when you have many structures with different lights and shadows in the view. That is where LCS shines. Also the fog algorithm was changed with the LCS shaders:
the first comparison looks good for the background and the trees but on those Porsches colors and reflections look weird. Let me explain: the glasses on the cars seams to disappear with LCS and all the interiors seam to not have AO (I don't know if it is something related to the first beta version of LCS in AC or not). Also, the colors on the cars are flat without reflactions but the bottom plastic parts look better.
The second picture with LCS it looks like some old GTA games and the gamma looks the remastered version of the old GTA game.
The last one looks ok with LCS (as I said I think that it works better with far distance landscapes and vegetation).

Correct me if I'm worng but I think that this is just the result of a first beta release/attempt of LCS in AC. Also, this is just my taste and I don't want to convince anybody. Anyway, I see the potential of LCS in AC expecially for a much easier renderization, so let's wait and see 😊
 
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Clydeside Circuit: Glasgow, Scotland



Located in Glasgow along the scenic River Clyde, the Clydeside Circuit is a fictional, compact street racing track featuring a mix of tight corners and short straights. Based on the real road layout, It is crafted to test precision driving and control, reflecting the urban architecture around the SSE Hydro for a genuine and engaging sim racing experience. This track is ideal for various racing formats and is now available for download on Overtake.gg!

View attachment 1346779View attachment 1346788View attachment 1346787View attachment 1346786View attachment 1346785View attachment 1346784View attachment 1346783View attachment 1346782View attachment 1346781View attachment 1346780


Uniquely, the Clydeside circuit was designed with tradeshows in mind, allowing GT OMEGA to showcase their sim racing gear effectively. The circuit’s shorter layout is optimal for quick demos, though it maintains enough complexity to be enjoyable.

Key features include:


  • Full compatibility with Custom Shaders Patch (CSP), which is required for the best experience.
  • Night lighting and complete rain compatibility enhance the realism, making it suitable for racing under any conditions.
  • The track accommodates 20 grid/pit slots, catering to larger racing events.
For the best visual experience, we recommend using the 'Pure' weather mod by Peter Boese. This track’s lighting is optimized for the 'Pure' post-processing filter. Adjust your PPF settings if the lighting appears overly bright or dim.
*fictional DryFX included


Looks like it would be much better than the majority of Formula E tracks, nice amount of detail thank you.
 
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Hi guys i know its not the exactly right Forums but sinnce we are here all AC drivers maybe someone can help.

So i switched from my T300 to Fanatec CSL DD 8nM wheel and all settings so far i found are bit disappointing.
Yes the wheel is smooth, yes its much stronger and i feel more details. BUT i can´t absolutely not feel and over- or understeeering which i felt very well with my old thrustmaster. Just no grip loss feeling there....

If someone can recommend settings for AC profiler and game i wouldm be grateful. I am kind very disappointed of the wheel right now :(
 
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Ooooh! Fire! Thanks for this! For a time I had lost hope that one would ever arise for AC. Thanks for proving me wrong.

Some people like to drift around streets on super-tuned cars. Others like to rally around dirt treks. Some others like to speed along winding tracks with open-wheelers. I? I prefer to drive stock classics. There are still quite some historical cars that we're missing in AC like the 1971 Citroën SM or the 1967 NSU Ro 80. In fact, I attached a list of cars that I think are worthy to figure in the pantheon of AC cars and that we still don't have.
Totally Agree to your list. But you Forgot Ferrari 328 GTS and Audi Urquattro (not the Sport Quattro)
 
Hi guys i know its not the exactly right Forums but sinnce we are here all AC drivers maybe someone can help.

So i switched from my T300 to Fanatec CSL DD wheel and all settings so far i found are bit disappointing.
Yes the wheel is smooth, yes its much stronger and i feel more details. BUT i can´t absolutely not feel and over- or understeeering which i felt very well with my old thrustmaster.

If someone can recommend settings for AC profiler and game i wouldm be grateful. I am kind very disappointed of the wheel right now :(
I feel sorry for you... I wanted to order one CSL DD 8nm tomorrow... I guess I will wait and see if you find a fix for your wheel.
 
Lola B12/80 2.0 overhaul WIP ;)

View attachment 1346854
Interested. I'm assuming this is the GRID model? If so, I was redoing all the skins for AMS1. I never finished, and I'm not sure if I got all of them to 4k or not. It has been a few years since I've looked at them.

 
I'm late in posting because it's a weekday and I have real world work to do, but I would like to thank yavuzazgin, PGMurphy, s-b-i and Josuracer for their detailed feedback on the Commendatore 112i.
For s-b-i, thank you for writing the power.lut number. I tried it and found it to be a great engine. It will be applied in the next update. I will do our best to improve the areas pointed out by yavuzazgin, PGMurphy, Josuracer.
I feel that Commendatore 112i is a MOD that is attracting the attention of many people. Next time I have an update for Commendatore 112i and post it here, I'd appreciate every one feedback again!!

スクリーンショット (2795).png
 
In keeping you updated on the Viper, I would like to explain how the publication of the following cars will be structured. The TVR, GT1 Matech and Viper will form a package together with another car (I already have an idea in mind what it will be).

What happened to the TVR?

It still lacks a decent sound, some physics tweaks and new lods as it has new rims and new brake discs. Anyway she is in good shape.

What happened to the GT1?

It's in good hands.

How's it going with the Viper?

Strangely well. This time I decided to change my approach and decided to "restore" some parts rather than making them from scratch. Maybe it's more beneficial in some cases. I got a little out of hand with the triangles, but I'll try to make it as light as possible with the LODs. The net on the right is temporary. It doesn't convince me, the left one is still missing. She will end up in good hands too.

In good hands? Yes, then you'll see.
 

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the first comparison looks good for the background and the trees but on those Porsches colors and reflections look weird. Let me explain: the glasses on the cars seams to disappear with LCS and all the interiors seam to not have AO (I don't know if it is something related to the first beta version of LCS in AC or not). Also, the colors on the cars are flat without reflactions but the bottom plastic parts look better.
The second picture with LCS it looks like some old GTA games and the gamma looks the remastered version of the old GTA game.
The last one looks ok with LCS (as I said I think that it works better with far distance landscapes and vegetation).

Correct me if I'm worng but I think that this is just the result of a first beta release/attempt of LCS in AC. Also, this is just my taste and I don't want to convince anybody. Anyway, I see the potential of LCS in AC expecially for a much easier renderization, so let's wait and see 😊
LCS is a tech demo for now. There are many bugs and a lot of work needs to be done. But it already show the potential of what AC can be in the future.
 
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