Assetto Corsa PC Mods General DiscussionPC 

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ATS D6. Modified version with Manfred helmet (thanks guys from Endor Team). Added more authentic rims. (WIP)
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Fictional "Jaggermeister" skin for the Dodge charger

choose with or without AO and drag that content folder over to CM and install.

pictured is without AO
Screenshot (707).png
 
Lotus Type 23 Cosworth 1.7 final
I think this is the final update of this car. The physics are now completely satisfactory for me, the car is not too slippery and not too grippy, minimal oversteer and understeer, neutral handling, which basically corresponds to the description of the car from life (we are talking about the standard Lotus 23).
changes:
graphics - minimal changes.
physics - the center of gravity has been clarified, the correct steer lock, the correct tire pressure and other adjustments.
added a curve of the brake disc temperature.
plus one new skin.
 
When composing my 2005 custom championship together I tried to search a SimHub/CM scoreboard/overlay/hud/leaderboard for this era... and... THERE'S NONE. There's only that 2005 revmeter.

According to my calculations there are about 17.119 overlays/leaderboards for 2017-2024 but ZERO for 1994-2010. Zero. That is amazing.

This might be the most popular era of F1 ever. And no one in the whole sim racing community has done this leaderboard which was in use for what... 10 years?

Any volunteers who already knows how to make these? If not, I probably have to learn to do this myself eventually.

1*dc_mQYEZa7WK1j8qUJgi1Q.png
 
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Lotus Type 23 Cosworth 1.7 final
I think this is the final update of this car. The physics are now completely satisfactory for me, the car is not too slippery and not too grippy, minimal oversteer and understeer, neutral handling, which basically corresponds to the description of the car from life (we are talking about the standard Lotus 23).
changes:
graphics - minimal changes.
physics - the center of gravity has been clarified, the correct steer lock, the correct tire pressure and other adjustments.
added a curve of the brake disc temperature.
plus one new skin.
thanks Alex, this is a stunning mod!!

The tuned version is still 1.2 , is that just the ui version number that wasn't changed, or it didn't receive the physics updates?

ps:
Good thing you added another skin, as there weren't enough yet! ;)

In all seriousness, if there is one thing I could point out that could be improved a bit about this mod, it's the tremendous amount of hard disk space the skins take up.
But then again I'm glad I am able to run a batch file to compress the dds files, and save over 2GB of space just on this mod! :cheers:
(and surely there are people here who prefer the none-compressed full sized textures and don't mind the disk usage... )
 
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Hi Guys

Some small updates to finalize my update :)

Update details v1.1:

  • New AMG logo added and detailed decals added to steering wheel, upscaled too
  • Centered Bridgestone logo properly, tire wall texture
  • Adjusted tire radial blur properly
  • Minor tweak to the interior AO texture

preview.jpg
__custom_showroom_1727363409.jpg
__custom_showroom_1727363457.jpg
Screenshot_ks_mercedes_190_evo2_grand_valley_speedway_ll_26-8-124-19-48-31.jpg
amg_logo.png


 
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thanks Alex, this is a stunning mod!!
thanks for your feedback.

The tuned version is still 1.2 , is that just the ui version number that wasn't changed, or it didn't receive the physics updates?
tuned version 1.2 is correct, since the main car of the mod is the standard 23, which I started making earlier, for it 1.7, and the tuned version is something like a bonus, I saw it later on YouTube, and wanted the same). perhaps it was worth combining the version numbers, so that there would be no confusion.

In all seriousness, if there is one thing I could point out that could be improved a bit about this mod, it's the tremendous amount of hard disk space the skins take up.
But then again I'm glad I am able to run a batch file to compress the dds files, and save over 2GB of space just on this mod! :cheers:
(and surely there are people here who prefer the none-compressed full sized textures and don't mind the disk usage... )
about skins, and the space they take up. as I wrote earlier in the topic, I use about 20 car mods, and about 20 track mods, so lack of space does not threaten me). seriously, I tried to save them in BC3, which reduces the weight by about 2 times, but artifacts appear, yes, I know that during races these artifacts are not visible, but I have such a thing, I know that they are there, and it pisses me off.

Good thing you added another skin, as there weren't enough yet!
by the way, I added another skin for a reason, but to fill the empty space in the third row of skin icons))

Desktop Screenshot 2024.09.28 - 00.41.56.57.png
 
Hi Guys

Some small updates to finalize my update :)

Update details v1.1:

  • New AMG logo added and detailed decals added to steering wheel, upscaled too
  • Centered Bridgestone logo properly, tire wall texture
  • Adjusted tire radial blur properly
  • Minor tweak to the interior AO texture
is there no way to to install those updates without putting the dds files into every skin folder?
maybe someone got an idea :)
 
24H
is there no way to install those updates without putting the dds files into every skin folder?
maybe someone got an idea :)
I don't know if it will work or not, but I do know for tracks you can make a folder named 'texture' in the actual track's folder (not the content\track folder). Then you can drop dds files in there and the game will use those textures to override any textures assigned in the kn5 file. The nice thing is, a skin folder will still take precedence over the files in the 'texture' folder so there is no worries about messing up any skins.

Worth a shot to see if it works for cars as well. If it does, it should solve your problem.
 
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If you find the fritting a little intense (I was getting very bad moiré effect, especially around the rear-view mirror) then try subbing this texture in after removing the .txt extension.

1727473934171.png
 

Attachments

still seeing this error on the ground...anyone know of a fix for it? was messing with my graphics settings and it came back
 

Attachments

  • 20240927-180403-acu_sepang-gp_2009_f60-pureLinear.png
    20240927-180403-acu_sepang-gp_2009_f60-pureLinear.png
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Day 971 of my attempts at getting a decent AI. I went with Goodwood this time, using the @racinjoe013 edit of the mantasisg track.

All the cars are from the TCL 60s pack from Bazza, and you're supposed to use either the Cortina from the same pack (easy) or the Mini Historic appendix K from Pessio (harder).

Once you have them and the track, here are the modified AI cars :
https://www.mediafire.com/file/er8r56a38r59ldn/Tetri_GoodWood_AI_Cars.7z/file


Once everything's downloaded, the race and week-end set for Content manager is here : https://acstuff.club/s/C3AE

As usual, the first lap does not count. After that, it's all fun and battles.

Now you're not supposed to use the AI cars (Duh), i haven't tried to use the Alfa Romeo yet, the Fairlane are more "road blockers", and the GTA tend to take on fire after 10 laps for some reason. Also, some cars go to pits for repairs after 10 laps, especially the Cortinas, i can't find why but it might be some damage out of the mods i made. In the future it would be better to ask the modders themself to do the modifications, as they probably know by heart what tire or power.ini would make the car faster.

The Pessio Mini app. K is a blast in the rain, here is a battle for 8th place that lasted for quite a while :



Another example with the TCL Cortina :



The grid would work with every other tracks, guess depending on the AI lines you would have better or worse racing, but in the end still way better than racing the vanilla cars.
 
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Automotodrom Brno v2.5.1 update:

View attachment 1381563

v2.5.1 changelog:
  • Corrupt AI fixed.
  • Totally reworked physical road mesh, now perfectly synchronised with the visual road mesh.
  • Missing sponsor banners added back (erroneously hidden by config in v2.0).
  • Additional new Czechia/Brno sponsor brand artwork added, and previous sponsors from v2.0 have been reworked. Previous skins have been removed due to model updates.
  • New pitlane technicians added.
  • Start line clock & session information displays updated.
  • Various texture/shader/config/model tweaks and improvements.
  • Various instances of z-fighting, clipping and flickering resolved.
  • Sections updated, new preview added.
  • ClimaxF1 lighting config added with permission.

Please do not rehost the full track as part of any skin creation. Please keep this existing link so that incremental updates might be added at later dates.
loving it!!! thanks!
 
When composing my 2005 custom championship together I tried to search a SimHub/CM scoreboard/overlay/hud/leaderboard for this era... and... THERE'S NONE. There's only that 2005 revmeter.

According to my calculations there are about 17.119 overlays/leaderboards for 2017-2024 but ZERO for 1994-2010. Zero. That is amazing.

This might be the most popular era of F1 ever. And no one in the whole sim racing community has done this leaderboard which was in use for what... 10 years?

Any volunteers who already knows how to make these? If not, I probably have to learn to do this myself eventually.

1*dc_mQYEZa7WK1j8qUJgi1Q.png
Alonso leader with 0 stops followed by teammate having stopped.
How about feeling like this just for a moment in a life.
Anyway, have anyone in whole AC history thought in an effective blue flag mod for AI?
They have ruined me (or almost) a hundred races that would have been epic if AI cars that were lapdown hadn't battled their position.
 
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24H
is there no way to to install those updates without putting the dds files into every skin folder?
maybe someone got an idea :)
Replacing textures in ContentManager or 3DSimED works fine for me.

For 3DSimED:
Open the KN5 file, choose save textures in a folder not temporary, put the new dds files in there and save the model.

The ContentManager works with the custom Showroom as well, but it is more fiddly with more than one texture.
 
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I actually don't know to be honest.

My update only adds 13.5mb to each skin.
Love your stuff but in one case (maybe it was the Vectra? or the first T78's bmw you've made now I don't remember...) every skin resulted weighting x4.

Not complaining and loving your work, I have a new disgustingly powerful pc incoming this week, I'm simply installing your updates very slowly and carefully. :)
 
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Replacing textures in ContentManager or 3DSimED works fine for me.

For 3DSimED:
Open the KN5 file, choose save textures in a folder not temporary, put the new dds files in there and save the model.

The ContentManager works with the custom Showroom as well, but it is more fiddly with more than one texture.
This is a very clever solution/tactic. Ta.
 
@Peter Boese assuming this is the Pure weather system in this video (I'm not aware of another one with mist pockets?), how do you get the mist to look as 'wispy' and as clearly-defined as in this video (from around 4:40 onwards)? I can only get it to look quite vague and ethereal, without the form and texture shown here. I tried the same track (Spa) and cycled through dawn to dusk at all times of the year and in different temperatures. My graphics settings are maxed out, I'm also running a 4080 like in the video, but I've never managed to achieve mist looking like this. Any ideas?
(video is time stamped to start just before this spot)


1727507685597.png
 
@Peter Boese assuming this is the Pure weather system in this video (I'm not aware of another one with mist pockets?), how do you get the mist to look as 'wispy' and as clearly-defined as in this video (from around 4:40 onwards)? I can only get it to look quite vague and ethereal, without the form and texture shown here. I tried the same track (Spa) and cycled through dawn to dusk at all times of the year and in different temperatures. My graphics settings are maxed out, I'm also running a 4080 like in the video, but I've never managed to achieve mist looking like this. Any ideas?
(video is time stamped to start just before this spot)


View attachment 1392641

That is the groundfog shader. You can also set humidity high and set a bit of mist in Pure Planner weather slots and you get ground fog with clear weather. Also if you use low temperatures, you get more ground fog effect with high humidity values.
 
I don't know if it will work or not, but I do know for tracks you can make a folder named 'texture' in the actual track's folder (not the content\track folder). Then you can drop dds files in there and the game will use those textures to override any textures assigned in the kn5 file. The nice thing is, a skin folder will still take precedence over the files in the 'texture' folder so there is no worries about messing up any skins.

Worth a shot to see if it works for cars as well. If it does, it should solve your problem.
It works well for tracks, but I have had no luck making this work dor cars. The files in the texture folder just will not apply. This would definately be very useful for general texture updates like interiors etc. Very easy and non-intrusive. Maybe in the next csp version...
Can't you drop them in the extension folder and add lines to replace the texture there?
That works, but it's a whole lot of work.
 
That is the groundfog shader. You can also set humidity high and set a bit of mist in Pure Planner weather slots and you get ground fog with clear weather. Also if you use low temperatures, you get more ground fog effect with high humidity values.
Thanks, I'll do more experimenting.
I have the groundfog shader active, I just couldn't replicate that look in the video.
Didn't think to adjust humidity.
Ta!
While I have your attention, I always think it's a shame that the contrails in the 'Few Clouds' skybox are only there for a short time in the early afternoon. It'd be great to have a separate 'Contrails' skybox where they're up there all day long. They look fantastic.

Edit: the size, scale, structure and gain sliders in the groundfog shader settings are what I was looking for - thanks. Everything is eminently tweakable.
Can't help thinking the groundfog defaults don't really do it justice, and 99% of users probably won't ever tweak it.
The more defined 'wispy' look is so much more effective IMO, especially when it's getting blown by wind and moving laterally.
Thanks again.

Edit 2: seems odd to have 'car turbulence' off by default too, it's such a nice feature.

1727512949451.png
 
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Thanks, I'll do more experimenting.
I have the groundfog shader active, I just couldn't replicate that look in the video.
Didn't think to adjust humidity.
Ta!
While I have your attention, I always think it's a shame that the contrails in the 'Few Clouds' skybox are only there for a short time in the early afternoon. It'd be great to have a separate 'Contrails' skybox where they're up there all day long. They look fantastic.

Edit: the size, scale, structure and gain sliders in the groundfog shader settings are what I was looking for - thanks. Everything is eminently tweakable.
Can't help thinking the groundfog defaults don't really do it justice, and 99% of users probably won't ever tweak it.
The more defined 'wispy' look is so much more effective IMO, especially when it's getting blown by wind and moving laterally.
Thanks again.

Edit 2: seems odd to have 'car turbulence' off by default too, it's such a nice feature.

View attachment 1392667
Yes, but the size of the groundfog shader is influencing fps much, also the turbulences effect eats fps. Maybe I add those quality buttons again and set such things with those.
 
Yes, but the size of the groundfog shader is influencing fps much, also the turbulences effect eats fps. Maybe I add those quality buttons again and set such things with those.
Does 'structure' have much influence on FPS? That's the one that really helps to add some texture to the fog, making it more wispy, and the one that really improved the look of the groundfog for me.
The default 'structure' setting means there's very little texture variance in the fog, so if it doesn't eat FPS then it might be worth raising this a little as a default?

(I've actually reduced the 'size' from the default 1.0 down to 0.25 so the fog hugs the ground more - I'm guessing this reduces load quite considerably?)
 
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Dumb question:
Is there a way to set default camera for replay?
Since some time when i do a replay my default cam is always in cockpit, and i cannot find a way to change this.
cam.png

Change replay cam using the arrows on the side.

Latest CSP does always start in cockpit, just hit F3 to get another one...
that CSP version also lets me drive with open door, until I restart, then the door closes... (dedicated extra keys won't let me close the door)... :irked:
 
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