Assetto Corsa PC Mods General DiscussionPC 

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Beautiful, congratulations. Let's hope someone makes all the useful liveries: BTCC, Italian Superturismo Championship etc etc


Need a 155 DTM 1994 mod: there is no 1994 version
thank you :-)


or:

most of the skins could also work with the kunos one. haven't checked it. but the car based on the kunos 155

some WIPs, filling the DreamRace 2019 at Fuji Grid :-)
__custom_showroom_1737191792.jpg
__custom_showroom_1737191687.jpg
 
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minor update of Lotus Type 23 pack.
correction of wing skin on climax.
correction of tire temperature/pressure (bots, on some tracks, suffered from overheating and increased pressure in the front tires, as a result, understeer and crashes).
correction of brake temperature curve on climax.
correction of basic car settings, more aggressive (bots on some tracks suffered from understeer and crashes).
gearbox on the correct (right) side, (useful for those who use VR, the hand gets into the lever).
constructive criticism is welcome.
 
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Thanks for sharing v2.68.
  • I like the variety of trees.
  • The variety of trees opened line of sight to treewalls. :(
Now I remember what I don't like about v3.1, and it still exists in v4.0. There is a distinct change of texture and color on the hillsides because there is no grassfx. As I'm driving, it looks odd to me and I don't like it. Is this the Gamma vs LCS issue that you're experiencing?

View attachment 1421752

View attachment 1421753
Edit: after checking, these middle distance areas DO have GrassFX, but perhaps you aren't seeing it due to distance or because the grass is quite short and patchy?
If so, maybe try adjusting the GrassFX for those areas?
This shot was taken deep into the trees.

1737198332210.png

@shi has provided new models-based VAO patches that eliminate the cockpit flickering so the track might be ripe for a little update soon anyway.
 
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If you're even half as much a lover of older Porsches as I am, I'd like to suggest you have a look at this one:

preview.jpg


It's the Porsche 911 (964) Carrera RS 3.8 from 1993, and it's free from Luso Real Specs on his/their Patreon
Gratefully that's free to join.

Now. I know there have been some cars from this source in the past.. that we weren't unanimous in our praise of.
This one is not in that ilk. I can highly recommend taking a look at this little yellow jewel.
 
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If you're even half as much a lover of older Porsches as I am, I'd like to suggest you have a look at this one:

View attachment 1421818

It's the Porsche 911 (964) Carrera RS 3.8 from 1993, and it's free from Luso Real Specs on his/their Patreon
Gratefully that's free to join.

Now. I know there have been some cars from this source in the past.. that we weren't unanimous in our praise of.
This one is not in that ilk. I can highly recommend taking a look at this little yellow jewel.
Define 'free'. Cause in my world free means 0 bucks, unless in some parts of the world 0 equal 2 lol

Capture d'écran 2025-01-18 125100.png


Also his Patreon is funny in that regard - you have to... Pay... to gain access to free posts ? That's next-level grifting lmao

And it suspiciously looks like the old mod from Shokeus which was free to begin with...
 
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In the last couple of versions, I've noticed that GrassFX is now "popping up" a bit. I can see it appearing as I move across the track - not sure if getting drawn or getting "illuminated".

Are there any settings I can change to tweak this? I've tried decreasing GrassFX quality and removing any efffects, but no luck.
 
Is there a way to control how much swaying the trees and grass do? Just a little too much for my liking. I set the wind to 0 and still they're swingin away like some dancehall routine. And isn't it chewing cpu/gpu time too?
 
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Is there a way to control how much swaying the trees and grass do? Just a little too much for my liking. I set the wind to 0 and still they're swingin away like some dancehall routine. And isn't it chewing cpu/gpu time too?
Where are you setting the wind?
If using Sol/Pure, you need to do it for the type of weather in the Sol/Pure app.
It works there.
If you're changing it on the Drive screen, it won't.

You can also randomise the wind speed and direction (and set the boundary limits) in the Pure app, which adds nice visual variation to tracks in that the flags aren't always blowing in the same direction with the same force.
 
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Edit: after checking, these middle distance areas DO have GrassFX, but perhaps you aren't seeing it due to distance or because the grass is quite short and patchy?
If so, maybe try adjusting the GrassFX for those areas?
This shot was taken deep into the trees.

View attachment 1421814
Interesting. I activated the F7 free camera to look at the area, and there was no grassfx. Not a case of short grass for me. I need to investigate further.

UPDATE: Upon further investigation, there is grassfx, but it is very patchy. Thus revealing the underlying texture/material too much for me. The patchiness effect does not look realistic to me. I'll stay with v2.51 for now. Horses for courses and all that.
 
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Two questions, the shameful one first.
I can't turn my car lights on. I've assigned "L" in AC settings, I've assigned "L" in extended settings app but something's wrong, like some other command interfering. I defaulted both settings, nothing changes...Where's my mistake?


Second one.
Can I spawn N number of still cars on a track wherever I need them, place them as I see fit for the only purpose of whatever, making pictures? Does this work in CM showroom only? A.I. example lol
 
Define 'free'. Cause in my world free means 0 bucks, unless in some parts of the world 0 equal 2 lol

View attachment 1421819

Also his Patreon is funny in that regard - you have to... Pay... to gain access to free posts ? That's next-level grifting lmao

And it suspiciously looks like the old mod from Shokeus which was free to begin with...
It's the old Geroda74 car with some updates from Adriaan (but still has vastly different shades of leather on the dashboard and door cards, unfortunately).
Physics feel good but the cockpit's not really up to snuff in VR, for me anyway.
Different variation, but the Maid Cafe 964 might be worth a look as an alternative.


 
Define 'free'. Cause in my world free means 0 bucks, unless in some parts of the world 0 equal 2 lol

View attachment 1421819

Also his Patreon is funny in that regard - you have to... Pay... to gain access to free posts ? That's next-level grifting lmao

And it suspiciously looks like the old mod from Shokeus which was free to begin with...
When I click on the link this is what I see:

1737209975673.png
 
In the last couple of versions, I've noticed that GrassFX is now "popping up" a bit. I can see it appearing as I move across the track - not sure if getting drawn or getting "illuminated".

Are there any settings I can change to tweak this? I've tried decreasing GrassFX quality and removing any efffects, but no luck.
Popping up, as in radioactive swamp? I've been looking everywhere for a way to bring this mess back to its original dark green value. The only way seems to be bringing any form of ambient light in pure to a lower level, or adding more ambient occlusion.

@racinjoe013 have been doing an amazing job to bring the values back to a perfect level in his tracks edits but lately CSP has gone over the edge and it looks overbright again. @ClimaxF1 has done, again, some edits to overcome the new brightness as well, but i can see it's back to overexposed values as well in its edits (just tried Mugello to be sure, and it's not that bad, but it was PERFECT when it came out).

It's still very tricky. I guess there's some grassfx shader or material value value we could bring down thru an extension.ini file, but it could be nice to have a little control over it directly from CM.

Here's the config basics : https://github-wiki-see.page/m/ac-custom-shaders-patch/acc-extension-config/wiki/Tracks-–-Grass-FX

Personal opinion, we have to find a way to get the tracks to look good automatically. I've been trying to play Sergio Loro's old tracks lately with CSP 0.2.7 and they look terrible for some reason. I had to edit very specific values in the ppfilters to bring them back to a decent graphic level, but i remember playing them a few months ago and they looked pretty good.

My guess is either Pure or CSP has added plenty of shaders, glare options, lighting FX and playing old tracks with no CSP updates has become a lottery. Even new versions of super neutral ppfilters, the ones you can trust, like Natural Mod or Pure, cannot render them to their past glory. And it has been mentionned here multiple times, that it's a nightmare as well for creators and modders, as with each new iteration comes new challenges to overcome, edit and add for mods to work properly.

(i'm actually trying rn to make a vid on Sergio Loro's Watkin Glens 60s, with racinjoe's edits, and none of the 30 ppfilters i have, past and new, manage to render it properly. It's a nightmare.)

Edit : it's omething since csp 0.2.5 and beyond. Reversing to 0.2.4, everything looks absolutly glorious.
 
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It's the old Geroda74 car with some updates from Adriaan (but still has vastly different shades of leather on the dashboard and door cards, unfortunately).
Physics feel good but the cockpit's not really up to snuff in VR, for me anyway.
Different variation, but the Maid Cafe 964 might be worth a look as an alternative.


but car pointed by MasterFocus is a Carrera RS, MaidCafe is a Turbo, is the gauges and logs the same?, in the other hand, maybe somenone got the Carrera from another source different to original... ;)
 
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Popping up, as in radioactive swamp? I've been looking everywhere for a way to bring this mess back to its original dark green value. The only way seems to be bringing any form of ambient light in pure to a lower level, or adding more ambient occlusion.

It's still very tricky. I guess there's some grassfx shader or material value value we could bring down thru an extension.ini file, but it could be nice to have a little control over it directly from CM
I also have that, but already gave up on improving it.

This one feels more annoying to me. It's actually popping up... I can see the grass "appear" as I move along the road (as if there's some aggressive clipping on the grassfx). I'm not sure if it's just being generated as I'm near it, or if it's some sort of lighting issue and it only gets illuminated in that moment. No idea what to change to prevent it, as it didn't do this in earlier versions.
 
I also have that, but already gave up on improving it.

This one feels more annoying to me. It's actually popping up... I can see the grass "appear" as I move along the road (as if there's some aggressive clipping on the grassfx). I'm not sure if it's just being generated as I'm near it, or if it's some sort of lighting issue and it only gets illuminated in that moment. No idea what to change to prevent it, as it didn't do this in earlier versions.
Does the grass just feel bigger than usual? I have these bigs trunks, sometimes they even spawn on the roads. Reversing to 0.2.4 fixes it, try and have a look to compare. I have no idea where the changes come from. CSP 0.2.4 also helps a lot with plutonium.

Ffs i've been trying to edit all my ppfilters for 0.2.7 and going back to 0.2.4 everything is sooooo much better. God i'm so glad you pointed that out haha.
 
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Does the grass just feel bigger than usual? I have these bigs trunks, sometimes they even spawn on the roads. Reversing to 0.2.4 fixes it, try and have a look to compare. I have no idea where the changes come from. CSP 0.2.4 also helps a lot with plutonium.
The grass_fx on the latest CSP versions look horrible, IMO. Not sure why he changed the way they look, but I hope eventually he goes back to the way it was on older versions. It's the number one reason (among many other reasons) why I refuse to update my CSP version. I just can't get past how bad it looks.
 
The grass_fx on the latest CSP versions look horrible, IMO. Not sure why he changed the way they look, but I hope eventually he goes back to the way it was on older versions. It's the number one reason (among many other reasons) why I refuse to update my CSP version. I just can't get past how bad it looks.
Oh and the trees as well. They REALLY pop up now in 2D, in an uncanny way. I never paid that much attention before, now they 're just spitting their uggliness at my face. Just had a try on the Nord, CSP 0.2.4 is my go to.

I wanted to ask you, what version are you using? Your edits are still on my top list in terms of graphic immersivity, i've wondered if you let go the 1.8 since.
 
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Popping up, as in radioactive swamp? I've been looking everywhere for a way to bring this mess back to its original dark green value. The only way seems to be bringing any form of ambient light in pure to a lower level, or adding more ambient occlusion.

@racinjoe013 have been doing an amazing job to bring the values back to a perfect level in his tracks edits but lately CSP has gone over the edge and it looks overbright again. @ClimaxF1 has done, again, some edits to overcome the new brightness as well, but i can see it's back to overexposed values as well in its edits (just tried Mugello to be sure, and it's not that bad, but it was PERFECT when it came out).

It's still very tricky. I guess there's some grassfx shader or material value value we could bring down thru an extension.ini file, but it could be nice to have a little control over it directly from CM.

Here's the config basics : https://github-wiki-see.page/m/ac-custom-shaders-patch/acc-extension-config/wiki/Tracks-–-Grass-FX

Personal opinion, we have to find a way to get the tracks to look good automatically. I've been trying to play Sergio Loro's old tracks lately with CSP 0.2.7 and they look terrible for some reason. I had to edit very specific values in the ppfilters to bring them back to a decent graphic level, but i remember playing them a few months ago and they looked pretty good.

My guess is either Pure or CSP has added plenty of shaders, glare options, lighting FX and playing old tracks with no CSP updates has become a lottery. Even new versions of super neutral ppfilters, the ones you can trust, like Natural Mod or Pure, cannot render them to their past glory. And it has been mentionned here multiple times, that it's a nightmare as well for creators and modders, as with each new iteration comes new challenges to overcome, edit and add for mods to work properly.

(i'm actually trying rn to make a vid on Sergio Loro's Watkin Glens 60s, with racinjoe's edits, and none of the 30 ppfilters i have, past and new, manage to render it properly. It's a nightmare.)

Edit : it's omething since csp 0.2.5 and beyond. Reversing to 0.2.4, everything looks absolutly glorious.
There aren't many tracks to which I don't have to apply my grass and tree 'cheat code' config. Otherwise the grass and trees are often lime green in default settings.
I agree that it's possibly CSP causing this, as even OEM Kunos tracks now suffer from it.
 
Oh and the trees as well. They REALLY pop up now in 2D, in an uncanny way. I never paid that much attention before, now they 're just spitting their uggliness at my face. Just had a try on the Nord, CSP 0.2.4 is my go to.

I wanted to ask you, what version are you using? Your edits are still on my top list in terms of graphic immersivity, i've wondered if you let go the 1.8 since.
Still using 1.80preview9. Still racing and editing tracks without having to jump through hoops like I read so many people here having to do. No crashes, no problems. I know for some everything works without issues on newer CSP versions, but not for me. Grass looks bad, weird ai issues, tree shadows not as defined as before, etc., etc., etc.
 
Yeah and it amounts to nothing, the car is still locked behind a paywall lol
Pretty neat!!

manchester united GIF



Still using 1.80preview9. Still racing and editing tracks without having to jump through hoops like I read so many people here having to do. No crashes, no problems. I know for some everything works without issues on newer CSP versions, but not for me. Grass looks bad, weird ai issues, tree shadows not as defined as before, etc., etc., etc.
As @Peter Boese mentioned before, v1.80 isnt the latest stable version
 
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Popping up, as in radioactive swamp? I've been looking everywhere for a way to bring this mess back to its original dark green value. The only way seems to be bringing any form of ambient light in pure to a lower level, or adding more ambient occlusion.

@racinjoe013 have been doing an amazing job to bring the values back to a perfect level in his tracks edits but lately CSP has gone over the edge and it looks overbright again. @ClimaxF1 has done, again, some edits to overcome the new brightness as well, but i can see it's back to overexposed values as well in its edits (just tried Mugello to be sure, and it's not that bad, but it was PERFECT when it came out).

It's still very tricky. I guess there's some grassfx shader or material value value we could bring down thru an extension.ini file, but it could be nice to have a little control over it directly from CM.

Here's the config basics : https://github-wiki-see.page/m/ac-custom-shaders-patch/acc-extension-config/wiki/Tracks-–-Grass-FX

Personal opinion, we have to find a way to get the tracks to look good automatically. I've been trying to play Sergio Loro's old tracks lately with CSP 0.2.7 and they look terrible for some reason. I had to edit very specific values in the ppfilters to bring them back to a decent graphic level, but i remember playing them a few months ago and they looked pretty good.

My guess is either Pure or CSP has added plenty of shaders, glare options, lighting FX and playing old tracks with no CSP updates has become a lottery. Even new versions of super neutral ppfilters, the ones you can trust, like Natural Mod or Pure, cannot render them to their past glory. And it has been mentionned here multiple times, that it's a nightmare as well for creators and modders, as with each new iteration comes new challenges to overcome, edit and add for mods to work properly.

(i'm actually trying rn to make a vid on Sergio Loro's Watkin Glens 60s, with racinjoe's edits, and none of the 30 ppfilters i have, past and new, manage to render it properly. It's a nightmare.)

Edit : it's omething since csp 0.2.5 and beyond. Reversing to 0.2.4, everything looks absolutly glorious.
I just tried the track it it looks ok. The grassFX just adapts to the used texture under it:
1737217197179.png

Thats CSP 0.2.4
1737217330217.png
 
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Still using 1.80preview9. Still racing and editing tracks without having to jump through hoops like I read so many people here having to do. No crashes, no problems. I know for some everything works without issues on newer CSP versions, but not for me. Grass looks bad, weird ai issues, tree shadows not as defined as before, etc., etc., etc.
As a feedback, i'm going thru my replay files, and all your work is doing absolutly fine until 0.2.4.

Longford is still glorious, lemans67 is a blast, goodwood is fantastic. I'm on the watkin glens from Sergio, it's good as well.
 
As a feedback, i'm going thru my replay files, and all your work is doing absolutly fine until 0.2.4.

Longford is still glorious, lemans67 is a blast, goodwood is fantastic. I'm on the watkin glens from Sergio, it's good as well.
Yes, you're right. Since CSP 0.2.4 the GrassFX is looking really ugly.

Changelog of CSP 0.2.4:​

Grass FX:
  • New wind implementation; (no one needs this!!!)
  • fuPBR_… and ksMultilayer_objsp_nm4 shaders are compatible with grass;
  • Issue with grass missing on edges of the screen with camera rotation fixed;
  • Better compatibility with LCS; (really???)

Changelog of CSP 0.2.5:​

GrassFX: updated shading and spawn logic; (why????)

GrassFX:
  • Origin shift no longer messes up grass adjustments;
  • Color syncing misbehaving with LCS fixed;
  • Width of custom pieces fixed;

Changelog of CSP 0.2.6:​

Grass wind works in VR with Single Pass Stereo disabled; (to fix this took soooooooo long)
 
I just tried the track it it looks ok. The grassFX just adapts to the used texture under it:
View attachment 1421853
Thats CSP 0.2.4
View attachment 1421854
I see on your picture 1 that the grass is still way brighter, but to be sure would you share your CSP settings? I might isolate the issue if i can compare to a setup where everything is working as intended.

On my side, here's the results from a playing view :

Screenshot_gadu_alfa_romeo_tz2_rt_oulton_park_18-0-125-17-33-31.jpg

CSP 0.2.4
Screenshot_gadu_alfa_romeo_tz2_rt_oulton_park_18-0-125-17-35-23.jpg

CSP 0.2.7

That's the "scale" issue i'm mentioning, not to mention the brighter color. It happens on many vintage tracks, but this one in particular is interresting because the track's skin has been edited just a few months ago, meaning it should have recent values for grass shaders and materials in its config file.
 
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