Assetto Corsa PC Mods General DiscussionPC 

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Courage C60 Megaback Dropping Soon.

Car List

2000 Courage C60 Judd
2001 Courage C60 Peugeot V6
2002 Courage C60 JX Judd
2003 Courage C60 JX Judd
2005 Courage C60 Hybrid Judd
2005 Courage C60 Hybrid Judd LMS

Possible addon's

2003 Courage C65 JPX
2003 Courage C65 JPX LMS

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Hello everyone. I'm having the problem where the traffic light doesn't show up when I started the races. Can someone help me?
@Natan5 Had this issue a while back:

@Fall Guy Suggested that he do a Steam Integrity Check, and that worked.

DANGER: If you do the same be sure you have a backup of any changes/mods/skins you've made/added to Kunos cars and tracks, cos those will get overwritten.
 
As a classic F1 fan I think it's pretty amazing that we have 1984 Dallas and 1982 Caesars Palace.Those tracks were done by "Anonymous". They are "semi decent" but have some issues. As they don't officially have an author I was just thinking that some track expert could polish them a little bit.

Dallas 1984 street circuit especially is pretty cool track to drive and I think it's way nicer street track than Detroit and Phoenix. And the real Dallas GP 1984 was one of the best F1 races ever. It's the one that Mansell collapsed when he was trying to push his car over the finish line.

Caesars Palace is a F1 joke as the track was built on a parking lot. Yes, really.



Sure it's not a great track... actually it's one of the worst ever... but it is important historically. The championship was decided there in 1981 (Piquet when Reutemann completely collapsed) and Keke Rosberg in 1982.It's absolutely WILD that we have those tracks. I think they deserve some attention but I don't want to start building tracks as I'm easily addicted and I'm already addicted to my season building hehe. The foundation is ok but they def. need some polishing. Dallas especially could at least use some safe AI lines for the SD 1984 cars (the only ones we have).

1982 Caesars Palace with improved AI line

1984 Dallas (pretty much at vanilla state)

Check them out.

Of course now we have some really high quality 80's tracks as Shi's Long Beach and Detrot works. But Dallas and Caesars could use some work. And of course we don't have the 1980's Zandvoort.

nice one! have to test it today.
tracks against all odds are always kinda interesting :)
 
@Natan5 Had this issue a while back:

@Fall Guy Suggested that he do a Steam Integrity Check, and that worked.

DANGER: If you do the same be sure you have a backup of any changes/mods/skins you've made/added to Kunos cars and tracks, cos those will get overwritten.
I'll try it tonight after I back it up. Thank you very much AndrƩ.
 
Hello everyone. I'm having the problem where the traffic light doesn't show up when I started the races. Can someone help me?
Maybe the texture (off.png) is corrupt?
I only have my amended one if you want to try, maybe someone can provide the original?
Put it in assettocorsa/content/texture after backing up the one that's already in there.
You'll need to rename it off.png, GTP renames it randomly when posting.

1752223656995.png

(from here: https://www.gtplanet.net/forum/thre...ral-discussion.307899/page-4803#post-14442459)
 
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Hello everyone. I'm having the problem where the traffic light doesn't show up when I started the races. Can someone help me?
Traffic lights or starting lights?

For virtual starting lights (the app at the center screen on start) try Masscot solution.
For the track starting lights, many track have this issue. Which track has the issue? I can try to fix it.

If you have issues with traffic lights when using CSP "traffic tool" (or 2REAL traffic version), try to
reinstall the traffic files for the track.
If it doesn't work, reinstall CSP "traffic tool" (or 2REAL traffic version).
If it doesn't work, the track traffic doesn't have intersections setup correctly.
 
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Monza 1994 v1.01

Screenshot_ks_abarth500_assetto_corse_monza_1994_11-6-125-20-14-20.jpg

Monza with 1994 layout.
Conversion from F1 Challenge.

-CSP recommended
-54 pit/start
-AI, cam

Credits & Thanks;
F1 Challenge Track by dmarques
(Based on the default F1C circuit with major upgrades to buildings and surroundings)

Terms Of Use; (F1C)
Enjoy this mod to the fullest, that's all. If you want to convert or use this
as a base to create other cars, you're welcome in doing so as long as the
appropriate credit is given to the respective authors of the files you are
using. You can find all authors in this file

AC converted by @shi (shin956)
AI line, sidelines and ai_hints.ini by @IMEAN
logo.png and sections file by @Fanapryde
.lua base and font by @gunnar333
Crowds texture by @Kniker97
pit tents from F1-S-R track pack (rF1)
some textures by kunos
Test and Feedback by @Breathe

Enjoy.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.01 changelog;
Lancia adboard was ā€œ8ā€, corrected to ā€œĪ“ā€ (delta). (Thank you Antonio Losapio for the report.)
Fine-tuned the tree textures.
 
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CART 1997 update... Still going... I thought that it'd be easier than making it from scratch but scooby my doo it isn't - the RF modder did his best (bless his heart) but it had SO MANY wrong logos and zero speedway wings were painted lol

Also it's 2K for space related reason - I'm tired of cars having a gazillion skins with a skin folder taking about 5 gigs of disk space lol.

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I'm also working on... Something else. Now these are being redone almost entirely because they're 1K skins from F1C lol

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CART 1997 update... Still going... I thought that it'd be easier than making it from scratch but scooby my doo it isn't - the RF modder did his best (bless his heart) but it had SO MANY wrong logos and zero speedway wings were painted lol

Also it's 2K for space related reason - I'm tired of cars having a gazillion skins with a skin folder taking about 5 gigs of disk space lol.

View attachment 1463958
View attachment 1463959View attachment 1463960View attachment 1463961


I'm also working on... Something else. Now these are being redone almost entirely because they're 1K skins from F1C lol

View attachment 1463962
Looking really good, I presume you are using the 1998 chassis with 1997 skins?

Yeah that 2008 Dallara has been done to death, I think most of them are based on the same model. If you dig around the net you'll find many different season's skins, mainly in rF1.
 
Looking really good, I presume you are using the 1998 chassis with 1997 skins?

Yeah that 2008 Dallara has been done to death, I think most of them are based on the same model. If you dig around the net you'll find many different season's skins, mainly in rF1.
Sadly yes, I use the 1998 car for 96/97 and 99 as well
 
I'd love some help. I've started editing the config files for older tracks to make them look better and then share them. It's not a complete overhaul so far, but I'm experimenting.
I wanted to know if, since I have procedural grass fx in CSP, where I can find these files, and if it's possible to modify the grass with a different texture to make it "greener" and perhaps different, for example from this (original csp):

Senza titolo-1.jpg


to this more realistic one:

Senza titolo-2.jpg



Thanks guys
 
Great job with CART 1997.

I have the 1999 CART cars but it's pretty much impossible to create a full season with those cars.

I did some attempt a few years ago though. The cars drive very well. Montoya was THE driver back in those days.

I know, for example, that the Tochigi is not the correct circuit. And there are no ovals that could be used. Has anyone made a proper championship for the 1999?

I used these. Half of them are probably wrong. Are there new and better tracks that could be used? I mean not necessarily better but more accurate. I'd love to make a 1999 CART season. Or anything 1990's if possible.

"tochigi_racing_ring",
"long_beach1998",
"mdd_jacarepagua",
"aa_portland_final",
"burke_lakefront_airport",
"anon_dallas",
"lilski_road_america",
"toronto",
"detroit2017",
"midohioch",
"C10R_Vancouver1998",
"ks_laguna_seca",
"rmi_houston07",
"akv8_goldcoast",
 
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I'd love some help. I've started editing the config files for older tracks to make them look better and then share them. It's not a complete overhaul so far, but I'm experimenting.
I wanted to know if, since I have procedural grass fx in CSP, where I can find these files, and if it's possible to modify the grass with a different texture to make it "greener" and perhaps different, for example from this (original csp):

View attachment 1463986

to this more realistic one:

View attachment 1463987


Thanks guys
The colour of the grassFX is mainly defined by the grass texture. So, based on that you have greener or less green grass.
You can tweak the value of the texture via ext_config, in order to make it darker or brighter with the ksAmbient and ksDiffuse values
 
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Great job with CART 1997.

I have the 1999 CART cars but it's pretty much impossible to create a full season with those cars.

I did some attempt a few years ago though. The cars drive very well. Montoya was THE driver back in those days.

I know, for example, that the Tochigi is not the correct circuit. And there are no ovals that could be used. Has anyone made a proper championship for the 1999?

I used these. Half of them are probably wrong. Are there new and better tracks that could be used? I mean not necessarily better but more accurate. I'd love to make a 1999 CART season. Or anything 1990's if possible.

"tochigi_racing_ring",
"long_beach1998",
"mdd_jacarepagua",
"aa_portland_final",
"burke_lakefront_airport",
"anon_dallas",
"lilski_road_america",
"toronto",
"detroit2017",
"midohioch",
"C10R_Vancouver1998",
"ks_laguna_seca",
"rmi_houston07",
"akv8_goldcoast",
It's my dream as well but it's nearly impossible... Plenty of dedicated versions of tracks for F1 and a lot less for CART. Life suckz
 
It's my dream as well but it's nearly impossible... Plenty of dedicated versions of tracks for F1 and a lot less for CART. Life suckz
The only track missing from 1997 in its correct form is Vancouver, and I know someone was working on that, although they had a lot of other projects, but they had a working version running in game already, even let me try the Alpha version. So lets see. That track making group kinda got disbanded so not sure if that track will be finished or not.
 
Random question, is it possible to change Track Day settings? Is it possible to do a Track Day session where you have to do more than one lap, or a combination of laps? I'd like to do something like the Isle of Man or Indianapolis 500 qualifying where you have a set number of laps and it times the total time. Thank you!
 
The only track missing from 1997 in its correct form is Vancouver, and I know someone was working on that, although they had a lot of other projects, but they had a working version running in game already, even let me try the Alpha version. So lets see. That track making group kinda got disbanded so not sure if that track will be finished or not.

Someone said that creating oval tracks is problematic on AC as creating the racing line is difficult. I have no idea. Do the ovals play well too?
 
I'd love some help. I've started editing the config files for older tracks to make them look better and then share them. It's not a complete overhaul so far, but I'm experimenting.
I wanted to know if, since I have procedural grass fx in CSP, where I can find these files, and if it's possible to modify the grass with a different texture to make it "greener" and perhaps different, for example from this (original csp):

View attachment 1463986

to this more realistic one:

View attachment 1463987


Thanks guys
The generic grass textures live in assettocorsa/extension/textures/grass_fx.

You can also put a texture in the track extension folder if you pinched one off another track, as long as you point to it in ext_config:

"TEXTURE=grass_fx/highlands.dds (replace this with texture name)", you might need to play around with TEXTURE_GRID line as well.
 
The generic grass textures live in assettocorsa/extension/textures/grass_fx.

You can also put a texture in the track extension folder if you pinched one off another track, as long as you point to it in ext_config:

"TEXTURE=grass_fx/highlands.dds (replace this with texture name)", you might need to play around with TEXTURE_GRID line as well.
This will change the shape of the grass, but since he talk about the color of it, the best way is to tweak the 2D texture of the grass terrain than the grass itself
 
The generic grass textures live in assettocorsa/extension/textures/grass_fx.

You can also put a texture in the track extension folder if you pinched one off another track, as long as you point to it in ext_config:

"TEXTURE=grass_fx/highlands.dds (replace this with texture name)", you might need to play around with TEXTURE_GRID line as well.

This will change the shape of the grass, but since he talk about the color of it, the best way is to tweak the 2D texture of the grass terrain than the grass itself
Thanks Cris but I already understood how to change the color, I meant Uberbok's suggestion, I mean to change the model and the texture generated by grass fx, but I didn't know where to find it and which lines to insert, thanks guys! ;)
 
Someone said that creating oval tracks is problematic on AC as creating the racing line is difficult. I have no idea. Do the ovals play well too?
Ive found that mostly you can get it done tho yes you have to compromise with the AI line sometimes which may limit the ability to pit or the smoothness of it.
The only track missing from 1997 in its correct form is Vancouver, and I know someone was working on that, although they had a lot of other projects, but they had a working version running in game already, even let me try the Alpha version. So lets see. That track making group kinda got disbanded so not sure if that track will be finished or not.
Is there a version from Rfactor that exists?
It's my dream as well but it's nearly impossible... Plenty of dedicated versions of tracks for F1 and a lot less for CART. Life suckz
Im doing my best to convert what exists :lol:
Great job with CART 1997.

I have the 1999 CART cars but it's pretty much impossible to create a full season with those cars.

I did some attempt a few years ago though. The cars drive very well. Montoya was THE driver back in those days.

I know, for example, that the Tochigi is not the correct circuit. And there are no ovals that could be used. Has anyone made a proper championship for the 1999?

I used these. Half of them are probably wrong. Are there new and better tracks that could be used? I mean not necessarily better but more accurate. I'd love to make a 1999 CART season. Or anything 1990's if possible.

"tochigi_racing_ring",
"long_beach1998",
"mdd_jacarepagua",
"aa_portland_final",
"burke_lakefront_airport",
"anon_dallas",
"lilski_road_america",
"toronto",
"detroit2017",
"midohioch",
"C10R_Vancouver1998",
"ks_laguna_seca",
"rmi_houston07",
"akv8_goldcoast",
I did 1998 Homestead and put it out there a week or so ago. AI line could use some work tho. And Tochigi is Motegi and they did go there just I forget which round it was.
 
Thanks Cris but I already understood how to change the color, I meant Uberbok's suggestion, I mean to change the model and the texture generated by grass fx, but I didn't know where to find it and which lines to insert, thanks guys! ;)
You can open the texture with photoshop (or similar program that allow the open of .dds) and edit the grass, then you have to try in game an fix here and there the texture until you found something you like. Or just use another texture that is available on some other tracks.
 
More about "AC ai is bad" myth. After years of tweaking these seasons I've found out a couple of things.

1. When the track fastlane is well made (safe and fast) like Kunos Monza, Spa, Barca... ANY @Thockard fastlane, etc. you will NOT get any erratic behaviour by ai. But you have to watch the mirrors and keep your line in the overtake situations as long as you're clearly past the ai car. If you have a sloppy fastlane and bad cars (like unmodified SimDream) you will have terrible races and slow/erratic AI. And you also have to be very careful where to attempt the overtake. But hey, it's like that in real F1 too. Overtaking was ALWAYS difficult and risky before DRS came. So don't do any idiotic overtake attempts, it shouldn't be an arcade game, huh?

2. When ai drivers' aggression is set to values ANYHING above 25 you WILL get erratic behaviour. Many people make the crucial mistake of installing general aggression on the CM. I never touch any CM ballast/restrictor values but define everything on the champs JSON file. And these values have to be driver specific, not general.

3. Aggression 25 is pushing it but it works for drivers like Senna, Schumacher and a bit lesser extent on drivers like Montoya (when they're controlled by AI). When you have it on 25 these cars will attempt some risky overtakes and occasionally knock you out when you're trying to overtake them. They will also knock themselves out sometimes and ruin their qualifying. This happens less on quality cars like RSS, VRC etc. but it happens.

4. Always set the "lesser cars/drivers" aggression to minimum. Like 1. Take any F1 season and you will only have a few WDC contenders. 1988-1990 it was basically just Prost and Senna, Sure Mansell had a good car but he was erratic and pretty much always self destructed. A driver like Mansell could use high aggression. 1998-2001 it was only Hakkinen and Schumacher. 2002-2004 it was all Schumacher until Raikkonen and Alonso came along, etc. There must be a considerable difference between lower tier teams/drivers and the top drivers. And when the lower tier cars/drivers have smaller aggression they are not blocking you so badly and are much easier backmarkers on longer races.

Watch this 2002 race on Kunos Monza. Schumacher AI 100 (Aggression 25) and Barrichello AI 97 (aggression 1.0). It's great, great racing and on the third lap I get a bad exit on Variante Ascari and immediately Schumacher strikes and overtakes me on Parabolica. Then I have another overtake attempt behind the slipstream before Variante but I'm not clearly past him and couldn't go back to the racing line yet. Maybe I could have done that but there could have been a risk of a crash.

If you drive sensibly you will have EXCELLENT races when the evinronment (track ai, well built car, driver aggression) is set up properly. People say that AMS2 F1 has better AI. I strongly disagree. AC ai is very good when you have all parameters set up properly and you actually drive sensibly yourself. AC is not Gran Turismo, overtaking is very difficult and that's how it should be. When you have top drivers set up properly, even one spin or once going to the gravel ruins your hopes of winning the race. And that's how it should be.

15 out of 17 races in this season already completed. I haven't had one SINGLE race where I feel that ai has screwed the realism/fun. I'm not a great sim racer so AI at 100 offers very good challenge to me. You have to be consistent and sharp all through the race to get wins or poles. How is this AI on the video "bad"? I think it's absolutely superb. You have to clock constant 1:25 to keep up with the leaders. And AI is often faster on that one mandatory pitstop that I have set up. Winning is possible but hard.

I've played every single F1 title since Geoff Crammon's early works. Played AMS2 F1 mods, RF1, RF2... but AC1 has hands down SUPERIOR F1 (at least to me). We have the best community, best track makers, best fastlane makers. I don't get it how people can even look elsewhere... or play absolute trash like EA/Codemasters F1 (sorry to say that but it's the truth).

I love AC. This is the best offline F1 racing sim ever made and I'm pretty sure NOTHING can ever replace it (thanks to this community and track makers like @Rainmaker87 and @shi. We have so many amazingly well made tracks and we can pretty much modify EVERYTHING. How can any "locked" sim could ever compete against this? I will continue improving the TV graphics and the seasons because I love driving these.

 
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