Assetto Corsa PC Mods General DiscussionPC 

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I was reading the Custom Shaders Patch Wiki and realized you can do an "easy" rim swap on cars using a line of code and a *.kn5 file with a single wheel. Are there any rim packs available online anywhere? Or, is there an easy way to isolate only a wheel to make a *.kn5 file? Keeping in mind I have basically no knowledge or skills in Blender or 3D programs. Any help would be appreciated.

EDIT: I have just made a blind attempt at doing this, and while yes I was able to isolate a rim and import it into AC... for some reason there is only a single rim and it's the size of a mountain lol. I have no idea what I've done wrong here but it's actually comical.

If anyone is looking for a 50 foot tall rim, let me know. :sly:
When you export the FBX file from Blender, you must set "Transform/Scale" option to 0.01 (bottom-left ot the the export popup window).


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Guys, need help with Gran Turismo 7 models
I don't know what to remove and what not to, so that it can be ready for Assetto Corsa.If someone has worked with GT7 models and wants to help
Leave a reply here.
The model that i want to make is the Nissan Skyline Super Silhouette
Screenshot 2025-08-27 133924.webp



P.S. for the Nissan R33 JGTC, i still try to fix the aerodynamic problem with high downforce
 
Some great seasons in AC, you're right. But once we have a direct game to compare AC to it's just so inferior - take kaka's supremely good mods, they drive better than in the original games but we're missing all the stuff that makes a game an experience: the HUD, the tracks with proper ads and the ambience (and the trees when it comes to Korea lol)

When I see the 'quality' of the SD cars (98-99-00) which are the same model with bits changing here and there I just wanna hop on F1C and drive the real stuff you know ?

Same goes for the 80s F1 cars - if you want the full experience you gotta play rfactor because the mods available for AC are so poor (thx SD) or non-existent it ain't worth it.
You havent discrovered the ASR f1 mods yet? they are 80s, 90s f1 cars, and of VRC quality.
 
Guys, need help with Gran Turismo 7 models
I don't know what to remove and what not to, so that it can be ready for Assetto Corsa.If someone has worked with GT7 models and wants to help
Leave a reply here.
The model that i want to make is the Nissan Skyline Super Silhouette
View attachment 1475000


P.S. for the Nissan R33 JGTC, i still try to fix the aerodynamic problem with high downforce
Looks like its more about assigning materials at this point, and, well, obviously wheels. Are you using Blender or 3Dsmax? Looks like the scale might be out.
 
Guys, need help with Gran Turismo 7 models
I don't know what to remove and what not to, so that it can be ready for Assetto Corsa.If someone has worked with GT7 models and wants to help
Leave a reply here.
The model that i want to make is the Nissan Skyline Super Silhouette
View attachment 1475000


P.S. for the Nissan R33 JGTC, i still try to fix the aerodynamic problem with high downforce
Recommend watching this video by Touge the main guy that did most if not all converts and more for MMW.
Something i can tell you right away is that any object that ends in _T needs to be subdivided with the modifier, 1 is enough but if you want perfect accuracy go with 2.

Oh and some updates regarding the Saleen Mustang GT2
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Hey man... send me the fixed one. Thanks.

Can you fix Dallas 1984 midget pit guys too?

Hey man, for sure. :)
Here are some really quick made fixes and improvements:


Fixed the pit guys, a lot of wrong normals, fixed missing shadows and double-sided objects, added a quick vao-patch and a basic ext_config.ini
Just fixed, mainly the most annoying things, at least for my OCD. :)


before:
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and now:
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why always previews end up more blurry then what the Preview window shows ?? :banghead:

View attachment 1474938
(this is without CSP , with CSP it's even worse)
and no it's not the resize of the ui ... even when I open the full size pic , it's more blurry then on the Previews pane...

EDIT: aargh, and the pics pasted here also loose quality.. so here is a download

please check your preview settings whether DOF is activated. Try to disable it.
Otherwise I can have a look if you share the settings your are using
 
You havent discrovered the ASR f1 mods yet? they are 80s, 90s f1 cars, and of VRC quality.
Lol I have his full 1991/1992/1993 seasons and all his other cars installed but really there's no full experience with his 80s cars since it's just a couple of Lotus, Ferrari and McLaren - not full seasons like the good old mods on rf :)
 
Has anyone had an issue where animating a wing in blender the fbx animation when applied in the KS editor isn't what you exported. Like for instance it keeps picking a random spot in the animation and choosing to split it up from there so it jumps to a different bit at a randomly determined point when it saves it. Another example is it is animating it but its rotating from two positions not marked in the file.
Every animation in blender i use the ksanim exporter stereo did. To export ksanim directly from blender. Work much better because fbx animation from blender into kseditor has not been working well. Kseditor much prefers anything that comes from 3dsmax. Only issue is that any animation you do in blender you need to rotate them by 90 degrees in blender before exporting it else it will be rotated 90 degree in game
Did not mention that one or 2007 (close enough sponsors) bc it feels like a standalone game :)

I'm talking about the 80s, late 90s, early 00s. For that we have F1C and GP4 ! We're also missing a 2009 season mod of the same quality as kaka's mods - the Prophetimus mod is good but it's just missing that extra something. I ported all the cars last year but it's missing one big, crucial thing : animated suspensions (and I couldn't be arsed) so I deleted everything.
Prophetimus did 2009? I'm not aware of that.
Also huge mistake to delete cars over a simple suspension animation, i could have done them
 
I think my biggest gripe with AC moving forward is the quality of tracks, it can be very glaring when you can do all these fancy things with cars yet most tracks bar a tiny few are just stuck in another era, of course you can now add stuff easy enough thanks to the brilliant track decoration, but take Kunos tracks as an example, they really haven't aged well, no life, no feeling there, when you see what some other games tracks feel like in atmosphere its so so lacking, it just hasn't moved on at the same pace as cars.
We can get loads of ace models from other games, but then use them on rfactor 1 tracks.
The tracks where we are moving in the right direction are the photogrammetry ones, and i myself try to use ground shots from google earth to replace the always bog standard green block and grey tarmac blocks for pit areas etc.... its a ball ache though.
 
... Some here might be changing too many things too often and ends up being in a constant whirlpool...
whirlpool.webp


... and after this creative silly joke, my thoughts about the trending topic.

I only play Assetto Corsa and my experience with other "sims" was with old PS2 games so I can't compare to any other relatively modern game, but by the little I know, I think that the main problem with AC is that cannot handle his success: literally EVERYBODY can "mod" this game, some with more artistry than others, some with certain interests and others selflessly, etc, etc.

Beside, each of us has an idea of what the ideal AC would be, and sometimes we assume that all mods have to work plug and play (like some of the games we're comparing it to, which have less -or any- freedom to mod, or less modders working on them than on AC) and... this is an utopia from the moment EVERYBODY, with or without talent, can tinker with the game and launch his "creations" to the whole world, and EVERYONE have it's own idea of what is a "good" mod, or what is necessary or what not (think wipers, Android, visual damages, sounds, AO, LODS... and so on...).

I think it's been proven that when the stars align, the experience with AC can be incredible. The thing is, aligning the stars in AC requires a lot, lot of work, and if you're very demanding or perfectionist, even more work, and on top of that, that doesn't guarantee that the results will be as expected, which can be very frustrating.

In my case, I've said more than once that for me, trying out things and adapt the game to my tastes is part of the fun, and while it sometimes frustrates me, the times when I actually enjoy the game are far more frequent. It must be that with age I'm learning to become less demanding and to settle for whatever I can achieve and don't worry about things that I can't control.
 
I picked your first point just to have a laugh, sooooooo (my sleeves are very long to roll)
I actually have 620 racing cars and here is my...

"Triangles Hall Of Fame":
851k rss hyperion
825k rss protech
788k rss furiano
764k Ferrari F40 LM

The one that makes laugh more is the VRC isola/isotta fraschini, in order to use that futureless disgrace of an amateur proto our pcs have to move 710k triangles around the track.

Another funnyfun paradigm is the the rss protech uses almost twice the number of triangles than urd darche992 23.
Is it twice as good? Naaaaaaaaah.

But in the end I don't even have a SINGLE four-figure k triangles model.
Laugh Out Loud Lol GIF

And by checking all the payware mods everybody can clearly see that RSS, and lately VRC too, have stopped caring about optimization.
The very good looking ripped Valkyrie appearing on these very pages is a 345k tris model, almost half of the mentioned brands.

p.s.
My point wasn't really try to nuke your point...but it just happened :D
This plus the fact alone that my AC doesn't wanna race anyway.
The good thing about the 4000k tris models is that they are out so hopefully someone in the future can reduce that frightening number.
Also, in terms of sheer performance: doesn't really care if a model has 300k or 700k triangles because the CSP stuff is making even the lowest triangles model super-heavy.

@kakauiyt
Groan and groan and groan.
At least their cars have proper LODs, so having a main model with (too) much detail doesn't really break the bank. Cars with 350k triangles and no LODs are much more hungry. But 851k triangles...yeah, I kind of agree - that's excessive.
 
Hi everyone. Hope you are all doing well!
I've been a long time lurker and I'm hoping that someone smarter than me might be able to help me out. I've got a bit of an issue with some of the old RSS GT cars.

I'm using the latest CSP preview and Pure LCS. The LCD display on the RSS GT Tornado is almost unreadable. If I switch to Gamma, it's a little better but still quite hard to read. The text seems to get easier/harder to read depending on which way the car is facing. I've tried redownloading the car pack from RSS to see if it was an old version or something, but it's still the same.

Do any of you guys have any suggestions for me to try to fix it? Or could any one else that has the car test to see if it's just me that it is happening to?

Thanks!
 
I collaborated on this car a while ago with other modders, now I've edited it and improved it aesthetically. If you like it and it doesn't bother anyone, I can share it, but only if it doesn't create a drama.... I have many cars edited and improved by me, but no mod is totally mine, this makes me shy about sharing....
 

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You mean like this guy? https://www.gtplanet.net/forum/threads/assetto-corsa-pc-mods-general-discussion.307899/post-14493210

I find the animation of suspension into Kseditor isn't always accurate but works fine on the car itself in game. Maybe try that?
Yes, exactly like that. Thank you very much for linking.

When you export the FBX file from Blender, you must set "Transform/Scale" option to 0.01 (bottom-left ot the the export popup window).


View attachment 1474988
That's exactly what the problem was, THANK YOU. I had the scale set to 1,1,1 which was a big issue (pun intended). I then had the genius idea of setting the scale to 0.1,0.1,0.1 which made it better but obviously I was still an entire decimal place off. I now know how to do this properly and I appreciate your help. :cheers:
 
I collaborated on this car a while ago with other modders, now I've edited it and improved it aesthetically. If you like it and it doesn't bother anyone, I can share it, but only if it doesn't create a drama.... I have many cars edited and improved by me, but no mod is totally mine, this makes me shy about sharing....
I was the original creator of the Alfa for my page Aussie Big Bangers and ATCC on Face book you are welcome to release a version no problem at all
 
Every animation in blender i use the ksanim exporter stereo did. To export ksanim directly from blender. Work much better because fbx animation from blender into kseditor has not been working well. Kseditor much prefers anything that comes from 3dsmax. Only issue is that any animation you do in blender you need to rotate them by 90 degrees in blender before exporting it else it will be rotated 90 degree in game

Prophetimus did 2009? I'm not aware of that.
Also huge mistake to delete cars over a simple suspension animation, i could have done them
So what version of blender are you using I'm on 3.3 which from what I read I shouldn't have to do the 90 degree rotate. When I'm in game after using that exporter for some reason the wing element is just missing and is no where to be found. Was i supposed to export more than just the empty that is the parent?
 
Looks like its more about assigning materials at this point, and, well, obviously wheels. Are you using Blender or 3Dsmax? Looks like the scale might be out.
i use 3Ds max

Recommend watching this video by Touge the main guy that did most if not all converts and more for MMW.
Something i can tell you right away is that any object that ends in _T needs to be subdivided with the modifier, 1 is enough but if you want perfect accuracy go with 2.

Oh and some updates regarding the Saleen Mustang GT2
I see, thank you
 
shi
Astana International Raceway v1.11

View attachment 1359402
Fictional circuit in Kazakhstan.
Conversion from rFactor.

-CSP Recommended
-2 layouts (GP/ Oval)
-34/ 40 pit/start
-AI, cam

Known issue: GrassFX does not work inside tunnels.

Credits & Thanks;
Original rFactor Track by Edobot
-I have tried to contact him but have not been able to. I thank him for his work.

AC Converted by @shi (shin956)
AI by IMEAN
logo.png by @Fanapryde
Crowds texture by @Kniker97
some textures by kunos
Test and Feedback by @Masscot

Enjoy.
Converted upon request by Patreon member Mateus.

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.01 changelog;
Changed texture to standing crowds.
Changed the texture of the grass.
Changed the shaders. (ext_config.ini)
Darkened the texture of the grandstand.
;Thanks Mascot for the report.

v1.1 changelog;
Added garage doors.
Added marshalls.
Even when CSP settings → General Patch Settings → CPU optimizations → Chunks optimizations are set to Advanced, ground objects are no longer hidden. (Tested with CSP 0.2.12-preview1.)
Increased the number of pit/start positions in the GP layout to 34.
Fixed buried groove.
Updated ext_config.ini.

v1.11 changelog;
Added the missing mesh to the pit. (Thank you, Quark67 and Den_88, for your report and suggestions.)

Astana International Raceway v1.11

v1.11 changelog;
Added the missing mesh to the pit. (Thank you, @Quark67 and @Den_88 , for your report and suggestions.)
Screenshot_ford_escort86_astana_ir_28-7-125-17-58-0.webp
 
At least their cars have proper LODs, so having a main model with (too) much detail doesn't really break the bank. Cars with 350k triangles and no LODs are much more hungry. But 851k triangles...yeah, I kind of agree - that's excessive.
Assetto corsa in a nutshell

You have the poor and the rich, the poor can't afford running the game with latest VRC RSS and unoptimized night tracks despite having a PC that has 2015 power.

And you have the rich that has Nasa PC that can burn as many polygons as they want their GPU is made for hardcore raytracing

RSS and VRC should be forced to develop their cars on the average peasant PC to force them to optimize their stuff. That's what made me do lods and texture optimization on cars that aren't even considered high poly.


So what version of blender are you using I'm on 3.3 which from what I read I shouldn't have to do the 90 degree rotate. When I'm in game after using that exporter for some reason the wing element is just missing and is no where to be found. Was i supposed to export more than just the empty that is the parent?
Uh no, no matter the blender version you NEED to rotate 90 degrees. If you use the ksanim exporter blender extension.

And the exporter will export the current animation displayed doesn't care if you select an empty or an object or whatever. Just the current animation playing in blender, and every object affected by it.

Here's how I did drs animation
 
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