Assetto Corsa PC Mods General DiscussionPC 

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It's not possible, it's not possible, sorry, but I'm angry...🤬🤬🤬
Shin's Monza88, for me, also has the exact same problem (a problem with no explanation or solution) as Ks_Monza_66: the cars enter the pits and can't exit because they disappear upon exiting and reappear in the pits again, in a loop.
CSP 0.2.9p1 and Nuzzi Pit App: in my opinion, the app isn't the problem. 🤬🤬
Testing is quite easy

- remove the Nuzzi app and see if happens again

if so

- downgrade CSP and see again if happens or not.

There's no other solutions...
 
Just tried doing same (as an experiment), and all works OK.
Here's my take on the needed process - basically in three steps - refer diagram.

If you're not that familiar with the 'object inspector' tool - then here's a copy of the edited sound-ini file.

Note: remove '.txt' and place file in ...\ks_monza66\extension
This worked! Well done sir. It definately adds something to make it feel like an event.

I've adjusted the volume levels a little to enhance the garage and announcers over the crowd - see my version of your sounds.txt attached (delete the text as you said.)

I also liked how you had placed the crowd sounds along the front straight grandstand - there may be a few locations off throttle they this would be cool for, at Monza, i.e. moments at Lesmos and Parabolica.

Notes:
1. I found the "Object Inspector" was not visible and needed to be checked in CSP, so once I had that in place, it came up.
2. I found I could also code this straight into the ext_config file they way it was in Rouen.

racealot, thank you.

I'll probably run the same over all my tracks now as I go.

If there is no objections, perhaps I can post them around? with appropriate thanks.

There were some other interesting sounds around in other banks, including sheep, cows and dogs, city noises, bull horns and other ambients effects to try.

Good video also here: Custom Sounds
 

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Finally a 0.2 update for Rouen les Essarts

Added the new layout as mentionned earlier (72-73 configuration which is the modern configuration but without the "Chicane des Roches" at "Six Frères")

The update is maybe not spectacular but to add trees and the new layout, I had to import / export the fbx from MadBrain in Blender, and it was a mess, I had to make many shaders replacement in the ext-config.ini, otherwise, the trees would not show up. I took advantage of this to learn more about shadows, ksDiffuse, ksAmbient etc... Still have some reflexions to tweak however... I tested the tracks with a rtx4090 so I'm not sure everything is optimised as it should be. Just let me know.

If an experimented driver wants to try the 74-94 layout and tell me how he feels the chicane, that would help me! I find it too bumpy and slippy, not sure it was like that in reality. I saw that the chicane road mesh has a small threshold at the beginning of it, maybe that would help to polish it but it is maybe me that is a too poor driver :-) The same for the junction between the common layout and the modern S in the north of the track that replaced the part 55-71 with the Scierie turn when the motorway was built.

I created new AI lines for each layout. I play with a controller, so they are produced in this way, either with Porsche RSR 2017 or with Ferrari 488 GT3. I made them with CSP 0.12.1 preview , with new AI behaviour disabled and tested them with the same option enabled. I tested every layout in races of 5 laps with AI strength at 90 and 0% aggression and with Nuzzi FIA flag and AI Pit Strategy apps activated. I made also some tests under rainy weathers.

The AIs were polished so that I did not experiment any strange starts or crazy behaviours during straights or while braking, in any conditions. I even enjoyed good fights with the top 3, overtaking each others correctly with sometimes some late braking resulting in a crash :-) But here as well, a test by experimented drivers with wheels would help a lot I'm sure. I believe the AI lacks of speed in the fast turn of "Six Frères" and the overtaking is quite easy at the "Nouveau Monde" pin but I could not do better when registering the lines :-D

I'm a beginner at Blender so I was not able to merge all 3 fbx inside 1. Aside from the mess of IDs between fbx, the problem is that the fbx for the larger 55-71 layout has different altitudes where the other layouts should pass. So I'd have to do a lot of mesh adjustements in Blender and my first tries resulted in small gaps everywhere, far beyond my capacities and available time ^^

So still stuck with the editing of 3 fbx for one modification... And also I was not able to recreate the AC_POBJECT hierarchy structure provided by MadBrain so I replaced them with common objects until I understand how to recreate them with Blender and export them correctly.

Next step would be also to add track lights in the modern layouts "72-73" and "74-94" . I saw how to do it but must find time.

I found the experience really amazing, but very time consuming: I gained a lot of respect for all the track builders / editors and saw wonderful works in many mods while opening them to learn "how they did that ?"

Anyway, I downloaded so much content from the community that I'm happy to have at least tried to produce something in return ;-)
VAO snacks for all 4 layouts
 

Attachments

It's not possible, it's not possible, sorry, but I'm angry...🤬🤬🤬
Shin's Monza88, for me, also has the exact same problem (a problem with no explanation or solution) as Ks_Monza_66: the cars enter the pits and can't exit because they disappear upon exiting and reappear in the pits again, in a loop.
CSP 0.2.9p1 and Nuzzi Pit App: in my opinion, the app isn't the problem. 🤬🤬
Can almost guarantee you its the Nuzzi app. That app messed up all my races.

Testing is quite easy

- remove the Nuzzi app and see if happens again

if so

- downgrade CSP and see again if happens or not.

There's no other solutions...

You can't just remove the Nuzzi app, you have to go into each track's surface.ini file and delete the last section that the app adds, only then does it stop working.
 
It's not possible, it's not possible, sorry, but I'm angry...🤬🤬🤬
Shin's Monza88, for me, also has the exact same problem (a problem with no explanation or solution) as Ks_Monza_66: the cars enter the pits and can't exit because they disappear upon exiting and reappear in the pits again, in a loop.
CSP 0.2.9p1 and Nuzzi Pit App: in my opinion, the app isn't the problem. 🤬🤬
If you look at the part of the Nuzzi Pit app code where decision to go to the pit is computed (line 401 of NuzziPitApp.lua), you'll find:

-- Loop through all ai drivers
for i = 1, ac.getSim().carsCount - 1, 1
do
-- Loop through the drivers pit stop laps array (pit stops strategy)
for a = 1, #aiDriversArray.pitStopsLapsStratArray, 1
do
-- Ai request scheduled tyre stop when:
-- 1) On lap they want to pit
-- 2) They haven't already requested (to stop spam)
-- 3) When they are not in pitlane & more than 25% round a lap to stop teleport to pit on exit bug
if ac.getCar(i).lapCount + 1 == aiDriversArray.pitStopsLapsStratArray[a] and aiDriversArray.pitStopRequested == false and ac.getCar(i).isInPitlane == false and ac.getCar(i).splinePosition >= 0.25 then


Seems to me the iteration is done on the laps where the AI should stop. Which may not be secure if you go out of the pitlane before you passed the finish line because " if ac.getCar(i).lapCount + 1 == aiDriversArray.pitStopsLapsStratArray[a]" and the other elements would still be True when you're released from the pits, so -> infinite loop

I think it is the case in Monza 66 where the pits are before the finish line, not sure if it is the same for Shi Suzuka version (I have the Carrera4 / Rainmaker / daBaeda where this is not the case, you gain a lap before being released from the pits and the bug here is that every AI retire once they go to pit lol)

The best would be to contact Nuzzi directly via his Patreon I think : at least he knows already there may be a problem of teleport on exit

I did not see a place in his code where it would modify the surfaces.ini, I tried it on Rouen-les Essarts and did not find any modifications of this file when using the app.
 
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Looks good, an app that add code-lines and destroy things without a backup, such a great thing...
There is readme file with Nuzzis apps:
"3) Finally, each time you are using a new track you will need to “enable track physics” for my apps to work. Each of my apps will have the button located in the UI: Press it then restart the session from Content Manager and the app will be up and running! (I have left a button to disable track physics with each app. Track Physics needs to be disabled to play online again without being kicked from servers!"
 
Any ideas as to why the games crashing, what's the fix ?

Regards

Mark

Cancel fixed the flames had disappeared
 

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Figured it was time for me to contribute to this thread with some minor (yet useful at least for me) things:

- Custom grid types based on power ratio and other elements
This file adds new grid types as I wasn't too happy with the default Similar P/W ratio and HP difference. These are based on a 20% P/W and 10% HP ratio so that your random grids will now feature similarly powered and balanced opponents. There are also more filters based on different percentages (10% P/W + 10% BHP difference for example) as well as same country or same era filters. One thing I've just added and I'm still testing (mostly to make it compatible with all mods as some modders input their car countries differently) is the same P/W + BHP ratio filter added with checks for European, American and Asian countries so that you can have your grids be of the same continent of origin too (NOTE: It doesn't check for your car's country of origin, so you might still be in an American car and decide to race vs European cars only if that's your wish)

Place in C:\Users\XXXXX\AppData\Local\AcTools Content Manager\Data (User)\Grid Types

- Revised UK License Plate in CM Paintshop
This was another pet peeve of mine, I've always liked the look of the UK license plate but the default CM one wasn't quite up to standard for me. I've changed the font (from dafont) and the plate background (made in Photoshop, still not perfect) and also made it fit on cars with European (wider) plates. You can also find a Vertical version too for cars with US/JP license plate format.
There is a problem with this one: cars that have a front plate will not have a white background because I couldn't find a way to differentiate the textures via CM, If I can update it somehow later to fix this I'll do it but right now I'm content with it. Maybe I could make an alternate version that only has the white background in the future.


Place in C:\Users\XXXXX\AppData\Local\AcTools Content Manager\Data (User)\License Plates
 

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Question to car modders (maybe @RMi_wood or others know too).

There's a quick, easy, way to make LODs nowdays for cars? I knew about Simplygon with CM, but as far as i remember it's not working anymore (at least on my CM). I have few old cars that requires some care with LODs but i don't know how to make them (that's why i ask for a quick way)

Thanks :)
 
Good Afternoon
Has anybody got rain fx for Kyalami 67 by actrackrebootproject that they would be willing to share

Regards

Mark

Cancel found it, thanks
 
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Released : Mazda RX7 Race Modified (fictional)

Author:F302

3D Model by The Crew2
Texture Update : F302
3d work: F302
Skin: F302
Template Include
hope u enjoy the Car
ps : send feedback ,bugs ,missing things
tested on 0.2.12-preview1
PP filer _PURELIFEEVO
have fun!
To install, move folders to "...\SteamApps\common\assettocorsa" or simply
drag'n'drop archive to Content Manager







https://mega.nz/file/JGEGAajZ#LXf-_B3DkAxaEV6ninydSdg2zhHzKWjJxWiAZhcr-HY

20250928-143806-at_previews-f302_mazda_rx7_gt.webp
 
It's not possible, it's not possible, sorry, but I'm angry...🤬🤬🤬
Shin's Monza88, for me, also has the exact same problem (a problem with no explanation or solution) as Ks_Monza_66: the cars enter the pits and can't exit because they disappear upon exiting and reappear in the pits again, in a loop.
CSP 0.2.9p1 and Nuzzi Pit App: in my opinion, the app isn't the problem. 🤬🤬

If you look at the part of the Nuzzi Pit app code where decision to go to the pit is computed (line 401 of NuzziPitApp.lua), you'll find:




Seems to me the iteration is done on the laps where the AI should stop. Which may not be secure if you go out of the pitlane before you passed the finish line because " if ac.getCar(i).lapCount + 1 == aiDriversArray.pitStopsLapsStratArray[a]" and the other elements would still be True when you're released from the pits, so -> infinite loop

I think it is the case in Monza 66 where the pits are before the finish line, not sure if it is the same for Shi Suzuka version (I have the Carrera4 / Rainmaker / daBaeda where this is not the case, you gain a lap before being released from the pits and the bug here is that every AI retire once they go to pit lol)

The best would be to contact Nuzzi directly via his Patreon I think : at least he knows already there may be a problem of teleport on exit

I did not see a place in his code where it would modify the surfaces.ini, I tried it on Rouen-les Essarts and did not find any modifications of this file when using the app.
So I couldn't resist and made a small hack to test my idea on Monza66.

I changed the lines 412 and 427 from:
if aiDriversArray.pitStopRequested == false and ac.getCar(i).isInPitlane == false and ac.getCar(i).splinePosition >= 0.25 then

to :

if aiDriversArray.pitStopRequested == false and ac.getCar(i).isInPitlane == false and ac.getCar(i).splinePosition >= 0.25 and ac.getCar(i).splinePosition <= 0.96 then

With new AI behavior enabled on CSP preview 0.12.1 , Nuzzi FIA flag app running without virtual safety car and Nuzzi Pit app running with strategy to pit after one lap: it solved the problem, i.e. most of the cars stopped to pit at lap 1 and then all of them were able to join the track again.

I tried without new AI behaviour enabled but some of them retired for unknown reason whereas the others were able to join the track again. Anyway, no one made the infinite loop.

So I suppose the bug could be here, but my hack is not sufficient because splinePosition is relative to the track, as a proportion of the total lenght of the track and also it depends of the localisation of the pits and their lenght, and also to where the pits ends compared to the position of the start / finish line. I think it may be generalized by computing constants from the track variables before the start of the race but it's up to Nuzzi (if this is really the problem).
 
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Good Afternoon
Has anybody got rain fx for Kyalami 67 by actrackrebootproject that they would be willing to share

Regards

Mark

Cancel found it, thanks
Kyalami 1967 - Addon Features... with rainFX being one of them.

 
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this is a first for me , I generate a preview , and it comes out completely differently!
View attachment 1482463
(on right the preview of the preview, on left the actual generated preview! ?)
Thats what was happenning to me last time, had to move the camera as I could not move the car for the preview using T. Preview would only change if I was moving the camera around.

Thanks CSP black magic!!
 
No idea about preview CSP version, but with the latest free one, i have issue with the sound... -_-

Sometimes if the rpm are too high the sound goes away and the car became "electric-engine only" (no sound at all...), sometimes it loses the bass frequencies... Will ever Ilja release a STABLE-NO BUG CSP version since we are forced to use them if not we can't use newer mods?
 
shi
Boromo Superveloz v1.5
View attachment 1478336
Fictional circuit in Brazil.
Conversion from Grand Prix 4.

-CSP recommended
-32 pit/start
-AI, cam

Credits & Thanks;
Original Track by Gildoorf Rozencrantz, Paulo Blanco (Prblanco), Ruben Greidanus (Turbo Lover)
-Thank you for gave me permission (Gildoorf)

AC Converted by @shi (shin956)
AI lines, sidelines and ai_hints.ini by IMEAN
.lua and font base by @gunnar333
logo.png and Sections file by @Fanapryde
marshall and some textures by kunos
Test and Feedback by @Fanapryde , @Breathe

Option;
Alternative Adboards for Boromo Superveloz by @mascot
https://www.overtake.gg/downloads/alternative-adboards-for-boromo-superveloz.79706/View attachment 1478337

Enjoy.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.1 changelog;
Added 3D terrain.
Added Sections file by Fananpryde. (Thanks)
Updated ext_config.ini.
Changed crowd textures by Kniker97. (Thanks)

v1.2 changelog;
Updated pit_lane.ai by TITI. (Thanks)
Re-created fast_lane.ai and sidelines.
Re-created groove/ skidmarks.
Updated ext_config.ini.
Updated tree wall normals.
Fixed tree mapping.

v1.3 changelog;
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.)
Updated ext_config.ini.
Updated road and grass mapping.
Added pit tents and garage doors.

v1.4 changelog;
The guardrails now have thickness.
Fixed the aspect ratio of the Billboard logos. (Thanks Mascot for the report.)
Removed the Treewall and added trees.
Added Sand edges.
Updated ext_config.ini. (Brightness of grass and road)

v1.5 changelog;
Added AI lines, sidelines and ai_hints.ini created by IMEAN. (Thanks!)
Fixed guardrail normals.
Changed road surface textures.
Updated surfaces.ini. There is a penalty for cutting Track side surfaces. (Suggested by Quark67)

Boromo Superveloz v1.5
Screenshot_abarth500_boromo_superveloz_26-8-125-20-28-42.webp

v1.5 changelog;
Added AI lines, sidelines and ai_hints.ini created by @IMEAN . (Thanks!)
Fixed guardrail normals.
Changed road surface textures.
Updated surfaces.ini. There is a penalty for cutting Track side surfaces. (Suggested by @Quark67 )
shi
Abuja Nigerian National Circuit v1.4
View attachment 1224319
A fictional circuit in Nigeria.
Conversion from GTR2.

-CSP recommended
-32 pit/start
-AI, cam
-2 layouts

Credits & Thanks;
Original Track by Edobot
GTR2 Converted by LaChub

AC Converted by ACTK
Updated by shin956
AI lines, sidelines and ai_hints.ini by IMEAN
logo.png by Fanapryde
Crowds texture by Kniker97
marshall and some textures by kunos
"Toyota Land Cruiser" (https://skfb.ly/MyHv) by Renafox is licensed under Creative Commons Attribution-Noncommercial (http://creativecommons.org/licenses/by-nc/4.0/).
Test and Feedback by Fanapryde

Enjoy.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.2 changelog;

-Added the short layout that existed in the original.
-The cones are made to move.
-Removed trees in Track.
-Smoothed road surface.
-Changed spawn points in the pit.
-Added trees that existed in the original.
-Added groove/skidmark.
-Added new AI line and cam.
-Added readme.
-Added logo.png by Fanapryde.
-Updated surfaces.ini, semaphore.ini and ext_config.ini.
-Updated shaders.
-Updated UI.

v1.3 changelog;

-Re-created fast_lane.ai and sidelines in both layouts.
-Deleted ai_hints.ini.
-Smoothed edges of road surface.
-Re-created skidmarks.
-Added sand edges.
-Updated ext_config.ini.
-Updated preview.

v1.4 changelog;
Added 3D terrain.
Added pit tents, garage doors and trucks.
Added marshalls.
Replaced and updated some textures.
Update shaders.
Updated ext_config and VAO-patch.
Added crowds. (textures by Kniker97. Thanks)
Added AI lines, sidelines and ai_hints.ini created by IMEAN. (Thanks!)
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.)
Fixed overlapping meshes on physical surfaces.
A few other minor fixes.
Changed folder name.
Updated preview.
Abuja Nigerian National Circuit v1.4
Screenshot_slang_zonda_abuja_22-7-125-18-40-35.webp

v1.4 changelog;
Added 3D terrain.
Added pit tents, garage doors and trucks.
Added marshalls.
Replaced and updated some textures.
Update shaders.
Updated ext_config and VAO-patch.
Added crowds. (textures by @Kniker97 . Thanks)
Added AI lines, sidelines and ai_hints.ini created by @IMEAN . (Thanks!)
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.)
Fixed overlapping meshes on physical surfaces.
A few other minor fixes.
Changed folder name.
Updated preview.
 
No idea about preview CSP version, but with the latest free one, i have issue with the sound... -_-

Sometimes if the rpm are too high the sound goes away and the car became "electric-engine only" (no sound at all...), sometimes it loses the bass frequencies... Will ever Ilja release a STABLE-NO BUG CSP version since we are forced to use them if not we can't use newer mods?
I have to stay on 0.2.10, 0.2.11 throws the 'DirectX couldn't initialize in time' error message every time I launch a session or update a preview (even with a fresh restart or 8 hours of the PC being shut down) and 0.2.9 and below just won't work at all lol
 
@CrisT86 , @ancient_3 , @BruceD
Thanks for the replies.
I've already used Nuzzi's "pit stop" app, and I've never had this problem (maybe I've always used tracks with pits before the finish line?). The only "problem" I had was that the cars made more stops than the scheduled two.
I might try a different CSP and a different version of the app... (I forgot: new AI behavior is disabled)
 
@CrisT86 , @ancient_3 , @BruceD
Thanks for the replies.
I've already used Nuzzi's "pit stop" app, and I've never had this problem (maybe I've always used tracks with pits before the finish line?). The only "problem" I had was that the cars made more stops than the scheduled two.
I might try a different CSP and a different version of the app... (I forgot: new AI behavior is disabled)
There's so much variables that can create issue that is almost impossible to address it. Too CSP version, too app version, too everything to be honest :-/
 
Mine's BNR34 SKYLINE GT-R N1 Base 2006 Public Release!!
Download: https://www.mediafire.com/file/6cfxtuezp9dkanc/2006_mines_bnr34_101CREATIVE.rar/file
Converted From GT6
-AO inside and out
-Realistic Dashboard
-Physics
-CSP Settings
-Driver Animation
-Panoramic session Start config Daniel Nogal
-Video Reference

View attachment 1482093View attachment 1482094View attachment 1482095View attachment 1482096View attachment 1482097View attachment 1482098View attachment 1482099View attachment 1482100

Great job! Beautiful, fast, and a lot of fun to drive. I'm only having a few audio issues; sometimes it drops out of one channel, and sometimes it just goes silent. I don't know if it's just me or if it's a common issue for everyone else...
 
No idea about preview CSP version, but with the latest free one, i have issue with the sound... -_-

Sometimes if the rpm are too high the sound goes away and the car became "electric-engine only" (no sound at all...), sometimes it loses the bass frequencies... Will ever Ilja release a STABLE-NO BUG CSP version since we are forced to use them if not we can't use newer mods?
Try removing "Silence malfunctioning FMOD channels" in GENERAL PATCH SETTINGS, its ON by default
 
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