Assetto Corsa PC Mods General DiscussionPC 

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I was getting a big lack of motivation for the 2006 mod.

Simdream doing a 2006 season now killed it even more.


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No I'm joking lmfao i will make sure that this doesn't go without any real competition. Can't let that free money cash grab get the cake due to no serious alternative

Being a 100% biased Kimi fanboy that 2006 was very dull season for me anway. But 2007... I loved that. :D

Doesn't ACFL already have 2006 cars? I think I have them but since I don't like that particular year I doubt I have ever tested them.

That's probably going to be the base of the commercial SD mod.

SimDream probably examines carefully everything that's good in that ACFL mod.... and then throws it away.
 
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Getting this on loading quite often with the latest CSP.
Anyone else?

View attachment 1486294

Also get another crash to do with a WeatherFX LUA script, or something.
Stable this build ain't. Not for me at least.

Edit: this one

View attachment 1486302

@Peter Boese any ideas please?

since new CSP version, I'm seeing again memory issues w preview generation after couple of cars , a new memory leak probbably sneaked in...

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All stable on my side, with improved FPS
 
Being a 100% biased Kimi fanboy that 2006 was very dull season for me anway. But 2007... I loved that. :D

Doesn't ACFL already have 2006 cars? I think I have them but since I don't like that particular year I doubt I have ever tested them.

That's probably going to be the base of the commercial SD mod.

SimDream probably examines carefully everything that's good in that ACFL mod.... and then throws it away.
No they will take 3d models from the same guy that made their 2009 boat cars.

And the livery will be made by AI. Just like the picture of the 2006 announcement. Just zoom in you will see how cringe the AI is.
 
No they will take 3d models from the same guy that made their 2009 boat cars.

And the livery will be made by AI. Just like the picture of the 2006 announcement. Just zoom in you will see how cringe the AI is.

We will see what they come up with, but their previous GP 2000 mod, I have looked in detail used 3GB more of VRAM compared to your F1 2007 mod, where I could contribute in later stages of the development a bit. Quality wise SD did not have any edge for the 3GB extra textures, they simply were wasting VRAM for nothing due to very poor DDS mapping / utilization.

And again my focus is online racing, nice to have 1 car with good fps offline, but if you load 20 cars and go online racing 60 FPS is... well very bad.
 
Hi. How do you change the app window display. Thanks.
You grab the bottom corner and stretch the window.
Sounds like I had the same experience as you.
I ran my favourite test scenario to see the improvement - full grid at Nords which runs perfectly at 5200x3400 in 0.2.11
Loaded in 0.3 and got multiple periods of fps dropping into the low 80s, basically undrivable.
Switched straight back to 0.2.11.
Hopefully there will be a quick fix.
I lost the starting lights too and had the 100% CPU / GPU issue.
 
I lost the starting lights too and had the 100% CPU / GPU issue.
I had the '99% CPU Occupancy' warning appear at the top of the display for the first time in years. I'd totally forgotten it even existed.
My VR performance is definitely reduced too, based on similar known race benchmarks to yours.
Hardly progress, is it?
 
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After updating to Windows 11 I have screen freezes for a moment that I never had with Windows 10 (all drivers up to date).
Than after updating to the new CSP v0.3.0 the performance went even more south - now there is an "integrity failure 21009"

Can't say if I have some settings wrong.

Maybe there is a hot fix in the pipeline?
 

just a small update :

- cleaned a bit the " pit stop when raining part"

- added a Blue flag behavior: AI checks if there is someone beyond him with a supplementary lap with a small distance computed by an absolute threshold obtained using AIspline, and if so, reduce its throttle and modify its position by adding an offset (left or right) to its AI spline according to the angle of the next turn

It is just a small test. I made few tries with F1 1988 mod and seems to work ok but it would need some testing by serious gamers. @Apocalypse211 would you be interested to give it a try ?
 
I had the '99% CPU Occupancy' warning appear at the top of the display for the first time in years. I'd totally forgotten it even existed.
My VR performance is definitely reduced too, based on similar known race benchmarks to yours.
Hardly progress, is it?
I have the occupancy message (and other messages) removed in the GUI tab, but I saw my 9900K (5 GHz OC) at 80-90% Utilization at nearly all times on the first 6-8 cores (9900K is an 16-Core, 8 Physical/8 Virtual CPU). Enabling/disabling extended physics didn't matter - probably worth 2-3% max, within margin of error range. Futzing with parameters like the ground mesh collider and a few others didn't matter either. Temps are considerably higher - I'd say at least 4 or 5 degrees Celsius.


I'd say most cores were in the 50s and 60s on 0.2.11 in these fairly milquetoast AI race scenarios (20 car grid of either URD Loire, URD Porsche Cup, Kunos MX-5).


CPU usage is definitely up - and under heavier scenarios and with more cars, it would likely lead to drops in my case (I didn't test, I only run 16-24 car fields max anyway, as AC is **** at multi-class endurance racing at the moment).


I race at 100FPS and it managed to keep it locked - but I noticed immediately how much higher the CPU numbers were - and how close the first few cores were to full load. I'm going to have to comb through the settings again to see if there's something in there that was stealth added that's the culprit. Again, I did my best to keep my settings identical to the previous build.


I will be upgrading to the 9800X3D and DDR5 in less than a month - but that's no excuse, and I have lower-spec AC drivers in mind, both in this thread and in my leagues. The 7700K, 3600x, and the 12100F PCs - all capable machines considering this software - are very much the silent majority running AC today - especially in places like South America. I shouldn't need to pump $1K into my machine to get AC to run reasonably, CSP or no.


EDIT - will wait for other posts to post later about my few replies Atlanta Motorsports Park - the gist of it is, mine seems to be broken. Will try a reinstall.
/"old man at cloud rant" over :cool::gtpflag:
 
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I had this too and what I did (among others without relevance) was unchecked "Graphics>Adjustments>Lod settings>Skip loading first LOD for other cars entirely". Try this and see if it makes a difference.
thanks buddy , this actually fix the issue ... i feel this might have something to do with csp and encrypted mods
 
The Panoz sound is quite "aggressive" for a street version, cant remember if I changed it or if its the "stock" one




With preview version, snow will begin at 3c ambient temp,even with rain selected

The one that came with the car was the one that was originally in the videos you posted, from what I was able to tell from my research the street car shared the same engine as the race car and probably has the bare minimum as far as mufflers goes which explains why it sounds so aggressive.

I actually managed to find a clip of the real car driving and from what I can tell it actually matches how it sounds in PGR4, though it's not going full throttle I imagine it sounds as insane as it does ingame if it was:


Also I didn't know there was a mod of the actual Panoz branded GTR-1 roadcar, will definitely give that one a download :cool:
 
The one that came with the car was the one that was originally in the videos you posted, from what I was able to tell from my research the street car shared the same engine as the race car and probably has the bare minimum as far as mufflers goes which explains why it sounds so aggressive.

I actually managed to find a clip of the real car driving and from what I can tell it actually matches how it sounds in PGR4, though it's not going full throttle I imagine it sounds as insane as it does ingame if it was:


Also I didn't know there was a mod of the actual Panoz branded GTR-1 roadcar, will definitely give that one a download :cool:

Its from Danbowlghini

Screenshot 2025-10-18 115252.webp
 
So I don't have starting lights like others with the new CSP, but anyone else notice something odd going on with the virtual mirror? I don't have car shadows now unless I enable dynamic lights and sun shadows in lightingfx. Track shadows work and car shadows ahead of me work, but once the cars are behind me, no shadows. And if I'm in race and look back, the virtual mirror image slightly changes (I think the lods of the cars might too) to match whats on track and when I go back to looking forward, a few little extra shadows under cars disappear. Tried all sorts of settings, but only the one I mentioned above "works".

Downgrading to 2.12 preview-1 and shadows are back working no problem, even with dynamic lights and sun shadows turned off.

I only ask because I upgraded to a new PC earlier this week so Im not sure if this is a new csp issue, or just something left over from my migration (did the same steps as @Perico Lospa quoted and I was back where I started :cheers:. Side note, I can now finally run 50+ car grids at Road Atlanta and Nords, my AC dream is complete :))

Edit: Found the culprit I think. in "optimizations" - "limit shadows" was ticked on, turning that off fixed everything without changing other settings. I guess I previously had that unchecked but its now on by default.
 
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I tested CSP 0.3.110 in VR
Quest3 - OpenVR - open composite (https://gitlab.com/znixian/OpenOVR)
it runs really smooth.
Here are my CSP settings:

I activated real mirrors for this and deactivated "shadows limiting"


If you like test with these settings. I'm just trying to find out if the problems people have are "just" VR related and maybe my settings get the things better. Just for a start of solving the issue.

This are the video settings i use:
 
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just a small update :

- cleaned a bit the " pit stop when raining part"

- added a Blue flag behavior: AI checks if there is someone beyond him with a supplementary lap with a small distance computed by an absolute threshold obtained using AIspline, and if so, reduce its throttle and modify its position by adding an offset (left or right) to its AI spline according to the angle of the next turn

It is just a small test. I made few tries with F1 1988 mod and seems to work ok but it would need some testing by serious gamers. @Apocalypse211 would you be interested to give it a try ?Thanks for working on this,
Thanks for working on this, I (and I guess a few others) only do shorter races due to the AI get stuck when lapping.

Does anyone know if it would be possible to ghost an AI car as soon as it decides to go to the pits? On some tracks, they'll just cut across the path of non pitting cars and cause a massive pileup.
 
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I really don't get the grumpiness towards Ilja here.

Yeah, his Patreon income is sizeable. But it's not like that all goes straight into his pocket.

Also, it's Patreon. You don't have to be subscribed to CSP to use it (something he could no doubt program if he wanted to).

It's a donation and support platform - that number doesn't indicate how much time he has or how complex the things he's doing are. It doesn't even compel him to work on it full time or never take a break.

You don't have to stay subbed to it. I am fortunate enough to be able to do so (as well as to Peter and a few other creators), and frankly two or three CSP updates a year for a pound a month is amazing value because it stops me wasting money on stuff I won't play or get as much enjoyment from (no interest in AC Evo, no PMR pre-release for me).

Does it have bugs? Yes. Does it have fewer critical bugs than the abandoned EA WRC or various Creative Assembly / Paradox games I have purchased? Also yes.

But if you don't want to, then unsub. Pay a dollar/Euro/pound/schilling per release. Or use the free version.

I guess this is subjective, but for me I don't have the same expectations as I do with a studio for a release. Kunos releasing AC Evo in such a shoddy state and then changing their roadmap completely a month after getting a huge amount of revenue... that I would be grumpy about. New features for my 10 year old game that I can always roll back to a different version of or can submit and contribute updates to because it's all open? I consider it a bonus worth the odd donation.
Totally agree with all of that, totally balanced sensible post covering pretty much everything.
May point was (and i know you weren't refernecing me as i've not been grumpy), you should always be allowed to coment on bugs etc, because the alternative is preneding they don't exsist or "must be your system".

So yeah, I think your post should put it to bed till next time...:D
 
I really don't get the grumpiness towards Ilja here.

For me, first and foremost, it's simply a matter of hoping for better communication. Ilja used to be great with that, but has progressively sputtered out on that front.

Waiting months for each new build is OK if you know that is what's happening. But I do find it frustrating when Ilja posts comments (like he did a while back) saying something along the lines of "builds should be a bit more regular again now", then months go by without a whisper.

As Masscot suggested, it would also be appreciated if some of the basic bugs were ironed out before Ilja worries about adding new 'features' that a lot of people will never use.

Anyway... I'm still happy that Ilja does what he does. If I wasn't, I wouldn't have subscribed to his Patreon continuously for almost six years.
 
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Thanks for the offer, but I installed a cheap Win11 system to be my internet interface and really don't care to update my game machine to Win11. Based on RMi's situation described above, I could probably bridge the Win10 thru the Win11 and just do the occasional internet visit with the Win10 machine using the bridge.
RMi, does that sound like a safe solution? I appreciate your input.

I'm also contemplating installing AC on the Win11 machine (but only I5 32gb) as a reference (it would also collect new CM updates) not to actually go to the track... With the ultimate version it would be cheap to do it...
Let you all EU Win10 users know, Windows 10 Home and Windows 10pro do receive a free security updates for one year in EU. For WW I do not know. https://tweakers.net/nieuws/240268/...nsdag-tenzij-gebruikers-actie-ondernemen.html for web translation it’s from the Netherlands. Be aware in the comments a poster is talking about Win10 home only, but that is not true. Thursday my son did activate the extra year, on his Win10 pro, the catch is you will need a MS account, if not then it will cost you €30,-
 
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Could you show your settings in CM - AC - video?
This?

1760869736647.webp


X90
I have the occupancy message (and other messages) removed in the GUI tab, but I saw my 9900K (5 GHz OC) at 80-90% Utilization at nearly all times on the first 6-8 cores (9900K is an 16-Core, 8 Physical/8 Virtual CPU). Enabling/disabling extended physics didn't matter - probably worth 2-3% max, within margin of error range. Futzing with parameters like the ground mesh collider and a few others didn't matter either. Temps are considerably higher - I'd say at least 4 or 5 degrees Celsius.
Just checking if it's the same behavior I'm seeing on my end or something different. Do you have frame limiter on?
 
Thanks for working on this, I (and I guess a few others) only do shorter races due to the AI get stuck when lapping.

Does anyone know if it would be possible to ghost an AI car as soon as it decides to go to the pits? On some tracks, they'll just cut across the path of non pitting cars and cause a massive pileup.
There is a way to avoid any car collision outside the pits but if the pit event is triggered early in the lap, that would lead to strange behavior. Could surely be limited to close positions to pit lane but you'd have to compute it each frame since the pit event has been triggerd. So I would check how the track pitAIline is designed before ;-)


Updated to 0.03 because forgot yesterday to add the part where the lapped AI can retrieve its AI spline with full throttle :)

I made further tests still with MP 4/4 on Monza 1988 and saw decent things.

Seems the parabolica doesn't work well , I'll investigate the value returned by getTrackUpcomingTurn for this particular turn. But overall , many situations where the AI goes right or left and slow, then retrieves its spline just after.

Never had a crash where the AI would get back to my position suddenly while I'm overlapping (altough its lateral move is still a bit sharp I think).

I was able to assess the situation where I was arriving to overlap a train of cars and it did not produce any crash, they just made their lateral move and slowed. Still some situations where some lateral move and slow and other just slow so the train still use most part of the track and you have to find your way between them.

Also I'm not sure the isInPitLane works strictly, I mean, it is possible it is a wider area than the strict pitlane and as such it may explain my impression in several situations while overlapping in the starting/finish straight.

Well, I need more returns with different cars and tracks !
 
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For me, first and foremost, it's simply a matter of hoping for better communication. Ilja used to be great with that, but has progressively sputtered out on that front.

Waiting months for each new build is OK if you know that is what's happening. But I do find it frustrating when Ilja posts comments (like he did a while back) saying something along the lines of "builds should be a bit more regular again now", then months go by without a whisper.

As Masscot suggested, it would also be appreciated if some of the basic bugs were ironed out before Ilja worries about adding new 'features' that a lot of people will never use.

Anyway... I'm still happy that Ilja does what he does. If I wasn't, I wouldn't have subscribed to his Patreon continuously for almost six years.
Insiders have strongly hinted that the lead up to the latest release was a bit of a challenge, with massive performance issues introduced that took a while to get resolved. From my own testing I don't think these actually HAVE been fully resolved yet.
 
New ads for Zolder67.

I created these for my 1982 and 1984 seasons.

Since we don't have a real 1980's Zolder, the 1967 version is the best alternative. Now it looks at least a bit more like the eighties with the period correct ads.

The layout isn't that different really and can be used in 1982 and 1984. Kleine chicane and Jacky Ickxbocth have been added. But beggars can't be choosers.

9dB1SeH.png


Changes:

X8OncYX.jpg


pl9jbO1.jpg


kW1FYdf.jpg


JcH63hM.jpg


lrGnG4v.jpg


UFySCjM.jpg


Could you please reupload this link?
 
There is a way to avoid any car collision outside the pits but if the pit event is triggered early in the lap, that would lead to strange behavior. Could surely be limited to close positions to pit lane but you'd have to compute it each frame since the pit event has been triggerd. So I would check how the track pitAIline is designed before ;-)


Updated to 0.03 because forgot yesterday to add the part where the lapped AI can retrieve its AI spline with full throttle :)

I made further tests still with MP 4/4 on Monza 1988 and saw decent things.

Seems the parabolica doesn't work well , I'll investigate the value returned by getTrackUpcomingTurn for this particular turn. But overall , many situations where the AI goes right or left and slow, then retrieves its spline just after.

Never had a crash where the AI would get back to my position suddenly while I'm overlapping (altough its lateral move is still a bit sharp I think).

I was able to assess the situation where I was arriving to overlap a train of cars and it did not produce any crash, they just made their lateral move and slowed. Still some situations where some lateral move and slow and other just slow so the train still use most part of the track and you have to find your way between them.

Also I'm not sure the isInPitLane works strictly, I mean, it is possible it is a wider area than the strict pitlane and as such it may explain my impression in several situations while overlapping in the starting/finish straight.

Well, I need more returns with different cars and tracks !
I'm giving it a try. So far i'm waiting for cars to be overlapped. Looking at the code, the only thing i'm worried is the frame update (watching if perf costs hit there when blue flag situation is triggered) and the position calculation. I can't remember properly but on my apps i had issues with the car position-to-eachother threshold where the start/finish line is not properly implemented by any API.

i'll let you know in DM!
 
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I have a lot of cars where rain gets inside, does anyone else have this problem too? (CSP 0.3.0) :boggled:
The shadows of the cars in the mirrors are also missing.
From AlfredWayne above: Fix for shadows

Edit: Found the culprit I think. in "optimizations" - "limit shadows" was ticked on, turning that off fixed everything without changing other settings. I guess I previously had that unchecked but its now on by default.



*General Settings-cpu Optimisations
 
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Most excellent Toyota GR Corolla SARD GT1 from Jugee8

1760875421524.webp


It has a terrible shifting animation though, so replace it with this one which is a proper fit (as usual, remove the .txt extension and put it in the car's 'animations' folder)
 

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