Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Thread starter daan
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Something interesting I noticed while looking at this app called AC World in Overtake.gg. In this video he's showing off all the various features, but at the start of the video and around 1:20 you can see he's doing an offline AI race with a countdown timer instead of lap counter similar to ACC. Which I thought was not possible in the vanilla game. I would love to test this out right but I'm not at home right now.

[EDIT] Please ignore this post I was just curious if you could do offline time races


It certainly seems like you can do timed offline races against AI with this app. I haven't tested it extensively, but if so, it's obviously not impossible to implement.

It's a bit too much of a hassle to use this whole app just for that feature, as it does little else of interest for me.

So the big question is, can someone make a simple app to enable timed offline races? And if so, why isn't it a part of CM?

Edit: It also seems to have some interesting features for 2 race formats, with reversed grid and so on. As an offline geezer, I will have to dig deeper into this.
 
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Hey guys,

i would like to know if there's a discord for CSP, where i could discuss, find ressources and ask a few questions regarding the new lua APIs and CSP's functionalities.

I've been getting extremely angry at the spline format, with weird behaviors from the AI when the fast_lane is not properly called at start.

On some tracks the AI is using ANOTHER set of payloads or data instead of the fast_lane.ai from the ai folder. Calling the fast_lane.ai back using the AISplineEditor used to work, until CSP 0.3 : now i'm stuck with randomly bad fast_lanes, where AI struggle on fast corners. Reverting back to 0.2.12 fixes it.

The log is not helping much sadly.





The difference in pace is highly noticeable.

I need to know what's going on, or at least get ressources on the new SPline format, it's getting really messy to make good fast_lanes and be sure they would work on another system.
 
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I'm done adjusting stuff that shouldn't be adjusted to begin with, I've entered my totally entitled gamer era
Make sure the option here is always ticked (click small arrow at update previews --> options --> camera). Then your cars should be aligned.

1761229764741.webp
 
Hey guys,

i would like to know if there's a discord for CSP, where i could discuss, find ressources and ask a few questions regarding the new lua APIs and CSP's functionalities.

I've been getting extremely angry at the spline format, with weird behaviors from the AI when the fast_lane is not properly called at start.

On some tracks the AI is using ANOTHER set of payloads or data instead of the fast_lane.ai from the ai folder. Calling the fast_lane.ai back using the AISplineEditor used to work, until CSP 0.3 : now i'm stuck with randomly bad fast_lanes, where AI struggle on fast corners. Reverting back to 0.2.12 fixes it.

The log is not helping much sadly.





The difference in pace is highly noticeable.

I need to know what's going on, or at least get ressources on the new SPline format, it's getting really messy to make good fast_lanes and be sure they would work on another system.
CSP Discord
 
Can anyone help please. When starting a race in VR it shows as window mode on my monitor then in VR the mouse won’t work correctly. Other times it starts with a full screen with the sides greyed out and everything works fine in VR. It’s random. I have the game ticked on full screen in the Asseto menu. Many thanks.
 
Hi there.

Has anyone noticed, with latest CSP, while watching replays, manual gear shifting sounds (from a track camera), are broken?
Car sounds like you are not shifting correctly.
Reverting to an older CSP, fixes the issue.
Any ideas?

On another note, many cars are missing wheel blur.
Anyone knows of a good tutorial on how to create wheel blur, so i can have a look?

Thank you!
 
I asked on CSP discord, but just in case you have any idea of what's going on :

i have an issue that has been bothering me lately.
On some tracks, especially the ones where i recorded a new fast_lane.ai, the track would load the spline but the AI cars would drive poorly... That is, until i call the fast_lane again thru the aisplineeditor app.

To give more info :
-there's only one fast_lane.ai in the track folder
-i deleted the cached payloads
-the ai_hints.ini work in each scenario
-The logs show similar path to open the Spline, either at race start or when calling it thru AIsplineed, with similar data for straights.

It's pretty noticeable in this vid example : first cars, without calling the fast_lane, and then after reloading the fast_lane. Allow subtitles for more info:





It's been driving me crazy, as i can't know if i can share the fastlanes or how they will work on another system.

Latest CSP update was the worst : whatever i do, now, the spline loaded would not be good.

Hope anyone can help me either figure it out or link me ressources on spline issues !

Thanks in advance.
 
I tried with the hotfix and still no joy . I extracted the hotfix and drag and dropped into ac folder and it overwrite some files. Ive tried multiple ppf filters and its still the same. How would you recommend to do a clean install of pure ?
Please notice that you MUST install everything that way:

Never use drag'n'drop! It will involve Windows Explorer then. That will include Windows Security tools like Windows Defender and smart screen.
Those will block script files if the think its a virus or something. But those tools are machine-learning and they often false flag things.

So please ONLY use 7zip app and its own Extract button and then you extract it directly into the AC root folder. For further help please use the Pure Discord!
 
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Make sure the option here is always ticked (click small arrow at update previews --> options --> camera). Then your cars should be aligned.

View attachment 1487212
Always ticked ! So yeah, not my problem, it's TS cars not being properly centred in Blender or smth.

Here are some cars that are OK - although I love my previews a bit... Off-centre ;)

preview.webp

preview.webp
preview.webp
 
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Singapore 2012 - v1.0

View attachment 1467538
View attachment 1467536
View attachment 1467537
"Featuring the famous Singaore Sling chicane"

features:
  • 22 pit/grid with AI
  • 5 cameras
  • CSP VAO, RainFx and OtherFX™
  • audio reverbs
  • extensive night lighting, please enable Night skin for proper look with night sessions
  • complete rework to match race footage banners and logos

credits:
  • Original model by Codemasters, converted by @RMi_wood
  • physical road mesh, groove, crowds and other fancy 3d work by @pugsang
  • mesh optimization, physical wall, ground lighting, and other by @leBluem
  • shader help by @shi
  • camfacing crowd textures by @Kniker97
  • skids from ACU 2014 version
  • beta testing by the above along with @mteam and @Masscot



:: DOWNLOAD ::


DRS file attatched, place in content\tracks\rmi_singapore_2012\data
Hello @RMi_wood , is it possible to add 2 more pit, because that's a Singapore f1 2012 track which has only 22 pit... Can you make that ? Thanks
 
Hi there.

Has anyone noticed, with latest CSP, while watching replays, manual gear shifting sounds (from a track camera), are broken?
Car sounds like you are not shifting correctly.
Reverting to an older CSP, fixes the issue.
Any ideas?

On another note, many cars are missing wheel blur.
Anyone knows of a good tutorial on how to create wheel blur, so i can have a look?

Thank you!
Might be this?

Screenshot 2025-10-23 131032.webp
Always ticked ! So yeah, not my problem, it's TS cars not being properly centred in Blender or smth.

Here are some cars that are OK - although I love my previews a bit... Off-centre ;)

View attachment 1487224
View attachment 1487225View attachment 1487226
Wait until you discover that 101Creative model are all too upfront :lol:
 
Hi everyone, I have a question about the latest CSPs :
Since version 0.2.8, two-wheel drive vehicles have a different handling, with a fair amount of sliding. The performance difference with four-wheel drive vehicles is quite significant, to the advantage of the latter.
Do you know if there's a checkbox in the CSP, please ?
 
Might be this?

View attachment 1487230

Wait until you discover that 101Creative model are all too upfront :lol:
No, unfortunately this is not it.
I tried changing all Audio Tweaks but nothing worked.
It must be another new, hidden, option... somewhere...

Thenks for trying to help! (do you experience the same issue, or is it just me?)
 
I asked on CSP discord, but just in case you have any idea of what's going on :

i have an issue that has been bothering me lately.
On some tracks, especially the ones where i recorded a new fast_lane.ai, the track would load the spline but the AI cars would drive poorly... That is, until i call the fast_lane again thru the aisplineeditor app.

To give more info :
-there's only one fast_lane.ai in the track folder
-i deleted the cached payloads
-the ai_hints.ini work in each scenario
-The logs show similar path to open the Spline, either at race start or when calling it thru AIsplineed, with similar data for straights.

It's pretty noticeable in this vid example : first cars, without calling the fast_lane, and then after reloading the fast_lane. Allow subtitles for more info:





It's been driving me crazy, as i can't know if i can share the fastlanes or how they will work on another system.

Latest CSP update was the worst : whatever i do, now, the spline loaded would not be good.

Hope anyone can help me either figure it out or link me ressources on spline issues !

Thanks in advance.

you should be using Kunos cars for dev work, as well as a Kunos track.
Then you can start messing with a track that has one of the longest AI in the game like Dundrod.
(also, are you using ACL cars? I find thier AI to be questionable at best on tight roads)

my tip, may or not help.
Cheers
 
No, unfortunately this is not it.
I tried changing all Audio Tweaks but nothing worked.
It must be another new, hidden, option... somewhere...

Thenks for trying to help! (do you experience the same issue, or is it just me?)
I have the option showned selected, and from a distance, sound doesnt fit the visual, but this is what its for. When the car is near the camera or cockpit view everything is ok.
I'm also on the latest preview.
 
Singapore 2012 - v1.01

1761246073001.webp

"Featuring the famous Singaore Sling chicane"

features:
  • 22 pit/grid with AI
  • 5 cameras
  • CSP VAO, RainFx and OtherFX™
  • audio reverbs
  • extensive night lighting, please enable Night skin for proper look with night sessions
  • complete rework to match race footage banners and logos

credits:
  • Original model by Codemasters, converted by @RMi_wood
  • physical road mesh, groove, crowds and other fancy 3d work by @pugsang
  • mesh optimization, physical wall, ground lighting, and other by @leBluem
  • shader help by @shi
  • camfacing crowd textures by @Kniker97
  • skids from ACU 2014 version
  • beta testing by the above along with @mteam and @Masscot

v1.01
  • grid updated to 24 positions
  • DRS now included in archive

:: DOWNLOAD ::
:: DOWNLOAD v1.01 ::

DRS file attatched, place in content\tracks\rmi_singapore_2012\data
Singapore 2012 - v1.01
  • pit/grid updated to 24 positions
  • DRS file now included in archive

:: DOWNLOAD ::
 
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Hello everyone.
Has anyone encountered a problem recording AI in the latest version (2.11) of СSP? I don't have a file saved.
 
Hello everyone.
Has anyone encountered a problem recording AI in the latest version (2.11) of СSP? I don't have a file saved.
yes 2.11 has a AI creation bug, fixed in 2.12p1
 
Does anyone knows how can I remove this massive pitcrew population in zw_hockenheim1988? they even want to eat my car :lol:

I'm using TheNuvolari pitcrew mod add on, it works mostly fine on most tracks but this one must be one of those weird ones lol
Screenshot_porsche_944_turbo_cup_zw_hockenheim1988_23-9-125-20-45-56.webp
 
hey guys!

i have a localisation question:
i need to change ingame of AC to turkish and russian.

does someone have locale files for these 2 languages for me?
assettocorsa\system\locales

thank you very much!!
 
you should be using Kunos cars for dev work, as well as a Kunos track.
Then you can start messing with a track that has one of the longest AI in the game like Dundrod.
(also, are you using ACL cars? I find thier AI to be questionable at best on tight roads)

my tip, may or not help.
Cheers


Erf, thanks for trying! It's just a fastlane, not really dev work in this situation😅. I have the same issue with every cars, where they would suck on this corner until i call the fast_lane back manually.

It also happens on my fastlane for Bremgarten, nearly the same stuff, on a fast corner.

It might be a setting somewhere, might be the fast Spline call, the new spline format... Tested many stuff and couldn't fix it.

Maybe i should just share the fast_lane and the ai_hints and see if i'm the only one impacted.


PS : purely for the exercise, any vintage car sucks on tight tracks cause they almost always crash at some point and end up in a weird traffic jam...

Until you get rid of the "random brake mistake" called once in a while by the game engine. They seem to run smoothly once you get that value to 0. If you see those cars locking brakes and ending either in the grass or in the walls, could be because of it.
 
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I've completely rewritten the RMI Silverstone 1975 THR layout AI from scratch.
Faster, smoother, more consistent times, high-speed, lot of space for fighting.

Hope you'll enjoy.


@LaChub I've recorded this AI with 2.11, tried turning off "new AI behavior"?
 
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Please notice that you MUST install everything that way:

Never use drag'n'drop! It will involve Windows Explorer then. That will include Windows Security tools like Windows Defender and smart screen.
Those will block script files if the think its a virus or something.

I never had issues with pure with the drag n drop technique, so now i know, but out of curiosity : wouldn't windows defender spam a little warning before blocking the files from being pasted?
 
I have the option showned selected, and from a distance, sound doesnt fit the visual, but this is what its for. When the car is near the camera or cockpit view everything is ok.
I'm also on the latest preview.
I use this option for a long time. I know what it does. That's not the problem.

Maybe i did not explain correctly what my issue is.
When i watch the replay, the gear changes, sound like i am slipping the clutch, or miss-timing my gear changes (which i'm not).
And the car sounds, well, they seem to be off...
Really awkward...
I hope i make sense.

It is certain that it is a CSP bug, because when i go to an older version, sounds are ok.
 
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