Assetto Corsa PC Mods General DiscussionPC 

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Isnt the Fenryr version ported from ACC? (Beside the tress that sckk ballz! and the emptyness of the track surround like no spectators, no safety team, cars...) But yeah, its not "completed" :rolleyes:
 
Are you also having an issue where the AI spline isn't loading the correct/default one for some reason?
I only tried the Nords layout, but yes, I get stuck loading the track on the AI Spline part. The only way I got around it was to put my ai files from the Kunos version into the ai folder. Then at least the track loaded and I could drive it. Not sure what would happen if I tried to race though.

I'm also stuck trying to figure out what kn5 file has the one weird 3D tree that pops up out of nowhere in the Metzgesfeld area. I can't click on it with the object inspector to get the mesh name so I can hide it and I can't find it in any of the kn5 files.
 
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Anyone else having issues with Jugee's Trueno ? Light animation works fine in CM but doesn't in game and it's been that way since... Well its release.

Lights on CM :

View attachment 1491816

Lights on IG:

View attachment 1491818

Think I'll do one myself instead of relying on broken ass mods from 'good' modders
I'm pretty sure the popup lights are activated by those extra buttons from CSP in almost all of Jugee's mods
 
Now this I can stomach a little better. To each his own and i'm not questioning Fenryr's texture choices. I'm sure they look fine in his eyes. I just know on my system the original grass and trees didn't strike me as being very realistic looking shape wise or color. I think I need a little bit more saturation in the trees though.

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Updated:
4.webp
 
But we aren't talking about preferences here, we're talking about glaring omissions, basics that are reasonably expected when a track is released. Especially one that people have to pay for before they can even test it and discover what's missing. Expectations are generally higher with paymods for obvious reasons, but unfortunately they often come up short when compared to mods produced with passion rather than for financial gain.

I don't really understand what any of that has to do with workflow. It's an interesting discussion though, and I'm glad that people with differing opinions can discuss it respectfully in a civil manner. 👍

I think the core issue here isn’t preferences. It’s standards. And expectations going way up only to come crashing down like a lead balloon.
Nothing new, this has been happening in AC and other titles for years.
 
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Now this I can stomach a little better. To each his own and i'm not questioning Fenryr's texture choices. I'm sure they look fine in his eyes. I just know on my system the original grass and trees didn't strike me as being very realistic looking shape wise or color. I think I need a little bit more saturation in the trees though.

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Updated:
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Yup. Big 'ol handful of the "quality" slider, right there. 👏
 
This is how my "simulation" of Emerson Fittipaldi's first race in 1965 turned out.It took place on the "Ilha do Fundão" circuit in Rio de Janeiro (a landfill had been created to artificially unite 8 islands), where part of the Federal University of Rio de Janeiro (UFRJ) campus was located.

To simulate the circuit, I used 60s Princen Park.
The car driven by Emerson was a Renault 1093; fortunately, we have a similar one in Assetto Corsa.

I added the Willys Interlagos (there were 4 in the race), adapted from the Alpine A110, and finally adapted new DKWs (Vemag Team), slightly different from the model I'm using in my "Mille Miglie '55" simulation.

I managed to improve the interior, as well as other small things.I used old Brazilian magazines that my late grandfather and uncle used to buy as research.

Next, the Renault R8 will be used, in addition to other cars (which will be adapted).Then we'll move on to a "new Champion"...and so on.

Emerson Fiitipaldi ( 1st Race - 1965 )
 

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Wonder how useful it will be to port codemaster tracks to AC, Might just have to give that an try.
From what I've seen and briefly tried myself, its more designed for building tracks from scratch. However, the export plugin could be a massive game changer, completely bypassing ksEditor completely and the need to apply modifiers.
 
Here is my created fast lane for Rabbit Field & also AI Hints file. Please bear with me, im a newby at this.
Sorry here is the AI folder
The AI line has been improved (lap time). Thank you.
It will be included in an upcoming update.

I felt the ai_hints.ini was not as intended, so I updated it.
Tested with Kunos GT3 on full grid.
Please check the attached file.

Have you read the AC fast AI Line guide by parrilla ?
I think you'll be able to understand ai_hints.ini.
 

Attachments

Anyone else having issues with Jugee's Trueno ? Light animation works fine in CM but doesn't in game and it's been that way since... Well its release.

Lights on CM :

View attachment 1491816

Lights on IG:

View attachment 1491818

Think I'll do one myself instead of relying on broken ass mods from 'good' modders

I'm pretty sure the popup lights are activated by those extra buttons from CSP in almost all of Jugee's mods

if that´s the case, you could easily bind it to the Headlights
 
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shi
Colorado 24 v1.2
View attachment 1193250
Fictional circuit in USA.
Conversion from GTR2.

-CSP recommended
-44 pit/start
-AI, cam
-2 layout (1990/2013)

Credits & Thanks;
Original Track by Edobot (Edoardo Bottin)
-Thank you for giving me permission
GTR2 Converted by by LaChub

AC Converted by @shi (shin956)
AI lines and ai_hints.ini by mk-sg
Additional cams by DaBaeda
logo.png by @Fanapryde
permissions obtained from parallel effort by @RMi_wood
some textures by kunos
Test and Feedback by @Breathe , @twobegreen , @Masscot

Enjoy.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.01 changelog;

New AI and sidelines.
Fixed normals and shaders.
Fixed floating skidmark.
Fixed flickering tree.
Updated ext_config.
Updated terrain texture.
Added cam by DaBaeda.
Updated preview.

v1.02 changelog;
Fixed billboard mapping.(Thanks for the report by Mascot.)

v1.03 changelog;
Changed normal map texture of rocks.(Thanks for the report by Mascot.)

v1.1 changelog;
New AI lines and ai_hints.ini by mk-sg. (Thanks!)
Added sand edges. (1990 layout)
Updated ext_config.ini. (fence and tree)
Updated semaphore.ini.

v1.2 changelog;
Smoothed white lines on the road surface.
Smoothed skidmarks.
Fixed some normals.
Fixed the floating tire wall. (2013 layout)
Added marshalls. (1990 layout)
Added marshall cars. (2013 layouts)
Added animation flags. (2013 layouts)
Added camera facing crowds.
Added groove.
Updated ext_config.ini.
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.)

Colorado 24 v1.2

v1.2 changelog;
Smoothed white lines on the road surface.
Smoothed skidmarks.
Fixed some normals.
Fixed the floating tire wall. (2013 layout)
Added marshalls. (1990 layout)
Added marshall cars. (2013 layouts)
Added animation flags. (2013 layouts)
Added camera facing crowds.
Added groove.
Updated ext_config.ini.
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.)

Screenshot_ks_audi_r8_lms_2016_colorado_14-10-125-19-30-10.webp
Screenshot_ks_audi_r8_lms_2016_colorado_14-10-125-19-29-25.webp
 
Regarding the Fenryr Nords version, I have a couple of questions:

1.) What makes his version different from the Kunos version? Is the layout more accurate. I.E., elevations, turns, etc.
It's a more recent scan, ported from ACC IIRC. It includes some of the changes that's been made to the track since the scan of the original AC one.
So, to recap, there's nothing wrong with the original AC Nords, accuracy wise, it's just an earlier iteration of the track.
 
News from URD:

We’re excited to officially unveil the Detroit Coyote GT3, our most advanced and detailed project to date. Every inch of this car has been recreated with extraordinary precision, being the result of hundreds of hours dedicated to capturing its real world counterpart in stunning 3D. Developed using real data and real documentation, the Detroit Coyote GT3 mirrors the true engineering behind the machine. Mounting points, component stiffness, damping rates, torque values, every technical element has been replicated with exacting accuracy. To break past the original limits of AC, the Coyote GT3 is fully built around CPHYS extensions, unlocking a depth of physics the base game was never designed to handle. Advanced aero mapping, COSMIC suspension, ray cast tires, extended brake modeling, enhanced dampers, chassis flex, and countless other systems come together to deliver driving dynamics that feel alive, reactive, and unmistakably real.

https://shop.unitedracingdesign.com/p/ac-detroit-coyote-gt3


NOTE: CSP Version 0.2.6 or higher is required.
The car will not work under older versions.

Shop
AC Detroit Coyote GT3

We’re excited to unveil our latest project: the Detroit Coyote GT3!The Detroit Coyote GT3 sets a new standard for realism, with hundreds of hours spent meticulously recreating every detail of the car in stunning 3D. This project offers an unprecedented level of authenticity, bringing the car to life
AC Detroit Coyote GT3

YouTube
United Racing Design
The Car that Redefines Sim Racing - Drive it Now! | CGI Film
Bild


IMPORTANT: To get the most out of the Detroit Coyote GT3, we strongly recommend reading the included manual.It explains all systems, setup options, CPHYS features and the car unique functionalities, ensuring you fully understand how to operate and tune the car as intended.
 
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News from URD:

We’re excited to officially unveil the Detroit Coyote GT3, our most advanced and detailed project to date. Every inch of this car has been recreated with extraordinary precision, being the result of hundreds of hours dedicated to capturing its real world counterpart in stunning 3D. Developed using real data and real documentation, the Detroit Coyote GT3 mirrors the true engineering behind the machine. Mounting points, component stiffness, damping rates, torque values, every technical element has been replicated with exacting accuracy. To break past the original limits of AC, the Coyote GT3 is fully built around CPHYS extensions, unlocking a depth of physics the base game was never designed to handle. Advanced aero mapping, COSMIC suspension, ray cast tires, extended brake modeling, enhanced dampers, chassis flex, and countless other systems come together to deliver driving dynamics that feel alive, reactive, and unmistakably real.

https://shop.unitedracingdesign.com/p/ac-detroit-coyote-gt3


NOTE: CSP Version 0.2.6 or higher is required.
The car will not work under older versions.

Shop
AC Detroit Coyote GT3

We’re excited to unveil our latest project: the Detroit Coyote GT3!The Detroit Coyote GT3 sets a new standard for realism, with hundreds of hours spent meticulously recreating every detail of the car in stunning 3D. This project offers an unprecedented level of authenticity, bringing the car to life
AC Detroit Coyote GT3

YouTube
United Racing Design
The Car that Redefines Sim Racing - Drive it Now! | CGI Film
Bild


IMPORTANT: To get the most out of the Detroit Coyote GT3, we strongly recommend reading the included manual.It explains all systems, setup options, CPHYS features and the car unique functionalities, ensuring you fully understand how to operate and tune the car as intended.

This thing is absolutely fantastic, The physics are crazy good, i can't explain it. Feels just as good if not better than the iRacing version :lol:
 
Hello, I have a problem with the Fenryr Losail circuit, with the Pyer extensions. Has anyone else had problems with this circuit?
 
Will you make your changes public, please?
When i'm happy with it I will. I'm getting closer since last night. Made a few adjustments. It's the same as the default colors, but I think more natural colors. I.E., less saturation. Others may think differently and i'm sure ppflters will make a huge difference from what I see.

Default:
acs 2025-11-14 10-23-41.webp


After:
acs 2025-11-14 10-21-15.webp
 
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I only tried the Nords layout, but yes, I get stuck loading the track on the AI Spline part. The only way I got around it was to put my ai files from the Kunos version into the ai folder. Then at least the track loaded and I could drive it. Not sure what would happen if I tried to race though.

I'm also stuck trying to figure out what kn5 file has the one weird 3D tree that pops up out of nowhere in the Metzgesfeld area. I can't click on it with the object inspector to get the mesh name so I can hide it and I can't find it in any of the kn5 files.
try with these AI (I also hided some left-over cones on a couple of layouts)

There is also one for 24h layout by dbeck
 

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Headache #253

Help is very welcome!

Subject: Rims reflections-shadows relative to the sun light.
Happens: To many Mods.
Latest CSP & Pure.

Examples:
#1 Facing the sun, dark with almost no reflection and matte.
#2 Hidden from the sun, all the reflections & very shiny.
Shouldn't be the opposte way?

Any ideas?
Thank you!

(Car in the same track, spot, time of day, just pictures taken from a different angle).
 

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I promise, this will be the last one until I make a first draft available. Hate to keep cluttering up the board with this stuff.

Got my seasonal trees from the Kunos version into the Fenryr version and obviously added seasonal adjustments to the config. Funny thing is, i'm spending all this time on this little project and i'll probably still drive the Kunos one most often. I just love to tinker with these kinds of things to see what I can come up with.

Summer:
1.webp


Fall:
2.webp


Late Fall:
3.webp


Winter:
4.webp
 
shi
The AI line has been improved (lap time). Thank you.
It will be included in an upcoming update.

I felt the ai_hints.ini was not as intended, so I updated it.
Tested with Kunos GT3 on full grid.
Please check the attached file.

Have you read the AC fast AI Line guide by parrilla ?
I think you'll be able to understand ai_hints.ini.
Thanks for this. i will give it a go:)
 
Make sure we will have everything covered in version 1.0 and btw thanks Masscot/RMI for pylons and other stuff.
Ah, didn't realise you were actually working with Fenryr on MotorLand Aragón. Feel free to include/adapt/improve my 'wet season' skin if you want to.
BTW, one of the original tree texture files (trees_a.dds) is 16k for some reason, weighing in at 340mb by itself. 2k/5.33mb should be more than enough detail.
Please also ask him to fix the z-fighting at the end of the long straight, it can be seen in the distance when leaving the chicane.
Looking forward to v1.0, this can be a great track. 👍
What's the original source, ie which game was it ported from?
 
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