Assetto Corsa PC Mods General DiscussionPC 

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Released : Nissan R90CK (LM Spec + Sprint Spec)
(Version1)
Author:F302
3D Model Car : Raceroom
Texture Update : F302 (rework)
Test by:Beingy
3d work: F302
hope u enjoy the Car
ps : send feedback ,bugs ,missing things
tested on CSP 0.3.0-preview440 (include VR)
PP filer PURELIFE EVO GT,SKY GT
have fun!
preview.webp
preview.webp

 
Here's another grid filler for the IMSA fans out there . The Conquest Racing #34 Ferrari 296 in the 2026 blue and white livery. It's not 100% accurate, but it serves to fill the grid with the proper colours.
Complete with driver and crew. It's for the urd_ferrucci_296_23, Happy racing!
https://mega.nz/file/GsZwUBYA#PaUxcJvkqADwePqxoTTkcJqyyxZ7e7M0hedKQPrFukU

View attachment 1562585View attachment 1562586
Great work, But... is it possible if you could make this on the V2 car? Y'know the car that is actually correct and not made out of block of cheese xd
 
Released : Nissan R90CK (LM Spec + Sprint Spec)
(Version1)
Author:F302
3D Model Car : Raceroom
Texture Update : F302 (rework)
Test by:Beingy
3d work: F302
hope u enjoy the Car
ps : send feedback ,bugs ,missing things
tested on CSP 0.3.0-preview440 (include VR)
PP filer PURELIFE EVO GT,SKY GT
have fun!
View attachment 1563410View attachment 1563411
Your recent drops have been absolutely insane. Thank you. Despite the popularity of group c, it is often neglected by modders. Hopefully we can see more group c cars from you. Also GT1 cars are always welcome as well
 
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Released : Nissan R90CK (LM Spec + Sprint Spec)
(Version1)
Author:F302
3D Model Car : Raceroom
Texture Update : F302 (rework)
Test by:Beingy
3d work: F302
hope u enjoy the Car
ps : send feedback ,bugs ,missing things
tested on CSP 0.3.0-preview440 (include VR)
PP filer PURELIFE EVO GT,SKY GT
have fun!
View attachment 1563410View attachment 1563411
Is there any chance you might have plans to bring the WTCC cars from RaceRoom at some point?
 
On the Audi TT Coupe 3.2 Quattro 2004 Tuned, getting constant engine damage. Engine limiter is 7000, but damage RPM threshold is 6700 in engine.ini file - is this correct?
 
Released : Nissan R90CK (LM Spec + Sprint Spec)...
Orgasmic, like all your latest deliveries... I don't want to imagine how terrifying it must be to drive one of these things in real life... Piloting these beasts forces your GT3 feet of lead to become soft feathers when you step on the pedals... Cool!

A small doubt; in the Sprint version there's included a folder named "font" with the files "F302-font.png" and "F302-font.txt" included... Is it okay there or do they have to be included in the "fonts" folder of the Assetto Corsa root directory?
 
Orgasmic, like all your latest deliveries... I don't want to imagine how terrifying it must be to drive one of these things in real life... Piloting these beasts forces your GT3 feet of lead to become soft feathers when you step on the pedals... Cool!

A small doubt; in the Sprint version there's included a folder named "font" with the files "F302-font.png" and "F302-font.txt" included... Is it okay there or do they have to be included in the "fonts" folder of the Assetto Corsa root directory?
Thanks a lot for your feedback. I had that folder in there for testing purposes; simply rename the two files to "MSF-Font" and place them in the AC fonts folder.
 
Hi there all you, I've been out for a while. Now I'm returning to try some long races against AI, but theres some points I'll like to improve about my experience (CSP 0.2.11 recommended by CM).
  • AI cars pit all together, at the same lap. In some cases, like URD Tochigi Speedway (Motegi for the friends) it causes a massive tap at the pit lane entry, forcing some cars to retire due to being blocked ones by others.
  • AI cars, despite pitting, they don't seem to change their wheels. When the cars go out of the pits, their follow their races until they get out of tyres. Then, they pit every lap, but still not changing their wheels. That causes all cars going off to the gravel, getting stuck, retiring and letting me running alone.

I'm sorry for being out and missing some solution whoever has shared last months about that topìc. I'll appreciate if there are some CSP config adjustments, or something easy to check to improve the AI behaviour during the long races. This time I'm not focusing on the pace, some time ago I found someone sharing improved AI lines for several tracks on Overtake and they worked so well. Also there is an improvement to the starting grid process that make all AI cars be more fluent at the first lap.
 
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Hi there all you, I've been out for a while. Now I'm returning to try some long races against AI, but theres some points I'll like to improve about my experience (CSP 0.2.11 recommended by CM).
  • AI cars pit all together, at the same lap. In some cases, like URD Tochigi Speedway (Motegi for the friends) it causes a massive tap at the pit lane entry, forcing some cars to retire due to being blocked ones by others.
  • AI cars, despite pitting, they don't seem to change their wheels. When the cars go out of the pits, their follow their races until they get out of tyres. Then, they pit every lap, but still not changing their wheels. That causes all cars going off to the gravel, getting stuck, retiring and letting me running alone.

I'm sorry for being out and missing some solution whoever has shared last months about that topìc. I'll appreciate if there are some CSP config adjustments, or something easy to check to improve the AI behaviour during the long races. This time I'm not focusing on the pace, some time ago I found someone sharing improved AI lines for several tracks on Overtake and they worked so well. Also there is an improvement to the starting grid process that make all AI cars be more fluent at the first lap.
AI cars will pit as soon as their fuel indicator goes to yellow. If you want to make the cars pit at different times you have to adjust the fuel in the individual car.ini files.

Code:
[FUEL]
CONSUMPTION=0.0067 ;0.0117                ; fuel consumption. In one second the consumption is (rpm*gas*CONSUMPTION)/1000 litres
FUEL=100                            ; default starting fuel in litres
MAX_FUEL=200                    ; max fuel in litres                    ; max fuel in litres

Based on my experience with setting my F1 seasons, 20 laps is pretty much maximum for AC. And even then you get the backmarkers which is a real problem in AC (because there is no blue flag AI). AC just doesn't suit well to longer races.

I haven't played my seasons much lately as AC started to get really weird fastlane issues. But when I was tweaking these seasons, I noticed that AI doesn't care about tyres at all, they only pit based on how much fuel they carry.

And even then they might take one unnecessary pitstop even when they have enough fuel. Fortunately this only happens about 20% of the time if you have set the fuel amounts properly.

AND... very important: If you skip the qualifying, AI cars will pit completely randomly because AI cars require at least two full QF laps to determine how much fuel they need for the race. Just like the user. You need 2 legal qualifying laps to get this indicator to show up (like 30 liters / 4 laps etc).

Hope this helps.
 
AI cars will pit as soon as their fuel indicator goes to yellow. If you want to make the cars pit at different times you have to adjust the fuel in the individual car.ini files.

Code:
[FUEL]
CONSUMPTION=0.0067 ;0.0117                ; fuel consumption. In one second the consumption is (rpm*gas*CONSUMPTION)/1000 litres
FUEL=100                            ; default starting fuel in litres
MAX_FUEL=200                    ; max fuel in litres                    ; max fuel in litres

Based on my experience with setting my F1 seasons, 20 laps is pretty much maximum for AC. And even then you get the backmarkers which is a real problem in AC (because there is no blue flag AI). AC just doesn't suit well to longer races.

I haven't played my seasons much lately as AC started to get really weird fastlane issues. But when I was tweaking these seasons, I noticed that AI doesn't care about tyres at all, they only pit based on how much fuel they carry.

And even then they might take one unnecessary pitstop even when they have enough fuel. Fortunately this only happens about 20% of the time if you have set the fuel amounts properly.

AND... very important: If you skip the qualifying, AI cars will pit completely randomly because AI cars require at least two full QF laps to determine how much fuel they need for the race. Just like the user. You need 2 legal qualifying laps to get this indicator to show up (like 30 liters / 4 laps etc).

Hope this helps.
Yes it does, I really appreciate your answer. Then I’ll have to review whether I can keep playing in endurance and GT championships in general. Such a shame considering how promising the 2000 JGTC races or the FFSA GT of 2005 were.


I really enjoyed 2h races FFSA GT championship with RSS cars, where cars pitted nearby at half race, when they did almost 1h, and they could finish the 2h races without any problem. But it was more than a year ago, and I think it was with CSP 0.2.0.
 
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Yes it does, I really appreciate your answer. Then I’ll have to review whether I can keep playing in endurance and GT championships in general. Such a shame considering how promising the 2000 JGTC races or the FFSA GT of 2005 were.


I really enjoyed 2h races FFSA GT championship with RSS cars, where cars pitted nearby at half race, when they did almost 1h, and they could finish the 2h races without any problem. But it was more than a year ago, and I think it was with CSP 0.2.0.
The problem with backmarkers comes because in my seasons I had to make the individual car/driver differences significant.

Take the 1998 F1 season (or pretty much any other F1 season). You usually have two top drivers fighting for the title. Well last year we had three, in 2007 we had three... but generally there are pairings like Hakkinen/Schumacher and Verstappen/Hamilton, Senna/Prost etc. and their wingmen (Bottas/Barrichello/Berger etc).

That means you have to give these top drivers considerably better AI skill.

Let's take 1998 season (only two base cars).

Hakkinen/Schumacher AI 100

then they have their "wingmen" Irvine/Coulthard AI 94

Rest of the grid has to be 93-89 in order to get authentic and realistic QF results. Anything below 89 is just way too slow.

Okay now you have pretty dramatic speed differences which means the 89 rated drivers will become backmarkers pretty quick. Usually around laps 14-15. AC doesn't have the blue flag AI but you still can handle the overtakes because you have faster car (if you're careful).

But when you have longer races you will get tons of backmarkers and there's ALWAYS that certain amount of randomness when they pit (even with my fuel manipulation system).

This all could have been very easy to solve if you could have "max/min pitstops per race" or "max/min tyre compounds to use" adjustments. But there is none. That is also why we can't really make decent modern post-DRS F1 seasons. Lack of options to use.

I think you COULD get rid of most of the backmarker issues if you rate all drivers at AI skill 100. But then you will get random results.

The way I executed the pitstop and fuel thing was that I simply did the qualifying, went to the race and parked my car next to the pitlane and watched when AI started to pit. I had set 20 lap race so my goal was to get them pitting at lap 10-12. If they pitted earlier, I simply increased their starting/max fuel amount.
 
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The problem with backmarkers comes because in my seasons I had to make the individual car/driver differences significant.

Take the 1998 F1 season (or pretty much any other F1 season). You usually have two top drivers fighting for the title. Well last year we had three, in 2007 we had three... but generally there are pairings like Hakkinen/Schumacher and Verstappen/Hamilton, Senna/Prost etc. and their wingmen (Bottas/Barrichello/Berger etc).

That means you have to give these top drivers considerably better AI skill.

Let's take 1998 season (only two base cars).

Hakkinen/Schumacher AI 100

then they have their "wingmen" Irvine/Coulthard AI 94

Rest of the grid has to be 93-89 in order to get authentic and realistic QF results. Anything below 89 is just way too slow.

Okay now you have pretty dramatic speed differences which means the 89 rated drivers will become backmarkers pretty quick. Usually around laps 14-15. AC doesn't have the blue flag AI but you still can handle the overtakes because you have faster car (if you're careful).

But when you have longer races you will get tons of backmarkers and there's ALWAYS that certain amount of randomness when they pit (even with my fuel manipulation system).

This all could have been very easy to solve if you could have "max/min pitstops per race" or "max/min tyre compounds to use" adjustments. But there is none. That is also why we can't really make decent modern post-DRS F1 seasons. Lack of options to use.

I think you COULD get rid of most of the backmarker issues if you rate all drivers at AI skill 100. But then you will get random results.

The way I executed the pitstop and fuel thing was that I simply did the qualifying, went to the race and parked my car next to the pitlane and watched when AI started to pit. I had set 20 lap race so my goal was to get them pitting at lap 10-12. If they pitted earlier, I simply increased their starting/max fuel amount.
In testing (at least standing starts) the AC AI behaves very differently if you start hard on the light and charge vs a more delayed mild start.
 
In testing (at least standing starts) the AC AI behaves very differently if you start hard on the light and charge vs a more delayed mild start.
Really? Does that effect AI behaviour through the whole race?

The start AI has always been crap. If you start lower on the grid, the mid-tier and low-tier AI cars are really slow. If you start from the back of the grid you can easily gain 10 positions right after the start.

I have constructed the seasons so that the user is driving the 2nd best car and gave AI best driver 100 value. This works ok because the slow start doesn't affect the front rows that much because if you're a decent sim racer you should qualify somewhere at the top.

Also giving the AI drivers aggression value anything over 25 will create erratic behaviour. 30 is already pushing it. This is of course, very much car dependant.

For example in 1988 season I gave both Senna and Prost AI 100 value but gave Senna much bigger aggression value. Prost actually outscored Senna in 1988 too... but Senna won the World Championship because of the sport's "best 11" scoring system at the time. Yeah Senna was a bit faster and blahblah but Prost was the professor and didn't make any mistakes.

Tweaking the aggression moderately created surprisingly realistic season outcome between the two as Senna drove out in two races.

There are many small tricks (or should we call the workarounds) that you can use to improve the realism. But had the devs put some very simple additions to the hardcode, they'd make our life much easier.
 
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Released : Nissan R92CP (1992)

Author:F302

3D Model Car : GT7/ Polyphony Digita

Texture Update : F302 (rework)

3d work: F302

hope u enjoy the Car

ps : send feedback ,bugs ,missing things

tested on CSP 0.3.0-preview440

PP filer PURELIFE EVO GT,SKY GT

have fun!

To install, move folders to "...\SteamApps\common\assettocorsa" or simply

drag'n'drop archive to Content Manager


View attachment 1561831
Hello, thanks for the mod! Realistically, is it possible to tinker with the texture of the car? I was willing to make some skins but for the moment it's impossible due to the way the textures are :(
 
k_p
Still w.i.p. but I'm moving work the forward. Last time there wasn't even an interior.
There will be 8 paint combination and 3 version of body kits from gt7
1788783700897.webp


Is there anything cooler (and less ergonomic) than the old Porsche 911 dash?

They kept this same dash all the way until 1998. When you're driving, the steering wheel (which is not adjustable even in the last 964 and 993 air cooled cars) hides half of the gauges. :D

I know... my brother has a 1982 SC and I've driven it a lot.

But nobody cares... these cars became icons. They're not super fast by today's standards but they FEEL FAST because they're so tiny and analog... and when you give 'em 6000 rpm it sounds like a chainsaw behind your back. Amazing cars.
 
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Hey everyone. I am running CSP 581 and now when I drive I can use my lights, if they are pop up lights, it animates etc. Then in replay no lights at all and no popping up. Is it a simple setting or is this classic CSP?
 
Hello, thanks for the mod! Realistically, is it possible to tinker with the texture of the car? I was willing to make some skins but for the moment it's impossible due to the way the textures are :(
Unfortunately not; you would have to do the body separately—then it would be possible.
 
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