Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Paiky
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@leBluem's blender addon looks like it might allow tweaking ai lines inside blender and re-export, haven't tried it myself yet, though...

Import the ai file:
View attachment 1215872
Select the spline, [TAB] into edit mode, enable proportional editing, select a vertex and press [G] to move it, scroll the mouse wheel down to increase the proportional editing radius, then move the points as needed.
View attachment 1215871
I'll give that a try, but i'm not a blender expert. Hopefully it's easy to figure out. If I can make it work, I might have a serviceable version of the AI for Spa 1934. It will at least be good enough to use until I can improve it and won't hold up releasing the track.
 
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I have a road car that is too planted. Overall grip is too high as well as no understeer, basically drives like a racing car (or a Porsche). What parameters determines the grip? Tyres.ini looks fine ( a tad bit higher than the one I compared to) as well as aero.ini (front and rear wing says CL_GAIN=0) but suspensions looks a lot different. Is this the only other thing that determine grip or are there others as well?
 
Hi and good evening y'all

For my AC Racing Game remakes series, i was gonna remake Mobil 1 Rally Championship, this is what it looks like:

View attachment 1215896

I only had these mods: Evo 6 WRC, STi 22B WRC, Cordoba WRC, Proton Wira (Evo 3), 206 WRC, Evo 5, Golf KitCar, Megane KitCar, Escort Maxi, Escort Cosworth GrA (as replacement of Escort KitCar), Ibiza KitCar, Saxo KitCar, 106/306 Maxi, Micra KitCar and Puma KitCar (And yes, all of them are in rally modfications).
And including the secret cars that are part of the game:
Peugeot 309 (Bernie's Dicemobile), Toyota Corolla WRC (MF Hothatch) and Renault Clio V6 (Stock rally, but listed as secret car according to IGCD).

but what i needed some AC rally mods to exist is the Coupe/Tiburon KitCar, Almera KitCar, Astra KitCar, Octavia WRC and Felicia KitCar (Octavia WRC and Felicia KitCar mod for AC existed, but unfortunately, it's private so i can't download and will not be remaked until i downloaded them), Proton Compact, Civic VTi Rally and Puma 4WD Evolution (Fictional as MF Turbo), these are the last rally car mods i needed to remake and call it: "Assetto Corsa 2000 Rally Championship" (replaced the word "Mobil 1" to "Assetto Corsa")

And wouldn't be cool if the rally version of Civic EK9 mod exists?View attachment 1215897
that's my ringtone!!! so hyped up man
 
Thanks for the info. I already knew about Hint and Brakehint, but I never heard of Maxspeed before. That could come in handy. I was able to make Malmedy manageable by using a Danger hint. So that's four hints I know about now. Are there any more or a list of them somewhere?

I also didn't know that speed didn't matter when recording. That might allow me to make a more consistent recording if I can drive slower. That's always my problem doing AI lines. Lace of ability at full speed. And yes, the sidelines are a nice way to keep the AI in check so that they don't stray too far from the ideal racing line.

Would you happen to know one other thing. Is there any way to re-record just a part of the racing line? The one I have now is good except I took one turn too wide. Would love to fix just that one spot without having to re-record the whole thing.
have a look to
AI Line Helper by Esotic

 
hello all ,this game is doing my head .Got this in a race weekend using the sx lemans track with 46 cars .The last 8\9 cars just stay in the pits with their wheels turning full left and never move ? Is this a problem that can be fixed? Thankyou
 

Attachments

  • Screenshot (12).png
    Screenshot (12).png
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Release from Totic66 Patreon and FB
DeLorean DMC-12 Restomod (I can't say anything about the quality)
1.jpg

Here is finally the version 1.0 of the DeLorean DMC-12 in its Restomod grip version.
After more than a month of work, version 1.0 is finally available for download. It's a DeLorean DMC 12 which has been revised aesthetically but also mechanically.
The original V6 PRV engine has been removed to make room for a Hemi V8 block from the 1969 Dodge Charger which develops 511 BHP. It is coupled to a 5-speed manual gearbox.
For the aesthetic part, fender extensions have been added. The rear window diffuser has been removed to make room for a glass window. The front end has been revised. LED lights have replaced the original ones. The speedometer has been updated. The interior has been reworked to make it more luxurious and warm.
As for the running gear, the tracks have been widened, 19-inch wheels at the front and 20-inch wheels at the rear have replaced the original ones. Big brakes have been added.
It's up to you to make good use of them now but don't try to go back to the future with them, you're not Marty McFly.
Of course I recommend to use this mod with the latest versions of SOL and CSP. A bug is present with the rain tyres on this car. The lines of code have been entered but the choice of rain tyre is not available IG. I will try to resolve this shortly.
Finally, as it's almost Christmas, I decided to leave this mod free for download. A gift from you, in exchange, will be welcome.
Have a nice trip folks!
1.jpg

1.jpg

Direct Download from Patreon
 
have a look to
AI Line Helper by Esotic

Thanks. I am already using the app.

If someone would like to test something for me, could you give this ai a try on THR's Spa 34 layout. I think this should work with that track.

I'm mostly interested in how they handle Malmedy on your end. So far i'm having good results. The first lap can be odd because they run up underneath each other, but they don't seem to cause the huge pileup I was having with past efforts because I have them entering the turn in a straight line instead of side by side. Just be aware, they might brake funny, but it has to be that way to get it to work.

The rest of the track works ok, but needs a lot of hint help. Some odd braking places for no reason and they take one turn too wide. I'm hoping to fix it using @El Locho Blender suggestion because I don't want to have to record new lines. I'm afraid if I tried to make new lines, I'd mess up how Malmedy is working right now.

Thanks...
 

Attachments

  • spa34_ai.zip
    3.4 MB · Views: 4
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Hi and good evening y'all

For my AC Racing Game remakes series, i was gonna remake Mobil 1 Rally Championship, this is what it looks like:

View attachment 1215896

I only had these mods: Evo 6 WRC, STi 22B WRC, Cordoba WRC, Proton Wira (Evo 3), 206 WRC, Evo 5, Golf KitCar, Megane KitCar, Escort Maxi, Escort Cosworth GrA (as replacement of Escort KitCar), Ibiza KitCar, Saxo KitCar, 106/306 Maxi, Micra KitCar and Puma KitCar (And yes, all of them are in rally modfications).
And including the secret cars that are part of the game:
Peugeot 309 (Bernie's Dicemobile), Toyota Corolla WRC (MF Hothatch) and Renault Clio V6 (Stock rally, but listed as secret car according to IGCD).

but what i needed some AC rally mods to exist is the Coupe/Tiburon KitCar, Almera KitCar, Astra KitCar, Octavia WRC and Felicia KitCar (Octavia WRC and Felicia KitCar mod for AC existed, but unfortunately, it's private so i can't download and will not be remaked until i downloaded them), Proton Compact, Civic VTi Rally and Puma 4WD Evolution (Fictional as MF Turbo), these are the last rally car mods i needed to remake and call it: "Assetto Corsa 2000 Rally Championship" (replaced the word "Mobil 1" to "Assetto Corsa")

And wouldn't be cool if the rally version of Civic EK9 mod exists?View attachment 1215897
I played so much Mobil 1 growing up
 
I played so much Mobil 1 growing up
Cool

Actually, Octavia WRC and Felicia KitCar are private downloads, so i cannot download them and i wouldn't be able to remake without them.
I was thinking if Octavia WRC and Felicia KitCar mod would be available for free public downloads.

I also wished for the other last rally car mods to exist in AC to remake Rally Championship: Astra KitCar, Proton Compact/Old Mirage Rally Car, Coupe/Tiburon KitCar, Almera KitCar and Civic VTi Rally Car mod for Assetto Corsa.

Still, waiting for the Octavia WRC and Felicia KitCar mod to be released in public downloads...

Not to mention, i'm getting a mod from Rally Championship which is a secret car: Volvo 850 Wagon mod (as Welsh Sheep Wagon).

that's my ringtone!!! so hyped up man
What ringtone are you talking about?
Also, nice.




These 3 FB Pages, this shows some rally cars that came from Mobil 1 Rally Championship that he had in AC and he can probably remake Mobil 1 Rally Championship. but he missed the Micra KitCar. so i don't know where did he get these mods. either he made it or not.
 
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Thanks. I am already using the app.

If someone would like to test something for me, could you give this ai a try on THR's Spa 34 layout. I think this should work with that track.

I'm mostly interested in how they handle Malmedy on your end. So far i'm having good results. The first lap can be odd because they run up underneath each other, but they don't seem to cause the huge pileup I was having with past efforts because I have them entering the turn in a straight line instead of side by side. Just be aware, they might brake funny, but it has to be that way to get it to work.

The rest of the track works ok, but needs a lot of hint help. Some odd braking places for no reason and they take one turn too wide. I'm hoping to fix it using @El Locho Blender suggestion because I don't want to have to record new lines. I'm afraid if I tried to make new lines, I'd mess up how Malmedy is working right now.

Thanks...
Had a go with '34 GP cars and '67 F1s. Malmedy is not a huge pile-up. The 34's often end up in the bales, but one by, one by, and I think it has to do with the steering. The 67's mostly make it through, couple of spins. As you say, the braking is all over the place.

Point: Jake (GPLaps) was quite specific that the car that you use to record the line, should be representative, else bad stuff. I think the 34 layout needs a line with a 34 car. I've never done this so it might be rubbish, but I'll give it a shot.

Edit: Wow! Hats off to the guys who do this on the regular. This is HARD.
 
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Sliven v1.10

View attachment 1167634
View attachment 1167635
View attachment 1167637
View attachment 1167636
about:
"The Sliven International Circuit was meant to be built in the early 80s parallel to the Hungaroring (for F1),
but for various reasons, it never saw the light of day." - nikolov71


features:
  • full CSP features
  • reverb sounds
  • 20 pit/grid

credits:

:: DOWNLOAD ::
Sliven v1.10

changelog:
  • surface texure removed 'rainbow' effect
  • pit building edits and fixes
  • random shaders adusted
changes by @shi
  • pit/grid increased to 40.
  • fixed floating skidmark and mapping of the rolex logo.
  • merged objects with the same material for performance
  • updated camera_facing.ini, semaphore.ini and ext_config.ini
  • added groove.ini
  • moved the starting position of Hotlap
  • replaced marshall
  • remade default camera

:: DOWNLOAD ::
 
Chatham Hills Raceway v1.3

Screenshot_ks_alfa_romeo_4c_chatham_16-11-122-20-31-52.jpg

A fictional circuit in USA.
Conversion from GTR2.

-CSP recommended
-26 pit/start
-AI, cam
Credits & Thanks;
Original track made by ISI for Sportscar GT
Conversion to rFactor by Bud Lucas
Almost completely rebuild by @Zwiss for GTR2
-Thank you for giving me permission (Zwiss)

AC Converted by @shi (shin956)
Cams and ext_config by @CrisT86
logo.png and sections.ini by @Fanapryde
some textures by kunos
Test and Feedback by @Masscot

Download (mediafire)

Enjoy.

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.3 changelog;
-Fixed many of the normals.
-Spectators are now supported for camera_facing.
-The model of the cars has been changed.
-Fixed billboard mapping.
-Added groove/skidmark.
-Updated flag and Billboard textures.
-Updated VAO-patch.
-Updated preview.
-Smoothed road surface.
-Added cams by CrisT86.
-New ext_config by CrisT86. (Edited by me)
 
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shi
Chatham Hills Raceway v1.3

View attachment 1216062
A fictional circuit in USA.
Conversion from GTR2.

-CSP recommended
-26 pit/start
-AI, cam
Credits & Thanks;
Original track made by ISI for Sportscar GT
Conversion to rFactor by Bud Lucas
Almost completely rebuild by @Zwiss for GTR2
-Thank you for giving me permission (Zwiss)

AC Converted by @shi (shin956)
Cams and ext_config by @CrisT86
logo.png and sections.ini by @Fanapryde
some textures by kunos
Test and Feedback by @Masscot

Download (mediafire)

Enjoy.

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.3 changelog;
-Fixed many of the normals.
-Spectators are now supported for camera_facting.
-The model of the cars has been changed.
-Fixed billboard mapping.
-Added groove/skidmark.
-Updated flag and Billboard textures.
-Updated VAO-patch.
-Updated preview.
-Smoothed road surface.
-Added cams by CrisT86.
-New ext_config by CrisT86. (Edited by me)

very cool thanx :-)
 
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Had a go with '34 GP cars and '67 F1s. Malmedy is not a huge pile-up. The 34's often end up in the bales, but one by, one by, and I think it has to do with the steering. The 67's mostly make it through, couple of spins. As you say, the braking is all over the place.

Point: Jake (GPLaps) was quite specific that the car that you use to record the line, should be representative, else bad stuff. I think the 34 layout needs a line with a 34 car. I've never done this so it might be rubbish, but I'll give it a shot.

Edit: Wow! Hats off to the guys who do this on the regular. This is HARD.
1.) Where do I find the 34 GP cars?

2.) It is hard, especially if you are not a consistent driver. And this track makes it even harder with that awkward turn at Malmedy. The ai is not made to handle a turn like that. That's why the goofy braking. I had to put a series of Danger hints in the hints file to get them to slow down early enough for that turn.

I just wish I could get someone to record me a nice consistent lap that follows good lines. I'd take care of pitlane, hints and sidelines to get them through Malmedy.

EDIT: Just thought of something. With the Blender addon that @El Locho pointed me towards, I bet I could take the original fast_lane.ai file and edit the area around Malmedy. I'm sure the original was done by a better driver and is probably a more consistent lap. It just needs the Malmedy area fixed. Going to have to try that after work today.
 
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Had a go with '34 GP cars and '67 F1s. Malmedy is not a huge pile-up. The 34's often end up in the bales, but one by, one by, and I think it has to do with the steering. The 67's mostly make it through, couple of spins. As you say, the braking is all over the place.

Point: Jake (GPLaps) was quite specific that the car that you use to record the line, should be representative, else bad stuff. I think the 34 layout needs a line with a 34 car. I've never done this so it might be rubbish, but I'll give it a shot.

Edit: Wow! Hats off to the guys who do this on the regular. This is HARD.
Why don't you use the vintage version that is available on the Legion´s website (Spa Faux vintage)?

It has a better layout, better graphics and a better Al (well, at least when I race cars from the 20s and 30s in this version, I don't have any problems)
 
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Why don't you use the vintage version that is available on the Legion´s website (Spa Faux vintage)?

It has a better layout, better graphics and a better Al (well, at least when I race cars from the 20s and 30s in this version, I don't have any problems)
Since all these older Spa versions seem to be based off the same original model. A lot of my ext_config\CSP\object\skins additions will carry over seemlessly. I may do some wok on this version as well since it lacks some nice new things that CSP can do.
 
hi guys,

i just love the TVR Tuscan Challenge (from Assettogarage/ACTK), esp after a sound swap i did...
There is just one big thorn in the eye which I don't know how to fix:
the body part under the front windshield reflects (unrealistically) the track surface.
Is there a way to fix? (so there's no reflections at all or preferably only realisticly possible ones)
1671207476279.png

I don't see the car on Assetto Garage anymore, but a copy (w the nice sound replacement of mine) can be found here

Guess I need to change one or more of these values (for the quick fix of having no reflections at all)?

1671207991907.png
 
So after catching up on downloading new mods, this is what I have amongst my download files.

You can win the car of your dreams if you can look at this and identify every mod.

1671212151965.png


Everyone appreciates when someone takes the time to ensure others can quickly and easily install their awesome mods and get right to enjoying all the work they put into them.

HELPFUL INFO
For those few who don't understand, when creating a mod file for download, all you need is a folder with empty sub-folders that match the assettocorsa folder structure. When your mod is ready, make a copy of this folder, drag-ctrl-copy your updated files to the correct folders, delete empty folders, then right-click on the top folder to create a compressed file, give it a logical name, and add a version number. Including your name would also be a bonus for identification purposes.

Of course, there's much bigger problems in the world, and it's awesome that anyone takes the time to offer their work to everyone else, even if they forget to or don't properly identify download files. This is just a little info that helps everyone.

...and yes, before downloading I usually check the file name and rename if necessary, adding more unnecessary time to the process.
 
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hi guys,

i just love the TVR Tuscan Challenge (from Assettogarage/ACTK), esp after a sound swap i did...
There is just one big thorn in the eye which I don't know how to fix:
the body part under the front windshield reflects (unrealistically) the track surface.
Is there a way to fix? (so there's no reflections at all or preferably only realisticly possible ones)
View attachment 1216144
I don't see the car on Assetto Garage anymore, but a copy (w the nice sound replacement of mine) can be found here

Guess I need to change one or more of these values (for the quick fix of having no reflections at all)?

View attachment 1216147
I’d probably try lowering fresnelMaxLevel to 0.0x first via shader replacement, but I‘m no expert… if you can reproduce the reflections in the showroom, you can fiddle around with the values there without breaking anything.
some of the shader properties are explained in this video (starting at 13:15):

Edit: just had a look at the mod, as @Short_Circut already mentioned, you would have to separate the mesh from the rest of the body first in order to change the shader settings.
 
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shi
Chatham Hills Raceway v1.3

View attachment 1216062
A fictional circuit in USA.
Conversion from GTR2.

-CSP recommended
-26 pit/start
-AI, cam
Credits & Thanks;
Original track made by ISI for Sportscar GT
Conversion to rFactor by Bud Lucas
Almost completely rebuild by @Zwiss for GTR2
-Thank you for giving me permission (Zwiss)

AC Converted by @shi (shin956)
Cams and ext_config by @CrisT86
logo.png and sections.ini by @Fanapryde
some textures by kunos
Test and Feedback by @Masscot

Download (mediafire)

Enjoy.

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.3 changelog;
-Fixed many of the normals.
-Spectators are now supported for camera_facting.
-The model of the cars has been changed.
-Fixed billboard mapping.
-Added groove/skidmark.
-Updated flag and Billboard textures.
-Updated VAO-patch.
-Updated preview.
-Smoothed road surface.
-Added cams by CrisT86.
-New ext_config by CrisT86. (Edited by me)

another amazing job, cheers 👍
 
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