Assetto Corsa PC Mods General DiscussionPC 

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Does anyone have a problem with purchased URD Loire (Oreca LMP2)? The car drives ok, but the AI in practice doesn't exit the pits, and in qualifying it runs a maximum of two laps of which one is pit exit and the other is go back to pits (or car is teleported to the pits - I haven't noticed this).
@walczu ,

No problem on my end, I've been messing around with it for the last month or so, making skins and although almost exclusively at Reboot Sebring without any problems whatsoever. Yesterday completed a 25 lap race, 30 cars from 4 different classes, (5 URD Loires] without any problems.
20230317-100142-rt_sebring-urd_loire07_21.jpg
 
Hi !

I did my litlle Dr Frankenstein on your skins (thank you and they will be the only other "historical" skins I will use with, obviously, the JPS, green Martini and the Rebaque because this Tyrrell was barely a total "clone" of the Lotus 79 ^^).
I changed tyres, helmets, glasses of the helmets and Ui (not really accuracy anyway but It's historically and visually better in my opinion) !

Didier Pironi

Jean-Pierre Jarier


The only annoying "problem" is the Pironi's car which got the number "3". ;)

Cheers ! :cheers:
Hey man, you still got these flying around on your disk?
 
@walczu ,

No problem on my end, I've been messing around with it for the last month or so, making skins and although almost exclusively at Reboot Sebring without any problems whatsoever. Yesterday completed a 25 lap race, 30 cars from 4 different classes, (5 URD Loires] without any problems.
View attachment 1244066
Thx for reply. Problem is with YasMarina Circuit. On Sebring and ex. Misano everything works fine. Problem is with last 4-5 pit standings on Yas Marina.
 
Greetings all,hoping one of you is a modding genius and may be able to help me out with a frustrating issue.
I tried animating a wiper with the CSP app,all went well HOWEVER for some reason I can't get the wiper trace to work,tried the tab in the CSP app "use wiper mesh",no luck,also tried the ext confit method (as seen below) with no result,anyone who can tell me what i'm missing?

[WIPERS_TRACE_...]
SURFACE = EXT_GLASS
WIPERS = EXT_Wiper

EDIT: turns out since CSP 1.8xxx you have to remove the wipers trace comment in ext config
 
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Public Release!

Tandragee 100 Road Circuit

https://www.patreon.com/posts/80827647

Enjoy :)

Screenshot_ks_nissan_gtr_gt3_tandragee_road_course_31-2-123-15-10-23.jpg
Screenshot_ks_nissan_gtr_gt3_tandragee_road_course_31-2-123-15-11-21.jpg
Screenshot_ks_nissan_gtr_gt3_tandragee_road_course_31-2-123-15-11-41.jpg

Screenshot_as_ferrari_f430_tandragee_road_course_17-1-123-17-58-50.jpg


Screenshot_gmp_lamborghini_murcielago_lp640_acp_tandragee_road_course_17-1-123-17-59-21.jpg
Screenshot_ks_porsche_911_gt3_r_2016_tandragee_road_course_16-1-123-21-50-7.jpg
Screenshot_ks_porsche_911_gt3_r_2016_tandragee_road_course_16-1-123-17-9-24.jpg


Promo Text Below!

Experience the thrill of the Tandragee 100 with this meticulously crafted mod for Assetto Corsa! Immerse yourself in one of the most iconic road racing circuits in the world as you test your skills on this legendary track.

The Tandragee 100, held annually in the picturesque Tandragee village in County Armagh, Northern Ireland, is a celebrated road racing event that has been entertaining motorsport enthusiasts since its inception in 1961. Known as "The Miniature TT," the Tandragee 100 offers a challenging 5.3-mile (8.5 km) circuit that winds through the stunning Irish countryside, featuring an exhilarating mix of high-speed straights, technical corners, and undulating terrain.

The mod replicates the Tandragee 100 circuit with incredible attention to detail, capturing the authentic atmosphere and unique characteristics of this historic track. The mod features:

  1. A highly accurate representation of the 5.3-mile Tandragee 100 circuit, based on satellite imagery, ensuring a true-to-life racing experience.
  2. Authentic trackside objects, buildings, and scenery, giving you the feeling of being in the heart of the Irish countryside.
  3. Track surface simulating the unique characteristics of the Tandragee 100's roads.
  4. Compatible with CSP Dynamic weather and lighting effects, offering a realistic and immersive racing experience in any condition.
  5. Compatibility with various car classes, allowing you to test your skills with a wide range of vehicles on this challenging circuit.
Download the Tandragee 100 Race Track mod for Assetto Corsa now and experience the adrenaline-pumping excitement of this renowned road racing circuit from the comfort of your home!

https://www.patreon.com/posts/80827647
 
Public Release!

Tandragee 100 Road Circuit

https://www.patreon.com/posts/80827647

Enjoy :)

View attachment 1244169View attachment 1244168View attachment 1244167
View attachment 1244170

View attachment 1244171View attachment 1244172View attachment 1244173

Promo Text Below!

Experience the thrill of the Tandragee 100 with this meticulously crafted mod for Assetto Corsa! Immerse yourself in one of the most iconic road racing circuits in the world as you test your skills on this legendary track.

The Tandragee 100, held annually in the picturesque Tandragee village in County Armagh, Northern Ireland, is a celebrated road racing event that has been entertaining motorsport enthusiasts since its inception in 1961. Known as "The Miniature TT," the Tandragee 100 offers a challenging 5.3-mile (8.5 km) circuit that winds through the stunning Irish countryside, featuring an exhilarating mix of high-speed straights, technical corners, and undulating terrain.

The mod replicates the Tandragee 100 circuit with incredible attention to detail, capturing the authentic atmosphere and unique characteristics of this historic track. The mod features:

  1. A highly accurate representation of the 5.3-mile Tandragee 100 circuit, based on satellite imagery, ensuring a true-to-life racing experience.
  2. Authentic trackside objects, buildings, and scenery, giving you the feeling of being in the heart of the Irish countryside.
  3. Track surface simulating the unique characteristics of the Tandragee 100's roads.
  4. Compatible with CSP Dynamic weather and lighting effects, offering a realistic and immersive racing experience in any condition.
  5. Compatibility with various car classes, allowing you to test your skills with a wide range of vehicles on this challenging circuit.
Download the Tandragee 100 Race Track mod for Assetto Corsa now and experience the adrenaline-pumping excitement of this renowned road racing circuit from the comfort of your home!

https://www.patreon.com/posts/80827647
You beautiful person! I know these roads well
 
What RPM are the AI shifting up at. This can be the issue a lot of the time. Look in engine.ini and look where the limiter is, then put the AI up shift around 100 RPM below that. so 8000 limiter in engine.ini would mean 7900 upshift value in ai.ini.
Of course it could be other things as well.
I have modified the Ai shifting up RPM but it's almost the same, setting was not really bad.

the AI file (with 6800rpm limiter) :

[HEADER]
VERSION=3
;964 Carrera Cup

[GEARS]
UP=6700
DOWN=4100
SLIP_THRESHOLD=0.94 ; Slip ratio permitted for AI driving - how well AI rev matches
GAS_CUTOFF_TIME=0.2 ; Gearchange time needed for AI control - how long ai lifts throttle on upshifts

[PEDALS]
GASGAIN=4.0
BRAKE_HINT=0.9
TRAIL_HINT=0.1

[STEER]
STEER_GAIN=1.5 ; how hard the AI needs to turn the wheel to make corners (depends on ideal slip ratios, the way the car handles oversteer/understeer, etc.)

[LOOKAHEAD]
BASE=20 ; how far in front of the car the AI looks at the recorded line to know what to do
SPEED_GAIN=0.16 ; how much ai increases the distance according to speed (needs to look farther ahead to be ready for corners at higher speeds)
GAS_BRAKE_LOOKAHEAD=0.1 ; not sure if this is added to the base. Tells the AI how far it needs to be ready to brake/throttle.

[DRAG]
SLIP_RATIO_MAX=10 ;how much burnout ai does on drag start, default 10


[ULTRA_GRIP]
; Changing this value doesn’t affect the AI anymore since VERSION=3
VALUE=1.2 ; how much lateral grip the AI is simulated within braking zones. This helps AIs brake closer to the limit

[PHYSICS_HINTS]
AERO_HINT=0.9

[TYRES]
HINT=1.00 ; how much grip the ai will use
 
Washington DC RFK Stadium Circuit - Released
Hey all, here's a track I've been working on lately. It's fun and I've learned some new things. It (like most of my tracks) is built in RTB but I took it into blender and did a bunch of finishing touches on it, gave it a way better road feel (RTB roads always feel like driving on glass), added TreeFX, grassfx, cameras, ai, stuff like that. anyway, enjoy!




1680283734504.jpeg

1680283754552.jpeg

1680283765093.jpeg
 
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Washington DC RFK Stadium Circuit - Released
Hey all, here's a track I've been working on lately. It's fun and I've learned some new things. It (like most of my tracks) is built in RTB but I took it into blender and did a bunch of finishing touches on it, gave it a way better road feel (RTB roads always feel like driving on glass), added TreeFX, grassfx, cameras, ai, stuff like that. anyway, enjoy!




View attachment 1244205
View attachment 1244206
View attachment 1244207
Looks awesome but would you be able to add a link to somewhere that doesn't take 14 hours to download
 
Saab 9-3 Aero 2002!!!!
Download:
Converted Forza Motorsport 4 By Peter Crill
-AO inside and out
-Realistic Dashboard
-CSP Settings
-Physics BY VR DRIVING
-Working Wipers
-Self Ligth
-Panoramic session Start config Daniel Nogal
-Beta testing and help ,@norms,@takum1,@Mascot,and others

We are also happy to announce that our Realesed mods are now also available on FileMissing Discord, a place where you can find your favorite mods from all creators, all organized by name and category.
You can also find moding tuturials and a comunity always there to help
There are also weekly hotlap events and weekly races and events.
Join now Using this link


Screenshot_saab_93aero_2002_angleseynew_31-2-123-3-43-24114.jpgScreenshot_saab_93aero_2002_ek_tsukuba_fruits_line_31-2-123-3-49-56114.jpgScreenshot_saab_93aero_2002_ek_tsukuba_fruits_line_31-2-123-3-49-3114.jpgScreenshot_saab_93aero_2002_ek_tsukuba_fruits_line_31-2-123-3-47-45114.jpgScreenshot_saab_93aero_2002_ek_tsukuba_fruits_line_31-2-123-3-47-18114.jpgScreenshot_saab_93aero_2002_ek_tsukuba_fruits_line_31-2-123-3-47-3114.jpgScreenshot_saab_93aero_2002_ek_tsukuba_fruits_line_31-2-123-3-46-46114.jpgScreenshot_saab_93aero_2002_ek_tsukuba_fruits_line_31-2-123-3-46-18114.jpgScreenshot_saab_93aero_2002_angleseynew_31-2-123-3-44-21114.jpg
 
Washington DC RFK Stadium Circuit - Released
Hey all, here's a track I've been working on lately. It's fun and I've learned some new things. It (like most of my tracks) is built in RTB but I took it into blender and did a bunch of finishing touches on it, gave it a way better road feel (RTB roads always feel like driving on glass), added TreeFX, grassfx, cameras, ai, stuff like that. anyway, enjoy!




View attachment 1244205
View attachment 1244206
View attachment 1244207
I'm sorry to say this, but there are imo massive wrong vertex normals all over.
I'm still downloading it as RD so.... super f.... slow, but in your old and new screenshots the wrong vertex normals are very obviously very visible, at least for me.

Once I've downloaded it, I can try to take screenshots etc if you want.
But if no one else complains about it, just ignore it. Then it is, too, little matter. :)

Nevertheless, great thx for your work.
 
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Saab 9-3 Aero 2002!!!!
Download:
Converted Forza Motorsport 4 By Peter Crill
-AO inside and out
-Realistic Dashboard
-CSP Settings
-Physics BY VR DRIVING
-Working Wipers
-Self Ligth
-Panoramic session Start config Daniel Nogal
-Beta testing and help ,@norms,@takum1,@Mascot,and others

We are also happy to announce that our Realesed mods are now also available on FileMissing Discord, a place where you can find your favorite mods from all creators, all organized by name and category.
You can also find moding tuturials and a comunity always there to help
There are also weekly hotlap events and weekly races and events.
Join now Using this link


View attachment 1244245View attachment 1244246View attachment 1244247View attachment 1244248View attachment 1244249View attachment 1244250View attachment 1244251View attachment 1244252View attachment 1244253
Brilliant. Are you working on anymore Touring Cars as well as the Alfa 155. Cheers.
 
I'm sorry to say this, but there are imo massive wrong vertex normals all over.
I'm still downloading it as RD so.... super f.... slow, but in your old and new screenshots the wrong vertex normals are very obviously very visible, at least for me.

Once I've downloaded it, I can try to take screenshots etc if you want.
But if no one else complains about it, just ignore it. Then it is, too, little matter. :)

Nevertheless, great thx for your work.
I don't know how to fix it, only track makers care or notice, and I pretty much just made it because I wanted to drive around on it and figured other people might like to also. Things being a bit more shadowed or bright than they might be in real life doesn't matter much when I'm driving down the track too fast to notice. If anyone else wants to fix it and have fun, feel free.

Cams for Washington DC RFK Stadium Circuit from gutbomb
Doesn´t overwrite existing cam
Have Fun
DaBaeda
Download: https://www.racedepartment.com/downloads/washington-dc-rfk-stadium-circuit.59343/
Thanks! My cams always suck and you always come through!
 
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I don't know how to fix it, only track makers care or notice, and I pretty much just made it because I wanted to drive around on it and figured other people might like to also. Things being a bit more shadowed or bright than they might be in real life doesn't matter much when I'm driving down the track too fast to notice. If anyone else wants to fix it and have fun, feel free.


Thanks! My cams always suck and you always come through!
Yeah, sorry to have mentioned it.
It´s OK as it is, at least as I don´t like tracks witch massive hair pins, but just to show you what I mean 2 screenshots, from your version and a very quick made, but for sure also wrong made fix for other right normals
1680299594045.png


1680299701928.png

As I said, it was only done quickly, just as a proof of concept.
As a result, the correct normals are now sometimes wrong in many other places, but I think you can see what is wrong.
 
Yeah, sorry to have mentioned it.
It´s OK as it is, at least as I don´t like tracks witch massive hair pins, but just to show you what I mean 2 screenshots, from your version and a very quick made, but for sure also wrong made fix for other right normals
View attachment 1244275

View attachment 1244276
As I said, it was only done quickly, just as a proof of concept.
As a result, the correct normals are now sometimes wrong in many other places, but I think you can see what is wrong.
Yeah I can see it, but it's quite a lot of stuff to troubleshoot when using library objects in RTB. I came off as more defensive than I should have, thanks for the tip. Your stuff is always top notch, and I appreciate it. My stuff is always made just because it's a track that doesn't exist and I want to drive on them so sometimes the nitpicky stuff takes a back seat.
 
Continuing my "Champions Career Mode, 1950 season", we arrive at Targa Florio 1950, with original cars and "fakes" cars on the track.

Using (Stage 1), tomorrow we will do the other stages (interspersing rivals) and changing cars, as it is a very long route. In this first stage, I used my fake car, Ferrari 166 SC, number 455 (G. Marzotto / Crosara).
On Board

TV Cam
 
Continuing my "Champions Career Mode, 1950 season", we arrive at Targa Florio 1950, with original cars and "fakes" cars on the track.

Using (Stage 1), tomorrow we will do the other stages (interspersing rivals) and changing cars, as it is a very long route. In this first stage, I used my fake car, Ferrari 166 SC, number 455 (G. Marzotto / Crosara).
On Board

TV Cam

I'm excited as you get better with modelling cars. Looking forward for the possibility for a 70s Indy 500 or a mid-70s Le Mans mod.
 
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