Assetto Corsa PC Mods General DiscussionPC 

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Hi guys, since hearing that Glickenhaus is goi to race again at the nurburgring 24h, is there any race version of the 004 car that they are going to bring it there?
 

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With PURE, is there an option to disable rain physics for all cars (including those that use extended physics) if you just want to occasionally drive in changing dry-wet-dry conditions without having to pit every few laps to change tyres?
The SOL planner had a little slider to make rain driving easier or harder by changing rain grip levels, but PURE does not seem to have this.
Some cars have dry grip even in torrential conditions, but others don't and are undriveable without changing to wet tyres, even with extended physics disabled in CM settings.
I know AC is a sim, but the option would be nice for occasional use. It must exist somewhere, surely?
@Peter Boese ..?
 
PureLIFE GTS PPFilter V 4.0 Weather Condition Test

Hi mates. A few weeks ago I shared a first picture of the upcoming PureLIFE GTS 4 filter. Today it's time for some video footage.

With the 4th generation of my filter I'm aiming (again) for stunning graphics in combination with high framerates and it looks like this one will be the fastest and best looking PureLIFE filter ever.

Ah and.... It's planned to be released within the next two weeks, so stay tuned 🤙

 
Hi, congratulations on your work and thank you for making these beautiful Mods available to us... Luckily you converted them in your spare time, imagine if you did it full time 😊... A few small things to fix but nothing major.. Because are there 2 Hondas? I don't remember 2 developed versions...Thanks again. You should also think about a 1998 or 2002, 2005 season and why not a nice 2012, perhaps with some financial support from all of us... In the meantime, let's wait for the other 2010 update and the highly anticipated 2011. 😍
I still have some doubts about the "beautiful" but yeah "luckily" it was just some spare time thrown at this. Not really happy with the end result and would honestly just called this mod "VRC opponentss 2007 offline edition".

As for the honda yeah there's 2 honda, because there's two spec.

1707395620532.png

1707395806457.png


So I kept the FSONE model to have both of them.



I have expended my list by doing 2007 and 2013, but i'll definitely won't do more than that. I will not have time to do modding after the 18th march which is very soon.
 
I still have some doubts about the "beautiful" but yeah "luckily" it was just some spare time thrown at this. Not really happy with the end result and would honestly just called this mod "VRC opponentss 2007 offline edition".

As for the honda yeah there's 2 honda, because there's two spec.

View attachment 1326464
View attachment 1326467

So I kept the FSONE model to have both of them.



I have expended my list by doing 2007 and 2013, but i'll definitely won't do more than that. I will not have time to do modding after the 18th march which is very soon.
Wow, which race introduced the new Honda spec?? Btw 2010 Update and 2011 this month, is it right?? Not sure if you said this...
 
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With PURE, is there an option to disable rain physics for all cars (including those that use extended physics) if you just want to occasionally drive in changing dry-wet-dry conditions without having to pit every few laps to change tyres?
The SOL planner had a little slider to make rain driving easier or harder by changing rain grip levels, but PURE does not seem to have this.
Some cars have dry grip even in torrential conditions, but others don't and are undriveable without changing to wet tyres, even with extended physics disabled in CM settings.
I know AC is a sim, but the option would be nice for occasional use. It must exist somewhere, surely?
@Peter Boese ..?
No. Pure just controls the 3 rain parameters. You could disable extended physics or just lower wetness then. Sol Planner just lowered wetness too.
 
RELEASE :

Here we are, my first ever car on AC :

The DE TOMASO P70

Screenshot_alg_de_tomaso_p70_rj_longford_1960s_7-1-124-10-43-35.jpg

Features :

- Scratch-made 3D model, with around 10% of parts adapted and modified from Kunos's original Ford GT40 and Shelby Cobra, for accurate referencing, essentially. The rest is mostly pictures based, so inaccuracies may be expected.

- Full homemade LODs, not the simplygon ones, for a more balanced visual/performance result

- Textures by Kunos, Lorelord and myself

- Customized physics, based from the closest original Kunos's car : Ford GT40. Apologize for any physic-core specialist, I'm not myself.

- Custom Ext_config, car should run fine without CSP but is recommended. Tested on CSP 0.1.79, should work as intended with any above version

- Paintshop compatibility for car paint, leather seat and rear plate

- Animations from Kunos for Driver pos, shift and steer, custom made by myself for wipers (thanks Norms for the helping hand).

- Sound by FFF789, you can find it here: Click me!!
(slightly tweaked with Ext_config to adapt to the P70, but all thanks go to him)

Test, advices and feedback by @norms and @jac0 from GTPlanet forum, thanks a lot for your help!
Original idea and production by @lorelord
And thanks to y'all for the encouragement on making my first car mod for AC. :gtpflag:

OPTIONAL SKINPACK by Jac0, with chameleon and shiny chrome!

REAL livery by Pasta2000 : Mugello 1966 #191


Screenshot_alg_de_tomaso_p70_le_grand_circuit_1967_4-1-124-14-30-34.jpg


preview.jpg



Reminder for those who scroll too fast :

GO TO HELL, RACEDEPARTMENT

And I hope you enjoy it.
 

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No. Pure just controls the 3 rain parameters. You could disable extended physics or just lower wetness then. Sol Planner just lowered wetness too.
Thanks Peter, but disabling extended physics doesn't seem to work, and even unticking this box to stop the car overriding that setting doesn't do it either.
It must be possible as there are cars that don't seem to lose any grip in the wet.
Weird.
1707402166727.png
 
Thanks Peter, but disabling extended physics doesn't seem to work, and even unticking this box to stop the car overriding that setting doesn't do it either.
It must be possible as there are cars that don't seem to lose any grip in the wet.
Weird.
View attachment 1326510
I've always had to edit the car.ini file to completely stop rain physics by commenting out one or both of these lines. Like you, disabling extended physics never seemed to work.

;[HEADER]
;VERSION=extended-X

;[_EXTENSION]
;RAIN_DEV=1

Got the idea from this VIDEO that I used back in the day to enable rain physics when they were new. I just did the opposite. The important part is near the end of the video.
 
Just Conga
RELEASE :

Here we are, my first ever car on AC :

The De Tomaso P70

View attachment 1326503
Features :

- Scratch-made 3D model, with around 10% of parts adapted and modified from Kunos's original Ford GT40 and Shelby Cobra, for accurate referencing, essentially. The rest is mostly pictures based, so inaccuracies may be expected.

- Full homemade LODs, not the simplygon ones, for a more balanced visual/performance result

- Textures by Kunos, Lorelord and myself

- Customized physics, based from the closest original Kunos's car : Ford GT40. Apologize for any physic-core specialist, I'm not myself.

- Custom Ext_config, car should run fine without CSP but is recommended. Tested on CSP 0.1.79, should work as intended with any above version

- Paintshop compatibility for car paint, leather seat and rear plate

- Animations from Kunos for Driver pos, shift and steer, custom made by myself for wipers (thanks Norms for the helping hand).

- Sound by FFF789, you can find it here: Click me!!
(slightly tweaked with Ext_config to adapt to the P70, but all thanks go to him)

Test, advices and feedback by @norms and @jac0 from GTPlanet forum, thanks a lot for your help!
Original idea and production by @lorelord
And thanks to y'all for the encouragement on making my first car mod for AC. :gtpflag:

OPTIONAL SKINPACK by Jac0, with chameleon and shiny chrome!


View attachment 1326504

View attachment 1326505


Reminder for those who scroll too fast :

DOWNLOAD ME

And I hope you enjoy it.
Just Congratulations to you and the other involved.
Also great idea with the WSC balanced version. Thank you !
 
Some more progress on the Countach
Untitled6.png

Screenshot_lamborghini_countach_25th_terminal_8-1-124-4-0-44.png

Screenshot_lamborghini_countach_25th_vicecity_4-1-124-16-12-0.png

The exterior is almost finished only the lights are left to do and the interior is completely finished. The exterior received a plethora of changes mostly just fixing up the body panels that looked odd and some uvs have been redone like on the rims. They don't have a weird shadow on them. The interior for the most part has been overhauled, lots of seams have been removed. The inner roof isn't black anymore (it has been properly baked now) and fixed a lot of low poly looking meshes. Beta testing will begin soon so if anyone is interested into beta testing for this car, please let me know via sending me a message!
 
RELEASE :

Here we are, my first ever car on AC :

The De Tomaso P70

View attachment 1326503
Features :

- Scratch-made 3D model, with around 10% of parts adapted and modified from Kunos's original Ford GT40 and Shelby Cobra, for accurate referencing, essentially. The rest is mostly pictures based, so inaccuracies may be expected.

- Full homemade LODs, not the simplygon ones, for a more balanced visual/performance result

- Textures by Kunos, Lorelord and myself

- Customized physics, based from the closest original Kunos's car : Ford GT40. Apologize for any physic-core specialist, I'm not myself.

- Custom Ext_config, car should run fine without CSP but is recommended. Tested on CSP 0.1.79, should work as intended with any above version

- Paintshop compatibility for car paint, leather seat and rear plate

- Animations from Kunos for Driver pos, shift and steer, custom made by myself for wipers (thanks Norms for the helping hand).

- Sound by FFF789, you can find it here: Click me!!
(slightly tweaked with Ext_config to adapt to the P70, but all thanks go to him)

Test, advices and feedback by @norms and @jac0 from GTPlanet forum, thanks a lot for your help!
Original idea and production by @lorelord
And thanks to y'all for the encouragement on making my first car mod for AC. :gtpflag:

OPTIONAL SKINPACK by Jac0, with chameleon and shiny chrome!


View attachment 1326504

View attachment 1326505


Reminder for those who scroll too fast :

DOWNLOAD ME

And I hope you enjoy it.
@Alguecool please use this (your) extended Ext config i included Rain CSP effects+Windows, Selflightning, Refraction, Sparks, Shadowed Wheels


I've only expanded your Extconfig with a few commands, it should run with both versions, your car deserves such nice effects!

Please rename .txt to .ini after download.

Screens:
Screenshot_alg_de_tomaso_p70_wsc_spec_zw_karlsruhe1955_8-1-124-16-28-36.jpg
Screenshot_alg_de_tomaso_p70_wsc_spec_zw_karlsruhe1955_8-1-124-16-29-9.jpg
Screenshot_alg_de_tomaso_p70_wsc_spec_zw_karlsruhe1955_8-1-124-16-28-32.jpg


Screenshot_alg_de_tomaso_p70_wsc_spec_zw_karlsruhe1955_8-1-124-16-28-54.jpg
 

Attachments

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@Alguecool please use this (your) extended Ext config i included Rain CSP effects+Windows, Selflightning, Refraction, Sparks, Shadowed Wheels


I've only expanded your Extconfig with a few commands, it should run with both versions, your car deserves such nice effects!

Please rename .txt to .ini after download.

Screens:
View attachment 1326517View attachment 1326520View attachment 1326521

View attachment 1326519
Thank you very much!

I've included it in my ext_config and changed the credits, it will be part of the next update (I suspect in due time I will have to make a proper one at some point :lol:)

EDIT : on picture you can really see how stupid the windscreen is on that car. the wiper cannot do anything in the view. And I even pulled it up, normally it is even lower/less useful...
 
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RELEASE :

Here we are, my first ever car on AC :

The De Tomaso P70

View attachment 1326503
Features :

- Scratch-made 3D model, with around 10% of parts adapted and modified from Kunos's original Ford GT40 and Shelby Cobra, for accurate referencing, essentially. The rest is mostly pictures based, so inaccuracies may be expected.

- Full homemade LODs, not the simplygon ones, for a more balanced visual/performance result

- Textures by Kunos, Lorelord and myself

- Customized physics, based from the closest original Kunos's car : Ford GT40. Apologize for any physic-core specialist, I'm not myself.

- Custom Ext_config, car should run fine without CSP but is recommended. Tested on CSP 0.1.79, should work as intended with any above version

- Paintshop compatibility for car paint, leather seat and rear plate

- Animations from Kunos for Driver pos, shift and steer, custom made by myself for wipers (thanks Norms for the helping hand).

- Sound by FFF789, you can find it here: Click me!!
(slightly tweaked with Ext_config to adapt to the P70, but all thanks go to him)

Test, advices and feedback by @norms and @jac0 from GTPlanet forum, thanks a lot for your help!
Original idea and production by @lorelord
And thanks to y'all for the encouragement on making my first car mod for AC. :gtpflag:

OPTIONAL SKINPACK by Jac0, with chameleon and shiny chrome!


View attachment 1326504

View attachment 1326505


Reminder for those who scroll too fast :

DOWNLOAD ME

And I hope you enjoy it.
i get this issue on a few car's. can anyone explain what this is on the bodywork? in CM showroom this does not look like this so it must be something that the game is doing to it?. This car is great fun by the way, thanks :)

Screenshot (456).png
 
I've always had to edit the car.ini file to completely stop rain physics by commenting out one or both of these lines. Like you, disabling extended physics never seemed to work.

;[HEADER]
;VERSION=extended-X

;[_EXTENSION]
;RAIN_DEV=1

Got the idea from this VIDEO that I used back in the day to enable rain physics when they were new. I just did the opposite. The important part is near the end of the video.
Ah, thanks - that might be exactly what I'm looking for.
And for cars with encrypted data, hopefully a Data Override config could be used, with a different header version and with rain dev = 0.
It's brilliantly immersive to drive a long race with waves of light summer showers sweeping in between breaks in the clouds, but a total ballache having to pit every few laps just to stay on the road.
For races with just one weather change, pitting for different tyres is fine. It's not something I want to be doing all the time though.

edit: confirmed as working - thanks very much @racinjoe013
 
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i get this issue on a few car's. can anyone explain what this is on the bodywork? in CM showroom this does not look like this so it must be something that the game is doing to it?. This car is great fun by the way, thanks :)

View attachment 1326523
Do you mean the saturated degrading ? Color is very close to black but not full black, maybe your PPfilter is having a hard time with it

EDIT : forget it, it appears quite frankly in CM on my side, I must have missed it. I might need to tweak it and go for more black on this one

@maximeerkat here, try this "nearly full black" one (I kept the 4K format so it doesn't compress it too hard)

For me it's much better, i'll keep the new one for next update
 
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Do you mean the saturated degrading ? Color is very close to black but not full black, maybe your PPfilter is having a hard time with it
yeh, this doesn't appear on say the red skin so i think you may be correct. like i said this is not the only car this happens to. I will have a play about. Thanks :)
 
Ah, thanks - that might be exactly what I'm looking for.
And for cars with encrypted data, hopefully a Data Override config could be used, with a different header version and with rain dev = 0.
It's brilliantly immersive to drive a long race with waves of light summer showers sweeping in between breaks in the clouds, but a total ballache having to pit every few laps just to stay on the road.
For races with just one weather change, pitting for different tyres is fine. It's not something I want to be doing all the time though.
Personally I have no need for rain physics because the ai is terrible in the rain. I check every car I download and disable those things if they have them. Just give me the visual and i'm happy.
 
Personally I have no need for rain physics because the ai is terrible in the rain. I check every car I download and disable those things if they have them. Just give me the visual and i'm happy.
Have you ever tried Data Override to disable rain physics on cars with encrypted data?
Hopefully that works too, because your suggestion the 'normal' way works perfectly.
 
Have you ever tried Data Override to disable rain physics on cars with encrypted data?
Hopefully that works too, because your suggestion the 'normal' way works perfectly.
Not to sound stupid, but I don't know what a Data Override is or how you use\create it. Is it a file that an ext_config file? Typically I just unpack the data file, edit the cars.ini file and repack. I guess i've never had to do it on an encrypted car before so i've never run into a problem.
 
Good morning

I created the animation for Porsche 997 Cup R ACTK

It's not perfect, but it's functional

Create an extension folder, and inside it, an ext_config and then paste the lines

[DATE]
DISABLE_LIGHTSINI=0

[ANIMATED_WIPER_...]
MESHES = _CENT_SUB0.002
UNDERLYING_SURFACE = 997cupr_SUB3
DEBUG = 1 ; remove when everything is ready

[MESH_ADJUSTMENT_...]
MESHES = _CENT_SUB0.002
MOVE_TO = modelRoot:y

[BASIC]
DISABLE_WIPER_KSANIM = 1
---------------------
[ANIMATED_WIPER_0]
DEBUG = 1
MESHES = _CENT_SUB0.002
UNDERLYING_SURFACE = 997cupr_SUB3
GROUP_0 = '_CENT_SUB0.002@A=*'
GROUP_0_ANGLE_FROM = 88.1
GROUP_0_ANGLE_TO = -37.8
GROUP_0_AXIS = -0.07385625, 0.9848945, 0.1566146
GROUP_0_AXIS_OFFSET_0 = -0.18836643, 0.40978655, 0.8925206
GROUP_0_AXIS_OFFSET_1 = -0.18836643, 0.40978655, 0.8925206
GROUP_0_END = -0.0382843, 1.0721092, 0.024691224
GROUP_0_PIVOT = 0.009186335, 0.85999316, 0.80779684
GROUP_0_RUBBER_FROM = 0.030803848, 0.957317, 0.65373784
GROUP_0_RUBBER_OFFSET_AMOUNT = 0.0073
GROUP_0_RUBBER_OFFSET_EXP = 1
GROUP_0_RUBBER_OFFSET_POS = 0
GROUP_0_RUBBER_TO = 0.02507019, 1.209713, 0.17324829
GROUP_0_SCALE_LUT = '(|0.178=0.871|0.185=0.903|0.974=0.958|)'
GROUP_0_BASE_ANGLE_FROM = 44.5
GROUP_0_BASE_AXIS = -0.07385625, 0.9848945, 0.1566146
GROUP_0_BASE_PIVOT = 0.009186335, 0.85999316, 0.80779684

I hope it helps
Hugs
 
Not to sound stupid, but I don't know what a Data Override is or how you use\create it. Is it a file that an ext_config file? Typically I just unpack the data file, edit the cars.ini file and repack. I guess i've never had to do it on an encrypted car before so i've never run into a problem.
You can override some (not all, it seems) encrypted data* by creating a folder called 'data_override' in the extension folder and putting whatever edited X.ini you want in there, thus leaving the original data.acd effectively untouched and therefore not borking subsequent loading on cars that use encrypted data as part of their overall encryption. Normally, editing the data.acd or leaving it unpacked afterwards means that these cars will crash during loading.
So for what we're trying to do, the process should (I think!) be:
1. unpack the car's data.acd
2. copy the car.ini from the unpacked data folder
3. create a folder called 'data_override' in the 'extension' folder
4. put the car.ini copy in the 'data_override' folder (still call it car.ini, not car.ini_copy or whatever)
5. delete the unpacked data folder in the main car folder so that the original data.acd remains untouched
6. edit the car.ini that's in the 'data_override' folder with the commented HEADER and extended physics entries, keeping the rest of the car.ini config as the original

I've not tested this specifically for disabling extended physics, but it works for other stuff I've tried.

*technically, ALL data.acd is encrypted. I'm talking here about additional encryption that some modders use to lock down their oh-so-perfect creations.
 
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You can override some (not all, it seems) encrypted data by creating a folder called 'data_override' in the extension folder and putting whatever edited X.ini you want in there, thus leaving the original data.acd effectively untouched and therefore not borking subsequent loading on cars that use encrypted data as part of their overall encryption. Normally, editing the data.acd or leaving it unpacked afterwards means that these cars will crash during loading.
So for what we're trying to do, the process should (I think!) be:
1. unpack the car's data.acd
2. copy the car.ini from the unpacked data folder
3. create a folder called 'data_override' in the 'extension' folder
4. put the car.ini copy in the 'data_override' folder (still call it car.ini, not car.ini_copy or whatever)
5. delete the unpacked data folder in the main car folder so that the original data.acd remains untouched
6. edit the car.ini that's in the 'data_override' folder with the commented HEADER and extended physics entries, keeping the rest of the car.ini config as the original

I've not tested this specifically for disabling extended physics, but it works for other stuff I've tried.
Thanks for the knowledge. I'll have to find a car to test this on. I think most of the GUE cars are encrypted so I can try one of those and see if it works.

Curious though, if you can unpack the data file, do you need the data_override folder? Couldn't you just rename the data.acd file, edit the cars.ini file in the unpacked data folder and the game will use the data folder files for the car?
 
Thanks for the knowledge. I'll have to find a car to test this on. I think most of the GUE cars are encrypted so I can try one of those and see if it works.

Curious though, if you can unpack the data file, do you need the data_override folder? Couldn't you just rename the data.acd file, edit the cars.ini file in the unpacked data folder and the game will use the data folder files for the car?
I seems like it depends on the type of encryption.
Based on my experiences, some cars have encrypted blue crystal KN5s but can have their data edited with no problem, but others run some kind of check on data.acd to ensure it's not been altered (and in these cases unpacked data usually won't work either). This is when data override is needed.
If a car fails to load after editing the data, try the data override method.
 
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