Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Paiky
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Thank you! lol, I didn't realize I already had these installed. Excellent.

OFF TOPIC/Random Blurb:
Guys, my wife bought me the HF8 Haptic Pad for my birthday a couple days ago. I had to stop using my bass shakers years ago because, tbh they were pretty loud and annoyed the hell out of her. So I didn't have high expectations about this haptic pad. I thought perhaps it would just feel like a pad full of cell phones or the same vibration of an xbox controller, but MAN this thing is amazing. The feedback is very 'thick' powerful, mechanical. I can't describe/explain the feeling, but it is actually so good that I don't miss my bass shakers. My favorite bit is the gear shifting effect. Kick in the back like hard shifting. So I'm basically sending telemetry data into/against my back and up through my butthole. Is anyone else using this?
Bought one of those HF8 1 month ago without expecting much, bypassed the software and used Simhub directly, very user friendly.
My seat is not dead anymore, I get more infos on traction and it's almost silent. It's good as a cheap solution.

Oh, some seem to complain about engines under the thighs not being very confortable, I'm huge and tall and no issue.
 
Hey guys,

a few days ago i was reading the thread and went along the "how many mods do you have" and someone said "you only need 2 and those are the P70 De Tomaso" from Alguecool. Can't remember if it was self promotion or just love, but I instantly connected with the car and made a vid with it. Can't believe how much fun i have with it, and how balanced it is against the WSC pack from early this year.

Anyway, Thanks to @Alguecool for that, and my modest contribution to it would be the dedicated NeckFX i made for it

I made a bunch of dedicated NeckFX btw, that you can one-click from this pdf https://www.mediafire.com/file/xr7hp3nfa8zdhko/Tetri_Neck_FX_listing.rtf/file

Anyway, i've been working on my graphic edits for a few months now and since i get so much from here, maybe you guys would be interrested in trying those.

So here are the latest vid to give you an idea of what it looks like on a nicely done track :



I use Reshade and try to update with the new CSP version when CM does it better on a dedicated shader. I've been working on the grass lately, with medium to interresting results, using SSDO ambient occulting and a bunch of others new shaders that i barely understand. As for my ppfilters, i'm slowly working on the scripts, and so far all i have left is to script specifically for each Pure weather condition.

If you wanna give it a try, you can download everything on my youtube channel, the latest and more advanced being in the link here :


i'm using CSP 0.2.3 preview1 and Pure 0.271, and you should use this CSP settings : https://acstuff.ru/s/n6Tn8I

Reshade is pretty picky with the inputs and just a small change in AA, sharpness or saturation can end up in a weird glitchy mess. Try those settings, i've been ****ing with CSP on a double screen for months and those are the best i achieved by far. If you managed to get things better thru a shadowy slider in the CSP settings, i'd love to hear about it still!

I always use Reshade, and some of my ppfilters would probably look dull without it, but a few followers apprently use them as they are, probably pinching the Uchimura contrast and saturation up a bit.

Copy the files manually to get the scripts settings, color grading textures and Reshade presets, install Reshade with the acs.exe and you should be good to go. If asked for a Reshade preset selection, just check everything (they're barely 5ko each) or let Reshade pick them up using one of the presets you copied in the main directory.

I'm mainly playing using vintage stuffs, and the color gradings i'm using are clearly desaturated to fit most of the "barely finished" tracks i'm playing on.

If i was into marketing and trying to sell my ****eries, i would say that the "Dildo" and "Oldschooler" ppfilters are for the 60-70s era, the "Grasshopper" 80s-90s and the" Sad Reality" being... well, sad realistic. Or you 'd just try them and think they suck ass and we can still be friends.

If you feel a bit lost with the 8 ppfilters and the 12 Reshade presets, i would recommend the "Tetri Oldschooler Cam (Bright or not)" ppfilter with the "Tetri BAbsolute Best" or "Tetri Oldschooler Immersive" Reshade preset, those being my go-to on every new test.

Edit : just added the Bright Oldschooler cam and the Reshade "Tetri Absolute best"

Anyway, if any of you guys have fun with them i would love to hear about it, same goes for the NeckFX presets.


Nice book i wrote there, catch ya!

Well, also a sucker for reshade here. I always try to have a realistic experience when racing, and reshade does the job quite good if well configured, but as you wrote, a slight misaligned slider could be worsen the whole setting.





(I know we have a dedicated video thread, thank you).
 
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OFF TOPIC/Random Blurb:
Guys, my wife bought me the HF8 Haptic Pad for my birthday a couple days ago. I had to stop using my bass shakers years ago because, tbh they were pretty loud and annoyed the hell out of her. So I didn't have high expectations about this haptic pad. I thought perhaps it would just feel like a pad full of cell phones or the same vibration of an xbox controller, but MAN this thing is amazing. The feedback is very 'thick' powerful, mechanical. I can't describe/explain the feeling, but it is actually so good that I don't miss my bass shakers. My favorite bit is the gear shifting effect. Kick in the back like hard shifting. So I'm basically sending telemetry data into/against my back and up through my butthole. Is anyone else using this?
Looks like these haptic seat pads have improved a lot since the Realteus ForceFeel from a few years ago. I seem to remember a lot of negativity about that product... long delays, missed deliveries, poor quality etc.
The HF8 is getting good reviews and seems to be a decent way to add tactile feedback for an affordable price. I use a G-Seat and G-Belt (after previously owning a NLMv3 seat mover and an SFX-100 chassis mover) so know how immersive tactile feedback directly in the seat can be. I'd be interested to try one of these if I changed my setup.
 
Mercedes Benz CLK DTM 2003
some bugfixes
-collider
-some other fixes





ps.before u delete the old version just test it
View attachment 1358673
Thanks - do we need to download the updated car and also add the new data.acd at the bottom of your post? Or just install the updated car?
 
Is anyone else using this?
I have been using something similar (it is in my signature) for many years feed trough Simhub, in addition to my buttKicker, I am very happy with the result.
In conjunction with DD and VR, it is an important tool to better immersion.
 
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with the VAO patch on there are many weird black things on the screen, especially on the racing line tyre marks and on some billboards, also it inverts half of the display in some cars. Is VAO dependent on PP, HDR or something?
I am not sure I understand.
 
BOP work done. Audi TT slightly slower than the Mercedes and the Opel slightly slower than the TT.

work continues. half way on the skins now.


one thing that bothers me is the model is actually the Nurburgring 24 Hour version and not the dtm.The smaller details I can do but mainly the rear spoiler and skirt need some work.

__custom_showroom_1716767799.png



1716767579274.png



also opened up the back window mesh.





 
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BOP work done. Audi TT slightly slower than the Mercedes and the Opel slightly slower than the TT.

work continues. half way on the skins now.


one thing that bothers me is the model is actually the Nurburgring 24 Hour version and not the dtm.The smaller details I can do but mainly the rear spoiler and skirt need some work.

View attachment 1358884


View attachment 1358879


also opened up the back window mesh.





I have already done something like that once ))
 
I have already done something like that once ))
It would be nice if someone knows where to find the proper rear wing to be added to the 2003 model, replacing the one used in endurance.
 
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Thank you! lol, I didn't realize I already had these installed. Excellent.

OFF TOPIC/Random Blurb:
Guys, my wife bought me the HF8 Haptic Pad for my birthday a couple days ago. I had to stop using my bass shakers years ago because, tbh they were pretty loud and annoyed the hell out of her. So I didn't have high expectations about this haptic pad. I thought perhaps it would just feel like a pad full of cell phones or the same vibration of an xbox controller, but MAN this thing is amazing. The feedback is very 'thick' powerful, mechanical. I can't describe/explain the feeling, but it is actually so good that I don't miss my bass shakers. My favorite bit is the gear shifting effect. Kick in the back like hard shifting. So I'm basically sending telemetry data into/against my back and up through my butthole. Is anyone else using this?
Your wife is one of the best in the world! Treat them well!
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Before I start @Pfalzdriver do you have any plans to touch the 2003 cars?
Nope. Actually I'm not in the mood to work on smtg since a couple of months. Last thing I did was scaling the Procar to proper dimensions and creating fitting animations. Now its up to @DaWallace to make it pretty again. :cheers:
Is the #17 skin supposed to look like this reflective?
If you dont like it, just delete the ext_config.ini within the folder "OPC_Euroteam_17" and the metal reflection is gone.
 
Your wife is one of the best in the world! Treat them well! View attachment 1358939
you'd love my wife, she instigated a builder to convert our carport into my mancave, at a cost of $12,000+ AUD. It houses my model car collection, workshop for models, NZ motorsport memoribillia that includes the shirt and cap worn by kiwi, Matt Halliday in the A1GP series, basic sim rig and the main part, a 4.8m * 2.4m slot car track, which I am slowly landscaping.


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Alright, little question for the physics guru if there are any :

What changes would you bring on a car's data to get to 264 km/h top speed with a 155bhp/600kg car ?

Work is still going on the Piper GTR, and while it looks like a fun little car for now, I struggle getting it to anything above 255 km/h top speed. Gear set is at a minimum possible, I tried to reproduce the aero impact of the front spoiler, probably failed but whatever. The only real figures I know are the power, the weight, top speed and the quite impressive drag coefficient of 0.28. But I don't know how to reproduce that ingame.
 
you'd love my wife, she instigated a builder to convert our carport into my mancave, at a cost of $12,000+ AUD. It houses my model car collection, workshop for models, NZ motorsport memoribillia that includes the shirt and cap worn by kiwi, Matt Halliday in the A1GP series, basic sim rig and the main part, a 4.8m * 2.4m slot car track, which I am slowly landscaping.


View attachment 1358945

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I'd say wife that girl but you already did! 🤣 :cheers:
 
** LINK UPDATED to v1.6 28th May **
VAO patch adjustments for deeper shadows/higher contrast; new grass texture, and saturation adjusted; tree contrast/saturation adjusted; new Germanic balloon skins.

Since we've been getting some great new DTM content recently I thought some spit 'n' polish to Hockenheim might be welcomed.
VheEth gave me permission to update his track:
  • v1.6 May 2024
    • animated helicopters, positions tailored for each layout
    • animated blimp patrolling the track perimeter
    • animated/flaring hot-air balloons, new German balloon designs
    • animated flag-waving spectators
    • updated cam-facing seated and standing crowds in the grandstands
    • crowd and pit audio added
    • grandstand seats recoloured, jumbotron images updated
    • treewall artefacts reduced, tree/bush normals fixed, tones compensated
    • new grass texture, saturation adjusted
    • various config adjustments
    • VAO patch strengthened to improve overall contrast
1716910341432.jpeg


1716910303001.jpeg


New v1.6 link: https://sharemods.com/6pbot2cu0k9c/vhe_hockenheim_v1point6.zip.html
 
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Alright, little question for the physics guru if there are any :

What changes would you bring on a car's data to get to 264 km/h top speed with a 155bhp/600kg car ?

Work is still going on the Piper GTR, and while it looks like a fun little car for now, I struggle getting it to anything above 255 km/h top speed. Gear set is at a minimum possible, I tried to reproduce the aero impact of the front spoiler, probably failed but whatever. The only real figures I know are the power, the weight, top speed and the quite impressive drag coefficient of 0.28. But I don't know how to reproduce that ingame.
I'd look at the aero, keeping in mind that the game engine is quite good, but not perfect, so it might be necessary to fudge it a little.

1. Be sure the tyre size/gearing/rpm limit is OK for the required speed.
2. Start reducing the wing area of each of the wings (chord x width). In this case you're looking for 9kph, so small steps, perhaps just start with chord. Do both ends to avoid moving the aero balance.
3. Use a straight-line speed test track to minimise the time wasted on each test run.

Howzat?
 
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Alright, little question for the physics guru if there are any :
I'm not a guru, but I would advise playing with the drag, for example by adjusting the files
wing_body_AOA_CL.lut
wing_body_AOA_CD.lut
this should help, of course, if all other parameters are correct.
 
Mosler is made in the US afaik.
Noticed this beauty at Zolder (6 years ago) and still waiting for some good soul to create this race beast (and livery)...
And the real sound was breath taking, hope it can be included... :drool:

View attachment 964570 View attachment 964571
Another shot at it... :D
Somebody brave enough to produce this skin for one of the available Moslers (preferably the @DaWallace version) ? 🙏
 
you'd love my wife, she instigated a builder to convert our carport into my mancave, at a cost of $12,000+ AUD. It houses my model car collection, workshop for models, NZ motorsport memoribillia that includes the shirt and cap worn by kiwi, Matt Halliday in the A1GP series, basic sim rig and the main part, a 4.8m * 2.4m slot car track, which I am slowly landscaping.


View attachment 1358945

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Craziness! Do you have a door outside or do your wife push the food through a hatch?
After all, my wife also gives me my evening hours on the rig.
 
Craziness! Do you have a door outside or do your wife push the food through a hatch?
After all, my wife also gives me my evening hours on the rig.
it has external access, 2 sliding doors. she comes out to get me when food is ready
Its great when you have a supportive partner, hell mine even encouraged me to follow my dream I had as a 12 yr old kid, to drive big trucks in Aus, and thats what I do now.. unfortnately that means not alot of time in the mancave and when I get home for that 1 day a week, im too tired to go out to the room, and the sim rig is buried at the moment, not that I feel like driving on the pc after driving over 5000km in the week.
 
So, I decided to update personal build of the Monaco Circuit with all actual stuff and I realized - what a mess is there!
  • monaco_2020 (by Pyyer's recommendation)
  • monaco_2020 (by Ofitus21)
  • azure_2019 (by Junshen Wu)
and some other versions too..

And if the difference between the third track and the first two is more or less clear, then the first two - what is the difference between their versions? Plus, you need to add extensions from Pyyer, plus update the AI... What a disorder this is all.
And, the worst part, I couldn’t find a combination of the available AI configs (also with testing 2 new ones on Overtake) so that in races with AI, this same AI could take the Casino turn on open-wheels (at least on Kunos ones, Lotus 98T and Ferrari F2004) without bumping into each other’s butts.

This part of AC modding is really painful - there are a huge bunch of releases and fixes here and there, and you have to somehow manage to put all of this together into a working best build.

Assetto Corsa - the Real Butthurt / Modded Mess Simulator... :D
 
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First of all, thank you for this amazing track, it is by far the best version of Monaco I’ve experienced.

I have noticed a minor issue that is bothering me. In Turn 15, the track next to the curb is labeled as “OFFTRACK,” which means your lap time gets invalidated when driving on the ideal line.

View attachment 1358260View attachment 1358259

A simple fix would be editing the "surface.ini":
Code:
[SURFACE_4]
KEY=OFFTRACK
FRICTION=0.9
DAMPING=0
WAV=
WAV_PITCH=0
FF_EFFECT=NULL
DIRT_ADDITIVE=0
IS_VALID_TRACK=1
BLACK_FLAG_TIME=0
SIN_HEIGHT=0
SIN_LENGTH=0
IS_PITLANE=0
VIBRATION_GAIN=0
VIBRATION_LENGTH=0
Setting IS_VALID_TRACK=0 to 1. However, doing so would make every off-track part a valid race track, which I think is not too nice.
Fixed it, please redownload.

So, I decided to update personal build of the Monaco Circuit with all actual stuff and I realized - what a mess is there!
  • monaco_2020 (by Pyyer's recommendation)
  • monaco_2020 (by Ofitus21)
  • azure_2019 (by Junshen Wu)
and some other versions too..

And if the difference between the third track and the first two is more or less clear, then the first two - what is the difference between their versions? Plus, you need to add extensions from Pyyer, plus update the AI... What a disorder this is all.
And, the worst part, I couldn’t find a combination of the available AI configs (also with testing 2 new ones on Overtake) so that in races with AI, this same AI could take the Casino turn on open-wheels (at least on Kunos ones, Lotus 98T and Ferrari F2004) without bumping into each other’s butts.

This part of AC modding is really painful - there are a huge bunch of releases and fixes here and there, and you have to somehow manage to put all of this together into a working best build.

Assetto Corsa - the Real Butthurt / Modded Mess Simulator... :D
For my version, it has different kerbs, different armco/wall, different collision physics, different turn swimming pool, different tree model, different texture, different ai could through hairpin,different lights in tunnel, and so on.
 
Fixed it, please redownload.


For my version, it has different kerbs, different armco/wall, different collision physics, different turn swimming pool, different tree model, different texture, different ai could through hairpin,different lights in tunnel, and so on.
Correct me if I'm wrong, but every single version of Monaco out there has that very huge and weird bump inside the tunnel, just before the curve. I never remember it being like that in real life. And it's for sure not like that now.
I don't know about yours though, haven't tried it yet and I'm not at home right now.
 
hi all, anyone else noticed the newest rt_zolder track update that was pushed a while ago via CM breaks the billboards above the track (with breaking I mean that they are Z-fighting when seen from a distance, only when you are closer the flickering stops).
I've reverted back to v1.01 because it was perfectly fine there (I don't recall if it was after a fix done to it or not)...Anyway here a Download of the old version 1.01 for anyone who also dislikes the flickering of the billboards.

The newer version 1.2 does come with cool extra trackside bigscreens, and probably some other improvements, so I wouldn't mind if someone can fix the billboard Z-fighting flickers in v1.2... :)
 
Since we've been getting some great new DTM content recently I thought some spit 'n' polish to Hockenheim might be welcomed.
VheEth gave me permission to update his track:

  • animated helicopters, positions tailored for each layout
  • animated blimp patrolling the track perimeter
  • animated/flaring hot-air balloons
  • animated flag-waving spectators
  • updated cam-facing seated and standing crowds in the grandstands
  • crowd and pit audio added
  • grandstand seats recoloured, jumbotron images updated
  • treewall artefacts reduced, tree/bush normals fixed, tones compensated
  • updated config

View attachment 1358957

thank you!
 
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