Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Thread starter daan
  • 154,775 comments
  • 48,696,662 views
it gives a virus warning. For your information.
I have updated the 7z file.
I have also attached the ZIP version to the Patreon post.
Hi. Thank you for this track, which is obviously a multi-layout track. Is it possible to make the other layouts driveable too? (by removing the road blocks and parked cars) Thank you very much.
Sorry, I have no plans to increase the layout of this Track.
 
Gumpert Apollo S 2010 Public Release!!...
A high-level mod, as always... although it seem to me that has some small drawbacks: when driving in first person, the door windows reflects the paint on the asphalt, which is a bit annoying. There is also a small gap between the rubber surround of the left window and the window frame.

And finally, something I discovered when admiring the detailed interior, while moving the image with the mouse; when driving offtrack, the textures of the gravel and grass "invade" the interior of the car floor... It's not something that bothers when driving with three monitors, because you can´t (or wants) look at the ground, but I guess that who use VR may find it distracting.

As always, thanks for sharing.
 
W.I.P. Lola B2K-10 2000
__custom_showroom_1721511294.jpg
__custom_showroom_1721515017.jpg
__custom_showroom_1721515024.jpg
__custom_showroom_1721515021.jpg
__custom_showroom_1721511316.jpg
 
Released : 2009 Chevrolet Corvette ZR-1 LM...
Ghosh!, that American V8 guttural growl stands up the hair in the back of your neck... Thanks for share!

By the way, if someone is bothered by the reflection of the asphalt on the inside of the windscreen banner, can add this...

[MESH_ADJUSTMENT_...]
MESHES = 50_0
MOVE_TO = COCKPIT_HR

... at the end of the ext_config.ini.

(Yep, I'm a little picky today...)
 
I'm frustrated again with Mugello so i'm releasing what i've done so far. Maybe someone can do something with it to make it better. My biggest problem is that it just looks too cartoonish right now and I can't seem to make it look more natural. If you want to try it, I would suggest you make backups of your current extension folder and the extension folder in the layout_f1_2020 directory. You might also consider backing up any vao patches you have for the track.

Mugello Mod

Couple of notes:
-- Keep the Addon Textures skin enabled and choose between one of the two Grass skins. Grass 2 is slightly darker.
-- The road and ads skins are optional. The road skin will make the tarmac slightly darker. The ads skin just replaces the stock ads on the bridges, but there are better alternatives out there than mine.
-- For the Pyyer 2020 layout, extract the files from the 'Files_for_Pyyer_extensions' folder and overwrite anything it asks.
-- As usual I included multiple config files to try and cater to different tastes. The alternative will make the grass and trees darker. You just need to rename the file.

Default:
1.jpg


Alternate Config:
2.jpg
 
Last edited:
View attachment 1374107Released : 2009 Chevrolet Corvette ZR-1 LM
Author:F302
3D Model Car ,3D Model: Polyphony Digital
Texture Update : F302 (rework)
Skins: Polyphony Digital
3d work: F302
hope u enjoy the Car
ps : send feedback ,bugs ,missing things
tested on CSP 0.2.4-preview1
PP filer PURELIFE EVO GT
have fun!
To install, move folders to "...\SteamApps\common\assettocorsa" or simply
drag'n'drop archive to Content Manager
Is there any chance the UV mapping could be fixed to be more 2D skinning friendly? Don't really know how to do it myself, and i'd love to make liveries for this fella. But this looks really hard to work with :)

Other than that, Great work on the car. Sound is absolutely perfect for this car!
image_2024-07-21_042326111.png
image_2024-07-21_042341677.png
 
Last edited:
20240715-163138-jr_mosport_2020-mclaren_720s_gt3_evo_endurance.jpg


I had the pleasure of attending the race so I created a skin and thought I would share it for anyone interested. It's for Mosport 2021 by JohnR, version 3.0. This skin corrects the signage on the bridges and the more obvious billboards to the current 2024 Chevrolet Grand Prix, IMSA race. It's not 100% accurate, due to limitations of working in 2D with CM. But it's a noticeable improvement.
https://mega.nz/file/DpBD2Rja#tuVLt14ij7DsEwhMpCoFz785icGLgMubBo8TiMsP-S4

Enjoy!
 
doesnt look photo realistic in your photo, but i am with you... i tried today the pyver 2024 extension on fn_hungaroring, and again the darkness and over saturation in textures. while rj_hungaroringACC looks sharper and nicer. i dont know which is more accurate for laser scanned surface, both seem relatively the same to drive
What pp-filter are you using? Your screenshot looks a bit oversaturated on my screen.
It took a Finn to point this out. 🤣 I'm saving hair for a proper Bottas-look this summer.
 
View attachment 1374107Released : 2009 Chevrolet Corvette ZR-1 LM
Author:F302
3D Model Car ,3D Model: Polyphony Digital
Texture Update : F302 (rework)
Skins: Polyphony Digital
3d work: F302
hope u enjoy the Car
ps : send feedback ,bugs ,missing things
tested on CSP 0.2.4-preview1
PP filer PURELIFE EVO GT
have fun!
To install, move folders to "...\SteamApps\common\assettocorsa" or simply
drag'n'drop archive to Content Manager
i have a question, since i couldn't fin any info online on what class this car should be, for example, other for gran turismo converts i know that GR.3 is somewhat like GT3, and GR.1 are race prototype, so something about LMP1/LMH, in what category does this car fall in? is it more a GT3 or a GTE/GT2?
 
i have a question, since i couldn't fin any info online on what class this car should be, for example, other for gran turismo converts i know that GR.3 is somewhat like GT3, and GR.1 are race prototype, so something about LMP1/LMH, in what category does this car fall in? is it more a GT3 or a GTE/GT2?

The body of the car is derived from the racing C6.R variant, specifically from the FIA GT2 specification if one looks at the side exhausts.

From https://gran-turismo.fandom.com/wik...olet Corvette ZR1 (C6,ZR1) and Gran Turismo 6.
 
i have a question, since i couldn't fin any info online on what class this car should be, for example, other for gran turismo converts i know that GR.3 is somewhat like GT3, and GR.1 are race prototype, so something about LMP1/LMH, in what category does this car fall in? is it more a GT3 or a GTE/GT2?
Based on the year, the "LM" moniker and the (PD optimistic) 670 bhp, I'm going to put it in GT1.
The 2009 C6.R GT1 really had ~590 hp, and the GT2 was ~470.
The GTE class only evolved from GT2 in 2011.
 
Last edited:
HungaroringACC

My version of the ts_hungaroringACCv03 track made to look the way I prefer. There are two versions you can try so please don't skip reading the rest of this post. Both are standalone versions so they won't mess with the original tracks and can easily be deleted if you don't care for my changes.

rj_hungaroringACC: My version of the ts_hungaroringACCv03 track with too many changes to describe. I would suggest starting with this track to make sure you like the changes. If you do then I would delete this and download the track below.

Link: rj_hungaroringACC

rj_hungaroring: A standalone version of Fenryr's fn_hungaroring track made to look like the above rj_hungaroringACC track. Fenryr's version is far superior to what I did with the separate GT and F1 layouts, the compatibility with Pyyer's F1 2023 extension and other numerous improvements he made. I would highly suggest you use this version instead of mine, but that's your choice.

Now for the confusing part and I hope language barriers don't make this hard to understand. The changes I made to the rj_hungaroring track kind of messed up Pyyer's 2023 F1 mod for the track. If you use the Fenryr F1 2023 mod from Pyyer, I included the changed files needed in order for it too work properly. First you will want to install Pyyer's mod into the track folder. Then extract all the files in the 'Files_for_Pyyer_F1_2023_mod' folder from the download package and overwrite when it asks.

Link: rj_hungaroring

Credits:
Original track: Tom Steel, Junshen Wu and Fenryr. Apologies to anyone else who may have been involved.
Sections file: @Quikslvr
AC_Crew files: @Kurt Woods
Crowd file: @ludwig6666
AI File: Thockard
Additional replay camera and one alternative lighting.ini file: @Gregz0r
Config changes, night lights setup and additional replay cameras: @CrisT86

Track skins:

There are a bunch of track skins you can use or delete if you don't need them. You can combine any of the skins together. The two Diffuse skins change the color tone of the grass a bit over the default look. They add progressively more blue tint. The Grass Dry, Grass Greenish and Grass Lush skins are self explanatory. The Seasonal Trees skin will change the tree textures to give a more seasonal accurate look. I.E., bare in the winter, semi leafless in the late fall, etc. The AC_Crew skins will change the pitlane crew objects to have series specific sponsors.

Notes:

-- The original track did not have a lighting.ini file. If you don't care for the lighting from the sun, go into the data folder for any of the layouts. Rename one of the included alternative lighting files to lighting.ini and see if you prefer one of the alternatives. I prefer the one named lighting_old from @Gregz0r .
-- As always, any shader value I changed from it's original value gets placed in the Shader Stuff section that you can edit to get a look you prefer.
-- If you find the trees lack shadow depth, open up the track's ext_config file and look for this section (it's near the bottom). Change it's ACTIVE state to 0:

[ALTER_NORMALS_...]
ACTIVE = 1
MATERIALS = trees?
OFFSET = 0, 1e9, 0


View attachment 1347451
Link has been updated for the rj_hungaroring version to include support for Pyyer's F1 2024 layout. I think I did it right, but please let me know of any mistakes. He changed a lot of files in the common folder so I don't know how that might effect the F1 2023 layout. I'm assuming he set up everything so both mods still work the same. To avoid having to download the whole track again, just use the link below to get the updated F1 layout files.

Notes:

-- For the F1 2023\2024 layouts, install his extensions first into the rj_hungaroring folder. Then extract the files from the link below and overwrite anything it asks.

EDIT: Pulled for the moment.
 
Last edited:
Thanks for your work Joe, just tried it and noticed a problem with missing kerbs textures when using the Pyyer 2024 layout. Problem does not occur when using one of the original layouts.

Oh and to confirm, the skins would not work when using Pyyer's layout? I tried the grass and road ones while using his 2024 layout and it made no visibile differences.

EDIT:
Additional issue I've noticed, some of the trees clip with various elements oin the side of track. I'm guessing it is because in the 2024 layout Pyyer added elements which were not present before?


Overall I definitely like your work, thanks a lot. Your version combined with Pyyer's 2024 layout is really nice.
Just a few glitches to fix and a way to be able to use your skins and it would be perfect ;)
 
Last edited:
Thanks for your work Joe, just tried it and noticed a problem with missing kerbs textures when using the Pyyer 2024 layout. Problem does not occur when using one of the original layouts.

Oh and to confirm, the skins would not work when using Pyyer's layout? I tried the grass and road ones while using his 2024 layout and it made no visibile differences.

EDIT:
Additional issue I've noticed, some of the trees clip with various elements oin the side of track. I'm guessing it is because in the 2024 layout Pyyer added elements which were not present before?


Overall I definitely like your work, thanks a lot. Your version combined with Pyyer's 2024 layout is really nice.
Just a few glitches to fix and a way to be able to use your skins and it would be perfect ;)
Thanks for the heads up. I'll look into the issues. I don't have the original fn version so I have no real way to compare what it should look like with what it does look like on my version.

EDIT: I just had a quick look to see what was going on. I'm wondering if you installed everything correctly because I have the updated kerbs and the skins work just fine. You are correct about the clipping though. He added a few walls\walkways around the track where there are trees on my version.
 
Last edited:
Thanks for the heads up. I'll look into the issues. I don't have the original fn version so I have no real way to compare what it should look like with what it does look like on my version.

EDIT: I just had a quick look to see what was going on. I'm wondering if you installed everything correctly because I have the updated kerbs and the skins work just fine. You are correct about the clipping though. He added a few walls\walkways around the track where there are trees on my version. Since I used the trees from the original track, that would be an issue on Fenryr's version as well unless he removed those trees from his latest version.
It's available for free here if you want to have a look at it: https://www.patreon.com/posts/hungaroring-v1-0-76742173
Otherwise I'll try to take some screenshots for you later this evening.

;)
 
Thanks for the heads up. I'll look into the issues. I don't have the original fn version so I have no real way to compare what it should look like with what it does look like on my version.

EDIT: I just had a quick look to see what was going on. I'm wondering if you installed everything correctly because I have the updated kerbs and the skins work just fine. You are correct about the clipping though. He added a few walls\walkways around the track where there are trees on my version.
I'm having the same problem as Schussnik - inside and outside of T5, 6, and 7. I assume that's the yellow/green(black?) painted section? I followed your instructions as well (first your track, then Pyyer extension, then your compatible files last)
 
It's available for free here if you want to have a look at it: https://www.patreon.com/posts/hungaroring-v1-0-76742173
Otherwise I'll try to take some screenshots for you later this evening.

;)
I found the problem with the missing kerbs. There are a couple of references to fn_hungaroring.kn5 that I missed changing to rj_hungaroring.kn5. It will be added to an update coming shortly. I'm also going to change the trees for the 2024 layout so they are not imbedded in the new wall.
 
HungaroringACC

My version of the ts_hungaroringACCv03 track made to look the way I prefer. There are two versions you can try so please don't skip reading the rest of this post. Both are standalone versions so they won't mess with the original tracks and can easily be deleted if you don't care for my changes.

rj_hungaroringACC: My version of the ts_hungaroringACCv03 track with too many changes to describe. I would suggest starting with this track to make sure you like the changes. If you do then I would delete this and download the track below.

Link: rj_hungaroringACC

rj_hungaroring: A standalone version of Fenryr's fn_hungaroring track made to look like the above rj_hungaroringACC track. Fenryr's version is far superior to what I did with the separate GT and F1 layouts, the compatibility with Pyyer's F1 2023 extension and other numerous improvements he made. I would highly suggest you use this version instead of mine, but that's your choice.

Now for the confusing part and I hope language barriers don't make this hard to understand. The changes I made to the rj_hungaroring track kind of messed up Pyyer's 2023 F1 mod for the track. If you use the Fenryr F1 2023 mod from Pyyer, I included the changed files needed in order for it too work properly. First you will want to install Pyyer's mod into the track folder. Then extract all the files in the 'Files_for_Pyyer_F1_2023_mod' folder from the download package and overwrite when it asks.

Link: rj_hungaroring

Credits:
Original track: Tom Steel, Junshen Wu and Fenryr. Apologies to anyone else who may have been involved.
Sections file: @Quikslvr
AC_Crew files: @Kurt Woods
Crowd file: @ludwig6666
AI File: Thockard
Additional replay camera and one alternative lighting.ini file: @Gregz0r
Config changes, night lights setup and additional replay cameras: @CrisT86

Track skins:

There are a bunch of track skins you can use or delete if you don't need them. You can combine any of the skins together. The two Diffuse skins change the color tone of the grass a bit over the default look. They add progressively more blue tint. The Grass Dry, Grass Greenish and Grass Lush skins are self explanatory. The Seasonal Trees skin will change the tree textures to give a more seasonal accurate look. I.E., bare in the winter, semi leafless in the late fall, etc. The AC_Crew skins will change the pitlane crew objects to have series specific sponsors.

Notes:

-- The original track did not have a lighting.ini file. If you don't care for the lighting from the sun, go into the data folder for any of the layouts. Rename one of the included alternative lighting files to lighting.ini and see if you prefer one of the alternatives. I prefer the one named lighting_old from @Gregz0r .
-- As always, any shader value I changed from it's original value gets placed in the Shader Stuff section that you can edit to get a look you prefer.
-- If you find the trees lack shadow depth, open up the track's ext_config file and look for this section (it's near the bottom). Change it's ACTIVE state to 0:

[ALTER_NORMALS_...]
ACTIVE = 1
MATERIALS = trees?
OFFSET = 0, 1e9, 0


View attachment 1347451
I think I got it this time. Please let me know if I still missed anything.

Link has been updated for the rj_hungaroring version to include support for Pyyer's F1 layouts. To avoid having to download the whole track again, just use the link below to get the updated F1 layout files.

Notes:

-- For the Pyyer F1 layouts, install his extensions first into the rj_hungaroring folder. Then extract the files from the link below and overwrite anything it asks.

Pyyer F1 mod updates
 
Last edited:
I found the problem with the missing kerbs. There are a couple of references to fn_hungaroring.kn5 that I missed changing to rj_hungaroring.kn5. It will be added to an update coming shortly. I'm also going to change the trees for the 2024 layout so they are not imbedded in the new wall.
With Notepad++ you can find all accurrencies of a string inside all files (even in subfolders)

Just starting with editing AI files.
Here what came out for "Omnitel 1000 km" (aka Palanga) by Neil Shaw and "Palanga" by guid.
At least the AI can make the first chicane after the start... not always :(
 

Attachments

Last edited:
I think I got it this time. Please let me know if I still missed anything.

Link has been updated for the rj_hungaroring version to include support for Pyyer's F1 2024 layout. He changed a lot of files in the common folder so I don't know how that might effect the F1 2023 layout. I'm assuming he set up everything so both mods still work the same. To avoid having to download the whole track again, just use the link below to get the updated F1 layout files.

Notes:

-- For the Pyyer F1 layouts, install his extensions first into the rj_hungaroring folder. Then extract the files from the link below and overwrite anything it asks.

Pyyer F1 mod updates
Thanks a lot Sir!

And so regarding your additional grass and road skins, can you confirm if it is normal behavior for them not to work when running Pyeer 's layout?
 
Thanks a lot Sir!

And so regarding your additional grass and road skins, can you confirm if it is normal behavior for them not to work when running Pyeer 's layout?
The grass should\does work. The road might not because he may have something in one of his configs that overwrites the road textures or changes their shader values. I'd have to look because i'm not sure. I never use his extensions other than to make them work with one of my tracks and the road is not something I ever pay attention to. I'm more concerned with making sure his mesh\object additions show and render correctly.

EDIT: I had a quick look. He does make a shader change to the tarmac that makes it darker. If you want to disable it, go into the common folder and open the ext_config-pyyer-hungaroring-environment-mod.ini file. Change the ACTIVE value for the following section to 0.

[SHADER_REPLACEMENT_...]
ACTIVE = 1
DESCRIPTION = darker asphalt
MATERIALS = asph, runoff
PROP_... = magicMult, 0.7
 
Last edited:
Sharing a mod? Host it on GTPlanet Downloads. Free, public hosting for files up to 10GB in size.
Back