Track has been updated to version 2.1. Use the link in the quote to get the update. Before extracting, disable the 'AddonTextures (Keep Enabled)' track skin temporarily, extract the update and overwrite when it asks, then re-enable the 'AddonTextures (Keep Enabled)' track skin. If you are using any of Pyyer's extensions, make sure to also extract the files in the 'Files_for_Pyyer_extensions' folder and overwrite when it asks.Istanbul Park 2021
Istanbul Park 2021
I completed most of my updates for the istanbul_park track done by Enver Bozkaya (SRTR), ACU, OSRW & the AC Reboot Team. All credit for the track go to those guys, not me. I had intended it to be a mod for the original track, but the list of changes grew bigger than expected so I decided to keep it a standalone track. I know some people hate that and some like it, but I think it was necessary.
I do intend to keep tweaking things moving forward, but I think the track is in a good enough place now for people to enjoy. I would still like to get a better look for the inner grass and I have to figure out a better setup for the main straight windows. I'd like them to be transparent, but can't seem to figure out why they are so dark.
If you are using any of my past test versions, please delete the old track folder first.
List of changes from the past test versions:
-- Changed the track name to Istanbul Park 2021 since I based a lot of my changes around an F1 2021 video.
-- Grass tweaks, still not where I want it.
-- Time of day and lap number displays for the start gantry.
-- A few more trees added to dead space areas.
-- Fixed a reversed sponsor banner on one of the bridges. Let me know if I missed any other ones please.
-- Collision physics to some of the tyrewalls that were missing them.
-- I prefer the kerb cones as non-moveable objects, so by default they are pass thru objects. If you prefer them to be moveable, there is a track skin named MoveableKerbCones that you can enable so they move again.
-- Support for Pyyer's F1 Classics and Bring it Back extensions. Please read the included Directions text file so you know how to install what's needed for his extensions. It's pretty simple. Install my track. Install his extensions into my track folder. Install the contents of the 'Files_for_Pyyer_extensions' folder and overwrite when it asks. I tested each extension and didn't see any issues, but please let me know if I screwed up any of them.
As always, feedback for improvements is welcome as well as pointing out any mistakes I made.
Thanks for all the cars, really appreciate the effort.Released : Opel Calibra DTM V6 4x4´95,Alfa Romeo 155 Ti V6´95
Author:F302
3D Model Car ,3D Model: KW Studios
Texture Update : F302 (rework)
Skins: KW Studios (include all liverys)
3d work: F302
Lod´s: ACTK
Physics: (éboo´s Opel only) Kunos
Rear Wing Animation
Turnlight is Working
new ext_config file for Mercedes Benz C-Class´95
hope u enjoy the Car
ps : send feedback ,bugs ,missing things
tested on CSP 0.2.4-preview1
PP filer PURELIFE EVO GT
VR
have fun!
To install, move folders to "...\SteamApps\common\assettocorsa" or simply
drag'n'drop archive to Content Manager
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240.18 MB file on MEGA
mega.nz
I see, I also have (no idea why) a Dunlop map in the car extension map, filled with 8 .dds, but they are all transparent,I have them as well; but I wondered why to put the dunlop folder into the extension folder.
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nice one.Released : Opel Calibra DTM V6 4x4´95,Alfa Romeo 155 Ti V6´95
Author:F302
3D Model Car ,3D Model: KW Studios
Texture Update : F302 (rework)
Skins: KW Studios (include all liverys)
3d work: F302
Lod´s: ACTK
Physics: (éboo´s Opel only) Kunos
Rear Wing Animation
Turnlight is Working
new ext_config file for Mercedes Benz C-Class´95
hope u enjoy the Car
ps : send feedback ,bugs ,missing things
tested on CSP 0.2.4-preview1
PP filer PURELIFE EVO GT
VR
have fun!
To install, move folders to "...\SteamApps\common\assettocorsa" or simply
drag'n'drop archive to Content Manager
View attachment 1392720View attachment 1392721![]()
240.18 MB file on MEGA
mega.nz
Yep, shows up every replay for me as well. Copy and paste the code below into the tracks ext_config file. That will eliminate it.@racinjoe013 For me there is just a garbage can on the track in Spa but only in the replayView attachment 1392829
I tired it both places and it didn't work. The problem is there is no dash readout. The tach works but everything else is blank.You can put it in the root file or, if it's one for the car, you can extract it separately and put it there. If you're unsure though, just drop them in the root.
I always place extension folders in the car or track map...I tired it both places and it didn't work. The problem is there is no dash readout. The tach works but everything else is blank.
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Delete the extension/dunlop file and put DTM tire textures into each skins folderI see, I also have (no idea why) a Dunlop map in the car extension map, filled with 8 .dds, but they are all transparent,
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while the ones in the skin folder:
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I did try it in the car folder. It's still blank.
Are you sure you have the font?I did try it in the car folder. It's still blank.
Track has been updated to version 3.2. Use the link in the quote to get the update. It is probably best to delete your existing version of the track or back it up somewhere safe in case you need one of the old files for some reason.This an update to my mod for Legion's Lime Rock Mountain. It was one of the first track's I ever tried to edit so the mod really wasn't that good. Since then i've learned a lot so I tried to make the mod better. It's still not great, but better than before. For the record, this is not supposed to be a period accurate mod. It's more of a 'what if' had the track existed today.
Lime Rock Mountain v3.2
Additional credits besides what's listed above:
AI tweaks and fixes to the terrain from @cammel
Sections file from @Fanapryde
Cable fix from @Masscot
Thanks to @Quikslvr , @Perico Lospa and @Fanapryde for testing and feedback.
There is a boat load of changes, but i'm only going to mention a handful because they are important.
-- I made changes to a bunch of objects. Some I made myself, some were borrowed from rt_lime_rock_park. I did not get permission to use the objects because honestly, I don't know who's involved in that team to ask. If it becomes a problem and they ask, I will pull the mod immediately.
-- The tree objects on this track are terrible and very hard to work with. I would love to replace all the trees with Y trees, but I have no clue where to even begin to do something like that for as many tree objects as this track has. So you will have to live with some goofy looking trees and trunks in some spots. Maybe some day i'll learn how to replace them all.
-- I added a raceday layout that is not really true to life. The real Lime Rock Park doesn't have grandstands as far as I could see in pictures, but the track seemed empty when I ran a race so I made a second layout with added grandstands so it didn't feel so empty.
-- You can use the track without any of the track skins enabled and it will be fine. The Grass skins are self explanatory as to what they do. The Trees skin just changes a couple of the tree textures. The Seasonal skins will change the trees too look like they should for the time of year.
As always, please let me know of any problems so I can try and fix them.
What font?Are you sure you have the font?
The font that is referenced in the data.acd/ digital instruments.ini.What font?
epic work as per matey! please can you do the rs500 dtm too!!Hi Guys
Finally the Kunos set is complete with my bmw_m3_e30_dtm update.
Many hours later and extremely happy, car looks stunning and hope you guys enjoy all the hours put in. She's a beauty
Installation:
- Copy my textures (ClimaxF1_bmw_m3_e30_dtm_texture_update) into each skins folder
Update details v1.0:
- New alcnt texture and upscaled
- New alcnt_nm texture and upscaled
- New BMW, M3 logos and emblems, upscaled too
- Reworked brake disc textures and upscaled
- Reworked brake caliper and upscaled
- New Cockpit_Belt texture and upscaled
- New fabric texture and upscaled
- New leather texture
- Reworked seat rear texture and upscaled
- New plastic texture and upscaled
- Reworked interior rollcage and general met texture, upscaled too
- Upscaled interior rollcage and general met texture_NM
- Grid_NM upscaled (floor panel)
- General metal details reworked and upscaled
- Improved chrome textures and upscaled
- Completely reworked interior decals, repaired several textures and upscaled
- Reworked red dash display, added surface texture and shadows, upscaled too
- Added carbon texture to steering wheel and upscaled
- Added red stiching to steering wheel
- Added new crews to steering wheel, upscaled too
- New interior AO map
- Reworked skin map, added surface blur and upscaled
- Reworked taillight texture and upscaled
- Reworked headlight texture and upscaled
- Interior glass reworked, less glare etc., upscaled too
- Optional Michelin tires included
P.S. If you don't know how to install these textures, please send me a DM and I would be more than happy to assist
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Kunos BMW M3 E30 DTM Complete Texture Update
Hi Guys Finally the Kunos set is complete with my bmw_m3_e30_dtm update. Many hours later and extremely happy, car looks stunning and hope you guys enjoy all the hours put in. She's a beauty :) Installation: - Copy my textures...www.overtake.gg
I don't know. Would that have been in either one of those files?The font that is referenced in the data.acd/ digital instruments.ini.
In CM, extract the data then check the instruments.ini that it spits out in the data folder, there it should tell you what font it is looking forI don't know. Would that have been in either one of those files?
Found it. I had some config files located in \extension\config\cars\mods\t78, so I edited this one then and quoted out some entries for the tyres, now it works. Thanks for your help anyway @FanaprydeI see, I also have (no idea why) a Dunlop map in the car extension map, filled with 8 .dds, but they are all transparent,
View attachment 1392834
while the ones in the skin folder:
View attachment 1392837
hey guys, i've seen Nascar 1980-1990 cars on this thread somewhere, can't find them, just wondering which car/track combos you would find the best to recreate a late 80s/early 90s race. Something bumpy, visceral, with a decent AI? I know very little when it comes to Nascar, and i kinda want to dig a little into it.
www.facebook.com/share/p/XU4ow2x4udmnvUXR/?mibextid=oFDknk
All the 1990 Cup cars can be found here. Not sure about what tracks are best with them
hey guys, i've seen Nascar 1980-1990 cars on this thread somewhere, can't find them, just wondering which car/track combos you would find the best to recreate a late 80s/early 90s race. Something bumpy, visceral, with a decent AI? I know very little when it comes to Nascar, and i kinda want to dig a little into it.
OK it's the Assetto Nascar Mod group on Facebook, I'm sure you can join them, and then search for the 1990 cars.Sadly it looks it's a private post. Cannot access it!
You need to make an ai_default.ini setup for the car at each track with each car if you want the Ai to start on specific tires. Otherwise the game just uses random tires, Wish this was something that Ilja could work on next so we could start being able to have Ai run track specific tunes etc.Hey, does anybody know what's going on here?
Why is the AI choosing a mix of SS and M compounds? This is Brno (5.4km) so 20 laps would totally kill supersofts, but didn't the AI used to just choose whichever compound was set as the 'default'?
View attachment 1392894
I tested and rolled back to an old version of CSP (0.1.79) and it worked as it used to, with all cars choosing the default medium compound. Doesn't seem to be caused by the 'New AI Behavior' CSP settings either; turning that off made no difference.
Any idea what's going on here? Or does it not even matter due to how Assetto Corsa doesn't really bother with calculating AI tire usage?
Also what does the 'ai_tyres.ini' file in the data folder for each car do? It looks like it should govern which compound the AI uses based on how far the race distance is, but I have found it to never work.
Thanks for your suggestions, folks.![]()
Look at these skinpacks, working links were provided in the Readmes.hey guys, i've seen Nascar 1980-1990 cars on this thread somewhere, can't find them, just wondering which car/track combos you would find the best to recreate a late 80s/early 90s race. Something bumpy, visceral, with a decent AI? I know very little when it comes to Nascar, and i kinda want to dig a little into it.
hi, if you release an updated/reworked model in 2024 , then the "in your face" parts should look like something in a 2024 mod imho (else I would not mention having updated/reworked the model , then it's just an import into AC, right?)2004 Rollcentre Racing Dallara SP1 for Assetto Corsa Version 1.1
download link: https://www.mediafire.com/file/jg0d...entre_Racing_Dallara_SP1_and_ALMS_1.1.7z/file
Credits
Team: RMS
Model: PerfectDark, Unknown
Converstion: Marneus_boss
Model Scaling and Model Work: Marneus_boss, Peugeot905, Kamil Cader,
Updated Model: Fullnoise
Animations: Fullnoise, Peugeot905 Sound: RMS
Physics: Peugeot905, Kamil Cader Screenshots: AndyGTR
Other Lemans Prototypes: https://www.mediafire.com/folder/7g6488jsyt2ux/Lemans_Prototype_Near_Finalized
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