Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Thread starter daan
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It's finally here. My second ever mod:
🇲🇾 Bufori Geneva '19 by Golden (nilgoldmax33)
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Obscure and unknown Malaysian luxury vehicle! 644 HP 6.4L NA V8 to the rear wheels with an 8-Speed automatic transmission.
  • Accurate specifications. (kinda)
  • Skins according to real-life specs. (kinda)
  • Working interior and exterior lightning.
  • Working CM Showroom.
No fancy stuff due to inexperience but your feedback is really welcomed, and I hope y'all enjoy it! Here's the MEGA Download link:


Thanks to everyone who helped me through the process, it means a lot! Ghast, Blaze, MPG, TNW, Alguecool. 💚
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there are some recommendations for rear lights and turn signals.you need to separate the outer glass for each lamp separately then refraction can be applied
 

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To join Brabham and Copersucar, here is the link to the two versions of the Tyrrell and Ferrari (1978) conversion (partial), working well, but still without tests with other cars of the same year for a more accurate BoP.

TYRRELL 008 / 1978 ( UPDATE - 2025 - 01 - 20 )

PLEASE DELETE THE OLD VERSIONS ( TYRRELL 008 )



FERRARI 312T3 / 1978
Spec1 / Spec2
Thanks for these 1978 cars, great work.
I found an issue with tyrrel, in the lod.ini should be corrected to:

[LOD_0]
FILE=tyrrell_008_2.kn5
IN=0
OUT=1800

to match the .kn5 model you provide, otherwise game crash.
 
Thanks for these 1978 cars, great work.
I found an issue with tyrrel, in the lod.ini should be corrected to:

[LOD_0]
FILE=tyrrell_008_2.kn5
IN=0
OUT=1800

to match the .kn5 model you provide, otherwise game crash.
The update I posted a few days ago was to fix this and other small details...thanks for the feedback.
 
Did someome have a link who are working for the MHR F1 FW22,i have buy it a couple of years ago but the link is dead,thank you!
 
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a tribute made with Assetto...
That music gives me chills and makes the hairs on the back of my neck stand up, reminding me the hours of fun I spent playing the first Gran Turismo games... 😁

... and it also reminds how old I am.... 🥲
@_Bazza_

Something's wrong with ACL GTC's 911.
Getting a LOD warning while loading race and in race the wheel base shrinks at a certain distance from the model.
The same here...
 
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@_Bazza_

Something's wrong with ACL GTC's 911.
Getting a LOD warning while loading race and in race the wheel base shrinks at a certain distance from the model.

That's, I think a wrong WIP KN5 snuck into the last patch. There's a bigger update for this car coming in the next one. If you have the backup from the previous version, please can you try using that one for now?
 
The Nissan Skyline R33 JGTC '98 (Beta Version 10) Is Coming Soon!
Screenshot_nissan_skyline_bcnr33_jgtc1.png
Screenshot_nissan_skyline_bcnr33_jgtc2.png
Screenshot_nissan_skyline_bcnr33_jgtc3.png

This update brings several crucial fixes and improvements, including:
Corrected Model Axis Position (X, Y, Z)
Improved Color Correction
Fixed Rain Tire Textures (bug)
Refined Livery Skins & Sponsor Logos

Note:
The mod still lacks its own engine sound and is missing crew & driver suits. If anyone has references or resources for these, feel free to share!

Stay tuned for the release!
 
Has something changed in the last few CSP builds that makes cam-facing crowds progressively fill as you get closer?
It's like people are getting teleported in one-by-one as you approach them.
Is there some new wonderful performance tick box that has been activated by default to make them look this crappy?
It's not even subtle or far away enough to not be noticeable. It's REALLY obvious.
 
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shi
Jerez 1994 & 1997 v1.02

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Circuito de Jerez with 1994 and 1997 layout.
Conversion from rFactor.

-CSP recommended
-2 layouts (Only change billboards)
-36 pit/start
-AI, cam

Credits & Thanks;
rFactor Track by F1-S-R (1994 Track Pack)
-Thank you for giving me permission

The billboard texture base is taken from F1 Challenge Track by dmarques (Original by Tantra, Updated by dmarques).

AC converted by @shi (shin956)
Pit building and other objects from Jerez 1988 by carrera.4
AI and sidelines by IMEAN
Sections file by @Fanapryde
cam by @Gregz0r
Crowds texture by @Kniker97
marshall, cone and some textures by kunos
Test and Feedback by @Breathe , @Fanapryde

Enjoy.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.01 changelog;

Changed AI and sidelines by IMEAN. (Thanks)

Jerez 1994 & 1997 v1.02
The link is in the quote.

v1.01 changelog;
Changed AI and sidelines by @IMEAN . (Thanks)

v1.02 changelog;
Fixed flickering of the s/f bridge logo in the 1994 layout. (Thanks @Masscot for the report.)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
Traffic light lua and Trees Skin for Kanazawa v0.5.0
 
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has anyone else lost their Race Essentials in one of the recent CSP updates? I had to reinstall, making it forget all my PBs (grr), then it disappeared again in 2.60 and I couldn't get it back other than by going back to 2.5 and reinstalling again. Or is it an unrelated problem?
 
Still not pitting in the race. Just tested a full 20 laps race with your new settings and parked my car on the grass before the pitlane and waited til the end. Not one car pitted.

They should run out of fuel with my car settings but they won't. They continue til' the end without pitting with fuel amount that should be insufficient. But it's not a huge issue as I can keep this as a 15 lap race instead of 20. Still weird... never seen this happen in any other track.

Fastlane is amazing though.Thanks.
Ok, for sure the problem does not come from the pitlane.ai now.
Have you made your test for another layout of Buenos Aires? To check if it is specific to this layout or not.
And have you checked the amount of fuel in the cars during the race? At the start and at the end? To know if they start with a sufficient amount of fuel or if they don't have enough fuel but they still run with an amount of 1 lap.

Are you using RARE to force them to stop?
On my side, I'm completing the real layout of 1995-1998 F1 seasons. I did not make tests regarding the pitstops, I'll try but i have some problems with RARE, so I'm not confident about the result.
 
Has something changed in the last few CSP builds that makes cam-facing crowds progressively fill as you get closer?
It's like people are getting teleported in one-by-one as you approach them.
Is there some new wonderful performance tick box that has been activated by default to make them look this crappy?
It's not even subtle or far away enough to not be noticeable. It's REALLY obvious.
Theres some options in Track adjustments but i don't think that would solve your issue (apart from getting rid of the whole crowd thing).

Maybe the track LODs in Graphic adjustments?
 
Has something changed in the last few CSP builds that makes cam-facing crowds progressively fill as you get closer?
It's like people are getting teleported in one-by-one as you approach them.
Is there some new wonderful performance tick box that has been activated by default to make them look this crappy?
It's not even subtle or far away enough to not be noticeable. It's REALLY obvious.

I think something may have changed that impacted track adjustments, but not sure what. I started getting a microstutter a few seconds in after loading a track (usually a 10 fps drop). Disabling the track adjustments completely has fixed it. As that influences dynamic crowds, do you still have that problem if you disable track adjustments?

I'm also getting something similar to what you're mentioning with grassfx, where I see the grass being generated as I approach it, but likely unrelated.
 
That's, I think a wrong WIP KN5 snuck into the last patch. There's a bigger update for this car coming in the next one. If you have the backup from the previous version, please can you try using that one for now?
You mean roll back to how it was pre-recent fix or pre-update, the big one?
Just to be sure.

Anyway the whole package is...

Prince Dancing GIF
 
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I think something may have changed that impacted track adjustments, but not sure what. I started getting a microstutter a few seconds in after loading a track (usually a 10 fps drop). Disabling the track adjustments completely has fixed it. As that influences dynamic crowds, do you still have that problem if you disable track adjustments?

I'm also getting something similar to what you're mentioning with grassfx, where I see the grass being generated as I approach it, but likely unrelated.
@Tetri - thanks for the suggestions, but it wasn't either of those.

@protoss - THANK YOU. It's the Track Adjustments extension. Once unticked, the crowds are there in all their glory from the furthest viewpoint. No more teleporting. Man, it looks so much better.
Now, just what is it in Track Adjustments that's causing this? Or is the whole extension fundamentally flawed?
More investigation needed, but you've put me on the right path.
Thanks again!

Edit: no combo of the various spectator-related tickboxes seems to make any difference to crowds teleporting in, the only thing that seems to work is disabling the whole Track Adjustments extension.
 
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@Tetri - thanks for the suggestions, but it wasn't either of those.

@protoss - THANK YOU. It's the Track Adjustments extension. Once unticked, the crowds are there in all their glory from the furthest viewpoint. No more teleporting. Man, it looks so much better.
Now, just what is it in Track Adjustments that's causing this? Or is the whole extension fundamentally flawed?
More investigation needed, but you've put me on the right path.
Thanks again!
No worries. The microstutter was so annoying and I was getting nowhere changing individual options, that I just started disabling entire extensions one by one to narrow it down.

After seeing that it was Track Adjustments, I started disabling options there to see if I could identify which one was causing it. But, in my case, only disabling the entire extension fixed the problem.
 
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