Assetto Corsa PC Mods General DiscussionPC 

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Additional Layouts For Algarve 2023 (LuisB) 2.3​

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original track required:

Algarve Portimao 2023


unzip the archive into a folder:
Steam\steamapps\common\assettocorsa\content\tracks
Thanks for these @LaChub, your additional layouts are always most welcome.
I've only just noticed that you also keep the original preview background image backed up in the folder too, so we can revert if we want to - thanks for that.
 
Finally tested this car. Are the tyres correct? CM shows an "F" match. Should the ideal data show "A" match?

View attachment 1425446

I can go into tyres.ini and change the radius from 0.325 to 0.305 to get the 255/20/R18 match. But then there is a "setup invalid" error after loading the car to drive, and the game does not allow me to drive the car.
you better don´t take a look on where the fuel tank is located...
 
Yeah something like 1 out of 12 previews gets glitched...
View attachment 1425290
View attachment 1425291


But, at least for me, small inconsistencies are everywhere.
Plus, CSP-activated stuff grows day after day.
View attachment 1425292
Oh, and CM forced autoupdates are scary as hell too.
1738370441062.png

What car and livery is this?
 
Needing help gathering an accurate F1 1975 grid. I know about Bazza's cars but it has the Tyrrell P34 and that one was not used till 76. I need the Tyrrell 007 which competed in 75.
AFAIK there's one in one of Simdream's packs 🤮 and another one I've found but this 007 is causing all type of errors with the tyres and has no lods.
Do you know if is there a decent Tyrrell 007 somewhere?

Edit: I found a Tyrrell skin for the Ferrari 312T. I think I'm going that way by now
 
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Finally tested this car. Are the tyres correct? CM shows an "F" match. Should the ideal data show "A" match?

View attachment 1425446

I can go into tyres.ini and change the radius from 0.325 to 0.305 to get the 255/20/R18 match. But then there is a "setup invalid" error after loading the car to drive, and the game does not allow me to drive the car.
Place this inside data folder and remove the .txt at the end see attachment at the end of this message

you better don´t take a look on where the fuel tank is located...
That would be OEM location as a race car more than likely have a fuel cell inside the trunk
1738373896984.png
 

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Thanks! How did you update these numbers?
View attachment 1425482
When you add tires to a model, CM generate an "original" ([__CM_FRONT_ORIGINAL], [__CM_REAR_ORIGINAL]) and the size is often not exactly the same but I dont know why it change tho.
But copying and pasting dimension from the one you created to the CM ORIGINAL will get you the "right" fitment
 
Place this inside data folder and remove the .txt at the end see attachment at the end of this message


That would be OEM location as a race car more than likely have a fuel cell inside the trunk
View attachment 1425467
God seeing that Executive Lease logo up close really is a sight for sore eyes, gotta update it

edit : also new CM bug dropped, got broken images in the menus for some reason lol

Capture d'écran 2025-02-01 075829.png
 
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I have to agree with whomever it was who recently said that GrassFX now looks bloody awful. Why on earth was it changed apart from change for the sake of change?

I'm guessing optimisation? Not sure. Does it seem like it's lost some shading to you?
 
I guess the idea is to "mask" a full textured mesh so only a small part appears brighten, right ? Geniune question : why the 5 differents masks ?
yes, 5 different masks, because 5 analog instruments with dials that should be illuminated. basically I solved the problem, all 5 instruments were in one object, I separated the tachometer into another object, and also assigned a mask to it.
 
Hi All. How do you make the car paint more shiny and not have faint lines on it. This seems to have appeared after CSP update. I had this once before but can’t remember how to solve it. Thanks.
 

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It's release Friday! :)

This time with the release of the US GP from 1991: Phoenix.

PHOENIX 1991 RELEASED



This 3D-track was made by Nericksenna for rFactor. It was ported to AC by Gilles75. It was overhauled in 2024 by Rainmaker.


Features:
-competitive AI
-working track map
-support for hot lap mode
-replay cameras
-support for time attack mode
-30 pit boxes with working pit lane
-RainFX, GrassFX
-new road mesh
-simple night lights

v2.0
-extra cams by DaBaeda
-new and faster AI
-fixed pit area
-debug for wrong object keys
-fixed many wrong normals and double sided objects
-shader adjustments
-new and smoothed road mesh from the rF version
-added stuff for time attack mode
-new UI
-purged unused objects and material
-corrected position of time gates, now laps count when entering the pits
-added loading screens
-made RainFX
-fixed all trees
-fixed disappearing objects
-added lights from rF original
-vao
-simple night lights
etc.

DOWNLOAD:

View attachment 1425297View attachment 1425298View attachment 1425299View attachment 1425300

I found a bug, there's a part of street that is over the main floor:
 

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I'm guessing optimisation? Not sure. Does it seem like it's lost some shading to you?
It just looks weird now. Hard to explain. Like a lo-fi version of its former self.
Shading seems much simpler, it noticeably draws in about 10m in front of the car, colouring looks artificial, shape and size even seem wrong... whereas all of this looked good a build or two previously.
I can't help wondering why things that either worked perfectly or looked good in previous builds suddendly get gimped in the next build. It certainly makes anticipation of the next build stronger though, in the hope that these newly-broken things will get fixed. The conspiracy theorist in me is hopping from foot to foot waving his hand in the air.
 
yes, 5 different masks, because 5 analog instruments with dials that should be illuminated. basically I solved the problem, all 5 instruments were in one object, I separated the tachometer into another object, and also assigned a mask to it.
That would have been my suggestion, separating the object so you don't have to "mask" parts through extension. All good, then!
🤷‍♂️
N°48 is supposed to be the Le Mans '69 car driven by Lalonde and Burton, which ended in a DNS. It is the first proper rendition of the GTR in competition, which started in 1969 (the car was designed and built from late 68). The livery is part of the car's package.

There was a previous car, a prototype made by Henrotte, based on the chassis of an Austin Healey Sprite, which he did race several times for what I understood, before handing the car company to Brian Sherwood. That previous car was dubbed the Piper GT, but has been regularly mistaken as "Piper GTR", probably because the Piper GT is also the name of the actual road car they made later on. Naming things doesn't look like their strongest feat, I guess.

Racingsportcars.com is probably mistaken by that naming problem. There is no reason the actual "Piper GTR" would have existed prior 1969, it wasn't even conceived on the drawing board. I have actually no idea what the "original Piper GT" looked like, there is close to no information of it.

Those info comes from the actual mechanics who made the car back in those days, I had a bit of a chat with some of them when modelling the car (for those who are still alive...), so I believe they are pretty legit.

Hopes that clears it out, a bit :cheers:
 
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Good morning,

Would it be possible compiling all changes/adjustments on the Audi A4 STW by jk1977 into one updated package?
I like the car very much from the start, but am sort of losing track on al the changes and adjustments made to it meanwhile.
Would be great having one single updated package. Thanks in advance and have the best of day.
you can find it in the Garage...
Some exterior window trim gaps can be kinda-plugged with this, and there's a config for the satin-finish roll cage. Yours needs deactivating I think, it glowed white?
Code:
;satin finish roll cage
[INCLUDE: common/materials_interior.ini]
[Material_Metal_v2]
ACTIVE = 1
Materials =
Meshes = INT_ROLLGAGE
Brightness = 0.9
DetailScale = 0
OcclusionMult = 0.9
Smoothness = 0.5
CubemapReflectionBlur=0.1

;doubleside mesh, eg fix bad wiper arms, window gaps, sun ingress etc
[SHADER_REPLACEMENT_...]
ACTIVE = 1
MATERIALS = INT_CARBON, INT_PLASTIC_BLACK
MESHES =
CULL_MODE = DOUBLESIDED
DOUBLE_FACE_SHADOW = 0
CAST_SHADOWS = 1
DOUBLE_FACE_SHADOW_BIASED = 1
I don't know why its glowed white on your end , but with your rollcage code it looks like this on my system:
1738407794545.png

(so way too dark)

with my code it looks like this for me:
1738407852739.png

(using csp 0.2.7-preview1 , Pure Gamma 2.38 and Pure pp filter or Natural Mod filter, both same result approx.)
 
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That would have been my suggestion, separating the object so you don't have to "mask" parts through extension. All good, then!

N°48 is supposed to be the Le Mans '69 car driven by Lalonde and Burton, which ended in a DNS. It is the first proper rendition of the GTR in competition, which started in 1969 (the car was designed and built from late 68). The livery is part of the car's package.

There was a previous car, a prototype made by Henrotte, based on the chassis of an Austin Healey Sprite, which he did race several times for what I understood, before handing the car company to Brian Sherwood. That previous car was dubbed the Piper GT, but has been regularly mistaken as "Piper GTR", probably because the Piper GT is also the name of the actual road car they made later on. Naming things doesn't look like their strongest feat, I guess.

Racingsportcars.com is probably mistaken by that naming problem. There is no reason the actual "Piper GTR" would have existed prior 1969, it wasn't even conceived on the drawing board. I have actually no idea what the "original Piper GT" looked like, there is close to no information of it.

Those info comes from the actual mechanics who made the car back in those days, I had a bit of a chat with some of them when modelling the car (for those who are still alive...), so I believe they are pretty legit.

Hopes that clears it out, a bit :cheers:
Clear, thanks :cheers:
 
Anyone else notice that CSP flags break unless Track Adjustments is active?
So... have teleporting crowds but working jumbotrons and flags, OR have normal crowds but broken flags and jumbotrons.
Wonderful.
Best CSP ever.
It also affects certain scenario elements, like the haystacks in the hooks in Battenbergring.

Even though I have the problem with the new KN5 loader activated and deactivated, I'm wondering if some code clean up done there had an indirect impact here.
 
I found a bug, there's a part of street that is over the main floor:
Hi @Rainmaker87 !

I found, maybe, the same thing this morning if It could help you.;)

After some laps, there is one thing which is missing on my side (because I appreciate it a lot), they are the skidmarks. :embarrassed:

mslxnb.png

sybxmh.png


Thanks a lot anyway, I appreciate a lot your works and this track I waited a lot with patience.:bowdown:

:cheers:
 
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Honda S2000 Pack Public Release!!...
I'm testing the pack and I'm finding serious problems with several versions, which is a shame because I love how well finished graphically the 101 Creative mods generally are...

The problem is with the AI of the J'S RACING Supercharged, Mugen, Time Attack and USDM Drift versions; some get stuck changing constantly between first and second gear, others race revving the engine until it explodes, and others simply don't come out... and in the case of the USDM Street Turbo version, it has totally twisted wheels, so it does a funny dance on itself when it starts to move...

Does this happen to the rest of you or have I screwed up once again by installing the mod?
 
I'm testing the pack and I'm finding serious problems with several versions, which is a shame because I love how well finished graphically the 101 Creative mods generally are...

The problem is with the AI of the J'S RACING Supercharged, Mugen, Time Attack and USDM Drift versions; some get stuck changing constantly between first and second gear, others race revving the engine until it explodes, and others simply don't come out... and in the case of the USDM Street Turbo version, it has totally twisted wheels, so it does a funny dance on itself when it starts to move...

Does this happen to the rest of you or have I screwed up once again by installing the mod?
There are also a few issues with the driver trying to shift with the wrong hand, some bad driver positioning with hands clipping through the steering wheel, some bad shifting animations...
Might need a QA pass for the whole pack?
 
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