Assetto Corsa PC Mods General DiscussionPC 

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Does anyone know where I can get Cozy61's tracks and other things? His Google Drive is down now but I want to use his tracks. If anyone either knows where i can get it or has the tracks and can help me, that would be really nice. Thanks in advance.
I have uploaded two of these tracks here:
 
shi
Autopolis v1.1

View attachment 1449507
Autopolis is a 4.673 km international racing circuit located near Kamitsue village in Ōita Prefecture, Japan on the 30 km northeast of Kumamoto. Opened in 1990, it hosts a range of domestic and international motorsport events throughout the year. (wikipedia)
Conversion from rFactor2.

-CSP recommended
-46 pit/start
-2 layouts
-AI, cam

Credits & Thanks;
rFactor Original Track by Katsuo
rFactor2 converted by I_Bellett
-Thank you for giving me permission (both)

AC Converted by shin956
AI line by KevinK2 (until v1.0)
AI line and sidelines by IMEAN (international only)
cam by ckkjw398
ext_config by CrisT86 (until v1.0)
logo.png by Fanapryde
Many Track outside objects (cars and buildings) were imported from autopolis_international_jaf by Enkay74
Crowds texture by Kniker97
.lua and font base by Gunnar333
Pit tent from F1-S-R's 1994 Track Pack
some objects and textures by kunos

Enjoy.

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.1 changelog;

Added groove/skidmark.
Added working scoreboard. (.lua based from gunner333)
Added logo.png by Fanapryde.
Added camera facing crowds. (crowd textures by Kniker97)
Added trees.
Added pittents.
Fixed normals on some objects.
Updated shaders.
Updated ext_config.
Updated VAO-patch.
Many Track outside objects (cars and buildings) were imported from autopolis_international_jaf by Enkay74.
Smoothed white line.
Increased the number of pit/ start to 46.
Replaced Marshall.
Other some minor fixes.

Autopolis v1.1
The link is in the quote.

v1.1 changelog;
Added groove/skidmark.
Added working scoreboard. (.lua based from gunner333)
Added logo.png by Fanapryde.
Added camera facing crowds. (crowd textures by Kniker97)
Added trees.
Added pittents.
Fixed normals on some objects.
Updated shaders.
Updated ext_config.
Updated VAO-patch.
Many Track outside objects (cars and buildings) were imported from autopolis_international_jaf by Enkay74.
Smoothed white line.
Increased the number of pit/ start to 46.
Replaced Marshall.
Other some minor fixes.
 
Probably a dumb question but apparently these don't exist so... Is there a way to adjust the chase cam position for each car car ?


kinda ok
Assetto Corsa 09-05-25 14_23_50.png


kinda too low
Assetto Corsa 09-05-25 14_22_20.png
 
Probably a dumb question but apparently these don't exist so... Is there a way to adjust the chase cam position for each car car ?


kinda ok
View attachment 1449526

kinda too low
View attachment 1449527
Should be able to with the camera app, I think its under development apps in CM, if you can't see it in game already. Then just click on the buttons until you get the camera you want and use the settings to adjust it. Makes more sense when you see the app on screen.
 
worked for me by checking "use safer approach for ai spline prep" under csp settings - new ai behaviour
I noticed that GP layout has a big strange pit_lane.ai file.
You can copy the one from Clubman layout (you still have to enable "use safer approach for ai spline prep").

But If you are too lazy I'm posting the files (pit line is a little bit modified to overlap the fast lineand also sidelines)
 

Attachments

  • tokachi_AI.zip
    526.2 KB · Views: 3
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Sun City Evolution - v0.99

bgr_00.jpg
bgr_02.jpg

bgr_08.jpg

bgr_07.jpg

"Over 10km of roads to explore in a psudo Tokyo scene with city, beach, forest, offroad and many other style of environments. This has been a 3+ year project, my biggest ambition in AC to date. This is a full featured environment with many uncharted places to explore and uncover. Big thank you to all envolved with development and testing through the years!" M.Wood 2025

features:
- 6 layouts:
Freeroam 24 car grid
City mini circuit 24 car grid with AI and cameras
Full circuit 24 car grid with AI and cameras
Dirt circuit 12 car grid with AI and cameras
Touge point-to-point 12 car grid with AI and cameras
Drift layout 8 car grid
  • many places to explore in Freeroam! (background loaders give some clues)
  • extensive night lighting, GrassFX, RainFX, VAO and many other details

Requires CSP!

credits:
- Original Sun Sity Project, by:
3D Model - vk.com/sanyaspy
Workshop - vk.com/spyworkshop
Convert - vk.com/hehprivetheh
Workshop - vk.com/acsworks



:: DOWNLOAD ::
 
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Pubblicata: Audi A4 Quattro Supertouringcar
Autore:F302
Modello 3D di auto: RRRE, KW Studios
Aggiornamento texture: F302 (rielaborazione)
Pelle: RRRE,KW Studios,StoffleWaffle
Animazione del conducente: Masscot
Lavoro 3d: F302
spero che ti piaccia la macchina
ps: invia feedback, bug, cose mancanti
testato su 0.2.6-preview1
Filtro PP _PURELIFEEVO
Divertiti!
Per installare, spostare le cartelle in "...\SteamApps\common\assettocorsa" o semplicemente
trascina e rilascia l'archivio nel Content Manager

[URL si apre="true"] https://mega.nz/file/UPcEHY5Q#367IFYa88aOGxsxLlaVPOL8zdg97G02p4N2y4WKp_ow [/URL]

View attachment 1423689
could you re-upload the download file? Thanks
 
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Did you figure out the overtake system?
Sorry to reply late but I believe its mapped to my Kers button which is also my P2P in Indycars.. I think it worked lol I haven't been on AC for a couple of days, my driving went **** so I took a break.

The only problem with that is that the Super Formula cars are much slower, top speed-wise, than the low downforce and oval downforce kits' Dallara DW12 chassis. Not sure if you can trim enough downforce off the SF23 chassis. I think Super Formula cars would be perfect for F2 or something adjacent instead of the Mecachrome F2 lottery.
Yeah, the gearing wouldn't work for Indianapolis that's for sure. I just find the current Indycars so bloody boring. I miss Grojean now because he was always due to do something entertaining...But he was damn good at Coyne. He shouldn't have gone to Andretti, its ruining Ericsson as we speak but at least he can't hit Grosjean again lol dumb joke
 
Anyone got a got BOP for these cars?

tcc_alfa_romeo_156_superturismo
btcc_bmw_320i_stw
f302_audi_a4q_stw
tcc_audi_a4_b5_st
vrc_erc_1999_fortix
vrc_erc_1999_gojira
pm3dm_nissan_primera_btcc
vrc_erc_1998_pageau
vrc_erc_1999_renoir
vrc_erc_1999_vorax
pm3dm_volvo_s40_btcc

It would be very much appreciated.
 
Anyone got a got BOP for these cars?

tcc_alfa_romeo_156_superturismo
btcc_bmw_320i_stw
f302_audi_a4q_stw
tcc_audi_a4_b5_st
vrc_erc_1999_fortix
vrc_erc_1999_gojira
pm3dm_nissan_primera_btcc
vrc_erc_1998_pageau
vrc_erc_1999_renoir
vrc_erc_1999_vorax
pm3dm_volvo_s40_btcc

It would be very much appreciated.
You'll still need to do some work for the missings, but here's what @NivekBS put together for us:

pm3dm_bmw_320i_stw ballast":0,"restrictor":0
pm3dm_volvo_s40_btcc ballast":145,"restrictor":3
pm3dm_nissan_primera_btcc ballast":135,"restrictor":3
f302_renault_laguna_touringcar ballast":15,"restrictor":3
f302_alfa_romeo_155_ts ballast":20,"restrictor":3
f302_audi_a4_stw ballast":25,"restrictor":3
vrc_erc_1999_fortix ballast":35,"restrictor":3
vrc_erc_1999_vorax ballast":35,"restrictor":3
vrc_erc_1999_gojira ballast":35,"restrictor":3
bem_peugeot_406_stw_gen2 ballast":20,"restrictor":3
 
I've downloaded this multiple times and can't seem to figure it out. The MSC Alfa Romeo 156 STW never loads the textures in race for some reason. In the CM Showroom, looks great and works fine.

Any suggestions on how to make this? I keep running into it with BTCC/STW skins and I'm a sucker for complete historic grids lol
View attachment 1283952
I installed this skin pack, I have the same problem with Alfa 156 "MSC" and with Audi A4 Quattro Superturing STW of "F302"
 
I'm not sure if this is going to be a question or a rant... depending on the answer I get lol.

Why are there so many P2P tracks released, esp. the Japanese tracks that simply don't work offline? I can't do track day, I can't do a race... I can't figure out a way to competitively use these tracks. Half of them don't even have an AI line packaged in the track. What's the point of creating a highly detailed track that's beautiful and has a great layout only to use online? It seems like a complete waste of a track if these are solely meant for online drifting. I can't be the only one who would like to use some of these tracks as a kind of rally stage or hill climb or time attack.

JCRR seems to be one of the few creators who actually considers the offline player and creates proper AI lines for these types of tracks.

Am I missing a setting in CSP or overlooking some setting that would enable these tracks to be run against the AI? (not in flood mode)
 
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I'm not sure if this is going to be a question or a rant... depending on the answer I get lol.

Why are there so many P2P tracks released, esp. the Japanese tracks that simply don't work offline? I can't do track day, I can't do a race... I can't figure out a way to competitively use these tracks. Half of them don't even have an AI line packaged in the track. What's the point of creating a highly detailed track that's beautiful and has a great layout only to use online? It seems like a complete waste of a track if these are solely meant for online drifting. I can't be the only one who would like to use some of these tracks as a kind of rally stage or hill climb or time attack.

JCRR seems to be one of the few creators who actually considers the offline player and creates proper AI lines for these types of tracks.

Am I missing a setting in CSP or overlooking some setting that would enable these tracks to be run against the AI? (not in flood mode)
This does not answer your question, however...
I do believe all of my P2P tracks have at least 4 (or more) grid spots with full AI, timers and cams. You can find them on my (always) free Patreon (link in signature)
 
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