Assetto Corsa PC Mods General DiscussionPC 

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preview of some of the items in the pack for the Track Decorations app
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Circuito de Jerez 2025 (FNR) - Replay Cams

Lots of fun on this track - with plenty of space for overtake manoeuvres on turns - with action cams to compliment your race viewing.



This video showcases the livery-workflow update thus far for the M3 NSPEC. Cheers



M3 NSPEC Livery Update
There's been plenty of changes to the original skins (as shown in earlier post), mostly cosmetic but essential for the end-look. Eg. kidney-shape grille area now painted black; front-bumper design changes to suit source-livery.

Aside from classic BTCC liveries, there's also a bunch of classic & current V8SC, that have been fun to race with.

Done:
  • classic btcc, classic/current v8sc liveries (approx. 32)
  • skins for body, wing & windows
  • numberplate
  • exhaust flames fix
  • YT video (Jerez cams)

To-do:
  • continue with livery-updates (minor stuff but a time-monster)
  • skin-ini files
  • crew-dds files
  • initial release - 12pack

bati_e46_nspec__wip-liveries-ingame1.png

bati_e46_nspec__wip-liveries-ingame2.png

exhaust flames fix.png

livery-source:
17-38.png

Happy racing everyone!
 
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View attachment 1450610
Circuito de Jerez 2025 (FNR) - Replay Cams

Lots of fun on this track - with plenty of space for overtake manoeuvres on turns - with action cams to compliment your race viewing.



This video showcases the livery-workflow update thus far for the M3 NSPEC. Cheers



M3 NSPEC Livery Update
There's been plenty of changes to the original skins (as shown in earlier post), mostly cosmetic but essential for the end-look. Eg. kidney-shape grille area now painted black; front-bumper design changes to suit source-livery.

Aside from classic BTCC liveries, there's also a bunch of classic & current V8SC, that have been fun to race with.

Done:
  • classic btcc, classic/current v8sc liveries (approx. 32)
  • skins for body, wing & windows
  • numberplate
  • exhaust flames fix
  • YT video (Jerez cams)

To-do:
  • continue with livery-updates (minor stuff but a time-monster)
  • skin-ini files
  • crew-dds files
  • initial release - 12pack

View attachment 1450616
View attachment 1450617
View attachment 1450618
livery-source:
View attachment 1450619
Happy racing everyone!

As for Jerez I`ve made several improvements (runoffs colour correction, starting lights, 2nd GP FIM layout, full AI package, rework of chicane kerbs, etc.). Waiting for Fenryr availability to issue new version. If you don`t mind will add your replay cams to the package. Love this track.
 
Maybe you could program that into the game for us? seems easy enough right? just be thankful for what you get from CSP

Actually I did made a attempt to create an DLSS4 mod for AC, as you could read a couple of messages ago!
I did thought my theory could do it, but even with the help of two members here with knowledge, we did not succeed in getting the DLSS4 in the game. I did get the message that DLSS4 was enabled in AC, but I could not see/notice any effects, only performance loss.

Yes my advice to @X4Fab he should making its user interface more logical, less is more/KISS and concentrate on the real major aspects like DLSS4, the new FSR4 maybe DX12.2 etc etc. While now making this software more and more complex by introducing all kinds of extra minor stuff, that can even be contra productive, is the wrong direction. Read at GTplanet all the problem some members have here, which eventually is an hidden adjustment somewhere that should be unchecked or an update that's one step forwards and two backwards. Being thankful, for what I did pay for, no need for that, only my respect to @ilya. Notice what he is actual getting paid for every month, he could buy the AC rights from Kunos. :crazy:
But who knows a member that has an proven knowledge on .dll files in DLSS4 or @IlyaJusupov can always contact me for my DLSS4 ideas and who knows we can create something (=DLSS4 mod) that will work for the AC community.
Have a nice day.


Untitled.jpg

edit making things clear that I’m talking about DLSS4.
 
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But who knows a member that has an proven knowledge on .dll files or @IlyaJusupov can always contact me and who knows we can create something that will work for the AC community.
Pretty much no one but Ilja himself AFAIK, he's actually pretty friendly and can easly be reached on Telegram or Discord (I chatted with him a year ago via the former about my stance towards model encryption in the entire community).

I do too think so that he drastically needs to fix many of the current issues surrounding AC itself alongside CSP and CM especially, instead of mostly adding meaningless stuff with each update while also adding some helpful and interesting stuff such as DLSS (don't remember if Nvidia made it open source, if not there's thankfully Intel's XeSS besides AMD's FSR), ray/path tracing if possible and perhaps even a deep customization mode for cars that can support it provided we got the parts for them a-la Street Legal Racing Redline (remember that?)

Notice what he is actual getting paid for every month, he could buy the AC rights from Kunos.
Not only that, how about making it completely open source too? Steam recently opened the entire source of Team Fortress 2 and gave it away publically on Github, same thing with Electronic Arts with 2 or 3 of their Command & Conquer games, so why isn't Kunos' turn to give Ilja the keys to their old AC already, now that they're focusing on developing EVO and let us have all the free real estate once he finds a way to rip open its source a new one so that we can either make spin offs of our own (a-la rFactor 1) or unanimously fix all of its bugs and add new content which IMO desperately needs, besides a makeover and its own identity to make it standout from other driving titles alike.
 
Actually I did made a attempt to create an DLSS4 mod for AC, as you could read a couple of messages ago!
I did thought my theory could do it, but even with the help of two members here with knowledge, we did not succeed in getting the DLSS4 in the game. I did get the message that DLSS4 was enabled in AC, but I could not see/notice any effects, only performance loss.

Yes my advice to @X4Fab he should making its user interface more logical, less more/KISS and concentrate on the real major aspects like DLSS4, the new FSR4 maybe DX12.2 etc etc. While now making this software more and more complex by introducing all kinds of extra minor stuff, that can even be contra productive, is the wrong direction. Read at GTplanet all the problem some members have here, which eventually is an hidden adjustment somewhere that should be unchecked or an update that's one step forwards and two backwards. Being thankful, for what I did pay for, no need for that, only my respect to @ilya. Notice what he is actual getting paid for every month, he could buy the AC rights from Kunos. :crazy:
But who knows a member that has an proven knowledge on .dll files in DLSS4 or @IlyaJusupov can always contact me for my DLSS4 ideas and who knows we can create something (=DLSS4 mod) that will work for the AC community.
Have a nice day.


View attachment 1450647
edit making things clear that I’m talking about DLSS4.
The reason for this, I believe, is that there's no native motion vector data for non-car based objects in AC.

Some guy named SnowyMoon attempted to add a DLSS mod via ReShade a year or two ago - and while it did work, it only worked on the cars themselves. The track, background elements, trees, lighting and textures all went untouched by DLSS. So it was basically a waste of time (and SnowyMoon added DRM to the DLL - which he is apparently notorious for).

It is much harder to do, it seems, than to just slap it into the already-lackluster TAA implementation in AC. In engines like Unreal (blech), everything is motion-vector based from the off - so DLSS/DLAA/XeSS/FSR is a simple plugin to replace the (sh**ty) TAA/TAAU. Not the case with AC. It'd require a major overhaul of the graphics backend, I believe.



TL;DR don't expect it short term - especially since Ilja is much more inclined to pursue whimsy and fancy. He started rain, so much so that the visual implementation is excellent - but just dropped the physics halfway through, so much so that the track goes from "basically the same grip as dry" to "undriveable" in an instant.

He loves this Rally stuff, and has plans to continue it. He (finally) started attempting to alter/improve AI behavior, perhaps the sim's biggest need, with his last preview - but has seemingly abandoned it again on this one.

It's a blindfolded monkey throwing darts when it comes to CSP improvements, unfortunately. Only 71 more patches to go before 1.0! (I kid).

And of course, wait a few days to make sure the bugs don't eat your AC install alive. ;)
 
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Not only that, how about making it completely open source too? Steam recently opened the entire source of Team Fortress 2 and gave it away publically on Github, same thing with Electronic Arts with 2 or 3 of their Command & Conquer games, so why isn't Kunos' turn to give Ilja the keys to their old AC already, now that they're focusing on developing EVO and let us have all the free real estate once he finds a way to rip open its source a new one so that we can either make spin offs of our own (a-la rFactor 1) or unanimously fix all of its bugs and add new content which IMO desperately needs, besides a makeover and its own identity to make it standout from other driving titles alike.
Because... Licensing issues ? And IP, and stuff like that. Besides the games you mentioned are old and don't rely on external agreements.
 
Not only that, how about making it completely open source too? Steam recently opened the entire source of Team Fortress 2 and gave it away publically on Github, same thing with Electronic Arts with 2 or 3 of their Command & Conquer games, so why isn't Kunos' turn to give Ilja the keys to their old AC already, now that they're focusing on developing EVO and let us have all the free real estate once he finds a way to rip open its source a new one so that we can either make spin offs of our own (a-la rFactor 1) or unanimously fix all of its bugs and add new content which IMO desperately needs, besides a makeover and its own identity to make it standout from other driving titles alike.
Because the game is actively being sold with multiple IP's attached to it, TF2 is an Valve title down to the code, assets, textures and sound & game engine.

AC still relies on several other IP's that they do not have full rights to.
 
Because... Licensing issues ? And IP, and stuff like that. Besides the games you mentioned are old and don't rely on external agreements.
Well, if it ever were to be delisted from Steam one day, then maybe licensing wouldn't be much of an issue, As for the IP, it could easly change name to something else as to not be confused with EVO most likely.
 
No chance the game is made "open source" by Kunos themselves while the game is still on sale, selling well and highly populated.

I doubt that ever happens, in any capacity, unless it's leaked years from now like the WipEout source code was. Simply for one reason - if Ilja or others actually got their hands on the source code, the CSP "hacks" for physics improvements could be made to run natively, and thus effectively "update" AC to be near-identical to modern sims and the advancements in tyre/suspension models (which to be fair has already been improved on considerably from vanilla AC).

This means that outside of the graphics engine (which can be as good if not better than titles like LMU and ACE depending on config), AC's physics and game logic could be purely community driven from a source-code level. The minor aero inaccuracies could be fixed, the multi-point tyre model could be properly implemented, etc. It could become the "final" racing sim, endlessly developed from the community side.

Obviously would be an unbelievably good deal for the players (and those who have spent thousands of hours investing into its ecosystem) - but this would be a disaster for Kunos, as the need to buy ACE or any future titles craters into the Earth's core. Why buy any new sim when AC is being developed from a source code level by community members? They would go out of business.


The "snail's pace" of CSP is what's best for both parties, if you ask me.
 
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X90
unless it's leaked years from now like the WipEout source code was.
So is this how BallisticNG was born?

Jokes aside, I honestly don't want OG AC to be the end all title for sim racers, forcing other developers outside of Kunos such as Straight 4 to quit just because they cannot possibly surpass peak with community driven open source AC(2), but at least make it on par with them in terms of physics and content, especially borrowing other elements from said titles such as GT's career mode (not like AlexMail's Evoluzione mod tho since it's a bit limited IMO, but more fleshed out making use of the entire car roster I have on my AC(2) spanning 10K+ cars currently and more coming as I'll be adding cars of my own soon) and SLRR's in depth customization of chassis, drivetrain and engine, all the while having its own unique identity and artstyle of sorts to stand out from other titles.

And I'm fine with it in its current state if you ask me, I just expect Ilja to mainly fix issues with CSP and especially CM which are annoying to me eventually.
 
X90
The reason for this, I believe, is that there's no native motion vector data for non-car based objects in AC.

Some guy named SnowyMoon attempted to add a DLSS mod via ReShade a year or two ago - and while it did work, it only worked on the cars themselves. The track, background elements, trees, lighting and textures all went untouched by DLSS. So it was basically a waste of time (and SnowyMoon added DRM to the DLL - which he is apparently notorious for).

It is much harder to do, it seems, than to just slap it into the already-lackluster TAA implementation in AC. In engines like Unreal (blech), everything is motion-vector based from the off - so DLSS/DLAA/XeSS/FSR is a simple plugin to replace the (sh**ty) TAA/TAAU. Not the case with AC. It'd require a major overhaul of the graphics backend, I believe.



TL;DR don't expect it short term - especially since Ilja is much more inclined to pursue whimsy and fancy. He started rain, so much so that the visual implementation is excellent - but just dropped the physics halfway through, so much so that the track goes from "basically the same grip as dry" to "undriveable" in an instant.

He loves this Rally stuff, and has plans to continue it. He (finally) started attempting to alter/improve AI behavior, perhaps the sim's biggest need, with his last preview - but has seemingly abandoned it again on this one.

It's a blindfolded monkey throwing darts when it comes to CSP improvements, unfortunately. Only 71 more patches to go before 1.0! (I kid).

And of course, wait a few days to make sure the bugs don't eat your AC install alive. ;)
I've never ignored rain in AC as in these last 8 months, I don't even check for cars' automated wipers anymore.
Absolutely pointless stuff, a beautiful lie that is still throwing many folks in, me first during Covid times.
But!
You get fancy option for AI to avoid puddles as if that makes the horror any better.
 
I've never ignored rain in AC as in these last 8 months, I don't even check for cars' automated wipers anymore.
Absolutely pointless stuff, a beautiful lie that is still throwing many folks in, me first during Covid times.
But!
You get fancy option for AI to avoid puddles as if that makes the horror any better.
Rain looks so good, still drives so bad. Such a shame it's been left in limbo - especially for Rally.


So is this how BallisticNG was born?

Jokes aside, I honestly don't want OG AC to be the end all title for sim racers, forcing other developers outside of Kunos such as Straight 4 to quit just because they cannot possibly surpass peak with community driven open source AC(2), but at least make it on par with them in terms of physics and content, especially borrowing other elements from said titles such as GT's career mode (not like AlexMail's Evoluzione mod tho since it's a bit limited IMO, but more fleshed out making use of the entire car roster I have on my AC(2) spanning 10K+ cars currently and more coming as I'll be adding cars of my own soon) and SLRR's in depth customization of chassis, drivetrain and engine, all the while having its own unique identity and artstyle of sorts to stand out from other titles.

And I'm fine with it in its current state if you ask me, I just expect Ilja to mainly fix issues with CSP and especially CM which are annoying to me eventually.
No, Ballistic was built from scratch actually - everything in Unity over 10 years ago. WipEout Phantom Edition was birthed from the source code - and while it's a fantastic port of the original game, it is just that and nothing else. Pure vanilla 1995 WipEout - bad AI, visual glitches, the whole thing.


I too want fixes to what we have from CSP - for important s***, not for whatever Ilja's attention span fancies. I want Nuzzi's AI pit stop strategies folded in for proper 1+ hour AI races. I want major AI improvements in terms of believablity (and in the cases of some cars and tracks, simple functionality). I want the stupid Fuel bug in single races fixed. I want proper wet weather implementation. And on and on.


But the fact of the matter is, CSP is his project, and we're basically powerless to influence it. So it's best to just suggest features on Patreon whenever possible. Even then, the comments of each post are almost exclusively bug reports, which eats up a ton of attention and dev time. It's a vicious cycle.
 
Here is an direct link from TomSim's discord for all the cars he's updated and posted so no one goes over to ACTK's website and gives him revenue farming. @ me if any of the links are down.
Daytona Prototype
- Ford Riley 2014 DP
Link
--------------
LMP1
- Audi R15+ Tdi LM and LMS/ALMS spec
Link
- Aston Martin AMR ONE LMP1
Link
- Lola B10/60 LM and LMS
Link
- Lola Drayson Racing LM & LMS
Link
- Oreca 01 LMP1 LM & LMS
Link
- Peugeot 908 HDI ALMS-LMS-Pescarolo-LM
Link
- Aston Martin DBR1-2
Link
- Audi R18 TDI 2011
Link
------------
GT2
- Jaguar XKR GT2 2010 V3 | Updated: 05/13/2025
Link
- Ferrari F430 GT2
Link
- Chevy Corvette C6-R GT2 (Based on URD's old mod)
Link
- BMW E92 M3 GT2 2010 LM V2 Spec | Updated: 11/05/2025: New Textures, CSP addition
Link
- Porsche 997 RSR GT2 V3 | Updated: 15/05/2025
Link
- Spyker C8 Laviolette GT2 V2 | Update: 12/05/2025: complete new interior mapping, new textures, new interior and exterior lighting
Link
- Aston Martin Vantage GT2
Link
-----------------
GT1
- Ford Matech GT1 2010 LM V2.1 | Updated: 02/05/2025: Corrected Data with new camera settings.
Link
- Chevy Corvette C6.R GT1
Link

Update info:
Ford Matech GT1 V2: 02/05/2025
New engine bay with a real engine inside, new rims and brake systems, new mapping, new objects, 3d model fully revised, new front and rear lights, new textures, animated shifter, complete new data (aero, tyres, suspension, power, AI, cameras...), new CSP configs and additions, LMS skins created and added, actual skins revised, new lods, new sound by NekoTaisen // DON'T FORGET TO DELETE THE OLD CAR AND MAKE A CLEAN INSTALL! (Link has been updated in the original post to reflect this) Note: Disable ABS in the tuning menu. Car did not have it irl so having it enabled causes the brakes to not work.

BMW E92 M3 GT2 V2: 11/05/2025
A few additions that make the car look better, new textures, CSP additions, new glowing exhaust, updated exterior lights, kn5 lighter, revised fuel consumption (all of the actual GT2 will have a bigger consumption now), new driver model, new glasses textures, new sound


Spyker C8 GT2 V2: 12/05/2025
Cockpit LR added, complete new interior mapping, new textures, new interior and exterior lighting, glasses reflections fixed, new CSP additions (glasses, mirrors,lights...), aero, tyres and suspension revised, new fuel consumption, new LODS, kn5 lighter ... DON'T FORGET TO DELETE EVERYTHING BEFORE INSTALL !!!

Jaguar XKR GT2 2010 V3: 13/05/2025
New objects and little meshes, new seat with belts, corrected transparency on windows, fuel consumption increased, fuel capacity decreased, few adjustments on the setup, Cockpit_LR added, exterior lights modified, New CSP additions ... DON'T FORGET TO DELETE EVERYTHING BEFORE INSTALL

Porsche 997 RSR V3: 15/05/2025
Seat belts, new textures, new cockpit mapping, new windows textures and transparency, Cockpit_LR added, fuel consumption increased, fuel capacity decreased, few adjustments on the setup, fixed Final gear in Setup, New CSP additions ... DON'T FORGET TO DELETE EVERYTHING BEFORE INSTALL !!!
Porsche 997 RSR got an update, Link has been updated lmk if it's broke.
 
X90
Rain looks so good, still drives so bad. Such a shame it's been left in limbo - especially for Rally.



No, Ballistic was built from scratch actually - everything in Unity over 10 years ago. WipEout Phantom Edition was birthed from the source code - and while it's a fantastic port of the original game, it is just that and nothing else. Pure vanilla 1995 WipEout - bad AI, visual glitches, the whole thing.


I too want fixes to what we have from CSP - for important s***, not for whatever Ilja's attention span fancies. I want Nuzzi's AI pit stop strategies folded in for proper 1+ hour AI races. I want major AI improvements in terms of believablity (and in the cases of some cars and tracks, simple functionality). I want the stupid Fuel bug in single races fixed. I want proper wet weather implementation. And on and on.


But the fact of the matter is, CSP is his project, and we're basically powerless to influence it. So it's best to just suggest features on Patreon whenever possible. Even then, the comments of each post are almost exclusively bug reports, which eats up a ton of attention and dev time. It's a vicious cycle.
Absolutely.
Still a racing sim and racing part of that (99%) should be ironed out.
Racing rules and all, the small basic things like AI fuel, AI set-ups etc. that should not require an app and all that should require an app.
Also, coincidence, just 48hrs ago I've learned about the now mentioned BallisticNG. Small world.



Oh Loro's Juniors just have been updated with a new entry called Coventry. Any more infos on the OG car?
preview.jpg
 
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The new setup menu in CSP 0.2.8 is pretty nice-looking, but there are some strange lighting issues with the 3D car model. At night it looks fine, but the car turns nuclear in daylight

Screenshot (53).png
Screenshot (54).png
 
This was my pack of skins and car adaptations to recreate one of the races of the "BUA F-Ford Brazil Tournament 1970").

I used an F-Ford model as the base car... and made some adaptations (to make each model slightly different) and with an independent "directory" for each Formula-Ford.

- Lotus, Lola, Hawke, Macon, Merlyn, Royale, Titan

If anyone is interested, I'll share it privately...

RACE
 

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