Assetto Corsa PC Mods General DiscussionPC 

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The generic grass textures live in assettocorsa/extension/textures/grass_fx.

You can also put a texture in the track extension folder if you pinched one off another track, as long as you point to it in ext_config:

"TEXTURE=grass_fx/highlands.dds (replace this with texture name)", you might need to play around with TEXTURE_GRID line as well.

This will change the shape of the grass, but since he talk about the color of it, the best way is to tweak the 2D texture of the grass terrain than the grass itself
Thanks Cris but I already understood how to change the color, I meant Uberbok's suggestion, I mean to change the model and the texture generated by grass fx, but I didn't know where to find it and which lines to insert, thanks guys! ;)
 
Someone said that creating oval tracks is problematic on AC as creating the racing line is difficult. I have no idea. Do the ovals play well too?
Ive found that mostly you can get it done tho yes you have to compromise with the AI line sometimes which may limit the ability to pit or the smoothness of it.
The only track missing from 1997 in its correct form is Vancouver, and I know someone was working on that, although they had a lot of other projects, but they had a working version running in game already, even let me try the Alpha version. So lets see. That track making group kinda got disbanded so not sure if that track will be finished or not.
Is there a version from Rfactor that exists?
It's my dream as well but it's nearly impossible... Plenty of dedicated versions of tracks for F1 and a lot less for CART. Life suckz
Im doing my best to convert what exists :lol:
Great job with CART 1997.

I have the 1999 CART cars but it's pretty much impossible to create a full season with those cars.

I did some attempt a few years ago though. The cars drive very well. Montoya was THE driver back in those days.

I know, for example, that the Tochigi is not the correct circuit. And there are no ovals that could be used. Has anyone made a proper championship for the 1999?

I used these. Half of them are probably wrong. Are there new and better tracks that could be used? I mean not necessarily better but more accurate. I'd love to make a 1999 CART season. Or anything 1990's if possible.

"tochigi_racing_ring",
"long_beach1998",
"mdd_jacarepagua",
"aa_portland_final",
"burke_lakefront_airport",
"anon_dallas",
"lilski_road_america",
"toronto",
"detroit2017",
"midohioch",
"C10R_Vancouver1998",
"ks_laguna_seca",
"rmi_houston07",
"akv8_goldcoast",
I did 1998 Homestead and put it out there a week or so ago. AI line could use some work tho. And Tochigi is Motegi and they did go there just I forget which round it was.
 
Thanks Cris but I already understood how to change the color, I meant Uberbok's suggestion, I mean to change the model and the texture generated by grass fx, but I didn't know where to find it and which lines to insert, thanks guys! ;)
You can open the texture with photoshop (or similar program that allow the open of .dds) and edit the grass, then you have to try in game an fix here and there the texture until you found something you like. Or just use another texture that is available on some other tracks.
 
Nissan R33 JGTC BetaData 2
__custom_showroom_1751741191.png


Trying to fix the understeer problem

changes:
-suspensions
-CG location
-
Tyres
- "still fighting with Aero data code"

Patreon
 
More about "AC ai is bad" myth. After years of tweaking these seasons I've found out a couple of things.

1. When the track fastlane is well made (safe and fast) like Kunos Monza, Spa, Barca... ANY @Thockard fastlane, etc. you will NOT get any erratic behaviour by ai. But you have to watch the mirrors and keep your line in the overtake situations as long as you're clearly past the ai car. If you have a sloppy fastlane and bad cars (like unmodified SimDream) you will have terrible races and slow/erratic AI. And you also have to be very careful where to attempt the overtake. But hey, it's like that in real F1 too. Overtaking was ALWAYS difficult and risky before DRS came. So don't do any idiotic overtake attempts, it shouldn't be an arcade game, huh?

2. When ai drivers' aggression is set to values ANYHING above 25 you WILL get erratic behaviour. Many people make the crucial mistake of installing general aggression on the CM. I never touch any CM ballast/restrictor values but define everything on the champs JSON file. And these values have to be driver specific, not general.

3. Aggression 25 is pushing it but it works for drivers like Senna, Schumacher and a bit lesser extent on drivers like Montoya (when they're controlled by AI). When you have it on 25 these cars will attempt some risky overtakes and occasionally knock you out when you're trying to overtake them. They will also knock themselves out sometimes and ruin their qualifying. This happens less on quality cars like RSS, VRC etc. but it happens.

4. Always set the "lesser cars/drivers" aggression to minimum. Like 1. Take any F1 season and you will only have a few WDC contenders. 1988-1990 it was basically just Prost and Senna, Sure Mansell had a good car but he was erratic and pretty much always self destructed. A driver like Mansell could use high aggression. 1998-2001 it was only Hakkinen and Schumacher. 2002-2004 it was all Schumacher until Raikkonen and Alonso came along, etc. There must be a considerable difference between lower tier teams/drivers and the top drivers. And when the lower tier cars/drivers have smaller aggression they are not blocking you so badly and are much easier backmarkers on longer races.

Watch this 2002 race on Kunos Monza. Schumacher AI 100 (Aggression 25) and Barrichello AI 97 (aggression 1.0). It's great, great racing and on the third lap I get a bad exit on Variante Ascari and immediately Schumacher strikes and overtakes me on Parabolica. Then I have another overtake attempt behind the slipstream before Variante but I'm not clearly past him and couldn't go back to the racing line yet. Maybe I could have done that but there could have been a risk of a crash.

If you drive sensibly you will have EXCELLENT races when the evinronment (track ai, well built car, driver aggression) is set up properly. People say that AMS2 F1 has better AI. I strongly disagree. AC ai is very good when you have all parameters set up properly and you actually drive sensibly yourself. AC is not Gran Turismo, overtaking is very difficult and that's how it should be. When you have top drivers set up properly, even one spin or once going to the gravel ruins your hopes of winning the race. And that's how it should be.

15 out of 17 races in this season already completed. I haven't had one SINGLE race where I feel that ai has screwed the realism/fun. I'm not a great sim racer so AI at 100 offers very good challenge to me. You have to be consistent and sharp all through the race to get wins or poles. How is this AI on the video "bad"? I think it's absolutely superb. You have to clock constant 1:25 to keep up with the leaders. And AI is often faster on that one mandatory pitstop that I have set up. Winning is possible but hard.

I've played every single F1 title since Geoff Crammon's early works. Played AMS2 F1 mods, RF1, RF2... but AC1 has hands down SUPERIOR F1 (at least to me). We have the best community, best track makers, best fastlane makers. I don't get it how people can even look elsewhere... or play absolute trash like EA/Codemasters F1 (sorry to say that but it's the truth).

I love AC. This is the best offline F1 racing sim ever made and I'm pretty sure NOTHING can ever replace it (thanks to this community and track makers like @Rainmaker87 and @shi. We have so many amazingly well made tracks and we can pretty much modify EVERYTHING. How can any "locked" sim could ever compete against this? I will continue improving the TV graphics and the seasons because I love driving these.

 
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AC1 has hands down SUPERIOR F1 (at least to me)
To me too, thank you for your post.
Anyone is entitled to its own preference, but when AC in its present modded form offers so much more then any other tile available and all it takes is a little commitment and efforts to make it work, it is a challenge to play anything else.
I have more time, much more time, racing AI in AC than all other title combined and when I read AI AC is bla, bla, bla, all I can think is: if only they knew!
Thank you to all involved in this thread for making AC a better experience, day after day, car after car, track after track, AI line after AI line.
AC in 2025 is still the best looking, more involving, most content across all genre and all era and probably, by the look of things, still will be in the years to come.
 
I'd love some help. I've started editing the config files for older tracks to make them look better and then share them. It's not a complete overhaul so far, but I'm experimenting.
I wanted to know if, since I have procedural grass fx in CSP, where I can find these files, and if it's possible to modify the grass with a different texture to make it "greener" and perhaps different, for example from this (original csp):

View attachment 1463986
You may be able to achieve this with a configuration, something like this, I like patchy grass, but it's too patchy and to short:
1752314574398.png


But it's not fine-tuned yet, just a quick first attempt.
The grass shader used in the track is ksMultilayer.
You can play around with the "Mult..."-values like this
INI:
PROP_... = magicMult, 0.55
and also give the old
Code:
grass_fx\highlands_darker.dds
a chance, which you can find in older CSP versions.
Or in some of my releases.
 
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TrackDecoration Objects Pack 1 - v0.85

View attachment 1451123
View attachment 1451122

Here are 85 objects to use with the Track Decoration app by "Please Stop This" (aka: leBluem)

install:
extract to assettocorsa\apps\lua\TrackDecoration
(TrackDecoration\obj\RMi)
note: objects do not have coliders.

credits:
Codemmasters, Kunos, SMS, ISI (rFactor), SimBin, Reiza

:: DOWNLOAD ::
:🪞:
Is it possible to use camera_facing.ini on "tso_grandstand_big.kn5" and "tso_grandstand_small.kn5"?
I've tried with
[CAMERA_FACING_0]
SURFACE=gg_building_grandstand_01_a-2_0
ELEMENTS=500
SIZE=0.8,1.4
TEXTURE=content/tracks/... crowds_sitting.dds
TEXTURE_ROWS=3
TEXTURE_COLUMNS=8
SHADED=1
DIFFUSE=0.014,0.014,0.014
AMBIENT=0.075,0.075,0.075

but it doesn't work
 
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
- Audi R18 TDI 2011
Link
- Audi R18 2012 (E-Tron Quattro + Ultra)
Link
- Audi R18 E-Tron Quattro 2013
Link
- Aston Martin AMR ONE LMP1 V2 | Updated: 30/05/2025
Link
- Aston Martin DBR1-2
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 V2 | Updated: 12/07/2025
Link
------------
GT1
- Ford Matech GT1 2010 LM V2.1 | Updated: 24/05/2025
Link
- Chevy Corvette C6.R GT1| Updated 26/05/2025
Link

GT2
- Jaguar XKR GT2 2010 V3 | Updated: 13/05/2025
Link
- Ferrari F430 GT2 V4 | Updated 16/05/2025
Link
- Chevy Corvette C6-R GT2 V2 | Updated: 21/05/2025
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 V2 | Updated: 19/05/2025: New interior mapping, exterior parts, textures, lights, & shifter animation
Link

GT3
- Porsche 997 GT3R
Link


Update info
GT1 Updates:

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.

Ford Matech GT1 Final: 24/05/2025
Lights, windscreen, exhaust and lights reshaded, Leather dash remapped, Cockpit_LR added, new csp config... DON'T FORGET TO DELETE EVERYTHING BEFORE INSTALL !!!

Chevy Corvette C6.R GT1 V2: 26/05/2025
Adjusted COCKPIT_LR, Shifter animation, a lot of interior things got mapped once again and got smoother, corrected a lut file where the hard tyres got heavily used after 1 lap, flashing lights in pits and active flashing lights during the race, new CSP configuration ... DON'T FORGET TO DELETE EVERYTHING BEFORE INSTALL !!

GT2 Updates:

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 !!!

Ferrari F430 GT2 V4: 16/05/2025
Cockpit_LR added, Seatbelts added, new car shifting animation realized, few meshes added, power revised, new fuel consumption, few adjustments on CSP settings... DON'T FORGET TO DELETE EVERYTHING BEFORE INSTALL !!!

Aston Martin Vantage GT2 V2: 19/05/2025
Complete new interior mapping, new mapping for some exterior parts, doors remodeled, missig cockpit parts added, seatbelts added , Cockpit LR, new textures, new lights colour, shifter animation, New lods, Revised suspension, setup, fuel cons, aero, flames, handling, new CSP additions ... DON'T FORGET TO DELETE EVERYTHING BEFORE INSTALL !!!


Chevrolet Corvette GT2 V2: 21/05/2025
New interior and exterior mapping, addition of new objects, cables... seat rebuilt and resized for the driver, LCD screen not flickering anymore when rain comes, Addition of Slip Leds instead of textures, Lods rebuilt, , CSP config and additions (Materials, wobbling nets, red exhaust). Fuel consumption has been revised, but the physics will remain as they are. All credits to United Racing Design for this car and additions ! DON'T FORGET TO DELETE EVERYTHING BEFORE INSTALL !!!

All GT2 cars has been updated to their final version unless any issues is found in the future.
---------------------------------------------------------------------------------------------------------

LMP1 Updates:

Aston Martin AMR-One LMP1 V2 Update: 30/05/2025
New textures, new shaders, new objects, new lights, updated aero, power, drivertrain... fuel consumption increased, Cockpit_LR added, new lods, CSP additions ... DON'T FORGET TO DELETE EVERYTHING BEFORE INSTALL !!!

Peugeot 908 HDI ALMS-LMS-Pescarolo-LM V2 Update: 12/07/2025
Mapping, textures, objects... redone. Cockpit_LR, new LODS, brand new physics, CSP additions, dash simulation for pits, Every info on the steering wheel as IRL, 3 different physics... BE SURE TO DELETE THE OLD CARS BEFORE INSTALLING THE NEW ONES !!
Tomsim just released an update for the Peugeot 908 original post has been update to reflect that.
1752328370451.png
1752328396665.png
 
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I've been using CSP version 0.1.79 for ages. Now, being forced to use 0.2.11 by some stupid car mods for whatever reason, I am getting ridiculous pop-in with crowds. Those 2d-crowds generated by camera_facing.ini.

Any ideas for a solution? I desperately need the crowds.
 
I've been using CSP version 0.1.79 for ages. Now, being forced to use 0.2.11 by some stupid car mods for whatever reason, I am getting ridiculous pop-in with crowds. Those 2d-crowds generated by camera_facing.ini.

Any ideas for a solution? I desperately need the crowds.

I also use 0.1.79 rain. However I have the newest CSP always installed on my other computer but some tracks stopped working with these experiments.

I'm happy with 0.1.79 on my gaming machine. It's the last stable version anyway.
 
I also use 0.1.79 rain. However I have the newest CSP always installed on my other computer but some tracks stopped working with these experiments.

I'm happy with 0.1.79 on my gaming machine. It's the last stable version anyway.
Yep, I always rather use those old stable version. I only update CSP when I am forced to, when the latest mods stop working with older version.

And it's usually followed by problems and frustration.
 
RMS 2000-2005 Courage C60 Megapack Version 1.0

Download: https://www.mediafire.com/file/9d4m...2005_Courage_C60_Megapack_Version_1.0.7z/file

Credits

Team: RMS ScreenShots: AndyGTR

Converstion: NeilB1971,Kamil Cader

Model improvements: Kamil Cader, Peugeot905, NeilB1971

Physics: Peugeot905,Kamil Cader,Mach-77

Sound: RMS

Other Lemans Prototypes: https://www.mediafire.com/folder/7g6488jsyt2ux/Lemans_Prototype_Near_Finalized


Change log

-Updated sounds for GV4 V10

-Updated correctly scaled wheels and tyres

-Updated rear wing for Courage C60 JX #N°2 chassis

-Removed 2000 Courage C60 Nissan Variant

-Added 2000 Courage C60 Judd chassis #N°1

-Lowered inertia on all models

-Updated steering on all Courage C60s

-Updated Rear wing for Courage C60 Hybrid and C60 Hybrid LMS

-Extensive updates to the aero.ini files for both Courage C60 Hybrids

-Revised front splitter for 2000 Courage C60 Judd and frontal aero

-Updated sound for Peugeot V6 sounds

-Updated Digital Instruments for Courage C60 Hybrid and C60 Hybrid LMS

image.jpg

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image (2).jpg

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xAehMK.jpg

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VjxcpD.jpg

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NwUSJY.jpg

QGYzMc.jpg

AKgja4.jpg

V4QAaZ.jpg
 
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Is it possible to use camera_facing.ini on "tso_grandstand_big.kn5" and "tso_grandstand_small.kn5"?
I've tried with
[CAMERA_FACING_0]
SURFACE=gg_building_grandstand_01_a-2_0
ELEMENTS=500
SIZE=0.8,1.4
TEXTURE=content/tracks/... crowds_sitting.dds
TEXTURE_ROWS=3
TEXTURE_COLUMNS=8
SHADED=1
DIFFUSE=0.014,0.014,0.014
AMBIENT=0.075,0.075,0.075

but it doesn't work
Only two things I can see that might be the cause, cos everything else looks right, are:
1. You sure that's the correct surface name? Mesh, yes?
2. The texture path doesn't look valid? Just visual truncation?
 
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Is it possible to use camera_facing.ini on "tso_grandstand_big.kn5" and "tso_grandstand_small.kn5"?
I've tried with
[CAMERA_FACING_0]
SURFACE=gg_building_grandstand_01_a-2_0
ELEMENTS=500
SIZE=0.8,1.4
TEXTURE=content/tracks/... crowds_sitting.dds
TEXTURE_ROWS=3
TEXTURE_COLUMNS=8
SHADED=1
DIFFUSE=0.014,0.014,0.014
AMBIENT=0.075,0.075,0.075

but it doesn't work
try these for
SURFACE=gg_building_grandstand_01_a-2
SURFACE=gg_building_grandstand_01_g
 
Is there a version from Rfactor that exists?
Yes there is and the correct layout for 1997 as well before they changed it - https://pitlaneweb.blogspot.com/2024/06/vancouver-street.html

Someone said that creating oval tracks is problematic on AC as creating the racing line is difficult. I have no idea. Do the ovals play well too?
Some do, it does depend on the combination of the Ai line of the track and the AI settings for the cars. From my experiments with tracks, you have to be a lot more precise with the AI line to make sure the cars don't lose too much speed.
 
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Only two things I can see that might be the cause, cos everything else looks right, are:
1. You sure that's the correct surface name? Mesh, yes?
2. The texture path doesn't look valid? Just visual truncation?
1) Yes, it's the chairs mesh
2) It's just truncated. The dots are only visual

try these for
SURFACE=gg_building_grandstand_01_a-2
SURFACE=gg_building_grandstand_01_g
It doesn't work. Could be the vertical surface of the mesh ?
 
@maximeerkat since u are doing a lot of skins for the btcc mods from cyrill cherry, can u also maybe to do these? they are for another alfa 156 mod i had laying around?
Probably not, from a quick search on the net the skins you sent me never raced in the BTCC, there are 2 variants of the skin you shown me already done that i made/converted

what you sent me is 2 skins with half the logo's misssing by the looks of it (it has the wrong race plates so i guess the skin creator did not give a ****).

have a search yourself and see what you can find and send me the pictures but i do not think you will be able to as like i said the skins are already done in 1 varient or another
 
I'm testing the Race Project 2003 and planning to make a 2003 season as it was one of my favorites. Very exciting Raikkonen vs Schumacher battle until the very end.

Nice work otherwise but these cars don't work on any Monaco track I've tried. They crash in the Loews/Grand Hotel hairpin (among some other places). I suspect these cars' steering rod ratio is wrong so that their wheels don't turn enough. This was the cardinal sin of some SimDream "dream mods".

Anyone has tried? Crashfest with the newest CSP's anyway. I have to investigate.
 
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1) Yes, it's the chairs mesh
2) It's just truncated. The dots are only visual


It doesn't work. Could be the vertical surface of the mesh ?
I think I know whats going on (without actually testing)

TrackDeco places objects relative to 0,0,0 and the position you see is based on that 0,0,0 as a pivot. An eample of this is that if you place a wall in TD it will only be colideable at 0,0,0 and not where you see it. This is true if using models.ini or the raw .kn5 that is produced in TD.

To check if this is the case, press F7 and fly to 0,0,0 and see if your camface are there floating in space... (if yes, this is the issue)

To fix this, be sure to save as .kn5 in TD then extract that new .kn5 to fbx with CM or kn52fbx, then load that fbx into ksEditor and save as a new .kn5. This should restore the object pivot properly.
 
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Maybe the texture (off.png) is corrupt?
I only have my amended one if you want to try, maybe someone can provide the original?
Put it in assettocorsa/content/texture after backing up the one that's already in there.
You'll need to rename it off.png, GTP renames it randomly when posting.

View attachment 1463914
(from here: https://www.gtplanet.net/forum/thre...ral-discussion.307899/page-4803#post-14442459)
I didn't get to try the fallguy solution but I tried this and it worked wonders (plus the traffic light looks so much better now), thank you so much Masscot
 
I'm testing the Race Project 2003 and planning to make a 2003 season as it was one of my favorites. Very exciting Raikkonen vs Schumacher battle until the very end.

Nice work otherwise but these cars don't work on any Monaco track I've tried. They crash in the Loews/Grand Hotel hairpin (among some other places). I suspect these cars' steering rod ratio is wrong so that their wheels don't turn enough. This was the cardinal sin of some SimDream "dream mods".

Anyone has tried? Crashfest with the newest CSP's anyway. I have to investigate.
That is because the race project is just reusing Simdream's mods, and updating them... and then charging people which is not right at all.
 
View attachment 1464369
Does anyone know how to fix this error? Only happens with a specific car mod. The car can spawn fine when driven by AI if that's of help.
Reset CSP settings completely!
Goto /Documents/Assetto Corsa/cfg/ rename the "extension" folder to something different.
Restart CM. It will create a new "extension" folder. You can restore it later.

If that does not help, its related to the mods you are using...

Maybe also create a new CSP settings file after you reset them, so you can always test with default CSP settings in the future!
 
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Reset CSP settings completely!
Goto /Documents/Assetto Corsa/cfg/ rename the "extension" folder to something different.
Restart CM. It will create a new "extension" folder. You can restore it later.

If that does not help, its related to the mods you are using...

Maybe also create a new CSP settings file after you reset them, so you can always test with default CSP settings in the future!
While you're here @Peter Boese, is there any way to make the thunderstorm clouds darker and moodier? The clouds don't really look like they're heavy with rain and electrical energy to me, they look a little too much like a normal overcast sky with my settings (Pure/Natural_Mod filter, but the Pure PPF looks the same). You can always tell when a thunderstorm is on the way by the build-up of dark angry clouds and the oppressive atmosphere, but I don't get that sense at all from the Pure skybox. It's too light, too uniform. Too friendly.

Pic for attention:
1752394384987.png
 
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While you're here @Peter Boese, is there any way to make the thunderstorm clouds darker and moodier? The clouds don't really look like they're heavy with rain and electrical energy to me, they look a little too much like a normal overcast sky with my settings (Pure/Natural_Mod filter, but the Pure PPF looks the same). You can always tell when a thunderstorm is on the way by the build-up of dark angry clouds and the oppressive atmosphere, but I don't get that sense at all from the Pure skybox. It's too light, too uniform. Too friendly.

Pic for attention:
View attachment 1464465
I agree, especially with cloudy weather, to see the gray clouds clearly and not the uniform gray sky, I increase the contrast in Pure config, but then in sunny/cloudy weather, they become too "black."
It would be nice to have less contrast but without losing cloud detail.
The fact remains that your work Peter is fantastic.
 
Reset CSP settings completely!
Goto /Documents/Assetto Corsa/cfg/ rename the "extension" folder to something different.
Restart CM. It will create a new "extension" folder. You can restore it later.

If that does not help, its related to the mods you are using...

Maybe also create a new CSP settings file after you reset them, so you can always test with default CSP settings in the future!
It seems to only be happening with a specific car mod I've downloaded, all other cars and tracks work fine.
 
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