Assetto Corsa PC Mods General DiscussionPC 

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Ive always considered myself on the quicker side, I raced karts for a few years as a kid, then got into Iracing up until I found assetto corsa and everything it offers lol, I haven't done any online racing in a couple years now and just have fun with the ai which are really good once it's dialed in, the car ai.ini is just as important as the track ai, low/mid 90s strength should be ok, agression varies as I've seen people use all kinds of different numbers

Exactly. Sometimes people complain that the "cars are slow". Sure... cars can be slow too... but usually it's the track ai that is slow.

Just like they complain about "bad races" and "bad ai". We had a discussion about this a week ago. AC ai has its limitations but when everything is set up correctly the ai is actually very good. However if you want to do more than 20 laps in the race its flaws become apparent. 20 laps is the "sweet spot" that I have used in my seasons with good results.

More discussion here:
 
I made it really quick, tell me if you like it 😊...
Ooooouh yeah, seems that we have another good gardener around here... For a quick job, it's a tremendous improvement. 😁
... AC ai has its limitations but when everything is set up correctly the ai is actually very good...
That's the point. It's not that AC is bad, it's just that some mods aren't as good as they could be.

(Disclaimer: Personal and non-transferable opinion, take with caution).
 
Hey fastlane gurus... could someone finally fix the Kylami 1967 and RJ_Kyalami 1975 mandatory starting line crash on races? That is notorious and it has been there since the day one. It's a lovely conversion of a classic track and I even made all eyecandy for 1982, 1983, 1984 and 1985. But that starting line crash... how can it still be there? :)

I wish I knew how to make proper fastlanes. It's tough I've tried but no cigar.

Try with this https://www.overtake.gg/downloads/ai-updates-for-kyalami-67-mexico-city-67-and-monaco-66.58216/
 
Ooooouh yeah, seems that we have another good gardener around here... For a quick job, it's a tremendous improvement. 😁

That's the point. It's not that AC is bad, it's just that some mods aren't as good as they could be.

(Disclaimer: Personal and non-transferable opinion, take with caution).
Why don't you get involved with skinning? i can teach you how to in less than a day.
 
I put together a track skin for one of my favorite fantasy tracks, Roller Coaster Race Circuit. Wanted to update the LCD screens to something you may actually see in ads.

This was created for an offline Caterham Super 7 championship that I ran and figured I share!

23.07.2025  pure  DMC DeLorean - Roller Coaster Race Circuit - Full Course B (4647).jpg
23.07.2025  pure  DMC DeLorean - Roller Coaster Race Circuit - Full Course B (476).jpg
23.07.2025  pure  DMC DeLorean - Roller Coaster Race Circuit - Full Course B (4758).jpg


 

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Hello,
Am getting more and more acquainted with CM/CSP... Much improvement I have to say.
Now one thing remains and hope you may have a solution for this; in car (F6 key) I do have visor on helmet, but outside whichever car (so all) I see no visor. So apparently visor is present, but can't be seen always. Hope some can assist in getting this sorted. Thanks much in advance. Am on CSP 2.10 btw.

1753300927020.png
 
Too good to be true maybe... When running Fenryr's Nordschleife in 24H layout I found that the road texture was disappearing, leaving the road white. Usually the tarmac re-appeared down the road a ways, but not always. Seemed limited to 1 map at a time (would change underneath me, not somewhere ahead of me) Did some testing.
  • reboot before running made it do it less (or later).
  • switching to nordschleife layout only did it sometimes and not vast stretches of white like 24H layout, with a reboot it didn't.
  • dropping from my usual Settings>Video>Quality>World Details of <Very High> to <High> didn't fix it, but <Medium> fixed it on Nordschleife layout, but not 24H.
  • I'm thinking it's pushing the limits of my gr-card memory (11 GB)
  • I'm running the 6144 shadow resolution (to great effect) but I forgot to drop that for a test. I will...
FOLLOWUP:
  • I had to lower the shadow resolution to 1k to avoid the texture dropout (2k only dropped out a bit)
  • 6144 makes a big diff in replays, especially at tracks with untamed surfaces where chase cam shadows flicker at lower rez.
  • so, it's the graphics card memory, or the lack of it, that's causing the tarmac dropout. (and this track, that seems to use lotsa texture memory)
  • has never happened on KS_Nordschleife, even at 6144.
  • kinda hard to go back to it ^ though. (color match consistency is way off. Yo! RacingJoe!) I even tried an original install of it (so many additions over the years) Nope.
The Kunos colorist on that ACC project got it right! Tree/grass guy got it almost perfect... (and if this is all due to Fenryr, Kudos! Kunos! Give him a job :)
..
But through it all, stayed locked at 60fps. Nice.

fn_nurburgring_TEXTURE-DROPOUT.png
 
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Why don't you get involved with skinning? i can teach you how to in less than a day.
Phew!, for now I have enough to do with increasing and keeping up with my hoarding collection. Opening a new front could completely disrupt the pair of neurons that are still functioning in my brain, although I don't rule it out when I retire and have more free time.

Anyway, thanks for the offer, pal... 😉
 
Too good to be true maybe... When running Fenryr's Nordschleife in 24H layout I found that the road texture was disappearing, leaving the road white. Usually the tarmac re-appeared down the road a ways, but not always. Seemed limited to 1 map at a time (would change underneath me, not somewhere ahead of me) Did some testing.
  • reboot before running made it do it less (or later).
  • switching to nordschleife layout only did it sometimes and not vast stretches of white like 24H layout, with a reboot it didn't.
  • dropping from my usual Settings>Video>Quality>World Details of <Very High> to <High> didn't fix it, but <Medium> fixed it on Nordschleife layout, but not 24H.
  • I'm thinking it's pushing the limits of my gr-card memory (11 GB)
  • I'm running the 6144 shadow resolution (to great effect) but I forgot to drop that for a test. I will...
FOLLOWUP:
  • I had to lower the shadow resolution to 1k to avoid the texture dropout (2k only dropped out a bit)
  • 6144 makes a big diff in replays, especially at tracks with untamed surfaces where chase cam shadows flicker at lower rez.
  • so, it's the graphics card memory, or the lack of it, that's causing the tarmac dropout. (and this track, that seems to use lotsa texture memory)
  • has never happened on KS_Nordschleife, even at 6144.
  • kinda hard to go back to it ^ though. (color match consistency is way off. Yo! RacingJoe!) I even tried an original install of it (so many additions over the years) Nope.
The Kunos colorist on that ACC project got it right! Tree/grass guy got it almost perfect... (and if this is all due to Fenryr, Kudos! Kunos! Give him a job :)
..
But through it all, stayed locked at 60fps. Nice.

View attachment 1467074
Nordschleife isnt eh green hell anymore, it now have heavenly road paved in white cloud

Flying Cloud Nine GIF by tokyomegaplex
 
Hey guys, anyone knows if is it possible to use both the AVR_suzuka 2025 and the Pyver F1 extension? I was trying it but I got transparent “asphalt” in half of the track.
 
Hey guys, anyone knows if is it possible to use both the AVR_suzuka 2025 and the Pyver F1 extension? I was trying it but I got transparent “asphalt” in half of the track.
had same issue ,not sure if there is a better solution but what i did was duplicate the track folder,models_***** file and the same track folder inside the ui folder ,then i copy the avr_suzuka files into the duplicate files/folders.
 
Sepang International Circuit all layouts
Updated based on acu_sepang.
3 layouts.
Grass, lights fix.
New second pitlane.
View attachment 1427998

View attachment 1427999
View attachment 1428000
View attachment 1428001
Download: https://mega.nz/folder/z8Il0KCK#sWqQ4VdeEDJGOVOJmhyJ8w(file:sepang_v2_20250211.zip)
Some updates for Sepang International Circuit all layouts(sepang_v2)
sepang_preview9.png


New road surface collision mesh is made for T2, T9 and norh/south layout, let the road surface more smooth when driving. And some details are added by the side of the road:
sepang_preview.jpg

Download: https://mega.nz/folder/z8Il0KCK#sWqQ4VdeEDJGOVOJmhyJ8w(file:sepang_v2_20250724.zip)
 
Some updates for Sepang International Circuit all layouts(sepang_v2)
View attachment 1467172


New road surface collision mesh is made for T2, T9 and norh/south layout, let the road surface more smooth when driving. And some details are added by the side of the road:
View attachment 1467171
Download: https://mega.nz/folder/z8Il0KCK#sWqQ4VdeEDJGOVOJmhyJ8w(file:sepang_v2_20250724.zip)
Could you please fix the curbs coloring pattern (or whatever it's called)? Especially curb on the inside of Turn 1 looks like back in 2016 (-ish) but with the 2024 colors...

 
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how to get weather name from pure with ext_config.ini file. Thanks
Why you even want that?
Is it about a track, car or scriptable display?

Maybe a sign with the current weather?

How you want to dynamically control something in the ext_config with such dynamic input?
In a condition?
 
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NEMUNO ZIEDAS 2024 Enhanced



View attachment 1467194
View attachment 1467195
Lovely update. Thanks. I even did not notice there is a 2024 variant of this track available.

Edit: some crazy people went onto the S/F line, perhaps they want to commit suicide?

1753350308652.png
 
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@Peter Boese there seems to be an issue either with the latest Pure or (more likely) the latest CSP, where if you're driving using ostensibly dry weather that has maybe a 5% chance of light rain, the framerate completely tanks as soon as a single tiny drop of water hits the windscreen. Do you have an inside track as to what's causing this, and whether it'll soon be resolved?
I used to be able to race large grids in the pouring rain at 90fps in VR (RTX 4080/i9-13900kf), but any sort of precipitation is now a completely unplayable slideshow, and that's even ignoring the way the road turns into an undriveable ice rink after a few spots of drizzle, making limping around to the pits almost impossible anyway.
I know we can go in and edit all of the 'dry' weather presets individually to eliminate rain completely, but this seems to get lost when we reset things (as advised to) whenever upgrading Pure.
Can the 'dry' weathers not be set to 100% dry by default to avoid this? Or keep the current presets as they are but add 100% dry versions too?
It seems unlikely that we'll ever have the option to drive in wet weather just to enjoy the aesthetics (unless using older cars without the new 'improved' physics) without grip being ridiculously and unrealistically affected (why this can't be offered as an option I'll never understand), so it would be nice to be able to pick any of the non-rain presets without the danger of rain kicking in at some point, and without having to manually edit them all every time we update Pure.
 
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