Assetto Corsa PC Mods General DiscussionPC 

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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
- Peugeot 908 HDI FAP 2007
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 !!

---------------------------------------------------------
Daytona Prototype Updates:

Ford Riley 2014 DP 24/07/2025
Corrected some axis at the wheels, added Cockpit_LR, new lods, new interior carbon texture, corrected glasses transparency
Update on the Ford Riley 2014 DP was pushed today, Original link has been updated. Check bottom of the original post to see what was changed. Lmk if any of the links are dead.
 
I've served my time there but I'm no Nordschleife expert, so a genuine question: what is it that makes this ACC conversion so much better than the native AC version?
I just did a couple of laps and noticed lots of trackside trees with borked normals, and lots of trackside trees floating above the grass.
You might want to hold onto the AC version for a little while longer until Fenryr does some replanting.
The proper tree shader seems to be used everywhere so the borked normals can be fixed by adding this to the end of the main config:

Code:
;fix borked tree normals, should work if ksTree shader is used
[ALTER_NORMALS_...]
MATERIALS = shader:ksTree
OFFSET = 0, 1e9, 0; or try 0, -1, 0 (-1 = normals point down, can give better results sometimes)
; note, ksambient might need raising if -1 used, might need lowering if 1 is used
DESCRIPTION= lighten/darken trees after normal fix above
[SHADER_REPLACEMENT_...]
MATERIALS = shader:ksTree
PROP_... = ksAmbient, 0.1 ; 0.4 up or down
PROP_... = ksDiffuse, 0.2
:also useful:
;fade out x/y-tree planes when pointing directly towards viewer
[SHADER_REPLACEMENT_...]
MATERIALS = ?tree?, ?TREE? ;assumes 'tree' naming convention, any non-compliant will need adding manually
MESHES = ?tree?, ?TREE? ;assumes 'tree' naming convention, any non-compliant will need adding manually
MATERIAL_FLAG_0 = 1
CAST_SHADOWS = 1
SHADER = ksTree

... but the floating trees will need sinking in the kn5.

1753392138499.png
 
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The proper tree shader seems to be used everywhere so the borked normals can be fixed by adding this to the end of the main config:

Code:
;fix borked tree normals, should work if ksTree shader is used
[ALTER_NORMALS_...]
MATERIALS = shader:ksTree
OFFSET = 0, 1e9, 0; or try 0, -1, 0 (-1 = normals point down, can give better results sometimes)
; note, ksambient might need raising if -1 used, might need lowering if 1 is used
DESCRIPTION= lighten/darken trees after normal fix above
[SHADER_REPLACEMENT_...]
MATERIALS = shader:ksTree
PROP_... = ksAmbient, 0.1 ; 0.4 up or down
PROP_... = ksDiffuse, 0.2
:also useful:
;fade out x/y-tree planes when pointing directly towards viewer
[SHADER_REPLACEMENT_...]
MATERIALS = ?tree?, ?TREE? ;assumes 'tree' naming convention, any non-compliant will need adding manually
MESHES = ?tree?, ?TREE? ;assumes 'tree' naming convention, any non-compliant will need adding manually
MATERIAL_FLAG_0 = 1
CAST_SHADOWS = 1
SHADER = ksTree

... but the floating trees will need sinking in the kn5.

View attachment 1467388
This kind of stuff is always true with Fenryr tracks, no idea why people are trying to hop on this train so violently. They will be fixed in time, either by him or by others, and eventually it'll be a worthy addition to the library. Like all of his tracks, it pays very handsomely to be patient.

I also don't understand why anyone would get rid of the Kunos Nords. As far as I can remember, it's an early laser scan - and a damn good one at that. There have been some minor alterations to the track since (there's a few corners on the ACC version late in the lap that have different exit kerbs and angles), so why not simply rename the Kunos version to "Nurburgring 2016"?

Makes no sense to me to delete such a high quality track, especially one with such a wide gulf in time between that one and ACC's 2024 rendition.
 
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X90
This kind of stuff is always true with Fenryr tracks, no idea why people are trying to hop on this train so violently. They will be fixed in time, either by him or by others, and it'll be a worthy addition to the library in time. Like all of his tracks, it pays very handsomely to be patient.

I also don't understand why anyone would get rid of the Kunos Nords. As far as I can remember, it's an early laser scan - and a damn good one at that. There have been some minor alterations to the track since (or at least as far as I can remember, there's a few corners on the ACC version late in the lap that have different exit kerbs and angles), so why not simply rename the Kunos version to "Nurburgring 2016"?

Makes no sense to me to delete such a high quality track, especially one with such a wide gulf in time between that one and ACC's 2024 rendition.
That's what i'm doing. Just renaming it to 2016 like i would with any car i have lol. 0 point in deleting it.
 
If you haven't driven around fenryr one yet then why would you want to make it look like you have? They are the same track but in the world of pixels and gaming they are different.
As an aside I bloody hate that track, can't believe anyone can drive it that much.... how do you stop the boredom?
Go faster. Pass more cars ;)
 
Go faster. Pass more cars ;)
Yeah maybe, I've just never really driven it at all properly, possibly as i don't really race in AC since for ages, i just mod stuff, the idea of taking a car around there is never going to happen and never feel like I'm missing anything. Its not just virtual either, never understood the obsession with the place, and i have a mate who totalled his car there and had to do a runner owing the track about 8k.
Never crash at the Nurb in real life.... they dont really explain the costs....

Having said all of that I could never understand drifting but now I'm full on obsessed with it.

The one type of mod i never did, now i'm making a bunch like this E30.
Screenshot_bmw_m3_e30_drift_wide_x2_vdc_wallstadium_2021_25-6-125-0-11-11.jpg
Screenshot_bmw_m3_e30_drift_wide_x2_ddm_gts_tsukuba_25-6-125-0-3-21.jpg
 
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If you haven't driven around fenryr one yet then why would you want to make it look like you have? They are the same track but in the world of pixels and gaming they are different.
As an aside I bloody hate that track, can't believe anyone can drive it that much.... how do you stop the boredom?
@timetoo22 Really? I love Nordschleife! Trying to beat my personal best with different cars is an awesome challenge. Driving multiple laps within a few tenths of each other and yet knowing you just blew it on the last corner going a little too deep. I had over 33000km on it before I upgraded to a new computer and new M2 drive, so I get the feeling, loosing all my statistics. Again, this is why AC is so popular, it can be so many different things to everyone.
 
So I gave Aviano Circuit a spin tonight for the first time - my "one weird thing to drive" before I put everything away for the night.

It's a fun little circuit - with almost exclusively high speeds and a bumpy road mesh. I enjoy the bumps! Makes the driving more visceral, especially in an excellent FFB car (like the RSS Honda NSX).

I brought this up because it's a prime example of something that's bugged/puzzled me for the better part of a decade - distant terrain textures. Even with the "16K Terrain" skin on (I have the GTP rework and ClimaxF1's skin), Aviano is a pretty stark example of my issue. See the picture:

Screenshot_rss_gtm_akuro_v6_evo2_aviano_cirquit_25-6-125-3-31-45.png


The far away stuff looks great! But the close up texture looks terrible - and it's very easy to see from the cockpit throughout Sector 1. It's almost distracting how N64 it looks.

How would one go about fixing this? It's little things like these that I'd love to fix myself if possible.



Also, the AI needs work - it's safe, but it's about 2 seconds a lap slow at decent GT3 pace. I'd love to do it up, but as of right now I'm holding off on AI work until CSP fixes yet another problem (this time, AI cars slowing in the middle of the straight at Magnificent Park for no reason on 0.2.12...). I'll clean install the next version and hopefully that fixes it.


Cheers for anyone who may know about the terrain textures.
 
X90
So I gave Aviano Circuit a spin tonight for the first time - my "one weird thing to drive" before I put everything away for the night.

It's a fun little circuit - with almost exclusively high speeds and a bumpy road mesh. I enjoy the bumps! Makes the driving more visceral, especially in an excellent FFB car (like the RSS Honda NSX).

I brought this up because it's a prime example of something that's bugged/puzzled me for the better part of a decade - distant terrain textures. Even with the "16K Terrain" skin on (I have the GTP rework and ClimaxF1's skin), Aviano is a pretty stark example of my issue. See the picture:

View attachment 1467480

The far away stuff looks great! But the close up texture looks terrible - and it's very easy to see from the cockpit throughout Sector 1. It's almost distracting how N64 it looks.

How would one go about fixing this? It's little things like these that I'd love to fix myself if possible.



Also, the AI needs work - it's safe, but it's about 2 seconds a lap slow at decent GT3 pace. I'd love to do it up, but as of right now I'm holding off on AI work until CSP fixes yet another problem (this time, AI cars slowing in the middle of the straight at Magnificent Park for no reason on 0.2.12...). I'll clean install the next version and hopefully that fixes it.


Cheers for anyone who may know about the terrain textures.
The terrain texture, can't be extremely detailed (as far as i know there's no resources where you can download highres images of the terrain from satellite, all of them are taken from distance, so the details are quite low). The only solution is to extend the green grass meshes and try to blend them with the darker texture as far as possible, but it requires a 3D rework.

EDIT: but since it's a fictional circuit, it's possible to grab texture from wherever we want, so maybe there's some sources (as far as i know there are website that allow to download highres satellite images but i don't know if they ask money or not and how close to terrain are).
 
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@timetoo22 Really? I love Nordschleife! Trying to beat my personal best with different cars is an awesome challenge. Driving multiple laps within a few tenths of each other and yet knowing you just blew it on the last corner going a little too deep. I had over 33000km on it before I upgraded to a new computer and new M2 drive, so I get the feeling, loosing all my statistics. Again, this is why AC is so popular, it can be so many different things to everyone.

X90
So I gave Aviano Circuit a spin tonight for the first time - my "one weird thing to drive" before I put everything away for the night.

It's a fun little circuit - with almost exclusively high speeds and a bumpy road mesh. I enjoy the bumps! Makes the driving more visceral, especially in an excellent FFB car (like the RSS Honda NSX).

I brought this up because it's a prime example of something that's bugged/puzzled me for the better part of a decade - distant terrain textures. Even with the "16K Terrain" skin on (I have the GTP rework and ClimaxF1's skin), Aviano is a pretty stark example of my issue. See the picture:

View attachment 1467480

The far away stuff looks great! But the close up texture looks terrible - and it's very easy to see from the cockpit throughout Sector 1. It's almost distracting how N64 it looks.

How would one go about fixing this? It's little things like these that I'd love to fix myself if possible.



Also, the AI needs work - it's safe, but it's about 2 seconds a lap slow at decent GT3 pace. I'd love to do it up, but as of right now I'm holding off on AI work until CSP fixes yet another problem (this time, AI cars slowing in the middle of the straight at Magnificent Park for no reason on 0.2.12...). I'll clean install the next version and hopefully that fixes it.


Cheers for anyone who may know about the terrain textures.
Thanx for the report.
Flat tracks are one of many AC zombie viruses, it must not spread.

Michael Jackson Dancing GIF
 
Another track is almost finished, this one also very old and in great need of restyling, who are they? 😊

View attachment 1467308
View attachment 1467309


I know it's almost impossible to get everyone to agree, but if there's a track that needs updating or giving a little life to, that everyone likes, I'm open to suggestions.. ;)
Here are my two suggestions, I found both years ago and they could do with some much needed love.

Pla circuit and Domina coral bay links below.


 

This is just a "data" file and tyre skin for STFWFL (FSR) Volvo 850 estate BTCC

no file structure it will need to be manually installed (make a copy of the data file incase you dont like what i have done for whatever reason)

what i have done:

changed it to FWD it was never RWD

made slight adjustments to the suspension so the rear tyres don't clip through the wheel arch

put the correct dunlop tyre side walls on
Lol yeah I forgot to edit the FSR car on that side lol
 
Help needed please

Big ask I know, but on the off chance of someone knowing....

I have a new PC and wanted to start afresh with AC with mods etc. I thought I would remember all my favourites, but no, I was wrong.

There is a track that I would love to find again, I'll try and describe it

It is based in Britain, it is roughly I would say 4-5 miles long, based on country roads, clockwise lap. It's a little like High Force but much smaller. Winding country roads, open fields, pubs, tight parts with hedges both sides, and a really long straight

If anyone has some tracks similar to this, please throw some names below and I'll hopefully find this little gem again

Thanks in advance :cheers:
yorkshire moors maybe?
 
X90
So I gave Aviano Circuit a spin tonight for the first time - my "one weird thing to drive" before I put everything away for the night.

It's a fun little circuit - with almost exclusively high speeds and a bumpy road mesh. I enjoy the bumps! Makes the driving more visceral, especially in an excellent FFB car (like the RSS Honda NSX).

I brought this up because it's a prime example of something that's bugged/puzzled me for the better part of a decade - distant terrain textures. Even with the "16K Terrain" skin on (I have the GTP rework and ClimaxF1's skin), Aviano is a pretty stark example of my issue. See the picture:

View attachment 1467480

The far away stuff looks great! But the close up texture looks terrible - and it's very easy to see from the cockpit throughout Sector 1. It's almost distracting how N64 it looks.

How would one go about fixing this? It's little things like these that I'd love to fix myself if possible.



Also, the AI needs work - it's safe, but it's about 2 seconds a lap slow at decent GT3 pace. I'd love to do it up, but as of right now I'm holding off on AI work until CSP fixes yet another problem (this time, AI cars slowing in the middle of the straight at Magnificent Park for no reason on 0.2.12...). I'll clean install the next version and hopefully that fixes it.


Cheers for anyone who may know about the terrain textures.
My 16k terrain skin did improve things but the problem is that one texture is mapped over a very large area, so even a very detailed texture will lose resolution close to the track.
I'm sure it'd be a relatively simple job for a qualified somebody to remap the terrain into more manageable bitesize pieces.
Failing that, planting more trees in the near distance would probably mask the worst of it.
Aviano is a great little circuit. Glad you finally found it after all these years.
 
@X90
I'd like to test this by modifying the texture with a shade of green that allows me to cover a large part of the mountain with Grass FX. The only drawback, I think, is the grass's lod; at such a great distance, it might be useless and not even visible.
I'll give it a try anyway.




Since Aviano Circuit is back in fashion, I made some small adjustments to the vegetation tone and asphalt color, and slightly modified the grass.
(For beginners, just replace the config.ext file in the circuit's Extension folder.)

https://www.mediafire.com/file/lj5t2tj2jl6czar/ext_config.ini/file


Screenshot_av_renault_clio_16s_f2000_14_aviano_cirquit_25-7-125-12-16-56.jpg
 
I (Edit: SAW) no visor in external views.

1753300927020.png


Checked on my AC/CM/CSP installation....and (Me such a dumb @ss) concluded I forgot to reinstall CSP after reinstalling AC (Fresh /latest WIN10 x64)... All fixed now!

However, CSP v0.2.11 and -12 still makes the visor disappear in external viewing for some reason without me altering anything. v0.2.10 does not, so I'll stick with that one. AC is so much fun. Have a good day you all.
 
I've served my time there but I'm no Nordschleife expert, so a genuine question: what is it that makes this ACC conversion so much better than the native AC version?
I just did a couple of laps and noticed lots of trackside trees with borked normals, and lots of trackside trees floating above the grass.
You might want to hold onto the AC version for a little while longer until Fenryr does some replanting.
Also noticed that the TV replay cams don’t seam to work at least on the GP track. Not tested others yet. Not tried new version yet.
 
@Masscot (or anyone who can help)
I extracted the Aviano map texture with kn5conv.exe and modified it. Now how do I repackage everything into .kn5?
Thanks

EDIT: I managed to do it, unfortunately the problem is the grass's LOD, even though in CSP I set it to maximum and the grass covers the background, just move away a little and it disappears.

Screenshot_av_renault_clio_16s_f2000_14_aviano_cirquit_25-7-125-12-59-30.jpg
 
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final ? we don't capitalize folder names, which creates problems with data backup, always noted 0.5 in ui_car.json, no COCKPIT_HR, no LODs, it was not clean, backup files, several data folders, etc ....
lol, are you thick? MY SKIN is my final product the car is not hence why it says "BE_MODDING 0.5" in the "author" section.

if you bothered to read the write up the only reason i gave the car away in the first place is because every other version was undrivable

if you want to cry about some folders cry to BE_MODDING not me

i guess a simple right click/delete is to much for you?
 
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Place des Jacobins (Showroom) v1.0
Screenshot_f302_nissan_r390gt1_1997_place_des_jacobins_25-6-125-19-54-44.jpg

Scrutineering at the 1995 and 1997 Le Mans 24 Hours.

Install in the assettocorsa\content\tracks folder.

-CSP recommended
-3 pit
Screenshot_nissan_r33gtr_lm_1.4_place_des_jacobins_13-6-125-12-7-37.jpg

Credits & Thanks;

Created by shin956
"Fence Barricade 03" (https://skfb.ly/6XYTz) by Rocz3D is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).
"Basketball Hoop Panel" (https://skfb.ly/ovYBR) by Nimrod Assaf is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).
Crowds texture by Kniker97
some textures by kunos

For more information, see the post on Patreon.

Enjoy.
 
Yeah maybe, I've just never really driven it at all properly, possibly as i don't really race in AC since for ages, i just mod stuff, the idea of taking a car around there is never going to happen and never feel like I'm missing anything. Its not just virtual either, never understood the obsession with the place, and i have a mate who totalled his car there and had to do a runner owing the track about 8k.
Never crash at the Nurb in real life.... they dont really explain the costs....

Having said all of that I could never understand drifting but now I'm full on obsessed with it.

The one type of mod i never did, now i'm making a bunch like this E30.
View attachment 1467453View attachment 1467455
Are you the one who created the model?
 
final ? we don't capitalize folder names, which creates problems with data backup, always noted 0.5 in ui_car.json, no COCKPIT_HR, no LODs, it was not clean, backup files, several data folders, etc ....
Calm down EASY we know you're frothing at the mouth when it comes to add COCKPIT_HR, modify the ui_car, add new LODs,
fix colliders.ini, fix collider.kn5, add main_geometry.vao-patch, data to data.acd (lol) :D
 
I haven't seen this shared on here so I wanted to share. Legion apparently came out with a new Formula Vee based on the Formula Brazil Naja FD01-D platform. Was able to catch this when browsing Vini2019's skin packs on OT. Looks pretty slick! Havent tried it yet but figure you guys might want to.

Link to Car - https://mega.nz/file/HVFAhDwT#mxTPHVJlFjrR2vov4MSIp9ptFjDhSrvVDr6-rKqr52g
2025 Skin Pack - https://www.overtake.gg/downloads/2025-f-vee-brazil-skins-for-legion_formula_vee_brazil.77274/
 

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