Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Thread starter daan
  • 157,268 comments
  • 51,148,597 views


As you can see, within CM Showroom it's fine. There is no "blurred_objects.ini" or "ext_config.ini" which is confusing me.

You selected the brake disk, as per what i saw, it's more rim linked the problem you have. It looks like a wrong shader (or some settings via ext_config which replicate a fake movement, like used for wobbling exhaust pipes).

Check the ext_config of that car, and for sure you'll find the problem. Search the mesh-name inside the file if it's quite long.
 
Last edited:
That looks like he's added a rim-blur to the left hand side and not the right, but its not aligned properly and I've never seen them move like that before. But without having the model its hard to tell, I'll have to grab one and have a look. Are you doing anything specific that makes the rims move like that when you focus on them?


I am not using "blurred_objects.ini" or "ext_config.ini". I am not doing anything special. It works fine in the CM showroom, but on the track it just looks weird.
 
Does anyone knows (@leBluem @RMi_wood) why things placed with TrackDecoration latest version flyes over the asphalt and if there's something that i can do to make them touch the ground properly? Thanks

View attachment 1468037View attachment 1468038
That model is slightly tilted forward but should not produce that result on flat ground.
Use the other ambulance or simply adjust the model.
By chance is the "align" box checked in TD? This can produce unexpected results
Also use the latest version 1.8
 
That model is slightly tilted forward but should not produce that result on flat ground.
Use the other ambulance or simply adjust the model.
By chance is the "align" box checked in TD? This can produce unexpected results
Also use the latest version 1.8
Latest version, don't remember about the "align" box checked tho. I will have to check again when possible, thanks.
 
Do you mean PostProcessing in general?

If so, you can only use Pure Gamma and have PostProcessing deactivated.

Post Processing brings some nice effects like Glare (which boosts lights and such). And sure PP will bring you better colors and esp auto exposure.

In Pure Gamma i feature an auto exposure like brightness adaption, but it is not as goos as like in PostProcessing.


The PP off mode in AC is really a hack to have AC running with much fps, BUT PostProcessing brings many things which the game makes much nicer! If its only for the Tonemapping, i would say PP is actually necessary.
Tonemapping is a very needed process to "see" the colors eye friendly!


So without PP and tonemapping, the HDR image (every modern game is rendered in HDR) is directly send to the GPU.
Thatswhy it is so fast. BUT, you can't manage the HDR tones to be correctly displayed in SDR (what your monitor can show)

So typically you play in SDR (8bit per color channel = 24bit) and those color values (tones) have a limited range (0 lowest and 255 highest possible value)
In HDR you have nearly no limit and like in AC the color of the Sun is like 100 times higher then the monitor can display. Also the bright parts in the world are over that SDR limit.
So you need a process like a compression to get this HDR tones into SDR. This is called tonemapping. And this will take care, that you can see all the colors without a clipping limit.

This is Without PP and tonemapping (tones are cut, color burn):
View attachment 1468301

This is with PP and tonemapping:
View attachment 1468302


And this is Pure LCS, where the tones are correctly rendered in linear colors space:
View attachment 1468306
So actually Pure LCS would be the way to go to display the correct colors. It is like the same like the HDR picture, but with a decent tonemapping and colors are not screwed by the AC shaders...
Thank you for this great post and detailed explanation.
 
Weird thing just randomly happened (or was maybe somehow related to trying to update all of my car previews automatically, during which CM seems to have crashed a gazillion times while it pretended to update tens of thousands of previews, but didn't):
My car (any car, it seems - manual, paddleshift or sequential) will barely pull away from a standing start, like the engine is really bogging down. Pressing the clutch almost all the way allows the revs to climb s-l-o-w-l-y, but it's like the car has no power, or is extremely slow to build power.
Accelerator/brake/clutch are all mapped perfectly in CM (I even remapped them) and the little overlay you can bring up showing their deployment all seems normal. Range of movement on the indicator correlates perfectly with pedal pressure/movement.
I vaguely remember someone else here experiencing something similar.
I've reinstalled CSP 0.2.12p1 and even downgraded to the recommended build.
Have restarted CM and even rebooted the PC, but the weirdness remains.
Any ideas?

Edit: it feels like trying to pull away with the handbrake on, if anyone here has ever done that by mistake in real life.
But the handbrake mapping seems OK.

Edit 2: I think I know what the issue is. Fifth gear seems to be permanently selected.
 
Last edited:
You selected the brake disk, as per what i saw, it's more rim linked the problem you have. It looks like a wrong shader (or some settings via ext_config which replicate a fake movement, like used for wobbling exhaust pipes).

Check the ext_config of that car, and for sure you'll find the problem. Search the mesh-name inside the file if it's quite long.
I am not using "blurred_objects.ini" or "ext_config.ini". I am not doing anything special. It works fine in the CM showroom, but on the track it just looks weird.
 
Weird thing just randomly happened (or was maybe somehow related to trying to update all of my car previews automatically, during which CM seems to have crashed a gazillion times while it pretended to update tens of thousands of previews, but didn't):
My car (any car, it seems - manual, paddleshift or sequential) will barely pull away from a standing start, like the engine is really bogging down. Pressing the clutch almost all the way allows the revs to climb s-l-o-w-l-y, but it's like the car has no power, or is extremely slow to build power.
Accelerator/brake/clutch are all mapped perfectly in CM (I even remapped them) and the little overlay you can bring up showing their deployment all seems normal. Range of movement on the indicator correlates perfectly with pedal pressure/movement.
I vaguely remember someone else here experiencing something similar.
I've reinstalled CSP 0.2.12p1 and even downgraded to the recommended build.
Have restarted CM and even rebooted the PC, but the weirdness remains.
Any ideas?

Edit: it feels like trying to pull away with the handbrake on, if anyone here has ever done that by mistake in real life.
But the handbrake mapping seems OK.

Edit 2: I think I know what the issue is. Fifth gear seems to be permanently selected.
Have a look at awake physics in pits option seem to recall reading about some issues with this
 
I am not using "blurred_objects.ini" or "ext_config.ini". I am not doing anything special. It works fine in the CM showroom, but on the track it just looks weird.
You don't, but maybe who made the mod did it. Check twice. CM Showroom don't shows CSP things that can be only seen in game.
If you want, send me a link for that car so i can take a look at it. Without seeing is only a matter of options listed..
 
Last edited:
You don't, but maybe who made the mod did it. Check twice. CM Showroom don't shows CSP things that can be only seen in game.
If you want, send me a link for that car so i can take a look at it. Without seeing is only a matter of options listed..
The version I'm using (gtsupreme).
https://mega.nz/folder/QnACXSaR#2s1MB0zaY8U1lTpEex8cyQ (jgtc300_porsche_996_late.rar)

A version with blurred rims and strange body shadows. (The rims are still "alive" as ever.)
 
The version I'm using (gtsupreme).
https://mega.nz/folder/QnACXSaR#2s1MB0zaY8U1lTpEex8cyQ (jgtc300_porsche_996_late.rar)

A version with blurred rims and strange body shadows. (The rims are still "alive" as ever.)
DM Me man, so we can avoid fill the thread. I have problem with modslocker website, which is blocked my AV
 
Have a look at awake physics in pits option seem to recall reading about some issues with this
Thanks, tried that but no joy. Thanks for the suggestion though.
I'm 100% convinced it's a hardware issue now, probably a hall sensor gone pop.
Shifter was permanently soft-locked in 5th, and remapping 5th in CM wasn't possible, the input for 5th just isn't getting recognised.
 
Last edited:
DM Me man, so we can avoid fill the thread. I have problem with modslocker website, which is blocked my AV
Due to various circumstances, I am unable to send you a DM. I apologize. I have provided another link. This is the best I can do for now.

 
Due to various circumstances, I am unable to send you a DM. I apologize. I have provided another link. This is the best I can do for now.

As i said before, they are using a wrong shader. ksTree, that's why the whole part is flying in the air. You need to fix it via ext_config in order to set the proper shader.

Immagine 2025-07-28 194828.jpg
 
Last edited:
HORSMA RACEWAY ENHANCED 1.0 by Supernova
Link to the updated version of the track: https://sharemods.com/h9k621neg037/Ghoults_-_Horsma_Raceway_v1.0_by_Ghoults_for_AC_1.16.4.rar.html

Changes:
  • New Grass Fx (also replaced the ground textures)
  • Improved vegetation tone
  • Added and improved spectator textures
  • Added flags, service vehicles, security personnel, trees, cameras in a new kn5 file via Track Decoration (thanks to leBluem and @RMi_wood )
  • Thanks also to @CrisT86 for some lines of code from his old config, Lights and Rain.

I hope I didn't forget anything, if you like, test it and see if there are any bugs.
Install: Copy and paste the content folder into your Assetto Corsa folder, replacing if required.



Screenshot_gue_techart_gt_street_r_ghoults_horsma_28-7-125-18-52-54.jpg

Screenshot_gue_techart_gt_street_r_ghoults_horsma_28-7-125-18-37-43.jpg

Screenshot_gue_techart_gt_street_r_ghoults_horsma_28-7-125-18-58-11.jpg

Screenshot_gue_techart_gt_street_r_ghoults_horsma_28-7-125-18-59-16.jpg

Screenshot_gue_techart_gt_street_r_ghoults_horsma_28-7-125-19-0-50.jpg

Screenshot_gue_techart_gt_street_r_ghoults_horsma_28-7-125-19-2-32.jpg

Screenshot_gue_techart_gt_street_r_ghoults_horsma_28-7-125-18-35-8.jpg
 
Last edited:
As i said before, they are using a wrong shader. ksTree, that's why the whole part is flying in the air. You need to fix it via ext_config in order to set the proper shader.

View attachment 1468345
I had a quick look in the model, the reason is that the rim physical model doesn't exist, its another of these fake rims where the model isn't done right. That's why GTSupreme used the ksTress shader. You take that off and it becomes a mess. Probably the same for the brakes.
I am not using "blurred_objects.ini" or "ext_config.ini". I am not doing anything special. It works fine in the CM showroom, but on the track it just looks weird.
Yeah none of those would make a difference, its what CrisT86 said, but when you take that shader off it'll look weird, because the physical rim model doesn't exist.
 
Is there new bug or setup checkboxed by default with latest CSP?
Seems that 2D trees goes though 3D ones, by MoriSan for example. Even those tracks, that works previously - they rendering both.
 
I checked it three times and once again I managed to forget some files... 🤬 this time the models.ini files to make the objects placed with Track Decoration work.
Please redownload, updated the original link. 🤦‍♂️

 


I am not using "blurred_objects.ini" or "ext_config.ini". I am not doing anything special. It works fine in the CM showroom, but on the track it just looks weird.

Try this .kn5 file - just rename you existing one in the car folder as a backup and then try this.


I've fixed the models for the rims and brakes, hopefully that works fine, seems to be fine on my side.

Edit - My bad, forgot to change the shader settings, which I've done now.
 
Last edited:
About the nuclear grass...

I did some experiments and sure, actually the color of the grass is more pronounced in LCS.

I modified the pureLinear ppfilter for Pure LCS and added a luma-based tonemapping. So tones with a high luminance (green) have now a lower gamma curve.

You can activate this in Pure PP app Script tab, if you switch to the "color-safe" tonemapping.
Please give me some feedback...

Normal tonemapping:
1753731974019.png


color-safe / luma-based
1753732061336.png
 

Attachments

Last edited:
Hi. Does somebody know what this black thing is at Fenryr's 0.9 version of Spa? I guess it is not supposed to be there, at least not in this shape anyway.

*edit: fixed it by adding these lines in the ext_config file:

[MESH_ADJUSTMENT_...]
ACTIVE=1
DESCRIPTION =
MESHES = '01WALL.040'
IS_RENDERABLE= 0
HAL 9000 is reborn

Today I fixed the side lines of Transfagarasan North. The mainly corrections are near the road works and galleries
 

Attachments

Last edited:
About the nuclear grass...

I did some experiments and sure, actually the color of the grass is more pronounced in LCS.

I modified the pureLinear ppfilter for Pure LCS and added a luma-based tonemapping. So tones with a high luminance (green) have now a lower gamma curve.

You can activate this in Pure PP app Script tab, if you switch to the "color-safe" tonemapping.
Please give me some feedback...

Normal tonemapping:
View attachment 1468402

color-safe / luma-based
View attachment 1468405
I noticed something @Peter Boese to which i never thinked when shared the post here on GTP since i not used/followed ac during the summer: I still using SOL which as you said should not work with latest CSP patches but for some reason on my side works fine (at least everything works fine like with older CSP patches) except the grass which btw seems not linked to SOL or PURE.

I know that i should switch myself from SOL to PURE but i'm afraid that this will require to update all my 800+ config i did over the years :lol:
 
I noticed something @Peter Boese to which i never thinked when shared the post here on GTP since i not used/followed ac during the summer: I still using SOL which as you said should not work with latest CSP patches but for some reason on my side works fine (at least everything works fine like with older CSP patches) except the grass which btw seems not linked to SOL or PURE.

I know that i should switch myself from SOL to PURE but i'm afraid that this will require to update all my 800+ config i did over the years :lol:
Actually it does not work with CSP 0.2.10 or higher. And it would mean if you installed a higher CSP version it is not installed completely then. It I can again check this. Which CSP did you install?
 
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
- Chevy Corvette C4 ZR1 GT
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
The Ferrari F430 GT2 V4 | Updated 16/05/2025 links are down.
Can you upload it again?
THX!
 
Sharing a mod? Host it on GTPlanet Downloads. Free, public hosting for files up to 10GB in size.
Back