Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Thread starter daan
  • 146,812 comments
  • 43,693,649 views
These CSP previews are an absolute crapshoot, aren't they?
I think I must have run the 'auto-update' feature about a dozen times over the past few days before it'd update (almost*) all of the skins without crashing, or stopping, or saying there's an issue with LODs or whatnot (lol, WTF - I'm generating previews, not racing).
*Some cars (a lot of F302 ones, for some reason) just flat out won't cooperate at all, and there's a whole bunch of scaling and positional issues too, and some cars with wheels turned slightly and some with wheels straight ahead.

And when you FINALLY get it to actually finish, you find some choice gems like these, all created with exactly the same preset:

The 'I don't even understand my own encryption algorithms, lol what day is it even?' preview:
View attachment 1468505

The 'bukakke festival, very glad someone brought an umbrella' preview:
View attachment 1468506

The 'lets just open some doors for no good reason' preview:
View attachment 1468507

The 'Mexican lowrider hydraulic suspension' preview:
View attachment 1468508

The 'pothole... what pothole?' preview:
View attachment 1468512

The 'help, somebody stole my wheels' preview:
View attachment 1468513

The 'help, somebody stole my car' preview:
View attachment 1468514

The 'beam me up, Scottie' preview:
View attachment 1468515

Good old CSP. Never a dull moment.
Damn sinkhole!!

1753807183264.png
 
Ah, good old LastStudioRage. At least those are not encrypted, unlike his **** port of the RF2 BTCC or some FM7 cars...

Anyways. Can't wait to see that car just TRR's roster and say it's theirs, juuuust like the other, totally-not-FSR-ports-from-LMU... Which won't still be properly finished, like the Cadillac which did not even have proper shaders applied for the metallic and chrome skins.

View attachment 1468545View attachment 1468546

It was a right ballache to fix something with AO baked in, so much so I had to basically recreate the skins from scratch lmao.
@StoffelWaffle do you make your skins available for download anywhere?
 
@StoffelWaffle do you make your skins available for download anywhere?
Nope. I used to upload stuff on RD but I always find something not quite right so I don't bother anymore lol

Btw y'all, the rear wing on the Chiron Super Sport is 'just' an air brake, right ? It doesn't deploy to stabilize the car on a straight like the 'normal' Chiron ? Asking for a friend...
 
Last edited:
I tried 2003 GT, 2004 F1 and 2005 F1 and all them had the same issue

I saw that a double piece of track compare. Give me some minutes and I try to post a screenshot
I had the same problem and I solved it by disabling/enabling some setting in csp... But I don't remember what
 
I had the same problem and I solved it by disabling/enabling some setting in csp... But I don't remember what
the reflections, but the double kerbs and the third ads that appears and disappears remains and the white tarmac is better but not perfect, in this screenshot reflections are pratically setted to zero
with normal CPS setting the parts that in this screen looks flat gray appears white as in the other screenshot
@RMi_wood this is 2005 GT
 

Attachments

  • dps.png
    dps.png
    286.7 KB · Views: 1
Last edited:
Pyyer extension need to be installed manually not drag&drop thru CM, might be why 🤷‍♂️

Aomori Showroom - new preset for CM available for you.

View attachment 1467874

View attachment 1467875

View attachment 1467877

1. You need the showroom Aomori, available here (paid).


Install the extracted folder into .../content/showroom

2. Download the preset here:

https://acstuff.club/s/QaYO (normal view, for most of all the cars)

https://acstuff.club/s/OYed (wider view, for F1 or bigger cars like SUV etc)

3. Click on save and load the preset with CM (you´ll find it under /loaded).

4. Download the ext-config.ini and the models.ini (attached) and put it into the extension folder resp. the main folder (models.ini), overwriting the exisiting one.

Recommended for csp 0.2.11 or 0.2.12p1. Batch processing of the previews is still bugged but hopefully been solved soon.

Have fun!
Sorry, where do I put the .ini files?
 
so i found a visual issue on my PC on fuji 68 with a certain texture being popped out in a block around the track.

View attachment 1467994
View attachment 1467995

this is also on the pitboxes i have no idea what caused this

and just as i was typing this: i found the culprit: CMRT....
Thanks buddy. I have the same problem. I had to disable it. I hope they fix it.
 
These CSP previews are an absolute crapshoot, aren't they?
I think I must have run the 'auto-update' feature about a dozen times over the past few days before it'd update (almost*) all of the skins without crashing, or stopping, or saying there's an issue with LODs or whatnot (lol, WTF - I'm generating previews, not racing).
*Some cars (a lot of F302 ones, for some reason) just flat out won't cooperate at all, and there's a whole bunch of scaling and positional issues too, and some cars with wheels turned slightly and some with wheels straight ahead.

And when you FINALLY get it to actually finish, you find some choice gems like these, all created with exactly the same preset:

The 'I don't even understand my own encryption algorithms, lol what day is it even?' preview:
View attachment 1468505

The 'bukakke festival, very glad someone brought an umbrella' preview:
View attachment 1468506

The 'lets just open some doors for no good reason' preview:
View attachment 1468507

The 'Mexican lowrider hydraulic suspension' preview:
View attachment 1468508

The 'pothole... what pothole?' preview:
View attachment 1468512

The 'help, somebody stole my wheels' preview:
View attachment 1468513

The 'help, somebody stole my car' preview:
View attachment 1468514

The 'beam me up, Scottie' preview:
View attachment 1468515

Good old CSP. Never a dull moment.
These jumpy cars and broken wheels have been an issue for a while in csp. I found out that it tends to happen when the steering angle has a value different from 0 degrees
 
These jumpy cars and broken wheels have been an issue for a while in csp. I found out that it tends to happen when the steering angle has a value different from 0 degrees
I tried fixing the broken ones with a tweaked preset using zero degrees of steering, but it made no difference. The cars probably have janky physics somewhere is my guess.
 
Hi guys, I'm working on a skin for the VRC Accord but I'm having trouble figuring out two decals, can someone with great eyes/knowledge help me on this one? Thanks.
Hi, I've come across new pictures in case it might help my chances
 

Attachments

  • image_2025-07-30_010923755.png
    image_2025-07-30_010923755.png
    3.4 KB · Views: 1
  • Capture d'écran 2025-07-30 005215.png
    Capture d'écran 2025-07-30 005215.png
    3.8 KB · Views: 1
Last edited:
Must be some random CSP setting causing the previews to bork. Sometimes just regenerating them fixes it, sometimes not. 'Random' seems to be the underlying philosophy of CSP these days. Certainly keeps us on our toes, and thinking the next version just... might.. be.. more.. stable..
It amazes me how it just seems to happen sometimes. I just tested it and had the same problem generating previwes from the same R32 for 2-3 times before it just fixed itself and stopped jumping around.
 
Must be some random CSP setting causing the previews to bork. Sometimes just regenerating them fixes it, sometimes not. 'Random' seems to be the underlying philosophy of CSP these days. Certainly keeps us on our toes, and thinking the next version just... might.. be.. more.. stable..
We at CSP have heard your feedback, thanks for your long-time support!


So, with the latest CSP 0.3, we're introducing Jet Ski FX.


jetsky.webp



We're also breaking a thousand things that worked a few preview versions ago.



Thank you for your patronage.
 
Last edited:
Wow, a long-standing problem solved in a day! Thank you so much! So how did you solve it? If possible, I would like to fix other cars as well.
Its actually a problem we were discussing on this forum last week I think, some Race07 models in particular have this cheat with the rims, but the only way to make the shader work in AC is to have it on "ksTrees" which was causing your issue.

So depends on how well you know Blender? All I did was take their rim cover and the parts of the rim that sit behind it, boolean the 2 together, then delete the faces that didn't have the rim texture. Then I duplicated that around the car. For the brakes I just created a new cylinder for the brake disc and sorted the texture on it and deleted the old one, and again just duplicated it around the car. The final step is to adjust the shader setting in ksEditor to PerPixel and its done. Its about 15min work. If you're not sure what I mean I could do them for you, it would just take a few days as I'm busy with other stuff but I'll squeeze it in.
 
Hello,I'd like to change the value of a variable based on a SEASON_WINTER_NORTH or SEASON_AUTUMN_NORTH condition. I can't find an if function in CSP. Does anyone have a solution?
Could you be more precise. Maybe show some pictures of what you are trying to do.

Usually you define a condition with a year progress. It just converts the year progress, which goes from 0.0 (1. January) to 1.0 (31. December) into a custom output via a LUT (Look-Up Table) like this here:
[CONDITION_...]
NAME=SEASON_WINTER
INPUT=YEAR_PROGRESS
LUT=(|-1=0|0=1|0.14=1|0.144=0.2|0.25=0|0.95=0|1=1.0|)
LAG=0

This LUT defines the output off the condition. So like for northern locations it should return 1 for the start and the end of the year.
But from the March (0.16 of the year progress) to November (0.91 of the year progress) it is 0.

(1 / 12 is the partial values for a month in the year progress)


And then you use this condition to modify shader or material values:

[MATERIAL_ADJUSTMENT_...]
ACTIVE=1
MATERIALS=grass?, TOP, top1?, roads_ext, brdrs?, tra?, asph_green?, whiteline, mount?, sand?
CONDITION=SEASON_WINTER
KEY_0=seasonWinter
VALUE_0=1.0
OFF_VALUE_0=0.0
 
Last edited:
Could you be more precise. Maybe show some pictures of what you are trying to do.

Usually you define a condition with a year progress. It just converts the year progress, which goes from 0.0 (1. January) to 1.0 (31. December) into a custom output via a LUT (Look-Up Table) like this here:
[CONDITION_...]
NAME=SEASON_WINTER
INPUT=YEAR_PROGRESS
LUT=(|-1=0|0=1|0.14=1|0.144=0.2|0.25=0|0.95=0|1=1.0|)
LAG=0

This LUT defines the output off the condition. So like for northern locations it should return 1 for the start and the end of the year.
But from the March (0.16 of the year progress) to November (0.91 of the year progress) it is 0.

(1 / 12 is the partial values for a month in the year progress)


And then you use this condition to modify shader or material values:

[MATERIAL_ADJUSTMENT_...]
ACTIVE=1
MATERIALS=grass?, TOP, top1?, roads_ext, brdrs?, tra?, asph_green?, whiteline, mount?, sand?
CONDITION=SEASON_WINTER
KEY_0=seasonWinter
VALUE_0=1.0
OFF_VALUE_0=0.0

I would like to change the 3D trees based on the season. I can change the file path manually so that the trees change in the ext_config.ini file but I can't do it based on a condition or test on the season.
 

Attachments

  • Season Summer.webp
    Season Summer.webp
    89.8 KB · Views: 1
  • Season winter.webp
    Season winter.webp
    95.2 KB · Views: 1
  • Code.webp
    Code.webp
    12.4 KB · Views: 1
  • Track folder.webp
    Track folder.webp
    18.6 KB · Views: 1
Sharing a mod? Host it on GTPlanet Downloads. Free, public hosting for files up to 10GB in size.

Latest Posts

Back