Assetto Corsa PC Mods General DiscussionPC 

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Team is there an easy way to assess the BOP for a set of vehicles?

Allowing you to then set weight and restrictors, and test.

Thanks in advance... if not, this would be a very useful app to have.
I’ve been wanting someone to make a tool for this forever.

Best way I’ve found is to just put the AI on 100% and do track days at a suitable circuit for that group of cars like Barcelona, then just add weight and restrictor until they’re all lapping within a second or two of each other.
 
sx_lemans v3.1 final (final like in "will finally not touch again")
-fixed issue with drains, lowered the mesh, and removed SIN_HEIGHT/SIN_LENGTH set in surfaces.ini
MediaFire or GoogleDrive
Thanks a lot and a special mention for the performance layouts in relation to performance issues with the recent wave of GT3s.

I've literally tried them all this week!
The solution of limiting the cars' audio channels as suggested on these very pages is a nice plus, but the performance boost is minimal. Loading 15 cars on the full sx_lemans is a nightmare, and I mean most GT3s, RSS/CF/vityaz/URD, no matter the condition and even using the normal physics versions.
The URDs seem to suck a little less performance wise, a small thing.
All my tests were made on the full offline AC experience races, meaning racing at basic 4k/60fps/pure ppf needs to work smoothly as well as replays/all external cams/camtools setups.
(oh and with the replays I mean watching them for at least 3 laps and having the session not die with all the nasty gpu spikes)

At the moment deeply optimized tracks are the only way to enjoy decent grids with these cars.
As always this post is no way a judgement of this or that mod, rather just statistics.
Modding can be rough, hot water discovered and obviously LeMans is a bigga, intensive circuit
 
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Thanks a lot and a special mention for the performance layouts in relation to performance issues with the recent wave of GT3s.

I've literally tried them all this week!
The solution of limiting the cars' audio channels as suggested on these very pages is a nice plus, but the performance boost is minimal. Loading 15 cars on the full sx_lemans is a nightmare, and I mean most GT3s, RSS/CF/vityaz/URD, no matter the condition and even using the normal physics versions.
The URDs seem to suck a little less performance wise, a small thing.
All my tests were made on the full offline AC experience races, meaning racing at basic 4k/60fps/pure ppf needs to work smoothly as well as replays/all external cams/camtools setups.
(oh and with the replays I mean watching them for at least 3 laps and having the session not die with all the nasty gpu spikes)

At the moment deeply optimized tracks are the only way to enjoy decent grids with these cars.
As always this post is no way a judgement of this or that mod, rather just statistics.
Modding can be rough, hot water discovered and obviously LeMans is a bigga, intensive circuit
I'm led to believe that complaints about recent CSP performance issues have reached The Patreon Princess (Ilja's superyacht, currently berthed in Monte Carlo) and that they are receiving attention.
Wet weather performance in particular seems to have fallen off a cliff lately.
 
I'm led to believe that complaints about recent CSP performance issues have reached The Patreon Princess (Ilja's superyacht, currently berthed in Monte Carlo) and that they are receiving attention.
Wet weather performance in particular seems to have fallen off a cliff lately.
Thanks for the info!
That killed me btw. :lol:
 
Updated to v1.3 yesterday.
Here's a better shifting animation too:
Thank you for this. It's just me, or this dude made a weird thing packing the mod? Inside the mod folders, you can find another j8_aston_martin_db9_coupe_06. I unzipped this version and it's this the one telling that's the 1.3 version. The other one on the main folder still says 1.2
 
I downloaded the DB9 from judge.
  1. it only works for me if I use extended physic, if not the game crash looking for some cosmic suspensions.
  2. there is an other complete car folder in the car folder.
edit
the car in the folder within the folder works well with no issue.
 
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Thank you for this. It's just me, or this dude made a weird thing packing the mod? Inside the mod folders, you can find another j8_aston_martin_db9_coupe_06. I unzipped this version and it's this the one telling that's the 1.3 version. The other one on the main folder still says 1.2

I downloaded the DB9 from judge.
  1. it only works for me if I use extended physic, if not the game crash looking for some cosmic suspensions.
  2. there is an other complete car folder in the car folder.
edit
the car in the folder within the folder works well with no issue.
Inception Watching Tv GIF by Gogglebox Australia
 
Hello,

F302 DTM '95 mercedes here. Love the car but NOT the sounds unfortunately (seems to be Alfa 155? Or Calibra sound used?). Replaced sound from F302 DTM 2003/2005 and revs are now pitching too high with that car. Anyone has a solution for this or an alternative enginesound? Thanks much in advance.
 
Hello,

F302 DTM '95 mercedes here. Love the car but NOT the sounds unfortunately (seems to be Alfa 155? Or Calibra sound used?). Replaced sound from F302 DTM 2003/2005 and revs are now pitching too high with that car. Anyone has a solution for this or an alternative enginesound? Thanks much in advance.
You can adjust it via ext_config. The lines are as follows (adjust the values to your needs).

[AUDIO_PARAMETER_TRANSFORM]
ENGINE_EXT_RPMS = (| 0=0 | 11500=10000 |)
ENGINE_INT_RPMS = (| 0=0 | 11500=10000 |)

In the above example, 11500rpm will sound as 10000rpm.
 
I'm looking to create a skin pack for this car, but having trouble. I'm hoping that I can get some help. I suspect that the issue I'm running into is that the name of the Skin (AO_BODY.dds) is the exact same as the map. So when I choose a darker color, it looks normal, but when I choose a brighter color, it's a shiny mess. Does anyone know how to fix this?

1754580673619.webp


1754580724826.webp
 
For Apple Safari users, I have downloaded adguard from the Apple app store and that is also blocking that irritating Overtake advertisement. For users on the Apple Safari there is now also the Ublock Origin app at https://apps.apple.com/us/app/ublock-origin-lite/id6745342698


Edit just did the test: If not working then get Opera or DuckduckGO browser, because both have an inbuild automatic ad blocker.
Hi,
On firefox i switched from my old friend Ublock origin to Adguard and for some reason i'm not annoyed on racedepartment and still have a good percentages of ads blocked
 
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Team is there an easy way to assess the BOP for a set of vehicles?

Allowing you to then set weight and restrictors, and test.

Thanks in advance... if not, this would be a very useful app to have.

A lirtle complicated but manageable : assettocartuner allows you to create variants of a car. You could add more turbo, less weight etc... at first to bring them to simular paces.

Personnally i tend to play with the power.ini and add some power at low and mid rpm. That would keep the same top speed but make for some balance at corner exits and acceleration.

You could also tweak everything else from the tyres to the gear ratio, make versions that would work better for fast tracks, add better resistance to tyre wear, anything that would help reach balance.

I've been using it a lot, it's a great tool to bring cars to similar paces
 
Disappear Under Water GIF by GIF IT UP

Immersive moment.
In case you've missed it here's a new sound for the Nissan Fairlady 240zg, even if it applies to a different mod it works great for the version I tweaked to fit the ACL GTR pack.
Rename the .bank file to "gd_nissan_240zg" and just open the GUIDs file with notepad, select "replace" to replace "imsa_gtu_datsun_240z" with "gd_nissan_240zg", save and enjoy.

Oh and there's the Vette too. :drool:
 
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I was looking for the MSR Acura #93 GTP with the red livery for 2025, to fill my grid for offline races, but I didn't see it in the usual places, so I Thought I'd have a go at it. It is in no way a 100% accurate but it's a fair representation of the actual livery and fills the spot in my grid. It's for the trr_acura_arx-06. If you're an IMSA fan...Enjoy!

Edit; I just noticed this skin will also work with the lm_hypercar_arx06 but you will need to manually install the skin to the folder.

https://mega.nz/file/eowRCBbC#37t_4EQzKVTFrb6sAvoomWDCUd6t4tToClXzWkSvaDI
20250807-213052-lilski_road_america-trr_acura_arx-06.webp

20250807-213033-lilski_road_america-trr_acura_arx-06.webp
msr acura .webp
 
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shi
Sardian Park v1.3

A fictional circuit.
Conversion from GTR2.

-CSP recommended
-26 pit/start
-AI, cam

Credits & Thanks;
Fictional track created for Sportscar GT by ISI
Conversion to rFactor by Andy Glenn and Bud Lucas with PhilRob and Jose Swervo
Updated V2 for GTL, rFactor and GTR2 by PhilRob
GTR2 style LODS & trackmap by FrankyBB
Simbin for some objects and textures
Completely rebuild in 3DSMAX by ZWISS

AC Converted by shin956
logo.png and sections.ini by Fanapryde
AI lines, sidelines and ai_hints.ini by IMEAN
Crowds texture by Kniker97
some textures, marshall, Fire truck and ambulance by kunos
Test and Feedback by Fanapryde

Enjoy.

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.2 changelog;
Fixed many of the normals.
Spectators are now supported for camera_facing.
The model of the cars has been changed.
Fixed billboard mapping.
Updated flag, tree and billboard textures.
Added groove.
Updated ext_config and VAO-patch.
Fixed floating objects.
Changed preview.
Added logo.png and sections.ini by Fanapryde
Fixed sinkhole at the escape road on the end of S/F straight.

v1.3 changelog;
Added 3D terrain.
Replaced and added tree models.
Replaced and updated some textures.
Update shaders.
Updated ext_config and VAO-patch.
Fixed floating objects.
Changed crowd textures by Kniker97. (Thanks)
Added AI lines, sidelines and ai_hints.ini created by IMEAN. (Thanks!)
Added marshalls.
Smoothed the edge of the road surface.
Recreated the groove and skidmarks.
A few other minor fixes.

Sardian Park v1.3
The link is in the quote.
Screenshot_ks_audi_r8_lms_2016_sardianpark_8-7-125-20-23-24.webp

v1.3 changelog;
Added 3D terrain.
Replaced and added tree models.
Replaced and updated some textures.
Update shaders.
Updated ext_config and VAO-patch.
Fixed floating objects.
Changed crowd textures by @Kniker97 . (Thanks)
Added AI lines, sidelines and ai_hints.ini created by @IMEAN . (Thanks!)
Added marshalls.
Smoothed the edge of the road surface.
Recreated the groove and skidmarks.
A few other minor fixes.
 
PLEASE PLEASE PLEASE. Can anybody create a physical track mesh for my selfmade track? I tried to understand the tutorials I found on the whole interwebs, but apparently I'm to stupid to do it myself. I definetly need it to get the AI arround the corners instead of just running "sennaresk" corner lines. Thats the Track so far.
 
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