Assetto Corsa PC Mods General DiscussionPC 

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I collaborated on this car a while ago with other modders, now I've edited it and improved it aesthetically. If you like it and it doesn't bother anyone, I can share it, but only if it doesn't create a drama.... I have many cars edited and improved by me, but no mod is totally mine, this makes me shy about sharing....
 

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You mean like this guy? https://www.gtplanet.net/forum/threads/assetto-corsa-pc-mods-general-discussion.307899/post-14493210

I find the animation of suspension into Kseditor isn't always accurate but works fine on the car itself in game. Maybe try that?
Yes, exactly like that. Thank you very much for linking.

When you export the FBX file from Blender, you must set "Transform/Scale" option to 0.01 (bottom-left ot the the export popup window).


View attachment 1474988
That's exactly what the problem was, THANK YOU. I had the scale set to 1,1,1 which was a big issue (pun intended). I then had the genius idea of setting the scale to 0.1,0.1,0.1 which made it better but obviously I was still an entire decimal place off. I now know how to do this properly and I appreciate your help. :cheers:
 
I collaborated on this car a while ago with other modders, now I've edited it and improved it aesthetically. If you like it and it doesn't bother anyone, I can share it, but only if it doesn't create a drama.... I have many cars edited and improved by me, but no mod is totally mine, this makes me shy about sharing....
I was the original creator of the Alfa for my page Aussie Big Bangers and ATCC on Face book you are welcome to release a version no problem at all
 
Every animation in blender i use the ksanim exporter stereo did. To export ksanim directly from blender. Work much better because fbx animation from blender into kseditor has not been working well. Kseditor much prefers anything that comes from 3dsmax. Only issue is that any animation you do in blender you need to rotate them by 90 degrees in blender before exporting it else it will be rotated 90 degree in game

Prophetimus did 2009? I'm not aware of that.
Also huge mistake to delete cars over a simple suspension animation, i could have done them
So what version of blender are you using I'm on 3.3 which from what I read I shouldn't have to do the 90 degree rotate. When I'm in game after using that exporter for some reason the wing element is just missing and is no where to be found. Was i supposed to export more than just the empty that is the parent?
 
Looks like its more about assigning materials at this point, and, well, obviously wheels. Are you using Blender or 3Dsmax? Looks like the scale might be out.
i use 3Ds max

Recommend watching this video by Touge the main guy that did most if not all converts and more for MMW.
Something i can tell you right away is that any object that ends in _T needs to be subdivided with the modifier, 1 is enough but if you want perfect accuracy go with 2.

Oh and some updates regarding the Saleen Mustang GT2
I see, thank you
 
shi
Astana International Raceway v1.11

View attachment 1359402
Fictional circuit in Kazakhstan.
Conversion from rFactor.

-CSP Recommended
-2 layouts (GP/ Oval)
-34/ 40 pit/start
-AI, cam

Known issue: GrassFX does not work inside tunnels.

Credits & Thanks;
Original rFactor Track by Edobot
-I have tried to contact him but have not been able to. I thank him for his work.

AC Converted by @shi (shin956)
AI by IMEAN
logo.png by @Fanapryde
Crowds texture by @Kniker97
some textures by kunos
Test and Feedback by @Masscot

Enjoy.
Converted upon request by Patreon member Mateus.

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.01 changelog;
Changed texture to standing crowds.
Changed the texture of the grass.
Changed the shaders. (ext_config.ini)
Darkened the texture of the grandstand.
;Thanks Mascot for the report.

v1.1 changelog;
Added garage doors.
Added marshalls.
Even when CSP settings → General Patch Settings → CPU optimizations → Chunks optimizations are set to Advanced, ground objects are no longer hidden. (Tested with CSP 0.2.12-preview1.)
Increased the number of pit/start positions in the GP layout to 34.
Fixed buried groove.
Updated ext_config.ini.

v1.11 changelog;
Added the missing mesh to the pit. (Thank you, Quark67 and Den_88, for your report and suggestions.)

Astana International Raceway v1.11

v1.11 changelog;
Added the missing mesh to the pit. (Thank you, @Quark67 and @Den_88 , for your report and suggestions.)
Screenshot_ford_escort86_astana_ir_28-7-125-17-58-0.webp
 
At least their cars have proper LODs, so having a main model with (too) much detail doesn't really break the bank. Cars with 350k triangles and no LODs are much more hungry. But 851k triangles...yeah, I kind of agree - that's excessive.
Assetto corsa in a nutshell

You have the poor and the rich, the poor can't afford running the game with latest VRC RSS and unoptimized night tracks despite having a PC that has 2015 power.

And you have the rich that has Nasa PC that can burn as many polygons as they want their GPU is made for hardcore raytracing

RSS and VRC should be forced to develop their cars on the average peasant PC to force them to optimize their stuff. That's what made me do lods and texture optimization on cars that aren't even considered high poly.


So what version of blender are you using I'm on 3.3 which from what I read I shouldn't have to do the 90 degree rotate. When I'm in game after using that exporter for some reason the wing element is just missing and is no where to be found. Was i supposed to export more than just the empty that is the parent?
Uh no, no matter the blender version you NEED to rotate 90 degrees. If you use the ksanim exporter blender extension.

And the exporter will export the current animation displayed doesn't care if you select an empty or an object or whatever. Just the current animation playing in blender, and every object affected by it.

Here's how I did drs animation
 
A question about the driver animation, I was reading your website and think I see where I've been going wrong all the time with it. Does the positioning work with all driver models (kunos ones at least) or does it only work with the 2016 kunos model?
The armature is standard. Even custom driver you can find in overtake like Miku Hatsune is based of the armature of kunos. So that it would be compatible with any steer.ksanim. so the positioning you would do there will work with any custom driver that shares kunos armature.
 
The armature is standard. Even custom driver you can find in overtake like Miku Hatsune is based of the armature of kunos. So that it would be compatible with any steer.ksanim. so the positioning you would do there will work with any custom driver that shares kunos armature.
Awesome, thanks!
 
So what version of blender are you using I'm on 3.3 which from what I read I shouldn't have to do the 90 degree rotate. When I'm in game after using that exporter for some reason the wing element is just missing and is no where to be found. Was i supposed to export more than just the empty that is the parent?
Something I just realized, if your wing has any bones attached to it and isn't just an object moving, this part would fit your case more, because yeah if there's bones involved you can have issues like wing missing/not being at it's correct place

 
At least their cars have proper LODs, so having a main model with (too) much detail doesn't really break the bank. Cars with 350k triangles and no LODs are much more hungry. But 851k triangles...yeah, I kind of agree - that's excessive.
LODless cars, or to be clear, LODless racecars used to make me so angry.
But Simplygon is simply gone...now it's even more annoying to LOD because you need extra stuff.
Plus you have to take account that good LODding come from good modding, ergo if a car's parts are well separated LODding is waaaay easier and logic.
Modders were LOD-lazy before, imagine now.

There's also the elephant in the room. The Nothing-Beats-A-Jet2-Hotlapping-Simulator mentality.
You get folks who don't care about the looks of the car. Then you get folks who step up the game pressing their noses against a chassis.
Then, few illuminated revolutionaries see a car at 100meters and think "I have to squint my eyes to see that, otherwise is just a dark booger on wheels." and then realize "OH! that's why LOD models look like dark boogers on wheels! GPU economy, woooooow!"

There are even few PILLARS of the modding economy releasing their LODless great cars, and writing something along the lines of "take this, has no LODs, guess that makes me a bad guy, uh?".
That's a weird flex to...no one I guess? :rolleyes:

Anyway take it as an empty stat, in 620 racecars I got barely 10/20 LODless cars.
All praise and glory to the LOD
 
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I mean no disrespect to JK1977, but I have to find out about posts like this. We have a label GT7 Models, 6 nice pictures of cars, thats it. No links, nothing else, and it has 19 likes. What are people liking, just the pictures? Just wondering.
You wanted good quality and that takes time, I could also bring out a car every day ...but that would not be in the interest of everyone
 
There’s a file in the folder that switches it to standard or “vanilla” physics. I’m not sure about their most most recent releases though, but the Alpine A525 still had it.
Latest release doesn't and they are saying no longer supporting non-CSP. Has ruffled a load of feathers
 
You wanted good quality and that takes time, I could also bring out a car every day ...but that would not be in the interest of everyone
I think people ask you this all the time because it's just outright completely unclear, looking at your patreon there are many cars that look finished and are not marked as WIP, and people asking for links. A possible solution to consider could be throwing everything into a google drive or mega folder as a repository of sorts, so people can see what is released, all in one place, or, if you already have a repository, mentioning it in more places on your patreon etc.
Latest release doesn't and they are saying no longer supporting non-CSP. Has ruffled a load of feathers
I didn't realize there were people in 2025 still not using CSP. I know there was a recent run of issues with one of the recent versions but that was easily solved by rolling back for a couple weeks while it got sorted. Haven't had any issues on 0.2.12preview1 personally.
 
I think people ask you this all the time because it's just outright completely unclear, looking at your patreon there are many cars that look finished and are not marked as WIP, and people asking for links. A possible solution to consider could be throwing everything into a google drive or mega folder as a repository of sorts, so people can see what is released, all in one place, or, if you already have a repository, mentioning it in more places on your patreon etc.

I didn't realize there were people in 2025 still not using CSP. I know there was a recent run of issues with one of the recent versions but that was easily solved by rolling back for a couple weeks while it got sorted. Haven't had any issues on 0.2.12preview1 personally.
It's not really "not using csp" but rather not using latest csp.

And also lot of people wants stock physics for performance reason. Csp physics tends to be more heavy on fragile pc
 
I mean no disrespect to JK1977, but I have to find out about posts like this. We have a label GT7 Models, 6 nice pictures of cars, thats it. No links, nothing else, and it has 19 likes. What are people liking, just the pictures? Just wondering.
It seems you do and are disrepecting someone who contributes to the community for free.
Where are you mods huh?

Perhaps you should stop looking gift horses in the mouth.
 
I collaborated on this car a while ago with other modders, now I've edited it and improved it aesthetically. If you like it and it doesn't bother anyone, I can share it, but only if it doesn't create a drama.... I have many cars edited and improved by me, but no mod is totally mine, this makes me shy about sharing....
Please release your cars;)
 
I collaborated on this car a while ago with other modders, now I've edited it and improved it aesthetically. If you like it and it doesn't bother anyone, I can share it, but only if it doesn't create a drama.... I have many cars edited and improved by me, but no mod is totally mine, this makes me shy about sharing....
My one cent about this (inflation, i don't have 2 cents anymore) drama arise if the og modders whose cars you worked on top are still alive and reachable and you can contact them but didn't. We all prefer contribution being done to the original cars instead of having 3 times the same cars by 3 person who decided to make change on the original car but release it under their share mods links.

So contact them and ask them about what's the best way to release the edits you've done.

If the modders aren't alive anymore and cannot be reached. Then you can release your stuff. But with full credits. When I did the MMG 2007 mod i released it after trying first to see if there was a way to reach up to them. Then released the mod but naming it MMG 2007 so that everyone knows whose cars it is really unlike simdream who released every mod as SDD 200X

Mak Corp contacted me later, not to scold me but to say that they appreciated my work and the fact that I gave proper credit, and that it didn't bothered them that I released the mod without their approval.
 
It seems you do and are disrepecting someone who contributes to the community for free.
Where are you mods huh?

Perhaps you should stop looking gift horses in the mouth.
Rather toxic response. Then again JK is also charging 4 to $18 on patreon and has never once provided an download link to his patreon's :lol:
 
Latest release doesn't and they are saying no longer supporting non-CSP. Has ruffled a load of feathers
Oh, well that’s dumb and I’m probably going to avoid RSS mods from now on. I don’t want to be forced into using any of the disastrous new CSP versions if I don’t have to. I hate that they’re releasing paid content for untested and buggy versions of CSP in the first place.

I bet most of everyone who is at RSS and works on CSP just uses the game as a hotlapping simulator anyways. The AI specifically has been ravaged for a while now and hasn’t been fixed in any of the new previews.

I’m on 1.79 preview still just because it’s the last version that seems to work ok in most areas that I can recall.
 
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Assetto corsa in a nutshell

You have the poor and the rich, the poor can't afford running the game with latest VRC RSS and unoptimized night tracks despite having a PC that has 2015 power.

And you have the rich that has Nasa PC that can burn as many polygons as they want their GPU is made for hardcore raytracing

RSS and VRC should be forced to develop their cars on the average peasant PC to force them to optimize their stuff. That's what made me do lods and texture optimization on cars that aren't even considered high poly.
Well if everyone would have stay with 2014 spec, the game we know now wouldnt exist. We would still have those poorly made mod frome 2014-2015 and nothing would have evolved...

Its ok for anyone not to be able to be up to date with pc spec, but dont be mad for those who can.

But yeah, "modders" SHOULD follow the Kunos pipeline before releasing a mod (how many mods, even from members from here dont have any cockpit_HR, which is in the pipeline and SUPER easy to add...).
 
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