Assetto Corsa PC Mods General DiscussionPC 

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Alfa Romeo Alfetta GT by ABB Creations, SColMODS edit geppo (who collaborated with the following team)
Released after the confirmation message from the ABB Creations team, SColMODS, whom I thank for this...
In this new version, the interiors, which were in really bad shape, have been improved, new upholstery color, body shaders changed, some chrome, yellow headlights added, emergency lights fixed (the side indicators now work too), and many other small aesthetic adjustments... The skin colors are original Alfa Romeo ones from the period (made some time ago).
The physics have remained unchanged.


 

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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...).
I'm exaggerating a bit there when I say 2014 PC spec, but what I'm saying is that assetto corsa IS a 2014 game, and a very optimized one that can run on potato PC easy. The fact that a rtx 4060 isn't able to handle a night track with a RSS car at a full 60fps 1080p is shocking. Assetto corsa gives us a lot of free performance to improve the experience, and there's people who will just fill it up unecessarily.

Assetto Corsa with mods shouldn't require the specs of Assetto corsa competizione on an unoptimized unreal engine.
 
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I'm exaggerating a bit there when I say 2014 PC spec, but what I'm saying is that assetto corsa IS a 2014 game, and a very optimized one that can run on potato PC easy. The fact that a rtx 4060 isn't able to handle a night track with a RSS car at a full 60fps 1080p is shocking. Assetto corsa gives us a lot of free performance to improve the experience, and there's people who will just fill it up unecessarily.

Assetto Corsa with mods shouldn't require the specs of Assetto corsa competizione on an unoptimized unreal engine.
From what I've seen, a ton of players are using sub 2014 spec pc and exptect 4k gaming out of it!! :scared:
 
24H
nope, that's not improving things ...
It's like the final render has gone through a blur filter, prob something todo with the resolution it's being generated at and/or what PP filter is being used during preview rendering. Nobody AFAIK knows which filter that is!
If anyone knows how to set the PP filter being used, or which video preset is being used, please share!
 
AC in 2025 currently looks like jenga -they've added so much stuff it's unstable as hell and if you take one bit out you're afraid that everything will crash down lol

(That's what happens when you add things to a decade old engine that barely supports those uh)

We don't expect 4K gaming, we expect rain races that work (they barely do) and night racing that doesn't require a NASA computer to run (good luck) but surely it's not Ilja's fault, nah, it's us peasant unwilling to buy the latest computer to run a game from ****ing 2014 lmao.

Say what you want about AC but it is everything but optimized. I have no problems running night, rainy races in AMS2 but my computer struggles for AC ? Yeah it's not the fault of the game uh.
 
I'm exaggerating a bit there when I say 2014 PC spec, but what I'm saying is that assetto corsa IS a 2014 game, and a very optimized one that can run on potato PC easy. The fact that a rtx 4060 isn't able to handle a night track with a RSS car at a full 60fps 1080p is shocking. Assetto corsa gives us a lot of free performance to improve the experience, and there's people who will just fill it up unecessarily.

Assetto Corsa with mods shouldn't require the specs of Assetto corsa competizione on an unoptimized unreal engine.
I'm running a 4090 and 9800x3d. I felt invincible, firing AC up for the first time on the triples, thinking I could run grids of the latest cars, not caring about poly count or if they had LODs.
Once the disappointment faded, I decided to drop the modern cars and go back to Kunos cars. I have more fun running grids of 40-60 slightly older cars than 20 of the latest mods (do they even look any better once we're on track and away from the showroom?).

AND, the Kunos cars show damage unlike most mods. I like to see damage, it shows me who I've been racing :D
 

1966 & 1967 Chaparral 2D on Overtake guys!​


1756450007916.webp


Are you serious, Easy?
nope, that's not improving things ...
It's like the final render has gone through a blur filter, prob something todo with the resolution it's being generated at and/or what PP filter is being used during preview rendering. Nobody AFAIK knows which filter that is!
If anyone knows how to set the PP filter being used, or which video preset is being used, please share!
Which csp you use? I remember Ilja fixed the blurry previews with csp 0.2.7. The filter being used for the previews is the default filter and you don´t have a possibility to change it, it is kind of hardcoded in csp.
 

Addon layouts for​

Buddh International Circuit
by ACU

/////////////////////////////////////////////////
1.2
  • Added curves names
  • Added cameras
  • Added DRS zones
  • Improved grip
  • Added lighting
  • Improved tarmac and grass
  • Added new sponsors
  • Added better description for preview (ui_track.ini)
  • Added sound reverb for the pit straight
  • Added better textures around the track

by Delta7Fox from RaceDepartment.com

/////////////////////////////////////////////////

1.25
  • Added 7 layouts
  • Added start- and pit-positions now 42
  • Added missing brakemarkers
  • Added camera_facing

by LaChub

A clean install of the track is required.
 

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I'm trying to simulate the 1995 F1 season (Using this mod) - The mod needs you to download the 412T2 seperately, but I've noticed that the performance seems slower compared to IRL (Brazil Round). Top qualifying times at Mo were taken by a Benetton, at 1:15, while the 412T2 qualified best at 1:19 - Putting it slower than even the backmarker teams.

Is it best to just give up on this 1995 mod or is there some kind of fix?
 
Optimization, pals, optimization...

Since there are combinations of tracks, cars, and environmental conditions that work and look spectacular (or at least, to my taste) and others that make even the best PCs falter, I think the blame lies with poorly optimized mods, not the game itself (although yes, has limitations)...

This is the price to pay for the freedom for anyone to tinker with the game, sometimes with a lack of knowledge or putting personal tastes before the requeriments recommended by Kunos pipeline.

(Yep, I know, I'm a pain in the neck... 🫤).
 
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

I will give this a try in the morning as if I had to guess since the 2 parts of the wing im trying to animate kept disappearing when I would load in. If I had to guess from what i read its because I didn't zero them out. Tho I did work sorcery and get my animations half working by setting my min to like -120 and max to around 400 or so. Basically stretching the part of the animation that worked across my adjustment which is likely way to high anyway lol. Thank you for your help! Ill post sometime tomorrow how my attempts to do it proper go.
 
Optimization, pals, optimization...

Since there are combinations of tracks, cars, and environmental conditions that work and look spectacular (or at least, to my taste) and others that make even the best PCs falter, I think the blame lies with poorly optimized mods, not the game itself (although yes, has limitations)...

This is the price to pay for the freedom for anyone to tinker with the game, sometimes with a lack of knowledge or putting personal tastes before the requeriments recommended by Kunos pipeline.

(Yep, I know, I'm a pain in the neck... 🫤).
I stopped with CSP 179
No csp physics, no AI „improvments“
Everything is running perfectly @UWQHD with a 3-4 years old system. If I can’t run some few cars - well let’s be so.
I am happy with AC as ever
 
UPDATE Montjuich 1975
v3.1

Updates by Quark67:

-fixed some textures which create a non-existing vertical line (I don't know how to describe the issue in onother way :dunce:)
-little updates for other textures (cathedral, castle, banners...)
-fixed a couple of meshes with missing double sided
-srinked the poles of the fences near the starting line


bgr01.webp
 
I'm trying to simulate the 1995 F1 season (Using this mod) - The mod needs you to download the 412T2 seperately, but I've noticed that the performance seems slower compared to IRL (Brazil Round). Top qualifying times at Mo were taken by a Benetton, at 1:15, while the 412T2 qualified best at 1:19 - Putting it slower than even the backmarker teams.

Is it best to just give up on this 1995 mod or is there some kind of fix?

You can't really take one particular track out of the blue and say the cars are wrong. That track might have a bad fastlane. You don't say what track you used. However ACU Interlagos and Shi's 1992 ASR tracks both have good fastlanes.

It's very difficult to balance the lap times for all 16-20 tracks in the season. For example I adjusted the 1988 SD traction lower and more realistic, the cars crashed all over the place. I had to keep a bit exaggerated traction and compesate that by increasing a bit of aero drag in order to keep them perform correctly on most tracks.

I'd say their laptimes are almost spot on at 11 tracks out of 16. In Spa and Monza for example they're dead on accurate +/-0.5 seconds. But then they're a few seconds slower on Monaco for example. Nothing wrong with 1988 Monaco track fastlane... it's just how the cars are designed.

The most important part in the season is that the individual drivers perform correctly. The 1995 season was a two drivers' deal: Hill and Schumacher. If you want to make the season realistic I strongly recommend using the championship.champ file and define both Schumi and Hill ai level to 100.

You can't emulate, say, Hakkinen's McLaren unreliability to the game. Well you can actually... I experimented that a lot with the 1982 cars.. you can create ai engine failures but those cause bad traffic issus on AC. You just have to make the "second tier" cars/drivers Berger, Hakkinen, Coulthard etc. at level 94 or so. Of course Hakkinen was a top driver but his car reliability was total garbage (10 DNF's) so his AI level should be around 92-94'ish.

Most 90's F1 seasons were two-driver battles and those two should always have a significant ai level advantage over others in order to achieve realistic results.

If the ai drivers/cars are generally slow compared to the user/driver (whatever driver you're controlling in the game) you can always go to your car data and the easiest way to make relative performance changes is the CD gain. You can easily give the AI cars top speed advantage there. Of course this doesn't work if the season is skin based (and uses only 1 base car). Decreasing CD gain is the easiest way to make AI faster without tinkering the driving feel at all. I have no idea what those 1995 cars are but if the cars are actually too slow, that is a good trick to increase the overall performance too.

Test with another track and see how they perform in that one.
 
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UPDATE Montjuich 1975
v3.1

Updates by Quark67:

-fixed some textures which create a non-existing vertical line (I don't know how to describe the issue in onother way :dunce:)
-little updates for other textures (cathedral, castle, banners...)
-fixed a couple of meshes with missing double sided
-srinked the poles of the fences near the starting line


View attachment 1475408
As I am not a fan of the 3d trees but this track desperately would need some proper ones. Maybe @MoriSan77 you could think about this as next?
 
AC in 2025 currently looks like jenga -they've added so much stuff it's unstable as hell and if you take one bit out you're afraid that everything will crash down lol

(That's what happens when you add things to a decade old engine that barely supports those uh)

We don't expect 4K gaming, we expect rain races that work (they barely do) and night racing that doesn't require a NASA computer to run (good luck) but surely it's not Ilja's fault, nah, it's us peasant unwilling to buy the latest computer to run a game from ****ing 2014 lmao.

Say what you want about AC but it is everything but optimized. I have no problems running night, rainy races in AMS2 but my computer struggles for AC ? Yeah it's not the fault of the game uh.
Just run the vanilla game then! Or any other racing title that dont support modding like AC!

Guys, if you hate AC so much, then what the hell you do here!? Since last week it seems every 3rd post is for whinning about how bad ac is!

Shame Deception GIF by E.Leclerc
 
You can't really take one particular track out of the blue and say the cars are wrong. That track might have a bad fastlane. You don't say what track you used. However ACU Interlagos and Shi's 1992 ASR tracks both have good fastlanes.

It's very difficult to balance the lap times for all 16-20 tracks in the season. For example I adjusted the 1988 SD traction lower and more realistic, the cars crashed all over the place. I had to keep a bit exaggerated traction and compesate that by increasing a bit of aero drag in order to keep them perform correctly on most tracks.

I'd say their laptimes are almost spot on at 11 tracks out of 16. In Spa and Monza for example they're dead on accurate +/-0.5 seconds. But then they're a few seconds slower on Monaco for example. Nothing wrong with 1988 Monaco track fastlane... it's just how the cars are designed.

The most important part in the season is that the individual drivers perform correctly. The 1995 season was a two drivers' deal: Hill and Schumacher. If you want to make the season realistic I strongly recommend using the championship.champ file and define both Schumi and Hill ai level to 100.

You can't emulate, say, Hakkinen's McLaren unreliability to the game. Well you can actually... I experimented that a lot with the 1982 cars.. you can create ai engine failures but those cause bad traffic issus on AC. You just have to make the "second tier" cars/drivers Berger, Hakkinen, Coulthard etc. at level 94 or so. Of course Hakkinen was a top driver but his car reliability was total garbage (10 DNF's) so his AI level should be around 92-94'ish.

Most 90's F1 seasons were two-driver battles and those two should always have a significant ai level advantage over others in order to achieve realistic results.

If the ai drivers/cars are generally slow compared to the user/driver (whatever driver you're controlling in the game) you can always go to your car data and the easiest way to make relative performance changes is the CD gain. You can easily give the AI cars top speed advantage there. Of course this doesn't work if the season is skin based (and uses only 1 base car). Decreasing CD gain is the easiest way to make AI faster without tinkering the driving feel at all. I have no idea what those 1995 cars are but if the cars are actually too slow, that is a good trick to increase the overall performance too.

Test with another track and see how they perform in that one.
I've tested with the Spa 2022 kunos mod and I definitely think something is up.

In the actual race, it qualified 1:54 on average. In game, it qualifies around 2:00 on average.
Again, the Benetton got a 1:55 in game (1:56 IRL)

Maybe I'm wrong. I'm using the 2022 layout, which has likely been changed since 1995, but I don't think It's changed all that much?
 

Addon layouts for​

Buddh International Circuit
by ACU

/////////////////////////////////////////////////
1.2
  • Added curves names
  • Added cameras
  • Added DRS zones
  • Improved grip
  • Added lighting
  • Improved tarmac and grass
  • Added new sponsors
  • Added better description for preview (ui_track.ini)
  • Added sound reverb for the pit straight
  • Added better textures around the track

by Delta7Fox from RaceDepartment.com

/////////////////////////////////////////////////

1.25
  • Added 7 layouts
  • Added start- and pit-positions now 42
  • Added missing brakemarkers
  • Added camera_facing

by LaChub

A clean install of the track is required.
Thanks for this, your additional layouts always add some nice variety.
You seem to have added the Delta textures as the 'default' in the skins folder, rather than as a selectable skin, making direct access to the original textures difficult without some jiggery-pokery. Much better to keep the original default textures as they are and add the Delta textures as a selectable skin in case anyone prefers some (or all) of the originals. I personally prefer the original tarmac textures over the darker Delta ones, for example.
 
Last edited:
UPDATE Montjuich 1975
v3.1

Updates by Quark67:

-fixed some textures which create a non-existing vertical line (I don't know how to describe the issue in onother way :dunce:)
-little updates for other textures (cathedral, castle, banners...)
-fixed a couple of meshes with missing double sided
-srinked the poles of the fences near the starting line


View attachment 1475408
Friday gifts from @Rainmaker87...
Ahhh, I remember those days with great fondness 😊
Thanks the both of you!
 
I've tested with the Spa 2022 kunos mod and I definitely think something is up.

In the actual race, it qualified 1:54 on average. In game, it qualifies around 2:00 on average.
Again, the Benetton got a 1:55 in game (1:56 IRL)

Maybe I'm wrong. I'm using the 2022 layout, which has likely been changed since 1995, but I don't think It's changed all that much?

Yes that is slow. How did you qualify? Are the ai cars seconds behind your lap time?

Why not use the 1998 Spa? Brilliant fastlane, accurate layout, no garbage modern ads.

 
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Magny-Cours 1992 v1.0

Screenshot_bmw_m3_e30_dtm_magnycours_1992_29-7-125-19-54-37.webp

Magny-Cours with 1992 layout.
Conversion from rFactor2.

-CSP recommended
-6 layouts (1992/ National/ Club)
-40 pit/start
-AI, cam

Credits & Thanks;
GP4 team (GP4) - Rf1 conversion by TTTTT - Rf2 Upgrade by Caio Fonseca
Updated to IBL/PBR Rf2 Shaders by Caio Fonseca & From33to77
-Thank you for giving me permission (Caio Fonseca)

AC Converted by shin956
Sections file by Fanapryde
cam (GP) by GregzVR
AI and sidelines (GP) by Thockard
.lua base and font by Gunnar333
Mobil1 Oil Can from asr_owc_1992_round_12.
Animated flagmen by Alessandro Micali (ASR Formula) (Original by doublezero)
Crowds texture by Kniker97
pit tents from F1-S-R track pack (rF1)
some objects and textures by kunos
"Toyota Land Cruiser" (https://skfb.ly/MyHv) by Renafox is licensed under Creative Commons Attribution-NonCommercial (http://creativecommons.org/licenses/by-nc/4.0/).

Enjoy.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
small notice;
asr_owc_1992_round_08 can be replaced with this.
 
Thanks for this, your additional layouts always add some nice variety.
You seem to have added the Delta textures as the 'default' in the skins folder, rather than as a selectable skin, making direct access to the original textures difficult without some jiggery-pokery. Much better to keep the original default textures as they are and add the Delta textures as a selectable skin in case anyone prefers some (or all) of the originals. I personally prefer the original tarmac textures over the darker Delta ones, for example.
Oh, I meant to do that, but forgot...

skins

Just drop it into the track folder and let it overwrite.

The link to the skin will also be in the description, in the download section.
 

Addon layouts for​

Buddh International Circuit
by ACU

/////////////////////////////////////////////////
1.2
  • Added curves names
  • Added cameras
  • Added DRS zones
  • Improved grip
  • Added lighting
  • Improved tarmac and grass
  • Added new sponsors
  • Added better description for preview (ui_track.ini)
  • Added sound reverb for the pit straight
  • Added better textures around the track

by Delta7Fox from RaceDepartment.com

/////////////////////////////////////////////////

1.25
  • Added 7 layouts
  • Added start- and pit-positions now 42
  • Added missing brakemarkers
  • Added camera_facing

by LaChub

A clean install of the track is required.
Just a couple of suggestion:
- it's better to put the updated textures inside "acu_india\texture". If you put them in "acu_india\skins\default" they will be deleted when another skin is enabled.

- to have a better water add the following lines to ext_config.ini:

[INCLUDE: common/materials_track.ini]
[Material_Water]
ACTIVE=1
Materials = water
Type = POND
RainOffset = -0.5 ; Water surface will lower when there is no rain water
 
It's the sad reality of creating mods in 2025, no matter how much time, effort and passion you put into a car mod, the moment you encrypt it some people will go ape****. Most likely because they can't rip it apart, claim faux-ownership through meaningless "changes" or "fixes".

I've become very much pro-encryption over the past years, having seen my older car mods (which weren't encrypted) get broken apart and sold on 3D model sites for exorbitant prices. Just last week I had to take down a 3D printable version of my T33/2 which some jackass was selling for 30USD online. Several of my old Japanese prototypes are on similar sites being sold to this day.

If you're not satisfied with certain aspects of the mod or want to see bugs fixed, just communicate to us via the proper channels so we can get them fixed, it's not that hard mr. Easy!
 
Just a couple of suggestion:
- it's better to put the updated textures inside "acu_india\texture". If you put them in "acu_india\skins\default" they will be deleted when another skin is enabled.

- to have a better water add the following lines to ext_config.ini:

[INCLUDE: common/materials_track.ini]
[Material_Water]
ACTIVE=1
Materials = water
Type = POND
RainOffset = -0.5 ; Water surface will lower when there is no rain water
Thanks, but that's not me doing skin updates
I'm not good at that.
 
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