Assetto Corsa PC Mods General DiscussionPC 

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This specific Ruf, however, seems to be notoriously difficult to drive due to lack of traction in real life too:

Same with the Dodge Viper RT/10, all due to tire technology not up to part at that time.
Cant seem to find it but I've seen a video of the Viper on modern tire and it doesnt exibit the same handling behavior.
 
Well it's coming soon, Will be free but encrypted (think it's obvious why) Have plan for the Callaway C4 afterwards if the bank account allows it.
Yes @marc magnela the 3D model is encrypted because of you. If i see our model on your site i will literally contact your site host and send an DMCA strike to them quicker than you can generate fake .ini files.
 
Ah, now I'm at my PC (was on the phone earlier and couldn't really read the table) I see that the default 'Windy' weather (which is the one I use most, and considered a 'dry' weather) DOES have a chance of rain. That's the one that's been causing the hiccups.
Question: if I edit the 'Windy' data in the Pure planner to remove rain probability completely, and hit the general Pure 'save' button, will that get saved no matter if Pure gets updated and/or 'reset to defaults' is clicked (which you always recommend when updating)?

One other suggestion for you to consider: have wind DIRECTION randomised by default for any weathers that use wind, so that flags etc will be blowing in a randomly different direction when starting a new session at a particular track. It just adds a nice variation rather than always seeing them blowing the same way. Any reason why wind direction is currently always the same by default?

Thanks.
@Peter Boese, I don't think I got an answer to this. How do we save weather parameters so that the settings perpetuate between sessions, in this case removing probability of rain entirely from a particular weather?
Also, is there a known issue at the moment with rain? Immediately before rain starts I get a noticeable frozen screen then a huge drop in framerate. I used to be able to run rain without affecting the framerate but lately it's been impossible.
 
I have most (all?) of the headline mods from the major modding teams, and more tracks than I can count. I enjoy putting combos together that are a challenge, a good fit of car and circuit, and that offer nice immersion. While I thought I had most of the premier mods figured out, every now and then I stumble across an older gem, and yesterday was one of those days.

A new set of skins on RD led me to a car I had never come across before - the Legends Cars Mod from 2019. On the strength of one of the real-world videos on the mod page, I gave it a go in a field of AI at Bikernieki - High Speed Ring layout. Incredible. The car mod is incredibly nice, needs to be driven on the throttle, but can hold a nice slide and rewards technique. The AI handle it well, and (for my skill level anyway) make for a challenging, immersive and enjoyable race.

Short video of the first couple of laps of my first race below. If you don't yet have these mods, do yourself a favour and grab them today!


A field of the Legends Ford Coupe on Riverside is one of the most fun times I've had on this sim, highly recommend. I need to do that again soon.
 
@Peter Boese, I don't think I got an answer to this. How do we save weather parameters so that the settings perpetuate between sessions, in this case removing probability of rain entirely from a particular weather?
Also, is there a known issue at the moment with rain? Immediately before rain starts I get a noticeable frozen screen then a huge drop in framerate. I used to be able to run rain without affecting the framerate but lately it's been impossible.
Same with the opposite, rain to no rain weather, freezes for a frame at least and then ALL the wet surface disapear...
 
There's a Cupra Leon VZ TCR mod on OverTake right now, but it's currently sus since it's based on @Fuzo's mod but doesn't appear to have a proper blessing.

EDIT: I guess it's confirmed.
 
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I have most (all?) of the headline mods from the major modding teams, and more tracks than I can count. I enjoy putting combos together that are a challenge, a good fit of car and circuit, and that offer nice immersion. While I thought I had most of the premier mods figured out, every now and then I stumble across an older gem, and yesterday was one of those days.

A new set of skins on RD led me to a car I had never come across before - the Legends Cars Mod from 2019. On the strength of one of the real-world videos on the mod page, I gave it a go in a field of AI at Bikernieki - High Speed Ring layout. Incredible. The car mod is incredibly nice, needs to be driven on the throttle, but can hold a nice slide and rewards technique. The AI handle it well, and (for my skill level anyway) make for a challenging, immersive and enjoyable race.

Short video of the first couple of laps of my first race below. If you don't yet have these mods, do yourself a favour and grab them today!



Co-sign the Legends. Been driving them for years on small layouts. They're a gem.

It was so good that I sent a few bucks to the creator - although as of now I can't find the link so maybe I'm misremembering.

Definitely worth a download - and a great series car as well.
 
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i followed @fleskebacon and also got atlasOS its definitly better than stock windows. but sadly now my complete %appdata% folder is gone for good. i know its off topic but does someone maybe know a way maybe how to recover it because i deleted my whole partion whilst setting everything up
 
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i followed @fleskebacon and also got atlasOS its definitly better than stock windows. but sadly now my complete %appdata% folder is gone for good. i know its off topic but does someone maybe know a way maybe how to recover it because i deleted my whole partion whilst setting everything up
I'm afraid if you removed your partition, and have setup a new partition on that disk/ssd and installed windows on it , there's no recovering that folder anymore from that disk/ssd...
(only from a backup if you ever made one ... but hey , look at it from bright side : you now see the importance of making backups! :D)

ps: I also leaped from Win10 to Win11 AtlasOS , hoping to solve my long standing microstutter issue in Quest3 Link ...
LatencyMon shows worse numbers for NVIDIA driver on the new win11 AtlasOS compared to my (self-debloated) Win10 installation...
(but I didn't play around yet w all the options AtlasOS has to offer post-install... )
Hoping to get it finally figured out some day so I can play buttery smooth without micro-stutters. (But starting to think it's not possible with my hardware... 4080s + Quest3)
 
That's the major sin of all sim racing in general. I find it hilarious that real GT3 and F1 drivers constantly say that sims have way too slippery kerbs and the cars (generally) have way too little traction compared to real racecars. When F1 2020 was released and some F1 driver tested it (maybe George Russell) to give feedback to the devs, he said that the car felt 100% more realistic when the TC was set on. And most sim racers complained that the F1 cars in that game had way too much grip. They sure are better experts than a real F1 driver, huh?

Look at the incar footage of modern F1 and see how those guys can clock 70 laps all those kerbs spot on... and the tolerances are measured in centimeters how they take the corners. Sure they're the best drivers but without insanely high traction it wouldn't be possible to be that consistent. And the gaps in QF between 1st and 20th is about 6 tenths. In the old days it was often like 8 seconds. Sure the older F1 cars should be harder and sloppier to drive on the sims too. Even during the grooved tyres years (Hakkinen-Schumacher-Hill era) the gaps came much closer already.

Now it's actually crazy how small the differences are... today's QF at Monza was a great example. But I've noticed that you can't make old F1 cars very sloppy on AC... otherwise you get all kinds of AI problems because there are so many factors to consider when you build a season. They just won't stay on the track. That's why it must be tough to make a good 60's or 70's F1 season on AC and have somewhat realistic lap times (without making the top speeds way too slow).

I increased the Ferrari Virtua Simulazione 1998 rear traction a little because the car was oversteering and sliding like crazy and immediately someone complained that "it has too much traction now".

Oh yeah... how does he know that? That F1 car should behave like a drift car E30.

People say how great iRacing rain physics are. GT3 driver James Baldwin said that it has WAY too little grip on the rain. Same with ACC's kerbs... they can immediately slingshot you to the next dimension if you take them wrong. LMU has done them much better. On iRacing there was no way to save the car from snap oversteer... you ALWAYS became a passenger when you lost the grip. Every pro driver has said it was totally unrealistic. (Now they supposedly have better tyre model) Sure you can lose the cars... and even the best DO lose the car often... but not with 100% consistency.

Yes... people think more difficult means more realistic. That's a problem. I'd say the actual difficulty should come from AI skill... not making the driving unnaturally hard.

Kunos cars are pretty good generally but if you want to drive a bad car with literally ZERO traction, try Kunos RUF Yellowbird.
I remember when Dan Gurney tried out Grand Prix Legends and said if they'd had that little grip in real life more of them would have been dead.

Its always amused me that games are made hard purely because someone thinks that's more realistic.
 
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20250907-204626-at_previews-f302_gt_by citroen_gt3.webp

Released : GT By Citroen (LMGT3)
Author:F302
3D Model by PD (GT7)
Texture Update : F302
3d work: F302
Skin: F302
Template Include
hope u enjoy the Car
ps : send feedback ,bugs ,missing things
tested on 0.2.12-preview1
PP filer _PURELIFEEVO
have fun!
To install, move folders to "...\SteamApps\common\assettocorsa" or simply
drag'n'drop archive to Content Manager

 
shi
Sorry for the double post.

Imola 1986 v1.1

View attachment 1472354
Autodromo Internazionale Enzo e Dino Ferrari with 1986 layout.
Conversion from F1 Challenge.

-CSP recommended
-36 pit/start
-AI, cam

Credits & Thanks;
F1 Challenge Track by dmarques
(Based TTTTT's rFactor version, Original GTR version by Afdelta)

Terms Of Use; (F1C)
Enjoy this mod to the fullest, that's all. If you want to convert or use this
as a base to create other cars, you're welcome in doing so as long as the
appropriate credit is given to the respective authors of the files you are
using. You can find all authors in this file

AC converted by shin956
AI lines, sidelines and ai_hints.ini by IMEAN
.lua base by Gunnar333
Crowds texture by Kniker97
pit tents from F1-S-R track pack (rF1)
AutoSprint logo texture by Red Manuel
marshall, cameraman and some textures by kunos

Enjoy.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.1 changelog;
Added AI lines, sidelines and ai_hints.ini created by IMEAN. (Thanks!)
Fixed incorrect mapping of guardrails and walls.
A few other minor fixes.

I love your tracks Shi, I absolutely love them because I am a huge 90's F1 fan.

But it's a shame that with Imola the ultimate version is actually a combination of your free 1992 track and the paid 1986-1994 track.

The free 1992 track has the whole circuit, the tunnels, the city, the houses, the parks, the running track and the correct asphalt resurfacing patches. Unfortunately it has a few wrong and a few missing advertisements.

The paid version 86-94's 1992 track (and the other versions) lack the entire circuit and the correct asphalt resurfacing patches but have the incredibly accurate advertisements.

This specific Ruf, however, seems to be notoriously difficult to drive due to lack of traction in real life too:

I think the Kunos is even less grippy than the real one. Anyone else have the same feeling?
 
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I remember when Dan Gurney tried out Grand Prix Legends and said if they'd had that little grip in real life more of them would have been dead.

Its always amused me that games are made hard purely because someone thinks that's more realistic.

Indeed. It's absolutely crazy. I remember that game well and we played it with my brother with our first sim wheel (it didn't have FFB). Great game but way too little grip to be even remotely realistic. They had the modern F1 skins too as an "unofficial download". Some people still play it. I find it amazing.

On AC I increased VS 1998 car's rear wheel grip by changing rear tyres DX ref from 1.8 to 2.1 and it immediately became enjoyable to drive... and probably at least remotely close how the grip on the real F1 car should be. Kunos F2004 drives amazing too. Ironically it needed VRC 2007 tyres to stay on the track on new CSP/CM ai (whatever was causing the spins).

I'm beginning to think (after playing a lot of F1 2020 just recently) that it's the most realistic simulation of modern F1 that has ever been made (when the TC is set on as George Russell himself suggested). That game is loved by a LOT of people and widely regarded as the best of the series... but has always been overlooked by sim racers... even though it does pretty much everything 100 times better than any of the "real sims" (besides the FFB).

Don't get me wrong some modern AC F1 cars feel really amazing... like Kunos F2004, VRC 2005, 2007 and CIM 2008. And some of the new RSS/VRC cars from 2020's too. AC probably has the best driving modern F1 cars. But when it comes to races and creating a full 2020-era championship on AC (or any other sim at the moment)... they won't come even close.

What is missing:

Qualifying Q1, Q2, Q3
Safety car
Perfect pitstops (yeah you can manipulate the fuel load and force pitstops as I've done but it's never perfect as AI pits sometimes against all logic twice)
Properly executed DRS/ERS (I think this is purely depending on the track as some probably have them nailed)
AI intelligence to use DRS to prevent overtaking when they're driving in the "train" (I could be wrong here as I haven't played a lot of new F1 on AC... it could work if it's all automated)
Blue flag / outlap AI (this is the lamest issue on AC and actually unforgivable from the devs)
Tyre rule (mandatory to use at least two compounds on dry)
Team radio
Qualifying where lower tier drivers aren't constantly ruining your fast lap or backmarkers racing you like idiots
Ability to set up the AI difficulty properly (100 on AC is not always sufficient if the fastlane is not flawlessly made). To be fair 100 is ok most of the time.
Damage model (sure it's not perfect on F12020, either but ok)
Rain physics (F12020 has them nailed pretty good... I think actually better than LMU or ACC. iRacing has the best rain even with its flaws)

As I've said many times... besides the lack of blue flag/QF outlap AI, AC ai is pretty good... MUCH better than its reputation... as long as all factors are properly done (fastlane, cars, individual driver aggression). And car modders are smart enough to have eliminated AC's over slippery kerbs too. It's not an issue on most modern F1 mods. And you can adapt to the ai and learn to overtake properly. But it's not even CLOSE how good ai F1 2020 ai is. Not even on the same ballpark.

AC as a F1 simulator is amazing up until 2010'ish. I've had some incredible seasons on AC. After that... nope.

It's kinda ironic that the best F1 cars are probably those modern RSS/VRC cars. They drive so well and are so well made. I have a few of them like RSS 2022. It's great. Some modern tracks are incredibly well made too. Of course you can hotlap them and enjoy (which I think most people actually do). I could be wrong though... I only played through 2022 season built by Geraint Thomas. Amazing work by him but it's not his fault that AC is just not built for modern F1 championships.

I wish Kunos could just update the AC one day and fix these issues. They're not just F1 issues but for example lack of flying starts prevents all proper Indycar/CART/GT3 season mods. I think those updates would make people much happier than any new EVO updates. :D

I think the Kunos is even less grippy than the real one. Anyone else have the same feeling?

Kunos RUF Yellowbird is absolutely ridiculous. That famous lap by Stefan Roser was not about "lack of grip" but he purposefully oversteered the car and used its grip. He said himself that it wasn't the absolutelly fastest way to drive the Green Hell with the Yellowbird... there was a lot of showmanship involved. Air cooled Porsches (and all 911's) have engine on the back and they actually have very good grip (until you lose it hehe). The rear of those cars is like a pendulum... if you lift on the corners you'll lose it.

Kunos RUF has zero grip. It's like driving on ice or oil. And believe me... I'm a Finn and I've done a few times on icy tracks and Kunos RUF feels exactly the same (just without studs on the tyres). It probably doesn't have the physics wrong... they are just way exaggerated.

EVO actually has 964 Turbo 3.6 which drives 100 times better. It's challenging to drive too... but in a good way.
 
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I have most (all?) of the headline mods from the major modding teams, and more tracks than I can count. I enjoy putting combos together that are a challenge, a good fit of car and circuit, and that offer nice immersion. While I thought I had most of the premier mods figured out, every now and then I stumble across an older gem, and yesterday was one of those days.

A new set of skins on RD led me to a car I had never come across before - the Legends Cars Mod from 2019. On the strength of one of the real-world videos on the mod page, I gave it a go in a field of AI at Bikernieki - High Speed Ring layout. Incredible. The car mod is incredibly nice, needs to be driven on the throttle, but can hold a nice slide and rewards technique. The AI handle it well, and (for my skill level anyway) make for a challenging, immersive and enjoyable race.

Short video of the first couple of laps of my first race below. If you don't yet have these mods, do yourself a favour and grab them today!


Try the Legion/Perendinator Legends Chev.

My CSP antidepressants are the Etc Marcas Turbo.
Screenshot_etc_gol_marcas_turbo_goodwood_circuit_7-8-125-21-46-52.webp
 
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View attachment 1477645
Released : GT By Citroen (LMGT3)
Author:F302
3D Model by PD (GT7)
Texture Update : F302
3d work: F302
Skin: F302
Template Include
hope u enjoy the Car
ps : send feedback ,bugs ,missing things
tested on 0.2.12-preview1
PP filer _PURELIFEEVO
have fun!
To install, move folders to "...\SteamApps\common\assettocorsa" or simply
drag'n'drop archive to Content Manager

Something in the config is tanking my framerate.
With the car's defaults I'm not even getting 90fps in VR when hot lapping in the dry.
If I rename the extension folder then everything goes butter-smooth and I'm hitting 90fps without breaking sweat.
Got a hunch it might be the PBR carbon, but only because there's so much of it.

Edit: nope, it wasn't the carbon, it's that bloody FUR shader used for the alcantara. This has been a VR frame-killer in the past. It really is not worth the performance hit at all. Simply commenting it out makes a MASSIVE difference to performance and to be honest, I can't notice any difference in the way the alcantara looks without it.

Code:
;[Material_Fur]
;Materials = INT_ALCNT
;Furlayers = 1 
;FurScale = 0.5  
;FurFacingScale = 1
;FurGravityFactor = 2
;FurUseTextures = 0
;FurFidelityScale = 5
;FurOcclusion = 0.2
;FurRimExponent = 2
;FurAmbient = 1
;FurDiffuse = 0.4
;ThresholdExponent = 1
;ThresholdMultipler = 1.5

It's a car FFS, not a Wookie!
 
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... it's that bloody FUR shader used for the alcantara. This has been a VR frame-killer in the past. It really is not worth the performance hit at all. Simply commenting it out makes a MASSIVE difference to performance and to be honest, I can't notice any difference in the way the alcantara looks without it.

Code:
;[Material_Fur]
;Materials = INT_ALCNT
;Furlayers = 1
;FurScale = 0.5 
;FurFacingScale = 1
;FurGravityFactor = 2
;FurUseTextures = 0
;FurFidelityScale = 5
;FurOcclusion = 0.2
;FurRimExponent = 2
;FurAmbient = 1
;FurDiffuse = 0.4
;ThresholdExponent = 1
;ThresholdMultipler = 1.5

It's a car FFS, not a Wookie!
He's testing the config for the next car release...

dogmobile.webp
 
AC as a F1 simulator is amazing up until 2010'ish. I've had some incredible seasons on AC. After that... nope.
You say that but I'm tearing my hair out. I downloaded the ASR 1991 carset (free), paid for the DLC, added that. Made sure all AI lines by Thockard were up to date, set Strength to 100% and Aggression to 45% as reccommended, hit SHIFT while loading the track (Shin956's awesome paid 1991 Magny Cours track).

It's insane, Senna and Mansell are running 1:34's. The actual fastest lap at Magny in 1991 was a 1:18. That's a 16 second difference per lap??

What am I doing wrong?

I even made sure not to include the ai_hints.ini as per:

3K9mbri.png
 
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You say that but I'm tearing my hair out. I downloaded the ASR 1991 carset (free), paid for the DLC, added that. Made sure all AI lines by Thockard were up to date, set Strength to 100% and Aggression to 45% as reccommended, hit SHIFT while loading the track (Shin956's awesome paid 1991 Magny Cours track).

It's insane, Senna and Mansell are running 1:34's. The actual fastest lap at Magny in 1991 was a 1:18. That's a 16 second difference per lap??

What am I doing wrong?

I even made sure not to include the ai_hints.ini as per:

3K9mbri.png

You have set something seriously wrong.

I made a season report of my constructed 1991 ASR season here.

Magny Cours pole time was 1:19 by Berger.

Why don't you just set up my old 1991 championship? All driver skills have been set and the driver is set to play Senna/McLaren. Don't do any CM garbage settings... in the season they won't work consistently anyway. Don't touch anything on CM... just load up the champs files and execute.

 
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You have set something seriously wrong.

I made a season report of my constructed 1991 ASR season here.

Magny Cours pole time was 1:19 by Berger.

Why don't you just set up my old 1991 championship? All driver skills have been set and the driver is set to play Senna/McLaren. Don't do any CM garbage settings... in the season they won't work consistently anyway. Don't touch anything on CM... just load up the champs files and execute.


Thanks I really appreciate the help. In 1991 Magny the pole was a 1:14.5 and the fastest lap was a 1:19.1

Am I reading your thread wrong?

I'm probably not understanding something because in your stats I'm seeing:

Phoenix Qualifying: Your set: 1:27.7 1991 Reality: 1:21.4

Silverstone Qualifying: Your set: 1:25.7 1991 Reality: 1:21.9

Suzuka is off by 13 seconds (1:34 vs 1:47)

Am I reading them wrong? In any case your times are a lot closer to reality than what I am seeing on mine.


I have never tried Champ files, (I did buy CSP though so I should be able to get it to work). I will try your suggestion, thanks very much, I truly appreciate your help and advice.

PS: When you say don't change anything in CM what do you mean? Do you mean things like "Experimental Physics"? I don't even know if I have to set that on or off?

Also would you reccomend your fuel mod still if I only run 100% races? I'd prefer the cars (and fuel tank) to be as close to reality as possible. I may be misunderstanding you in that I believe your fuel mod is only neccessary if we run 20 lap races.
 
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The 3D tree upgrades are great - this one would be incredbile to do:
Clermont-Ferrand 1965
GTR2 by NeelJ, AC by Rainmaker, ChrisT86
Version 1.3
Wish I had the time to do it justice.
 
Thanks I really appreciate the help. In 1991 Magny the pole was a 1:14.5 and the fastest lap was a 1:19.1

Am I reading your thread wrong?

I'm probably not understanding something because in your stats I'm seeing:

Phoenix Qualifying: Your set: 1:27.7 1991 Reality: 1:21.4

Silverstone Qualifying: Your set: 1:25.7 1991 Reality: 1:21.9

Suzuka is off by 13 seconds (1:34 vs 1:47)

Am I reading them wrong? In any case your times are a lot closer to reality than what I am seeing on mine.


I have never tried Champ files, (I did buy CSP though so I should be able to get it to work). I will try your suggestion, thanks very much, I truly appreciate your help and advice.

PS: When you say don't change anything in CM what do you mean? Do you mean things like "Experimental Physics"? I don't even know if I have to set that on or off?

Also would you reccomend your fuel mod still if I only run 100% races? I'd prefer the cars (and fuel tank) to be as close to reality as possible. I may be misunderstanding you in that I believe your fuel mod is only neccessary if we run 20 lap races.

1. Yes. Some tracks won't get accurate qualifying times, some do. Magny Cours especially used to have a slow ai. But that report is years old. Now Thockard made it faster. But if you' re looking for perfect lap times on all circuits, you're not going to get it.

2. When you set up a season on CM you either have to define a general AI skill and aggression which is universal for all drivers. Then you will get drivers like Morbidelli and Nakajima taking the poles and winning the races. Sure you can try making the driver presets but they only work consistently for the 1st race of the season. When you use champs files you can make detailed driver profiles which stay consistent through the whole season and can achieve very realistic race and championship results (read my old report).

3. No... the fuel mod won't work if you run 100% races. They're designed for 20 lap races. The championship files work perfectly, however. Leave the fuel mod out. But 100% races have a lot of issues with the backmarkers (as AC ai doesn't have blue flag intelligence).

4. You can try both physics and see how they work. I haven't played ASR 1991 season for a while. If the cars crash and drive out of track change to CSP 0.1.79 and old physics. They will work perfectly with those specs. But most likely they have no problem either way.
 
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