Assetto Corsa PC Mods General DiscussionPC 

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Thanks so much, I will definitely try those. My own personal preference is the highest difficulty (as close to reality as possible).

I've actually been in the modding scene for a very long time. I started watching F1 in 1991 and I helped out the F1SR crew back here and there when they did F1SR 1991 HE a decade ago for rFactor1. My skills were as a researcher, I have a tremendous amount of paper publications from the era that list things like top speeds for each circuit from 1988 to 1994. Stuff that isn't on the internet. Right now I'm helping Ale and Tommy with their ASR mods to get everything as accurate as can be for that era. If you have an interest in the minutiae let me know, I am more than happy to share what I have.

Out of interest, do you know of a repository of Assetto Corsa setups for these cars (say 1991)? The default setups seem to be very generic and not ideally suited for each GP. It's only normal as each GP required very specific setups, primarily the whole 1991 thing of the cars running on the bumpstops most of the time.

Do you know of a place that has 1991 setups per track so I can just load up and go?

I have some actual setup sheets used in the era but I can't translate them into Assetto Corsa

Here is a corner by corner lap of Magny 1991 including all gears (28:30):

https://www.youtube(dot)com/watch?v=3G-cd5_reqk

For example that Suzuka slow laptime is a testament to ASR 1991 cars. I never dared to criticize them or adjust them as people consider them the "holy grail of classic F1 cars". I don't necessarily think so. Sure they're fun and challenging to drive for people who think "more difficult is more realistic".

When you're sim racing you miss the physical aspect of the car and you're purely driving with your vision. People probably think that ASR 1991 cars are realistic because they are difficult to drive. But the reason they're difficult is that they don't have that much grip and they spin easily when you hit the kerbs wrong. That's why they have slower lap times too... you have to drive them "on your tiptoes". Sure the slow Suzuka laptime might be a combination of slow fastlane too... and it's probably a bit faster now after the updates.

For me the "realism" with these ASR 1991 cars come from the ai relative speed compared to the user.. and the quality of the cars (so that they won't drive off the track and cause much traffic issues). All Lotus 98T based cars have the tendency of staying "crawling" on the tracks when they hit the wall. They won't pit and create huge trains that ruin the races. Fortunately this happens only occasionally on tracks like Monaco and Oesterreichring. ASR 1991, 1992 and RSS 1990 never. I don't know what causes it.

Finding "perfect setups" for each track has never been in my interest. If you find perfect setup for your car and become faster that means decreased difficulty (in relation to AI). For me there is absolutely ZERO fun to get easy poles and cruise to easy victories. AI at 100 is not superfast. So becoming too fast and too good is not what the user should aim for in these AC F1 championships. It'd be almost like playing FIFA with amateur difficulty and score 3 goals in every match with your star player. Fun? Nope.

I understand the attraction of tweaking the setup and trying to achieve those last milliseconds... but ACC and LMU are much better suited for that kind of stuff as the hardcode is designed for each track to have realistic laptimes. AC F1 not so much as the season is supposed to be challenging against AI and the mods create a lot of "sloppiness" (track ai's vary so much). On LMU you can set the AI to be inhumanly fast (like achieving 2:18 laptimes on Spa with GT3). That is not possible on AC. You can, however, tweak the specific cars faster if the season is bult on individual base cars (like ASR). But it's kinda individual as all simracers' skill vary so much.

I adjusted the SD 1982, 1983, 1984 and 1988 cars very carefully and achieved very realistic AI qualifying lap times on Jacarepagua, Spa, Monza, etc. but when I did that my Monaco QF times became way too slow (due to decreased grip). You can't get the realism of say, F1 2020 on AC because you can't make track specific individual data adjustments to the cars. Setups will not make that dramatic difference.

I also removed the cockpit adjustable turbo from those cars. Why? Because you can use it like a DRS in the races and win every single race with ease (as AI is way too stupid and limited on AC to use the cockpit turbo wisely).

I also experimented with AI engine failures and created them (in order to try and make the 1982 season more realistic). Yes I got the engine failures but those created a lot of traffic issues again and ruined the races. So I had to remove them too. You have to make a lot of compromises with AC and accept its quirks and limitations... as it's not designed to be very intelligent (see my previous posts).

I don't use track specific setups. I basically just do some quick changes like decreased toe on Monaco, decreased rear wing on Monza, increased wing on Interlagos, etc.

I could easily adjust the ASR 1991 cars so that the lap times become quicker by increasing their grip. But then people would say that "now they're too easy to drive". That's the dilemma of sim racing, really.

I think the realism in AC F1 go up when you hit the mid-2000's. VRC 2005 and 2007 cars get reasonably close to realistic lap times because of increased grip. They're a bit easier to drive too... the kerb behaviour is way more realistic... but the best ai drivers at 100 are even faster. The difficulty comes from AI speed, not from hard driving. Of course it's individual in each track as there's a lot of variation how the fastlanes have been done. But I think my 2004, 2005, 2007 and 2008 championships are the most realistic in every aspect. That's probably the "sweet spot" of AC F1. 80's and 90's F1 seasons are just as fun but there are more compromises.

1998 season, however, is probably the best of them all as all circuits have Thockard ai, 100% correct ads and after I increased the grip of Schumi's Ferrari a little, the season is extremely challenging and fun to drive (against Mika at AI 100). I think that the default VS 1998 Ferrari was absolutely BONKERS to drive and way too oversteery/sloppy. Now it's a bit easier... sure... but enjoyable. AI is pretty much flawless in those circuits so you make one mistake and your chances to win are almost gone.

The season is way too easy if you drive McLaren though... but the difficulty with Schumi/Ferrari is perfect (for me at least). Are the lap times spot on everywhere? Probably not but who really cares as long as you're having fun and a proper challenge.

 
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When you're sim racing you miss the physical aspect of the car and you're purely driving with your vision. People probably think that ASR 1991 cars are realistic because they are difficult to drive. But the reason they're difficult is that they don't have that much grip and they spin easily when you hit the kerbs wrong.

I could easily adjust the ASR 1991 cars so that the lap times become quicker by increasing their grip. But then people would say that "now they're too easy to drive". That's the dilemma of sim racing, really.
And that's why I swapped the tyres of the 1991 and 1992 cars with those from their 1993 season but shhhhh
 
Does anyone know whats causing the disparity in reflection quality between a preset and the final "updated preview" picture? I download a lot of presets because they look good, i go into CM to check them out and they look great, then i press "update previews" and they look...well...frankly, crap.
 

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Does anyone know whats causing the disparity in reflection quality between a preset and the final "updated preview" picture? I download a lot of presets because they look good, i go into CM to check them out and they look great, then i press "update previews" and they look...well...frankly, crap.
This is one of the many Content Manager misteries... :guilty:
 
For example that Suzuka slow laptime is a testament to ASR 1991 cars. I never dared to criticize them or adjust them as people consider them the "holy grail of classic F1 cars". I don't necessarily think so. Sure they're fun and challenging to drive for people who think "more difficult is more realistic".

When you're sim racing you miss the physical aspect of the car and you're purely driving with your vision. People probably think that ASR 1991 cars are realistic because they are difficult to drive. But the reason they're difficult is that they don't have that much grip and they spin easily when you hit the kerbs wrong. That's why they have slower lap times too... you have to drive them "on your tiptoes". Sure the slow Suzuka laptime might be a combination of slow fastlane too... and it's probably a bit faster now after the updates.

For me the "realism" with these ASR 1991 cars come from the ai relative speed compared to the user.. and the quality of the cars (so that they won't drive off the track and cause much traffic issues). All Lotus 98T based cars have the tendency of staying "crawling" on the tracks when they hit the wall. They won't pit and create huge trains that ruin the races. Fortunately this happens only occasionally on tracks like Monaco and Oesterreichring. ASR 1991, 1992 and RSS 1990 never. I don't know what causes it.
I dont agree with any of this.. the better mods are harder for noobs to drive fast, but they still use the AC engine, easy enough to drive to your liking after setting up like real life drivers do. i dont find ASR cars difficult to drive at all. I dont care about achieving realistic lap times, as most mods dont achieve perfectly realistic laptimes. To make a mod easier to drive to achieve a faster lap time is silly. like that trash 2025 car i posted here the other day by "Forbys" - it is so easy to drive and can achieve realistic times, but physics feel fake, like grand prix 4 on rails days 20 years ago. And i disagree with you completely about "When you're sim racing you miss the physical aspect of the car and you're purely driving with your vision." The whole point of sim racing is that you can feel the car.. and you can feel the ASR cars more than the rubbish simdream cars you make seasons out of, they feel like driving an out of date simcade game as they dont take full advantage of the AC engine. Everyone has their own oppinions, but you seem to just be interested in making competitive seasons in F1, which you are doing a good job at, but often you sacrifice vital driving feel by using inferior mods.
 
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I dont agree with any of this.. the better mods are harder for noobs to drive fast, but they still use the AC engine, easy enough to drive to your liking after setting up like real life drivers do. i dont find ASR cars difficult to drive at all. I dont care about achieving realistic lap times, as most mods dont achieve perfectly realistic laptimes. To make a mod easier to driver to achieve a faster lap time is silly. like that trash 2025 car i posted here the other day by "Forbys" - it is easy to drive and can achieve realistic times, but physics feel like grand prix 4 on rails days 20 years ago. And i disagree with you completely about "When you're sim racing you miss the physical aspect of the car and you're purely driving with your vision." The whole point of sim racing is that you can feel the car.. and you can feel the ASR cars more than the rubbish simdream cars you make seasons out of, they feel like racing a simcade game, not a simulator like Assetto Corsa. Everyone has their own oppinions, but you seem to just be interested in making competitive seasons in F1, which you are doing a good job at, but often you sacrifice vital driving feel.

Sure. That's all about what you're trying to achieve. But the ASR 1991 cars are literally 13 seconds slower than the real cars on Suzuka 1992 than the real cars. Or were. Now the gap is probably 11 seconds. Where is the "realism" in that? And you can also argue that realistic times are part of the "simulation", right? Or having all correct modern F1 rules (which are impossible to implement to AC).

The fact is that we CAN'T achieve all aspects in AC because there are so many changing factors that affect the "end result".

And I don't disagree... I don't care for the lap times, either. As long as the races are challenging and the correct drivers are winning the races and getting the poles. Actually I was saying exactly that in that message. I was just responding to the guy who was wondering why they're so much off... and the explanation is the lack of traction. Maybe accurate lap times are his view of realism and it can be different from yours or mine. I have enjoyed all my 1991 ASR seasons tremendously... played it through maybe five times. Great fun.

And about the SD mods... sure I'd love to tweak better 1982, 1983, 1984 cars...and I'd much rather play RSS/ASR 1982 cars. but there aren't any.

The only way to make them stay on the track and make them competitive was to increase the traction and adjust the suspensions so that they won't flip over at Adelaide or Long Beach. Sure that way I have achieved much more realistic lap times but sacrificed the same driving feel that ASR cars have. You can't have both as they weren't so great to begin with. I actually adjusted them just recently to decrease the traction to the limits to barely keep them on the track. But we either have my "simcade mods" or then we don't have them at all. You simply can't play the vanilla SD cars with a straight face because with his default settings the AI is 4 seconds slower than even remotely skilled sim racer... and they crash in every race and create mayhem.

I don't really like how they drive, either. But beggars can't be choosers. I have used whatever is available. And used hundreds of hours to get them where they are now. I don't have skills to make them any better. And you know what... the mods are FREE.. and will ALWAYS be free... no Patreon garbage. I guess you get what you pay for. :D
 
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Actually it may be possible to recover the files via a deep scan recovery program. The files arent completely deleted unless a proper zero-ing function is run
Unless it's an SSD. Files deleted from a functioning SSD will generally be unrecoverable, because the SSD automatically trims empty space.
 
Hi everyone!
Was there a mod that automatically coloured driver suits / helmets / pitcrew? I'm sure I had this before - just did a steam validate files and lost it.
Maybe I was dreaming, but if anyone knows if it really exists please let me know!
 
I've got a weird issue. In the dry, all cars will pit regardless of track, but in the wet, it's a mixed bag.

So, for Silverstone 2005 (knr_silverstone_2005) it won't pit, but for Circuit Gilles Villeneuve (canada_2021) it will pit. I'm not sure what's causing it.
I've still got this issue, it also seems to happen on the Kunos Spa, if anyone's got any ideas.
 
Unless it's an SSD. Files deleted from a functioning SSD will generally be unrecoverable, because the SSD automatically trims empty space.
Yes but it is still possible. I have recovered partitions and files from NVME drives. From the moment you realise you have made a boo boo, stop and scan the drive. Don't waste time and risk losing data. Don't sit and cry about it until you have scanned the drive.

Anyway, the most important thing is, when upgrading or re-installing an OS, make a backup of your appdata folder. So much stuff is stored in there that it is just not worth losing any of it, not just AC related.
My appdata has come with me from when I switch from Windows 7 to Windows 10 when the first insider builds came out so I have had the data for donkeys years.
 
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Hi just want to ask this question again, anyone here familiar with the csp analog instrument steer input?

View attachment 1472727
Trying to use it to steer a second set of wheels (like if there are 6 wheels for a car) but only manage to turn the wheels the right but not the left. any idea? I would believe the input will have like (-) values for left and (+) for right?

Thanks.
hi just want to push this again to see if anyone can shed some light, thanks
 
Hey everyone! I have a question regarding verifying steam files, I've backed up the kunos cars and tracks for the skins, extensions, etc... I've also backed up my AppData. I don't want to lose anything so i'm wondering if there's anything else that needs to be backed up before I verify the files?
 
Hey everyone! I have a question regarding verifying steam files, I've backed up the kunos cars and tracks for the skins, extensions, etc... I've also backed up my AppData. I don't want to lose anything so i'm wondering if there's anything else that needs to be backed up before I verify the files?
I post this a while back. I have modified all my UI and dread every needing to do a fully verify. Uneless your game is seriously messed up or don't have the extra space, id recommend this. Saved me a few times from having to do the big verify. https://www.gtplanet.net/forum/threads/assetto-corsa-pc-mods-general-discussion.307899/post-14263475

basically, if you have the extra space, rename your assettocorsa folder in your steampapps folder or drag it out of there. Then when you go to verify files, it will see "nothing" and download a clean version of AC. Then you can rename that new folder to AC Clean or something, and name the original AC folder back to assettocorsa. Then you can drag and drop "clean" content from the newly downloaded game into your original content.

For example, if you get a car checksum, you can now just "redownload" the data file and not have it mess with your UI or skin changes. Same with any original game file you might need.

And unless I'm mistaken, the Steam verify will only touch files inside the steamapps folder. Your CM data in AppData should be fine (doesn't include car and track tags or skins)
 
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Good evening

Could someone provide the AI file for d7fox_mid_ohio?

For some reason, the line is broken at the start/finish of the track, making a small deviation to the left, and causing the cars to crash at the start...
I checked the track's chicane layout.
Thanks.
 
Good evening

Could someone provide the AI file for d7fox_mid_ohio?

For some reason, the line is broken at the start/finish of the track, making a small deviation to the left, and causing the cars to crash at the start...
I checked the track's chicane layout.
Thanks.
Here they are.
It's a zip file but you have to remove the .txt extension
 

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