Assetto Corsa PC Mods General DiscussionPC 

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I don't really have a goat in this fight, but I will say that I subscribed to GTSupreme's patreon to get access to the Group C cars. That said, I haven't really raced them much because I wasn't happy with the physics and because there is no cohesion to the way they were released or organized. If I wanted to fix the physics I would have to do so for like 87 cars or something. Am I happy that he ported these over? Yes, he did the work to convert them to AC and we have working cars in game. Are they high quality? Not really. Are the physics accurate? Not really. Am I glad I have them in my collection? Kind of, yes.

I was always hoping that some physics guru would step in and do an overhaul for these cars. Maybe that could still happen. It would be awesome to have some Group C cars that race well together.
 
shi
Boromo Superveloz v1.4
View attachment 1478336
Fictional circuit in Brazil.
Conversion from Grand Prix 4.

-CSP recommended
-32 pit/start
-AI, cam

Credits & Thanks;
Original Track by Gildoorf Rozencrantz, Paulo Blanco (Prblanco), Ruben Greidanus (Turbo Lover)
-Thank you for gave me permission (Gildoorf)

AC Converted by @shi (shin956)
.lua and font base by @gunnar333
logo.png and Sections file by @Fanapryde
marshall and some textures by kunos
Test and Feedback by @Fanapryde , @Breathe

Option;
Alternative Adboards for Boromo Superveloz by @mascot
https://www.overtake.gg/downloads/alternative-adboards-for-boromo-superveloz.79706/View attachment 1478337

Enjoy.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.1 changelog;
Added 3D terrain.
Added Sections file by Fananpryde. (Thanks)
Updated ext_config.ini.
Changed crowd textures by Kniker97. (Thanks)

v1.2 changelog;
Updated pit_lane.ai by TITI. (Thanks)
Re-created fast_lane.ai and sidelines.
Re-created groove/ skidmarks.
Updated ext_config.ini.
Updated tree wall normals.
Fixed tree mapping.

v1.3 changelog;
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.)
Updated ext_config.ini.
Updated road and grass mapping.
Added pit tents and garage doors.

v1.4 changelog;
The guardrails now have thickness.
Fixed the aspect ratio of the Billboard logos. (Thanks Mascot for the report.)
Removed the Treewall and added trees.
Added Sand edges.
Updated ext_config.ini. (Brightness of grass and road)

Boromo Superveloz v1.4
Screenshot_ks_corvette_c7r_boromo_superveloz_5-8-125-17-36-45.webp

v1.4 changelog;
The guardrails now have thickness.
Fixed the aspect ratio of the Billboard logos. (Thanks @Masscot for the report.)
Removed the Treewall and added trees.
Added Sand edges.
Updated ext_config.ini. (Brightness of grass and road)
Alternative adboard skin for @shi's Boromo Superveloz

View attachment 1478222

Thank you!
 
I don't really have a goat in this fight, but I will say that I subscribed to GTSupreme's patreon to get access to the Group C cars. That said, I haven't really raced them much because I wasn't happy with the physics and because there is no cohesion to the way they were released or organized. If I wanted to fix the physics I would have to do so for like 87 cars or something. Am I happy that he ported these over? Yes, he did the work to convert them to AC and we have working cars in game. Are they high quality? Not really. Are the physics accurate? Not really. Am I glad I have them in my collection? Kind of, yes.

I was always hoping that some physics guru would step in and do an overhaul for these cars. Maybe that could still happen. It would be awesome to have some Group C cars that race well together.
Oh yes, genius move locking Group C cars behind a paywall. Totally justified, right? Never mind the fact that he didn’t actually make them. Not his 3D models, not his work nothing. Just lifting other people’s hard work from rFactor 1 and GTR2and slapping a price tag on it. But hey, give credit where it’s due he did add a couple empties in Blender, threw some bargain-bin shaders into KSeditor, and oh, the pièce de résistance: copy-pasted the Kunos Porsche 962 physics. Incredible effort. Really groundbreaking stuff.

Thank you for proving and exemplifying what I meant about the AC modding community, you could not have done it better if I asked you guys to. I won't be replying to posts here about this.
Oh, grow up. Criticizing mods and mod authors is necessary without it, we’d still be stuck with the garbage RTM pushed out. And let’s be real: since they’re still running under SimDream and raking in cash, it looks like the AC community never really climbed out of RTM’s wallet. As for GTSupreme’s work? It’s bad. Full stop. Plenty of people have tried to help offering 3D models, physics, even sound. And every single time, he’s ignored it. He's just refusing to improve.
 
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Otherwise you'd be still stuck using those terrible mods from RTM. Altough considering that they are still operating under simdream these days and are making bank doing it i guess the AC community never left RTM's wallet.
So, RTM is next? I have a lot of them too! :confused:

Edit: I confused them with RMS. My bad!
 
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Kinda crazy to lock the Group C cars behind an paywall... Especially considering he has NOT made those cars at all. They are not his 3D models or anything. Nothing. Just stealing other people's hardwork that they provided to us for free on rFactor 1 and GTR2 and selling them, All because what? he added some empties in blender and put basic shaders in kseditor and copied the Kunos Porsche 962 physics. Wooow he did so much!


Oh grow up. Criticizing mods and mod authors are necessary. Otherwise you'd be still stuck using those terrible mods from RTM. Altough considering that they are still operating under simdream these days and are making bank doing it i guess the AC community never left RTM's wallet. GTSupreme's stuff isn't good. There has been several people that has tried to help him in various ways, Be it literally 3D models, Physics and sound. But no. He has ignored it constantly.
Yeah, I don't love that he put the VLM cars behind a paywall. VLM are the ones who originally made these cars with love and care 15-20 years ago. Perhaps it was the nostalgia that reeled me in, because I was expecting (hoping) for a similar experience. The ability to have a pile of Group C cars that I could race freely and it would all work nicely together while being a bit challenging to master. That's why I subscribed to his patreon, he's the only one in town. I don't know if you've noticed but aside from GTSupreme porting these over, nobody else is making quality Group C mods. So yeah, I was drawn in to that, for better or worse.

I am thankful we are blessed with sports cars and prototypes from the 60's and 70's thanks to the WSC packs, but there isn't much at all in terms of Group C or IMSA GTP era, which is a shame because these cars were absolute beasts and looked beautiful.
 
I don't really have a goat in this fight, but I will say that I subscribed to GTSupreme's patreon to get access to the Group C cars. That said, I haven't really raced them much because I wasn't happy with the physics and because there is no cohesion to the way they were released or organized. If I wanted to fix the physics I would have to do so for like 87 cars or something. Am I happy that he ported these over? Yes, he did the work to convert them to AC and we have working cars in game. Are they high quality? Not really. Are the physics accurate? Not really. Am I glad I have them in my collection? Kind of, yes.

I was always hoping that some physics guru would step in and do an overhaul for these cars. Maybe that could still happen. It would be awesome to have some Group C cars that race well together.
Echoing my thoughts near-exactly.

I was grateful they'd been ported to AC, as I love love love this era of sportscar racing, and on paper the project pops off the screen - but wow, actually hopping into these cars was a real kick in the teeth. Awful, unpredictable physics, low-quality configs, the whole nine yards - and I hate to say it, they were some of the worst cars I've ever tried to put actual time into. They're really, really bad - I can't sugarcoat it.

I had always hoped that GTS would move on from AC and give a loose modding group (WSC, RMS, etc.) permission to iterate on these models to get them to a higher-quality place. That was over 3 years ago - and it seems it still hasn't happened.

But, as ACE continues to prove that perhaps AC with CSP will be the only "open platform" indefinitely, maybe it will happen someday.
 
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Thank you for proving and exemplifying what I meant about the AC modding community, you could not have done it better if I asked you guys to. I won't be replying to posts here about this.
Update for Mini JCW GP. Great fun and very quick fwd car. Here.
View attachment 1478331
AC Modding community is filled with people who love the game & are willing (for free) to help each other to improve the game we all love! Thank you Pilot3331 for helping (so fast) improving this mod! Thank you ALL members of this community for your shared knowledge & work! You make some people happy (in the hard days some of us are facing).
 
Oh yes, genius move locking Group C cars behind a paywall. Totally justified, right? Never mind the fact that he didn’t actually make them. Not his 3D models, not his work nothing. Just lifting other people’s hard work from rFactor 1 and GTR2and slapping a price tag on it. But hey, give credit where it’s due he did add a couple empties in Blender, threw some bargain-bin shaders into KSeditor, and oh, the pièce de résistance: copy-pasted the Kunos Porsche 962 physics. Incredible effort. Really groundbreaking stuff.


Oh, grow up. Criticizing mods and mod authors is necessary without it, we’d still be stuck with the garbage RTM pushed out. And let’s be real: since they’re still running under SimDream and raking in cash, it looks like the AC community never really climbed out of RTM’s wallet. As for GTSupreme’s work? It’s bad. Full stop. Plenty of people have tried to help offering 3D models, physics, even sound. And every single time, he’s ignored it. He's just refusing to improve.
1757581336852.webp
 
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.


What a wonderful discussion, also with KPCart's opinions. I'm sorry I didn't respond earlier.

My own opinion is that I agree with most of your post and disagree with some of it.

I completely agree with you in that the immersion is racing with AI and really feeling your improvements through what you gain in passing Nakajima vs passing Alesi as you improve your skills. That is the immersion. Coupled with a beautiful realistic track like the indescribably good EKO Phoenix track it is sublime. You really feel like you were there. Those blurry, undersaturated terribly compressed race footage of Phoenix 1991 suddenly becomes real. You are (were) there all of a sudden. In those cars. On that track. On that day.

What I disagree with is the driving difficulty aspect and the setups. I am chasing 1:1 reality. Absolute reality. I want the car to behave as close as humanly possible to how the real car behaved. I will never sit in an MP4/6 and push it to the limit. I want the closest experience to that (which is ASR cars) to be as close as can be. The ASR cars right now are actually a little bit easier to drive than reality. In 1991 the Goodyears had a slip angle of 3-4 degrees. In the sim it's more like 8-10 degrees, similar to the safe Avon tires used today in historic racing. You can catch insane slides in the sim. I want the laptime that Mansell did in Phoenix 1991 to be possible (we are sitting at home, not all the bumps are modelled and we feel no G-Forces at home.)

I want the actual time to be possible with a very very good sim lap, but not easy. At all. The track is good enough, almost laser scanned. The car has to be as close as the track. That is the pleasure for me. I want it to be as difficult as in real life. I want to create a sim where in a parallel reality F1 in 1991 used simulators like we do today and I want to create that sim that the parallel dimension Mansell and Senna would have used to train.

Setups are a huge part of that. Every track had completely different setups, most notably gear ratios, how long you stayed in each gear for each corner, where you shortshifted, etc. Also aero, the use of a Gurney flap or not. The setups are the key to getting within 2 seconds of the actual time, the rest is talent. And we should never forget, we are sitting at home, and feel no G-forces, and the tracks are ALWAYS less bumpy in sim than in reality.

My ultimate dream is to be able to use actual setup sheets used in the late 80's and early 90's by people like Ayrton Senna and Alain Prost IN Assetto Corsa, and really FEEL the type of setup Ayrton preferred, and how it was different from the setup Prost preferred, or Mansell, etc. You are then really feeling that driver's driving style. Imagine being able to push the car in a way Ayrton wanted and getting a result. Then push it in the way Alain wanted and train until you get a similar result. That way you BECOME or LEARN exactly what made these drivers so different and so legendary.

And we can only get there if the car is as close to reality as possible.
 
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Thank You for appreciating my modest efforts.
I did more testing with Mini JCW GP, and i did not like how jerky ffb was on kerbs, changing gears. So i found that bumpstop parameter was set to be less than gt3 racecar, which is not realistic on road car. I did one more update tweaking bumpstop parameter to make ffb more gentle, as road car should be comfy to drive.
For those who find ffb to rough please redownload from that link.
 
Volkswagen Golf IV GTI 2001 track Public Release!!
Download: https://www.mediafire.com/file/a2x1qchom4rqzz3/mx5_mazdaspeed_2001_101creative.rar/file
Converted From GT6
-AO inside and out
-Realistic Dashboard
-PhysicS
-CSP Settings
-Driver Animation
-Panoramic session Start config Daniel Nogal


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Can I suggest something? When converting these "track" toys, could you maybe consider to leave these AC window banners and AC number templates on the doors for good? Just a blank car? And your link leads to a MX5 Mazdaspeed.
 
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I'm having some problems with the "new" GTE-cars from URD. At least on the Aston Martin, the dash display has no text. Neither does the RaceLogic. But the timing display is working.

Yes, I have installed manually, making sure the fonts are properly installed, and it is an original file downloaded directly from the creators themselves. But they do not answer support questions, apparently. Deleted the folders properly and tried again, no luck.

Using the latest CSP and everything, even tested on two different computers, same result. Both with v2.0 and the v2.1 released today.

Anyone else having this?
 
I'm having some problems with the "new" GTE-cars from URD. At least on the Aston Martin, the dash display has no text. Neither does the RaceLogic. But the timing display is working.

Yes, I have installed manually, making sure the fonts are properly installed, and it is an original file downloaded directly from the creators themselves. But they do not answer support questions, apparently. Deleted the folders properly and tried again, no luck.

Using the latest CSP and everything, even tested on two different computers, same result. Both with v2.0 and the v2.1 released today.

Anyone else having this?
Did you use CMRT app? If yes, that could be the issue
 
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Did you use CMRT app? If yes, that could be the issue
I kind of figured it out, the fonts are actually missing from URD's files. When I copied the fonts from URD's Aston Martin GT3, the dash started working. Not sure if the RaceLogic is working, but it's kind of impossible to know what fonts are needed when the car's data folder is encrypted.

But at least I can say for sure that URD's files are missing some fonts.

Edit: The fonts "bdp_fox" and "amrv8" are missing. They are found in URD's Aston Martin GT3 and in their Porsche 992 GT3 archives.
 
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General considerations while running a custom championship on CM. Requirements: CSP 0.2.9
Nuzzi Pit App 4.4
Bazza "F1 1975" mod
Tracks by various authors
1) The difficulty setting mainly affects qualifying: example, difficulty 50%, time 1:50.00 1st
difficulty 95%, time 1:50.00 23rd
2) I set ONLY two pit stops, but the AI-driven cars make many more; I don't understand why. This problem distorts the race result.
3) The Tyrrell P34 only has the first front axle steering, but in reality both front axles are steering.

Does anyone have any explanations, especially for 2) and 3)? Thanks
 
NASCAR 2013 ACMOD


Features Chevrolet, Toyota and Ford with 4 different models: Super Speedway, Road Course, Intermediate Speedway and Short Speedway.
Your support helps me keep creating realistic mods for Assetto Corsa 🏁

https://www.patreon.com/posts/nasca...paign=postshare_creator&utm_content=join_link

View attachment 1478389
Sorry, but like…


First-ever mod, and the first thing you want is for everyone to take a $7 gamble on it despite having no prior history of making mods. For that money, I could grab the RSS GT-M Phase 2 pack instead, where I know I’m getting three high-quality mods for $5.

It’s genuinely hilarious how the AC community is overflowing with people who only want one thing: money, money, money… and more money. If this had been commissioned, I’d understand wanting to be paid for it. But even then, the commissioner should have paid you for the labor, which in most cases would make it free for everyone else. And honestly, I seriously doubt a single person commissioned you for this. You chose to make it yourself—and I find it hilarious that you’re now demanding everybody pay for it, despite no one asking for it. On top of that, you’ve never released a single public mod (at least none I can find when searching your Patreon name). So again taking an complete gamble on something that could be terrible.

“Pay me monthly for a chance to get realistic mods!” Yeah, sure—your physics are soooo realistic and definitely not just copied from another NASCAR mod

:crazy:
 
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Now the 1992 TV graphics have been finalized. All drivers have their correct driver pictures and numbers. The championship mod is unchanged but now the whole package does the amazing ASR 1992 cars justice.

Video has timestamps. Look how amazing Spa rain looks with these cars. Sure there are no rain physics but the looks... can't believe this is a 10+ year old game!!!!

 
Sharing a mod? Host it on GTPlanet Downloads. Free, public hosting for files up to 10GB in size.

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