Assetto Corsa PC Mods General DiscussionPC 

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Can someone tell me which version of the Audi A4 the skins work on, please? On my version, they are either all red or they don't display correctly. Thank you.
This is the skin pack.

 
Can someone tell me which version of the Audi A4 the skins work on, please? On my version, they are either all red or they don't display correctly. Thank you.
This is the skin pack.

This is the name of all the cars within the zip folder, so the correct audi wou8ld be the F302 one

1758458933521.webp

1758459117534.webp
 
Yes, I had already checked this place, but on the two versions I have, it doesn't work. At worst, can you give me the link to yours please?
 
Thanks for the link, but I already have that version. To be sure, I completely reinstalled your version, but it still doesn't work and I don't understand why. The skins are all red (the ones in the pack). Which version of CSP are you using?
 
Thanks for the link, but I already have that version. To be sure, I completely reinstalled your version, but it still doesn't work and I don't understand why. The skins are all red (the ones in the pack). Which version of CSP are you using?
Check the car's body in CM showroom. The name of it might have changed between updates and if so you need to update the livery.dds file to the correct one.
 
Thanks for the link, but I already have that version. To be sure, I completely reinstalled your version, but it still doesn't work and I don't understand why. The skins are all red (the ones in the pack). Which version of CSP are you using?
Latest paid one
 
For the ones here that noticed that you had to call the AI Fastlane at start (thru the shift key or thru the ai spline editor) to have the AI finally exploit the actual fastlane instead of whatever the hell it was using, i made a small CSP lua app that forces the ai spline to be loaded after 0.1 seconds at game start. You can drag the script directly into CM.

What it does : it actually refreshes the ai spline or fastlane after a few secs while hitting the start race button, the same way you could recall it thru the ai spline editor, or while hitting shift at loading (the oldschool way).

Why i needed it : made it after noticing on some tracks my new ai fastlanes weren't called properly and the AI was having multiple weird throttle/brakes behaviors, notably in fast paced corners. If you're wondering why your AI cars are 6 seconds slower than usual on some tracks despise not having touched anything, this could be why. I couldn't pinpoint the issue thru the CSP logs, but the way the fastlane was called at start vs the way it was called manually had a few differences.

If you noticed those issues while tweaking AI fastlanes, i hope this would help.


For those interrested, mainly the ones recording their own Fastlanes here, i also made an update to the AI_Spline_Editor so that it calls the fastlane you're working on properly when you start the ai spline editor app. That prevents you from editing the fastlanes watching the AI doing **** although the fastlane was never called properly in the first place. Added to download here as well. It is not needed if you already install the Auto_ai_refresh (duh).

Maybe someone should notify Ilya thru their patreon (to which i'm not subscribed anymore so, bummer, can't reach) but i think considering how easy it's getting to write lua scripts lately, i'm on a wild ride to fix all the little ***** that have been bothering me since a few months.
 

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3.0 update released for the F1 2007 mod

I'll have to thank @zsolt_mol for this release. He gave me some great insight of what needs to be fixed and what feature would be added on the mod for league racing, and worked hard getting Poly cruncher to work correctly to generate more lods on the cars.

Changelog :

-All cars have normal map to make the body lines appear more

-New blurred rim. For all cars

-Added cockpit_HR on every cars and attached the cockpit object to it, Then the lod generator did its work thanks to @zsolt_mol

-Added a glossy paint for Ferrari on their dark skin

-New steering wheel for the Ferrari, from test drive ferrari racing legends. Dash by Prophetimus

-Rainlight for all cars, fixed

-Fixed Wet FFB thanks to Didier Bastard

-Tyres now have correct size

Download the update
 
3.0 update released for the F1 2007 mod

I'll have to thank @zsolt_mol for this release. He gave me some great insight of what needs to be fixed and what feature would be added on the mod for league racing, and worked hard getting Poly cruncher to work correctly to generate more lods on the cars.

Changelog :

-All cars have normal map to make the body lines appear more

-New blurred rim. For all cars

-Added cockpit_HR on every cars and attached the cockpit object to it, Then the lod generator did its work thanks to @zsolt_mol

-Added a glossy paint for Ferrari on their dark skin

-New steering wheel for the Ferrari, from test drive ferrari racing legends. Dash by Prophetimus

-Rainlight for all cars, fixed

-Fixed Wet FFB thanks to Didier Bastard

-Tyres now have correct size

Download the update

This was a zig-zag ride, but we have got there, what's next ? :-)
 
I might have accidentally woken up very heavily on my autistic side today. Decided to some cleaning up in my AC folder by going from heaviest skin folder to the lightest, and boy were there some full skin folders.

Either way, While i was cleaning them out i made myself an little spreadsheet for series and skins that i was keeping, and so far i have this. It's not much but i'm working trough my Kunos AMG GT3 folder rn and apparently i have over 200+ skins for that car alone. Many being duplicates or those horrible fictional ones that i don't enjoy having anymore.

It's not the best spreadsheet but i am not aware of any other spreadsheet around that "documents" liveries for AC.
Update to the "database" added roughly 300+ liveries.
There is a lot of liveries that i'm probably still missing, Mainly on overtake due to how terrible their search function is. At minimum they could have enabled so that KUNOS content would have their own tag for each individual car....man. It's an absolute PAIN going trough that site just to find liveries.
 
Update to the "database" added roughly 300+ liveries.
There is a lot of liveries that i'm probably still missing, Mainly on overtake due to how terrible their search function is. At minimum they could have enabled so that KUNOS content would have their own tag for each individual car....man. It's an absolute PAIN going trough that site just to find liveries.
I rate you for this to be fair...creating a more updated Database for skins....albiet it's gonna take alot of god damn work to go through and find everything...and i mean everything
 
Check the car's body in CM showroom. The name of it might have changed between updates and if so you need to update the livery.dds file to the correct one.
Yes, I think that's it. I checked, and I think it's working now. Thank you very much. The other version I have is 1.0.7, also by f302; I think I found it here. However, with this version, I can't get the skins to work properly. They display, but they're all misaligned and positioned incorrectly. Do you have any solution for this problem, please?
 
Keeping on the useless retro engineering, i manage to get all the data out of the fast_lane.ai in a simple way. I never found anything on the web doing it properly (blender was able to do it apparently with an import addon, but i never managed to get it to work).

I used a python converter which allows you to extract any data from the fastlane without going thru Blender or Fastlaneutils, and translate them to CSV. In the future (and this is probably more for myself), that would allow you to interfeer with the inputs directly into the fastlane. ****ed up a little braking in a fast corner? Well, you can now edit the data directly : included are the spline position on the track (distance), the Gas, brake and steering inputs (x,y,z), and the sidelines (right and left_boundaries). The CSV file is a complete nightmare to read with regular human eyes BUT it has everything, while the lua files are super simple.

I haven't coded the python app to save it back to a fast_lane.ai file yet, but i'm on my way. It also need a more detailed option (i think i stayed on a 1% precision for this one, so 7 meters for the 8km track i was working on) in case anyone would want to edit the inputs on a very specific part of a corner.


Anyway, because there's a goal to this nonsense, the idea is to be able to load some of this data into the aihints.lua script @shi started to mess with.

If you're not familiar with coding, python and ****, don't worry : neither do I. It's just some retro engineering and basic computer typing.
If you wanna give it a try, you need https://dotnet.microsoft.com/fr-fr/ and https://www.python.org/downloads/release/python-3137/

To use the python apps, when in the ai folder, then "shift + right click", "open powershell window here". Then just call the app : "python analyze_ai.py fast_lane.ai" first, then "python generate_fastlane_lua.py" if you want to have the lua conversions (that are useless at the moment, but whatever, if you get to understand the values stored in the CSV files, you can easily modify the lua converter to get the values you would actually need in a AI script).


A first python app attempted to decrypt the fast_lane format and how to read the data, but i ended up with a mess cause the way it's packaged and exploited ingame is not intuitive at all.

It apparently depends on the track but i was lucky enough to find that link : https://assettocorsamods.net/threads/extract-ai-pit-fast-lanes.2013/#lg=attachment5126&slide=0, which, coupled with https://github.com/gro-ove/actools/tree/master/AcTools/AiFile, was pretty helpful.

Note that the python apps need to be in the same folder as the fast_lane.ai. The saved resulting files would appear in the folder.

To transfer the data to a CSV file, i made the analyze_ai.py. Open with powershell, type "python analyze_ai.py fast_lane.ai", it should automatically detect the best format and save the result as a CSv file.

Now, using the "generate_fastlane_lua.py" : Open with powershell, type "python analyze_ai.py fast_lane.ai" and you should get 3 lua files. As i'm still trying to figure out what would work best and for further testing (and to see what's the impact on the game perfs), it creates 3 lua files : detailed, medium and light. It looks like this, which is understandable for all :

local fastlane_data = {
[0] = {
distance = 0.000000,
x = 414.438,
y = 4.913,
z = 710.346,
right_boundary = 4.941,
left_boundary = 0.670
},
[1] = {
distance = 7.887292,
x = 406.701,
y = 4.881,
z = 711.875,
right_boundary = 5.577,
left_boundary = 0.763
},
etc etc...

At the moment i picked random values (the ones written x, y, z) for brakes and throttle, i have my clues but i couldn't pinpoint one variable to be either one or the other. Same for boundaries, they could be related to something else, maybe you can have a look inside the CSV file and try to see, out of the 23 values in, who does what. Shouldn't be too hard at this point, and i'll edit the lua converter accordingly. Same for the CSV to fastlane encoder, no need for it until i figure out which values do what.


At the moment, i have access thru the lua script to : each car position, its distance to next car, its distance from the fastlane, its distance to the sidelines. I still have to figure out how to configure the car being Left or Right to the fastlane.

What it could allow in the future : implement a behavior depending on the car position and what script to apply. Let's say left = danger, car on the right, apply countersteering and extra braking for example. Another cool feature that i 'm trying to add : in case of a car very close at front, increase speed and attempt overtaking, then careful driving while being on the inside line to not overshoot the corner. There's probably plenty of possibilities i haven't thought of, most of them being either not reliable or completely insane, but maybe there could be a few ones worth it to help those poorly designed ai Hints.


Anyway, this is just for the challenge, but i'm sure people involved in creating AI fastlanes and/or playing with lua scripts would enjoy to finally have access to this fast_lane.ai data, as i found the ressources about it to be extremely scarse and cryptic. Now, it's easy to access. I'll upload the CSV to .ai converter later.
 

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I rate you for this to be fair...creating a more updated Database for skins....albiet it's gonna take alot of god damn work to go through and find everything...and i mean everything
Yeah, so far the biggest issue is skins that are on the official Assetto Corsa forum. I can’t access it. I tried making a new account, but I keep getting flagged as a bot no matter what I do. Then I tried logging in with my Steam account and was instantly banned, even though I have NEVER used the website before. So now I’m completely stuck when it comes to getting skins from that site.
 
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Keeping on the useless retro engineering, i manage to get all the data out of the fast_lane.ai in a simple way. I never found anything on the web doing it properly (blender was able to do it apparently with an import addon, but i never managed to get it to work).

I used a python converter which allows you to extract any data from the fastlane without going thru Blender or Fastlaneutils, and translate them to CSV. In the future (and this is probably more for myself), that would allow you to interfeer with the inputs directly into the fastlane. ****ed up a little braking in a fast corner? Well, you can now edit the data directly : included are the spline position on the track (distance), the Gas, brake and steering inputs (x,y,z), and the sidelines (right and left_boundaries). The CSV file is a complete nightmare to read with regular human eyes BUT it has everything, while the lua files are super simple.

I haven't coded the python app to save it back to a fast_lane.ai file yet, but i'm on my way. It also need a more detailed option (i think i stayed on a 1% precision for this one, so 7 meters for the 8km track i was working on) in case anyone would want to edit the inputs on a very specific part of a corner.


Anyway, because there's a goal to this nonsense, the idea is to be able to load some of this data into the aihints.lua script @shi started to mess with.

If you're not familiar with coding, python and ****, don't worry : neither do I. It's just some retro engineering and basic computer typing.
If you wanna give it a try, you need https://dotnet.microsoft.com/fr-fr/ and https://www.python.org/downloads/release/python-3137/

To use the python apps, when in the ai folder, shift + right click, open powershell window here. Then just type the app call : "python analyze_ai.py fast_lane.ai" first, then "python generate_fastlane_lua.py" if you want to have the lua conversions.


A first python app attempted to decrypt the fast_lane format and how to read the data, but i ended up with a mess cause the way it's packaged and exploited ingame is not intuitive at all.

It apparently depends on the track but i was lucky enough to find that link : https://assettocorsamods.net/threads/extract-ai-pit-fast-lanes.2013/#lg=attachment5126&slide=0, which, coupled with https://github.com/gro-ove/actools/tree/master/AcTools/AiFile, was pretty helpful.

Note that the python apps need to be in the same folder as the fast_lane.ai. The saved resulting files would appear in the folder.

To transfer the data to a CSV file, i made the analyze_ai.py. Open with powershell, type "python analyze_ai.py fast_lane.ai", it should automatically detect the best format and save the result as a CSv file.

Now, using the "generate_fastlane_lua.py" : Open with powershell, type "python analyze_ai.py fast_lane.ai" and you should get 3 lua files. As i'm still trying to figure out what would work best and for further testing (and to see what's the impact on the game perfs), it creates 3 lua files : detailed, medium and light. It looks like this, which is understandable for all :

local fastlane_data = {
[0] = {
distance = 0.000000,
x = 414.438,
y = 4.913,
z = 710.346,
right_boundary = 4.941,
left_boundary = 0.670
},
[1] = {
distance = 7.887292,
x = 406.701,
y = 4.881,
z = 711.875,
right_boundary = 5.577,
left_boundary = 0.763
},
etc etc...


At the moment, i have access thru the lua script to : each car position, its distance to next car, its distance from the fastlane, its distance to the sidelines. I still have to figure out how to configure the car being Left or Right to the fastlane.

What it could allow in the future : implement a behavior depending on the car position and what script to apply. Let's say left = danger, car on the right, apply countersteering and extra braking for example. Another cool feature that i 'm trying to add : in case of a car very close at front, increase speed and attempt overtaking, then careful driving while being on the inside line to not overshoot the corner. There's probably plenty of possibilities i haven't thought of, most of them being either not reliable or completely insane, but maybe there could be a few ones worth it to help those poorly designed ai Hints.


Anyway, this is just for the challenge, but i'm sure people involved in creating AI fastlanes and/or playing with lua scripts would enjoy to finally have access to this fast_lane.ai data, as i found the ressources about it to be extremely scarse and cryptic. Now, it's easy to access. I'll upload the CSV to .ai converter later.
That sounds excellent !

Is there a resource somewhere that describes how the AI is implemented in AC ? I understand it follows a line but I suppose there may be as well some kind of event loops with decision rules to check for overtake etc...
 
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Yea, So far the biggest issue is skin's that are on the official Assetto Corsa forum. I can't access it. I tried making an new account for it but i keep getting flagged as an bot no matter what i do, I then tried to login with my steam account and was instantly banned even though i have NEVER used the website before. So i'm completely stuck getting skins off that site.
I ran into similar issues years ago. The Offical Assetto Corsa Forum, is literally one of the worst things.
 
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That sounds excellent !

Is there a resource somewhere that describes how the AI is implemented in AC ? I understand it follows a line but I suppose there may be as well some kind of event loops with decision rules to check for overtake etc...
Couldn't find much, but with the CSV file you get out of the fastlane, it is pretty dense. 23 values on a fews thousands lines (track positions), clearly tells the AI what it 's suppose to follow. On the AI behavior, i suppose it is hardcoded somewhere else, as you don't record anything about it while recording a new fast_lane.

Here's my fastlane from dundrod converted into a CSV : CSV Fastlane.webp


Progress is easy, it's the distance in meters (Dundrod being 12,129 km, you get 12 129 meters).

The x, y, z, i have no idea yet. The point Id i suppose is just the fastlane progress definition, as there are no big size differences in kb between a 2km track fastlane and a 10 kms one.

Since we're looking at the straight at the start of the race, and you have full trottle on this part of the track, there should be no brake values here. The boundaries could be the sidelines, but how are they calculated? Distance from fastlane? Surfaces? Center of the road?

To define the fastlane points position, it's a 3d space anyway, so i would expect 3 values of positionning. Maybe that's what the x y z values are.

For the detail values, best way to have a look at it is to make charts, i.e here with details 0 and 12 :
Capture d'écran 2025-09-22 170309.webp

That way we can at least figure throttle and brake pedals, as they need to change all along the track. We can then check with the ai hints of a track and translate to the progress value. If i have a hairpin at 0.82 ingame (% of the track), i just have to check at progress * 0.82 and find out who's going crazy in values there. Should be easy, just have to get rid of my kids to figure it out.
 
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3.0 update released for the F1 2007 mod

I'll have to thank @zsolt_mol for this release. He gave me some great insight of what needs to be fixed and what feature would be added on the mod for league racing, and worked hard getting Poly cruncher to work correctly to generate more lods on the cars.

Changelog :

-All cars have normal map to make the body lines appear more

-New blurred rim. For all cars

-Added cockpit_HR on every cars and attached the cockpit object to it, Then the lod generator did its work thanks to @zsolt_mol

-Added a glossy paint for Ferrari on their dark skin

-New steering wheel for the Ferrari, from test drive ferrari racing legends. Dash by Prophetimus

-Rainlight for all cars, fixed

-Fixed Wet FFB thanks to Didier Bastard

-Tyres now have correct size

Download the update
rarely did I see an F1 car flip over simply by cornering too fast and hitting a slight curb in the apex...
I witnessed it just now... AI that was in the lead, flipped on the first corner (after 1 lap) on Bikernieki High Speed Ring
Here my settings for the race:
1758554923401.webp

(nevermind the Candidates, it was with your Ferrari F2007
and haven't seen any other F1 mods do that on this track , so I guess it's a car mod issue, not a track issue)
 
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