Assetto Corsa PC Mods General DiscussionPC 

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I've downloaded an Audi R8C that confusingly has a Lumirank randomly on the left side of the engine cover. How can I get rid of it?

1758566663996.webp


Semi-related, what's the best version of an R8C that's currently available?
 
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.
that´s great work! if you need any help just tell me



Uploaded both Lada Touring Packs. All skins with Driver Helmet + Suits + Crew + AC Crew Boards

Lada Vesta Touring Skinpack GeForce06.webp
Lada Vesta NG Touring Skinpack GeForce06.webp



 
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Instead of staring at grass particles, and figuring out how to render them at 8K while only taking up 50 of your FPS in rendering, How about this instead

First ingame images, With some refraction added to the headlights. Still heavily WIP.
Still left to do:
  • Full interior
  • Sound
  • Physics
  • Extensions
  • Liveries (unless someone is willing to help for free)
  • BoP (I don't know of any 1997 Le Mans mods, But if anyone knows of an good pack lmk so we can BoP the car for those cars)
Lmk if you got any questions.
- IMS Team
Some interior pictures for the Saleen GT2
1758571919320.webp

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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 : View attachment 1480979


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 : View attachment 1480980
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.
Gonna reply to myself rather than edit that atrocity of a wall text. So far, the CSV values that i pinpoint (small image to show how they appear in the CSV) :
Capture d'écran 2025-09-22 225531.webp


-progress : distance covered from the starting line, in meters
-X, Y, Z : fastlane world position (spacial coordinates)
-Detail 1 : speed in meter/s
-Detail 2 : Gas trottle (0 ->1)
-Detail 3 : Brakes intensity (0-1)
-right and left boundary : distance from the DRIVER 3D (not the car center) and the sideline (left and right, in meters)

Almost validated, with some data validation :

-Detail 0 : longitudinal forces where negative values (-0.1) are downhill, positive values (+0.08) uphill

-Detail 5 : torque adaptation/demand or engine load. If value < 100, the AI will downshift. If value >300, keep pushing until optimal zone. Value reaches abnormal values (190 000+) once you reach rupting RPM. On the straight, you could have detail 5 reach 180 000 (5th gear) then back to 7000 (6th gear) then up to 92904 once max speed is reached. It could be a nice edit to prevent some cars from downshifting or upshifting on some corners.

-Detail 8 : lateral G-forces, corner aggressivity? <0.02, very soft turn, 0.04 medium corner, >0.065 intense turn
-Detail 9 : Corner direction : 1.000 => Left or straight, -1.000=> Right


Hypothetical :
-Detail 11 : inclination coefficient? 1.000 is flat, 0.989 is high downhill/uphill
-Detail 13 : yaw? Definitly an angle of some sort
-Detail 14/16 : i suspect a cos/sin trigonometric coordinate.
-Detail 17 : unused with my AI lane, i suspect turbo, DRS, or whatever my car's not using
 
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I've always wondered why there hasn't been any attempts to make Laguna Seca in th 70s->90s?
I know there isnt much of a difference especially with the Camel GT skin on RD. Id even take a skin to make it look it is set in the 80s like the camel mod. But has anybody considered it?

The 86-87 layout widens turn 2.
1758578363552.webp


for the 90s, Turn 11 was shorter as it has the original Final Corner.
1758578337244.webp
 
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Sorry to promote here. We might be a bit late but maybe something can happen within 2 days. There's a nearly completed Blackhawk Farms Raceway but unfortunately it is behind a maker fee. If it doesn't make it pass the deadline, it'll probably never see the light of day. For being one of my local tracks, I would really love to have some practice time on it. I already donated.

www.indiegogo.com/projects/donate-for-asseto-corsa-version-of-beloit-wi

 
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24H
that´s great work! if you need any help just tell me



Uploaded both Lada Touring Packs. All skins with Driver Helmet + Suits + Crew + AC Crew Boards

View attachment 1481068View attachment 1481069


The only help i'd need rn is for someone to go trough the 100+ pages on Overtake & grab all the links for all the real liveries that has not made an appearance in the current spreadsheet, and if someone has an assetto forums account to also see what is on there. Other than that i can't think of anything else. I'd like to do the spreadsheet archiving myself as i'm putting them all into the spreadsheet as i'm installing them to my game. :lol:
 
Does anyone happen to have this ancient 1973 Firebird mod from smallblockhero? I found like 2 mentions of it on the internet and there's no link to be found
477664817_7431476413642612_6684565226186789531_n.webp
 
I've always wondered why there hasn't been any attempts to make Laguna Seca in th 70s->90s?
I know there isnt much of a difference especially with the Camel GT skin on RD. Id even take a skin to make it look it is set in the 80s like the camel mod. But has anybody considered it?

The 86-87 layout widens turn 2.
View attachment 1481119

for the 90s, Turn 11 was shorter as it has the original Final Corner. View attachment 1481118
The 60s layout which is pretty much the same, has been around for a while - https://www.overtake.gg/downloads/laguna-seca-60s.61923/
 
Gonna reply to myself rather than edit that atrocity of a wall text. So far, the CSV values that i pinpoint (small image to show how they appear in the CSV) :
View attachment 1481105

-progress : distance covered from the starting line, in meters
-X, Y, Z : fastlane world position (spacial coordinates)
-Detail 1 : speed in meter/s
-Detail 2 : Gas trottle (0 ->1)
-Detail 3 : Brakes intensity (0-1)
-right and left boundary : distance from the DRIVER 3D (not the car center) and the sideline (left and right, in meters)

Almost validated, with some data validation :

-Detail 0 : longitudinal forces where negative values (-0.1) are downhill, positive values (+0.08) uphill

-Detail 5 : torque adaptation/demand or engine load. If value < 100, the AI will downshift. If value >300, keep pushing until optimal zone. Value reaches abnormal values (190 000+) once you reach rupting RPM. On the straight, you could have detail 5 reach 180 000 (5th gear) then back to 7000 (6th gear) then up to 92904 once max speed is reached. It could be a nice edit to prevent some cars from downshifting or upshifting on some corners.

-Detail 8 : lateral G-forces, corner aggressivity? <0.02, very soft turn, 0.04 medium corner, >0.065 intense turn
-Detail 9 : Corner direction : 1.000 => Left or straight, -1.000=> Right


Hypothetical :
-Detail 11 : inclination coefficient? 1.000 is flat, 0.989 is high downhill/uphill
-Detail 13 : yaw? Definitly an angle of some sort
-Detail 14/16 : i suspect a cos/sin trigonometric coordinate.
-Detail 17 : unused with my AI lane, i suspect turbo, DRS, or whatever my car's not using
Great work! Hopefully, you should not work on it! 😆 . You're more efficient with scripting than I would.
I 've tried your files and got the lua files and csv.
I could have helped you regarding the meaning of each column in the csv file but i think you just found out more than what I knew.
I'm curious to see if modifications on pace values like brake/gas and speed would work, as it did not when I tried with Blender, but maybe I made something wrong at that time.

From what I remember, regarding your hypothetical columns, I wonder if there is not something linked to yaw/roll and or suspension/bumps
 
Its been like that for a while now, they use to faint and disapear over time!
On my side they completely disapear after I shut down the pc over night. Skidmark.obj is still in the folder but they wont appear on track.
From my small tests, RMi is correct, tiny bit of a faff, but you enable save skid obj file, do the skids (i'm going through drift phase so i just do that for a bit), then it save obj file, then if you EVR go back on that track you mkust un check 'save skid obj', otherwise that track will overwrite skids and they disapear.

So only enable on a track once. I guess if you use AC normally and don't do drifting saving skids isn't such an issue. But for drifting its a must to get the tracks looking right...
 
Sorry to promote here. We might be a bit late but maybe something can happen within 2 days. There's a nearly completed Blackhawk Farms Raceway but unfortunately it is behind a maker fee. If it doesn't make it pass the deadline, it'll probably never see the light of day. For being one of my local tracks, I would really love to have some practice time on it. I already donated.

www.indiegogo.com/projects/donate-for-asseto-corsa-version-of-beloit-wi


Is this a joke?
$2,150 needed or the track won't get released?
Is ransomware the new model for releasing mods or something?
"The developer dedicated countless hours — entirely unpaid — to bring this vision to life.
I believe it’s only right that we, as sim racers and fans, give back and show our appreciation for this work. Our goal is to raise $2,150 (including Indiegogo’s fee) so we can make a direct donation to the developer as thanks for his time, skill, and dedication.
If we reach our goal, all backers will receive a download link to the final version of this custom track as a token of gratitude.
Let’s celebrate creators who make our community better — every contribution makes a difference!"


The developer dedicated countless hours — entirely unpaid - but now wants paying?
Or has this Indiegogo been set up by a shyster with no ties to the track creator?

What on earth is the modding scene coming to?
 
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24H
that´s great work! if you need any help just tell me



Uploaded both Lada Touring Packs. All skins with Driver Helmet + Suits + Crew + AC Crew Boards

View attachment 1481068View attachment 1481069


Thank you for the skins! I'd like to know if the "TCR" skins are not compatible with this car? (smp_lada_vesta_ng_touring) Would it be possible to create them for this model as well? Thanks.
 
Great work! Hopefully, you should not work on it! 😆 . You're more efficient with scripting than I would.
I 've tried your files and got the lua files and csv.
I could have helped you regarding the meaning of each column in the csv file but i think you just found out more than what I knew.
I'm curious to see if modifications on pace values like brake/gas and speed would work, as it did not when I tried with Blender, but maybe I made something wrong at that time.

From what I remember, regarding your hypothetical columns, I wonder if there is not something linked to yaw/roll and or suspension/bumps

Oh, for the basics, i have my favourite clanker helping a lot😂. The lua file is not really useful at the moment, you still have the fastlane coordinates but i'm wondering if there could be some use for the brakes, throttle, maybe steering? What to export and read in a AI lua script? I need to figure out how to influence those thru the ai script first, otherwise, it's just to-read intel.

I'll code the csv to ai converter and see if modifications are taken into account.

As usual, i should let this on the side for a moment before deciding what to exploit. Brain assimilation needed😂

Since we have the fastlane space coordinates, we can integrate them in the aihints.lua. then we can decide for the ai to adopt a behavior depending on how far it is from the fastlane .

In example, 2meters from fastlane, 50% "aggressivity", aggressivity being either related to brakehint or dangerhint since we have direct access to call for those. Or we could separate left and right side and have a different behavior for each side.

The only downsize is the amount of parameters that need to be taken into account, and to find a way to make them easy to tweak. At the moment i have this data logged and available to use for an AI script :
Capture d'écran 2025-09-23 110816.webp


AI_(0...24) being each car, progress, the distance in % on the track, Side being either if the car is on the right or left side of the fastlane, Band being the distance from the fastlane, Speedmult being the throttle management (not working yet because that require the associated data from the CSV to work, so it's just HINT for now), caution being the brake (just BRAKEHINT for now), fastlanesteer being the amount of steering (absolutly not working, it's just an auto offset for when AI cars get close to sidelines).


I could share the whole thing if you're interrested, but it needs to be curated : as usual when vibecoding with the settings i wasn't familiar with, i got carried away with settings that make no sense. At the moment it is pretty pre-alpha stage, just a pet project.

I also added a car to car distance calculator, so at least the script can decide to add extra controls when cars are close to eachother, which maybe will get somewhere? At least i know that this data is available to exploit.

For easier export CSV, i made an lua app (bring the zip directly into CM). I'm working on the editor so you could work on the value per point on the fast lane directly, when clicking a point. The import button is not working yet, as i need to add a "safe" switch in case users try to bring incorrect values into an *.ai file.
 

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Thank you for the skins! I'd like to know if the "TCR" skins are not compatible with this car? (smp_lada_vesta_ng_touring) Would it be possible to create them for this model as well? Thanks.
for the skinpacks you will need the following mods.



there the skins should work fine
 
Sorry to promote here. We might be a bit late but maybe something can happen within 2 days. There's a nearly completed Blackhawk Farms Raceway but unfortunately it is behind a maker fee. If it doesn't make it pass the deadline, it'll probably never see the light of day. For being one of my local tracks, I would really love to have some practice time on it. I already donated.

www.indiegogo.com/projects/donate-for-asseto-corsa-version-of-beloit-wi


I hope this track dies without seeing the light of day and that the greedy creator doesn't get a single euro.
 
... What on earth is the modding scene coming to?
Nothing new under the sun: Snake Oil salesmen have been around since the beginning of time...
I hope this track dies without seeing the light of day and that the greedy creator doesn't get a single euro.
Nah, it would be better if the mod was leaked on some obscure website... 😈
 
I still don't fully understand what's happening here.
On the face of it, somebody has created a free track but hasn't released it yet.
Some independent white knight starts crowdfunding money, ostensibly to financially reward the modder, claiming that all backers will receive a copy of the track once some arbitrary target is achieved, without giving any indication that he has the authority to do this, or has the agreement of the creator.
The track modders seems totally unaware of any of this.
Suckers line up to throw cash at the wall.

The whole thing stinks of fish dipped in dog-tods.

Is that a fair summary?
 
I still don't fully understand what's happening here.
On the face of it, somebody has created a free track but hasn't released it yet.
Some independent white knight starts crowdfunding money, ostensibly to financially reward the modder, claiming that all backers will receive a copy of the track once some arbitrary target is achieved, without giving any indication that he has the authority to do this, or has the agreement of the creator.
The track modders seems totally unaware of any of this.
Suckers line up to throw cash at the wall.

The whole thing stinks of fish dipped in dog-tods.

Is that a fair summary?
There is also the possibility the 'backer', is the modder and the guy who posted the link. A clever ruse were it not for the fact we live in a culture where humans watch other humans talking on a stream and donate 5, 10 20 or more quid, for some unknown reason, so its not actually clever, its easy.

Personally I have no issue with someone trying to make money from a mod, but the whole thing sounds fishy and 2k for a track seems steep considering its clearly some satellite image base, it looks good indeed, but i can't see where the 2k comes from.

I guess once he hits his target he won't care if it gets leaked as he has his cash, so maybe he is a product of the problem rather than the problem itself?
 
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I still don't fully understand what's happening here.
On the face of it, somebody has created a free track but hasn't released it yet.
Some independent white knight starts crowdfunding money, ostensibly to financially reward the modder, claiming that all backers will receive a copy of the track once some arbitrary target is achieved, without giving any indication that he has the authority to do this, or has the agreement of the creator.
The track modders seems totally unaware of any of this.
Suckers line up to throw cash at the wall.

The whole thing stinks of fish dipped in dog-tods.

Is that a fair summary?
No idea about who the modder is or who is pushing the crowfunding, but i don't have interest in discover it.
I have the idea that, if you want to do something, you have to be clear with yourself first and then with your possible customers.

Talking about me, all the things i did, i did it for free. I never asked anything to anyone, but everyone is free to do whatever he want. But, if you really want to make money with mods you can (like RSS, VRC and others did with proper business) by being clear from the day zero, and not with, as you said, by blocking a thing behind a ransomware-wall which, if the goal will not reached, the mod will never be released.

I never liked this behavior, like i don't like the behavior of software houses to release beta version of games and then build the 1.0 with DLC's...

As said, everyone is free to to whatever they want until they are on the right side of the laws, but i don't like this way of playing this "game"

maybe unrelated, but in RBR, some...artists? have made tracks for the game and using the same kind of paid mode, have asked for about 3-4 K (dollars). It was crazy when one of them reached the goal, and never delivered the finished track, we have a semi finished one...
I don't want to attack anyone, i wanto to be EXTREMELY CLEAR about it, but years ago i paid for the pre-order of URD PX package and i never ever received the full package i paid for (they never released the whole list of car they promised), so then i stopped supporting them.
 
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