I don't have them on my new pc, but I still have the ssd containing all those old mods. I think I had about 50 skins. Made for fun racing on tracks like Sachsenring and Horsma.
Came across this the other day, the superhive place its for sale on offers very little in explanation of what you get and how to use it so it put me off, its about 30 quid and there is a basic for 12 quid and a free one, but don't bother, its not even a demo.
It doesn't say what the 12 quid one gives you compared to the 35 quid one, I'm guessing the 35 quid one is the only one worth getting.
I am so cynical and don't trust anyone enough, but its even worse when there is a section for 'documentation' and its blank, why not mention 'full instructions on purchase', maybe there is, but why would you not say that.
A little help from all the bright and dedicated people.
I'm trying to add the (goodwood?) trackside announcer to ks_monza66 to add additional immersion.
I've got as far as importing the files from the excellent rouen_f3ct.
The ext_config.ini - the line I'm stuck on (I think) is where AC plays the file, which would be the player pit position, the "POSITION" in the following.
; Track sounds
[SOUNDBANK_0]
BANK = sfx/goodwood.bank
GUIDS = sfx/GUIDs.txt
[EVENT_0]
ID = racetrack/new_announcer
REVERB_RESPONSE = 0
POSITION = 349.36,32.93,-358.14
DIRECTION = 0, 0, 1
VOLUME = 4
CAMERA_INTERIOR_MULT = 1
CAMERA_EXTERIOR_MULT = 1
CAMERA_TRACK_MULT = 1
Q. I can't seem to easily locate the coordinate for this location - is there an easy way to find it?
Always with thanks in advance. If I'm a million miles off, let me know.
A little help from all the bright and dedicated people.
I'm trying to add the (goodwood?) trackside announcer to ks_monza66 to add additional immersion.
I've got as far as importing the files from the excellent rouen_f3ct.
The ext_config.ini - the line I'm stuck on (I think) is where AC plays the file, which would be the player pit position, the "POSITION" in the following.
; Track sounds
[SOUNDBANK_0]
BANK = sfx/goodwood.bank
GUIDS = sfx/GUIDs.txt
[EVENT_0]
ID = racetrack/new_announcer
REVERB_RESPONSE = 0
POSITION = 349.36,32.93,-358.14
DIRECTION = 0, 0, 1
VOLUME = 4
CAMERA_INTERIOR_MULT = 1
CAMERA_EXTERIOR_MULT = 1
CAMERA_TRACK_MULT = 1
Q. I can't seem to easily locate the coordinate for this location - is there an easy way to find it?
Always with thanks in advance. If I'm a million miles off, let me know.
Came across this the other day, the superhive place its for sale on offers very little in explanation of what you get and how to use it so it put me off, its about 30 quid and there is a basic for 12 quid and a free one, but don't bother, its not even a demo.
It doesn't say what the 12 quid one gives you compared to the 35 quid one, I'm guessing the 35 quid one is the only one worth getting.
I am so cynical and don't trust anyone enough, but its even worse when there is a section for 'documentation' and its blank, why not mention 'full instructions on purchase', maybe there is, but why would you not say that.
An update on this to be fair, I found his discord and on there is help and much more info on each package, i think i'll go for it and get the 30 quid one.
Also use gumroad if you want the free version as you actually get something like a demo, the superhive doesn't seem to give you the proper files....
⚠️ Beta NoticeThis is still a beta version, so you may encounter some bugs or issues. Also Blender 4.5+ is required.TrackTools is a series of Blender GeoNodes modifiers for building tracks and roads without the usual headaches. Whether it’s a game track or just a scenic road for your...
A little help from all the bright and dedicated people.
I'm trying to add the (goodwood?) trackside announcer to ks_monza66 to add additional immersion.
I've got as far as importing the files from the excellent rouen_f3ct.
The ext_config.ini - the line I'm stuck on (I think) is where AC plays the file, which would be the player pit position, the "POSITION" in the following.
; Track sounds
[SOUNDBANK_0]
BANK = sfx/goodwood.bank
GUIDS = sfx/GUIDs.txt
[EVENT_0]
ID = racetrack/new_announcer
REVERB_RESPONSE = 0
POSITION = 349.36,32.93,-358.14
DIRECTION = 0, 0, 1
VOLUME = 4
CAMERA_INTERIOR_MULT = 1
CAMERA_EXTERIOR_MULT = 1
CAMERA_TRACK_MULT = 1
Q. I can't seem to easily locate the coordinate for this location - is there an easy way to find it?
Always with thanks in advance. If I'm a million miles off, let me know.
Not sure if anyone is interested but I like crowd sounds when I'm racing F1 tracks - I know that the driver can't hear them but I think it adds to an immersive experience.
I've attached an example with the 2022 Cota Track plus the separate constitutes that can be adjusted for other tracks
To change the coordinates I used 'CM object inspector' and right-clicked at certain points on the track to get the coordinates for input
YT Video is OOD but for an example of how to use the object inspector see here: 06:48 - Streaming edges and points
2022 F1 Tracks GDrive...
. Maybe a member can post a simple DIY manual as whatever I try it does not work. 🤪
ok, so simdream has a reputation... i just downloaded their free "demo" of the indycar 2025 mod, drove it around Sonoma, did some setup changes, seems pretty decent.. can anyone here check it out to see if it has stolen assets? i have been reading that they are making scratch made mods in last couple years. https://www.assettocorsamods.org/product/assetto-corsa-indy-2025-demo-mod/ or if you want to skip the useless sign up process for a free mod.
the front wing flops around a bit, but they seem to make a lot of updates these days (ie the 2024/25 1998/99/00 f1 mods they have made in last 2 years, which are decent, and can be found on reddit ofcourse...)
EX-Mods, AKa RTM mods, Aka ScamDream, Aka Anyother known scam group in the Assetto Corsa scene.
yes that is RTM Mods, The guys that wanted to charge $1000 for that Renault F1 minivan decades ago.
No, Their stuff is not worth buying, No their stuff is not worth driving and no their words hold absolutely 0 weight. It's an scam and you are getting scammed if you are even thinking about paying for that.
Here is the conversion of "Circuit Maison Blanche" originally made by Enders_FRA.
It´s a small driving school circuit at Le Mans.
This release is dedicated to @Fanapryde, who recently passed away, my much-missed friend.
The conversion is a bit older, but I forgot to release it before. @Breathe gave me the idea, as this is the last track in which @Fanapryde and I worked together.
Thanks @Breathe for this advice and all your help and words recently.
A little help from all the bright and dedicated people.
I'm trying to add the (goodwood?) trackside announcer to ks_monza66 to add additional immersion.
I've got as far as importing the files from the excellent rouen_f3ct.
The ext_config.ini - the line I'm stuck on (I think) is where AC plays the file, which would be the player pit position, the "POSITION" in the following.
; Track sounds
[SOUNDBANK_0]
BANK = sfx/goodwood.bank
GUIDS = sfx/GUIDs.txt
[EVENT_0]
ID = racetrack/new_announcer
REVERB_RESPONSE = 0
POSITION = 349.36,32.93,-358.14
DIRECTION = 0, 0, 1
VOLUME = 4
CAMERA_INTERIOR_MULT = 1
CAMERA_EXTERIOR_MULT = 1
CAMERA_TRACK_MULT = 1
Q. I can't seem to easily locate the coordinate for this location - is there an easy way to find it?
Always with thanks in advance. If I'm a million miles off, let me know.
Not sure if anyone is interested but I like crowd sounds when I'm racing F1 tracks - I know that the driver can't hear them but I think it adds to an immersive experience.
I've attached an example with the 2022 Cota Track plus the separate constitutes that can be adjusted for other tracks
To change the coordinates I used 'CM object inspector' and right-clicked at certain points on the track to get the coordinates for input
YT Video is OOD but for an example of how to use the object inspector see here: 06:48 - Streaming edges and points
2022 F1 Tracks GDrive...
. Maybe a member can post a simple DIY manual as whatever I try it does not work. 🤪
ok, so simdream has a reputation... i just downloaded their free "demo" of the indycar 2025 mod, drove it around Sonoma, did some setup changes, seems pretty decent.. can anyone here check it out to see if it has stolen assets? i have been reading that they are making scratch made mods in last couple years. https://www.assettocorsamods.org/product/assetto-corsa-indy-2025-demo-mod/ or if you want to skip the useless sign up process for a free mod.
the front wing flops around a bit, but they seem to make a lot of updates these days (ie the 2024/25 1998/99/00 f1 mods they have made in last 2 years, which are decent, and can be found on reddit ofcourse...)
ok, so simdream has a reputation... i just downloaded their free "demo" of the indycar 2025 mod, drove it around Sonoma, did some setup changes, seems pretty decent.. can anyone here check it out to see if it has stolen assets? i have been reading that they are making scratch made mods in last couple years. https://www.assettocorsamods.org/product/assetto-corsa-indy-2025-demo-mod/ or if you want to skip the useless sign up process for a free mod.
the front wing flops around a bit, but they seem to make a lot of updates these days (ie the 2024/25 1998/99/00 f1 mods they have made in last 2 years, which are decent, and can be found on reddit ofcourse...)
They are stolen Forza models, Just like their Nascar pack is just the Forza models stolen again.
To put it simply, ANYTHING by simdream is stolen, They have NEVER made a single piece of content themselves. All their stuff is stolen from other games or bought 3D models from CGTrader that are meant for RENDERING and not for video games.
They are stolen Forza models, Just like their Nascar pack is just the Forza models stolen again.
To put it simply, ANYTHING by simdream is stolen, They have NEVER made a single piece of content themselves. All their stuff is stolen from other games or bought 3D models from CGTrader that are meant for RENDERING and not for video games.
Mosty likely, From any of the Codemasters F1 games. I have not play any of them in years so idk which one's they could have yoinked from. But getting animations, textures, models out of the Codemaster game are not hard at all.
Another update coming in!
This time we have the interior in game. So we getting close to finalization. Still a lot of work left to do, But it's coming along nicely
Do note that it's not final, More in an "advance" WIP stage if you can call it that lol. Things could still change and we have noticed issues with PBR on other tracks than the one that's currently being used to test and setup all the shader stuff.
Updates for Rouen les Essarts tracks by @MadBrain To install, you just have to extract the main folder rouenlesessarts in your assetto corsa track folder or load the zip file in Content Manager. If you already installed a former version, it is...
www.overtake.gg
Finally a 0.2 update for Rouen les Essarts
Added the new layout as mentionned earlier (72-73 configuration which is the modern configuration but without the "Chicane des Roches" at "Six Frères")
The update is maybe not spectacular but to add trees and the new layout, I had to import / export the fbx from MadBrain in Blender, and it was a mess, I had to make many shaders replacement in the ext-config.ini, otherwise, the trees would not show up. I took advantage of this to learn more about shadows, ksDiffuse, ksAmbient etc... Still have some reflexions to tweak however... I tested the tracks with a rtx4090 so I'm not sure everything is optimised as it should be. Just let me know.
If an experimented driver wants to try the 74-94 layout and tell me how he feels the chicane, that would help me! I find it too bumpy and slippy, not sure it was like that in reality. I saw that the chicane road mesh has a small threshold at the beginning of it, maybe that would help to polish it but it is maybe me that is a too poor driver :-) The same for the junction between the common layout and the modern S in the north of the track that replaced the part 55-71 with the Scierie turn when the motorway was built.
I created new AI lines for each layout. I play with a controller, so they are produced in this way, either with Porsche RSR 2017 or with Ferrari 488 GT3. I made them with CSP 0.12.1 preview , with new AI behaviour disabled and tested them with the same option enabled. I tested every layout in races of 5 laps with AI strength at 90 and 0% aggression and with Nuzzi FIA flag and AI Pit Strategy apps activated. I made also some tests under rainy weathers.
The AIs were polished so that I did not experiment any strange starts or crazy behaviours during straights or while braking, in any conditions. I even enjoyed good fights with the top 3, overtaking each others correctly with sometimes some late braking resulting in a crash :-) But here as well, a test by experimented drivers with wheels would help a lot I'm sure. I believe the AI lacks of speed in the fast turn of "Six Frères" and the overtaking is quite easy at the "Nouveau Monde" pin but I could not do better when registering the lines :-D
I'm a beginner at Blender so I was not able to merge all 3 fbx inside 1. Aside from the mess of IDs between fbx, the problem is that the fbx for the larger 55-71 layout has different altitudes where the other layouts should pass. So I'd have to do a lot of mesh adjustements in Blender and my first tries resulted in small gaps everywhere, far beyond my capacities and available time ^^
So still stuck with the editing of 3 fbx for one modification... And also I was not able to recreate the AC_POBJECT hierarchy structure provided by MadBrain so I replaced them with common objects until I understand how to recreate them with Blender and export them correctly.
Next step would be also to add track lights in the modern layouts "72-73" and "74-94" . I saw how to do it but must find time.
I found the experience really amazing, but very time consuming: I gained a lot of respect for all the track builders / editors and saw wonderful works in many mods while opening them to learn "how they did that ?"
Anyway, I downloaded so much content from the community that I'm happy to have at least tried to produce something in return ;-)
ok, so simdream has a reputation... i just downloaded their free "demo" of the indycar 2025 mod, drove it around Sonoma, did some setup changes, seems pretty decent.. can anyone here check it out to see if it has stolen assets? i have been reading that they are making scratch made mods in last couple years. https://www.assettocorsamods.org/product/assetto-corsa-indy-2025-demo-mod/ or if you want to skip the useless sign up process for a free mod.
Can you actually make Indycar seasons work on AC? Are there proper track packs for any season? Sure we can't have the flying starts (there's an app for that though) and the oval fastlanes are problematic I hear. And are there full track packs for any Indycar/CART seasons available? I have the RSS 1999 CART car and it drives great but creating a proper 1999 season was pretty much impossible.
Strange that there are so many hardcode issues on AC that could have been (relatively) easy to add. Like flying starts, Modern Q1, Q2 and Q3 F1 qualifying and blue flag AI. Yet they never added them.
iRacing is releasing an individual Indycar game next year. That is great news.
It's not possible, it's not possible, sorry, but I'm angry...🤬🤬🤬
Shin's Monza88, for me, also has the exact same problem (a problem with no explanation or solution) as Ks_Monza_66: the cars enter the pits and can't exit because they disappear upon exiting and reappear in the pits again, in a loop.
CSP 0.2.9p1 and Nuzzi Pit App: in my opinion, the app isn't the problem. 🤬🤬
It's not possible, it's not possible, sorry, but I'm angry...🤬🤬🤬
Shin's Monza88, for me, also has the exact same problem (a problem with no explanation or solution) as Ks_Monza_66: the cars enter the pits and can't exit because they disappear upon exiting and reappear in the pits again, in a loop.
CSP 0.2.9p1 and Nuzzi Pit App: in my opinion, the app isn't the problem. 🤬🤬
This worked! Well done sir. It definately adds something to make it feel like an event.
I've adjusted the volume levels a little to enhance the garage and announcers over the crowd - see my version of your sounds.txt attached (delete the text as you said.)
I also liked how you had placed the crowd sounds along the front straight grandstand - there may be a few locations off throttle they this would be cool for, at Monza, i.e. moments at Lesmos and Parabolica.
Notes:
1. I found the "Object Inspector" was not visible and needed to be checked in CSP, so once I had that in place, it came up.
2. I found I could also code this straight into the ext_config file they way it was in Rouen.
racealot, thank you.
I'll probably run the same over all my tracks now as I go.
If there is no objections, perhaps I can post them around? with appropriate thanks.
There were some other interesting sounds around in other banks, including sheep, cows and dogs, city noises, bull horns and other ambients effects to try.
Updates for Rouen les Essarts tracks by @MadBrain To install, you just have to extract the main folder rouenlesessarts in your assetto corsa track folder or load the zip file in Content Manager. If you already installed a former version, it is...
www.overtake.gg
Finally a 0.2 update for Rouen les Essarts
Added the new layout as mentionned earlier (72-73 configuration which is the modern configuration but without the "Chicane des Roches" at "Six Frères")
The update is maybe not spectacular but to add trees and the new layout, I had to import / export the fbx from MadBrain in Blender, and it was a mess, I had to make many shaders replacement in the ext-config.ini, otherwise, the trees would not show up. I took advantage of this to learn more about shadows, ksDiffuse, ksAmbient etc... Still have some reflexions to tweak however... I tested the tracks with a rtx4090 so I'm not sure everything is optimised as it should be. Just let me know.
If an experimented driver wants to try the 74-94 layout and tell me how he feels the chicane, that would help me! I find it too bumpy and slippy, not sure it was like that in reality. I saw that the chicane road mesh has a small threshold at the beginning of it, maybe that would help to polish it but it is maybe me that is a too poor driver :-) The same for the junction between the common layout and the modern S in the north of the track that replaced the part 55-71 with the Scierie turn when the motorway was built.
I created new AI lines for each layout. I play with a controller, so they are produced in this way, either with Porsche RSR 2017 or with Ferrari 488 GT3. I made them with CSP 0.12.1 preview , with new AI behaviour disabled and tested them with the same option enabled. I tested every layout in races of 5 laps with AI strength at 90 and 0% aggression and with Nuzzi FIA flag and AI Pit Strategy apps activated. I made also some tests under rainy weathers.
The AIs were polished so that I did not experiment any strange starts or crazy behaviours during straights or while braking, in any conditions. I even enjoyed good fights with the top 3, overtaking each others correctly with sometimes some late braking resulting in a crash :-) But here as well, a test by experimented drivers with wheels would help a lot I'm sure. I believe the AI lacks of speed in the fast turn of "Six Frères" and the overtaking is quite easy at the "Nouveau Monde" pin but I could not do better when registering the lines :-D
I'm a beginner at Blender so I was not able to merge all 3 fbx inside 1. Aside from the mess of IDs between fbx, the problem is that the fbx for the larger 55-71 layout has different altitudes where the other layouts should pass. So I'd have to do a lot of mesh adjustements in Blender and my first tries resulted in small gaps everywhere, far beyond my capacities and available time ^^
So still stuck with the editing of 3 fbx for one modification... And also I was not able to recreate the AC_POBJECT hierarchy structure provided by MadBrain so I replaced them with common objects until I understand how to recreate them with Blender and export them correctly.
Next step would be also to add track lights in the modern layouts "72-73" and "74-94" . I saw how to do it but must find time.
I found the experience really amazing, but very time consuming: I gained a lot of respect for all the track builders / editors and saw wonderful works in many mods while opening them to learn "how they did that ?"
Anyway, I downloaded so much content from the community that I'm happy to have at least tried to produce something in return ;-)
It's not possible, it's not possible, sorry, but I'm angry...🤬🤬🤬
Shin's Monza88, for me, also has the exact same problem (a problem with no explanation or solution) as Ks_Monza_66: the cars enter the pits and can't exit because they disappear upon exiting and reappear in the pits again, in a loop.
CSP 0.2.9p1 and Nuzzi Pit App: in my opinion, the app isn't the problem. 🤬🤬
You can't just remove the Nuzzi app, you have to go into each track's surface.ini file and delete the last section that the app adds, only then does it stop working.
many thanks ! Didn't know it would enhance the things like this ! another thing to learn ;-)
Is it ok to add them in the next update (with your name of course) ?
many thanks ! Didn't know it would enhance the things like this ! another thing to learn ;-)
Is it ok to add them in the next update (with your name of course) ?
You can't just remove the Nuzzi app, you have to go into each track's surface.ini file and delete the last section that the app adds, only then does it stop working.