Assetto Corsa PC Mods General DiscussionPC 

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View attachment 1484068

Looks like URD are launching their Mustang GT3 very shortly.

So that’ll be paid Mustang GT3 mod #3, after LPD and RSS.

Hopefully they don’t have to release a new 3D model for it a year later that ruins all your downloaded skins and the one on release day is actually passable.
my solution -->
1759858709920.webp
 
Huh...? So... the theme of that mode wasn't about dismembering bikers with your car...? Oops... 🫤
That's not funny. Because you then race with zombie bike whose bike turn only thanks to some miracle. Probably just like how when you cut a chicken head the body still move.

IMG_6556.webp


That or the guy tried to copy the superman pose on a bike, but the instructions were unclear
 
Last edited:
Hey everyone, I've made an app that calculates performance points ("PP" if you're familiar with Gran Turismo) for cars in Assetto Corsa.
The tool goes through all the cars in your content list and calculates PP based on power/weight ratios (and aero for racing cars), tags are then added to each car referring to the PP range (for grids and categories) and the actual PP value.

You can customize or fine-tune PP calculation in many ways by using modifiers and I've also created new categories for cars and new grid filters based on PP.

NOTE: The tool will obviously not work on cars with missing bhp or weight specs in ui_car.json and with CSP-Encrypted cars.

README.txt explains everything a bit more in detail, if you have more questions or feedback on the tool just hit me up here!


DOWNLOAD LINK: https://www.mediafire.com/file/w9gmld0dya9xwkm/AC_PP_Script__-_0.2.rar/file
 
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Is your problem like this ?
You download modded a AC track like one with Pyyer extension, then you join an online session, but you disconnect from the server and without touching / installing anything you cannot re-join as it kicks you out with surfaces.ini checksum error?

Then you reinstall the track again and your can reconnect, but if you disconnect again it will kick you out if your rejoin ?

Edit: have read your report seems like our “case”

We could only solve the problem like this:
The problematic tracks (there are many) in their layout folder / data / surfaces.ini

Had at the file end something like this
[scripting_physics]
Allow apps=1

If you remove these lines then the problem is never coming back again, however for this you need to replace track on server and for all other players.

In our case 2 racers had Nuzi app but they removed before.
The culprit was a LUA app called "CRF_Config_App".
I am not sure where I picked this up and why but after removing it, surface.ini files are no longer changed automagically.
 
I might be wrong but I don't think that'll do it. I think there should be a simple way of making the EXTRA_A function (the DRLs) to be inactive (off) by default, and only active (on) after a press of the EXTRA_A button, instead of the other way round.
The DRLs are flawed anyway. In Maid Cafe cars the DRLs add the rear lights and instrument lights (which DRLs usually do not), and the front DRLs on this Corvette seem to illuminate the indicators.
For anyone wondering 'just press the EXTRA_A button to turn them off', the problem is that in AI races all the AI cars are effectively driving around with their rear lights on during the daylight, which is daft.
if you want to change it to extra_a, then open ext_config and change the following lines:


before:
[EMISSIVE_...]
NAME=HL_GLASS_L,HL_GLASS_R
COLOR=40,12,0,20
LAG=0.66
INPUT = 'calc:EXTRA_A_INVERSE + LIGHT'
INPUT_LUT = (|0=0|1=1|2=1|)
SIMULATE_HEATING=1
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5
ACT_AS_HEADLIGHT=1
CHANNEL=2

after:
[EMISSIVE_...]
NAME=HL_GLASS_L,HL_GLASS_R
COLOR=40,12,0,20
LAG=0.66
INPUT = EXTRA_A
SIMULATE_HEATING=1
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5
ACT_AS_HEADLIGHT=1
CHANNEL=2



before:
[EMISSIVE_...]
NAME=SL_GLASS_LR,TL_GLASS_G
COLOR=55,25,0,15
LAG=0.66
INPUT = 'calc:EXTRA_A_INVERSE + LIGHT'
INPUT_LUT = (|0=0|1=1|2=1|)
SIMULATE_HEATING=1
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5
ACT_AS_HEADLIGHT=1

after:
[EMISSIVE_...]
NAME=SL_GLASS_LR,TL_GLASS_G
COLOR=55,25,0,15
LAG=0.66
INPUT = EXTRA_A
SIMULATE_HEATING=1
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5
ACT_AS_HEADLIGHT=1



before:
[EMISSIVE_...]
NAME=TL_PLATE_GLASS
COLOR=25,18,15,5
LAG=0.66
INPUT = 'calc:EXTRA_A_INVERSE + LIGHT'
INPUT_LUT = (|0=0|1=1|2=1|)
SIMULATE_HEATING=1
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

after:
[EMISSIVE_...]
NAME=TL_PLATE_GLASS
COLOR=25,18,15,5
LAG=0.66
INPUT = EXTRA_A
SIMULATE_HEATING=1
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5
 
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24H
if you want to change it to extra_a, then open ext_config and change the following lines:



before:
[EMISSIVE_...]
NAME=HL_GLASS_L,HL_GLASS_R
COLOR=40,12,0,20
LAG=0.66
INPUT = 'calc:EXTRA_A_INVERSE + LIGHT'
INPUT_LUT = (|0=0|1=1|2=1|)
SIMULATE_HEATING=1
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5
ACT_AS_HEADLIGHT=1
CHANNEL=2

after:
[EMISSIVE_...]
NAME=HL_GLASS_L,HL_GLASS_R
COLOR=40,12,0,20
LAG=0.66
INPUT = EXTRA_A
SIMULATE_HEATING=1
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5
ACT_AS_HEADLIGHT=1
CHANNEL=2




before:
[EMISSIVE_...]
NAME=SL_GLASS_LR,TL_GLASS_G
COLOR=55,25,0,15
LAG=0.66
INPUT = 'calc:EXTRA_A_INVERSE + LIGHT'
INPUT_LUT = (|0=0|1=1|2=1|)
SIMULATE_HEATING=1
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5
ACT_AS_HEADLIGHT=1

after:
[EMISSIVE_...]
NAME=SL_GLASS_LR,TL_GLASS_G
COLOR=55,25,0,15
LAG=0.66
INPUT = EXTRA_A
SIMULATE_HEATING=1
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5
ACT_AS_HEADLIGHT=1




before:
[EMISSIVE_...]
NAME=TL_PLATE_GLASS
COLOR=25,18,15,5
LAG=0.66
INPUT = 'calc:EXTRA_A_INVERSE + LIGHT'
INPUT_LUT = (|0=0|1=1|2=1|)
SIMULATE_HEATING=1
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

after:
[EMISSIVE_...]
NAME=TL_PLATE_GLASS
COLOR=25,18,15,5
LAG=0.66
INPUT = EXTRA_A
SIMULATE_HEATING=1
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5
Thanks very much for looking into this. Will test tomorrow when back home and report. Hopefully it also works in a similar way for his other cars. Cheers!

Edit: see post below. Didn't seem to work.
 
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Does the basey in suspenson.ini is important, or I can adajust the radius on tyres only ?
I let the basey=0
Not sure if you got your answer but yes, basey is important. It is the main setting for the car ride height and adjusting this will also show in cm showroom where rod length does not. I suggest set your basey so in game the car shows the approximate ride height you are looking for as shown in the pits/setup area. Then add rod length to fine tune.
 
24H
if you want to change it to extra_a, then open ext_config and change the following lines:



before:
[EMISSIVE_...]
NAME=HL_GLASS_L,HL_GLASS_R
COLOR=40,12,0,20
LAG=0.66
INPUT = 'calc:EXTRA_A_INVERSE + LIGHT'
INPUT_LUT = (|0=0|1=1|2=1|)
SIMULATE_HEATING=1
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5
ACT_AS_HEADLIGHT=1
CHANNEL=2

after:
[EMISSIVE_...]
NAME=HL_GLASS_L,HL_GLASS_R
COLOR=40,12,0,20
LAG=0.66
INPUT = EXTRA_A
SIMULATE_HEATING=1
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5
ACT_AS_HEADLIGHT=1
CHANNEL=2




before:
[EMISSIVE_...]
NAME=SL_GLASS_LR,TL_GLASS_G
COLOR=55,25,0,15
LAG=0.66
INPUT = 'calc:EXTRA_A_INVERSE + LIGHT'
INPUT_LUT = (|0=0|1=1|2=1|)
SIMULATE_HEATING=1
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5
ACT_AS_HEADLIGHT=1

after:
[EMISSIVE_...]
NAME=SL_GLASS_LR,TL_GLASS_G
COLOR=55,25,0,15
LAG=0.66
INPUT = EXTRA_A
SIMULATE_HEATING=1
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5
ACT_AS_HEADLIGHT=1




before:
[EMISSIVE_...]
NAME=TL_PLATE_GLASS
COLOR=25,18,15,5
LAG=0.66
INPUT = 'calc:EXTRA_A_INVERSE + LIGHT'
INPUT_LUT = (|0=0|1=1|2=1|)
SIMULATE_HEATING=1
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

after:
[EMISSIVE_...]
NAME=TL_PLATE_GLASS
COLOR=25,18,15,5
LAG=0.66
INPUT = EXTRA_A
SIMULATE_HEATING=1
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5
Did this work at your end?
For me the DRLs are still on by default, the rear lights and instrument lights are both on as part of the DRLs by default, and still need to be turned off every time.
For clarity, what I'm trying to achieve is having all DRL functions OFF by default, and only turned on when EXTRA_A is pressed. Ideally, the rear lights would also not form any part of the DRL activation.

Edit: some progress. Searching for all references to EXTRA_A in the config and ensuring that any 'calc:EXTRA_A_INVERSE + LIGHT' references are changed to EXTRA_A makes the DRLs OFF by default (YAY!) ...but (and I had this issue in the past when trying to fix Maid Cafe's weird 'on by default' DRLs) the rear lights now do not light up when the headlights are turned on. I wish I understood his thinking with these DRLs and why he set them up this way.
 
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Does anyone either have a BOP for the Kunos Lotus 98T for the Formula RSS 1986, or a skin for the Formula RSS 1986 for the Lotus? It's the only skin I just cannot find, and the 98T seems to be at a huge disadvantage compared to the RSS 1986.
 
Does anyone either have a BOP for the Kunos Lotus 98T for the Formula RSS 1986, or a skin for the Formula RSS 1986 for the Lotus? It's the only skin I just cannot find, and the 98T seems to be at a huge disadvantage compared to the RSS 1986.

Here you go. Full Lotus 98T 1986 grid by Alystar.

I removed the cockpit adjustable turbo. It worked like a DRS button and it was way too easy to cruise to victories on every track as AI was way too stupid to use it correcfly.

I set the turbo boost accordingly so that the lap times are way more realistic (like 1:53'ish on Spa etc) I also removed the engine failures as they created major traffic issues.

I added all helmets, gloves and suits to every skin.

Added sparks to the cars

Added vintage BBC TV graphics Python leaderboard (video still shows SimHub version)

Personally I always thought this Lotus98T based 1986 season drove better than RSS and it was easier to get more realistic QF/race results with this skin based system.

Downloads in the video description.

 
Last edited:
Did this work at your end?
For me the DRLs are still on by default, the rear lights and instrument lights are both on as part of the DRLs by default, and still need to be turned off every time.
For clarity, what I'm trying to achieve is having all DRL functions OFF by default, and only turned on when EXTRA_A is pressed. Ideally, the rear lights would also not form any part of the DRL activation.

Edit: some progress. Searching for all references to EXTRA_A in the config and ensuring that any 'calc:EXTRA_A_INVERSE + LIGHT' references are changed to EXTRA_A makes the DRLs OFF by default (YAY!) ...but (and I had this issue in the past when trying to fix Maid Cafe's weird 'on by default' DRLs) the rear lights now do not light up when the headlights are turned on. I wish I understood his thinking with these DRLs and why he set them up this way.
going step by step :D

for the rear lights, I added the following lines

[EMISSIVE_BRAKE_...]
NAME=TL_REFLECTOR
COLOR=63, 63, 63, 0.08
LAG=0.8
SIMULATE_HEATING=0.2
LOCATION=REAR
BIND_TO_HEADLIGHTS=0
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...]
NAME=TL_REFLECTOR
COLOR=63, 63, 63, 0.09
LAG=0.8
SIMULATE_HEATING=0.2
LOCATION=REAR
BIND_TO_HEADLIGHTS=1
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

20251008-100744-lm_white_ground-mby_chevy_c6_z06.webp
 
24H
going step by step :D

for the rear lights, I added the following lines

[EMISSIVE_BRAKE_...]
NAME=TL_REFLECTOR
COLOR=63, 63, 63, 0.08
LAG=0.8
SIMULATE_HEATING=0.2
LOCATION=REAR
BIND_TO_HEADLIGHTS=0
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...]
NAME=TL_REFLECTOR
COLOR=63, 63, 63, 0.09
LAG=0.8
SIMULATE_HEATING=0.2
LOCATION=REAR
BIND_TO_HEADLIGHTS=1
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

View attachment 1484174
Thanks! From your images it seems like the number plate light comes on with EXTRA_A (DRLs)? Only front DRLs should come on with EXTRA_A, and no cockpit instruments should light up with DRLs in case those were missed too.
To avoid confusion/mistypes/misinterpretation, can you please upload the complete amended config?
Many thanks again.
 
24H
going step by step :D

for the rear lights, I added the following lines

[EMISSIVE_BRAKE_...]
NAME=TL_REFLECTOR
COLOR=63, 63, 63, 0.08
LAG=0.8
SIMULATE_HEATING=0.2
LOCATION=REAR
BIND_TO_HEADLIGHTS=0
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...]
NAME=TL_REFLECTOR
COLOR=63, 63, 63, 0.09
LAG=0.8
SIMULATE_HEATING=0.2
LOCATION=REAR
BIND_TO_HEADLIGHTS=1
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

View attachment 1484174
DRL on the C6 is ONLY the front flasher. As is, the car have the light switch at Parking, which illuminate the parking lights (front and rear side light, rear taillights and license plate lights)

1759916494219.webp
 
hey guys,

could someone test something for me : Using the broken kicker cars app https://www.overtake.gg/threads/broken-cars-kicker.277178/ , can you modify an ai car brake hint value in the app to a stupid value (like 0.2), exit the session, start it again and watch if the ai hints are called and applied at the start of the game if you don't open the app UI? If yes, the AI car should brake waaaay before normal straight after starting the game, without touching anything. If not, it should look like the ai car is not using the broken car app AI hints modifications. Then open the app UI, car hints, and see if they are applied.

If you have extra time, in Weekend mode, check if the ai hints are applied while switching from a session to another (practice->quali->race) when you don't call the app.

The LUA debug shows no hints are called until i open the app UI (and i don't see ai cars applying them anyway). The issue being, of course, the app is quite perf costly once the UI is open, and i don't want to open it each time i start a race. I also want the hints to be applied without checking twice in the lua debug.

I fixed it in the script but i want to make sure this is a new issue with latest CSP or whatever before reaching the app author with the corrective patch, and not an issue related to my own CSP/CM system.
 
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... To avoid confusion/mistypes/misinterpretation, can you please upload the complete amended config?...
Good idea; when someone contributes a solution piecemeal, I'm always left wondering if I implemented it correctly, or if I missed something and installed it incorrectly...
 
https://www.overtake.gg/downloads/rouen-les-essarts-update-madbrain-version.79478/

Here is the last main update for Rouen les Essarts :-)

Fixed many small things that took time (especially the small holes between meshes ... :banghead:) but the main work was creating the night lights that are now available for each layout.

I don't remember the track had lightning at any time so I mixed between normal road spot lights placed at the beginning or middle of each turns and special lightning near the finish line and the main stands. I thank a lot @leBluem for the object lightning because I used his ext-config.ini for the extralong version by MadBrain and there were already plenty of stuff.

Johnny Speed @overtake added new AI lines for 72-73 and 74-94 layouts that should be compatible with CSP 0.12.preview and former CSP versions.

I added VAO patches that I generated again with bakery optix, thanks to @RMi_wood that made the first version :-)

In the future, I'd like to add a new antenna for the modern layouts as it is not exactly like that in reality and also I'd have to modify the stands by adding two floors in white concrete with windows, so that it matches better the reality of the track in the 80's.

But for now I'll take a break with this track, just debugging things as the reports come, and my next focus will be on the blue flag and rain tyres change things in lua ;-)
 
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Hi.
This release is a bit different, it contains whole car (3d model and physics).
Unfortunately i don't know original author, but You can find it on overtake, folder name zs_rover_mini_newmap.
This mod has its own folder, so You can keep original mod.
I want to Thank forum member Pete82 for providing lots of technical info about a car, and testing it.

Car vas rescaled to realistic size, as i found original to small and not possible to fit 175/50R13 tires.
CG was moved a lot to front, as per technical info available for car.
Engine inertia tweaked to produce better throttle response as small engine should have.
Power curve adjusted to make realistic torque figures.
Drivetrain final ratio changed to realistic.
Suspension tweaked in a way to simulate very stiff setup with rubber cones.
Some aero tweaks to achieve realistic acceleration times.
Tires added a bit of grip, to represent modern Yokohama tires.
And other minor bugfixes.

Download.


View attachment 1484073
Huge mistake and Problem here:
You wrote: "Car vas rescaled to realistic size, as i found original to small and not possible to fit 175/50R13 tires."


The Mini Cooper and Sport 500 1996-2000 specifications are:

  • Wheelbase: 80 inches / 203.2 cm
  • Front Track: 48.2 inches / 122.4 cm
  • Front Track (second entry): 46.2 inches
  • Overall Length: 120.25 inches / 305.4 cm
  • Overall Width: 55.5 inches / 141.0 cm
  • Overall Height: 53 inches / 134.6 cm
  • Ground Clearance: 6 inches
  • Turning Circle: 28.23 feet
Weight
  • Kerb Weight: 1,576 lbs
Fuel Tank
  • Fuel Tank Capacity: 7.5 gallons
-------------------------------------------------------------------
Austin Mini-Cooper 997cc 1962-64 specifications:
Dimensions & Weight
  • Wheelbase: 80 in / 203.2 cm
  • Front Track: 48.2 in / 122.4 cm
  • Rear Track: 45.9 in / 116.6 cm
  • Overall Length: 120.25 in / 305.4 cm
  • Overall Width: 55.5 in / 141.0 cm
  • Overall Height: 53 in / 134.6 cm
Weight & Capacity
  • Ground Clearance: 6 in / 15.2 cm
  • Kerb Weight: 12.5 cwt / 1400 lbs (635 kg)
  • Fuel Tank: 5.5 gallons / 20.8 liters

Both cars are Austin Minis from 1962 and 1996 and have nearly the same size in Real Life.
__custom_showroom_1759956524.webp
__custom_showroom_1759956535.webp
__custom_showroom_1759956572.webp

Austin Minis have always stayed the same size as best they could over the years. BMW was the first to change that with the new Mini, but the car you've enlarged is completely wrong and much too big. Should you make the tires smaller instead of enlarging the car, or leave the mod by the author "https://www.overtake.gg/downloads/mini-cooper-sport-500.70652/" as it was?
 
Last edited:
Huge mistake and Problem here:
You wrote: "Car vas rescaled to realistic size, as i found original to small and not possible to fit 175/50R13 tires."


The Mini Cooper and Sport 500 1996-2000 specifications are:

  • Wheelbase: 80 inches / 203.2 cm
  • Front Track: 48.2 inches / 122.4 cm
  • Front Track (second entry): 46.2 inches
  • Overall Length: 120.25 inches / 305.4 cm
  • Overall Width: 55.5 inches / 141.0 cm
  • Overall Height: 53 inches / 134.6 cm
  • Ground Clearance: 6 inches
  • Turning Circle: 28.23 feet
Weight
  • Kerb Weight: 1,576 lbs
Fuel Tank
  • Fuel Tank Capacity: 7.5 gallons
-------------------------------------------------------------------
Austin Mini-Cooper 997cc 1962-64 specifications:
Dimensions & Weight
  • Wheelbase: 80 in / 203.2 cm
  • Front Track: 48.2 in / 122.4 cm
  • Rear Track: 45.9 in / 116.6 cm
  • Overall Length: 120.25 in / 305.4 cm
  • Overall Width: 55.5 in / 141.0 cm
  • Overall Height: 53 in / 134.6 cm
Weight & Capacity
  • Ground Clearance: 6 in / 15.2 cm
  • Kerb Weight: 12.5 cwt / 1400 lbs (635 kg)
  • Fuel Tank: 5.5 gallons / 20.8 liters

Both cars are Austin Minis from 1962 and 1996 and have nearly the same size in Real Life.
View attachment 1484293View attachment 1484294View attachment 1484295
Austin Minis have always stayed the same size as best they could over the years. BMW was the first to change that with the new Mini, but the car you've enlarged is completely wrong and much too big. Should you make the tires smaller instead of enlarging the car, or leave the mod by the author "ZS" as it was?
To add to it
This is the creator's original post
wasn't very hard to find lol
 
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24H
Changed the lights again.
Hope it´s okay now?


bcngsuqm.jpg
Looks great! Will have a chance to test it when back home tomorrow morning. Thanks again.
You do know that you've now volunteered to provide similar fixes for all the other affected Maid Cafe cars, yes? Cool. Glad we cleared that up.
:)

Edit: ah, the link is just for the image, not for the actual config?
 
Last edited:
Huge mistake and Problem here:
You wrote: "Car vas rescaled to realistic size, as i found original to small and not possible to fit 175/50R13 tires."


The Mini Cooper and Sport 500 1996-2000 specifications are:

  • Wheelbase: 80 inches / 203.2 cm
  • Front Track: 48.2 inches / 122.4 cm
  • Front Track (second entry): 46.2 inches
  • Overall Length: 120.25 inches / 305.4 cm
  • Overall Width: 55.5 inches / 141.0 cm
  • Overall Height: 53 inches / 134.6 cm
  • Ground Clearance: 6 inches
  • Turning Circle: 28.23 feet
Weight
  • Kerb Weight: 1,576 lbs
Fuel Tank
  • Fuel Tank Capacity: 7.5 gallons
-------------------------------------------------------------------
Austin Mini-Cooper 997cc 1962-64 specifications:
Dimensions & Weight
  • Wheelbase: 80 in / 203.2 cm
  • Front Track: 48.2 in / 122.4 cm
  • Rear Track: 45.9 in / 116.6 cm
  • Overall Length: 120.25 in / 305.4 cm
  • Overall Width: 55.5 in / 141.0 cm
  • Overall Height: 53 in / 134.6 cm
Weight & Capacity
  • Ground Clearance: 6 in / 15.2 cm
  • Kerb Weight: 12.5 cwt / 1400 lbs (635 kg)
  • Fuel Tank: 5.5 gallons / 20.8 liters

Both cars are Austin Minis from 1962 and 1996 and have nearly the same size in Real Life.
View attachment 1484293View attachment 1484294View attachment 1484295
Austin Minis have always stayed the same size as best they could over the years. BMW was the first to change that with the new Mini, but the car you've enlarged is completely wrong and much too big. Should you make the tires smaller instead of enlarging the car, or leave the mod by the author "https://www.overtake.gg/downloads/mini-cooper-sport-500.70652/" as it
Did You measure original model in 3ds max, before making this post? Why do You think its correct, because its tiny?
If You not able to measure it, try comparing it side to side to modern mini and see if it is same size? But don't just use any modern mini as many rips suffer from incorrect scaling, but most of gran turismo rips have good scaling. Here is some examples how it should be Link
Here You can check metric diameter of this tire it is 506mm it means in asseto it should be 506mm thats how scaling works, You can not just make wheels smaller.
I don't see any proof in Your post, only picture which shows how tiny original mod is.
BTW plot twist: original author on overtake is Pete82 who contacted me and asked to help rework it. I did not know this at the moment of original post. In case You think I'm stealing other peoples mods for profit.
 
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Did You measure original model in 3ds max, before making this post? Why do You think its correct, because its tiny?
If You not able to measure it, try comparing it side to side to modern mini and see if it is same size? But don't just use any modern mini as many rips suffer from incorrect scaling, but most of gran turismo rips have good scaling. Here is some examples how it should be Link
Here You can check metric diameter of this tire it is 506mm it means in asseto it should be 506mm thats how scaling works, You can not just make wheels smaller.
I don't see any proof in Your post, only picture which shows how tiny original mod is.
BTW plot twist: original author on overtake is Pete82 who contacted me and asked for rework. I did not know this at the moment of original post. In case You think I'm stealing other peoples mods for profit.
But please take in mind this: wheelbase of the real car is 203 or 204 cm, but your version is working with a 216.5 cm wheelbase, so the tiny model is more accurate; https://www.parkers.co.uk/rover/mini/saloon-1988/cooper-sport-500-2d/specs/ , https://www.classiccarportraits.co.uk/pages/Mini_Cooper_Sport500.htm , whats your source for the diameter of the tyre?
 
But please take in mind this: wheelbase of the real car is 203 or 204 cm, but your version is working with a 216.5 cm wheelbase, so the tiny model is more accurate; https://www.parkers.co.uk/rover/mini/saloon-1988/cooper-sport-500-2d/specs/ , https://www.classiccarportraits.co.uk/pages/Mini_Cooper_Sport500.htm , whats your source for the diameter of the tyre?
Well spotted i must have made some mistake in geometry then. I will look into this. My source is authors request to use 175 50 r13 tyres. Its an optional sport tire for this model.

UPD:
Hmmm somethings off. i did f up somewhere in my measurements.
Now 3ds max shows me different (correct sizes for original model).
Only problem is cm showroom track and wheel size is off, wheelbase is good.
And in game car is floating, this made me think size is off in the first place.
Question is is kunos centimeters for tires are bigger than normal?
Screenshot 2025-10-09 074337.webp


Screenshot 2025-10-09 073639.webp
 
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Did You measure original model in 3ds max, before making this post? Why do You think its correct, because its tiny?
If You not able to measure it, try comparing it side to side to modern mini and see if it is same size? But don't just use any modern mini as many rips suffer from incorrect scaling, but most of gran turismo rips have good scaling. Here is some examples how it should be Link
Here You can check metric diameter of this tire it is 506mm it means in asseto it should be 506mm thats how scaling works, You can not just make wheels smaller.
I don't see any proof in Your post, only picture which shows how tiny original mod is.
BTW plot twist: original author on overtake is Pete82 who contacted me and asked to help rework it. I did not know this at the moment of original post. In case You think I'm stealing other peoples mods for profit.
This is my mod and I gived it Pilot3331 to improve a bit. Mini Cooper Sport 500 use for sure 175 50 r13 tires.
 

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