Assetto Corsa PC Mods General DiscussionPC 

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This is my mod and I gived it Pilot3331 to improve a bit. Mini Cooper Sport 500 use for sure 175 50 r13 tires.
I might be mistaken but the model and your photo look to have very different fender flares. The model's flares curve much further in, no? Maybe the real car got bigger radius flares to accommodate the 13s?
 
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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?
View attachment 1484345

View attachment 1484344
I'm telling you from my experience. Unfortunately I've been there too. As a first step, always measure all the key geometries and compare them with the official measurements. Also, study the model's accuracy by comparing it with visual references (blueprints or images). The TVR I published in the past taught me a lot... for example, the model was created wider at the rear than its real-life counterpart. 😶‍🌫️
 
I'm telling you from my experience. Unfortunately I've been there too. As a first step, always measure all the key geometries and compare them with the official measurements. Also, study the model's accuracy by comparing it with visual references (blueprints or images). The TVR I published in the past taught me a lot... for example, the model was created wider at the rear than its real-life counterpart. 😶‍🌫️
Thanks, i will be more careful doing and studying measurements.
 
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.
You're misunderstanding everything.
I just wanted to point out that your modified mod is way too big, and that the old Mini Cooper (1960s) and the other mod one (1990s) are almost exactly the same size, like in real life. Regardless of what 3ds Max says, all Austin Mini Mods should be too small in your opinion, but they aren't. They fit, just your modified doesn't.
ABB, Pessio and even Sim Dream have the correct sized model.

You resized the whole model to much, it was perfect as it was. like @Josuracer wrote.
It's all just nonsense, it's not that bad and no trouble, everything is already hard enough, thanks for your work.
 
You're misunderstanding everything.
I just wanted to point out that your modified mod is way too big, and that the old Mini Cooper (1960s) and the other mod one (1990s) are almost exactly the same size, like in real life. Regardless of what 3ds Max says, all Austin Mini Mods should be too small in your opinion, but they aren't. They fit, just your modified doesn't.
ABB, Pessio and even Sim Dream have the correct sized model.

You resized the whole model to much, it was perfect as it was. like @Josuracer wrote.
It's all just nonsense, it's not that bad and no trouble, everything is already hard enough, thanks for your work.
I was convinced at the moment. But now, all sorted. Well spotted, I had a bad feeling about it size, but cm wheel measurement put me off track. Now I'm reading that cm tire measurements was never accurate, and I should ignore it. Anyway, I will correct everything, thanks for pointing on it.
 
Hello guys! can anyone share cameras and/or camtool files for the track Nevada dragstrip?
Thanks in advance!
 

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Rescaled nonsense version is gone.
Here is updated original version.
I applied all physics fixes to old model and all suspension details are now as per book, Camber, clearance, toe, wheelbase, cg are all set to be correct.
Tire size is calculated from formulas provided on Overtake. And now it matches 3d model. Ignore Content manager size, its wrong.
Mod will overwrite original folder, so do backup in case.
Download.
Screenshot 2025-10-09 214135.webp
 
By the way, the Mini Cooper Sport 500 originally came in four factory colors.I ’ve never managed to reproduce them correctly in the game — I even wrote to Rover, BMW, and the British Motor Museum, but they kept referring me back and forth to each other.

If anyone’s brave enough and feels up to the challenge of recreating these colors, here they are: Solar Red, British Racing Green, Tahiti Blue, and Anthracite.

The blue is quite dark in real life, and so is the green. The red looks different in almost every photo, and it’s really hard to get the shade right. It’s not the same red you see on the Mini in Gran Turismo. I don’t have the exact hex codes — GPT gives wrong values.
 
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By the way, the Mini Cooper Sport 500 originally came in four factory colors.I ’ve never managed to reproduce them correctly in the game — I even wrote to Rover, BMW, and the British Motor Museum, but they kept referring me back and forth to each other.

If anyone’s brave enough and feels up to the challenge of recreating these colors, here they are: Solar Red, British Racing Green, Tahiti Blue, and Anthracite.

The blue is quite dark in real life, and so is the green. The red looks different in almost every photo, and it’s really hard to get the shade right. It’s not the same red you see on the Mini in Gran Turismo. I don’t have the exact hex codes — GPT gives wrong values.
The best I could do with an ext_config, using google photo for reference.
Not sur about the red, but "in game" you see way less metallic than in the showroom

Screenshot 2025-10-09 165418.webpScreenshot 2025-10-09 171832.webpScreenshot 2025-10-09 173603.webpScreenshot 2025-10-09 175043.webpScreenshot_zs_rover_mini_newmap_dr_pikes_9-9-125-17-49-46.webpScreenshot_zs_rover_mini_newmap_dr_pikes_9-9-125-17-35-16.webpScreenshot_zs_rover_mini_newmap_dr_pikes_9-9-125-17-28-17.webpScreenshot_zs_rover_mini_newmap_dr_pikes_9-9-125-17-4-55.webp

Top would need a separate material so its not influenced by the ext_config
 
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Hi, a question: this mod has a 10-position adjustable TC, but it basically doesn't work. Even set to 1, the maximum, it never kicks in; if it's there, it should work, right?! 😅🙄
How can I fix this problem? Thanks.
P.S.
I know, but the Lancia LC2 didn't actually have TC or ABS!!

 
Hi, a question: this mod has a 10-position adjustable TC, but it basically doesn't work. Even set to 1, the maximum, it never kicks in; if it's there, it should work, right?! 😅🙄
How can I fix this problem? Thanks.
P.S.
I know, but the Lancia LC2 didn't actually have TC or ABS!!

In the data folder, find "electronics.ini" and change PRESENT=0 and ACTIVE=0 to PRESENT=1 and ACTIVE=1

1760053820584.webp
 
Rescaled nonsense version is gone.
Here is updated original version.
I applied all physics fixes to old model and all suspension details are now as per book, Camber, clearance, toe, wheelbase, cg are all set to be correct.
Tire size is calculated from formulas provided on Overtake. And now it matches 3d model. Ignore Content manager size, its wrong.
Mod will overwrite original folder, so do backup in case.
Download.
View attachment 1484453
Looking forward to seeing if you have at leat made it plesant to drive, all the old mini's in AC handle so so terribly, pesso's ones are horrible to drive IMO, mini's are basically go karts and should handle well.
 
By the way, the Mini Cooper Sport 500 originally came in four factory colors.I ’ve never managed to reproduce them correctly in the game — I even wrote to Rover, BMW, and the British Motor Museum, but they kept referring me back and forth to each other.

If anyone’s brave enough and feels up to the challenge of recreating these colors, here they are: Solar Red, British Racing Green, Tahiti Blue, and Anthracite.

The blue is quite dark in real life, and so is the green. The red looks different in almost every photo, and it’s really hard to get the shade right. It’s not the same red you see on the Mini in Gran Turismo. I don’t have the exact hex codes — GPT gives wrong values.
@Pete82 @Pilot3331 thanks for the updates, these old Minis are always great fun in spec races.
Any plans to add refracting lights? The rear lights in particular on this car are very basic. Refractions would add another layer of immersion when you're chasing down a pack of these ahead of you.
EDIT: actually, lights ARE refractive, but don't look it. See posts below.
 
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@Pete82 @Pilot3331 thanks for the updates, these old Minis are always great fun in spec races.
Any plans to add refracting lights? The rear lights in particular on this car are very basic. Refractions would add another layer of immersion when you're chasing down a pack of these ahead of you.
If you are able to do this I will be grateful. Its hard for me to do this with my palms disability.
 
If you are able to do this I will be grateful. Its hard for me to do this with my palms disability.
I don't have the knowledge or skills I'm afraid, but maybe some talented chap here will step up and do them?

BTW, the cockpit roof liner was getting partially illuminated by the sun. Add this to the config to mostly fix it (there is one tiny leak I couldn't find, which might be an actual gap in the mesh somewhere):

Code:
  ;stop sun ingress around cockpit mesh seams, into footwells etc
[SHADER_REPLACEMENT_...]
ACTIVE = 1
MATERIALS = body, plastic_rubber ;external bodywork, trim, pillars, dashboard etc
CULL_MODE = DOUBLESIDED
CAST_SHADOWS = 1
DOUBLE_FACE_SHADOW_BIASED = 1

Edit: one other thing, a lot of owners apparently replaced the fugly generic 'Mini' steering wheel roundel badge with a Cooper one more fitting to its sporty heritage (can't believe the original car didn't already have it), so here's an amended DDS if you want it (just remove the .txt extension).

1760087067092.webp
 

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I don't have the knowledge or skills I'm afraid, but maybe some talented chap here will step up and do them?

BTW, the cockpit roof liner was getting partially illuminated by the sun. Add this to the config to mostly fix it (there is one tiny leak I couldn't find, which might be an actual gap in the mesh somewhere):

Code:
  ;stop sun ingress around cockpit mesh seams, into footwells etc
[SHADER_REPLACEMENT_...]
ACTIVE = 1
MATERIALS = body, plastic_rubber ;external bodywork, trim, pillars, dashboard etc
CULL_MODE = DOUBLESIDED
CAST_SHADOWS = 1
DOUBLE_FACE_SHADOW_BIASED = 1

Edit: one other thing, a lot of owners apparently replaced the fugly generic 'Mini' steering wheel roundel badge with a Cooper one more fitting to its sporty heritage (can't believe the original car didn't already have it), so here's an amended DDS if you want it (just remove the .txt extension).

View attachment 1484617
Thank you for roof fix.

This is factory:
 

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This is factory:
Yes, I know, I said a lot of owners thought it ugly (it is!) and replaced it with a sportier Cooper version, hence my DDS which can be added to any skin if so desired. Entirely optional. :)

@Pete82 Apologies, I just took a closer look at the rear lights and they already do have refractions (as do the front lights). I think the brightness and/or lens colour is maybe blowing out (or killing) any refractive effect, and why I initially thought they weren't refractive. It should simply be a case of adjusting various values in the config to improve the effect?

Off:
1760088704772.webp

On:
1760088729252.webp

Diffuse is very high (0.6) on the 'brake' lens materials which is why the rear lights look odd in sunlight too (eg the clear reverse light lens glows bright white in sunlight)
 
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Unfortunately, the colors are wrong, but thanks for trying to fix it. Something probably happened to the AO maps, because the body also looks kind of strange. Take a look at the high-resolution photos of the car — I’ll give access to the folder to anyone who’s interested.
 
Due to a lot of issues regarding physics & AI on melbourne22, I have made some updates to this track
(@Breathe you will probably want to update your listing 😉)

View attachment 1339558


-----------------------------------------------------------
NOTES - UPDATE 0.0.4
-----------------------------------------------------------
Physics update
- Pit section completely recut
- Penalty Cut Section added a T4 (inside / outside)
- Penalty Cut Section added a T9 (inside)
- Penalty Cut Section added a T10 (inside)
- Penalty Cut Section added a T14 (inside)

AI & Data update
- New fast_lane.ai
- New pit_lane.ai
- New ideal_line.ai
- New ai_hints.ini
- New side_l.csv
- New side_r.csv
- Updated surfaces.ini include the new cut sections

AC objects
- New Pit slots: now has 30

Files
- split main melbourne22.kn5 into:
• melbourne22.kn5
• optional anticuts.kn5 (at turn 4 / 9 / 10)
• optional physics2022.kn5 (for 2022 kerb at exit of turn 4)

General
- optimize & cleanup track and remove empty meshes
- reduce melbourne22.kn5 file size from 773MB to 260MB
- track melbourne22 & melbourne_2019 now included as layouts in a single track folder (as they use some common files)
- add missing tyres sections on some tyrewalls

Unchanged
No changes on visuals / textures / config
the tarmac look realy weird cartoon like, can i solve this?
 

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shi
Abuja Nigerian National Circuit v1.4

View attachment 1484640
A fictional circuit in Nigeria.
Conversion from GTR2.

-CSP recommended
-32 pit/start
-AI, cam
-2 layouts

Credits & Thanks;
Original Track by Edobot
GTR2 Converted by LaChub

AC Converted by ACTK
Updated by shin956
AI lines, sidelines and ai_hints.ini by IMEAN
logo.png by Fanapryde
Crowds texture by Kniker97
marshall and some textures by kunos
"Toyota Land Cruiser" (https://skfb.ly/MyHv) by Renafox is licensed under Creative Commons Attribution-Noncommercial (http://creativecommons.org/licenses/by-nc/4.0/).
Test and Feedback by Fanapryde

Enjoy.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.2 changelog;

-Added the short layout that existed in the original.
-The cones are made to move.
-Removed trees in Track.
-Smoothed road surface.
-Changed spawn points in the pit.
-Added trees that existed in the original.
-Added groove/skidmark.
-Added new AI line and cam.
-Added readme.
-Added logo.png by Fanapryde.
-Updated surfaces.ini, semaphore.ini and ext_config.ini.
-Updated shaders.
-Updated UI.

v1.3 changelog;
-Re-created fast_lane.ai and sidelines in both layouts.
-Deleted ai_hints.ini.
-Smoothed edges of road surface.
-Re-created skidmarks.
-Added sand edges.
-Updated ext_config.ini.
-Updated preview.

v1.4 changelog;
Added 3D terrain.
Added pit tents, garage doors and trucks.
Added marshalls.
Replaced and updated some textures.
Update shaders.
Updated ext_config and VAO-patch.
Added crowds. (textures by Kniker97. Thanks)
Added AI lines, sidelines and ai_hints.ini created by IMEAN. (Thanks!)
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.)
Fixed overlapping meshes on physical surfaces.
A few other minor fixes.
Changed folder name.
Updated preview.

v1.5 changelog;
Upscaled billboard logo textures.
Fixed flickering of the billboard logo. (Thanks Mascot for the report.)
- The code to fix adboard flickering for VR users is included in ext_config.ini.
Smoothed the white line. (The part I forgot.)
The adboards mesh was split and assigned a different texture. (New: Access Bank, Air Peace)
Added blimp, choppers, balloons, distant airliners by Mascot. (Thanks!)

Abuja Nigerian National Circuit v1.5

v1.5 changelog;
Upscaled billboard logo textures.
Fixed flickering of the billboard logo. (Thanks @Masscot for the report.)
- The code to fix adboard flickering for VR users is included in ext_config.ini.
Smoothed the white line. (The part I forgot.)
The adboards mesh was split and assigned a different texture. (New: Access Bank, Air Peace)
Added blimp, choppers, balloons, distant airliners by @Masscot . (Thanks!)
 
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Unfortunately, the colors are wrong, but thanks for trying to fix it. Something probably happened to the AO maps, because the body also looks kind of strange. Take a look at the high-resolution photos of the car — I’ll give access to the folder to anyone who’s interested.
I did those using LCS and not GAMMA if it change anything tho
 
hi all, I have a lap counter ("1/4" for example if I do a 4 lap quick race) on top of the screen
which I can't seem to turn it off...
tried F9 , CTRL-H , and all other F-keys... Anyone? (thx!)
 
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