Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Thread starter daan
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Smaller and slower cars are:
Touring Car Legends
Kunos: Abarth, Mazda Miata, etc

Try out various cars, Im sure you will find sommething easy and fun
Someone said "small and slow"?

1760358513362.webp
 
Great - thanks!
Can you please also add this at the end of the config, it'll stop daylight leaking through the instrument cowl seams onto the instrument cluster.

Code:
;stop daylight leaking onto instrument cluster
[SHADER_REPLACEMENT_...]
ACTIVE = 1
MATERIALS = INT_Plastic_Bump
CULL_MODE = DOUBLESIDED
CAST_SHADOWS = 1
DOUBLE_FACE_SHADOW_BIASED = 1
here is the new version of the ext_config.
 

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I feel the same

Still working on Rouen les Essarts night configuration :


View attachment 1483985


but started to learn Lua sdk in parallel... as much as I discover Assetto Corsa script possibilities, my curiosity was triggered, I want to spend some time to understand why AI issues can't be tackled. A part from the Nuzzi app, I did not find many AI apps, and no open source, maybe that would be a nice project.
Oh i've been having this pet project of mine with AI and lua scripts.

So far what i learned/achieved :

-The fastlanes are composed of a few payloads, mainly position points, inputs, vectors/directions, etc. So althought the AI is hardcoded and the payloads are strictly informative for the AI, you can actually extract the fastlane in some CSV file and edit, copy, slice apiece of fastlane to another. A great tool to take the first corner from a fastlane, the middle part from a second one, and the last sector from a third one, all combined into a final fastlane with all your perfect inputs.

I couldn't for the hell of me turn the converters and editors into a working lua app (and that's only because of a particular mathematical precision failure in the lua APIs) , but the python apps work wonders to convert AI->CSV->Ai files. If you're familiar with python you 'll find your way, i'll add them here, i just need to make better names extracts to avoid renaming each export/import.

So far, until i fix the stupid payload_0 first index error, here's the lua app with a reader (so you can track car's position from the payloads and edit the CSV files accordingly).


So, second part : now that you have the fastlane 3D position, and every info about it, you can translate this data to something exploitable by a lua script. You can use the @shi basic one, and add a behavior related to a car depeinding on its position around the Fastlane. I made a fastlane to lua values friendly converter as well.

@shi 's ai hints.lua should give you realtime access to what is basically ai_hints. It lacks proper BRAKEHINT at the moment, but at least it's real time. So far the furthest i got was a basic behavior with the car on the left side slowing down, while the car on the right side push harder, cars getting higher HINT values when they're on the fastlane, things like that. I stopped in the middle, out of free time to develop anything, but let me add the ai_hints.lua i had for Dundrod when i was trying things, you might find something useful in it (to use the ai_hints.lua, you need the track ext_config.ini to enable it).

To my understanding so far, choices have to be made. Getting all the cars' positions and updating on every frames depending on calculations on where they stand is gonna be costly. Might be worth it for some situations, not so much most of the time.


Anyway, one day i'll get my head back at it, if you wanna give it a try, my crappy codes are yours.

The Broken Car Kicker app on Overtake is interresting as well. It allows for real time control of some parts of the ai.ini files from each AI car. Pretty costly again if you run it real time, but going into the code, it's easy to either call it at start on the script.update and a few times thorough a track, which means you could improve cars behavior in real time depending on conditions. It shouldn't be too hard to give the inside car a late braking, allowing for some interresting modularity along the race.
 

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Is the STC series found on actk a recreation of an oz scale-model series in California, or a real scale Super Touring series somewhere in the world (Brazil?), or both? (with regards to AC) Searching "STC" does little to clarify... DL'ed, the liveries indicate the latter, but no rw "STC" championship is showing up. Goog sez: The abbreviation "STC" is not a standard one for a major racing championship in Brazil, but the user might be referring to the Stock Car Pro Series (formerly Stock Car Brasil) or Nascar Brazil...
Anyone know?

STC-2022.webp



EDIT: It's Argentina: (Google)- The TC2000 (Turismo Competición 2000, formerly Súper TC2000) is a touring car racing series held in Argentina since 1979. (and found Argentina in the Spanish text)
 
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Oh i've been having this pet project of mine with AI and lua scripts.

So far what i learned/achieved :

-The fastlanes are composed of a few payloads, mainly position points, inputs, vectors/directions, etc. So althought the AI is hardcoded and the payloads are strictly informative for the AI, you can actually extract the fastlane in some CSV file and edit, copy, slice apiece of fastlane to another. A great tool to take the first corner from a fastlane, the middle part from a second one, and the last sector from a third one, all combined into a final fastlane with all your perfect inputs.

I couldn't for the hell of me turn the converters and editors into a working lua app (and that's only because of a particular mathematical precision failure in the lua APIs) , but the python apps work wonders to convert AI->CSV->Ai files. If you're familiar with python you 'll find your way, i'll add them here, i just need to make better names extracts to avoid renaming each export/import.

So far, until i fix the stupid payload_0 first index error, here's the lua app with a reader (so you can track car's position from the payloads and edit the CSV files accordingly).


So, second part : now that you have the fastlane 3D position, and every info about it, you can translate this data to something exploitable by a lua script. You can use the @shi basic one, and add a behavior related to a car depeinding on its position around the Fastlane. I made a fastlane to lua values friendly converter as well.

@shi 's ai hints.lua should give you realtime access to what is basically ai_hints. It lacks proper BRAKEHINT at the moment, but at least it's real time. So far the furthest i got was a basic behavior with the car on the left side slowing down, while the car on the right side push harder, cars getting higher HINT values when they're on the fastlane, things like that. I stopped in the middle, out of free time to develop anything, but let me add the ai_hints.lua i had for Dundrod when i was trying things, you might find something useful in it (to use the ai_hints.lua, you need the track ext_config.ini to enable it).

To my understanding so far, choices have to be made. Getting all the cars' positions and updating on every frames depending on calculations on where they stand is gonna be costly. Might be worth it for some situations, not so much most of the time.


Anyway, one day i'll get my head back at it, if you wanna give it a try, my ****** codes are yours.

The Broken Car Kicker app on Overtake is interresting as well. It allows for real time control of some parts of the ai.ini files from each AI car. Pretty costly again if you run it real time, but going into the code, it's easy to either call it at start on the script.update and a few times thorough a track, which means you could improve cars behavior in real time depending on conditions. It shouldn't be too hard to give the inside car a late braking, allowing for some interresting modularity along the race.
Thank you Tetri !

I have to make some work and read your code in order to understand exactly what you want to do. I have seen in the lua-sdk some methods such as ac.worldCoordinateToTrackProgress(v) and ac.getTrackAISplineSides(v) which seem to return the next AIfastline position or the distance with left and right sides of the lane but I do not figure if it is callable by any car at any time.

I'll start next week with a very simple lua app to make some unit tests and learn more. I'll start with the tracking of track conditions to trigger a pit stop with wet tyres and then the blue flag behavior, which should lead me to this fastline management !
 
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Thank you Tetri !

I have to make some work and read your code in order to understand exactly what you want to do. I have seen in the lua-sdk some methods such as ac.worldCoordinateToTrackProgress(v) and ac.getTrackAISplineSides(v) which seem to return the next AIfastline position or the distance with left and right sides of the lane but I do not figure if it is callable by any car at any time.

I'll start next week with a very simple lua app to make some unit tests and learn more. I'll start with the tracking of track conditions to trigger a pit stop with wet tyres and then the blue flag behavior, which should lead me to this fastline management !

No worries, i will never find time to finish this crap anyway.


The lua debug is the fastest way to see if things are actually taken into account.

The code i added is also a long list of tries and errands, some stuff worth, some rubbish.

Have a look at the Broken Kicker Car lua app as well - ai hints specifically. There 's definitly something to use in an ai script.

If i look at my to do list :

-integrate all hints from the track data folder into aihints.lua for real time editing
-integrate fastlane position markers (done)
-integrate behavior related to fastlane position (test ok, need tweaking)
-integrate AI car position and distance relative to eachother for attack/defense behavior (20%implemented, useless at the moment)
-adjust global HINTS/BRAKEHINTS depending on car power/grip etc either automatically or from a premade list.
-adjust car ai.ini automatically defense, attack, corners 2 wide, etc
-create editor to import/export parts of different fast_lane.ai (done, error at payload_0 first value - exact position 153876-, where lua reads a nil value instead of the correct mathematical value, highlited in the image below, crashing the spline. It needs a python app rather than a lua, or a little script edit to copy this particular value without going thru lua recalculations.)
Capture d'écran 2025-10-14 111508.webp
 
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Hello, People back at it again with another update on the Saleen

Still work to be done, Mainly physics and sound right now.

As for the 3D stuff it's pretty much completed.

What we have atm

1997 Saleen - Donington Spec
Screenshot_ims_mustang_gt2_doningtonpark2018_7-9-125-22-35-15.webp


1998 Cirtek Motorsport - Jarama Spec
Screenshot_ims_mustang_gt2_jarama_2009_7-9-125-22-31-20.webp

1997 Saleen - Le Mans 24 Hours Spec
Screenshot_ims_mustang_gt2_le_mans_1998_7-9-125-22-42-36.webp


Something to note, That when going trough these years of GT racing i came to the decision that i'll most likely be looking into commissioning the Porsche 911 GT2 car with as many variants that we can find etc.

No one has made an actually good variant of this car and the ones that do exist are frankly. Turds. Low quality and does not live up to the absolute legendary status that the car deserves. So instead of making the Callaway, We'll be looking into the Porsche instead ontop of that we'd be opening up the flood gates to having finally having an car to fill several YEARS of race's and series.

No release date, It's coming when it's ready. :cheers:
 
I'm curious: How difficult would it be to create an AO template for GT models that aligns properly for easier livery designing?

Not knocking on the mod itself BTW
 
Something to note, That when going trough these years of GT racing i came to the decision that i'll most likely be looking into commissioning the Porsche 911 GT2 car with as many variants that we can find etc.

No one has made an actually good variant of this car and the ones that do exist are frankly. Turds. Low quality and does not live up to the absolute legendary status that the car deserves. So instead of making the Callaway, We'll be looking into the Porsche instead ontop of that we'd be opening up the flood gates to having finally having an car to fill several YEARS of race's and series.

No release date, It's coming when it's ready. :cheers:
Amazing work with the Saleen so far, and please, making the Porsche GT2 would be absolutely amazing. Trying to recreate all Le Mans grids, I came to the conclusion that Porsche is the worst Manufacturer by far in terms of how many cars/variants/version they had throughout the years... It would be a big help if somehow you could make all those different variants...
 
Amazing work with the Saleen so far, and please, making the Porsche GT2 would be absolutely amazing. Trying to recreate all Le Mans grids, I came to the conclusion that Porsche is the worst Manufacturer by far in terms of how many cars/variants/version they had throughout the years... It would be a big help if somehow you could make all those different variants...
I'm still not even 100% sure which version of the 996 Porsche RSS made. Whether it's the 996 GT3.R, RS or RSR.
 
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Comparing the Protech F92 F6 it just didn't have the ability to steer on throttle and get turn-in with weight transfer like the URD. I have replicated what I could from the URD set-up to the Protech and returned expected traits & agility, my CM set-up here for the Protech F92 F6:
https://acstuff.club/s/zgBM
I've noticed this trend with RSS cars. The default setups are very dull and understeery but if you change things around they start to drive much much better. Somebody putting together updated default setups for all the RSS GT3 and GTP cars would be nice.
 
Hello, People back at it again with another update on the Saleen

Still work to be done, Mainly physics and sound right now.

As for the 3D stuff it's pretty much completed.

What we have atm

1997 Saleen - Donington Spec View attachment 1485370

1998 Cirtek Motorsport - Jarama Spec View attachment 1485371
1997 Saleen - Le Mans 24 Hours Spec
View attachment 1485372

Something to note, That when going trough these years of GT racing i came to the decision that i'll most likely be looking into commissioning the Porsche 911 GT2 car with as many variants that we can find etc.

No one has made an actually good variant of this car and the ones that do exist are frankly. Turds. Low quality and does not live up to the absolute legendary status that the car deserves. So instead of making the Callaway, We'll be looking into the Porsche instead ontop of that we'd be opening up the flood gates to having finally having an car to fill several YEARS of race's and series.

No release date, It's coming when it's ready. :cheers:
thank you so much this car and the lister longtail defiantly belong in the 97 season
 

No matter which color you choose for the body, the roof color cannot be changed?
 

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hey all, had great fun with this new little toy from ACTK
I altered some things (driver scale & pos, sound) hence I thought I'd share his v1.0 as a complete v1.0.1 ! :lol:
It came with a bunch of great skins already, but I just had to add my own as well :)
View attachment 1485227
DOWNLOAD

all it is missing imho is a rear view mirror ...
That was my first car - 600cc of fury!! It was actually pretty rapid, mainly because I think the body work was made from tin foil....or, because, acceleration wise I was comparing it to walking. I somehow managed to rip the handbrake clean out of the floor whilst trying to impress mates doing handbrake turns 😂
 
I think they stated it's not necessarily one of those versions, more like a hybrid between them. I might be wrong, though.
Yep, I remember reading something about it in the presentation of some model, in order to avoid problems with legal claims about intellectual property (or whatever it's called...), hence the models not being exact reproductions, or giving those "funnymaginative" names to their mods.
 
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What does your config do?
@24H has created one to fix the lights.
fixed missing center rear brake lights and added working cockpit green light icon when you turn on your lights instead pressing EXTRA_A button

New ext_config.ini with plate light intensity fixed.
 

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fixed missing center rear brake lights and added working cockpit green light icon when you turn on your lights instead pressing EXTRA_A button

New ext_config.ini with plate light intensity fixed.
Nice! Did you take @24H 's config and add your extras to it? Everything seems to work as expected now. The instrument cowl light leak is still there though, so I took your/24H's file and added a new more efficient way of fixing that, plus a config to give a more metallic finish to the light grey plastic cockpit trim (not strictly OEM probably, but looks good to me in VR). This is currently disabled at the end of the config, change to ACTIVE = 1 if you want the metallic effect.
Nice job with the third brake light, I didn't even realise it wasn't previously working.
 

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