Assetto Corsa PC Mods General DiscussionPC 

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So I saw the CSP 3 yesterday: it drove in front of me!

Screenshot01.webp
 
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


So... assuming it's now been released to the generous benefactors... how is the actual track?
 
Anyone know how to add external intake/approach sounds to car mods? I am working on a sound mod and am pretty much finished with it except for this one issue; as the tutorials i've found don't mention how to add external intake sounds, but I know it's possible as several car mods have it.
 
24H
Works a treat! Great job.
I did a small adjustment to make the instrument dials brighter when the lights are off, as mentioned by @Crazydude.
Basically, just raised ksAmbient from 0.05 to 0.3 in the config.
Much easier to see now when the lights are off.
(Maid Cafe Mazda RX-8)
 

Attachments

24H
anyone knows which rally cars are better?

LF SimRacing or maybe Kronos?
My general preference has been the Kronos cars, but perhaps because they appeal more to me in terms of content. The Hyundai i20 WRC 2016 is really nice to drive, as is the Renault Maxi Megane. I can't remember the last time I drove a LF one.

This has to be the future of track building. I've done a few like this but this is next level, found trawling drift forums...

Surface and track is a dream...

View attachment 1485868
Its interesting because I really wonder how much future AC actually has, given the arrival of games like PMR that will allow modding. I'd also love to know if there are any tutorials out there that explain how you make tracks like this.
 
@24H @bestiajo @Crazydude
To make the dial legends and needles brighter when the lights are off on Maid Cafe's BMW M3 (E46), add this to the end of the config, and either put the attached DDS into each skin folder or do a universal texture replacement in CM Showroom. It'll look odd without the DDS.
Code:
;brighter instrument dials and needles when lights are off
[SHADER_REPLACEMENT_...]
ACTIVE = 1
MESHES = INT_BODY_GAUGE; INT_BODY_GAUGE_MID, INT_BODY_GAUGE_LOW
MATERIALS = INT_Arrow
PROP_... = ksAmbient, 0.25
 

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shi
Road One International v1.2

View attachment 1253826
Converted from rFactor.
Fictional circuit in Canada.

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

Credits & Thanks;

A fantasy track made by Alexandre Ulleri for NR2003.
Converted to GTR2 by DeHAwk.
Updated by Khan1670.
Converted and updated for rFactor by @Zwiss and Thank you for giving me permission

Converted to AC by @shin956
AI, camtool by @Viola_seven
AI (reverse layout) by @KevinK2
.lua and font by @gunnar333
Extra object placement, fence texture by @CosmiC10R
Background texture edit(v1.0), sky objects and textures by @Masscot
Background texture edit(v1.0) by @twobegreen
Some object and textures by kunos
logo.png by @Fanapryde
Background Mountain and dam by Tyrone
physics mesh by @pugsang
cam by @DaBaeda
Test and Feedback by @Breathe , @Masscot , @twobegreen , @slider666 , Jonah Hax
Tracks maps by Jonah Hax

Enjoy.

note:
If you want to remove tar lines repeatedly, go to the end of ext_config.ini and set ACTIVE to 1.

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.1 changelog;
-Added Background Mountain and dam by Tyrone.
-Rework Trees (Removed Treewall).
-Added physics mesh by pugsang.
-Added animated flag-waving spectators.
-chopper and balloon have been updated by Mascot.
-Smoothed out the edges of the road.
-Some textures were upscaled with AI.
-Changed the billboard texture to the one made by Mascot.
-Made it possible to select the logo texture created by Mascot as skins.
-Original billboard textures are included as skins.
-Updated preview.

v1.2 changelog;
Added AI lines and sidelines created by IMEAN to the normal layout. (Thanks!)
Fixed a hole in the grass.
Fixed flickering on billboards.
Added sand edges.
Reworked groove and skidmarks.
Updated flags.
Changed crowd textures by Kniker97. (Thanks)
A few other minor fixes.
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.)

Road One International v1.2

v1.2 changelog;
Added AI lines and sidelines created by @IMEAN to the normal layout. (Thanks!)
Fixed a hole in the grass.
Fixed flickering on billboards.
Added sand edges.
Reworked groove and skidmarks.
Updated flags.
Changed crowd textures by @Kniker97 . (Thanks)
A few other minor fixes.
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.)
Screenshot_f302_acura_nsx_gtc_road_one_international_5-7-125-20-20-7.webp
 
Its interesting because I really wonder how much future AC actually has, given the arrival of games like PMR that will allow modding. I'd also love to know if there are any tutorials out there that explain how you make tracks like this.
Its a drone to take pictures then scan to photogrammetry, then once you have that and textures you can get it into blender, there are a few on sketchfab, but what this guy has done is insane looking at it in game, sadly its encrypted so can't look any further, i'll post a link as its free anyway for others to have a go on it.

 
Its interesting because I really wonder how much future AC actually has, given the arrival of games like PMR that will allow modding.
perhaps it will be similar to Heroes of Might and Magic III where a good part of the community found no worthy replacement in the following commercial offers for turn-based strategy games and so still produce nice content more than 25 years after release. I still play it :-)
 
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perhaps it will be similar to Heroes of Might and Magic III where a good part of the community found no worthy replacement in the following commercial offers for turn-based strategy games and so still produce nice content more than 25 years after release. I still play it :-)
I do have a feeling that's how its going to go, although its a pity because AC does have quite a few limitations.
 
Excited Game GIF


Nissan Z GT300 2025



From TheNuvolari:
This mod was developed with the man, the driver himself; Ryuichiro Tomita. If it wasn't for him, I wouldn't have started working on a Z as I saw multiple other modders working on Zs. This is why I teamed up with 908_x32, who faithfully recreated the interior and helped shape the car the way you all see it now. The physics is the key here; Ryuichiro Tomita got us covered with a refined version of a solid base of one of Bonny's cars, all sorted out with permissions, which should be mandatory in a healthy community. You can definitely feel both the Z and GT300 in this!

Car link in the video description.
 
So... assuming it's now been released to the generous benefactors... how is the actual track?
Hey! I've been a way for a bit. If anyone here did contribute, thank you! I was pretty surprised that it did reach the goal. I was not expecting it.

Yes, I was provided beta access to the track a couple days ago. There was a couple visual things that needed to be added. I added in some comments for a couple other TSOs that could be added to add to the immersion. Overall, I think the track is FANTASTIC! I've only been to the track as a fan, never done a real lap of it. But from the perspective that I've seen in person, it's spot on. It even has the padding on the trees that lead up to the final corner.

The plan is that after the track gets to a 1.0 version, it'll get released, publicly, for free. I'm not sure on the timeline of that, but it will be coming based on the communication that I've been provided.
 
I use 0.
Its interesting because I really wonder how much future AC actually has, given the arrival of games like PMR that will allow modding. I'd also love to know if there are any tutorials out there that explain how you make tracks like this.

What I've heard PMR not completely free platform to mod, either. So the mods would be "official mods" like on EVO. The devs want their share from everything these days.

That ruins the "creative chaos" that creates the "AC1 cult". That means a lot of crap but also a lot of pure brilliance.

I could be wrong about this though. If it's a free platform it can make a differnce.

But if it's restricted in any way it's not going to be any kind of threat to AC's dominance.

AC is in the sim racing competition like the last Ferrari F1 champion Kimi. It will keep its crown for a looooong time to come. :D
 
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Yeah, and this one broke the real mirrors feature. But the previews have finally been fixed. :bowdown:

Kronos, definitely.
Doing them one by one worked on my system with the "old" version I had.
What is broken with the Real Mirror? Adjusted the mirrors on the car I currently drive with no issue 🤷‍♂️
 


Nuvolari raising the bar again, a ton of work went into this one, I know from experience how secretive the JP teams are so its fantastic that they got so much works support on this car+

Edit: My bad missed it being posted earlier today

Getting the actual car that you raced IRL commissioned has to probably be the coolest AC flex that i've seen yet. :eek:
 
I use 0.

What I've heard PMR not completely free platform to mod, either. So the mods would be "official mods" like on EVO. The devs want their share from everything these days.

That ruins the "creative chaos" that creates the "AC1 cult". That means a lot of crap but also a lot of pure brilliance.

I could be wrong about this though. If it's a free platform it can make a differnce.

But if it's restricted in any way it's not going to be any kind of threat to AC's dominance.

AC is in the sim racing competition like the last Ferrari F1 champion Kimi. It will keep its crown for a looooong time to come. :D
Modding will be the same as Farming Simulator, iirc you can still install mods like you can do on AC. But if you want your mod to appear in game in the developer approved list you need to go trough the process of having it approved by the developers and more.

From what i can gather in regards of Farming Simulator is that any mod that gets approved also gets an actual licensing approval that the developers paid for, At least that seems to be the case with Farming Sim. I don't know if PMR will go that route.

Ontop of that any approved mod also makes it possible for console users to download and install that mod. i think?
 
Getting the actual car that you raced IRL commissioned has to probably be the coolest AC flex that i've seen yet. :eek:
Yes its pretty amazing seeing what this community has done over the years, before Shaun Clarke passed away he would have regular talks with multiple Ginetta supercup teams which changed from him asking them for help to them coming to him.

Another one which is the peak of everyone is IER, the HPD P13 was the start of the extended physics project with a near full collaboration from HPD. The Oldbac Kalana is likely the closest any one of us will ever get to a manufacturer level simulator. Their team is involved in every major endurance series.

That £20 I spent buying this game on a whim 12 years ago really changed a lot for me, a lot of friendships have been made some for life, a lot of talents have been honed, a lot of careers made out of it and of course years of entertainment. I have said this many times before but this community is the best I have and will be a part of, I cant contribute much anymore but its great being here
 
... the "creative chaos" that creates the "AC1 cult". That means a lot of crap but also a lot of pure brilliance...
For some (like me; call me nuts...), separating the wheat from the chaff and discovering new gems is also part of the fun... although yes, the process can sometimes be frustrating...
... AC is in the sim racing competition like the last Ferrari F1 champion Kimi. It will keep its crown for a looooong time to come. :D
crudele.webp
 
Out of interest was this the fix for the 'dx11' thing? I get it as well and have to close the box, then close it again quickly and then i'm in. So yeah if you had the fix could you share it?
Nah it was a wrong line in the models.ini for Hamptons Down which rendered the national and club layout unplayable

But I did find a fix for the DX11 pop-up : disabling RainFX. Yay...
 
And when you bought Expansion Module #2 for your ColecoVision...

View attachment 1483958

...you got Turbo:

View attachment 1483955 View attachment 1483956 View attachment 1483957

The only game I know of where you could race F1 cars in the snow... :D

Those old arcade racers were amazing. And of course I get it... it's all tongue in cheek when we discuss about them.

But I think generally it's crazy how big role nostalgia plays in people's preferred racing games.

There are still people who play GP4 and RF1. I played those games for years and when you get used to certain gameplay, the driving physics it kinda becomes "second nature". Then you can easily overlook the flaws.

Geoff Crammond games were amazing and they really revolutionized sim racing. But I went back to GP4 a while ago and went through all that trouble to get my Thrustmaster pedals working with it and all that. It's still okay but let's be honest... time has not been kind to the driving physics and the graphics. Same for RF1. No... those sims are NOT as good as the modern sims. You may like them but that doesn't change the fact that they're way outdated. Yeah GP4 ai is great... but let's face it... only because the AI is very bad on most hardcore sims. LMU has better ai though... AMS2 too. But they're not great, either.

RF2 and AC1 revolutionized sim racing to the current level where we are now. I never play RF2 these days as I hate everything about its interface and menus. It's just too horrible. But it drives well and the FFB is arguably one of the best. AC1 is what it is... still looks great and modern. So those games are timeless. Sim racing has not been able to take a step forward in 10 years. All this talk about "new and more advanced tyre models" is useless if the car doesn't feel as good as AC1. I haven't played iRacing for a while but I never liked the oversteer physics on that. AMS2 is just unplayable for me... I don't even want to go into that.

I still wonder how can we determine how "realistic" some physics are if we haven't driven those cars. I've driven kart in my youth quite a lot and I know how the open wheelers should drive. I mean fundamentally only of course... those are toy cars compared to real F1. But some elements are the same. Being from Finland and spent my youth with cheap real wheel drive cars (Escort mkII and Capri 3.0 S) on ice surfaces and even ice tracks I know what oversteer means. Some Kunos cars like Nissan GT and modern Porsches drive amazingly well and realistic.

AC1 has some amazing F1 cars, like the RSS, even Lotus98T, VRC etc. I know they drive at least somewhat realistic and Max Verstappen has praised AC1 in many occasions how he trains F1 circuits with it.

Last three months I've played Codemasters F1 games almost endlessly because I wanted to play modern F1, which AC is not suited well for. And I've driven my vintage AC F1 seasons to death. I needed a break. When you watch the footage of 2020'ish era of F1 and you compare it to F12020 (the absolute pinnacle of this series) you'll see how amazingly close it looks. There's the feeling of tyre grip and downforce even through that relatively lifeless FFB. But it's extremely precise and driving that game is just pure pleasure. According to real F1 drivers that game drives the most realistically with TC medium. That game was developed under the supervision of the real F1 drives. Maybe that's why it's so good. Sure... compared to AC it's pretty easy to drive but you can add difficulty almost endlessly from the settings (not the case with AC when sometimes even 100 is not enough). The difficulty comes from AI speed, not that you have to fear of spinning all the time. Sure you spin sometimes when you make a mistake but you can trust the car and its enormous grip (which the real 2020 F1 cars actually had). You actually can concentrate on perfect racing lines which the real F1 drivers execute with insane consistency for 60 laps. Sure they are great drivers but even then that would not be possible if the cars were as difficult to drive as some sims.

I bought F125 a few weeks ago and just finished a season with it. It's ok but not even close to F1 2020. 2020 driving and gameplay is so good that I doubt I'll ever try to play a AC F1 season (post 2010) again. There's just no way to get the superior AI, team radio, all the rules, safety cars, decent rain physics, and other modern F1 quirks to out sim.

My point? "Sim snobs" say that some Codemasters games don't drive as good as AC F1's. Sure anything post 2021 don't feel correct to me, either.... and 2022 was pure garbage. New ones are not that great. But why do they keep saying that "they're too easy to drive"? How do they know? Most driving sims are purposefully made way too difficult and most pro drivers say that most of them have way too little grip. How can we determine what is actually realistic in those cars? We can't. Most people automatically assume that when it's difficult it's realistic, which is total bollocks.

Some people still praise Grand Prix Legends and said how "great" its physics are. When a real racing driver played GPL he said that it's not realistc at all... and there would be ZERO real drivers alive today if the actual driving was really that difficult. :D

AC's modern RSS cars are probably the best driving open wheelers out there. But we can't make a proper full season with these cars. Too many variables and too many issues. I wish the AC modding gurus would concentrate on those issues. I mean who really cares about some additional eyecandy as AC with SOL/PURE whatever looks as good as any sim out there. Is it possible to improve the championship mode in Content Manager for example... with more options?

LMU's GT3 cars are the best I've driven. Not to say they're the most realistic because I've never driven a GT3 car. But I think the biggest determining factor is how enjoyable they are. ACC cars drive like trucks in comparison. I'm sure we have better driving GT3 cars on AC1 though... but there are some benefits of these purposefully built sims that concentrate on only one or two classes.

PMR driving video looks great. Can it become the "go to sim" for AC1 fans? It supports mods. But what kind of mods? Is there an open wheeler that we can use as a base? Does it support unlimited track modding like AC1? What kind of modern F1 rules can be implemented there? Can we modify the rules, the championships, etc? Or maybe it's just a bit polished Project Cars 2? Either way I will buy that of course. Very curious to see that after all the hype.

There are so many things that could have been very simple to add to AC1 relatively easily. Those would have made it the perfect sim. I just don't understand why Kunos never finished this game. As good as F12020 is it still suffers from varying AI difficulty on some tracks. You can win Austria left handed as the ai is so slow. With the same AI level the ai is murderously fast on Hungaroring. Why don't any driving games support the individual track AI level settings? Stuff like that must be relatively easy to do, coding wise. Why can't you modify the championship rules more? As much I don't like AMS2 driving it has the best season adjustments... by far. Why can't we define "engine failure and tyre failure possibility percentage" or slow pitstop screw-up percentage? Stuff like this. I could go on forever... I have a lot of ideas. We have a million car setting adjustments but fundamental realism stuff like this is completely overlooked. It's weird.

Sorry long post... I probably already said some of these things in my previous posts.... but I couldn't sleep so I typed in my thoughts again.
 
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