Assetto Corsa PC Mods General DiscussionPC 

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Been spending the past week (Monday-Friday) recording samples and tweaking this mod as there exists a soundmod for the racecar but not the SuperSport variant.



Still a WIP but it's very close to being complete, i've since fixed the pitch of the idle and need to figure out a better way to fix the transition outside of the car from 5800-6100 RPMs as that's when the external intake is the loudest and it isn't exactly how I want it though it's very close as I know exactly what to do to fix it.
I'll make sure to post it here when it's finished as i've also fixed quite alot of issues with the original car mod itself such as the incorrect placement of the exhaust flames which are still a WIP hence why only one is shooting flames and the headlights were originally way too bright. The dashboard also does not show gear changes which I do not know how to fix and I think it may be tied to the model itself.
Also did the sound of the F1 LM aswell but that's a WIP too though it was alot easier to do than the GTR due to the sound of that car having the aforementioned intake peak at exactly 6k RPMs, and I plan on doing the Panoz GTR-1 roadcar next after the F1 LM.

Due to me having to record the sounds using Xenia as my 360 died the samples have very slight artifacts which I tried my best to fix. I plan on re-recording better versions once I eventually get around to getting a new 360.

All that's missing is the external intake sound when moving the camera for which I plan on just using tweaked versions of the incar sounds, but I can't find any tutorial that explain this particular part at all. And the one I found on YT mentioned it but didn't even use it.
 
Been spending the past week (Monday-Friday) recording samples and tweaking this mod as there exists a soundmod for the racecar but not the SuperSport variant.



Still a WIP but it's very close to being complete, i've since fixed the pitch of the idle and need to figure out a better way to fix the transition outside of the car from 5800-6100 RPMs as that's when the external intake is the loudest and it isn't exactly how I want it though it's very close as I know exactly what to do to fix it.
I'll make sure to post it here when it's finished as i've also fixed quite alot of issues with the original car mod itself such as the incorrect placement of the exhaust flames which are still a WIP hence why only one is shooting flames and the headlights were originally way too bright. The dashboard also does not show gear changes which I do not know how to fix and I think it may be tied to the model itself.
Also did the sound of the F1 LM aswell but that's a WIP too though it was alot easier to do than the GTR due to the sound of that car having the aforementioned intake peak at exactly 6k RPMs, and I plan on doing the Panoz GTR-1 roadcar next after the F1 LM.

Due to me having to record the sounds using Xenia as my 360 died the samples have very slight artifacts which I tried my best to fix. I plan on re-recording better versions once I eventually get around to getting a new 360.

All that's missing is the external intake sound when moving the camera for which I plan on just using tweaked versions of the incar sounds, but I can't find any tutorial that explain this particular part at all. And the one I found on YT mentioned it but didn't even use it.

is that car a conversion from project gotham racing?
 
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Hello, thanks for the huge work .

Have you used a wheel ? is it supported?
is it possible to use Content manager as a Vanilla AC can't even load hundreds of mods.
Sorry idk about wheels and their software. I just tried with a gamepad and it was used ingame an I was able to customize the inputs in CM.
I guess those usb controllers are natively passed trough to wine/proton. If the controllers have a software, I’m sure it can be installed in the bootle (the virtual windows environment)

And sure you can use Content Manager just to manage a vanilla AC. You can use also CSP with it and you can additionally run Pure a weather and graphics mod with realistic skydome pictures if you don’t like those billboard clouds…
 
is that car a conversion from project gotham racing? :o
The car model itself isn't but the sounds were recorded from PGR4 as that game has very accurate recordings of all of the cars ingame and the CLK GTR SuperSport in particular is the best sounding car i've heard. I plan on doing many more cars from the game but until I finish the current ones I will pause them until I get another 360 as the samples will have less artifacts as for some cars it was simply to severe to get good samples. It's easy to get rid of clipping but the artifact popping was aprticulary bad on cars like the F1 LM for example so I cleaned it up best I could. For the SuperSport I recorded it in 5 different frequences with over 3 hours of recording just for Assetto Corsa alone as the Lower RPMs were recorded in a way to increase the bass of the intake as it sounds very good in my opinion and makes the car sound very powerful; and even the lowest of RPMs in the 2-3k range sound like a low growl of which i've only ever heard AMG V12s emit.

Depsite not having external intake sounds present at the moment the car itself sounds pretty much exactly as it does ingame when watching replays due to the way I recorded the sounds, but what I may do is experiment with the samples by overlaying the exahust sounds over a very faint version of the intake sound so it's more audible as I try to match the car as close to both the ingame and real version as possible. Hence why I added details such as making the incar shift sound more audible and made the transmission very loud as it's extremely audible in the actual roadcar in real life due to the straight cut gearing. There exists samples of the real SuperSport but they are far too short to get anything worth using.

Sorry for the long wall of text but as you can tell I am quite a big fan of this car hence why I am spending so much time on this one in particular.:cheers:
 
Added here an ext_config to provide grassFx and rainFx to New Jersey Motorsports Park Lightning by LilSki


This works with the version of the track availble at overtake here: https://www.overtake.gg/downloads/new-jersey-motorsports-park-lightning.14212/

Was surprised nobody did it before, but checked @Breathe list and did not find . Just let me know if someone did it better, I'd remove this little attempt but if not, feel free to improve it
 
Added here an ext_config to provide grassFx and rainFx to New Jersey Motorsports Park Lightning by LilSki


This works with the version of the track availble at overtake here: https://www.overtake.gg/downloads/new-jersey-motorsports-park-lightning.14212/

Was surprised nobody did it before, but checked @Breathe list and did not find . Just let me know if someone did it better, I'd remove this little attempt but if not, feel free to improve it
I did it, but i don't remember if i ever shared it or not ahahah. Thanks for your contribution on LilSki track :)
 
The car model itself isn't but the sounds were recorded from PGR4 as that game has very accurate recordings of all of the cars ingame and the CLK GTR SuperSport in particular is the best sounding car i've heard. I plan on doing many more cars from the game but until I finish the current ones I will pause them until I get another 360 as the samples will have less artifacts as for some cars it was simply to severe to get good samples. It's easy to get rid of clipping but the artifact popping was aprticulary bad on cars like the F1 LM for example so I cleaned it up best I could. For the SuperSport I recorded it in 5 different frequences with over 3 hours of recording just for Assetto Corsa alone as the Lower RPMs were recorded in a way to increase the bass of the intake as it sounds very good in my opinion and makes the car sound very powerful; and even the lowest of RPMs in the 2-3k range sound like a low growl of which i've only ever heard AMG V12s emit.

Depsite not having external intake sounds present at the moment the car itself sounds pretty much exactly as it does ingame when watching replays due to the way I recorded the sounds, but what I may do is experiment with the samples by overlaying the exahust sounds over a very faint version of the intake sound so it's more audible as I try to match the car as close to both the ingame and real version as possible. Hence why I added details such as making the incar shift sound more audible and made the transmission very loud as it's extremely audible in the actual roadcar in real life due to the straight cut gearing. There exists samples of the real SuperSport but they are far too short to get anything worth using.

Sorry for the long wall of text but as you can tell I am quite a big fan of this car hence why I am spending so much time on this one in particular.:cheers:
do u maybe know if its possible to convert a car from there to assetto?
 
Sorry @Peter Boese besides the REAL developments like DLSS4/FSR4/XeSS/DX12u
Upscalers are slop and I for one am sick and tired of developers not optimizing things and just relying on dlss or fsr to fix it. CSP already has FSR anyway, even if it's outdated, Ilja updating it do FSR4 isn't going to be a magic bullet that's going to fix your performance if the current FSR implementation doesn't have you performant and stable. I'm able to run CSP with ExtraFX enable on my extra machine with a 1080 ti, and I can run full grids of cars without FSR. Typically this is GTC60/WSC60 cars on Rainmaker's 60's Laguna Seca, so not the most demanding combination, but still. The benchmark Peter posted is actually very intriguing, this looks like Ilja is doing actual proper optimizations instead of slapping a bandaid on a bullethole, which is what upscalers do. If you want DLSS so badly, here's an article teaching you how to force it any game. Guy also has a pretty good guide on optimizing W11, if you know what you're doing.


Edit: Apparently meme arrows don't work here, my power level has been nerfed considerably.
 
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I always thought brake lights were supposed to be mostly red (with a dash of orange, perhaps), not yellow/orange, which I associate more with indicators than brake lights. But maybe it's different for race cars, maybe yellow/orange is considered more visible or something?

One other thing I've just noticed, it's fantastic that the driver's legs are animated, it really adds to the immersion in VR, but the right (accelerator) leg can strobe up and down when at maximum extension for long periods (on lengthy straights, for example). Can some smoothing be applied to the animation perhaps?
screenshot_lights_brakes_nissan.webp
ACC Nissan.
It seems like something got lost in translation, because i was sure it was fine long ago. Then I don't know whether the updates of CSP messed up something in my config. Anyway when I got some spare time, I will have a look to fix it.

p.s.
As for the pedal animation, I will have to check. I don't have VR so I didn't know of possible issues. Just in case I can fix it, I'll DM you to test.
 
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Small dedicated app to edit car ai.ini on the fly, to optimize your clumsy AI cars and keep the settings saved in the background.

Capture d'écran 2025-10-17 211306.webp


Pretty self explanitory : you adjust the ai.ini settings, see how it goes on the track, then decides either to save it in the track data folder (creates a settings.ini file there) or to save it globally (settings.ini file saved in the app folder).

Brake hint is extra valuable, you can fix cars either braking too soon or too late on a specific track.

Look ahead Base to adjust the inputs entering a corner, important value, but most of the time the modders get it pretty right.

Look ahead Gas Brake remains a mystery for me.

Steer gain is a nice add, for Fastlanes with proper inputs it really makes for a more consistent AI at lower values.

Aero Hints, easy to figure, can make a difference on high speed corners with high downforce cars.

Tyre Hints, great if you have cars crashing after a few laps with damaged/used/overheating tyres.

Added a few experimental features i found in the lua_sdk (Ai Grip and AI level), the AI grip is extremely effective at 1.8-2.0, so it's basically a cheat for AI cars. The AI level is super experimental, and shouldn't go over 1. It's there until i figure out what to do with it, i'll probably delete it, but maybe some cars would take advantage of it.


Once you reach a perfect race preset, you can hit the "save all cars for ie Spa", and the settings will be automatically loaded for each different car each time you start a session. Saves work on layouts as well. If you enjoy a bunch of settings and want to use them for a different track, you can copy the settings.ini file in the data folder and bring it to any other track, the app will open it at start.

Finally, if the tweaks made work everywhere with a particular car, you can hit "save globally" and forget about it.


There's plenty of cool options you could add here : pits behavior, Fuel tank, Gear setup, etc... Let me know if you have something in mind.
 

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Sorry @Peter Boese besides the REAL developments like DLSS4/FSR4/XeSS/DX12u
"Real development" pfft okay. Having an AI generate a bunch of imaginary frames for your outdated PC isn't real development. It's slapping an band aid on an issue that can be solved by doing proper optimization.

Idk what kind of outdated hardware you are running to struggle running AC with more than 100FPS. Had no issues running CSP with all the nice stuff enabled on my old ATI Radeon 5770 up until 2023 when i bought my new PC xd
 
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