Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Thread starter daan
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Just want to send a big shout out to RMi_wood. I'm finally installing some track mods from the zillions I've not yet had a chance to check out. I keep finding conversions you've done of old favorites from days gone by and I'm really enjoying rediscovering them. So, big thanks once again! It's fun getting some of these old gems running again, but updated so they actually look much better.

Also, since the latest CSP fix, I see exhaust flames are working again, but I've just noticed that on one of Legion's cars (my favorite Chevron), they're no longer in the correct position. Haven't yet tried other cars yet, but it this a known current problem?

 
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I wonder what made up physics this one will include.
ChatGPT and Inchallah ahh type of physics as the youngsters would say lol

But hey they've made a breakthrough with glasses reflections or some other things no one gives a **** about

also yeah rmi and shi are the best track modders atm, they look good and are not ressource heavy compared to some others that look like they were ripped straight from GTR2 and eat your ram like a hungry American child whose parents told him he couldn't eat a third burger
 
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Speaking of RMi_wood's conversions:

I remember when the original version of rmi_alpinehills first came out. It was actually loosely based on a great loop of road in Kosciuszko National Park in New South Wales, Australia. I've updated the track.json for anyone who cares, which is probably nobody but me!

I may have driven here at speeds slightly higher than those on the road signs*, which is why I've updated it.

Cue music: Memories... :cool:

(* Only in the sim officer. Really! ;))
 

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Guys, a word of advice. Does it happen to you too that every time I crash, with any car and on any track, the GPU spikes and I lose 20 fps? What do you think could be the cause? It didn't do this before, I have everything updated (Pure, CSP, and CM).
Thanks
 
Speaking of RMi_wood's conversions:

I remember when the original version of rmi_alpinehills first came out. It was actually loosely based on a great loop of road in Kosciuszko National Park in New South Wales, Australia. I've updated the track.json for anyone who cares, which is probably nobody but me!

I may have driven here at speeds slightly higher than those on the road signs*, which is why I've updated it.

Cue music: Memories... :cool:

(* Only in the sim officer. Really! ;))
I went from the original readme, but surely you are right.

Added to any future update, cheers!
 
Hello, since some csp versions, I sometimes have strange behaviors from the ai.



Look a CSP setting


is this them going slow, staying on tracks with damages, or a different behavior following the spline from usual?

I'm on an investigation as well on some weird behaviors, especially on 0.3 CSP.

On some tracks, if i open the AI app (the one to record fastlanes) and aisplineeditor, they would show 2 different fastlanes. Hitting "save" on the spline editor would fix the issue of the ai behavior/ unproperly loaded fastlane.

I really have to find when this started to happen.
 
hi all , anyone knows a track that has pyro effects right at the starting line? (for testing)

EDIT: never mind, I already added some colored flare smoke at the starting line of "Pico Veleta Subida"
( still one of my favorite hillclimbs despite being aged... )
if you haven't already got it , download!

want the xtra smoke I added(for quick testing your CSP settings still work well w smoke) use attached config file.
Rename to .7z if you cannot open the zip file.
 

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on some tracks the road detail blurs way earlier then others... so is there a setting in ext_config of the track I can add to improve this?

1761399358560.webp

(I know mipmap bias and anisothropic filtering have effect on this but they are set optimally for me... still on some tracks the distance where it becomes detailed differs... or is this the resolution of the track road texture that is too small?)
 
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After having big troubles after an CSP update, I only change to the last update level only if l’m facing problems that I can not solve. It’s counting for CM/CSP, Simhub and everything else that runs problems free.
Never fix what isn’t broken.
 
Lack of rim detail when taking a photo...maybe?
Rimblur would be what you are thinking off, I believe it's effected by your shutter speed when taking pictures. But i can very much be wrong.


Not the same car but the rimblur seems to be correct on their Aston, I don't have the 33sp installed atm so can't be arsed to double check.
Screenshot_rss_gt_adonis_d9_v12_dijon-prenois2016_23-10-123-21-44-8.webp
 
I downloaded some rally tracks, but they don't fit with CM's rally mode. Is there a way to set up co-driver inputs so I can use them to their full potential?
CM Copilot needs the fast_lane.ai file inside AI track folder.
Otherwise you can use CoDriver app, but it needs the track pacenote file


on some tracks the road detail blurs way earlier then others... so is there a setting in ext_config of the track I can add to improve this?

View attachment 1487586
(I know mipmap bias and anisothropic filtering have effect on this but they are set optimally for me... still on some tracks the distance where it becomes detailed differs... or is this the resolution of the track road texture that is too small?)
Look if there is a LOD section in the track extconfig.ini file.
Or disable TAA (Temporal anti-aliasing in settings /CSP/Extra FX
 
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Speaking of the Ferruccio 33, is there an option to render the front tires in cockpit view that I can’t think of or is it only possible with a singleseater tag in content manager?

Nevermind, it was under Graphics -> Adjustments -> LOD Settings
 
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Because most of cars RSS has made the last couple of years has physics that isn't accurate to the real cars that they are making. Their 296 for example isn't correct, their LMDh cars are also not correct.
Yeah I don't understand the common sentiment that RSS is the best modding team, I think they're firmly behind URD and VRC. It seems to be a common sentiment among low information users, and I feel like maybe it's like the iRacing problem where "It's the best because they constantly say they are" type thing. It insists upon itself, as Peter Griffin once said. I do actually like RSS mods and I purchase and use them, but only when an alternative from URD or VRC doesn't already exist.
 
@RMi_wood is it actually possible to do an AI race against 1 opponent on your converted special stages? I tried at UK special stage but the opponent´s car just drove 5 m and then got stucked and did not further move on the S/F line.
 
Team, a quick follow-up to the pit box sound immersion. This is a very minor thing, but I like it. Reminds my of GTR2 and GPL where there is some ambient sounds while sitting in the stall. Basically I've added a mix of track announcer, crowd or gen public, older or contemporary garage sounds and bullhorn.
racealot helped a lot.

As a proof of concept, here is:
1. RT_bathurst (General Public, Contemporary Garage Sounds)
2. RT_sebring (2025 version where the pit lane is on the back straight) (Crowd, Contemporary Garage Sounds and Track Announcer)
3. KS_Monza 66 (Crowd, Historic Garage Sounds and Track Announcer)

See the download here:



If you'd like to try them, paste the contents of the download into the track file extension folder and adjust the ext_config file per racealot's instructions:
sound-copy-to__ks_monza66.webp


Sources of GUIDs and banks come from the following sources, respect to them:

Goodwood
gt_sainte_croix
rt_mosport
rt_road atlanta
C10R_Vancouver1998

If you'd like to do it yourself you simply find the pitbox location using object inspector and add the sound in the sounds.ini at that location you paste in. Can adjust the volume to suit.

You'll see within the GUID files are a number of available sounds to try.

The ones here are a template that can be used and you can also simply copy the SFX folder once established to the next track.

Takes < 2mins to identify the pit location, copy the SFX to the new track, add the sound.ini and ext_config direction.

Notes:
1. I found the "Object Inspector" was not visible and needed to be checked in CSP, so once I had that in place, it came up.
2. I found I could also code this straight into the ext_config file the way it was in Rouen.

racealot, thank you.
 
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Yeah I don't understand the common sentiment that RSS is the best modding team, I think they're firmly behind URD and VRC. It seems to be a common sentiment among low information users, and I feel like maybe it's like the iRacing problem where "It's the best because they constantly say they are" type thing. It insists upon itself, as Peter Griffin once said. I do actually like RSS mods and I purchase and use them, but only when an alternative from URD or VRC doesn't already exist.
I’d say RSS is one of the best modding teams for Assetto Corsa. In terms of 3D work, they are often the best and do pay attention to small details that other teams, like VRC and URD, don’t bother with, as these rarely, if ever, add value for the customers. URD and VRC are, in my opinion, the best at making physics for this game. IER used to hold that crown with their older mods, but they were quickly outpaced as the bar rose each year and the fact that they somewhat stopped modding AC to focus on their real-life endeavors.

URD and VRC moving to the COSMIC suspension that IER developed for us has proven, with their Aston Martin and latest Formula 1 mods, that they are, in my opinion, the best we know of. RSS physics… just isn’t there yet. I don’t know why. As I’ve said previously, I worked on a 296 GT3 and tested it at Paul Ricard back in 2023, and compared to the RSS version, it’s not that accurate (based on my own butt G-Force and dyno memory, etc.).
 
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