Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Thread starter daan
  • 149,473 comments
  • 45,234,695 views
I think I figured it out, eventually. I tried reinstalling the FMOD plugins, but no success there. Went through all of my settings and triple checked that the correct output was being used; still no luck. I then tried checking the file integrity via Steam, but that kept giving a "Missing File Privileges" error near the end of the process. I started looking into that and found that the majority of files in my Assetto directory had somehow been flagged Read Only. I fixed that and tried again, but still no change. I then tried repairing my Steam library. Doing this then allowed the file integrity check to complete. After checking the audio outputs again, I now appear to have sounds back. I still need to do a more robust check to verify this for sure, but the initial result indicates success.
Yes the 'read only' was one of the other issues i encountered. I think ultimatley that is / was the issue but i eneded up with that, everytime i came to a car affected I manually deleted sound bank, then made it not 'read only' and it matched my new PC..... crazy.
 
New skins update for the GTR:

Sunburst Yellow with properly darkened carbon fiber along with black headlight casings as I felt it looked better against the yellow
Dz0BSBi.jpeg


SuperSport Roadster spec with updated darkened carbon fiber body panels
W10eCDi.jpeg


Chassis 17 SuperSport red updated with correct carbon color and correctly darkened wheels:
cn4cFtS.jpeg


Default silver updated with correct carbon:
1TmWS9j.jpeg


Forest green updated:
EIO18u1.jpeg


Mechatronik Chassis 19 blue:
kYYrhMJ.jpeg


SuperSport mid 2000s spec chassis 17 updated with dark carbon and black headlight casing, this is a mash up of sort of Chassis 17 in the mid 2000s and the GTR sold by Bingo Sports:
ZMyw7uw.jpeg


Real cars for reference:
6795456d051ba89a502f3284955f4b2f.jpg

base_1418093270981.jpg


All that's left now is to fix the headlight color as it has a yellowish tint and give it a more xenon appearance, the Silver SuperSport with red interior will have blue tinted xenon headlights like the Bingo sports one.
 
Last edited:
Fair enough, we're just exchanging opinions 😊

I've driven the V8 Corsa mod quite a lot too, and I always felt that (game limitations accepted) they didn't feel like they looked, that they didn't have the same grip as the IRL videos would suggest. It's (not limited to, but) especially visible when the cars jump and land. The V8 Corsa cars are also (and I think this is IRL accurate) not as supple as the Gen 3s. This is apparent to me in the BCRC and not in the AK.

So three things I reckon the BCRC gets right are:
1. More accurate grip. Not stuck-stuck, just not AS PVC Dorifto. Those Dunlops are skinny after all. Temp control is sane.
2. SFX. Might be wrong, but it sounds like AK inherited the V8 Corsa sounds. That would be wrong IRL, yeah? BCRC have a richer SFX for me, and sound more like what I hear IRL.
3. The BCRC "feels" more compliant, more supple, right in line with what you see when you watch the footage. AK seems to have a memory of V8 Corsa.

So that is why I prefer the BCRC mod. Yes, I bought the AK to try. Yes the BCRC guy (and his Discord) can be a bit... prickly (!) But I'm in this to feel like I'm driving that car, and the BCRC cars feel more real for me.

Just my opinion 😊
I, based on the two races I did with the BCRC mod (I really liked the gameplay).Regarding the mod (V8 Corsa)...I found it this week on an "external hard drive" (my backups), but I think it only goes up to generation 2?Regarding the comment "about the dimensions of the cars"...I'll do some comparisons (just for myself), to see if it's possible to resize them(if necessary)...because I've already verified with some other cars (if you change the proportions), sometimes some parts of the cars (are bugged)...in others (everything is reduced proportionally, as I've already done some tests with some).From what I noticed in the screenshots, the BCRC mod (the skins have a higher resolution compared to AK Racing?...that's what I verified).
 
"Option to disable navigators is back until I figure out how to make them faster"

No, Ilja. Please. I beseech thee. Let us have the option to disable them even if you achieve warp speed and time travel. I don't want them in my cars at all. They look silly, especially on race tracks. And they use a lot of CPU cycles.
Hi Mascot. Hope you’re all good. Did you find out what causes the GPU / CPU to run at 98-99% on the new CSP. Just downloaded the latest version. Frame limiter off and v sync off. Any ideas please before a revert back to 212. Many thanks.
 
Hi Mascot. Hope you’re all good. Did you find out what causes the GPU / CPU to run at 98-99% on the new CSP. Just downloaded the latest version. Frame limiter off and v sync off. Any ideas please before a revert back to 212. Many thanks.
Mine was running at cpu 199% and gpu 180% on an rtx5090 and i713700k and my frame rate had halved . Was a complete disaster so i went back too 212 and all is good .
 
Hello, hope you are all doing well.
Something weird went on this evening when I loaded AC via CM and never happened before.
All now is very dark and colors seem inverted like a negative? Might be due to update of CM?
I loaded light-patch 0.3.0-132 (latest), has this something to do with that?
Reverted back to 0.3.0-120 (used before without error) and same anomaly remain.
Anyone out there knows for a solution?

Thanks much in advanced.

1761843976626.webp
 
Hello, hope you are all doing well.
Something weird went on this evening when I loaded AC via CM and never happened before.
All now is very dark and colors seem inverted like a negative? Might be due to update of CM?
I loaded light-patch 0.3.0-132 (latest), has this something to do with that?
Reverted back to 0.3.0-120 (used before without error) and same anomaly remain.
Anyone out there knows for a solution?

Thanks much in advanced.

View attachment 1488701
If you use Pure 3.0, please install the Pure 3.01 hotfix. Otherwise if you use the base weather style, open the ingame Lua Debug app and see if there is an error. What you see is just the weather style not running, because of an error....
 
Last edited:


Hey guys,

Still working on that weird thing.

Implemented Zone1 sliders.

Fixed the AI level being setup at 100% at start, now using the drive menu levels. RESET YOUR PREVIOUS SAVES ON THIS SETTING! You can now edit AI strenght realtime thru the app. If needed i'll do a similar slider for AI aggressivity. Going above 100% still doesn't do much (they crash with more motivation?).

The Ui is way better. The app now tells you if you're not focusing on the corresponding car/tab, the AI level and aggression are shown in %, you can edit the window size, colors are better. You can collapse the Zones ' sliders.

Whisperer Debug shows and calculates final values and shows sliders applied to each zone.

Various optimisations.

Capture d'écran 2025-10-30 192001.webp




Zone1 sliders are now operational.
Throttle limit doesn't work atm, still debuging. It seems to be available in CSP 0.3, but i couldn't make it work yet. EDIT :it does work with CSP 0.3.14, but applies on entry (kind of annoying if you wanna adjust real time in a long zone 1 for testing best value). Adding an update to the slider so you can adjust on the go.

To add a ZONE 1, use this pattern in your ai_hints.in file :
(Tip : the ai_hint.ini file is in assettocorsa\content\tracks\the track you're on\data)


;[ZONE1_0]; <-----use the ";" so that AIWhisperer can spot
;START=0.09; <----- same with start and end values
;END=0.68; <-----ai_hints.ini and AC see them as comments, no influence

;[ZONE1_2];
;START=0.95;
;END=0.999999;

[BRAKEHINT_0]
START=0.105000
END=0.110000
VALUE=0.950

etc with your other hints.

Aiwhisperer will spot them and tell you if the focused car is in a ZONE.
Whisperer Debug will tell you which values are applied real time.
Edit the ZONE1 sliders and have your modifiers applied.

And soon AIHintsReader will be able to add new ZONE hints real time.

Placement doesn't matter (i usually put them at the start to see them immediatly, as in my example), they're spotted as "comments" by AC engine and won't mess with AC AI system.

That allows you to have dedicated zones with specific settings.

ie :
-for overtaking zones with high aggressivity and low AI Caution
-for very specific parts of a track where a car would either brake too soon or too late while otherwise being perfect everywhere else (hairpin) (if all cars are concerned, that's ai_hints.ini job)
-parts where an AI aggressivity would make a difference
-parts where AI cars are too safe but otherwise in control
-pits entry where cars following a pit entry would slow down (low ai caution to ignore cars going in the lane)
-EDIT : have a proper behavior on fast corners with throttle limit (CSP 0.3.14), no save, strictly for testing.


i'm looking at the APIs to incorporate new stuff into that logic, i'll add the Zone2 soon.

Have fun
 
Last edited:
Now now i'm thinking to stay with 212.......
Time and again I see my choice, to only update CSP when a new car requires it, validated...

I'm still on 0.2.7 and happy as a bee, zero bugs or issues.

(Though I've heard 0.2.11 may be another solid version between .7 and 0.3.0)
 
Last edited:
Question, why can't the AI drive this car, and why does it seem to clutch in on it's own mid corner when off throttle? I'm trying to fix those issues but haven't had any luck yet.
A good mod
But unfortunately, as you said, AI cars won't start if you choose to race another GT3.
I contacted the mod's poster, but so far, nothing...
No offense, but to the trash for now
 
This build is the real deal.
Locked rock-solid 90fps in the heaviest thunderstorm at night, St Croix E (longest route on quite a heavy track), full grid of Kunos M3 E30s, me starting at the back, max number of cars casting headlights, my car headlights casting proper shadows, most graphics settings very high or maxed.
This is all with 2.5x supersampling in the Reverb G2, Oasis drivers, RTX4080, i9-13900. SteamVR, OpenXR toolkit disabled.
I've never had performance like this before.
Bravo, Ilja. Stellar work.
Encouraged by this comment, I overcame my fears and ventured to install the latest version of CSP (0.3.0 preview 140) and replace my beloved and ancient Sol (uninstalled with its corresponding .bat) with the brand new Pure (3.0 Highres), without having altered any of the settings I had previously.... and I've already messed things up: I can't find a way to configure the three screens, which used to work perfectly. Now the game only shows on the right monitor, like this...

triple screen fail.webp


... and looking closely, can be seen that the image is composed of three parts separated vertically (noticeable at the height of the rearview mirror supports).

I've checked GPU (with AMD Adrenaline), CSP, and AC settings, and in principle, all options related to the triple screen are enabled, but I can't figure it out... Any idea what might be going wrong?

(IMPORTANT: When reading these words, please to imagine me with the sad face of Puss in Boots on the verge of tears...)
 
Encouraged by this comment, I overcame my fears and ventured to install the latest version of CSP (0.3.0 preview 140) and replace my beloved and ancient Sol (uninstalled with its corresponding .bat) with the brand new Pure (3.0 Highres), without having altered any of the settings I had previously.... and I've already messed things up: I can't find a way to configure the three screens, which used to work perfectly. Now the game only shows on the right monitor, like this...

View attachment 1488739

... and looking closely, can be seen that the image is composed of three parts separated vertically (noticeable at the height of the rearview mirror supports).

I've checked GPU (with AMD Adrenaline), CSP, and AC settings, and in principle, all options related to the triple screen are enabled, but I can't figure it out... Any idea what might be going wrong?

(IMPORTANT: When reading these words, please to imagine me with the sad face of Puss in Boots on the verge of tears...)
stupid question but have you activated this one here or altered some settings?
1761856207965.webp
 
Encouraged by this comment, I overcame my fears and ventured to install the latest version of CSP (0.3.0 preview 140) and replace my beloved and ancient Sol (uninstalled with its corresponding .bat) with the brand new Pure (3.0 Highres), without having altered any of the settings I had previously.... and I've already messed things up: I can't find a way to configure the three screens, which used to work perfectly. Now the game only shows on the right monitor, like this...

View attachment 1488739

... and looking closely, can be seen that the image is composed of three parts separated vertically (noticeable at the height of the rearview mirror supports).

I've checked GPU (with AMD Adrenaline), CSP, and AC settings, and in principle, all options related to the triple screen are enabled, but I can't figure it out... Any idea what might be going wrong?

(IMPORTANT: When reading these words, please to imagine me with the sad face of Puss in Boots on the verge of tears...)

Under Csp--- Other --- Dxgi--- Compatibility Tweaks

Tick ----- Old Window Creating Logic
 
Last edited:
stupid question but have you activated this one here or altered some settings?...
Yes, I had it activated, but the correct answer was...

Under Csp--- Other --- Dxgi--- Compatibility Tweaks

Tick ----- Old Window Creating Logic
Swisss is my newest hero in my personal Hall of Fame; his suggestion solved my problem. Thank you both so much for your willingness to help and your quick response! 😍
 


Hey guys,

Still working on that weird thing.

Implemented Zone1 sliders.

Fixed the AI level being setup at 100% at start, now using the drive menu levels. RESET YOUR PREVIOUS SAVES ON THIS SETTING! You can now edit AI strenght realtime thru the app. If needed i'll do a similar slider for AI aggressivity. Going above 100% still doesn't do much (they crash with more motivation?).

The Ui is way better. The app now tells you if you're not focusing on the corresponding car/tab, the AI level and aggression are shown in %, you can edit the window size, colors are better. You can collapse the Zones ' sliders.

Whisperer Debug shows and calculates final values and shows sliders applied to each zone.

Various optimisations.

View attachment 1488708



Zone1 sliders are now operational.
Throttle limit doesn't work atm, still debuging. It seems to be available in CSP 0.3, but i couldn't make it work yet. EDIT :it does work with CSP 0.3.14, but applies on entry (kind of annoying if you wanna adjust real time in a long zone 1). Adding an update to the slider so you can adjust on the go.

To add a ZONE 1, use this pattern in your ai_hints.in file :
(Tip : the ai_hint.ini file is in assettocorsa\content\tracks\the track you're on\data)


;[ZONE1_0]; <-----use the ";" so that AIWhisperer can spot
;START=0.09; <----- same with start and end values
;END=0.68; <-----ai_hints.ini and AC see them as comments, no influence

;[ZONE1_2];
;START=0.95;
;END=0.999999;

[BRAKEHINT_0]
START=0.105000
END=0.110000
VALUE=0.950

etc with your other hints.

Aiwhisperer will spot them and tell you if the focused car is in a ZONE.
Whisperer Debug will tell you which values are applied real time.
Edit the ZONE1 sliders and have your modifiers applied.

And soon AIHintsReader will be able to add new ZONE hints real time.

Placement doesn't matter (i usually put them at the start to see them immediatly, as in my example), they're spotted as "comments" by AC engine and won't mess with AC AI system.

That allows you to have dedicated zones with specific settings.

ie :
-for overtaking zones with high aggressivity and low AI Caution
-for very specific parts of a track where a car would either brake too soon or too late while otherwise being perfect everywhere else (hairpin) (if all cars are concerned, that's ai_hints.ini job)
-parts where an AI aggressivity would make a difference
-parts where AI cars are too safe but otherwise in control
-pits entry where cars following a pit entry would slow down (low ai caution to ignore cars going in the lane)
-EDIT : have a proper behavior on fast corners with throttle limit (CSP 0.3.14), no save, strictly for testing.


i'm looking at the APIs to incorporate new stuff into that logic, i'll add the Zone2 soon.

Have fun
On the matter, for any track creator here @RMi_wood, @shi @Rainmaker87 , i saw that i could apply AI Caution to specific side of the Fastlane. Might not be worth it, but since i have my head in that crap :

This is more a track setting rather than a car one, but i wonder if you guys have exemples of tracks where the car going to pits makes the ones behind slow down before entering pits, messing up the global pace. That could be useful on some tracks. I got that working on Dundrod where it was highly needed but i'm trying to make it a "one button setting".

process would be ->car going pits (i think i saw an API checking the car state about it somewhere)
->detect pit side
->cars behing gets low caution value (maybe little offset to make sure they avoid the pitting car)

= result cars behind go full blast, not paying attention to the car pitting and therefore not slowing down
 
Last edited:
I really wanna switch to CSP 0.3 because the new ghost car feature is super important to me but so far had no luck with it.
My resolution (1440p) is somehow getting messed up, my frames are getting cut in half and to load a car/track it now takes minutes instead of seconds (if it even loads).
No choice but to downgrade for now.
 
Does anyone have an idea what is causing this mysterious yellow boarder I now have around my screen as I believe it’s causing a number of issues with AC and general functioning of my PC. I don’t run any screen recording software and have tried all the suggestions on google. It just randomly appears when AC or not. 🤔. I’ve updated a few things like CSP, pure, quest software this week etc

Appears it was latest update link from Meta which I have deleted and downloaded again and all okay now just incase anyone gets the same issues.
 

Attachments

  • IMG_2552.webp
    IMG_2552.webp
    93.8 KB · Views: 2
Last edited:
Now now i'm thinking to stay with 212.......

Looking back, 212 is indeed relatively better now, except for the annoying DX12 error that is reported the first time it is opened...

Time and again I see my choice, to only update CSP when a new car requires it, validated...

I'm still on 0.2.7 and happy as a bee, zero bugs or issues.

(Though I've heard 0.2.11 may be another solid version between .7 and 0.3.0)

2.11 The Rain FX function is missing on my computer, but it resumed normally after switching to other versions. It's really strange!
 
Last edited:
Time and again I see my choice, to only update CSP when a new car requires it, validated...

I'm still on 0.2.7 and happy as a bee, zero bugs or issues.

(Though I've heard 0.2.11 may be another solid version between .7 and 0.3.0)
Same here. 0.2.7 is what I'm using. No problems at all, beatifull crisp image and easy on GPU or CPU with almost everything max, 30+ cars grids.
 
Last edited:
Same here. 0.2.7 is what I'm using. No problems at all, beatifull crisp image and easy on GPU or CPU with almost everything max, 30+ cars grids.
I just tried out 0.2.7P1, and in the game, the FPS increased by over 20 without changing any settings, which is really surprising!
 
To start my "Champions Career" mode, I intend to begin with the Argentinian Juan Manuel Fangio, followed by Emerson Fittipaldi, Nelson Piquet, Stirling Moss, Alberto Ascari, Jim Clark, Jackie Stewart, Sandro Munari, etc... but the first two will be Fangio and Emerson...

I'll vary the others (I think by decade).
I would need to at least get something similar to the 1939 cars (Turismo Carretera)... the ones I have are a bit more modern (50s and 60s).
So I decided to adapt a model to be generic (both Ford and Chevrolet), but the red version of Oscar Galvez (I'm having difficulty getting the correct shade; in the cockpit camera view, seeing part of the hood, the shade is almost pink)...
the black version of Juan Manuel Fangio (is reasonable).I hope to do some simulations of sections of the "Gran Premio Argentino de Carretera" this weekend...
as I hope you know, it's the longest-running category in activity (from 1937 to the present day).
 

Attachments

  • Screenshot_cupecita_chevrolet_fangio_30.40_new_ablz_targaflorio73_31-9-125-1-10-3.webp
    Screenshot_cupecita_chevrolet_fangio_30.40_new_ablz_targaflorio73_31-9-125-1-10-3.webp
    259.9 KB · Views: 1
  • Screenshot_cupecita_chevrolet_fangio_30.40_new_ablz_targaflorio73_31-9-125-1-10-23.webp
    Screenshot_cupecita_chevrolet_fangio_30.40_new_ablz_targaflorio73_31-9-125-1-10-23.webp
    264.3 KB · Views: 1
  • Screenshot_cupecita_chevrolet_fangio_30.40_new_ablz_targaflorio73_31-9-125-1-11-28.webp
    Screenshot_cupecita_chevrolet_fangio_30.40_new_ablz_targaflorio73_31-9-125-1-11-28.webp
    249 KB · Views: 2
  • Screenshot_cupecita_chevrolet_fangio_30.40_new_ablz_targaflorio73_31-9-125-1-43-41.webp
    Screenshot_cupecita_chevrolet_fangio_30.40_new_ablz_targaflorio73_31-9-125-1-43-41.webp
    257.5 KB · Views: 3
  • Screenshot_cupecita_chevrolet_fangio_30.40_new_ablz_targaflorio73_31-9-125-1-44-5.webp
    Screenshot_cupecita_chevrolet_fangio_30.40_new_ablz_targaflorio73_31-9-125-1-44-5.webp
    240 KB · Views: 1
  • Screenshot_cupecita_chevrolet_fangio_30.40_new_ablz_targaflorio73_31-9-125-1-44-19.webp
    Screenshot_cupecita_chevrolet_fangio_30.40_new_ablz_targaflorio73_31-9-125-1-44-19.webp
    227.5 KB · Views: 1
To start my "Champions Career" mode, I intend to begin with the Argentinian Juan Manuel Fangio, followed by Emerson Fittipaldi, Nelson Piquet, Stirling Moss, Alberto Ascari, Jim Clark, Jackie Stewart, Sandro Munari, etc... but the first two will be Fangio and Emerson...

I'll vary the others (I think by decade).
I would need to at least get something similar to the 1939 cars (Turismo Carretera)... the ones I have are a bit more modern (50s and 60s).
So I decided to adapt a model to be generic (both Ford and Chevrolet), but the red version of Oscar Galvez (I'm having difficulty getting the correct shade; in the cockpit camera view, seeing part of the hood, the shade is almost pink)...
the black version of Juan Manuel Fangio (is reasonable).I hope to do some simulations of sections of the "Gran Premio Argentino de Carretera" this weekend...
as I hope you know, it's the longest-running category in activity (from 1937 to the present day).
Having read the Fangio book I instantly took one look at the picture and thought "Fangio!" before I even read what you wrote. :D

What might help with the shading is remember metallic paints didn't exist back then, so take all the reflection off of the shader, and perhaps darken the shader and that should help a lot.
 
I may get laughed at, but my plan is to yet again put all my faith in Ian Bell (oh my god why), and look forward to Project Motor Sport, if it is as many say iot will be, i will be removing all but my own mods and base content from AC AND keeping all the mod drift tracks i have.
Using PMS purely for that type of track tracing and AC as my Drift sim and for whatever mods i have made or working on.
This will in theory alleviate AC from needing to be so chock full and the need for it to be doing so many things as many are left wanting (as great as it is).
That is my plan, it all falls down if yet again Ian Bell is all talk and paying shills.....
At present all i do is drift on AC so any excuse to rid it of all the GT3 stuff and god knows how much stuff i never touch.....
Madness would be to bin it all off before i try PMS though...... any thoughts?
 
If you use Pure 3.0, please install the Pure 3.01 hotfix. Otherwise if you use the base weather style, open the ingame Lua Debug app and see if there is an error. What you see is just the weather style not running, because of an error....

  • Thank you for pointing me in de right direction here!
  • First I tried disabling WeatherFX as a whole and...indeed issue gone, but...FX then no longer active.
  • So... I decided to complete uninstall Pure and reinstalling from the beginning.
  • installed Pure 2.65, additional hotfixes upto and including 3.01 and voila...all good again.

Thank again Peter, much appreciated by me.
 
Last edited by a moderator:
Sharing a mod? Host it on GTPlanet Downloads. Free, public hosting for files up to 10GB in size.
Back