Assetto Corsa PC Mods General DiscussionPC 

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I just realized that I joined GTPlanet 20 years ago!!

:gtpflag:
Beginnings are so tough, as can be seen in your profile picture from back then...

D_NQ_NP_10051-MLA20024189037_122013-O.webp

Congrats, pal!
 
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Rss dont use cosmic physics. only VRC use that. the model if you compare it to the rss one looks better, also possibilty of having lights config incluiding postion like the wec who in the rss dont. For me the list is: VRC , URD

Rss dont use cosmic physics. only VRC use that. the model if you compare it to the rss one looks better, also possibilty of having lights config incluiding postion like the wec who in the rss dont. For me the list is: VRC , URD and RSS
Theres just no comparison between RSS and URD , in terms of model quality and driving feel .RSS and VRC are a closer comparison but RSS still come out on top . If you seriously think URD and RSS model wise compare id suggest you visit your nearest optician. Xavi what do you use to drive with ?
 
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Jaguar XJ6 by Speed90 edit Geppo

added CSP animations
new shader for carpaint and chrome
reflective headlights
glass ready for rain
the internal windows cast shadows
skin with original colors


Could you please reupload it...link doesnt work anymore
 
It’s all about personal uses. About 1,5y ago I did have the opportunity to drive In VR, the last car mod from URD, VRC and RSS. For me URD did have the best model, here I did see in VR mode, real 3D and every fine detail, like fibers in the cockpit. I was impressed by this URD model and thought why is this not be used by other modders. RSS was clearly to see this guy does not have an VR headset and/or he is purely focusing on the flat-world, a logical decision as most are monitor simmers.
I’m also 100% sure the showroom and youtube content makers do have another option.
 
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A "typical" friday night problem, could someone help me?

So I have a mod that could easily go over 260 km/h in Fuji. Now it won´t drive past 230 km/h. And that 260 km/h was with ballast applied and with TC on and regular aero value. I have tried to turn the TC off and move the aero slider all the way to the left, and of course remove the ballast, but it won´t make any effect. This car has also fixed gear ratios so that can´t be the problem as well. I have also reset the setup to default (which could attain the 260 km/h) but it won´t reach said speed again. Now that I think I had this problem yesterday with another mod, AI trashed me in Imola and they had same car as mine. They were much faster in the straight sections of the track. I really hope CSP has not messed up something in my game, but I haven´t touch anything in settings lately :confused:

ChatGPT is telling me all sorts of weird stuff and invented CSP settings when asked about this, but only one thing he could be right is that latest CSP builds are so buggy :lol:
The simple test is to switch back to 0.2.x and see if it cures the problem. Then you will know for sure if it is a CSP problem or not.
 
The simple test is to switch back to 0.2.x and see if it cures the problem. Then you will know for sure if it is a CSP problem or not.
Yep, that fixed the issue. And I switched again to 0.3.0-preview140-full and cars were having their normal top speed too. Hope it won´t happen again...Something really wonky happened with car physics or God knows what, one of those inexplicable things of latest CSP builds :lol:
 
Theres just no comparison between RSS and URD , in terms of model quality and driving feel .RSS and VRC are a closer comparison but RSS still come out on top . If you seriously think URD and RSS model wise compare id suggest you visit your nearest optician. Xavi what do you use to drive with ?
You really just saying stuff out your butt :scared:
 
Theres just no comparison between RSS and URD , in terms of model quality and driving feel .RSS and VRC are a closer comparison but RSS still come out on top . If you seriously think URD and RSS model wise compare id suggest you visit your nearest optician. Xavi what do you use to drive with ?
I just want to clarify: URD has made huge strides in terms of model quality. The contrast between the old EGTs and the new versions is incredible, for example, and it's to be appreciated. Right now, URD has nothing to envy (in general, as a baseline, to be specific LOL) to RSS and URD in terms of graphics.

In my opinion, the problem stems from a very specific issue: given the same car, in terms of physics, who's right? Sure, we can talk about data, spec sheets, information found who knows where... which is also nice because, let's face it, enthusiasts like to poke around in these details. But for a specific car, the results are more or less different. The way certain things are implemented has a significant impact on the outcome.

So, to answer the question posed previously, I think we're all right, to some extent. It would be nice to have a way to try out mods before buying them, a raceroom-like system, so we can choose which mod best suits our needs/tastes. Sure, it's annoying to have multiple identical cars across modding teams, I'm the first to complain about that, but ultimately chasing the absolute accuracy is a bit like looking for a needle in a haystack for the reason I said before (and I've learned this firsthand).

Buuuut if you really need answers, here's mine.. LOL

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No they will take 3d models from the same guy that made their 2009 boat cars.

And the livery will be made by AI. Just like the picture of the 2006 announcement. Just zoom in you will see how cringe the AI is.
I was half joking, but it seems like its true. We are ver very far from onboard look

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The steering wheel looks oddly familar though.
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Also the nose is way too high it looks like a 2022 car
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And they reuse 2009 engine sound......


I hoped for more but another season where nothing can be salvaged or fixed to make it good
 
Any idea how to fix the speed arrow going haywire ? It's working fine on my CTS-V '09 and CTS-V Coupé '11 but on the CTS-V Wagon I'm working on it goes anticlockwise for some reason lol (despite using the same engine as it's the same bloody car!)

edit : nvm, negative values in analog_speed_curve smh my head
 
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I use CMRT and like it.
You can put the HUD elements where ever you like.
I've downloaded this and I'm doing some experimenting with it now. I need to increase the font sizes since I play on a 55 inch tv and everything is tiny right now. What is that rear view mirror called? I don't see it listed on the sidebar.
 
So i checked it and it seems to work properly. I did this.
I use the dynamic Pure controller:
View attachment 1489731

I made a weather plan with 1 min heavy rain and then 30 min scattered clouds. I just set fixed temperatures there.
If i launch a race i can load the session with this plan and let it start with the race.

It took a really long time to get the track dry like 20 min.


Thanks, I finally found a solution to my age-old problem! a slower and more realistic weather transition, for those who want to know, the weather/time skydome transitioned from one to another was unrealistically fast when using "stamp mode". Switching it over to timed mode fix it, then in the Pure Config menu -> Clouds tab, change the "cloud2D.crossfade_time" to 180 seconds. You will have a slower more gradual skydome transition.

Slowly going from a grim overcast skies to a nice sunny day midrace brings happy feelings :D
 
First time they sell mods directly through OT? (excluding the great variety of cheeses, obviously)

I like the name too, sleepless nights behind its conception.

Christmas Tree Popcorn GIF by Laff
 
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can someone confirm if they have the same issue? this the Suzuka Circuit (JAF) track . the issue is that i dont get any data for the first section of the track and in general data are incorrect.
Screenshot 2025-11-09 184706.webp
 
Quick question.

Will AC try to load digital_instruments.ini for lods? Or do I have to remove the dash and leds from lod B?
You just need to add $AnalogInstruments in the “TO remove” section of the LOD generator to remove them — they’re useless anyway.

Edit: I misread, I’m not sure if there’s a function for digital instruments.
 
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You just need to add $AnalogInstruments in the “TO remove” section of the LOD generator to remove them — they’re useless anyway.

Edit: I misread, I’m not sure if there’s a function for digital instruments.
ok i will remove them manually. thanks
 
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