Assetto Corsa PC Mods General DiscussionPC 

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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

1762615950314.webp
 
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
 
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
Seems the sale is over!

1762698567554.webp
 
ok i will remove them manually. thanks
It depends on how you create the LODs more than anything else. The digital_instruments.ini file will execute the code contained only if the parent (e.g., display_data) is present, but I believe it is loaded into memory regardless of the distance-based LOD. Unlike LOD_A, the other LODs should have a single null for the cockpit. It's like having a COCKPIT_LR permanently loaded, therefore without the dashboard parent. So, if you create the LODs manually, you can safely delete the parent :)

So you will have a situation like this:

LOD_A --> COCKPIT_HR (with digital_display parent) and COCKPIT_LR (without digital_display parent)
LOD_... --> COCKPIT (without digital_display parent)
 
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It depends on how you create the LODs more than anything else. The digital_instruments.ini file will execute the code contained only if the parent (e.g., display_data) is present, but I believe it is loaded into memory regardless of the distance-based LOD. Unlike LOD_A, the other LODs should have a single null for the cockpit. It's like having a COCKPIT_LR permanently loaded, therefore without the dashboard parent. So, if you create the LODs manually, you can safely delete the parent :)

So you will have a situation like this:

LOD_A --> COCKPIT_HR (with digital_display parent) and COCKPIT_LR (without digital_display parent)
LOD_... --> COCKPIT (without digital_display parent)
yeah i'm doing lods manually, not with the generator. So i have more liberty with what I do.

My main concern was if leds were going to be rendered for all cars withing 100meters radius it would put a strain on performance.

If assetto was smart it would be great, but i will have to remove them manually
 
yeah i'm doing lods manually, not with the generator. So i have more liberty with what I do.

My main concern was if leds were going to be rendered for all cars withing 100meters radius it would put a strain on performance.

If assetto was smart it would be great, but i will have to remove them manually
Unfortunately, yes, you have to intervene manually. If you already have a good COCKPIT_LR available, it shouldn't take too long. Obviously, I recommend always adding it, even when it may seem unnecessary. The COCKPIT_LR's purpose is not only to contain the vehicle's interior elements with a lower polycount, but mainly to load only the most important objects (visible from a distance, even a short one) in the main LOD. In AC, the object count really makes a difference.
 
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