Assetto Corsa PC Mods General DiscussionPC 

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I'm bored and wanna bring some heavy hitters to AC - how does one bring a 6 wheelers into this world ? Just make a set of 4 functional wheels and a pair of decorative ones (maybe named WHEEL_RM/LM) ?
 
Hello everybody,
could anybody share the 2020 GTWC Europe Attempto Racing skins for MasterKey Audi R8 LMS Evo? I know these were created back in the day, but I can't find them anywhere.
Thank you!
this one?
20251110-153836-aomori_museum_of_art-bk_audi_r8_lms_2019_sprint.webp
 
Can I ask you an indiscreet question? Could you provide a link to the track itself?

from Breathe tracklist

View attachment 1491154

Isn't this wall supposed to be transparent? In drift layout.
Oh, of course! And then I forgot...

Put this file in: atlanta_motorsports_park\drift\extension
 

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Well, not exactly: it's about objects (a scoreboard post, lampposts, spectator stands...) that suddenly appear when I'm approaching them, or even in some cases I see them from afar as I approach, then suddenly disappear, and shortly after reappear.

I used to have similar behaviour where objects would suddenly render, but it was usually distant details in the background of the landscape, like people, trees, and so on, which wasn't too bothersome... but now it happens with elements of the track close to my point of view, which is annoying. It's very distracting to see how the goblins that live inside my computer are magically popping some grandstands, track marshal cages or public address poles as I drive along...
Hmm, it's very strange and it's never happened to me... the only thing that happened to me is that sometimes cars have disappeared for a fraction of a second during the session, as if they all became invisible, but it happened very occasionally. If I find any info, I'll let you know. 👀
 
With the latest CSP, triple monitor support is broken. Game only launches on my right monitor.
When going back to 0.2.11 it all works again.

TRIPLE SCREEN FIX: install 0.3.0-preview140, In CM go to Settings -> DXGI -> Select "Old window creating logic

that work´s for me ! :-)
 
Hi everyone, I'm having these little problems that are making the AC experience annoying. I'm hoping someone can help me solve them.

  • I don't have the "Hide all app" button, neither in the right bar among all the other apps, nor by right-clicking the icon at the top, above the app list.
  • When I go to the session replay during a session, there's no way to return to the race; I have to quit with the Windows key and return to the desktop.
  • On some tracks, the turn-by-turn signs flash, and if there's a flag, they flash in the flag's color (yellow, blue, etc.).

Thanks a lot to anyone who can help me.
Not that much of help maybe but I rather recommend to reset your extension folder first:

Go to /Documents/Assetto Corsa/cfg/, rename the "extension" folder to something different. Restart CM. It will create a new "extension" folder. In case you need it back, just delete the new one and re-name the old one again.

For hide all apps, you also can use ctrl + H shortcut.
 
GTV
GTC 60 Porsche SWB

View attachment 1491014

On my side the wheels are too far inwards. Is that a known bug?
Unzip the car data (if it's not encrypted)
Open the suspension.ini file
Scroll down to this data:
[GRAPHICS_OFFSETS]
WHEEL_LF=0.02
SUSP_LF=0.02
WHEEL_RF=-0.02
SUSP_RF=-0.02
WHEEL_LR=0.02
SUSP_LR=0.02
WHEEL_RR=-0.02
SUSP_RR=-0.02
Every time you increase by 1, for example, from 2 to 3, it's 1 cm more outward.
Save, compress the data, and if you want to see the result, go to CM Showroom, Car Params, Wheels and flag "Align using data".

;)
 
NISSAN GT-R NISMO GT3 2018 V1.1 update!
Sprint and Endurance
LINK 1: https://mods.to/KBxw69123148b8deb
LINK 2: https://modsfire.com/3VmRFnC1Gi3EcD6

CHANGELOG V1.1 — PLEASE DELETE THE OLD CAR FOLDER!

— fixed script.lua for AI not starting in race, using manual/automatic starter physics, when a different car is selected by human player
— fixed script.lua for AI not starting in drag race, using manual starter physics
— added a brake light 3D animation
— fixed brake lights and hazard lights emissive
— fixed throttle and brake animations with pedals not moving
— fixed throttle foot animation for VR (thanks Masscot for the feedback)
— fixed Starter sound triggered by abrupt RPM fall but not reaching 0 RPMs

** thanks to our two new testers fto_10 and Nuttyboy812 **

View attachment 1486072

Hi simracers!
I present you the ACC conversion of the NISSAN GT-R NISMO GT3 2018. The car took me quite some time to complete, because it was difficult to gather the old crew to help me working on it, in my spare time, so I had to take several breaks and restarts. But eventually here we are, version 1.0 is ready to drive, because I couldn't leave the "Godzilla" as an unfinished business.

I want to thank my fellows in this long journey:
enkay74, TheSoundguy, Fanapryde, berserker974, ST130013, ThePharaoh89, CrestedIsland.
Special thanks to FileMissing who had the idea of converting the car, in the first place, but he wasn't able to join us and Fanapryde
❤️

I hope you guys will enjoy driving the car.
You will find a .pdf file inside the archive, where you can understand how to operate the car:

— Manual start or automatic start via .bat file. By default the car is on Manual ignition/start mode.
— 3 MOTEC display pages available
— 2 Racelogic display pages
— SAS Driver info display
— Visor up and down
— 2 celebrations


Thank you all, thanks to Kunos for this great evergreen sim.
Ciao! 😁
NISSAN GT-R NISMO GT3 2018 V1.1 update!
Sprint and Endurance
LINK 1: https://mods.to/KBxw69123148b8deb
LINK 2: https://modsfire.com/3VmRFnC1Gi3EcD6

CHANGELOG V1.1 — PLEASE DELETE THE OLD CAR FOLDER!

— fixed script.lua for AI not starting in race, using manual/automatic starter physics, when a different car is selected by human player
— fixed script.lua for AI not starting in drag race, using manual starter physics
— added a brake light 3D animation
— fixed brake lights and hazard lights emissive
— fixed throttle and brake animations with pedals not moving
— fixed throttle foot animation for VR (thanks Masscot for the feedback)
— fixed Starter sound triggered by abrupt RPM fall but not reaching 0 RPMs

** thanks to our two new testers fto_10 and Nuttyboy812 **
 
'layout priority' works and should be used
Highest numerical priority will show in the UI first, lower numbers last

@LaChub
Suggest put the original layouts at 10 and addons less than that
Yes, like Masscot above, I experimented with "layout priority" many years ago unsuccessfully - and promptly forgot about it, lol. Perhaps it works properly now. I'm going to give it a spin with Goria-Thun and if it works, I will start using it universally.
I'm sorry, I completely forgot about that. I usually always leave the original.
Link updated.
Cheers for being receptive to feedback. Apologies for being so cross - despite my UI quibbles, I do very much appreciate you adding your alternate layouts. Thank you for your work.
 
Unzip the car data (if it's not encrypted)
Open the suspension.ini file
Scroll down to this data:
[GRAPHICS_OFFSETS]
WHEEL_LF=0.02
SUSP_LF=0.02
WHEEL_RF=-0.02
SUSP_RF=-0.02
WHEEL_LR=0.02
SUSP_LR=0.02
WHEEL_RR=-0.02
SUSP_RR=-0.02
Every time you increase by 1, for example, from 2 to 3, it's 1 cm more outward.
Save, compress the data, and if you want to see the result, go to CM Showroom, Car Params, Wheels and flag "Align using data".

;)
excuse my ignorance, but what is the difference between this and just modify the "track" value?
 
While the developers (by ASR)...haven't added some important car versions from the 1991 season, such as (Benetton 190b and Ferrari 642)...

for now I've only adapted the first one (trying to keep the performance close to the real thing (as in the video)).

In the screenshots, there's a comparison with the real model.
I don't know how to make the yellow part (brighter), because the shade, as I researched, (should be this one).

Benetton B190b ( 1991 - early seson )
 

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As it has come to the fore again, I'll briefly reiterate - if anyone is in the business of shader/track overhauls, Atlanta Motorsports Park is a prime candidate and could really use it.

Screenshot_ks_mazda_mx5_cup_atlanta_motorsports_park_18-9-125-3-43-36.webp


The Rainmaker patch only goes so far. The grass does not play well with the latest CSPs and Pures and is near-electric green/yellow on my setup, the 2D trees are bright washed out, the shadows and shading clip and pop in the distance, etc.

Screenshot_ks_mazda_mx5_cup_atlanta_motorsports_park_9-10-125-17-48-59.webp


This is a fantastic track - perhaps one of the best early track conversions in AC's history - but it could really use some modern love.


Screenshot_ks_mazda_mx5_cup_atlanta_motorsports_park_18-9-125-3-43-24.webp



;)
 
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For those interested, here is a small update with two experiments in version 0.2:

- Qualifying session: AI randomly waits a bit before going on track, then makes 3-4 laps and goes back to pit to wait 60 seconds before making another run

- Alternate pit strategy = if "mixed compound" strategy is also selected, AI that made bad qualifying choose the harder compound and stop at 2/3rd of the race

The last one was intended as a "proof of concept" to see if possible to adapt race strategy according to qualifying results.

It seems it's possible, this rough & simple try seems to work, but it will need some polish before being enough smooth to use automatically, as it is dependent on race length , tyre wear & fuel consumption as well.

About fuel consumption, according to the CSP discord, it seems the new "between sessions" fuel consumption estimate for the car available in the settings screen/fuel is not available for the lua-sdk for now, so to do the template for the pit strategy, still have to rely on the fuel_cons.ini as mentioned by @Pilot3331 earlier in the thread.

There seems to be a bug for some car mods when pitting: they take more time than the value in the car.ini to change tyres. Seems related to the traffic in the pitlane, I tried many things to avoid it without success for now. Not sure it can be solved via lua-sdk but will try to investigate.

Once I'll have learned about fuel management, I think I'll try to get things alltogether to keep the most interesting things and make the app usable automatically in my custom championships :-)
 
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X90
As it has come to the fore again, I'll briefly reiterate - if anyone is in the business of shader/track overhauls, Atlanta Motorsports Park is a prime candidate and could really use it.



The Rainmaker patch only goes so far. The grass does not play well with the latest CSPs and Pures and is near-electric green/yellow on my setup, the 2D trees are bright washed out, the shadows and shading clip and pop in the distance, etc.



This is a fantastic track - perhaps one of the best early track conversions in AC's history - but it could really use some modern love.
Love me some AMP. It makes my 944 not feel so slow like Road Atlanta does. I do a few HPDE's at both every year.

I wish I had the skills to update it. It also needs all the surrounding buildings updated. The townhomes / garages. Also the runoff / track out at turn 6.
 
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Love me some AMP. It makes my 944 not feel so slow like Road Atlanta does. I do a few HPDE's at both every year.

I wish I had the skills to update it. It also needs all the surrounding buildings updated. The townhomes / garages. Also the runoff / track out at turn 6.
I've driven around it twice for manufacturer's launch/training events but I can't remember which layouts we drove. I need to revisit it again in AC to reacquaint myself with it.
 
X90
As it has come to the fore again, I'll briefly reiterate - if anyone is in the business of shader/track overhauls, Atlanta Motorsports Park is a prime candidate and could really use it.

View attachment 1491203

The Rainmaker patch only goes so far. The grass does not play well with the latest CSPs and Pures and is near-electric green/yellow on my setup, the 2D trees are bright washed out, the shadows and shading clip and pop in the distance, etc.

View attachment 1491204

This is a fantastic track - perhaps one of the best early track conversions in AC's history - but it could really use some modern love.


View attachment 1491206


;)
Morisan has some 3d trees for this track that look really good. They "spruce" up the track quite nicely.

 
A random question for anyone who knows... The VRC Auriel 90 (Audi Quattro GTO) has the option for the GTO wing or flat blade spoiler. The wing is enabled by default, does anyone know how to enable the spoiler instead of the wing? I'm usually pretty clever with this stuff but I cannot figure it out. Thanks!
 
X90
I generally shy away from 3D trees due to the performance hit.

How much of a GPU penalty are we talking for these? There are a lot of IRL trees around AMP.
Don't know. I have a RTX 4090. Performance isn't really a consideration. :D
I think Morisan has switched to a less demanding tree model though, so it's probably not too bad.

 
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Today I managed to adapt/finish another project that I had almost completely lost in February of this year.
It's a recreation of the Willys Team, which competed in most of its races in the 1960s and then in the 70s/80s (under a different name and with support from Ford), which had bought Willys Overland do Brasil at the end of the 1960s.

It was from this team that internationally renowned names emerged.
Two-time champion Emerson Fittipaldi had his first race with the team, driving a Renault 1093 (Gordini) in 1965...

José Carlos Pace another driver who went on to race ( Team Surtees, Brabham-Martini, Gulf-Mirage (WSC) )

Wilson Fittipaldi Jr. (driver and constructor), mentor of the Brazilian Copersucar-Fittipaldi project, as well as other projects, also started there.
Another driver who went on to race in F1, Luiz Pereira Bueno, also raced for the team, as did others who made their mark, especially in Brazil.

**The Renault 1093 (I adapted a few small things) and made the headlights work.
**The Renault R8, originally with bumpers, I removed them.
**The Berlineta Interlagos (the first Brazilian grand tourer), an original Alpine project, was launched in 1964 and subsequently enjoyed great success on Brazilian and South American tracks.

I used an original Alpine A110 model and the most difficult part was trying to recreate the rear of the Brazilian model (vertical taillights, among other things...).

After an analysis (of where I could import the parts from...), I managed to recreate it satisfactorily, as well as the grille (which I decided to add/adapt to the skin map itself)...a drawing (of the grille found in a photo on the internet).

In this way, I will be able to recreate Emerson Fittipaldi's first races in Brazil in "Champions Career Mode".
 

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A random question for anyone who knows... The VRC Auriel 90 (Audi Quattro GTO) has the option for the GTO wing or flat blade spoiler. The wing is enabled by default, does anyone know how to enable the spoiler instead of the wing? I'm usually pretty clever with this stuff but I cannot figure it out. Thanks!
The Aero section in the setup allows you to choose between the two.

X90
As it has come to the fore again, I'll briefly reiterate - if anyone is in the business of shader/track overhauls, Atlanta Motorsports Park is a prime candidate and could really use it.

The Rainmaker patch only goes so far. The grass does not play well with the latest CSPs and Pures and is near-electric green/yellow on my setup, the 2D trees are bright washed out, the shadows and shading clip and pop in the distance, etc.

This is a fantastic track - perhaps one of the best early track conversions in AC's history - but it could really use some modern love.

;)
I added the following to the config to darken the grass, tarmac, and trees and bushes. Adjust to your own preference if you desire.

Code:
[SHADER_REPLACEMENT_...]
DESCRIPTION=darken grass
ACTIVE = 1
MATERIALS = ?gras?, ?GRAS? ;assumes 'grass' naming convention, any non-compliant will need adding manually
MESHES = ?gras?, ?GRAS?, outer_ ;assumes 'grass' naming convention, any non-compliant will need adding manually
PROP_...=ksAmbient, 0.25
PROP_...=ksDiffuse, 0.15

[MATERIAL_ADJUSTMENT_0]
ACTIVE = 1
DESCRIPTION = tarmac darker
MATERIALS = ?ROAD?, atl_phytex ; this is the road material name from the track.fbx
KEY_0 = ksAmbient
VALUE_0 = 0.175
KEY_1 = ksDiffuse
VALUE_1 = 0.175

[SHADER_REPLACEMENT_...]
DESCRIPTION=darken trees
ACTIVE = 1
MATERIALS = ?tree?, ?TREE?, ARMCOPLANTS ;assumes 'tree' naming convention, any non-compliant will need adding manually
MESHES = ?tree?, ?TREE?, ?shrub? ;assumes 'tree' naming convention, any non-compliant will need adding manually
PROP_...=ksAmbient, 0.15
PROP_...=ksDiffuse, 0.12
 
I'm bored and wanna bring some heavy hitters to AC - how does one bring a 6 wheelers into this world ? Just make a set of 4 functional wheels and a pair of decorative ones (maybe named WHEEL_RM/LM) ?
Legion did some, maybe grab one and reverse engineer it. 🤷‍♂️
 
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