Assetto Corsa PC Mods General DiscussionPC 

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These keybinds doesn't work unfortunately. Only + and - on the numpad work for increasing/decreasing FFB.
Any idea why the keybinds on my wheel doesn't work for this?

Screenshot 2025-11-17 202208.webp
 
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Well I'll take the advice of an actual F1 driver and world champion over the advice of couch surfing simracers lol

But who cares anyways, we all know the best F1 mod is from some obscure discord modder that loooves to rip stuff from the F1 series :mischievous:
McLaren uses VRC's stuff for their simulator, and has even teamed up with McLaren for their MTC thing so the whole couch surfing thing is completely invalidated lol.

2025 Super Taikyu Series Pak1

2025 Craft-Bamboo Racing #33
2025 Saitama Green Brave #52
2025 SHADE Racing #885
2025 Team Noah #5
2025 Progress racing #111

GT4 skin for the GUERILLA mod
GT3 skin for the TRR mod
There are some issues with the 2025 Team Noah 5 skin. I didn't find some logos. There will be updates in the future.

Download

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Got to ask. Why TRR & not RSS?
 
AC Pro has non-steam mode and files for UI customisation. The UI customisation can be applied to standard retail version.
It also shipped with a "spectator/announcer" car (basically a car you cant see). Car data.acd are already unpacked etc. Also it appears that all DLC and developmment versions of some tracks was also included.

How do I know?
View attachment 1492727
Is your spectator car just an "empty" Abarth 595 or something different? I don't remember whether the one we use was made by us or included with AC Pro.

McLaren uses VRC's stuff for their simulator, and has even teamed up with McLaren for their MTC thing so the whole couch surfing thing is completely invalidated lol.
And at that stage of the project, the car on the sim was just a slightly modified VRC Alpha, which Norris and Piastri liked anyway (from what I've heard).
 
I have a weird question. On the Fenryr Nurburgring track (any layout), do you guys see bushes around the terrain? I just realized that i'm not seeing any despite there being a reference to the nords_bushes.kn5 file in the models listing. Not sure what's up with that and wanted to see if it was just me.

EDIT: I figured out why. The bushes are marked as a ksGrass shader and apparently that makes them not show up for me. Maybe it's a problem with the older CSP version I use. I changed the shader type to ksPerPixelAT and they show fine. Funny thing is, I think I like the way the track looks better without them.
 
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Surely this is what we all have, right? AC (from Steam) + CSP (modified files). With the variation that their feedback makes its way into the RSS mods. Seems the most likely scenario.
In theory yes, the difference is the teams have all the real data, plus the driver that knows what its supposed to feel like and that all gets fed back into their version and comes out with a far more realistic result. I know the Indycar guys go straight back to the sim after a race weekend and get the car to match the real life one in terms of tyres and handling, so that they have a base for testing for the next season's race.
 
shi
Solvalla Stockholm v1.1

View attachment 1292944
Solvalla Stockholm is a temporary motorsport race track in Sweden. The circuit is located in the Bromma district west of the Swedish capital Stockholm. Rather than using the streets of the city, the track itself will use the horse racing venue, making it the first stadium circuit in Sweden. (Wikipedia)
Conversion from RACE07.

-CSP recommended
-15 pit/start
-AI, cam

Credits & Thanks;
Original Track by Neteye
RACE07 Updated version by AndreasFSC
-Thank you for giving me permission (Both).

AC Converted by @shi (shin956)
logo.png and sections.ini by @Fanapryde
Crowds texture by @Kniker97
ambulance and some textures by kunos
Test and Feedback by @Fanapryde

Enjoy.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.1 changelog;
Smoothed the white line.
Fixed the buried mesh.
Upscale the Solvalla logo texture using AI.
Updated the podium texture.
Updated ext_config.ini and VAO-patch.
Some other minor fixes.

Solvalla Stockholm v1.1

v1.1 changelog;
Smoothed the white line.
Fixed the buried mesh.
Upscale the Solvalla logo texture using AI.
Updated the podium texture.
Updated ext_config.ini and VAO-patch.
Some other minor fixes.

Screenshot_ks_alfa_romeo_gta_solvalla_stockholm_18-10-125-19-42-1.webp
 
On the verge of page 5000, congratulation on everyone involved in keeping the flame burning in this thread, day after day, tip after tip, mod after mod, improvement after improvement, AC is going strong with no sign of slowing down and, to me, this thread is one of the many reason.
Thank you.
 
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showooms have no "physical mesh", car is positioned by absolute X,Y,Z of the showroom itself.
It appears that the showroom model is possibly tilted in relation to X,Y,Z (or the car is b0rked)
Using a Kunos car would verify which is at fault.)
I tried with a Kunos and other car mods and preview is fine ... so it's the car mod at fault then ?
( Can someone tell Max to tell RSS please ? ;)
 
fn_nurburgring Track Skins\Alternate Config File

Alternative look for the fn_nurburgring track. This mod replaces the default tree textures and alters the look of the grass. The grass textures are the same, but adjusted more to my liking. It also includes optional vaos and a track skin to make the trees look more accurate for the season. If you want to use the Seasonal Trees, I highly recommend you enable the Trees A2C dither option under CSP\Track Adjustments. If you don't, the trees may appear really transparent in the fall\winter and spring. BTW, the spring trees suck right now. I'm working on it.

I split the download into two files because the optional stuff is quite large. I didn't want to make someone who is not interested in the optional stuff have to download such a large file. If you want things to look like my attached pictures, download both files.

Lastly, because most of the layouts won't load for me since it gets stuck loading the AI Spline, I don't know how this will look on all of the layouts. If it screws them up, just delete the mod and stick with the original track.


fn_nurburgring_track_skins

fn_nurburgring_optional_stuff

Notes:

-- Backup your existing track folder first to be safe.
-- The replacement ext_config file adds some things I like and changes some things I didn't like. Everything I added\altered is in the ADDTITIONS section at the bottom so you can adjust or remove what you don't like. I did include the original ext_config so you can easily revert back to it.
-- There are 4 Grass skins. Enable either the Grass or Grass 2 skin. The only difference between them is Grass 2 has a little more vibrant green color. Couldn't decide which I liked better. The two Patchy Exterior Grass skins are optional and will make the exterior grass areas have a little more character and get progressively more patchy looking. Either one can be used in combination with either Grass or Grass 2 skin.
-- The Trees skin changes the default tree textures. The Road skin takes the purple tint out of the groove and skid mark textures.
-- If you are missing the bushes like I was, somewhere in the ADDITIONS section of the config is the section below. Change the ACTIVE status from 0 to 1 to bring back the bushes.

MATERIALS = bushes?
ACTIVE = 1
SHADER = ksPerPixelAT
PROP_0=ksAmbient, 0.25
PROP_1=ksDiffuse, 0.20
CAST_SHADOWS = 1

-- The vaos in the optional stuff package will eliminate the overly black shadow areas I hate on most vaos. It's a personal preference so you may prefer to skip these.

1.webp


2.webp
 
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The goal is simply to create similar skins to the "Team Honda YPF" from TCR South America and then the other teams, in order to recreate the 2025 Championship, as well as others in this category (TCR World, TCR Brazil and who knows... Europe, Australia and North America).

Since the South American tournament has few cars (around 15/16), I hope to add a Chilean, Paraguayan and Uruguayan team to (increase the grid) and maybe some more Argentinian and Brazilian teams (to have around 26).

Regarding the numbering, even though some friends have helped with tips (I still haven't understood) the process of "creating layers" in "Photoshop," maybe now (through Affinity/Canvas), I registered to have a copy, I will be able to understand.

Almost all the skins I've adapted in mod packs over the last few years, I've always made/adapted using (Paint/Paint 3D)... I only used "Photoshop" to open the ".dds" file.For many it may seem strange, but for now (this process is the simplest), just like when they say that editing with "Blender" (I have it on Steam) is better than "3dsimed"....


Paladini Racing ( similar skins )
 

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On the verge of page 5000, congratulation on everyone involved in keeping the flame burning in this thread, day after day, tip after tip, mod after mod, improvement after improvement, AC is going strong with no sign of slowing down and, to me, this thread is one of the many reason.
Thank you.

If anything, AC's reputation has just grown. People (like me) after playing every single sim, have simply realized that nothing drives like AC. There are many sims that have some aspects done way better (like modern F1 in F12020, GT3 in LMU/ACC, online on iRacing/LMU) but when it comes to pure driving, nothing drives like AC.

It's quite hard to understand why in 11 years they haven't managed to make better FFB or driving feel. You can argue about LMU being close (and it is because it's rF2 in a drag). Perhaps trying to add all those tyre details to new sims like ACC and EVO made things too complicated and the end result is messy.

Maybe it was some kind of coincidence. Maybe Kunos themselves have no idea what they did, and why can't they duplicate it again. Ironically all old sims have the best FFB's. RF2, RBR, AC1. Could it be because those sims were designed for first generation primitive sim wheels?

But in the end I think it's the community that made AC a legend. If there are some physics, track, car issues, almost everything is fixable. Open car data and almost unlimited modding is probably something we will never see again. So in my opinion, AC is eternal and probably will never be replaced with anything.

"11 year old game"? Yeah, but if it's still the GOAT, who gives a **** ?
 
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If anything, AC's reputation has just grown. People (like me) after playing every single sim, have simply realized that nothing drives like AC. There are many sims that have some aspects done way better (like modern F1 in F12020, GT3 in LMU/ACC, online on iRacing/LMU) but when it comes to pure driving, nothing drives like AC.

It's quite hard to understand why in 11 years they haven't managed to make better FFB or driving feel. You can argue about LMU being close (and it is because it's rF2 in a drag). Perhaps trying to add all those tyre details to new sims like ACC and EVO made things too complicated and the end result is messy.

Maybe it was some kind of coincidence. Maybe Kunos themselves have no idea what they did, and why can't they duplicate it again. Ironically all old sims have the best FFB's. RF2, RBR, AC1. Could it be because those sims were designed for first generation primitive sim wheels?

But in the end I think it's the community that made AC a legend. If there are some physics, track, car issues, almost everything is fixable. Open car data and almost unlimited modding is probably something we will never see again. So in my opinion, AC is eternal and probably will never be replaced with anything.

"11 year old game"? Yeah, but if it's still the GOAT, who gives a **** ?
Believe it or not when PCARS was in development there was a period arround the 0.75-0.79 or so that the FFB was SUBLIME and sometime after and the release they simply effed it up, lost the mojo... and I believe they also simply hit a magic spot without knowing it and never got it back trying to make it better. Really a shame.
 
Believe it or not when PCARS was in development there was a period arround the 0.75-0.79 or so that the FFB was SUBLIME and sometime after and the release they simply effed it up, lost the mojo... and I believe they also simply hit a magic spot without knowing it and never got it back trying to make it better. Really a shame.
I think to many tried to convay all feelings of driving into the wheel FFB, all the PCars 'seat of the pants' clap trap. I loaded up AMS1 the other day, so much better feel than AMS2. Even GTR2 is bareable because it isnt trying to do to much. I think AC is the sweet spot, it just works in most cases and if it doesnt just fiddle in the data file or whatever.
Even Aseeto rally game after the hype, it feels so so weird on the wheel in many cases, odd things happening.
Getting into drifting in AC has proved this to me more than anything, the drift physics can be so perfect.
All i ever want in any sim is the wheel to load up as i go around a corner, the rumble strips to vibrate and have some weight to the cars. the don't want the wheel to be telling me what my bottom would be doing in real life, i can imagine all of that.
 
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I've got the Formula Hybrid 2017, and the F1 2017 skin pack, but I want to get some accurate-ish power figures, but I'm having difficulty finding the power, to convert into restrictor percentages. I could find the 1990 power figures easy. How do I find them? Is there any sources?
 
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