Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Thread starter daan
  • 150,195 comments
  • 45,621,819 views
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.

For me it can be a month without playing AC. I play F1 2020 (I love it, best modern F1 presentation, I have 4th season going on in a row), LMU, RBR (love the old RWD Volvos in snow hehe), sometimes ACC and now I've played AC Rally for obvious reasons. But whenever I come back to AC, it's like "ah, this is how it should feel".

There is no "technical explanation", it just feels... right. It's great to have those other sims because there are many things AC can't do that well, like modern F1.

And I agree about AC Rally, there's a lot to improve. The hype was crazy but it has some issues... but overall it's a good, solid base to develop. I'm sure that will be the GOAT rally game in the future.
 
Last edited:
There's a lesser-known Portuguese podcast from September where Garbiel Bortoleto talks to the host about how he and Verstappen use the RSS F1 cars to practice - it's quite amazing.



(Show transcript and Ctrl-F Assetto Corsa or RSS.)

1763589598321.webp
 
I'm trying to learn if there's a way so that AI cars don't shift down too much.
Take Spa Turn5 for example. You're driving a car that takes T5 at a high 2nd gear speed but humans would stay in 3rd to keep the revs right. But in AC AI doesn't do that. It would shift down to 2nd gear. Is there a way to stop the AI from doing that?
The Mitsubishi Lancer Evo X Final Edition 2015 Track by 101 Creative has this tendency to such a level that before 1 lap. Can someone show me how I can tune the car's physics so the car stops killing itself, please?
 
Last edited:
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?
One of the better places is https://www.statsf1.com/en/moteurs.aspx - but the newer engines don't seem to have data, its too closely guarded between engine manufacturers.
 
Hello everyone, can someone please help with this mod, it's from the author KILIN RC
View attachment 1493282
I wanted to make this skin
View attachment 1493283

or write to him on patreon, I don't have the opportunity to do this
https://www.patreon.com/cw/kilin_rc_jp
Thank you all so much in advance
The mod isn't broken, the 3D model is simply encrypted (although there's a valid school of thought that those are the same thing :lol:) in an attempt to protect the modder's 3D work from being ripped.

To make previews, you might need to turn on "Use CSP for final renders" in Settings | Content manager, and choose a preview preset/showroom that matches your taste, from the many posted in this forum.
This way when CSP loads (as in-game), the car is decrypted and the previews render correctly.
 
I'm trying to learn if there's a way so that AI cars don't shift down too much.
Take Spa Turn5 for example. You're driving a car that takes T5 at a high 2nd gear speed but humans would stay in 3rd to keep the revs right. But in AC AI doesn't do that. It would shift down to 2nd gear. Is there a way to stop the AI from doing that?
The Mitsubishi Lancer Evo X Final Edition 2015 Track by 101 Creative has this tendency to such a level that before 1 lap. Can someone show me how I can tune the car's physics so the car stops killing itself, please?
if you want to do it within a lua app, maybe you could have a look at function physics.engageGear(carIndex, gearToEngage). You have also physics.CarControls.requestedGearIndex that could maybe help, but I didn't try by myself, so just insights here. I think @Tetri has the same aim as you (but with the reverse situation where he wants old car to keep the lowest gear), he has maybe found some solutions in his app?
 
Last edited:
The mod isn't broken, the 3D model is simply encrypted (although there's a valid school of thought that those are the same thing :lol:) in an attempt to protect the modder's 3D work from being ripped.

To make previews, you might need to turn on "Use CSP for final renders" in Settings | Content manager, and choose a preview preset/showroom that matches your taste, from the many posted in this forum.
This way when CSP loads (as in-game), the car is decrypted and the previews render correctly.
IIRC in this case it's to protect his data, dude's been documenting the **** out of those cars.
 
One of the better places is https://www.statsf1.com/en/moteurs.aspx - but the newer engines don't seem to have data, its too closely guarded between engine manufacturers.
I've done a bit of research now, and here's the closest I can get to a moderately competitive yet realistic-ish restrictor setting. In the case where a team uses a powertrain from another team (For example, Red Bull uses Renault powertrains), I add 1 to the restrictor, to represent the engine manufacturer "undertuning it"

1763627033105.webp



Edit:

Here's the first two laps of the AI AUS qualifying, with these settings:

1763627683181.webp


Edit 2:

And final results for AUS Qualifying

1763629154593.webp
 
Last edited:
To make previews, you might need to turn on "Use CSP for final renders" in Settings | Content manager, and choose a preview preset/showroom that matches your taste, from the many posted in this forum.
This way when CSP loads (as in-game), the car is decrypted and the previews render correctly.
I think what he really wants, is to be able to make the skin from the second photo.
 
Last edited:
shi
F1 1998 - ROUND 16 - Suzuka v1.2

View attachment 1493296
The Suzuka billboards in the F1 1992 Track Pack has been updated to the F1 1998 version.

About ITC 1996 - Suzuka Layout
https://www.patreon.com/posts/itc-1996-suzuka-119207681

-CSP recommended
-34 pit/start
-AI, cam

Credits & Thanks;
Original Track by carrera4

AC Converted by Rainmaker
Updated by DaBaeda and CrisT86

1998 Updated by @shi (shin956)
AI and sidelines by Thockard
RainFX by @KevinK2
logo.png and sections.ini by @Fanapryde
cam by @Gregz0r
City skyline by TheNuvolari
Animated flagmen by Alessandro Micali (ASR Formula) (Original by doublezero)
Crowds texture by @Kniker97
Test and Feedback by @Breathe

Enjoy.

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.01 changelog;
Fixed the position of the starting grid. (Thanks T-Express for the report.)
The number of Start/ Pit units has been increased to 34.
Updated Fuji tv billboard texture.
Updated s/f line texture.
Re-created skidmarks.

v1.2 changelog;
Added ITC 1996 layout. (For details, refer to readme_addon_suzuka_ITC_1996.txt.)
Added normal map textures.
Added reverb to the bridge.
Updated shaders.
Updated ext_config.ini.
Some Billboard logos were changed based on photos and videos from 1998.
Added additional temporary stands. (1998 layout)

F1 1998 - ROUND 16 - Suzuka v1.2

Screenshot_ks_porsche_962c_longtail_suzuka_1998_20-10-125-17-4-53.webp

About ITC 1996 - Suzuka Layout
https://www.patreon.com/posts/itc-1996-suzuka-119207681

v1.2 changelog;
Added ITC 1996 layout. (For details, refer to readme_addon_suzuka_ITC_1996.txt.)
Added normal map textures.
Added reverb to the bridge.
Updated shaders.
Updated ext_config.ini.
Some Billboard logos were changed based on photos and videos from 1998.
Added additional temporary stands. (1998 layout)
 
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.

View attachment 1493061

View attachment 1493062
Small update to just the 'track skins' package. It's an update to the ext_config file so you only need to extract that file. Use the link in the quote to get the update.

Updates:

-- Turned the lights on when it rains.
-- Added missing [SHADER_REPLACEMENT_...] part to the entry that will make the track bushes visible if you had that problem like I did.

One a side note, if you like this mod, I have one that makes the Kunos version of Nords look the same way if anyone is interested.
 
Last edited:
I'm trying to learn if there's a way so that AI cars don't shift down too much.
Take Spa Turn5 for example. You're driving a car that takes T5 at a high 2nd gear speed but humans would stay in 3rd to keep the revs right. But in AC AI doesn't do that. It would shift down to 2nd gear. Is there a way to stop the AI from doing that?
The Mitsubishi Lancer Evo X Final Edition 2015 Track by 101 Creative has this tendency to such a level that before 1 lap. Can someone show me how I can tune the car's physics so the car stops killing itself, please?

if you want to do it within a lua app, maybe you could have a look at function physics.engageGear(carIndex, gearToEngage). You have also physics.CarControls.requestedGearIndex that could maybe help, but I didn't try by myself, so just insights here. I think @Tetri has the same aim as you (but with the reverse situation where he wants old car to keep the lowest gear), he has maybe found some solutions in his app?
At the moment, it's a pain in the extraverted star. There are multiple solutions to this issue, and they're all buggy and unreliable.

The way the AI is coded in AC, it goes full, overshoots the corner, then downshifts. Unless you redo the fast_lane.ai you're stuck with this behavior on vanilla game.

As ancient_3 mentioned, you can go thru lua APIs and write a dedicated script just for this zone. Sadly the physics.engageGear is a joke, where the car would engage a gear for 1 frame and then go back to its nonsense (updating each frame ends up stalling the car in a zombie mode where the driver would switch gear 60 times a second). I guess it's WIP, but i couldn't see any utility for this one.

Your best shot might be with the RPM limiter

---Sets engine RPM.
---@param carIndex integer @0-based car index.
---@param rpm number
function physics.setEngineRPM(carIndex, rpm) end

---@field rpmLimiter number @RPM limiter threshold, if exists.
---@field rpmMinimum number @Minimum RPM (or -1 if physics not available)

Now, i played a little with the RPM limiter but not much with the minimum RPM.

And a trick that works, is locking the RPM (therefore the gaspedal) a little before the AI shifts gear. Instead of overshooting the corner they usually have a lot more tailbraking and they MIGHT get the corner the way you want them to.


I could give your car/track combo a try with AIWhisperer (my unshared recent version has a RPM locker) and set it up for you, i just need the exact links to download them. Afterwards it's just a few clicks.
 
Last edited:
Hello everyone, can someone please help with this mod, it's from the author KILIN RC

I wanted to make this skin

or write to him on patreon, I don't have the opportunity to do this
https://www.patreon.com/cw/kilin_rc_jp
Thank you all so much in advance

I think what he really wants, is to be able to make the skin from the second photo.
Why not just use an existing skin as a template and work on top of that...(you'd have to go to the track to see it but nbd)
 
Last edited:
Small update to just the 'track skins' package. It's an update to the ext_config file so you only need to extract that file. Use the link in the quote to get the update.

Updates:

-- Turned the lights on when it rains.
-- Added missing [SHADER_REPLACEMENT_...] part to the entry that will make the track bushes visible if you had that problem like I did.

One a side note, if you like this mod, I have one that makes the Kunos version of Nords look the same way if anyone is interested.
I don't post often in here, but I just wanted to thank you for your rework of this track. It really evolves the track to the next level!
 
Why not just use an existing skin as a template and work on top of that...(you'd have to go to the track to see it but nbd)
The existing skins use the metal_detail.dds, which is a 500x500 square single color swatch, and I think the AO is baked into the model.
In the showroom you can select a body panel, and do the 3 dots next to txt_diffuse and try to generate an AO to start with, but it fails (times out) with 10% done.
I believe that there are more than one encryption schema, and this is one of the earlier and less sophisticated. Newer versions allow extraction of the AO and even CSP-less previews, but this is not that. This is also an older mod from KILIN and they are focussing on the 86 now, so no updates expected.
 
Last edited:
I don't post often in here, but I just wanted to thank you for your rework of this track. It really evolves the track to the next level!
Glad you are enjoying it. I wish there were some things I knew how to do better, but it works fine for what it was intended to be.
If I'm right, you've already post it on 2024-11-05 :cheers:
Oh. I forget sometimes what i've done and what i've done and made available. I didn't remember making this one public.
I'm interested, I don't usually use other versions besides Kunos. Could you share it? Thanks a lot.
Let me check. It might already be out there. If it is, it's got to be an old version though since I tinker with this track all the time.
 
Sharing a mod? Host it on GTPlanet Downloads. Free, public hosting for files up to 10GB in size.
Back