Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Thread starter daan
  • 150,058 comments
  • 45,553,405 views
Does anyone know how to make the AI use custom gear ratios that were changed on Drivetrain.ini? For some reason the AI use the default ones instead of the edited ones which makes their performance different than how I wanted to make it.

Also more sound mods this time the stock MKIV Supra and the racing version of the Panoz GTR-1


make an setup, save it and call it ai_default should force the Ai to use different gearing.
 
slightly OT, but with Project Motor Racing looking like a total failure in today's press embargo lifting, it seems as if AC will remain the go-to jack of all trades sim for some time yet.

I had my eyes on that as a potential AC successor - and wow. No chance after perusing the launch streams and impressions. It's at least a year away from being even playable - it's essentially a pre-alpha build masking as a "full release", with wildly variable car quality and game-breaking bugs and performance.

PMR's best content seems to be the turn-of-the-millennium LMP and GT content - of which AC already has fantastic quality mods of from VRC and RSS, that I can already drive on thousands of tracks. What's the point?

here's hoping for a stable CSP 0.3 and further AI improvements (perhaps from a couple of GTP contributors with interesting projects they share in this thread!).

perhaps this is the year I get back into AI work and perhaps start a few track mods I've been scheming out.
 
Last edited:
Summarizing a bit of my experience in "quick races" in various categories.

1. For me, qualifying is just (testing with different cars) to try and balance the "BoP" later.

Main influence of (performance) on the cars "AI"
a) "power.lut" file
b) "ai" file from the "DATA" folder

2. Normally I only do races, without qualifying, in most single-seaters (10/15% of the course) and usually 3/4 of the fuel in the tank.
The exception is the official EA/Codemasters games. The various races I've done in recent years, the 50s, 60s, 70s, 80s, 90s were with this percentage, in my case, very good (without pit stops).
The most complete so far are the 1950, 1970 and 1975 seasons and Mille Miglie '55 (in progress).

3. Long runs: I simulate the maximum amount of time and then gradually increase the time.
24h (Le Mans, Spa, Nurburgring) = maximum 1h
Indy 500 = 40/50 laps
12h (Sebring) = around 45 min
10h (Petit Le Mans) = around 35/40 min
8h (8h Bahrain and similar) = around 30 min
6h (current WEC type) = 20/25 min 4.

Currently mapping races in various categories from 2025: F1, F2, F3, Indy, WEC, IMSA, MotoGP, Stock Brasil, Supercars, SuperGT NASCAR, TCR, DTM, Rally...but the main simulator in most categories is Assetto Corsa, and in the first races I didn't have serious (AI) problems.

As previously mentioned, I also have other simulators, LM Ultimate, AMS 2, Dirt Rally 2, ACC, NASCAR, EA WRC, etc., and now Project Motor Racing and Assetto Rally are arriving.

But the question remains: where can we find practically all the major world categories, from the last century onwards, and be able to simulate a Targa Florio (we have the track, even a dirt one), not to mention the cars.

At the moment I'm simulating a "Mille Miglie (1955)", practically all the cars (even if some are generic).

The actual track doesn't exist in Assetto, but I use it sometimes (rally sections, long circuits, short circuits, tight sections, inclines and declines, etc., to simulate the real course).
If we want to simulate "Le Mans", we have a lot of things from the first version in 1923... (I myself did some qualifying simulations with several cars from each year).
The World Endurance Championship (WSC since 1953) is also well represented.
NASCAR and Indy (also very well represented) Touring Car and Rally categories (others that I really appreciate) Dakar Rally (we have that too).
Single-seaters besides F1 (F3, F2, F4 at the moment, with emphasis on the most recent ones), but we have some vintage ones.

I believe Assetto will (be in homes) for a long time to come.

Curious to know how do you modify power.lut?

X90
slightly OT, but with Project Motor Racing looking like a total failure in today's press embargo lifting, it seems as if AC will remain the go-to jack of all trades sim for some time yet.

I had my eyes on that as a potential AC successor - and wow. No chance after perusing the launch streams and impressions. It's at least a year away from being even playable - it's essentially a pre-alpha build masking as a "full release", with wildly variable car quality and game-breaking bugs and performance.

PMR's best content seems to be the turn-of-the-millennium LMP and GT content - of which AC already has fantastic quality mods of from VRC and RSS, that I can already drive on thousands of tracks. What's the point?

here's hoping for a stable CSP 0.3 and further AI improvements (perhaps from a couple of GTP contributors with interesting projects they share in this thread!).

perhaps this is the year I get back into AI work and perhaps start a few track mods I've been scheming out.

For next year SRO will start a new revival series based on homologated GT3 from 2006-2013.
A good chance to dust off the old Kunos made GT3s and some more old mods, even if many people don’t race them anymore.
 
Last edited:
Curious to know how do you modify power.lut?



For next year SRO will start a new revival series based on homologated GT3 from 2006-2013.
A good chance to dust off the old Kunos made GT3s and some more old mods, even if many people don’t race them anymore.
I've always hoped for modern CSP updates to the Kunos race cars from reputable sources.

Maybe this is the year.
 
Thank you for your kind comment. "Wether Style" is set to "Default". Do I need to install "Pure"?
If you use the default weather style, you can switch between the gamma and LCS shaders with the „Linear color space“ option in the weatherFX settings.

If you would use Pure, you change between Gamma and LCS shaders by selecting Pure Gamma or Pure LCS as weather style.

The Gamma shader are the original shaders made by Kunos. They were made with the intention where postprocessing is not needed. Therefore some compression was build in, but that prevents precise colors and shading.

With the LCS shaders of CSP many of those problems were solved, but some new issues came in. So mostly the people are using still the Gamma shaders because of the better look of the post processing like the Glare effects.

For professional solutions the LCS shaders are really necessary to display correct color values. But if you just drive and you don’t care about this, just deactivate the linear color space mode in weatherFX settings…
 
X90
slightly OT, but with Project Motor Racing looking like a total failure in today's press embargo lifting, it seems as if AC will remain the go-to jack of all trades sim for some time yet.

I had my eyes on that as a potential AC successor - and wow. No chance after perusing the launch streams and impressions. It's at least a year away from being even playable - it's essentially a pre-alpha build masking as a "full release", with wildly variable car quality and game-breaking bugs and performance.

PMR's best content seems to be the turn-of-the-millennium LMP and GT content - of which AC already has fantastic quality mods of from VRC and RSS, that I can already drive on thousands of tracks. What's the point?

here's hoping for a stable CSP 0.3 and further AI improvements (perhaps from a couple of GTP contributors with interesting projects they share in this thread!).

perhaps this is the year I get back into AI work and perhaps start a few track mods I've been scheming out.
PMR is only good in one aspect : bringing some of them models to AC :mischievous:
 
If you use the default weather style, you can switch between the gamma and LCS shaders with the „Linear color space“ option in the weatherFX settings.

If you would use Pure, you change between Gamma and LCS shaders by selecting Pure Gamma or Pure LCS as weather style.

The Gamma shader are the original shaders made by Kunos. They were made with the intention where postprocessing is not needed. Therefore some compression was build in, but that prevents precise colors and shading.

With the LCS shaders of CSP many of those problems were solved, but some new issues came in. So mostly the people are using still the Gamma shaders because of the better look of the post processing like the Glare effects.

For professional solutions the LCS shaders are really necessary to display correct color values. But if you just drive and you don’t care about this, just deactivate the linear color space mode in weatherFX settings…
Hi. Personally I think LCS is the best now. It did have some problems but mainly sorted now and is better for fps.
 
Hello everybody, I have a question...Why when I drive smooth I have a good feel of the road, bumps etc but when I steer fast, like in chicane, I loose all that feeling and wheel seems to be very light. There is a way to avoid this?
I have a Fanatec CSL DD, set with a good amount of damper effect.
Thanks!

Phew... I guess it could be a zillion things... from weird force feedback settings to the wheel simulating a loss of grip... It's very difficult to pinpoint.
It's not that big of a mystery, probably - Road effect very high % and/or Minimum force very high %, coupled with overall Gain low % (or, if using FFBClip app, that needs a reset).
 
Curious to know how do you modify power.lut?



For next year SRO will start a new revival series based on homologated GT3 from 2006-2013.
A good chance to dust off the old Kunos made GT3s and some more old mods, even if many people don’t race them anymore.
Good morning, making a simple comparison, in this case using data from a Ferrari 250P.

1. Going to the track and doing laps with a (basic) setup, usually testing at Le Mans with other cars of the time (and also comparing with the same 250P model).
a) If you are much faster than the AI (+ 5s), I modify the "ai.ini" files.
b) If I am much slower than the AI (+ 3.5s), I modify (a little) the "power.lut" file, mainly the last (5 lines), which wasn't quite the case here (I had already modified almost everything), because unlike "ai.ini", "power.lut" also affects the top speed/acceleration of your car.

I usually leave a margin when compared to the car's real times (in a given year), because sometimes there is a driver who did a lap in, for example, (4m00) and another with the same car (4m20), and when I go back to do laps, I lap in (4m05) and the AI (4m03, 4m10), so I don't change anything (at most some adjustment in the "ai.ini" file).

In tests that I did this at Le Mans, mainly with cars from the 60s. I create an initial table with all the makes and models (with the actual times from that era), then I test each one and adjust until I reach a satisfactory result.

You can see this in some past videos on YouTube...
 

Attachments

  • ai.ini - Bloco de Notas 22_11_2025 09_39_19.webp
    ai.ini - Bloco de Notas 22_11_2025 09_39_19.webp
    47.2 KB · Views: 1
  • power.lut - Bloco de Notas 22_11_2025 09_38_56.webp
    power.lut - Bloco de Notas 22_11_2025 09_38_56.webp
    35.2 KB · Views: 1
RMS 2000-2006 Reynard 2KQ and 01Q Megapack Version 1.0 Release for Assetto Corsa

download:https://www.mediafire.com/file/b7oy...nard_2KQ_and_01Q_Megapack_Version_1.0.7z/file

Mod Car list

2000 Johansson-Mathews Reynard 2KQ Judd
2000 Johansson-Mathews Reynard 2KQ Judd ALMS
2000 Johansson-Mathews Reynard 2KQ Judd Laguna Seca
2000 Reynard 2KQ Mopar
2001 2001 Redman Bright (GB) Reynard 01Q Judd
2001 ROC Auto (F) Reynard 2KQ-Lehmann VW
2001 ROC Auto (F) Reynard 2KQ-Lehmann VW ALMS
2001 Reynard 01Q Judd
2001 Reynard 01Q Judd ALMS
2001 Reynard 01Q Judd LMS
2002 Noel Del Bello Reynard 2KQ Lehmann VW
2003 Earl Goddard Reynard 01Q Ford Cosworth/Nicholson-McLaren
2003 Fred Goddard Reynard 01Q Ford Cosworth/Nicholson-McLaren
2003 Noel Del Bello Reynard-Lehmann 2KQ LM
2003 Reynard 01Q Crosworth Nasamax ALMS
2003 Reynard 01Q Crosworth Nasamax Lemans
2004 Noel Del Bello Reynard 2KQ-Lehmann
2004 Nasamax DM139 Judd (Reynard)
2004 Nasamax DM139 Judd (Reynard) Low Wing
2006 Protran RS06/H AER (Reynard)
2006 Protran RS06/H AER (Reynard) High Downforce
2007 Protran RS06/h AER (Reynard) LMP2

Credits

Team: RMS

Conversion: NeilB1971

Model improvements: Kamil Cader, Peugeot905, NeilB1971

Physics: Peugeot905,Fullnoise,Mach-77

Sound: RMS

Other Lemans Prototypes: https://www.mediafire.com/folder/7g6488jsyt2ux/Lemans_Prototype_Near_Finalize


Changelog

-Updated sound.ini on all cars, position updated to rear on all cars that weren't previously.

-Updated tyres for LM900 Reynard's

-Updated tyres for LMP675 Reynard's

-Update front Diveplanes on all models, previous front diveplanes were too long forward

-Lowered the rear wing for the 2KQ Mopar and 2KQ Judd Lemans

-Lowered the rear wing for the 2003 Nasamax Reynard 01Q Lemans Aero Package

-Thicker and higher rear wing for the 2000 Renyard 2kQ ALMS Judd

-Higher rear wing for the 2003 Nasamax Reynard 01Q ALMS Aero Package

-More accurate rear wing placement for all models

-Update to Reynard 01Q Judd Models, update front splitter, front dive plane, and rear wing

-Adding Noel Del Bello Reynard 2 KQ-Lehmann LMP675 and LMP900 cars

-Updated Aero for 01Q Judd Models and 2KQ Lehman LMP675 and LMP900

-Updated drivetrain for the 2KQ Lehmann LMP675 and LMP900

-Adding ROC Auto (F) Reynard 2KQ-Lehmann VW with two different aero kits

-Updated sound for Judd GV4 V10 powered cars

-Updated sound for Reynard 2KQ Mopar

-Updated Physics for both Nasamax's DM139 and Judd's

-Updated sounds for Judd GV5 V10 powered cars

-Reworked rear wing for both versions of the Nasamax DM139 Judd

-Sound adjustments to the Nasamax Reynard 01Q Cosworth

-Updated sounds and drivetrain for AER-powered Protran RS06/H's

-Updated model for Protran RS06/H's

-Added RS06/H LMP2 and HighDownforce versions.

-Added updated tyres to Blue for ROC F (Auto) and Noel Del Bello cars

-Updates to the UI

-Final Verification of the mod pack

image 1.webp
image 2.webp
image 3.webp
image 4.webp
image 5.webp
image 6.webp
image 7.webp
image 8.webp
image 9.webp
image 10.webp
image.webp
n9CEdN.webp

TUK1iS.webp

qMNXw5.webp

7osAJO.webp

txzuQc.webp

VjDhNx.webp
 
Last edited:
Dropping tomorrow or later today (Depending on your time zone). Version 1.1 of the 2003 Norma M200-02 Ford

Current Changelog

-Updated Shift animation
-Preload shift animation changed
-lower inertia
-changes in steering lock and ratio
-lowered brake torque
-slight updates to interior and exterior sounds
-fixed front rim radius for front soft tyres
-fixes to the autoshifter
-increased fuel consumption

__custom_showroom_1763825917.webp

__custom_showroom_1763825927.webp

__custom_showroom_1763825939.webp

__custom_showroom_1763825946.webp
 
A little track skin\config mod for the ks_nurburgring track. If you feel like trying it, make a backup of your track's extension folder first. This will overwrite your existing ext_config file.

ks_nurburgring_mod

The mod changes the tree textures and darkens the grass a bit. The skins are split into separate folders so you can pick and choose which parts you want to use. If you like all of them, feel free to lump them all into one folder. As usual, there is an optional vaos folder to eliminate some of the really dark areas under the trees. Although I found the default csp vao for this track is not as bad as on other tracks.

Screenshot_urd_bayro_gt3_v2_ks_nurburgring_21-10-125-23-20-28.webp

Screenshot_urd_bayro_gt3_v2_ks_nurburgring_21-10-125-23-20-43.webp

Screenshot_urd_bayro_gt3_v2_ks_nurburgring_21-10-125-23-21-5.webp

Screenshot_urd_bayro_gt3_v2_ks_nurburgring_21-10-125-23-21-26.webp


I have an updated version of my ks_nordschleife mod to match the trees and grass on this mod.. If you like how this looks, be on the lookout for it soon. I just need to double check some things.
 
Last edited:
Could someone perhaps help me get 3D grass to work? I just downloaded the Bridgehampton track and in the preview shots it has gorgeous grass, but for me it's just a regular flat texture. I've tried to fiddle with the Grass FX settings but that doesn't do it. What am I missing?

Thanks.
 
Have you updated anything recently? I don't know if that's your case, but the latest version of CSP has noticeably ruined the appearance of the grass, compared to previous versions...
Aah, ok. I run the latest version, so it's "normal" then? Thanks.
 
Could someone perhaps help me get 3D grass to work? I just downloaded the Bridgehampton track and in the preview shots it has gorgeous grass, but for me it's just a regular flat texture. I've tried to fiddle with the Grass FX settings but that doesn't do it. What am I missing?

Thanks.
For me it´s working fine here.
20251122-213428-bridgehampton.webp


Have you got the ext_config.ini in place in the extension folder of the track? Copy these values into it and try again.

[GRASS_FX]
GRASS_MATERIALS = ROAD_002__land-main?
ORIGINAL_GRASS_MATERIALS=
TRIM_PERIOD = THURSDAY
MASK_MAIN_THRESHOLD = 0
MASK_RED_THRESHOLD = 0.01
MASK_MIN_LUMINANCE = 0
MASK_MAX_LUMINANCE = 1
SHAPE_SIZE = 2, 2.5
SHAPE_TIDY = 1, 0
SHAPE_CUT = 0, 0
SHAPE_WIDTH = 2.0
 
For me it´s working fine here.View attachment 1493722

Have you got the ext_config.ini in place in the extension folder of the track? Copy these values into it and try again.

[GRASS_FX]
GRASS_MATERIALS = ROAD_002__land-main?
ORIGINAL_GRASS_MATERIALS=
TRIM_PERIOD = THURSDAY
MASK_MAIN_THRESHOLD = 0
MASK_RED_THRESHOLD = 0.01
MASK_MIN_LUMINANCE = 0
MASK_MAX_LUMINANCE = 1
SHAPE_SIZE = 2, 2.5
SHAPE_TIDY = 1, 0
SHAPE_CUT = 0, 0
SHAPE_WIDTH = 2.0
The extension folder is empty. Now I'm confused.
 
A little track skin\config mod for the ks_nurburgring track. If you feel like trying it, make a backup of your track's extension folder first. This will overwrite your existing ext_config file.

ks_nurburgring_mod
Probably a stupid question, but is there a reason mediafire links always return a 'Hmmm... can't reach this page' message' - no matter which browser I use? I don't have the same problem with other download URLs/links.
 
Probably a stupid question, but is there a reason mediafire links always return a 'Hmmm... can't reach this page' message' - no matter which browser I use? I don't have the same problem with other download URLs/links.
Unfortunately, I have no idea. I just tried the link from my PC and it downloaded fine. I can put it on mega for you if you'd like to give that a try. I guess I could also add it to GTPlanets download section, but it's easier for me to manage updates when I use Mega or Mediafire.
 
Unfortunately, I have no idea. I just tried the link from my PC and it downloaded fine. I can put it on mega for you if you'd like to give that a try. I guess I could also add it to GTPlanets download section, but it's easier for me to manage updates when I use Mega or Mediafire.
More than happy with whichever works for you and may wok for me - if that makes sense - it's all your effort and work to produce these updates, I'm purely downloading and enjoying the excellent tweaks you make.
 
Sharing a mod? Host it on GTPlanet Downloads. Free, public hosting for files up to 10GB in size.
Back