Assetto Corsa PC Mods General DiscussionPC 

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Also I heard somewhere in the PMR discussion the past few days that some of the car models in PMR were purchased from RSS like the Lister Storm.

Not super important but I’m curious if anyone here knew whether that was true or not.
Recycled content much? I already knew those were RSS models before anyone said anything. The big give away for me is the infamous RSS Porsche 996 RSR wing, no other model has that wing because that wing is wrong to the original IRL car. (I'm surprised no one pointed this out at the time of making that 'Darche')

custom_showroom_1754720019.webp
images.squarespace-cdn.com_content_v1_6598c8e83ff0af0197ff19f9_1718647175562-8VM7JEREKARRQK2B...webp



Next is car sounds: (Not confirmed but they sound similar)
Cadillac V Series R - (PC1) 2015 Ford Mustang GT or (PC3) Ford Mustang GT Racing
Dodge Viper GT2/CC - (GTR2) Dodge Viper GTS-R 2004
Saleen S7R - (AC with Mods) Shadow V8 (Older Version)
There might be more...

EDIT: AMS 2 got it right...
ams-2-porsche-996-gt3-rsr-v0-uhz5wy6c01zf1.webp
 
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Pushing it a bit here, as its not even a racing game, but the sky boxes in ATS are IMO amazing, i just can't get on with Pure ones, does anyone know if its possible to mod the pure mod sky boxes to be like ATS?

20251127204258_1.webp
 
Out of the blue Pure 0.2.7 now looks really bad, with washed out colors, no visible sun rays on a sunny day, no sunlight inside the car, and when I try to fix the lighting and colors, it ends up looking either too bright or too dark for my taste. I can’t find the exact right settings.
And if that wasn’t enough, Planner changes the date and time however it wants, regardless of whether I set specific dates and times or not.
This is not meant to be a rant, but I’m going to try reinstalling Pure. And if it stays like this, I’m even thinking about going back to Sol.
Has this happened to anyone else?
My picture quality often changes for no reason and without warning. I can spend some time with the settings and get it looking great then save everything only for it to look like you have mentioned next time around. I’m sure there is a bug somewhere.
 
Pushing it a bit here, as its not even a racing game, but the sky boxes in ATS are IMO amazing, i just can't get on with Pure ones, does anyone know if its possible to mod the pure mod sky boxes to be like ATS?

View attachment 1495005
You can add skyboxes to PURE as long as they are the similar type of format.
(I have experimented with some, including adding the lo-res as an option and (some from another game with limited success))
 
Pushing it a bit here, as its not even a racing game, but the sky boxes in ATS are IMO amazing, i just can't get on with Pure ones, does anyone know if its possible to mod the pure mod sky boxes to be like ATS?

View attachment 1495005
What is the problem with the Pure skydomes???

Actually they have a much higher resolution and more dynamic, esp with the latest Pure versions!
 
I don't want to sound rude, but I think comparing models is a bit pointless. After all, who cares if they're made from scratch or not? It's nothing new that models are reused...I believe the important thing is that they are not stolen.

The thing that leaves me most perplexed is that only NFS Carbon and Most Wanted have the engine sound of the M3 GTR closest to the real one.
 
I don't want to sound rude, but I think comparing models is a bit pointless. After all, who cares if they're made from scratch or not? It's nothing new that models are reused...I believe the important thing is that they are not stolen.

The thing that leaves me most perplexed is that only NFS Carbon and Most Wanted have the engine sound of the M3 GTR closest to the real one.
Which is funny cause the original sounds for those cars are from an TVR Speed 12 lol
 
Which is funny cause the original sounds for those cars are from an TVR Speed 12 lol
It was a Cerbera, but not the Speed 12, that one has the 12 cylinders. It was a Cerbera V8, GT or GTS (I don't remember exactly) 👀

Anyway yes, it's quite funny LOL and yet sooner or later we will be able to get a decent sound from the p60b40 (at least I hope so)



That sound is pure anger 🫠
 
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It was a Cerbera, but not the Speed 12, that one has the 12 cylinders. It was a Cerbera V8, GT or GTS (I don't remember exactly) 👀

Anyway yes, it's quite funny LOL and yet sooner or later we will be able to get a decent sound from the p60b40 (at least I hope so)



That sound is pure anger 🫠

Ah right cerb, Knew it was an TVR kinda just spitballed the car variant :lol:
 
Always laugh at people posting things like this comparison, even a amateur modeler like myself can instantly see they are different models, the meshes don't match. There are differences in the rear wing and diffuser. Yes its possible they started as the same models, with optimization taking place in different ways, but they aren't the same.
I don't want to sound rude, but I think comparing models is a bit pointless. After all, who cares if they're made from scratch or not? It's nothing new that models are reused...I believe the important thing is that they are not stolen.
☝️ Voices of sanity and reason.
It was a Cerbera, but not the Speed 12, that one has the 12 cylinders. It was a Cerbera V8, GT or GTS (I don't remember exactly)
The "borrowed" V8 SFX for the P60B40 in my AC library comes from Velo's Morgan Aero Supersport, on recommendation from OldRebel. The thing sounds truly possessed. I don't believe the Morgan ever used the p60b40 tho, it was M62's all the way down, even in the GT3.
 
ACL TransAm by Bazza at Rt Bathurst. These cars brake for no reason when going downhill through The Esses at Mount Panorama, between turns 16-17.
I’ve already checked hints and (bingo!) there was a danger hint on that sector.
I removed the hint but cars keep lifting or braking too much for a couple of seconds with no danger, no traffic ahead, and no real reason to slow down.
Best part is that I'm using a mixed grid with other mods and Bazza's are the only cars doing this.

Things I've tried: copy/paste an ai.ini from a "good" car to these cars, checked other files (tyre grips, inertia, brakes, drivetrain)... Nothing changed.
Any help or insight would be greatly appreciated.
 
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Stange things happens in CM.
When "Game starter" is set as "AppID", I can create track maps and layout previews correctly.
While when it is set as "Steam", the track maps and layout created are only a transparent picture.
 
Recycled content much? I already knew those were RSS models before anyone said anything. The big give away for me is the infamous RSS Porsche 996 RSR wing, no other model has that wing because that wing is wrong to the original IRL car. (I'm surprised no one pointed this out at the time of making that 'Darche')

View attachment 1494989View attachment 1494990


Next is car sounds: (Not confirmed but they sound similar)
Cadillac V Series R - (PC1) 2015 Ford Mustang GT or (PC3) Ford Mustang GT Racing
Dodge Viper GT2/CC - (GTR2) Dodge Viper GTS-R 2004
Saleen S7R - (AC with Mods) Shadow V8 (Older Version)
There might be more...

EDIT: AMS 2 got it right...
View attachment 1494999
Whats the name of the white one in the first pic?
 
Stange things happens in CM.
When "Game starter" is set as "AppID", I can create track maps and layout previews correctly.
While when it is set as "Steam", the track maps and layout created are only a transparent picture.
I've got a similar issue recently where the game starter has switched to Steam and won't let me reset it to AppID permanently (like it has been for the past 5+ years), it reverts back to Steam when restarting CM.
Quite a few little niggles lately, like CM hijacking my screen after race sessions if I open a window with CM running in the background, the new window (browser, notepad, whatever) gets minimised after a few seconds as CM fills the screen all by itself, then it happens again a few seconds later. Makes modding and editing configs etc very tedious, I can tell you.
Also getting a stack of DirectX calculations appearing on the loading screen when using a new car/track combo, which can take about 15 seconds to clear.
Then when actually getting onto the track, I have a lot of track textures shaded solid black for a few seconds before they correct themselves (@Peter Boese, might be a Pure issue?).

Is anyone else getting these oddities or am I just plain lucky?

I'm on the very latest CM, CSP Preview and Pure builds.
 
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Hello, I'm writing again to ask for help.It's a desperate plea for help, as I only play in single-player mode.I've created several championships, but lately I haven't been able to continue them after the first round.I can't see what I could have accidentally changed in the Assetto Corsa files. Thank you for your help.
 
What is the problem with the Pure skydomes???

Actually they have a much higher resolution and more dynamic, esp with the latest Pure versions!
Just for some reason i have never been able to get them to look right, its hard to explain but it doesn't feel like they are miles away, it feels like they have no depth, in photos, they are great, in driving, cant get along with them.
 
Just for some reason i have never been able to get them to look right, its hard to explain but it doesn't feel like they are miles away, it feels like they have no depth, in photos, they are great, in driving, cant get along with them.
Also seems to be one skydome per weather type.
 
Hello, I'm writing again to ask for help.It's a desperate plea for help, as I only play in single-player mode.I've created several championships, but lately I haven't been able to continue them after the first round.I can't see what I could have accidentally changed in the Assetto Corsa files. Thank you for your help.
Hi, which CSP version do you have ? I (and others) had issues in the end of quick races with the last builds (0.3.0xx), looks like you would have to wait until all cars have crossed the line before quitting otherwise your result is not taken into account. I'm not sure what is the solution, I tried with de activating ai cool down lap in ai options of CSP, but not sure it helps really.
 

Here is a small update for DumbAI, now -> 0.4

From the change log:

- new option "Enhanced / Dangerous" for blue flag: Bot activates speed limiter and keeps its lateral move during turns but is able to change its line if outlap process is taking too much time. Outlapping leader tries to overtake taking more risk while the overtaking is not finished. If bot is already outlapping a car and would get outlapped by another one, the blue flag behavior is not triggered for him.

I made a test on a 20 laps race , Monza 88 with MP4/4, AI at 80% +/-5% and a value of 0.6 for AICaution when outlapping.

In the end, all racers were from 1 lap up to 5 laps later. Only Ayrton (AI:100/Agg:40) was able to keep in the same lap. His best lap was 1:33.693 with a max delta of 4.4s and a mean delta of 1.65s. Which I found quite nice, even if when looking at the replay, I saw that he had bumped concurrents 3 times, even leading to the retirement of Patrese in the last lap ^^

So for this AI Caution, maybe try a value of 0.7 or 0.8 instead of 0.6 (all is explained in the post of the update in Dumb AI thread)

Overall, the nicest thing to me is that with this new behavior, I did not found situations where there would be a pile up of cars , in fact, a contrario, I even saw a clear situation where the "If bot is already outlapping a car and would get outlapped by another one, the blue flag behavior is not triggered for him" rule worked well

Let me know how it worked for you, there is definitely a need for more tests to tune things accordingly.
 
Hey guys,

AIwhisperer still needs a very optimised fastlane/aihints.ini combo to fully deliver, but worth it so far.


Got rid of some safeguards and added a few new options.

The way i work on a car/track combo : make sure the Main values and Experimental are properly set up for a track first, then start tweaking the zones, then add the Behaviors tweaks.

I made a couple of tweaked tracks already, which i'm gonna share here later. Greenwood with the gt2000 is quite a blast now, i can't even reach 14th... When it comes to racing offline, i'm a big fan of the TZ2 and the Simca, as they offer a real challenge, but the Elan is good fun as well. The others are a little easier.



So far i tweaked a few tracks, here is greenwood for the GTC and WSC. Didn't tweak them all yet, it takes time, and i want them to match my pace and be able to run against eachother without issues.

As a preview, if you guys want to give the first attempts a try :
Greenwood : https://www.mediafire.com/file/vqpjgbbtz0zy5fp/greenwood_f3ct.7z/file
Westwood : https://www.mediafire.com/file/gh2w1wyfqnsmgqh/westwood_f3ct.7z/file

Sadly the Simca the way it is sucks for AI, mainly cause of its shifting timing and its 6 gears. I made a dedicated AI version (showcased in the vid), can't share it until someone knows how to connect an acd file to an encrypted model, or until i hear from Lucas so that he encrypts the AI version himself.
Same goes with the lovely Elan 26R, which is already fast and fun to race against the way it is, but is really turning into a demon on wheels once boosted. That i can share : https://www.mediafire.com/file/54wyzutpjfcbtm5/ac_legends_gtc_elan_26r_AI.7z/file


So far the tracks include all the Gt2000 class, a few american cars (like the TVR and the WSC Corvettes), and a few WSC ones.



Anyway, for the app and how you can use it for your own combos :


A proper setting of Brake hint and Lookahead base should let the AI car go smoothly and fast thru the track. From there i try to match my own pace minus 1 or 2 seconds using AIGRIP. AI Grip can also be used to get better exit on very powerful cars, where the AI would struggle to oscillate with 1st gear.
The vintage cars always enter a safe state as soon as they lose grip, which is super annoying, which can be avoided with a little boost on AI grip on fast corners and braking zones. If you need to go above 1.35, you should probably just rewrite the fastlane.

A proper setting of tyre hints would let the car decrease its pace with tyre wear. If AI cars start crashing after 6-7 laps, it's probably because the tyre wear wasn't taken into account enough (0.95 is very safe, 1.10 would almost ignore tyre wear. Good for attack, terrible on the long run).

Remember you can use the AIHintsReader app to create zones, edit hints, add Danger/Hint zones, Zone1&2 etc... The DANGER, HINT and BRAKEHINT still need a complete track reload but the Zone1 and Zone2 can be called (once saved in AIHintsReader) by clicking "Load AI Hints Cache" in AIwhisperer directly ingame without restarting.


I usually use the Zone1 as an overtaking zone (where AICaution gets -0.05/-0.08 value combined with a +20% aggression level). It really helps cars going full throttle overtaking without slowing down. i would not set it up like this around any corner still.
Another trick is to set a Zone1 overtaking zones right after a corner, so that cars accelerating would go full blast without paying too much attention to their surroundings, since the risks of crashes on acceleration is a lot lower in this situation. Doesn't have to be very long, but definitly helps cars to exit faster when packed.

The Zone 2 could be used for very specific zones where 1 or 2 car types are having stupid behavior : the infamous "let's shift gear up 5 meters before heavy braking" or "For some reason on THAT corner i will always overshoot) can be easily resolved using a specific Zone2 set of sliders.

Finally, because i've been asked about it, remember that for the brake hint value for each zone, it has to be set up BEFORE the AI car starts braking. If you set up a -0.010 brake hint in zone 2 and the car starts braking at point 0.7525, the Zone2 should start at 0.7515. If Zone2 starts at 0.7535, the slider modification will not be taken into account.

Talking about zone1 & 2, i added a few new sliders. The topspeed limit can help prevent a car from switching gears right before a corner, which always end up in terrible brakings. The gas throttle, RPM limiter and Minimum RPM are just toys (and cannot be saved cause they invalidate lap times), but i found out a car in a slow corner is REALLY faster if it maintains a little RPM going thru. Gives me some ideas for later updates if i find a gas throttle minimum value to pass those chicanes like a pro.

The behaviors available :

Elasticaution can fully be turned off now.

Elasticaution is a little script that allows to automatically reduce or enhance AICaution level depending on situations. It is not perfect, but at least AI cars would not slow down or enter a safe state each time the car ahead gets a little slower.

I added a new "closer racing" slider in the behavior's list. It's related to Elasticaution and needs it activated to work :

Bring the "Closer Racing" slider (-0.1 seems to be ideal, but -0.15 is waaaaay funnier) once AI gets some space (after few corners, or even a few laps). I need to figure out how to slowly inject it ingame automatically, after the first laps where it creates too many issues when a pack is driving toe to toe. Once spaced out? At -0.1 they really stick together, with a lot of action going. At -0.15 they start fighting like angry cyclists, and below -0.2 you have a full team of lunatics. Cannot be saved yet, i need some testing on modern cars to see if it gets interresting with those as well.

I'm working on a " switch behavior completely" where the attacking AI would switch to a different approach if its pace is faster AND it's been stuck for more than a lap. But now since the behaviors are always triggered differently during a race, they usually manage to finally pass an opponent after a couple of laps (when their pace is similar). I don't see fast cars staying behind like noobs anymore.

The Spike behavior by itself is pretty simple, and calculated with the car ahead data, which means it is always triggered even if the car is already in another situation. It automatically adds a few cheats into AI cars so that they don't stupidly rear end the car ahead. It is highly needed with vintage cars, but might be overkill with modern cars.

The Spike offset will send the AI cars to either dive in or try to overtake from the outside line, which means you can now have 3 cars wide situation. They never handle it well, but it is fun to witness. Basically, the way it's implemented at the moment , it's triggered by any emergency braking (SPIKE) so that, instead of ramming, a car will attempt a dive (inside line) if space is available or an outside overtaking. Might create problems on tight tracks with walls, so use accordingly with the track's needs. It is very subtile, and triggered for half a second, so it doesn't overwrites the normal AI behavior, but since it gets the car ahead off the trajectory, it gives some nice attack moves sometimes.

Force Pass gets a bit stronger. If you get too many incidents on braking, bring it off. It brings the aggression level a little higher, and the AIcaution a little lower, so that an AI car don't stay behind another one, and keeps trying to pass it.

Clear road needs some refinement, but it definitly helps cars to come back to the car ahead. What it does is keep the car in a "rush state" where the AI car brakes later and go for apex. It's greatly appreciated for a car at front followed by a pack, as it would enter and exits the corner a little faster, preventing the following cars to immediatly form a slow pack of cars when reaching closer on brakings. Since the values might have more or less impact depending on the car type, it needs a few sliders to be fully optimised, but the default settings i set up are good for vintage atm. Pace is not affected much.

Anyway, tested without too many issues with the GTC60s and the WSC packs.

There are still problems and situations where it needs refinements, but so far i had quite intense offline racing with the app the way it is. At least the AI coming from behind makes for a real threat sometimes, with nice diving and position keeping action.

The AI still doesn't have a defense behavior yet. The issues i'm encountering is that it is simple to script, but too efficient : an AI car in a defense mode makes for an impossible wall to pass for the other AIs 😂, so i'll let this one out for now.

See you next time

 
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how to disable or modify the effect where the image darkens with G-forces?
(on high impacts its a cool effect , but I also seem to be blacking out whenever I run over a curb... so I want it less sensitive or off but can't find the setting)
 
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