Assetto Corsa PC Mods General DiscussionPC 

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Yeah, Pure skyboxes always looked a bit weird to me (both in photo mode and while racing), compared to other games that use similar skydome panoramic setups, but I've always chalked it up to the game being old and I don't really think it could be much better than what is right now and I don't want this to be taken as criticism towards Pure, which I adore to this day.

Selling alternative skyboxes on patreon is rather "intriguing" to say the least.
 
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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.
You could try and check the AI line and the sidelines with the AI Spline Editor app and see if there is some issue there on that front.
 
anyone knows how to get rid of these "orbs" (occur only when I increase the FOV too much on some mods)
1764449422360.webp

It seems the skydome is no longer rendered on the outside of the orb and there it becomes a static sky...

I tried already increasing mirror render distance to max... to no avail
Here my mirror settings:
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(I am on csp 0.3.0-preview140 , Pure Gamma v3.03 but have seen this also on earlier versions I believe)
 
Hello, I own the WTCR pack by Tommy 78, version 1.5, but the problem I'm having is that the AI cars are slow and handle poorly during races. Is there a good quality WTCR mod, or is there a way to fix the AI of these cars?
Thanks
 
☝️ Voices of sanity and reason.

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.
can you tell me where to download the car? I'm curious to hear the sound :D
 
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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.

Which car and to which position on track exactly does this happen? I'm watching an ACL car right now and it just slows down everywhere🫠.

The whole aihints.ini needs a rework... But i just had a look at the payloads and the fastlane was made with a modern car. Can tell with the brake pedal being fully engaged for waaaaaay too long before any medium corner, your ACL cars are never gonna be able to deal with this fastlane properly, as they get payloads to slow down too early and too strongly.
Capture d'écran 2025-11-30 002920.webp



You may be able to override it with super high HINTS and BRAKEHINTS in the aihints.ini files (at 1.15 they would absolutly ignore the brakes) but it will render the track super tricky for other types of cars. I tried a 1.05 value for everyone (HINT and BRAKEHINT) and it didn't really improve the whole experience.

Was the fastlane even good in the first place? Might be worth a couple of hours to setup a new one

Side note : the DANGER hints do not have any kind of action on the AI cars until they approach the sidelines, it's mainly to prevent the AI from going off road when entering a sector 2 cars wide. Also, switching to another ai.ini file would do much more harm and can even render the car unusable. The data to guide the AI to switch gear (RPM and percentage) are stocked in it 😅, among other things that are usually typical to a car type.

If you encounter a car that brakes too early on corners for a track whereas other cars seem to do fine, you can edit the brake hint from the ai.ini (if default at 0.995, 0.980 would make the car brake earlier, 1.020 would make it brake later). Or use the AIwhisperer app, i heard it was a wonderful app to deal with this kind of issues. But in this particular case i would go with a new fastlane with more subtle inputs, the ON/OFF attitude with pedal inputs never work well with vintage cars
 
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Which car and to which position on track exactly does this happen? I'm watching an ACL car right now and it just slows down everywhere🫠.

The whole aihints.ini needs a rework... But i just had a look at the payloads and the fastlane was made with a modern car. Can tell with the brake pedal being fully engaged for waaaaaay too long before any medium corner, your ACL cars are never gonna be able to deal with this fastlane properly, as they get payloads to slow down too early and too strongly.

You may be able to override it with super high HINTS and BRAKEHINTS in the aihints.ini files (at 1.15 they would absolutly ignore the brakes) but it might render the track super tricky for other types of cars.

Was the fastlane even good in the first place? Might be worth a couple of hours to setup a new one

Thanks for checking it. After more testing, it seems the issue only affects the Camaro 70 and Firebirds. The other ACL cars behave mostly fine more or less. These two in particular brake much more than the rest of ACLs.
The exact place where the weird slowdown happens is between turns 16 and 17, in The Esses. But you're right, they also tend to tap the brakes in many other places where they shouldn’t, even when the track is clear.
Your explanation makes sense if the fastlane was recorded with a modern car, the brake payloads probably tell the AI to slow down too early and too much, which older cars simply can’t handle.
I’m going to try generating a new fastlane specifically for these older cars, to see if that solves the over braking.
The ai to ai paste didn't include RPM lines, just everything under that 😉
Thanks for the help really appreciated.

Hello, I own the WTCR pack by Tommy 78, version 1.5, but the problem I'm having is that the AI cars are slow and handle poorly during races. Is there a good quality WTCR mod, or is there a way to fix the AI of these cars?
Thanks

See my last posts and the follow ups with a quite similar problem. 95% it has something to do with the track lines. What tracks are you using?
 
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Updated the gear shift time of the Panoz GTR-1 Roadcar along with the gear ratios and gave it a new gear shift sound as the new one is more satisfying to hear I think though it will be able to be silenced or disabled via the extension file:

Reference for ratios:

Also does anyone know how to make the cars accelerate from 1st gear in a fixed RPM like above ? It would help give a few of the cars better acceleration.

Also updated the SuperSport with one extra color based off the model from PGR3/4 with the black interior along with black headlights casing like the one from Project Gotham Racing, the samples have also been adjusted to more closely match as the pitch was off very slightly for the outside intake sound and the mid range exhaust sound and max RPMs interior both use new samples as the old ones were quite what I was looking for. The car also has a new gear shift sound though I intentionally edited the volume of it using the extension file since it wasn't audible due to the car sound also being quite loud so on release it won't be nearly as loud unless edited in the extension file:

hq720.jpg

5H5rk08.jpeg

The gear ratios have also been adjusted for the SuperSport along with the power figures so it more closely matches the specs of the one from PGR4 since that one seems to use pretty realistic specs to the real car as the car originally gained too much speed in 6th gear due to an incorrect powerband. Though I originally gave it 720HP the 664 HP figure indeed seems to be the correct one since it still makes slightly too much power IMO.

For comparison this is the speed with 664HP which seems to confirm that the car does indeed have 664HP as the speed matches almost perfectly with PGR4:


Reference for the gear ratios:
 
Hello, I own the WTCR pack by Tommy 78, version 1.5, but the problem I'm having is that the AI cars are slow and handle poorly during races. Is there a good quality WTCR mod, or is there a way to fix the AI of these cars?
Thanks
 
Donington Park 1993 v1.0

Screenshot_vauxhall_cavalier_btcc_donington_park_1993_10-7-125-15-32-53.webp

Donington Park is a motorsport circuit located near Castle Donington in Leicestershire, England. (wikipedia)
Conversion from rFactor.

-CSP recommended
-2 layouts (GP and National)
-55 pit/start
-AI, cam

Credits & Thanks;
GTR2 Track by SimBin Studios
rFactor converted by ?

AC Converted by shin956
AI lines, sidelines and ai_hints.ini by @IMEAN
The CAMPARI bridge, Sonic (object) and some logo textures were imported from the F1C version (updated by dmarques).
roofed stand from silverstone_91_93
Crowds texture by Kniker97
Logos Research from video and image by M1GHTYM4VS
marshall, cameraman and some textures by kunos
Test and Feedback by Twilight, @Breathe

Enjoy.
 
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Peter Boese I asked once but didn't get an answer.In LCS mode, the virtual mirror is too illuminated that sometimes almost nothing is visible.Is there a way to reduce the brightness in it?
 
Yeah, Pure skyboxes always looked a bit weird to me (both in photo mode and while racing), compared to other games that use similar skydome panoramic setups, but I've always chalked it up to the game being old and I don't really think it could be much better than what is right now and I don't want this to be taken as criticism towards Pure, which I adore to this day.

Selling alternative skyboxes on patreon is rather "intriguing" to say the least.
That will be that Garryreal fellow. he claims with his ppfs that AC has never looked more real, yet they dont look any where as good as standard pure. you can test them and skyboxes with a quick reddit search... definitely not worth spending any money on.
 
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)
Goto "CSP/Settings/Graphics/Adjustments" page
Then scroll down to "Scriptable filters" and check if "Filter script" is setted to "Tunnel effect".
In case, choose another one (eg: Pure...") or uncheck the "Active" option to disable all "Scriptable filters" section
 
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.
Hello,I've tested the three latest versions of CSP: 0.3.140 and 110, and also the latest 0.2.xxx, but the problem persists.I'd like to find a solution before resorting to a complete reinstall.
 
Circuito d'Italia v1.01

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A fictional track composed of parts of the most famous Italian tracks in one super circuit,
combining Mugello, Imola, Monza and Vallelunga into one great 'Circuit of Italy'

features:
  • CSP v1.76+ required (likely) rain, grass, all the things
  • 30 pit/grid with AI
  • a genuine 'al dente' feel

credits:

v1.01 changelog:
  • deleted some non needed meshes including old skybox
  • corrected an incorrect double entry in sufaces.ini
  • small lights adjustment
  • corrected lights color on ambulance
  • new VAO patch
  • skin added to brighten the advertisements, saved in BC7 format

:: DOWNLOAD v1.0 ::
:: DOWNLOAD v1.01 ::
Circuito d'Italia v1.01

v1.01 changelog:
  • deleted some non needed meshes including old skybox
  • corrected a double entry in sufaces.ini
  • small lights adjustment
  • corrected lights color on ambulance
  • new VAO patch
  • skin added to brighten the advertisements, saved in BC7 format

:: DOWNLOAD v1.01 ::
 
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That will be that Garryreal fellow. he claims with his ppfs that AC has never looked more real, yet they dont look any where as good as standard pure. you can test them and skyboxes with a quick reddit search... definitely not worth spending any money on.
I’m good for now. I don’t think there’s any better than Peter’s work.
 
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Got some reports on AI ramming using the latest version of AIwhisperer, fixed.


I figured it out, it's a test mode (Elasticautionaggressionboost in the code) i forgot to get rid off.

Basically when the AICaution drops the aggressionlevel gets higher; to a point where a car that would normally defect before overtaking is ramming the car at front. Was particularly cringe on heavy brakings.

On the other end, fixed the westwood hairpin that was terrible without the app here :
AI fastlane, aihints and AIWhisperer settings for Sergio Loro's Westwood and Greenwood (using the GTC60 GT2000 class or the WSC cars) :

 
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