Assetto Corsa PC Mods General DiscussionPC 

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Some good news on the GrassFX shading. I released a new hotfix for Pure 3 (3.07)

I tweaked the grassFX shading and added options to customize it in Pure Config app Light tab...

View attachment 1498706

View attachment 1498707

This works both for Pure LCS and Pure Gamma. But in Pure Gamma i did not a big change to the saturation, but you could if you want...

201504_1143_abfih_sm.jpg
 
Hello,
I was thinking recently of upgrading my PURE from v2.65 to v3.0+ (The latest version available)
But I am still on CSP v0.2.12, I've been kind of hesitant to switch to CSP 0.3, because I've read it is still somewhat unstable and buggy.

I was thus wondering if PURE v3 was still supporting later versions of CSP v0.2.X (in my case v0.2.12)?

(While I'm at it, would people here recommend switching to CSP v0.3 in general, or should I wait for a more stable version to release in the future before switching?)
 
Hello,
I was thinking recently of upgrading my PURE from v2.65 to v3.0+ (The latest version available)
But I am still on CSP v0.2.12, I've been kind of hesitant to switch to CSP 0.3, because I've read it is still somewhat unstable and buggy.

I was thus wondering if PURE v3 was still supporting later versions of CSP v0.2.X (in my case v0.2.12)?

(While I'm at it, would people here recommend switching to CSP v0.3 in general, or should I wait for a more stable version to release in the future before switching?)
Pure Gamma will need CSP 0.2.0 to work and Pure LCS will need CSP 0.2.3.
So its compatible down to this versions.
 
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shi
Donington Park 1993 v1.01

View attachment 1495406
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.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.01 changelog;
Fixed the flickering adboards.
Fixed the Marshall Post fence. (ext_config.ini)
- Thanks Mascot for the report.
Updated camera_facing.ini (DIFFUSE and AMBIENT).

Donington Park 1993 v1.01

v1.01 changelog;
Fixed the flickering adboards.
Fixed the Marshall Post fence. (ext_config.ini)
- Thanks Mascot for the report.
Updated camera_facing.ini (DIFFUSE and AMBIENT).

Screenshot_no_nsx_usdm_donington_park_1993_11-11-125-15-17-40.webp
 
@Peter Boese
I'd like to ask you about something else. For some reason, all CSP versions higher than 0.2.11 prevent me from continuing my championships after the first round; the results aren't saved.If you have any suggestions, thank you.
 
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How do you guys make your game look good? I've tried different pp filter, getting back at pure what I have look nothing like what I see on the internet

View attachment 1498780
View attachment 1498781
Forever stuck on the bog standard Pure filter because, like you, every other option is either bugged or doesn't look like the thing advertised lol. And it looks... Good ? Good enough, it's a racing game anyways.

Screenshot_sf_porsche_956_surfers_paradise2004_12-11-125-19-11-57.webp


Screenshot_sf_alpine_a424_rj_istanbul_park_3-7-125-20-33-18.webp
 
Really? Can you send me the link? I didn't find them in the search results :confused:

&

 

&

Thanks mate!

Merry Christmas GIF by Respective
 
Making a similar analysis to our friend "Apocalipse211", for me it would be the following:

*Most complete simulator: Assetto Corsa (we can drive practically any car, from any category, in any era of motorsport), even with the minor problems mentioned.

*Best F1 game: of the modern era, I also agree with F1 2020 (it was also the last one with classic cars), but in my point of view (who knows, maybe in the near future), an official game with all seasons (or that would be added over time), even with licensing problems (driver, car, circuits, something similar to AMS 2).

*Best Rally Game: from what I've always read, it was or is "Richard Burns", but I believe Assetto Rally (could replace it soon), Dirt Rally 2 (almost complete), EA WRC (could be "the game") but it was a disappointment for me. I still partly prefer (WRC Generations), to fill the gap (diversity of cars/stages), we fall back on Assetto Corsa.

*Most Revolutionary Simulator: certainly the series by "Geoff Crammond" is still glorified.I remember very well when we did championships/races (me, my brothers and some friends), in the famous "hot seat" mode... which was also present in some rally simulators, but never in other games that followed (they emphasized the online mode)... but the "hot seat" mode was quite interesting.
Nowadays what we do (are "time trials" modes)... usually at my house (... the pressure of trying to find a fast lap), knowing that the opponents are behind your chair (cheering? for you to crash into the wall)....

*Worst GUI/menus: without a doubt, this award goes to Rfactor 2, even though it's a very good simulator.

*Race Room: very good (with frequent improvements and updates), new packs are offered regularly (but few participate) when compared to other simulators.

*Automobilista 2: For me, we could say it's Project Cars 2 (of the modern era). A multitude of content could still be included. In my opinion, the versions of the classic tracks are unbeatable.

*Assetto Corsa Competizione: has always been a game (that requires a lot of hardware to run minimally) somewhat similar in this respect to Le Mans Ultimate (in my case, I can play much better).

*Best online simulator: from what they always say, iRacing has a guaranteed spot, but it's not for my "pocket, $$$$".


Result: To take the place of ASSETTO CORSA, it will be very difficult in the coming years, only if something similar happens with Assetto Evo (migrating the official and mod content to that title).
This link says it all:
https://www.overtake.gg/threads/whi...he-most-time-with-during-the-holidays.291456/

How do you guys make your game look good? I've tried different pp filter, getting back at pure what I have look nothing like what I see on the internet

View attachment 1498780
View attachment 1498781
Your game looks very good.
I'm in the same boat. Sometimes I'm tempted on going back to Sol, but Pure is good enough and better. It gives more fps IMO
 
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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
Both mods have been updated to new versions. Use the links in the quote to get the new versions.

I'd call this an optional update. If you are fine with how the original mod looks, you can skip this. I made some changes to some minor problems that were probably not noticeable by most people.

-- Redid the tree texture alpha layers to fix a few small issues along the edges of some trees. Also changed one of the tree textures to what I think is a better looking tree.
-- Corrected the seasonal trees lua file to include a tree material I didn't know existed since I couldn't load all of the layouts. Once I got that resolved, I found out there was a set of trees that were not changing texture or colors in different seasons.
-- A couple of shader tweaks to tone down some overly bright areas.
-- Increased the LOD_OUT setting on the fire truck object on Nurburgring to eliminate the pop-in issue.

I will be updating my ks_nurburgring mod as well with the corrected tree textures sometime in the near future.
 
Both mods have been updated to new versions. Use the links in the quote to get the new versions.

I'd call this an optional update. If you are fine with how the original mod looks, you can skip this. I made some changes to some minor problems that were probably not noticeable by most people.

-- Redid the tree texture alpha layers to fix a few small issues along the edges of some trees. Also changed one of the tree textures to what I think is a better looking tree.
-- Corrected the seasonal trees lua file to include a tree material I didn't know existed since I couldn't load all of the layouts. Once I got that resolved, I found out there was a set of trees that were not changing texture or colors in different seasons.
-- A couple of shader tweaks to tone down some overly bright areas.
-- Increased the LOD_OUT setting on the fire truck object on Nurburgring to eliminate the pop-in issue.

I will be updating my ks_nurburgring mod as well with the corrected tree textures sometime in the near future.
GOAT
 
shi
Hamburg Harbor v1.1

View attachment 1379806
The Hamburg Harbor circuit is a fictional route on real terrain, the Burchardkai.
Conversion from RACE07.

-CSP Recommended
-42 pit/start
-2 layout (Long/ Short)
-AI, cam

Credits & Thanks;
Original RACE07 Track by Neteye
-Thank you for giving me permission

AC Converted by @shi (shin956)
logo.png by @Fanapryde
Crowds texture by @Kniker97
Base of container textures from;
"containers estilo ps1/ps2" (https://skfb.ly/oEutU) by Wardster is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).
some textures by kunos
Test and Feedback by @Breathe , @Fanapryde

Enjoy.
Converted upon request by Patreon member Alex Laush.

Requests are currently not being accepted.
https://www.patreon.com/posts/important-notice-108110777

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.1 changelog;
Even when CSP settings → General Patch Settings → CPU optimizations → Chunks optimizations are set to Advanced, ground objects are no longer hidden. (Tested with CSP 0.2.12-preview1.)
Updated ext_config.ini.
Added Garage Doors.
Fixed wall normals.
Fixed hole.
Fixed groove.
Added new skidmarks.
Recreated the AI lines.
Other minor fixes.

Hamburg Harbor v1.1

v1.1 changelog;
Even when CSP settings → General Patch Settings → CPU optimizations → Chunks optimizations are set to Advanced, ground objects are no longer hidden. (Tested with CSP 0.2.12-preview1.)
Updated ext_config.ini.
Added Garage Doors.
Fixed wall normals.
Fixed hole.
Fixed groove.
Added new skidmarks.
Recreated the AI lines.
Other minor fixes.

Screenshot_f302_mclaren_f1_gtr_97_hamburg_harbor_13-11-125-15-50-20.webp


The side mirrors seem glitchy in cockpit mode.
Add the following to ext_config.ini.

Code:
[MESH_ADJUSTMENT_...]
ACTIVE = 1
DESCRIPTION=fix mirror
MESHES = 6_0
IS_RENDERABLE = 0

[SHADER_REPLACEMENT_...]
ACTIVE = 1
DESCRIPTION=fix rear window shadow
MATERIALS = Material #CC31AS
CAST_SHADOWS = 0

Additionally, Low-resolution textures have been upscaled.
These include the car name logo on the plate, the logo on the steering wheel, and the textures on the edges of the front and rear windows.
Simply place the dds files from the attached zip file into each skin folder.
Screenshot_evo_9_2005_ks_barcelona_13-11-125-16-6-47.webp
 

Attachments

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Both mods have been updated to new versions. Use the links in the quote to get the new versions.

I'd call this an optional update. If you are fine with how the original mod looks, you can skip this. I made some changes to some minor problems that were probably not noticeable by most people.

-- Redid the tree texture alpha layers to fix a few small issues along the edges of some trees. Also changed one of the tree textures to what I think is a better looking tree.
-- Corrected the seasonal trees lua file to include a tree material I didn't know existed since I couldn't load all of the layouts. Once I got that resolved, I found out there was a set of trees that were not changing texture or colors in different seasons.
-- A couple of shader tweaks to tone down some overly bright areas.
-- Increased the LOD_OUT setting on the fire truck object on Nurburgring to eliminate the pop-in issue.

I will be updating my ks_nurburgring mod as well with the corrected tree textures sometime in the near future.
Thank you for your amazing work!
I have just one thing which still bothers me with this mod and it's how big the Castle appears when at the 'Döttinger Höhe'. I figured, it must just be because of the trees around it not popping in. Or popping in too late anyway. Is there some value we can change, which would make those trees appear sooner?
 

Attachments

  • Screenshot_urd_detroit_coyote_gt3_fn_nurburgring_13-11-125-9-39-5.webp
    Screenshot_urd_detroit_coyote_gt3_fn_nurburgring_13-11-125-9-39-5.webp
    79.9 KB · Views: 1
shi
Hamburg Harbor v1.1

v1.1 changelog;
Even when CSP settings → General Patch Settings → CPU optimizations → Chunks optimizations are set to Advanced, ground objects are no longer hidden. (Tested with CSP 0.2.12-preview1.)
Updated ext_config.ini.
Added Garage Doors.
Fixed wall normals.
Fixed hole.
Fixed groove.
Added new skidmarks.
Recreated the AI lines.
Other minor fixes.

View attachment 1498941



Add the following to ext_config.ini.

Code:
[MESH_ADJUSTMENT_...]
ACTIVE = 1
DESCRIPTION=fix mirror
MESHES = 6_0
IS_RENDERABLE = 0

[SHADER_REPLACEMENT_...]
ACTIVE = 1
DESCRIPTION=fix rear window shadow
MATERIALS = Material #CC31AS
CAST_SHADOWS = 0

Additionally, Low-resolution textures have been upscaled.
These include the car name logo on the plate, the logo on the steering wheel, and the textures on the edges of the front and rear windows.
Simply place the dds files from the attached zip file into each skin folder.View attachment 1498943
Hamburg Harbor is a great track to drive and race on. Thanks for the update!
 
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