Assetto Corsa PC Mods General DiscussionPC 

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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
For anyone interested, the mods got a slight update. Use the links in the quote if you want to try it.

-- Created one new fall and spring tree texture to eliminate some of the monotonous look in some rows of trees because of the same tree texture being used. Also tweaked the brightness of some of the fall\spring trees.
-- Added a darker grass option if you find the grass to be too light. A little leg work is needed. First disable whichever grass skin you were using (Grass or Grass2) . Go into the grass skin folder you were using and rename the grass_base2.dds file to some other name (i.e, grass_base2_light). Rename the grass_base2_darker.dds file to grass_base2.dds. Then re-enable the skin.
 
Released : Marcos Mantara LM600
Author:F302
3D Model Car: PMR
Texture Update : F302 (rework)
3d work: F302
hope u enjoy the car
knowing bug shift animation
ps : send feedback ,bugs ,missing things
tested on 0.2.12-preview1
PP filer PURELIFE EVO GT
VR
have fun!
To install, move folders to "...\SteamApps\common\assettocorsa" or simply
drag'n'drop archive to Content Manager

View attachment 1499150
Link is down ..
 
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shi
F1 1998 - ROUND 02 - Interlagos v1.1
The Interlagos billboard in the F1 1992 Track Pack has been updated to the F1 1998 version.
Some textures and objects from Grand Prix Team's rFactor F1 1998 Track Pack were used.
surrounding building objects from GP4 Interlagos 2001 by Hega.

View attachment 1354317
-CSP recommended
-32 pit/start
-AI, cam

About ITC 1996 - Interlagos Layout
https://www.patreon.com/posts/itc-1996-125355434

Credits & Thanks;
rFactor Track by F1-S-R (ASR)
rFactor F1 1998 Track Pack by Grand Prix Team
GP4 Interlagos 2001 HD AI by Hega
-Thank you for giving me permission (ASR, Grand Prix Team and Hega)

AC Converted by @shi (shin956)
AI and sidelines by Thockard
logo.png and sections.ini by @Fanapryde
Water tower by Alessandro Micali (ASR Formula)
Animated flagmen by Alessandro Micali (ASR Formula) (Original by doublezero)
Crowds texture by @Kniker97
some objects from Interlagos 90s
marshall and some textures by kunos
Test and Feedback by @Breathe , @Masscot, Alessandro Micali, TITI

Enjoy.

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.1 changelog;
Added ITC 1996 layout. (For details, refer to readme_addon_interlagos_ITC_1996.txt.)
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.)
Added red-white walls.
Added road edges.
Updated podium texture.
Updated sand texture.
Updated ext_config.ini.
Reworked groove and skidmarks.
Other minor fixes.
surrounding building objects from GP4 Interlagos 2001 by Hega. (Thanks)

F1 1998 - ROUND 02 - Interlagos v1.1
Screenshot_ks_mazda_mx5_nd_interlagos_1998_15-11-125-18-42-22.webp

About ITC 1996 - Interlagos Layout
Screenshot_vsf1_mclaren-mp413_interlagos_1998_15-11-125-12-30-23.webp

v1.1 changelog;
Added ITC 1996 layout. (For details, refer to readme_addon_interlagos_ITC_1996.txt.)
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.)
Added red-white walls.
Added road edges.
Updated podium texture.
Updated sand texture.
Updated ext_config.ini.
Reworked groove and skidmarks.
Other minor fixes.
surrounding building objects from GP4 Interlagos 2001 by Hega. (Thanks)
 
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On JK1977 Marcos Mantara LM600 :
Driver's head is often through the side windows, I didn't find what setting to change to solve this issue (I noticed the head on some other cars doesn't move so much I think it can be set ...)
I tried to edit driver3d.ini but nothing change.
 
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I know it's a sin to mess with a Lilski track, but much like Bridgehampton, the track renders really bright for me using CSP. So i'm fooling around with it a little to make it not so bright on my end. Plus i'm adding a few CSP features just for kicks. So far i've added the @Masscot cable fix to all of the wires, adjusted some shader values, made the windows transparent and began replacing all the flags with animated versions. This one may take awhile because there are a lot of flags. I also hope to add meshes for turning lights on at night.

I still need to balance the shader values a bit (might be too dark at the moment) and get the flag sizes correct. I hope when i'm done he will let me make the mod available.

Before:
1.webp


After:
3.webp
 
Here's the link to another car from the F1 1977 pack (Ferrari 2 specs).

  • Ferrari 312T2b ( early season )
  • Ferrari 312T2 ( middle and end season )

I managed to recover some of them (intact) after the file losses earlier this year, but I had to redo some adaptations to the car and skins.As always, the possible improvements to the textures (by MrHunt).

One detail, the drivers' names (next to the cockpit) cannot be changed (one side is mirrored)...it's some detail of the 3D model (that I don't know how to fix).

In both versions (there are small details in the skins), the sides of the rear wings (red or silver).

I tried to adjust the "physics" as much as possible according to the other cars in the pack.

That's all for now.The driver files can be (driver_70_fe (more detailed adaptation) or drive_70 (by kunos)
 

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I'm currently working on a fantasy version of a panoz indycar if they got the contract and kept developing the car. Were using it in a league im running and I've been trying to add a working hanford but so far it hasn't quite been working right and was wondering what sort of Coefficient of drag I should be using. Should it be higher than the body CD file? which is what im currently using besides the zero setting which is 0 as shown so that i can take the hanford of the car as well. when its on the angle the plane is at is 90 if thats relavent
-10|1
0|0.0
2|0.45
5|0.6
30|1
 
I know it's a sin to mess with a Lilski track, but much like Bridgehampton, the track renders really bright for me using CSP. So i'm fooling around with it a little to make it not so bright on my end. Plus i'm adding a few CSP features just for kicks. So far i've added the @Masscot cable fix to all of the wires, adjusted some shader values, made the windows transparent and began replacing all the flags with animated versions. This one may take awhile because there are a lot of flags. I also hope to add meshes for turning lights on at night.

I still need to balance the shader values a bit (might be too dark at the moment) and get the flag sizes correct. I hope when i'm done he will let me make the mod available.

Before:
View attachment 1499658

After:
View attachment 1499659
Would you take a look at reboots sebring please ?
 
shi
I have converted 3 fictional tracks from GTR2. Details of the circuit can be found in the original link or readme_gtr2.
Original author link (RD)

Le Mancorchamps v1.21 (2025/12/04 Updated)

View attachment 1213266
-CSP recommended
-30 pit/start
-AI, cam
-White & Red cm skin

Credits & Thanks:
Original Track by ChriKoh
-Thank you for giving me permission

AC Converted by @shi (shin956)
AI by @KevinK2
ext_config by @CrisT86
logo.png and sections.ini by @Fanapryde
Additional cams by @DaBaeda

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.1 changelog;
Added groove, lights, seasons, 2nd windmill.
Adjusted some normals and shaders.
Changed asphalt texture.
Fixed white line.
Edited track map.
Added 2 cams by DaBaeda.
Added logo.png and sections.ini by Fanapryde.

v1.11 changelog;
Hid lemancorchamps_wall.kn5.

v1.2 changelog;
The white lines were made into a separate mesh and smoothed.
Updated gas station textures.
Updated road surface textures.
Fixed some normals and shaders.
Fixed holes.
Updated ext_config,ini and VAO-patch.
Added skidmarks.
Added marshalls.
Added camera facing crowds.
A few minor fixes.

v1.21 changelog;
Fixed the mesh of the gas station.
Fixed mapping for Treewall and Guardrail. (Thanks Mascot for the report.)
Fixed the spectator textures. (Thanks Mascot.)
Updated VAO-patch.
--------------------------------------------------------------------------------

Spaburgring v1.3 (2025/12/16 Updated)

View attachment 1499854
-CSP recommended
-30 pit/start
-AI, cam
-White & Red cm skin

Credits & Thanks:
Original Track by ChriKoh
-Thank you for giving me permission

AC Converted by @shi (shin956)
AI by @KevinK2
ext_config (base) by @CrisT86
logo.png and sections.ini by @Fanapryde
Test and Feedback by @Fanapryde

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.1 changelog;
Adjusted some normals and shaders.
Added groove.
Updated ext_config.ini and cam.
Removed spaburgring_wall.kn5.
Smoothed physical road surface.
Added logo.png and sections.ini by Fanapryde.
Changed background.

v1.2 changelog;
Fixed hole. (Thanks clickersnapper01 for the report.)
Fixed castle normals.
Changed background.
3D mountains from Chuck_CG's Landscape pack.

v1.3 changelog;
The white lines were made into a separate mesh and smoothed.
Updated the road surface's UV mapping and textures.
Fixed some normals and shaders.
Added skidmarks.
Added marshalls.
Added camera facing crowds.
Added reverb to the bridge.
Updated tree textures.
Updated ext_config,ini and VAO-patch.
A few minor fixes.
--------------------------------------------------------------------------------

Zandzuka v1.0 (02/17/2023 Update)

View attachment 1231738
-CSP recommended
-30 pit/start
-AI, cam
-White & Red cm skin

Credits & Thanks:
Original Track by ChriKoh
-Thank you for giving me permission

AC Converted by @shi (shin956)
AI by KevinK2
ext_config by CrisT86
logo.png and sections.ini by Fanapryde

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.0 changelog;

-Adjusted many normals and shaders
-Added groove
-Added some normal map texture
-Updated ext_config.ini
-Removed zandzuka_wall.kn5
-Added logo.png and sections.ini by Fanapryde
-Changed background
3D mountains from Chuck_CG's Landscape pack.

Spaburgring v1.3


v1.3 changelog;
The white lines were made into a separate mesh and smoothed.
Updated the road surface's UV mapping and textures.
Fixed some normals and shaders.
Added skidmarks.
Added marshalls.
Added camera facing crowds.
Added reverb to the bridge.
Updated tree textures.
Updated ext_config,ini and VAO-patch.
A few minor fixes.

Screenshot_ks_mclaren_f1_gtr_spaburgring_16-11-125-10-17-58.webp
 
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I'm just working on some physics for a few cars and been making alterations to the tyre file, since making those changes the AI are missing the apex and running wide in the middle of the corner, what parameters do I need to change in the AI.ini of those cars? Is it the look ahead line or the brake hint line? I know trail opens up the corner exit.
 
Just got the kartsim esports pack for rfactor2, i've been doing some rfactor 2 tracks into AC, but these kartsim ones are encrypted, if anyone knows away to open these files please PM me. cheers.
 
Ok i was bored and decided to update those kunos previews in CM. Now some cars miss wheels, and i believe my previews are worse than before. Typing "preview" in the search bar was a bad idea.

Which preview sets are you guys using, or which preview addon? I like the ones with industrial walls or grass behind, could not find them
 
Up graded my 10 year old TX wheel today. Fantec 8nn. Firstly 10 years on a TX and still working, i remeber when i got it all the talk of them not lasting. Secondly what should i expect? Anyone got the 8nn fanatec? I run the TX on 70 percent force and still feels pretty strong to me, certainly as i'm used to real life and power steering so rock hard force isn't what i'm after...
 
Ok i was bored and decided to update those kunos previews in CM. Now some cars miss wheels, and i believe my previews are worse than before. Typing "preview" in the search bar was a bad idea.

Which preview sets are you guys using, or which preview addon? I like the ones with industrial walls or grass behind, could not find them
I use this one ;)
1765899617423.webp
 
shi
Spaburgring v1.3

v1.3 changelog;
The white lines were made into a separate mesh and smoothed.
Updated the road surface's UV mapping and textures.
Fixed some normals and shaders.
Added skidmarks.
Added marshalls.
Added camera facing crowds.
Added reverb to the bridge.
Updated tree textures.
Updated ext_config,ini and VAO-patch.
A few minor fixes.

View attachment 1499855
The kerbs and tyres and signs and stuff all look a bit laboratory clean, so I very quickly smeared dog tods on the red & white skin to filth it up a bit if anyone wants it. Five-minute job so don't expect miracles..!
 

Attachments

NISSAN GT-R NISMO GT3 2018 V1.1 update!
Sprint and Endurance
LINK 1: https://mods.to/KBxw69123148b8deb
LINK 2: https://modsfire.com/3VmRFnC1Gi3EcD6

CHANGELOG V1.1 — PLEASE DELETE THE OLD CAR FOLDER!

— fixed script.lua for AI not starting in race, using manual/automatic starter physics, when a different car is selected by human player
— fixed script.lua for AI not starting in drag race, using manual starter physics
— added a brake light 3D animation
— fixed brake lights and hazard lights emissive
— fixed throttle and brake animations with pedals not moving
— fixed throttle foot animation for VR (thanks Masscot for the feedback)
— fixed Starter sound triggered by abrupt RPM fall but not reaching 0 RPMs

** thanks to our two new testers fto_10 and Nuttyboy812 **

View attachment 1486072

Hi simracers!
I present you the ACC conversion of the NISSAN GT-R NISMO GT3 2018. The car took me quite some time to complete, because it was difficult to gather the old crew to help me working on it, in my spare time, so I had to take several breaks and restarts. But eventually here we are, version 1.0 is ready to drive, because I couldn't leave the "Godzilla" as an unfinished business.

I want to thank my fellows in this long journey:
enkay74, TheSoundguy, Fanapryde, berserker974, ST130013, ThePharaoh89, CrestedIsland.
Special thanks to FileMissing who had the idea of converting the car, in the first place, but he wasn't able to join us and Fanapryde
❤️

I hope you guys will enjoy driving the car.
You will find a .pdf file inside the archive, where you can understand how to operate the car:

— Manual start or automatic start via .bat file. By default the car is on Manual ignition/start mode.
— 3 MOTEC display pages available
— 2 Racelogic display pages
— SAS Driver info display
— Visor up and down
— 2 celebrations


Thank you all, thanks to Kunos for this great evergreen sim.
Ciao! 😁
NISSAN GT-R NISMO GT3 2018 V1.2 update!
Sprint and Endurance
LINK 1: https://mods.to/BY7H694186929fada
LINK 2: https://modsfire.com/k849Yb627vmPG4V

CHANGELOG V1.2 — PLEASE DELETE THE OLD CAR FOLDER!

— fixed SAS.sq.lua to communicate with Safety Car app (free version update 3.0)*
— reworked SAS display to add SC, VSC, Yellow S1, S2, S3, Low Fuel flags
— reworked starter sound outside soundbank
— added cranking sound and engine kill sound
— added external sounds in .ogg format
— updated engine sound

*thanks to sprinteron, for letting me use my code into his Safety Car app (update 3.0).

If you haven't already, download his Safety Car app (free version) from the link above, then overwrite the file fcy_yellow_rollingstart.lua with mine.
If the free version of the app will be updated, and you won't see the flags working, you can add the code you can read in the NISSAN GT-R NISMO GT3 2018 User Guide V1.2.pdf and in the Changelog V1.2.txt. I explain you where to inject it. Hopefully sprinteron will soon test the code and add it to his app (free and paid version), so every car with the SAS display with my lua code (or another code capable to connect with the app) will have the flags connected to the safety Car app. I think it's cool! 🥳 😍

1765903665924.webp


Thank you all, thanks to Kunos for this great evergreen sim.
Ciao! 😁
 
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shi
Spaburgring v1.3

v1.3 changelog;
The white lines were made into a separate mesh and smoothed.
Updated the road surface's UV mapping and textures.
Fixed some normals and shaders.
Added skidmarks.
Added marshalls.
Added camera facing crowds.
Added reverb to the bridge.
Updated tree textures.
Updated ext_config,ini and VAO-patch.
A few minor fixes.

View attachment 1499855

Hungarobull was also created (when I have had a stack overflow and said during our league race, these two tracks could be mated together based on their layout).

It is not published, but is driveable, made it with the BIG help of Tibor Beke, shaders were never properly implemented, maybe I will have time :-)
 

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