Assetto Corsa PC Mods General DiscussionPC 

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Regards the 1.00 steer assist, years and years ago Stephano saidf that F1 cars would maybe need say 0.75 ish, but any other car 1.00 always. Most drift mods come with 0.00 for some reason and its the first thing i change if its possible (drifters like to encrypt EVERYTHING).
0.00 is just heavy and horrible. I've always liked that AC isn't a game of fiddling with FFB settings, unlike say PCars games, not about to start now...
 
Is there a problem with CSP 0.3.0 p212 struggling with large grids of some cars, like the URD BMW M4 GT3 EVO?
Feels like the CPU is tanking, so maybe due to extended physics or something?
 
Is there a problem with CSP 0.3.0 p212 struggling with large grids of some cars, like the URD BMW M4 GT3 EVO?
Feels like the CPU is tanking, so maybe due to extended physics or something?
Yes, I have the same problems with URD cars with CSP 0.3.0 p212 and large grids. I have the problem with the URD BMW M4 GT3 EVO, the Aston Martin Vantage GT3 EVO, but also with the old URD BMW M4 GT3 v2. But maybe there are more URD cars, that have the same problem. Each car loads without a problem in PRACTICE mode as single car, but if I try to load a race with 2 or more cars, the game crashes. Now I switched back to CSP 0.2.12-preview1 and the problem is gone.
 
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Yes, I have the same problems with URD cars with CSP 0.3.0 p212 and large grids. I have the problem with the URD BMW M4 GT3 EVO, the Aston Martin Vantage GT3 EVO, but also with the old URD BMW M4 GT3 v2. But maybe there are more URD cars, that have the same problem. Each car loads without a problem in PRACTICE mode as single car, but if I try to load a race with 2 or more cars, the game crashes. Now I switched back to CSP 0.2.12-preview1 and the problem is gone.
Mine load OK, I can put 40 of them in a race. The problem is the low framerate with them.
 

No the same, but we are there
Guess who fixed the lower exhaust effects for this car at overtake… ;-)
 
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What page is this on? I've not downloaded any scripts or lut files, is this buried in a csp side menu, or is it in the post processing force feedback menu?
Edit: Ah. I see the problem. You hadn't read the post I responded to. As @LAFAYET47 has explained, you need to download it from Overtake and then it'll make sense what we're on about.

2026-01-10 08_00_19-Content Manager.webp
 
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Edit: Ah. I see the problem. You hadn't read the post I responded to. As @LAFAYET47 has explained, you need to download it from Overtake and then it'll make sense what we're on about.

View attachment 1505004
I think I need to update my csp looking at that screen! I didn't really want to from reading all the posts about things not working upon updating. K wait till things get a bit more stable then looking into FFB haptics etc. Thanks for you help though!
 
Additional layout for Kunos Spa:

1768050230138.webp

Additions/changes/fixes:
  • Patrolling helicopters added.
  • Balloons/blimp/plane/distant airliners/flying birds added.
  • Crowd/pit/PA announcer audio added.
  • New spectators added using the knicker97 textures.
  • Animated flag-waving spectators added.
  • New adboards, teardrop flags and TSO textures.
  • Semi-fictional '6 Hours of Spa' Total Energies/WEC branding added to gantries.
  • Facetted powerline cables and pole attachment points on the Bruxelles approach fixed/improved (thanks @Kniker97).
  • Moiré interference pattern on the pit buildings fixed.
  • Distant grandstand pop-in fixed when heading from Speaker's Corner down to Double Gauche.
  • 40 grid/pit extension by Matheus Machado added.

 
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Additional layout for Kunos Spa:

View attachment 1505045

Additions/changes/fixes:
  • Patrolling helicopters added.
  • Balloons/blimp/plane/distant airliners/flying birds added.
  • New spectators added using the knicker97 textures.
  • Animated flag-waving spectators added.
  • New adboards, teardrop flags and TSO textures.
  • Semi-fictional '6 Hours of Spa' Total Energies/WEC branding added to gantries.
  • Facetted powerline cables and pole attachment points on the Bruxelles approach fixed/improved (thanks @Kniker97).
  • Moiré interference pattern on the pit buildings fixed.
  • Distant grandstand pop-in fixed when heading from Speaker's Corner down to Double Gauche.
  • 40 grid/pit extension by Matheus Machado added.

Could I use any of this stuff on my Spa 2022 track mod? I think some of it would be a nice addition to the mod, especially the extra grids and flag-waving spectators.
 
Hi guys
I wonder if i could humbly ask any of the super talented track modders on this forum if they could take a look at the trees on the pre-1994 Monza track mods . I love driving the early 90's F1 cars and the tracks from shin956 and others are excellent but the pre '93 tracks all seem to "open" with the trees not being tall enough and overhanging the track, especially going from the second lesmo to ascari View attachment 1504928
pre 1994 mod
View attachment 1504929

Kunos track
Would be awesome if someday someone could try to amend the trees to be closer to the Kunos version of the track as I feel it adds to the clostraphobic feeling of driving through and under the trees . The pre '94 versions of the track just feel as though theres to much sky visible
Thanks to all the modders for their time and efforts
Cheers
The shin Monza are from rFactor 1 carrera4 trackpack, so they are really off
 
Additional layout for Kunos Spa:

View attachment 1505045

Additions/changes/fixes:
  • Patrolling helicopters added.
  • Balloons/blimp/plane/distant airliners/flying birds added.
  • Crowd/pit/PA announcer audio added.
  • New spectators added using the knicker97 textures.
  • Animated flag-waving spectators added.
  • New adboards, teardrop flags and TSO textures.
  • Semi-fictional '6 Hours of Spa' Total Energies/WEC branding added to gantries.
  • Facetted powerline cables and pole attachment points on the Bruxelles approach fixed/improved (thanks @Kniker97).
  • Moiré interference pattern on the pit buildings fixed.
  • Distant grandstand pop-in fixed when heading from Speaker's Corner down to Double Gauche.
  • 40 grid/pit extension by Matheus Machado added.

Another masterpiece addition , great job , loving it
 
I get what you are saying.
For me Real ffb Pure ads just a little bit immersion and pseudo feel, without adding distracting signals.
That's the best way of describing it, for me

Feeling in simracing is very personal and other people may prefer Real ffb Haptic or something completely different.
The problem is all these different mods. My favorite ffb reference car ist the bmw m1 procar 89 from Pfalzdriver. An other extrem is the dodge charger rt 426 Hemi form jugee8. With real ffb haptic you have with the dodge to much effects and real pure ffb feels much better. Its not possible to say this script is for all cars the best. Always depending which car (mod) you are driving. Thats the price for all this wonderful mods which make AC so beautiful, the stringent line is loss. I give zolt_moi right, but the choice of cars which give this ffb is very very small. You can with real pure or real haptic to set the frequence (Hz) of overdrive for example lower and for oversteering a little higher and the lateral slip to set Zero, because in both case you have a lateral slip and this can irritate. Its a simple feedback which give you a feedback to the wheel and not the truth of a real car. I own a panamera turbo and bmw 650 cabrio, the servo of the wheel is so different that you get totally different feelings of the car. For compare both cars you must have the same strength of servo. The prediction of when the car will lose grip is heavily influenced by this when you compare them, because the other feeling is always stored in your memory.
The more I drive the same car, the easier it is to notice when I'm losing grip, which is obvious. But with AC and the wide car selection available, I want to drive these different cars, and that's where “simpler” feedback helps me.
 
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quick question, somehow my colors dont work for a spefic car anymore. for a example i wann have a pts ruby star color but then the game gives me a red car as output. the texture file matches the one of the one used for the car
 
Maybe the same issue ^... On skins I created where I changed the color of the seatbelts and door panels by inserting a replacement map with the right color into the skin folder, no longer works at the track. Any replacement image maps are being ignored now.(still works correctly in CM Showroom of course) PITA.
 
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Caparo T1 2013 Public Release!!
Download: https://www.mediafire.com/file/uj5vqgywdlx2i8t/caparo_t1_2013_101creative.rar/file
Converted From FM6
-AO inside and out
-Realistic Dashboard
-Physics
-CSP Settings
-Driver Animation
-Panoramic session Start config Daniel Nogal


View attachment 1504905View attachment 1504906View attachment 1504907View attachment 1504908View attachment 1504909View attachment 1504910View attachment 1504911View attachment 1504912
Can someone please fix the rear lights/brake lights, not glowing?
 
quick question, somehow my colors dont work for a spefic car anymore. for a example i wann have a pts ruby star color but then the game gives me a red car as output. the texture file matches the one of the one used for the car

Try unchecking this option under CSP/Patch/Optimizations/General Optimizations
1768062385626.webp

or this under CSP/Patch/Optimizations/New KN5 materials
1768062520646.webp
 
Hope somebody can help, please see attached image, what's the problem with the right mirror, it appears to have part of the left image that's stationary and part of the right mirror image that you can adjust ? I'm currently running 0.2.12-preview1, this also happens with 0.3.0 -preview 212 full. This only appears to affect some cars not all 🤷‍♂️.

Regards

Mark
 

Attachments

  • Screenshot_hss_1970_brm_p153_spa_10-0-126-16-44-25.webp
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For the Volvo_242_Turbo_Evolution_600+HP_MRNDES by MRN designs (found in a garage),
put this at the back of the general extension file to fix sunroof and some weird texture floaty issue (prob only in VR) :

Code:
------ fix sunroof shader --------
[SHADER_REPLACEMENT_...]
MESHES = Sunroof_Outside.001
SHADER = ksWindscreen
IS_TRANSPARENT = 0
CAST_SHADOWS = 0
BLEND_MODE = ALPHA_BLEND

------ fix some transparancy issues --------
[SHADER_REPLACEMENT_...]
MESHES = Foglight_Interior, AC_Symbol
IS_TRANSPARENT = 1

This is a surprisingly nice mod imho... give it a try!

You can lower the side windows and open the sunroof cover with EXTRA_D E and F ...
QUESTION: is there some code we can add in extension file (of car or skin) to have these options turned on by default?

EDIT: I've been trying to get it done with help of Gemini for an hour now , and not able to do it!? Surely someone here is smarter then Google's AI ... :)

EDIT2: almost 3 hours and Gemini (and I ) throws in the towel... we cannot get the windows to open by default.
If anyone can crack this , you can officially say you are smarter then a billion dollar AI !
 
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Palm Beach, i converted this to use the kart track as a drift track, but it has the full track and the drag way also. Wasn't fussed about the actual track so concentrated on the kart part, its great to drift on but track surface is bumpy, which works for me but for some might not...
Reason for sharing is because the other palm beach IMO isn't very nice, so if anyone wanted to do more to this then i hope you do and share on. The track objects and details are rather nice IMO.
 
Hi Mr, I would like to use your '73 Ferrari 312pb mod (the pack with 4 versions): trying it I found it difficult to drive, a bit unstable and very understeering...😢
Sorry for the late quote, but I have been also looking for some alternative of this car (always fascinated me as this is kind of "The last of a Mohican" for Ferrari) and I found Legion made one, not sure if you are aware of it. The car is generally outdated and physics data is a bit off, so I found a mod in overtake that tries to remediate that. But it makes the car way too fast, to something like 1973 specs when it had the horizontal spoiler (and even in some races the long tail, the Codalunga) and the power ouput was increased as well. Legion's mod is based on the 1971 and early 1972 version, when the car had those little fins on the rear.

There's also another version floating around in this forum (takes as a base Legion version) made by the man whose name can´t be pronounced, and surprisingly, I find it better :lol:
 
Hey Guys,

I have an issue regarding Suzuka 98 track by Shin (https://www.patreon.com/posts/106187193). The AI who is starting from the pole missing the pit box when goes into the pit(the pit position for the pole sitter, (the one which is the closest to the pit exit, behind the player pit position)). The rest of the grid has no issue.

Here is an example video:


I tried with kunos car and I experienced the same issue. I am palying with CSP 0.3.0-preview140.

I have contacted with Shin however he said I should ask for help here as he cannot resolve the issue.

Can someone help me how can I solve this issue?

Thanks in advance,
Philip


Somehow now multiple cars hav8ngbthis issue in this track. Has anyone any solution for this?
 
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