Assetto Corsa PC Mods General DiscussionPC 

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Two questions:

1.) Does anyone know what font this is:

Image3.webp


2.) Are there any photoshop experts out there who could make this bridge banner? I can't find a png version of it anywhere on the net.

Image2.webp
 
Two questions:

1.) Does anyone know what font this is:

View attachment 1507167

2.) Are there any photoshop experts out there who could make this bridge banner? I can't find a png version of it anywhere on the net.

View attachment 1507168
Any use? Might be able to isolate the text from here, or use it to find the font (if it's the correct one).


1768829300824.webp
 
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Two questions:

1.) Does anyone know what font this is:

View attachment 1507167

2.) Are there any photoshop experts out there who could make this bridge banner? I can't find a png version of it anywhere on the net.

View attachment 1507168
The font is a custom Unicredit font. They offer it for free via a Creative Commons license, but you're required to credit the host, by inserting this link in the webpage where you use it. <div>Icons made from <a href="https://www.onlinewebfonts.com/icon">svg icons</a>is licensed by CC BY 4.0</div>
:lol:

I'll have a go at it this evening. What resolution would you like, Joe? Or more to the point, how wide?
 
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@racinjoe013 No animated flagmen on your new Monza (just freshly downloaded) (sure is beautiful though) Went back to your Spa2022 and determined that the animated flagmen don't work on the 2022 layout, but all good on the 2023 layout. Also found that on Kunos Spa the animated flagmen only work when the Active Airspace layout is selected (nothing on the Pyyer WEC layouts, even when animated flagmen and country flags skins are selected). I wonder if there's a way to get them ^ working on these other layouts...
 
There is an ext_config_mfd.ini in display folder

[Material_DigitalScreen]
Meshes = GEO_Lua_Display
ScreenScale = 800
ScreenAspectRatio = 0.6
MatrixType = TN

I see the MatrixType is not "perfect" is "TN". I put "perfect" in there but maybe is not enough cause it didn't change anything.
Yea, i see they use their own scriptable displays for it. But anyway. I'm searching for a way...
 
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The font is a custom Unicredit font. They offer it for free via a Creative Commons license, but you're required to credit the host, by inserting this link in the webpage where you use it. <div>Icons made from <a href="https://www.onlinewebfonts.com/icon">svg icons</a>is licensed by CC BY 4.0</div>
:lol:

I'll have a go at it this evening. What resolution would you like, Joe? Or more to the point, how wide?
That would be great. Thanks for trying. As for the size, i'm not really sure. I guess the wider the better in case I to downsize it. You lose less detail downsizing. But for staters, I would say 2048 or 4096 wide.
@racinjoe013 No animated flagmen on your new Monza (just freshly downloaded) (sure is beautiful though) Went back to your Spa2022 and determined that the animated flagmen don't work on the 2022 layout, but all good on the 2023 layout. Also found that on Kunos Spa the animated flagmen only work when the Active Airspace layout is selected (nothing on the Pyyer WEC layouts, even when animated flagmen and country flags skins are selected). I wonder if there's a way to get them ^ working on these other layouts...
I can try to help, but you need to let me know which version of the mod you use. Is it the standalone or the one that installs in the Spa folder?
 
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It's the standalone Monza that you just posted... and I'm currently re-installing the 2022 to see if it clears up.
.
EDIT: Re-installed Spa_2022 and it all works. Don't know why it wasn't.
 
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Monza 2025 (beta)

monza_2025_beta

Throwing this out there for anyone to try in the hopes to get a little feedback. I am concerned about flickering on the sponsor banners. I had to fix a lot of them and redo a lot of the uv mapping for the textures. I do not see any but i'm on an old CSP version and don't know if that would make a difference.

Don't let the name fool you. This is not a representation of the track in 2025. It's just a name I picked so I can separate this version from the Kunos version in my CM track list. It is nothing more than all of the mods i've created or downloaded for Monza rolled into one track so I can keep the original Kunos version 'clean'. It is a beta version (about 50-60%% complete) so you can expect to see some obvious mistakes and maybe some poor texture choices. Because it's based on the original Kunos track, you are free to use any mods for that track with this one, such as ai files, track skins, etc. The one thing you can't do is use a mod that will overwrite the ext_config file. That would cause some issues.

Credits:
-- @Masscot for the animated flagmen and balloons
-- Assets used from the monza2022crf version of the track.
-- knicker for the crowd files.

While this track is not as confusing as some of my other ones, I still need to explain a few things:

-- There are two layouts, the base layout and a raceday layout that adds sponsor banners in some spots based on a 2025 GT World Challenge video I watched as a reference. The raceday layout is best to use with modern cars because the sponsors wouldn't make much sense for cars 10+ years old. Also, when using the raceday layout, I would suggest enabling the 2025 Raceday track skin to complete the look.
-- There are three 'Years' track skins that will bring back certain buildings and structures to make the track more period accurate. For example, enabling the 2010 (probably should have been named pre-2010) skin will make the track look like the Kunos default version with no structures hidden. I'm not sure what will happen if you try to use the raceday layout with either the 2010 or 2013 track skin. It might cause some issues with new and old structures overlapping. The raceday layout was mostly designed to use with the 2025 track skin.
-- For performance reasons, I have the animated flagmen and live jumbotron displays off by default for older computer users. You can turn them on by enabling the appropriate track skin. Plus it's nice to turn them off when driving a practice session.
-- Last thing, there is a huge difference in how bright the crowds look depending on whether you use CSPs 'New spectators rendering method' so you might have to do some adjusting to the ambient and diffuse values in the camera_facing file. I have it setup for my CSP options, but yours may be different.

Have fun and hope to hear from someone on any issues you may see. If not, then i'll just keep plugging along thinking everything is all right.
Hi Joe, did a quick first run , w these settings:
1768837817201.webp

CSP 0.3.0-preview212
Pure Gamma v3.12

and here my "stick in the eye" things (number 2 being the biggest stick, the rest is negligible)


1. I don't know if this is how they did it irl , but I would take down that other sponsor before puttin a new one:
1768837392176.webp

(edit : weirdly in following sessions this was gone!)

2. the jumbotrons all show nothing but bright white light :
1768837326394.webp
1768837478030.webp

and when I switch to Pure LCS instead of Gamma , I do see an image on the jumbo but it is static, I do not see the cars passing by (only tested on the first jumbo)

For comparison, to see if it is not a me problem, here a shot with my exact same CSP settings etc but just on a different track (Zolder):
1768838196636.webp

I do have (live) camera feed there, and in Pure CFG app I have all Light settings on default,
so I guess it is an issue with your track mod rather.

3. again not sure this is supposed to be as such as it was like that irl , these "wires" running over the track:
1768837578824.webp


4. and this billboard facing the wrong direction:
1768837706567.webp

(possibly for reverse track layouts , but there are none!)


EDIT: regarding the flagsmen , at least if it's the guys in the crowd waving a flag around, like on the tribune on the stretch before the final corner, there are 2 (the last one w a Ford flag)
1768840687735.webp

Then these Animated flagmen work for me, and are quite the immersion boosters in VR (looks great , much better then on this screenshot ;)

Cheers and keep up the good work!
 
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That would be great. Thanks for trying. As for the size, i'm not really sure. I guess the wider the better in case I need to have to downsize it. You lose less detail downsizing. But for staters, I would say 2048 or 4096 wide.

I can try to help, but you need to let me know which version of the mod you use. Is it the standalone or the one that installs in the Spa folder?
I know it's not perfect. The font is a bear to wrestle in GIMP, so best effort. Hope it helps. Two sizes.

 
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Hi Joe, did a quick first run , w these settings:
View attachment 1507184
CSP 0.3.0-preview212
Pure Gamma v3.12

and here my "stick in the eye" things (number 2 being the biggest stick, the rest is negligible)


1. I don't know if this is how they did it irl , but I would take down that other sponsor before puttin a new one:
View attachment 1507180
(edit : weirdly in following sessions this was gone!)

2. the jumbotrons all show nothing but bright white light :
View attachment 1507179View attachment 1507181
and when I switch to Pure LCS instead of Gamma , I do see an image on the jumbo but it is static, I do not see the cars passing by (only tested on the first jumbo)

For comparison, to see if it is not a me problem, here a shot with my exact same CSP settings etc but just on a different track (Zolder):
View attachment 1507185
I do have (live) camera feed there, and in Pure CFG app I have all Light settings on default,
so I guess it is an issue with your track mod rather.

3. again not sure this is supposed to be as such as it was like that irl , these "wires" running over the track:
View attachment 1507182

4. and this billboard facing the wrong direction:
View attachment 1507183
(possibly for reverse track layouts , but there are none!)


EDIT: regarding the flagsmen , at least if it's the guys in the crowd waving a flag around, like on the tribune on the stretch before the final corner, there are 2 (the last one w a Ford flag)
View attachment 1507186
Then these Animated flagmen work for me, and are quite the immersion boosters in VR (looks great , much better then on this screenshot ;)

Cheers and keep up the good work!
Jumbotrons: Old CSP vs new CSP. I use an old version which for some reason has different emissive results that cause the jumbotrons to render way too bright. I might have to temporarily install a new version to get the values correct. Or it could be a difference in our CSP\Pure light settings.

Not sure about the one bridge. Might have to do with conflicting meshes and\or track skins. I have not seen that before so I can't troubleshoot it.
I know it's not perfect. The font is a bear to wrestle in GIMP, so best effort. Hope it helps. Two sizes.

Thank you so much. I'm sure it will be fine. I'm not looking for perfection. I just wanted a good representation of the bridge banner and this will do perfectly. I'll let you know if anything needs adjusted once I get a chance to try it at home.
 
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nope

i tryed the other gt-m cars from rss ,and they have the same milky like rear digital mirror

There is an ext_config_mfd.ini in display folder

[Material_DigitalScreen]
Meshes = GEO_Lua_Display
ScreenScale = 800
ScreenAspectRatio = 0.6
MatrixType = TN

I see the MatrixType is not "perfect" is "TN". I put "perfect" in there but maybe is not enough cause it didn't change anything.
I found a pretty good workarround for those RSS rearcameras:But this is only needed for Pure (LCS?)

assettocorsa\content\cars\rss_gtm_macca_72_evo_v8\extension\camera\smart_camera.lua

1768844658668.webp


replace the mirror with this code:

ui.beginTonemapping()

local mirror = display.mirror{
mirrorIndex = 1,
ratio = 0.70,
pos = vec2(0, 0),
size = vec2(512, 512),
color = rgbm(0.8, 0.8, 0.8, 1),
}
local wrp = ac.getSim().whiteReferencePoint
ui.endTonemapping((wrp^0.125)*1.7, 4.8, true)


It is really not the final solution but it works for now:
1768844796699.webp
 
Any track experts willing to revamp this track ?


It's the Homebush Street Circuit and it looks... Rather terrible :(
 
I often get the 99% CPU occupancy when racing for some time. Happens a lot with modern mods with a lot of CSP features and stuff (RSS LMDh cars, for example). Everything can run flawlessly at 150 fps for a random time, like 30 minutes or two hours, before suddenly it all goes bang, so it doesn't really strike me as a real resource issue, rather a memory leak or some other kind of bug. It will also happen with 20 cars on track, which shouldn't be an excessive amount of AI.

When I check the AC render/resource monitor, what seems to happen is that one or two AI cars' physics engine suddenly use practically an infinite amount of CPU time, which of course then bogs everything. All the other cars are seemingly running normal, using very little CPU time. So it's obviously not my CPU that can't handle the load, it's one or two cars that will basically "halt and catch fire".

I have tried disabling all apps and stuff, and I'm mostly running default CSP settings. CSP v0.2.11, running on an i5-14600k, 5080, 32 GB RAM.

I have googled a lot, but all general "solutions" for the 99% problem are useless bogus.

Anything to check, when the problem is pretty much pinpointed?
 
I found a pretty good workarround for those RSS rearcameras:But this is only needed for Pure (LCS?)

assettocorsa\content\cars\rss_gtm_macca_72_evo_v8\extension\camera\smart_camera.lua

View attachment 1507201

replace the mirror with this code:

ui.beginTonemapping()

local mirror = display.mirror{
mirrorIndex = 1,
ratio = 0.70,
pos = vec2(0, 0),
size = vec2(512, 512),
color = rgbm(0.8, 0.8, 0.8, 1),
}
local wrp = ac.getSim().whiteReferencePoint
ui.endTonemapping((wrp^0.125)*1.7, 4.8, true)


It is really not the final solution but it works for now:
View attachment 1507203
Thank you. I did this on the other 2 cars, Mustang and Aston Martin, and it works just as well.
 
@racinjoe013 At your spa_2022 the flag lights appear yellow when they should be green (same overbright issue as car taillights/brakelights, cuz when I use the screen grabber utility it dims the screen a bit and then it's green). Is there somewhere that we can change that brightness setting?
Aaand, what do I need to do to get the Pyyer WEC 2025 extension to work with the animated flagmen and airspace? Something I can copy from your Pyyer WEC 2024 patch?
 
I'm not sure what you are doing with the installation of my tracks, but you have some strange issues going on (meant in jest so don't be offended). I wish I could help you, but the flag lights work fine on my end, so do the flagmen. I do understand the issues with the live displays because I know there is an issue between old and new CSP versions. And there would be nothing about the track that should impact tail lights\brake lights. Their brightness is not determined by the track.

Does anyone else have these same issues with my Spa_2022 mod?

As for the Pyyer extensions, I don't have his WEC 2025 extension. If I ever get it I can edit the files to make it work like all the other ones.
 
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@racinjoe013 Hmmm, notable that the Pyyer wec 2025 extension (which you haven't adjusted) has green flag lights, whereas the WEC 2024 (you adjusted) they're yellow. Must be something in Pyyer's configs that fixes it that you are missing in your adjustment. Just my guess... (since re-installing your spa_2022 there's no problems with the flagmen anymore. But with the re-installed Pyyer stuff (and Then your patches on top of) just the yellow light problem remains (but not on the un-adjusted/un-patched WEC_2025 extension). Is it a yellow light for the flag lights or a yellow image map?

HOLD THE PHONE: So this issue has set me to re-evaluating my monitor setup (65" Samsung Q7c tv in a bright room). I have always found PURE's "default" setting to be too dark. So I would adjust with Pure's general settings to get the brightness and contrast right. And I got great results that way, except that screen grabs would be badly overexposed. Apparently what I should have done was accepted Pure's default and adjusted my screen instead. Changing the screen's mode from "Natural" (not contrasty or bright) to "Standard" (more contrasty bright) made a big diff. Adjustments are not as subtle with the monitor settings, but achievable. And the flag lights are green now. (Still notable that with the un-patched Pyyer WEC 2025 extension the green light is considerably darker than the WEC 2024 that you patched. But no big deal now.

Sorry about the drama y'all. I end up happy though :)
 
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I often get the 99% CPU occupancy when racing for some time. Happens a lot with modern mods with a lot of CSP features and stuff (RSS LMDh cars, for example). Everything can run flawlessly at 150 fps for a random time, like 30 minutes or two hours, before suddenly it all goes bang, so it doesn't really strike me as a real resource issue, rather a memory leak or some other kind of bug. It will also happen with 20 cars on track, which shouldn't be an excessive amount of AI.

When I check the AC render/resource monitor, what seems to happen is that one or two AI cars' physics engine suddenly use practically an infinite amount of CPU time, which of course then bogs everything. All the other cars are seemingly running normal, using very little CPU time. So it's obviously not my CPU that can't handle the load, it's one or two cars that will basically "halt and catch fire".

I have tried disabling all apps and stuff, and I'm mostly running default CSP settings. CSP v0.2.11, running on an i5-14600k, 5080, 32 GB RAM.

I have googled a lot, but all general "solutions" for the 99% problem are useless bogus.

Anything to check, when the problem is pretty much pinpointed?
Upgrade CSP to the latest version and check if it still persists?
 
@racinjoe013 Hmmm, notable that the Pyyer wec 2025 extension (which you haven't adjusted) has green flag lights, whereas the WEC 2024 (you adjusted) they're yellow. Must be something in Pyyer's configs that fixes it that you are missing in your adjustment. Just my guess... (since re-installing your spa_2022 there's no problems with the flagmen anymore. But with the re-installed Pyyer stuff (and Then your patches on top of) just the yellow light problem remains (but not on the un-adjusted/un-patched WEC_2025 extension). Is it a yellow light for the flag lights or a yellow image map?
It should be a flag light setting. I just checked on my end and the WEC 2024 layout has green flag lights on my end, as does every Pyyer layout. Not sure why they don't work correctly for you.

EDIT: Could be he released some newer version of the extension that I don't have which could cause issues. Honestly, I never use his extensions because of all the z-fighting I get so I never bothered to keep them up to date after I originally released my Spa_2022 track.
 
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I often get the 99% CPU occupancy when racing for some time. Happens a lot with modern mods with a lot of CSP features and stuff (RSS LMDh cars, for example). Everything can run flawlessly at 150 fps for a random time, like 30 minutes or two hours, before suddenly it all goes bang, so it doesn't really strike me as a real resource issue, rather a memory leak or some other kind of bug. It will also happen with 20 cars on track, which shouldn't be an excessive amount of AI.

When I check the AC render/resource monitor, what seems to happen is that one or two AI cars' physics engine suddenly use practically an infinite amount of CPU time, which of course then bogs everything. All the other cars are seemingly running normal, using very little CPU time. So it's obviously not my CPU that can't handle the load, it's one or two cars that will basically "halt and catch fire".

I have tried disabling all apps and stuff, and I'm mostly running default CSP settings. CSP v0.2.11, running on an i5-14600k, 5080, 32 GB RAM.

I have googled a lot, but all general "solutions" for the 99% problem are useless bogus.

Anything to check, when the problem is pretty much pinpointed?
Something similar happens to me too, even when changing "CSP"...

Remember, my PC (isn't top-of-the-line)...i5 (10th generation), RTX 2060, 16GB RAM, SSD.

But depending on which grid (I use)...sometimes it's impossible to run.I've already started testing/trying again, resizing certain skins (from certain mod packs)...from the traditional ones (8k, or 4k)...to at least 2k....Using the mods...

I can only play (1920 x 1080)....and most of the others (medium, low settings).Playing alone (which is worthless)...the fps (jump to over 140)...and the graphic fluidity is visible.
And as I said, depending on the grid (with 25, 26, 28, 30 cars)...it remains fluid...in others it's impossible..
 
Thank you so much again. The mod is the next one (there are 5 cars, only works properly normal holden and nissan):



Could you please try the other 3 and tell me if you experience the same?

Hi, I recently experienced the same problem (driver head stuck out of the car´s roof). Problem is the used driver model from these authors. To fix it, unpack the data.acd with CM, then go to data\driver3d.ini and change the driver model to something else (I just put a 90 since I have this model installed).

Then re-pack the data.acd. Problem solved.

20260119-223850-gb_carolina_motorsports_park.webp


1768858988691.webp
 
Monza 2025 (beta)

monza_2025_beta

Throwing this out there for anyone to try in the hopes to get a little feedback. I am concerned about flickering on the sponsor banners. I had to fix a lot of them and redo a lot of the uv mapping for the textures. I do not see any but i'm on an old CSP version and don't know if that would make a difference.

Don't let the name fool you. This is not a representation of the track in 2025. It's just a name I picked so I can separate this version from the Kunos version in my CM track list. It is nothing more than all of the mods i've created or downloaded for Monza rolled into one track so I can keep the original Kunos version 'clean'. It is a beta version (about 50-60%% complete) so you can expect to see some obvious mistakes and maybe some poor texture choices. Because it's based on the original Kunos track, you are free to use any mods for that track with this one, such as ai files, track skins, etc. The one thing you can't do is use a mod that will overwrite the ext_config file. That would cause some issues.

Credits:
-- @Masscot for the animated flagmen and balloons
-- Assets used from the monza2022crf version of the track.
-- knicker for the crowd files.

While this track is not as confusing as some of my other ones, I still need to explain a few things:

-- There are two layouts, the base layout and a raceday layout that adds sponsor banners in some spots based on a 2025 GT World Challenge video I watched as a reference. The raceday layout is best to use with modern cars because the sponsors wouldn't make much sense for cars 10+ years old. Also, when using the raceday layout, I would suggest enabling the 2025 Raceday track skin to complete the look.
-- There are three 'Years' track skins that will bring back certain buildings and structures to make the track more period accurate. For example, enabling the 2010 (probably should have been named pre-2010) skin will make the track look like the Kunos default version with no structures hidden. I'm not sure what will happen if you try to use the raceday layout with either the 2010 or 2013 track skin. It might cause some issues with new and old structures overlapping. The raceday layout was mostly designed to use with the 2025 track skin.
-- For performance reasons, I have the animated flagmen and live jumbotron displays off by default for older computer users. You can turn them on by enabling the appropriate track skin. Plus it's nice to turn them off when driving a practice session.
-- Last thing, there is a huge difference in how bright the crowds look depending on whether you use CSPs 'New spectators rendering method' so you might have to do some adjusting to the ambient and diffuse values in the camera_facing file. I have it setup for my CSP options, but yours may be different.

Have fun and hope to hear from someone on any issues you may see. If not, then i'll just keep plugging along thinking everything is all right.
Might be the craziest "refresh" of all time! Just got back into AC, was about to drive Monza and checked if @Breathe had something on his list. I will definitely check all the things you said and report back, but I will already give a thumbs up regardless, legendary "algorithm pull"! Shout out to @Breathe as well for updating so quickly!

The font is a custom Unicredit font. They offer it for free via a Creative Commons license, but you're required to credit the host, by inserting this link in the webpage where you use it. <div>Icons made from <a href="https://www.onlinewebfonts.com/icon">svg icons</a>is licensed by CC BY 4.0</div>
:lol:

I'll have a go at it this evening. What resolution would you like, Joe? Or more to the point, how wide?
How did you know this? Are you a font wizard or having some sort of AI in the back of your pocket? Please share your knowledge =)
 
Upgrade CSP to the latest version and check if it still persists?
That seems to do the trick. I reverted from 0.3.0p212 to 0.2.11 because of all kinds of strange bugs, which it still has. 0.3.0p140 on the other hand seems stable, and it gives me a good boost in performance as well.

I'll keep an eye on the situation, but I've had a race with a bunch of AI going for over two hours now without any hiccups, so I'm assmuming it's good.

I thought 0.2.11 was a safe bet, but obviously, it's not.
 
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