Should be included in this pack? LinkHi could anyone share Tomsim's 2012 and 2013 Audis R18?
Thank you
Mine's work fine but you can try to editanyone else got a problem with the DP Doran JE4 by Velo (v1.2) ?
I can't start a session with it , says the ride height is too low... even when I set the suspension to max height!?
View attachment 1509486
[RULES]
MIN_HEIGHT=0.00 ; meters min height front/rear

No. It will be included in a future Audi R18 pack with the 2016 oneShould be included in this pack? Link
No problems here. If you're not using it already, I recommend installing 7zip. If you're already using 7zip, I'm afraid I have no advice for you.![]()
thanks ... I am using 7zip. It doesn't want to unzip the files (some of them at least). I'll try and re-download.Yes, i ended up installing the way they say not to. Through CM. I then had no issue and it even installed the files from the required car folders. Delete the old mods first.
Yes, all I did was roll back to 1.1 which solved the issue. The car is still undrivable regardless and I even tuned the suspension, downforce, etc and the car (while was a lot more stable) was still sliding like it was on ice. I gave up on this thing.
This and the '98 dodge viper has been plagued with bad physics for years. Until we get better physics for this car, it's gonna remain as a grid filler for me.
Not a full mod updated, but a small update to change one sponsor bridge structure to a more accurate representation of it's real life version. Use the link below to get the updated kn5 and vao files and overwrite when it asks.Monza 2025 (beta 0.92)
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 90% 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 four '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.
-- 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.
Your brilliant suggestion has transformed the typical almost undrivable car that oversteers with astonishing ease at the slightest touch of the accelerator into an incredibly fun car to pilot (for my limited skills) that only loses control if you drive like a careless maniac... Thank you so much!... I offer the following suggestion...
I just went 15 laps around daytona without realizing it. I can now do a clean lap, thank you!!View attachment 1509588
Apparently, the rear wheels were lifted off the ground due to the colliders under the floor touching the ground (this was also confirmed by the fact that the front wheels still had grip).However, simply moving it up would result in a significant drop in downforce, so I offer the following suggestion.
-colliders.ini-
[HEADER]
COLLIDERS=1
[COLLIDER_0]
CENTRE=0 ,-0.27 ,0.40
SIZE=1.2 ,0.00000001 ,4.20
GROUND_ENABLE=1
-car.ini-
[BASIC]
GRAPHICS_OFFSET=0,-0.35,0.135
GRAPHICS_PITCH_ROTATION=0.5
TOTALMASS=920
INERTIA=1.99,1.20,4.23
-suspensions.ini-
[FRONT]
TYPE=DWB
BASEY=-0.05 ; Distance of CG from the center of the wheel in meters. Front Wheel Radius+BASEY=front CoG. Actual CG height =(FWR+FBasey)+(RWR+Rbasey))/CG_LOCATION%
TRACK=1.753 ; Track width in meters (from pivot 3D placement of the 3d model of a wheel)
ROD_LENGTH=0.008 ; push rod length in meters. positive raises ride height, negative lowers ride height.
HUB_MASS=75.73 ; masse sospese anteriori
WBCAR_TOP_FRONT=0.4275, 0.14929, 0.2374
WBCAR_TOP_REAR=0.4275, 0.14929, -0.0366
WBCAR_BOTTOM_FRONT=0.449, -0.12671, 0.2459
WBCAR_BOTTOM_REAR=0.449, -0.12671, -0.0689
WBTYRE_TOP=0.11012, 0.19311, -0.01955
WBTYRE_BOTTOM=0.059, -0.12041, 0.01219
WBCAR_STEER=0.435, -0.087, 0.110
WBTYRE_STEER=0.059, -0.067, 0.140
TOE_OUT=0.0003 ; Toe-out expressed as the length of the steering arm in meters
STATIC_CAMBER=-3.7 ; Static Camber in degrees. Actual camber relative to suspension geometry and movement, check values in game
SPRING_RATE=100000 ; Wheel rate stifness in Nm. Do not use spring value but calculate wheel rate
PROGRESSIVE_SPRING_RATE=0 ; progressive spring rate in N/m/m
BUMP_STOP_RATE=150000 ; bump stop spring rate
BUMPSTOP_UP=0.055 ; meters to upper bumpstop from the 0 design of the suspension
BUMPSTOP_DN=0.025 ; meters to bottom bumpstop from the 0 design of the suspension
PACKER_RANGE=0.050 ; suspension travel in meters left by packers.
DAMP_BUMP=10600 ; Damper wheel rate stifness in N sec/m in compression
DAMP_FAST_BUMP=3800
DAMP_FAST_BUMPTHRESHOLD=0.060
DAMP_REBOUND=12375 ; Damper wheel rate stifness in N sec/m in rebound
DAMP_FAST_REBOUND=5485
DAMP_FAST_REBOUNDTHRESHOLD=0.120
[REAR]
TYPE=DWB
BASEY=-0.025 ; Distance of CG from the center of the wheel in meters. Rear Wheel Radius+BASEY=Rear CoG Actual CG height =(FWR+FBasey)+(RWR+Rbasey))/CG_LOCATION%
TRACK=1.800
ROD_LENGTH=-0.005
HUB_MASS=87.43
WBCAR_TOP_FRONT=0.32248, 0.07630, -0.0058
WBCAR_TOP_REAR=0.32248, 0.06838, -0.2214
WBCAR_BOTTOM_FRONT=0.43108, -0.16996, 0.4042
WBCAR_BOTTOM_REAR=0.43108, -0.16904, -0.1254
WBTYRE_TOP=0.12207, 0.11386, -0.065
WBTYRE_BOTTOM=0.09025, -0.15843, 0.00087
WBCAR_STEER=0.35688, -0.10500, -0.17501
WBTYRE_STEER=0.03025, -0.10000, -0.13076
TOE_OUT=-0.00120
STATIC_CAMBER=-1.2
SPRING_RATE=130000
PROGRESSIVE_SPRING_RATE=0
BUMP_STOP_RATE=150000
BUMPSTOP_UP=0.060
BUMPSTOP_DN=0.020
PACKER_RANGE=0.060
DAMP_BUMP=6017
DAMP_FAST_BUMP=3875
DAMP_FAST_BUMPTHRESHOLD=0.060
DAMP_REBOUND=10770
DAMP_FAST_REBOUND=4600
DAMP_FAST_REBOUNDTHRESHOLD=0.120
Since the rear tires are buried, we recommend changing the following values:
-tyres.ini-
[REAR]
NAME=Slick Soft
SHORT_NAME=S
WIDTH=0.310
RADIUS=0.355 ←
This should minimize the loss of downforce. If the AI is not behaving well, try the following.
-ai.ini-
[HEADER]
VERSION=3
[GEARS]
UP=7150
DOWN=4200
SLIP_THRESHOLD=0.95
GAS_CUTOFF_TIME=0.190
[PEDALS]
GASGAIN=4.0
BRAKE_HINT=0.89
TRAIL_HINT=0.3
[LOOKAHEAD]
BASE=18.4
SPEED_GAIN=0.10
GAS_BRAKE_LOOKAHEAD=10
[STEER]
STEER_GAIN=1.15
[DRAG]
SLIP_RATIO_LIMIT=10
[ULTRA_GRIP]
VALUE=1.2
[PHYSICS_HINTS]
AERO_HINT=0.7
[TYRES]
HINT=0.9
There are sadly no real skins for that mod, I have been looking for ages.Your brilliant suggestion has transformed the typical almost undrivable car that oversteers with astonishing ease at the slightest touch of the accelerator into an incredibly fun car to pilot (for my limited skills) that only loses control if you drive like a careless maniac... Thank you so much!
Now just is needed to find out where to get real skins for the mod, since I think (but not sure) the only real skin in the original download is the Kodak one and I haven't been able to find any others, despite searching for quite a while...
just checked out your updated Monza. Looking good. I would suggest looking at the DRS zone on the main straight. Pretty sure it was moved back towards the starting line more. I could be wrong though.Not a full mod updated, but a small update to change one sponsor bridge structure to a more accurate representation of it's real life version. Use the link below to get the updated kn5 and vao files and overwrite when it asks.
rj_monza_updated_sponsor_bridge
This was my first attempt at making a Blender object from scratch so hopefully it looks ok. I'm not Blender guy so I don't know if I did it correctly. I really don't understand all the normals and other stuff you have to worry about when working in a 3d program. And before someone mentions it, i'm already aware that the bottoms of the support beams need to be wider. I will get to it, but this will work for now.
View attachment 1509609
On a side note, I realized last night that the new walls for 2025 do not have collision physics. I can't believe I forgot about that detail. Unfortunately that means the next full version of the track will have to come with separate layouts for the modern era and the older 2010-2013 era so I can add collision physics to the new walls. I really wanted to avoid having to do that.
I'd be willing to work around it, the previews look great enough that I'd still love for ya' to share it if you're willing.previews are generated without error, when you roll back to an older CSP version (for example 0.3.0-preview140)
otherwise skin generating will stop after a few skins, but if you want the settings I can share them
View attachment 1508872
Salut! Tested on Norisring - no issues reported, in CM it says"invalid weight" as the only fault. Latest CM,CSP,latest Pure here.anyone else got a problem with the DP Doran JE4 by Velo (v1.2) ?
I can't start a session with it , says the ride height is too low... even when I set the suspension to max height!?
View attachment 1509486
https://www.gtplanet.net/forum/threads/assetto-corsa-pc-mods-general-discussion.307899/post-14556233I have a problem with the GT60's pack Giulia TZ. Even if I install the lods correctly, the car still doesn't work (lods are damaged). Am I missing something?

Same for me here... maybe different copies... only "invalid weight" and the car was very good out of the box...Salut! Tested on Norisring - no issues reported, in CM it says"invalid weight" as the only fault. Latest CM,CSP,latest Pure here.
... and with these settings it became another car lol. The general feeling is also very good... however, I feel an anomaly in the tire slip at high speed: the car is "cute" lol... the car doesn't seem to have enough grip on the front axle, the steering wheel steers the axle, but it doesn't turn the car. Is this effect purposeful to make the car more "friendly"?View attachment 1509588
Apparently, the rear wheels were lifted off the ground due to the colliders under the floor touching the ground (this was also confirmed by the fact that the front wheels still had grip).However, simply moving it up would result in a significant drop in downforce, so I offer the following suggestion.
-colliders.ini-
[HEADER]
COLLIDERS=1
[COLLIDER_0]
CENTRE=0 ,-0.27 ,0.40
SIZE=1.2 ,0.00000001 ,4.20
GROUND_ENABLE=1
-car.ini-
[BASIC]
GRAPHICS_OFFSET=0,-0.35,0.135
GRAPHICS_PITCH_ROTATION=0.5
TOTALMASS=920
INERTIA=1.99,1.20,4.23
-suspensions.ini-
[FRONT]
TYPE=DWB
BASEY=-0.05 ; Distance of CG from the center of the wheel in meters. Front Wheel Radius+BASEY=front CoG. Actual CG height =(FWR+FBasey)+(RWR+Rbasey))/CG_LOCATION%
TRACK=1.753 ; Track width in meters (from pivot 3D placement of the 3d model of a wheel)
ROD_LENGTH=0.008 ; push rod length in meters. positive raises ride height, negative lowers ride height.
HUB_MASS=75.73 ; masse sospese anteriori
WBCAR_TOP_FRONT=0.4275, 0.14929, 0.2374
WBCAR_TOP_REAR=0.4275, 0.14929, -0.0366
WBCAR_BOTTOM_FRONT=0.449, -0.12671, 0.2459
WBCAR_BOTTOM_REAR=0.449, -0.12671, -0.0689
WBTYRE_TOP=0.11012, 0.19311, -0.01955
WBTYRE_BOTTOM=0.059, -0.12041, 0.01219
WBCAR_STEER=0.435, -0.087, 0.110
WBTYRE_STEER=0.059, -0.067, 0.140
TOE_OUT=0.0003 ; Toe-out expressed as the length of the steering arm in meters
STATIC_CAMBER=-3.7 ; Static Camber in degrees. Actual camber relative to suspension geometry and movement, check values in game
SPRING_RATE=100000 ; Wheel rate stifness in Nm. Do not use spring value but calculate wheel rate
PROGRESSIVE_SPRING_RATE=0 ; progressive spring rate in N/m/m
BUMP_STOP_RATE=150000 ; bump stop spring rate
BUMPSTOP_UP=0.055 ; meters to upper bumpstop from the 0 design of the suspension
BUMPSTOP_DN=0.025 ; meters to bottom bumpstop from the 0 design of the suspension
PACKER_RANGE=0.050 ; suspension travel in meters left by packers.
DAMP_BUMP=10600 ; Damper wheel rate stifness in N sec/m in compression
DAMP_FAST_BUMP=3800
DAMP_FAST_BUMPTHRESHOLD=0.060
DAMP_REBOUND=12375 ; Damper wheel rate stifness in N sec/m in rebound
DAMP_FAST_REBOUND=5485
DAMP_FAST_REBOUNDTHRESHOLD=0.120
[REAR]
TYPE=DWB
BASEY=-0.025 ; Distance of CG from the center of the wheel in meters. Rear Wheel Radius+BASEY=Rear CoG Actual CG height =(FWR+FBasey)+(RWR+Rbasey))/CG_LOCATION%
TRACK=1.800
ROD_LENGTH=-0.005
HUB_MASS=87.43
WBCAR_TOP_FRONT=0.32248, 0.07630, -0.0058
WBCAR_TOP_REAR=0.32248, 0.06838, -0.2214
WBCAR_BOTTOM_FRONT=0.43108, -0.16996, 0.4042
WBCAR_BOTTOM_REAR=0.43108, -0.16904, -0.1254
WBTYRE_TOP=0.12207, 0.11386, -0.065
WBTYRE_BOTTOM=0.09025, -0.15843, 0.00087
WBCAR_STEER=0.35688, -0.10500, -0.17501
WBTYRE_STEER=0.03025, -0.10000, -0.13076
TOE_OUT=-0.00120
STATIC_CAMBER=-1.2
SPRING_RATE=130000
PROGRESSIVE_SPRING_RATE=0
BUMP_STOP_RATE=150000
BUMPSTOP_UP=0.060
BUMPSTOP_DN=0.020
PACKER_RANGE=0.060
DAMP_BUMP=6017
DAMP_FAST_BUMP=3875
DAMP_FAST_BUMPTHRESHOLD=0.060
DAMP_REBOUND=10770
DAMP_FAST_REBOUND=4600
DAMP_FAST_REBOUNDTHRESHOLD=0.120
Since the rear tires are buried, we recommend changing the following values:
-tyres.ini-
[REAR]
NAME=Slick Soft
SHORT_NAME=S
WIDTH=0.310
RADIUS=0.355 ←
This should minimize the loss of downforce. If the AI is not behaving well, try the following.
-ai.ini-
[HEADER]
VERSION=3
[GEARS]
UP=7150
DOWN=4200
SLIP_THRESHOLD=0.95
GAS_CUTOFF_TIME=0.190
[PEDALS]
GASGAIN=4.0
BRAKE_HINT=0.89
TRAIL_HINT=0.3
[LOOKAHEAD]
BASE=18.4
SPEED_GAIN=0.10
GAS_BRAKE_LOOKAHEAD=10
[STEER]
STEER_GAIN=1.15
[DRAG]
SLIP_RATIO_LIMIT=10
[ULTRA_GRIP]
VALUE=1.2
[PHYSICS_HINTS]
AERO_HINT=0.7
[TYRES]
HINT=0.9
Compare the cars in your screenshot and mine. Both are #77 cars with "Kodak" written on them, but there are some minor differences. I recognize this skin. Your car skin appears to be an "old version" previously released elsewhere.Same for me here... maybe different copies... only "invalid weight" and the car was very good out of the box...
... and with these settings it became another car lol. The general feeling is also very good... however, I feel an anomaly in the tire slip at high speed: the car is "cute" lol... the car doesn't seem to have enough grip on the front axle, the steering wheel steers the axle, but it doesn't turn the car. Is this effect purposeful to make the car more "friendly"?
The colliders of my copy seem to be in the right place, as well.
BTW, your AI lines were game changer... Please consider doing something similar to nordschleife
View attachment 1509759
There is one thing I forgot to mention. I changed the vehicle weight for verification purposes, but there is no problem if you change it back to the original value (the original is 950kg).I just went 15 laps around daytona without realizing it. I can now do a clean lap, thank you!!
Just found this..link is down, could you reupload it please?Real skins so JK doesn't have to share yet another update lol
Based on 1995 / 1997 LM and 1999 FIA GT
edit : forgot the AO lol
View attachment 1499389
View attachment 1499390
View attachment 1499391
Yes, as I mentioned, they seem to be different copies/versions of the same AG/Velo car, the detail in the skin proves it. Unfortunately I only keep one skin for each car, I don't have the others to be certain if my version is the one you refer to. But probably is... The version of my car is AG/Velo 1.1.There is one thing I forgot to mention. I changed the vehicle weight for verification purposes, but there is no problem if you change it back to the original value (the original is 950kg).
-car.ini-
[BASIC]
GRAPHICS_OFFSET=0,-0.35,0.135
GRAPHICS_PITCH_ROTATION=0.5
TOTALMASS=920 → 950 ← ← ← ←
INERTIA=1.99,1.20,4.23
Thank you for your kind comment. Have a great Assetto Corsa life.
Sorry mate, but I've had this car installed for some time, I have no idea of the source of the download... but the version is the one mentioned above (AG/Velo 1.1).@GN_Bullit Can you pls point to the download location for the version you have?
I guess we just need to all download the correct version of this car, instead of modifying the ini files to get it to run!
BTW mine was v1.2 from ACTK Garage, with :
Update car.ini
Update suspensions.ini
Update colliders.ini
Update collider.kn5
Add AO skins
Add LODs
Add data to data.acd
Add CSP wipers
So maybe ACTK uploaded a faulty version and should also update that to the one that boots up and handles well...![]()
Well, somewhere deep in the recesses of some hard drive there must be at least these two; the one that was shared time ago by @jaqory https://www.gtplanet.net/forum/threads/assetto-corsa-pc-mods-general-discussion.307899/post-13194958, whose link is dead...RThere are sadly no real skins for that mod, I have been looking for ages.
Thank you. I will try to find out if you are correct and move it if I need to. I'm not concerned about that at the moment though. I'm focused on getting the track changes as accurate as possible with my limited capability. I really want to get the Ascari section looking correct for 2025, but i'm clueless at the moment on how to do it properly. I just don't know enough about Blender and can't figure out how to get mesh edges to line up seamlessly between two different meshes.just checked out your updated Monza. Looking good. I would suggest looking at the DRS zone on the main straight. Pretty sure it was moved back towards the starting line more. I could be wrong though.
Well, somewhere deep in the recesses of some hard drive there must be at least these two; the one that was shared time ago by @jaqory https://www.gtplanet.net/forum/threads/assetto-corsa-pc-mods-general-discussion.307899/post-13194958, whose link is dead...
View attachment 1509823
... and this one, recently appeared here, courtesy of @jac0...
View attachment 1509824
...although I don't know if the latter is fictional (but I find it quite realistic).

I just don't know enough about Blender and can't figure out how to get mesh edges to line up seamlessly between two different meshes.
Sorry maybe I don´t understand your question but you just rename the cars here?This must have been asked for and also answered on a couple of times before I guess, but cannot find it here (this quickly), Apologies for asking again. Is there a simple way in renaming cars such that they do show in CM with (for instance) "LMDh - Ferrari 499P" instead of only 499P? Same goes for "GT3" followed by actual car name in CM, etc. Would make searching in CM a lot more easy for me when setting up a race. Thanks in advance and have the best of day.