I have the 1.3.1 patch, still the same. Isn't mentioned in the changelog either.Thought it was in the 1.3.1 patch - do you have that? If missed then will make sure it's in the next one.
what csp version do u use? i have alot of errors on the latest one and when i use the recomended one the car in the preview is very smal and nothing like the pictures showed aboveSettings/ Content Manager/ Custom Showroom & uncheck the box "Use CSP for final previews render".
Beautiful previews & works as intended, no problems on my side!
Thanks for sharing!
Is it possible to have this in a dark theme (background)? Since you were working on this it might be easy for you.
Any thoughts on this thread that appeared in Assetto's subreddit? From how they're describing it, it's a major security flaw in CSP.
Link:
For previews generation you should use preview140 only. Not p212. CSP 0.2.11 will also not work.what csp version do u use? i have alot of errors on the latest one and when i use the recomended one the car in the preview is very smal and nothing like the pictures showed above
Yes, it works in terms of generating the defined image but you will receive alot more errors than when using p140, especially for RSS / URD cars since it struggles with their physics script next to the ext_config which is read out by CM when generating the preview.
Track has been updated to version 0.975. Use the link in the quote to get the updated version.Monza 2025 (beta 0.975)
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.
Track has been updated to version 0.975. Use the link in the quote to get the updated version.
You will definitely need to delete your old track folder first. The changes to the track itself are not significant, but the track setup has changed so I could add collision physics to the new walls for 2025. There are now separate layouts for each era. I hate that it has to be this way, but there were no other options.
Changes:
-- Separate layouts for 2025, 2013 and 2010. If you want to drive one of the older layouts, make sure to enable the track skin for that particular year. If you don't, the track surface and curbs will look like 2025. The 2023 track skin is meant to be used with one of the 2025 layouts. It changes the track surface back to before the resurfacng in 2024 and eliminates the Temple of Speed banner.
-- If you drive the 2013 layout and don't like the changes to the wall colors, go into the 2013 track skin folder and delete the walls-b.dds and walls-b3.dds files. This will make the walls green again. The colors were chosen from watching a youtube video of the 2013 GT Endurance race.
-- Worth mentioning again. The track is based off of the Kunos Monza track so you are free to use any mods (track skins, ai files, etc.) for that track with this one. Just don't overwrite the ext_config file. You can change or add anything to it, but do not delete the 'ROAD' or 'SKINS' section at the bottom or it will mess up how things work.
2025:
View attachment 1510062
2013:
View attachment 1510059
2010:
View attachment 1510060
Unless I or someone else runs across some small detail I missed in making all the layouts, this will be the last update until the track goes to version 1.0. That won't happen until I learn how to fix the Ascari area and widen out the turns in the first chicane for 2025. Since I have no clue how to do that at the moment, don't expect version 1.0 anytime soon.
EDIT: Don't download yet. I forgot something for the 2013 layout. Be back in 20 minutes with a fixed version.
EDIT 2: Safe to download. I forgot to add the speed bumps back to the first chicane for 2013.
Crap. Back to work.View attachment 1510084
Got a hole in T1 sausage curb.
Any thoughts on this thread that appeared in Assetto's subreddit? From how they're describing it, it's a major security flaw in CSP.
Link:
This is for sure obufiscated, but likely benign. The exploit only needs a few lines of code...I have found this in the car URD dallas hypercar...is it safe?
local base_char,keywords=128,{"and","break","do","else","elseif","end","false","for","function","if","in","local","nil","not","or","repeat","return","then","true","until","while","getScriptSetupValue","mguCutoffSpeed","mguDeploySpeed","controllerInputs","kersmult","car","mgukDelivery","drivetrainTorque","DataLUT11","overrideGasInput","bopAdjustPerMGU","carData","mguDeploySpeedLockedOut","isInPitlane","speedKmh","debug","index","ac","'-mgu-50-data.controllerInputs[5]='","data","'BOP_POWER'","'MGU_MINDS'","'MGU_MAXDS'","ratio","rpm","get","'-mgu-10-urd.isInPitlane='","'-mgu-60-tempTestMessage='","'-mgu-20-mguDeploySpeed='","'-mgu-30-mguCutoffSpeed='","'-mgu-40-kersmult='","'power_480_40.lut'","'power_500_20.lut'","'power_490_30.lut'","'power_510_10.lut'","'power_470_50.lut'","gear","script","'power_520.lut'","urd","'BOP Override'","isAIControlled","isInMainMenu","isICERunning","kersCharge","'BOP OK'","update","'BLIP'",}; function prettify(code) return code:gsub("["..string.char(base_char).."-"..string.char(base_char+#keywords).."]",
function (c) return keywords[c:byte()-base_char]; end) end return assert(loadstring(prettify[===[package.preload['a_urd_mgu']=(‰(...)Œ c=§.ž.¡(›.¦,¼)Œ p=§.ž.¡(›.¦,¸)Œ i=§.ž.¡(›.¦,¶)Œ d=§.ž.¡(›.¦,·)Œ o=§.ž.¡(›.¦,µ)Œ m=§.ž.¡(›.¦,¹)Œ n=§.–(ª)()Œ r=''Œ u=0
Œ a=‡
Œ t=0
Œ g=200
Œ l=0
Œ e=0
˜=§.–(«)()—=§.–(¬)()‰ ()Š ›.œ==1 ’
e=p:¯(›.®)†
Š ›.œ==2 ’
e=i:¯(›.®)†
Š ›.œ==3 ’
e=d:¯(›.®)†
Š ›.œ==4 ’
e=o:¯(›.®)†
Š ›.œ==5 ’
e=m:¯(›.®)†
Š ›.Â*100<1 ’
e=c:¯(›.®)†
Š ›.œ==0 š==0 ’
e=c:¯(›.®)†
Š(›.>(e*n))’
=((e*n)/›.)§.Ÿ()r=¾„
=©.gas
§.Ÿ()r=Æ
†
‰ ».Ä(e)Š sim.À ’
n=§.–(ª)()u=›.º
˜=§.–(«)()—=§.–(¬)()†
Š(˜>=—)’
—=350
†
Š Ž ›.¿ ’
Š ½.Á Ž a ’
()Š Ž ½.£ ’
Š(›.¤>˜ ›.¤<—)’
š=1
©.™[5]=š
„
š=0
©.™[5]=š
†
†
†
„
Š Ž ½.£ ’
Š(›.¤>˜ ›.¤<—)’
š=1
©.™[5]=š
¢=‡
„
š=0
©.™[5]=š
¢=“
†
†
()†
Š u~=›.º ’
a=“
u=›.º
†
Š a ’
Š t<g ’
t=t+1
§.Ÿ(math.huge)r=Å„
t=0
a=‡
†
†
Š l<=›. ’
l=›.
†
§.¥(°,½.£)§.¥(²,˜)§.¥(³,—)§.¥(´,š)§.¥(¨,©.™[5])§.¥(±,r)†
‰ ».reset()†
†)Œ c=§.ž.¡(›.¦,¼)Œ d=§.ž.¡(›.¦,¸)Œ p=§.ž.¡(›.¦,¶)Œ g=§.ž.¡(›.¦,·)Œ o=§.ž.¡(›.¦,µ)Œ m=§.ž.¡(›.¦,¹)Œ n=§.–(ª)()Œ r=''Œ u=0
Œ a=‡
Œ t=0
Œ i=200
Œ l=0
Œ e=0
˜=§.–(«)()—=§.–(¬)()‰ ()Š ›.œ==1 ’
It think the AXIO and CRZ are being worked on by TheNuvolari: https://x.com/TheNuvolari (I could be wrong)Can somebody please make these Models:
TOYOTA COROLLA AXIO GT300
View attachment 1510053
VEMAC RD320R / RD350R / RD408R GT300 SGT
View attachment 1510054
HONDA CR-Z GT HYBRID GT300 SGT
View attachment 1510055
PORSCHE 986 BOXSTER GT300 SGT
View attachment 1510056
Lexus IS350 GT300
View attachment 1510057
They are the few cars missing from the greatest race series in the world
More than 20 years?... That's impossible; all of you hackers are under 16 years old and wear hoods to hide your faces, I've seen it on YouTube...... I am a security researcher and offensive security expert for 20+ years...
I just noticed tomsim has a ford doran. have you tried it? is it as good as this one or better? EDIT nvm, theirs is the ford rileyRegarding the Doran JE4… I made some changes, for my personal use, in this car:
- New power.lut, curve built based on real data from the Ford version (600bhp@7750rpm; 786Nm@5000rpm)
- New aero.ini, calibrated based on real aerodynamic data from Daytona prototypes of the time (L/D=2.5; DownF 750kg / Drag 300kg @ 240KM/H; DownF 1100kg / Drag 440kg @ 290KM/H).
- Updated car.ini: car weight corrected, steer assist neutral (for fine tuning on slider now present in the setup) and new steering ratio (which I found more suitable for cars of that time).
- Updated engine.ini
- Updated suspensions.ini
- Sound tweaks
- Updated electronics.ini: the regulations did not allow the use of TC for the category
- Updated digital_instruments.ini
- Updated setup.ini: power steering assist & brake power sliders added.
- Updated logo.png and badge.png (Doran Racing)
For those interested, I decided to share it here, I hope the author doesn't mind, I will delete the post immediately, jlmk.
I am not a professional, therefore, I apologize in advance for omissions, errors and mistakes. To those who venture to do so, your feedback will be appreciated. Download
View attachment 1510024
Thanks for update, could you upload on other fast place, through mediafire takes 5 hours...Track has been updated to version 0.975. Use the link in the quote to get the updated version.
You will definitely need to delete your old track folder first. The changes to the track itself are not significant, but the track setup has changed so I could add collision physics to the new walls for 2025. There are now separate layouts for each era. I hate that it has to be this way, but there were no other options.
Changes:
-- Separate layouts for 2025, 2013 and 2010. If you want to drive one of the older layouts, make sure to enable the track skin for that particular year. If you don't, the track surface and curbs will look like 2025. The 2023 track skin is meant to be used with one of the 2025 layouts. It changes the track surface back to before the resurfacng in 2024 and eliminates the Temple of Speed banner.
-- If you drive the 2013 layout and don't like the changes to the wall colors, go into the 2013 track skin folder and delete the walls-b.dds and walls-b3.dds files. This will make the walls green again. The colors were chosen from watching a youtube video of the 2013 GT Endurance race.
-- Worth mentioning again. The track is based off of the Kunos Monza track so you are free to use any mods (track skins, ai files, etc.) for that track with this one. Just don't overwrite the ext_config file. You can change or add anything to it, but do not delete the 'ROAD' or 'SKINS' section at the bottom or it will mess up how things work.
2025:
View attachment 1510062
2013:
View attachment 1510059
2010:
View attachment 1510060
Unless I or someone else runs across some small detail I missed in making all the layouts, this will be the last update until the track goes to version 1.0. That won't happen until I learn how to fix the Ascari area and widen out the turns in the first chicane for 2025. Since I have no clue how to do that at the moment, don't expect version 1.0 anytime soon.
Besides stay away from illegal things and internet porn, what advice can you give the AC community at GTplanet on how to detect and determine certain suspicious activities caused by this specific AC vulnerability/exploit.For those that dont know, I am a security researcher and offensive security expert for 20+ years. My hobby and work is finding vulnerabilities and breaking security measures in Web, IoT and infrastructurer.
I can't thank you enough. One of the problems that bothered me the most was this grass that appeared out of nowhere and also ruined the whole atmosphere in replays.As a follow up to the CSP GrassFX debacle on the Targa Florio Discord we have been playing around with the GrassFX config file and have come up with some options.
Thanks is due to h1 for his input.
The file you can edit in Notepad is grass_fx.ini in ....assettocorsa/extension/config or put the section inside your user settings file under cfg/extension in your user folder as updating CSP will overwrite the one in assettocorsa/extension/config
What you find is 5 GENERATIONS which corespond to the Very Low to Very High settings in CSP GrassFX section
0 is Very Low thru to 4 being Very High
Here is an option by h1 to reduce the grass sprouting wave (select Very High in GrassFX to use this)
[GENERATION_4]
MAP_RESOLUTION = 2048
MAP_STEP = 0.5
MAP_SNAP = 1
PASS_0 = 0.25, 16
PASS_1 = 0.5, 8
PASS_2 = 1, 4
PASS_3 = 2, 2
PASS_4 = 4, 1
Here is my attempt at totally killing the wave within 100m of the car and just having a 'medium' level of grass everywhere.
[GENERATION_0]
MAP_RESOLUTION = 1024
MAP_STEP = 0.25
MAP_SNAP = 1
PASS_0 = 0, 0
PASS_1 = 0, 0
PASS_2 = 0, 0
PASS_3 = 0.5, 2
PASS_4 = 1, 1
It seems the first value other PASS_x is the density of the grass (lower denser) in that circle and the second value is the radius (1 being 100%, 2 is 50% etc)
As this is GENERATION 0 I need to choose Very Low in GrassFX to enable it. That way I can still use the regular CSP Very High when I want. No grass is sprouted in the nearest 3 circles so that wave effect is pushed to the far distance
What we have worked out is GrassFX is made up of 5 concentric circle, PASS_0 being the smallest and PASS_4 the largest
The MAP_RESOLUTION increases the 100% radius size. I found that I couldn't add more and more grass and a bigger radius because it seems to me that CSP puts a cap on the time taken to draw the grass (at 0.1ms in my case) or maybe it is just a cap on the total number of elements. It would be great to have the option to increase these by say a factor of 10.
As it is you still see a bit of grass popping into view on hillsides about 100m away but it is so much better than before.
Also CSP 0.3.x is still glitching so I am stuck on 0.2.12, turning off GrassFX in 0.3.x stops the glitching but I need grass.
Hope this helps anyone else who is plagued by 'chasing the grass wave'.
I have the 1.3.1 patch, still the same. Isn't mentioned in the changelog either.
@Tetri: Working with AIWhisperer lately and have a few questions.
___
- to share my settings, is it only settings.ini that needs to be shared?
- I did initial settings at RJ_Monza and saved those as Global settings for all cars (a 24 car subset of GTC60).
- Then I went to a bunch of other tracks, where if the settings didn't hold up I made changes and saved them out as Track specific (like Stardust, Oulton etc)
- but not all cars needed adjustment at the other tracks.
- Question: does saving settings as Track Specific have any influence on the settings previously saved as Global Settings? (and vice versa?) Or can I count on them remaining the same unless I intentionally overwrite?
- Question: Where are the track specific settings saved? I see no reference to other tracks in settings.ini.
- Question: Do I need to "Reload" Global settings each time I start a session? Can I reload global settings and then reload track specific settings after to pick up the cars that do have track specific settings (and leaving the others with the Global settings)?
- Another! Could we have separate settings.ini files for each of different car sets? Nice if we could just pick a carset from a list (or it auto selects the carset based on what it sees)
- Suggestions! Can you get AIWhisperer to auto-select the tab for the focused car? (optionally?) Can you have the tabs go down onto a second row so all tabs are wider and readable? (Tabs get mighty small with lotsa cars)
- What do you think about transferring some of the found data back into the code for the car? Seems to me that since effectiveness at different tracks ultimately requires changing the settings, so maybe not. And are some of those settings ineffective or counter-effective when a real human is driving the car? Like steering gain (when the user is driving the same car as the ai)? Or do all the settings only affect ai drivers (and only when AIWHisperer is running)?
___
So far I'm only working with two variables (mostly, sometimes the closer racing slider), brake hint and turn in (which seems to be corner-radius also) and am getting very good results. I'm staying away from adjusting grip and such (almost) and am finding no need to use them. Civilized ai racing! Apparently if all cars arrive at the corner and turn in correctly there's very little collision action, and even tidy two-wide through the turns! Still the occasional bumper bumped but I also use Stretched Grid keeping things clean. Two wide through the first chicane at Monza! Stoked, I am.
- Another thing, it seems that it's even better if the ai cars don't each have ai_default setups. Or at least they aren't necessary. I suppose ideally I'd drive all the cars and get good setups for them, then review/replace the track ai lines, and Then do the AIWhisperin' but NOT. Gettin closer to racing, not caught in a fixin-things loop. (Maybe we need to set up an AIWhisperer team to mow through all cars & tracks?)
___
Look forward to progressing with this and sharing (and getting feedback). GTC is goin smooth.
View attachment 1510018Gack, the image quality! (Looks good in 4k!)?
Any thoughts on this thread that appeared in Assetto's subreddit? From how they're describing it, it's a major security flaw in CSP.
Link:
In these particular cases:Besides stay away from illegal things and internet porn, what advice can you give the AC community at GTplanet on how to detect and determine certain suspicious activities caused by this specific AC vulnerability/exploit.
old news, I discoverd this like 2yr ago and developed full remote proof-of-concept.
oh yeah, its worse than this because its not just the LUA in CSP...
AC itself is also vuln (via a diferent vector) and I reported it to the AC team and they decided to ignore the warning. (yes I have the reciepts)
Uninstalled. Assetto was my favourite game but now it is gone. I had too many cars all over the internet, disgord, you name it. I just downloaded everything that I found that was interesting. So sad but I just dont want to risk it.
Adelaide Street Circuit 1985 - 1995 and 2000 v1.1
View attachment 1455847
Adelaide Street Circuit with 1985 - 1995 and 2000 layout.
Conversion from F1 Challenge.
-CSP recommended
-12 layouts (Yearly billboards and building variations)
-40 pit/start
-AI, cam
Credits & Thanks;
F1 Challenge Track by dmarques
(Converted from Carrera.4's rF version)
Terms Of Use; (F1C)
Enjoy this mod to the fullest, that's all. If you want to convert or use this
as a base to create other cars, you're welcome in doing so as long as the
appropriate credit is given to the respective authors of the files you are
using. You can find all authors in this file
AC converted by @shi (shin956)
AI line, sidelines and ai_hints.ini by @KevinK2
window light config base from adelaide1988 by @rainmaker
logo.png and sections file by @Fanapryde
.lua base and font by @gunnar333
Crowds texture by @Kniker97
marshall and some textures by kunos
Test and Feedback by @Breathe
Enjoy.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.01 changelog;
Added ALMS 2000 layout.
Some logo textures were edited from skins created by Fredelicious.
- Thank you for gave me permissionAdelaide 2000 ALMS
The Skin is for the track ASR Adelaide, which can be found on asrformula .com The Race of a Thousand Years (Adelaide 1000km) was supposed to change the endurance racing world. The precursor to the Asia Pacific Le Mans Series would run in...www.overtake.gg
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.)
v1.1 changelog;
Edited fast_lane.ai. (Crashes have decreased.)
Updated tree textures using AI.
Fixed floating trees.
Added a cut penalty to Turn 2.
Updated grass and sand shaders.
Hello, I have a question about GT3s: are the RSS or URD the best?