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Lucky you. Only -12*C here. Spring is coming. Wohoo.I wish we had winter like yours here in Quebec... Going into the second week with -20c everyday now...
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Lucky you. Only -12*C here. Spring is coming. Wohoo.I wish we had winter like yours here in Quebec... Going into the second week with -20c everyday now...
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Shame cuz they'e two of the very best at making scratch-made tracks.The same with Nukedrop, Sergio and him are the FPS destroyer
Triggered when 2 cars are entering the danger zone, specified by start and end values :Can someone please give a quick breakdown of what the LEFT and RIGHT numbers in this [DANGER] entry (in an ai_help.ini file) signify? I've been guessing alot, but it's not revealing itself to me. (Or point me to the available description?)
[DANGER_0]
START=0.005000
END=0.018000
LEFT=1.00
RIGHT=0.10
Hey mate to get showroom on fullscreen you press f11 then press it again then to turn off the side part where cars features are you hold ctrl and press h then thats turns it off to get the cars to rotate in the showrrom go into camera settings in the side panel adjust it to you liking then press auto rotate and it should work.Hey, how did you record cars rotating in the CM showroom like that? I can't seem to get the showroom on full screen.
To my understanding - and affilated tests - it refers to sidelines mostly. Doesn't take into account the side or corner involved.Yup, ai_help.ini = ai_hints.ini + ai_ineedhelp
Thanks, that helps alot. Wouldn't have guessed in million years. So is that the same on both left and right corners? (regarding left lane car slowing down for the right lane car), and, do the numbers apply the same in both? (your description fits with my right corner but not so much with a left turn) OR is the order that the LEFT= and RIGHT= are listed significant, and changed to suit the direction of turn? IE on a right turn list the right side first, on a left turn list the left side first? Anyway, armed with new info, now I'll go play some more. (retirement Good, btw)
Thank you very much!Hey mate to get showroom on fullscreen you press f11 then press it again then to turn off the side part where cars features are you hold ctrl and press h then thats turns it off to get the cars to rotate in the showrrom go into camera settings in the side panel adjust it to you liking then press auto rotate and it should work.
Thank you for sharing, been getting excellent results with this so far!Doran JE4 1.1 should be this one
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Ford Doran JE4 | Assetto World
Download, install and enjoy this Ford Doran JE4 Assetto Corsa mod instantly for free. ford_doran_je4www.assettoworld.com
Release of the CSP preview settings 01-2026
for me the settings work the best with 0.3.0-preview140
Preset: https://acstuff.club/s/loda
Showroom: https://www.mediafire.com/file/ot02bbw1z0dsitu/tav_moderna.7z/file
Please do a backup if you already have the TAV Moderna showroom
Extract to your assetto corsa showroom folder: Steam\steamapps\common\assettocorsa\content\showroom
View attachment 1509849View attachment 1509850View attachment 1509851View attachment 1509852
And Jacarepaguá with chicane too...Quick question: Does anyone know if converting tracks from AMS2 is possible? It'd be nice to have a good version of Pocono, especially the road courses.
The RT_Daytona track is one that I've had for quite a long time now. Once I hit these errors I thought I would try to delete the track and reload it then try the extension again. But I got the errors again. I don't think the track itself is the problem. But I'm not as smart as you guys are when it comes to files, folders, codes, and such.Sorry bit confusion in what you do! Also I can not find any RT_Daytona nor that 2026 extension on the Breathe track list so I guess they all went for the Paystore.
Let me tell you how I do this instalments for every mods! Warning, never install by CM a method you will see at some YT video's.💡
Download the track and unzip it. Explore the directory root, get all the way down to real track "title file" That is in this sample the osth_circuit map, as you can see in my sample. You should do this because creators use al kinds of directory structure. Some use a single track name map only, some have a complex structure ready for use into CM-ModEnabler, or whatever.
View attachment 1510696
Copy this osth_circuit map only into the track folder in Steams Assetto Corsa folder.
View attachment 1510698
Open CM and you should see in de Content->track the track with a greendot.
View attachment 1510697
Now you know it's into the right folder and OK.
Think the same can be done with the Daytona track.
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Yup, ai_help.ini = ai_hints.ini + ai_ineedhelp
Thanks, that helps alot. Wouldn't have guessed in million years. So is that the same on both left and right corners? (regarding left lane car slowing down for the right lane car), and, do the numbers apply the same in both? (your description fits with my right corner but not so much with a left turn) OR is the order that the LEFT= and RIGHT= are listed significant, and changed to suit the direction of turn? IE on a right turn list the right side first, on a left turn list the left side first? Anyway, armed with new info, now I'll go play some more. (retirement Good, btw)
lucky you, 46C (115F) here yesterday in western australiaI wish we had winter like yours here in Quebec... Going into the second week with -20c everyday now...
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I wish we had winter like yours here in Quebec... Going into the second week with -20c everyday now...
Lucky you. Only -12*C here. Spring is coming. Wohoo.
Well, since I try to be positive and find the silver lining even in the worst situations, I see your complaints as excellent excuses to stay comfortably seated in a cockpit at home, enjoying the air conditioning.lucky you, 46C (115F) here yesterday in western australia
Don't underestimate yourself, mate; if I, with my old caveman brain, have managed to make AC work (more or less) well, anyone with a pair of opposable thumbs can do it, I assure you. It's a matter of patience......I'm not as smart as you guys are when it comes to files, folders, codes, and such.
It's a shame with Nukedrop's tracks as visually they are right up there. But road mesh wise they're as flat as a pancake, making the track (for me) dull and dreary to drive, just totally lifeless.The same with Nukedrop, Sergio and him are the FPS destroyer
Is someone working on adding skins to the car by any chance?View attachment 1497166
Released : Mclaren F1 GTR (Longtail) 1997
Author:F302
3D Model Car :GT7
Texture Update : F302 (rework)
3d work: F302
Turnlight is Working
hope u enjoy the Car
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
https://mega.nz/file/pXFHlRgS#bGKD_16OUVFH_cLk_W1-W_PdX6y4k6ATDbZdqUPQhZU
Don't guarantee this will fix it for you, right click on acs.exe (and/or assettocorsa.exe), select properties and set "Full screen optimization" to off? Additionally set "Run as Administrator" under properties?Hello everyone, I’m having a really annoying stuttering issue in Assetto Corsa, and I’m seemingly out of ideas. It seems to happen only in Assetto Corsa, as my other games (sometimes even more taxing than AC) run perfectly fine. What’s strange is that the stuttering completely disappears when I enable exclusive fullscreen via ALT + ENTER.
However, this creates another issue: when I’m in exclusive fullscreen and I alt-tab, I get a black screen for 1 or 2 seconds. Additionally, when I return to the game, Assetto Corsa switches back to borderless fullscreen (I think that's what it is), and the stuttering comes back immediately.
I fiddled with video settings and even went as far as formatting Windows, but the problem is still there. It happens both with modded and Kunos tracks/cars, so it doesn’t seem to be mod-related.
At this point I’m not sure if this is a Windows issue, a fullscreen/borderless problem, or something specific to Assetto Corsa’s engine.
Has anyone experienced anything like this? Am I just stuck with exclusive fullscreen? Any help would be greatly appreciated!
Thanks for your answer. I've previously tried doing this, but it didn't have any effect.Don't guarantee this will fix it for you, right click on acs.exe (and/or assettocorsa.exe), select properties and set "Full screen optimization" to off? Additionally set "Run as Administrator" under properties?
Running CSP I assume? There’s an option under DXGI in CSP called "true borderless". have you tried that?Thanks for your answer. I've previously tried doing this, but it didn't have any effect.
If you're using CM/CSP, try turning off "New AI behavior" and see if it persists.Hello everyone, I’m having a really annoying stuttering issue in Assetto Corsa, and I’m seemingly out of ideas. It seems to happen only in Assetto Corsa, as my other games (sometimes even more taxing than AC) run perfectly fine. What’s strange is that the stuttering completely disappears when I enable exclusive fullscreen via ALT + ENTER.
However, this creates another issue: when I’m in exclusive fullscreen and I alt-tab, I get a black screen for 1 or 2 seconds. Additionally, when I return to the game, Assetto Corsa switches back to borderless fullscreen (I think that's what it is), and the stuttering comes back immediately.
I fiddled with video settings and even went as far as formatting Windows, but the problem is still there. It happens both with modded and Kunos tracks/cars, so it doesn’t seem to be mod-related.
At this point I’m not sure if this is a Windows issue, a fullscreen/borderless problem, or something specific to Assetto Corsa’s engine.
Has anyone experienced anything like this? Am I just stuck with exclusive fullscreen? Any help would be greatly appreciated!
I had exactly the same issue but in VR where it ran half res. either in full screen or out, cant remember which way round. On latest csp .3.0.212 now and issue is gone completely.Hello everyone, I’m having a really annoying stuttering issue in Assetto Corsa, and I’m seemingly out of ideas. It seems to happen only in Assetto Corsa, as my other games (sometimes even more taxing than AC) run perfectly fine. What’s strange is that the stuttering completely disappears when I enable exclusive fullscreen via ALT + ENTER.
However, this creates another issue: when I’m in exclusive fullscreen and I alt-tab, I get a black screen for 1 or 2 seconds. Additionally, when I return to the game, Assetto Corsa switches back to borderless fullscreen (I think that's what it is), and the stuttering comes back immediately.
I fiddled with video settings and even went as far as formatting Windows, but the problem is still there. It happens both with modded and Kunos tracks/cars, so it doesn’t seem to be mod-related.
At this point I’m not sure if this is a Windows issue, a fullscreen/borderless problem, or something specific to Assetto Corsa’s engine.
Has anyone experienced anything like this? Am I just stuck with exclusive fullscreen? Any help would be greatly appreciated!
There is a way to put a data_override folder inside a skin folder, and you could put a flames.ini in there, but I’m not sure if it actually works with flames.ini (I know it works with lighting.ini).I wonder if anyone can help me? We are putting the finishing touches to a post-war Frazer Nash with a number of variants. The MkII exhaust is different to the MkI and the smoke and flames need to emerge from a different place. I can manage the smoke as I can just put some lines into each skin's ext_config, but as the flames refer to the flames.ini file, I have yet to find any syntax that will allow me to specify flame position and direction for individual skins. I have tried putting SKINS= lines into flames.ini and pasting the flames lines into individual skin ext_configs without any joy. I am sure there must be a way to do it and maybe someone here knows!
Here are couple of several variants in the pipelineView attachment 1510878View attachment 1510879
Did test the RT_Daytona, I have only the oval, but that is running great here. What version do you have because I have noticed two revision numbers.The RT_Daytona track is one that I've had for quite a long time now. Once I hit these errors I thought I would try to delete the track and reload it then try the extension again. But I got the errors again. I don't think the track itself is the problem. But I'm not as smart as you guys are when it comes to files, folders, codes, and such.
His visuals are not good when seeing them in VR mode. For some strange reason he is always mixing low/high poly objects side by side, while his hey bales are more like square yellow painted concrete blocks. Further more if using objects that should be moving then make them move, or simply do not use them, hate to see a static Ferris Wheel 🎡 or a not moving cable gondola at his Sebring track. 🚠 Did mention this to Nukedrop/Tyrone several times but no correction.It's a shame with Nukedrop's tracks as visually they are right up there. But road mesh wise they're as flat as a pancake, making the track (for me) dull and dreary to drive, just totally lifeless.
Wow great project 👍I wonder if anyone can help me? We are putting the finishing touches to a post-war Frazer Nash with a number of variants. The MkII exhaust is different to the MkI and the smoke and flames need to emerge from a different place. I can manage the smoke as I can just put some lines into each skin's ext_config, but as the flames refer to the flames.ini file, I have yet to find any syntax that will allow me to specify flame position and direction for individual skins. I have tried putting SKINS= lines into flames.ini and pasting the flames lines into individual skin ext_configs without any joy. I am sure there must be a way to do it and maybe someone here knows!
Here are couple of several variants in the pipelineView attachment 1510878View attachment 1510879
Looking at this and the grand valley highway mod and seeing that we getting GT7 tracks in AC now.....[INSERT MICHAEL JORDAN PIC HERE]Nobody wanted me to post this:View attachment 1510894
Grand Turismo 7 High Speed Ring for AC
Normal and Reverse layouts
Endurance layout, using longer pitlane + Reverse
1 kart track
28 gridspots / 8 on kart track
Vanilla AC compatible, custom roadmesh, AC audio reverb
additional CustomShadersPatch sound effects: for the dam waterfall, cows/sheep on the farm, helicopter sound, crowd cheering
CSP animations for 3 helis, blimp/plane/airliner/kart on track, flags in the crowd, a flock of birds, Nobody himself laying rest somewhere trackside
Config for Rain_fx, night Lighting_fx, Grass_fx
Leaderboard tower showing first top 12 drivers, in hotlap your time vs current best
Download: google drive or mediafire
View attachment 1510895
Thanks, I will try that!There is a way to put a data_override folder inside a skin folder, and you could put a flames.ini in there, but I’m not sure if it actually works with flames.ini (I know it works with lighting.ini).
I don't know. I might get on tomorrow night to check it out but if I don't it will be the weekend before I can.Did test the RT_Daytona, I have only the oval, but that is running great here. What version do you have because I have noticed two revision numbers.