Assetto Corsa PC Mods General DiscussionPC 

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here in france we finally had winter after 3 years of nothing so let's celebrate a little more


Is this my F1 car ? And apparantly someone forgot to install the mod manually for the tyre textures to work in game
I wish we had winter like yours here in Quebec... Going into the second week with -20c everyday now...

Freezing Bill Murray GIF
 
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
 
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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
Triggered when 2 cars are entering the danger zone, specified by start and end values :

It says "little danger if you're on the right side, slow down a little (value 0.1), but consequent danger on left side, slow down and avoid sidelines (value 1.0)"

In situation, when 2 cars enter that zone, the one on the left would slow down, leaving the right one to take the lead.

Sure this is a typo by the way, but ai_hints.ini, not ai_help.ini😁
 
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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 :P)
 
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Hey, how did you record cars rotating in the CM showroom like that? I can't seem to get the showroom on full screen.
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.
 
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 :P)
To my understanding - and affilated tests - it refers to sidelines mostly. Doesn't take into account the side or corner involved.

Its just a basic hint for AI when they get in side by side situations :


Whatever value you put, it is strictly applied to the side involved, according to sidelines (≠ road limits), and doesn't take anything else into account.

When entering a DANGER hint, with 2 AI cars wide

Car on left side will consider LEFT VALUE
Car on right side will consider RIGHT VALUE

The faster AI cars go the sooner they'd need a danger zone to adapt their behavior.

AI cars going 245 km/h into a fast chicane with concrete walls won't avoid **** if they get their DANGER hints 10 meters before🤪

That means you can either have a low value for a long lenght (start to end) danger hint for AI to slow down quietly but surely with a light value (ie 0.35)

Or a shorter lenght (start to end) with higher values (ie 1.3) for harder brakings.

Would be clearer with a vid i think...
 
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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 very much!
 
24H
Doran JE4 1.1 should be this one



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
Thank you for sharing, been getting excellent results with this so far!

I did notice that the reflective shine on the right side of the car has been appearing in a different position for my results compared to your previews in your original post. I happen to have the same Mazda RX-7 mod that you're using, so I posted here for comparison;

Your preview;

1770080624433.webp



My preview:

1770080654930.webp


I tested with 0.3.0 preview140 aswell as preview212, and noticed no change between the two, my results came out the same regardless of using 140 or 212.
 
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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.


----------------------------------------------------------------------------------------------------------------------------------------------------
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.
 
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 :P)
 
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.
lucky you, 46C (115F) here yesterday in western australia
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.

With the mild Mediterranean climate where I live, when my wife decides we should go for a walk (having to abandon my plan to spend the whole afternoon playing AC), I'm left with no arguments to convince her to stay inside...
...I'm not as smart as you guys are when it comes to files, folders, codes, and such.
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...
 
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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!
 
Is it possible to make a copy of a encrypted car, and put it into another folder?

I wanted to create a copy of Formula RSS 2000 V12, and change the engine noise, but when I tried, it just wouldn't load it, instead complaining of corrupt LOD models.
 
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
Is someone working on adding skins to the car by any chance?
 
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!
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?
 
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?
Thanks for your answer. I've previously tried doing this, but it didn't have any effect.
 
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 pipeline
Screenshot 2026-02-03 132637.webp
Screenshot 2026-02-03 132523.webp
 
Thanks for your answer. I've previously tried doing this, but it didn't have any effect.
Running CSP I assume? There’s an option under DXGI in CSP called "true borderless". have you tried that?
Seems possibility in getting rid of stutters and tearing. Also, try disabling Game Bar.
 
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!
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.
 
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
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).
 
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.
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.
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.
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.
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
Wow great project 👍
 
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Nobody wanted me to post this:
1770132368413.webp


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
1770132418305.webp
 
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
Looking at this and the grand valley highway mod and seeing that we getting GT7 tracks in AC now.....[INSERT MICHAEL JORDAN PIC HERE]
 
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