Assetto Corsa PC Mods General DiscussionPC 

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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.
First attempt at the new Ascari area for 2025 (sorry, no kerb changes yet). I had to re-make the physics kn5 file to account for the new sand areas. Hoping a couple of people could take this for a test drive and go off track in the Ascari area to test out how the car reacts on the different surface types. I didn't change the surface values so the car should still react the same depending on what surface type you are on. I just want to make sure the physics match up with the visual layer. Also let me know if you fall through the surface anywhere.

Use the link in the quote to get the new version if you feel like trying it out. Just make sure to delete or backup the old track folder first to be safe. Thanks for any feedback...
 
Give Johnr777's version a go. You can download it for free or donate a small amount for time and effort - which i did because his work is FANTASTIC.
But Pyyer's IMSA extensions do not work with that track do they?
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.

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.

Wow great project 👍
I have version 1.3.7

Also see these skin files I've outlined? All of them installed completely with no issues and I did it the same way as the Daytona extension. Double click the file, cut the content file and paste it into assettocorsa.

 
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But Pyyer's IMSA extensions do not work with that track do they?

I have version 1.3.7

Also see these skin files I've outlined? All of them installed completely with no issues and I did it the same way as the Daytona extension. Double click the file, cut the content file and paste it into assettocorsa.

Hmmm strange as the official Patreon is talking about 1.3.1 :confused:

Can sent me those two files so I combine these to one and test whats going on, and sent them back as one track file. For the rest I do not care about modern stuff so if a “mr perfect” member thinks we are illegal spreading paymods, I will delete them afterwards, only helping.

Edit, normally these RT & JohnR777 are two different Daytona designed tracks, but who knows, you could, after making a backup, give it a try.
 
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BCRC are terrible
59BBEE78-C8D0-4A71-BF50-888D5BBA5727.gif


Thank you for your replies.
I decided to give both ACF and BCRC a go and... immediately came to the same conclusion. "Archived" to bin and URD/RSS/VRC it stays!
ACF is used in LFM. Maybe it's a reason to keep it. But for private and offline grids, in terms of GT3, URD, followed by RSS, are hard to beat. The new URD M4 is an unmissable masterpiece.
 
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But Pyyer's IMSA extensions do not work with that track do they?

I have version 1.3.7

Also see these skin files I've outlined? All of them installed completely with no issues and I did it the same way as the Daytona extension. Double click the file, cut the content file and paste it into assettocorsa.

Yes, but it's a 2026 rendition of Daytona. TBF,b it's better than the RT version (which is in itself is great, it's just his track is fantastic in regards to road mesh and visuals).
 
View attachment 1511238


ACF is used in LFM. Maybe it's a reason to keep it. But for private and offline grids, in terms of GT3, URD, followed by RSS, are hard to beat. The new URD M4 is an unmissable masterpiece.
The fact that LFM is using bottom of the barrel content is wild tbh. You'd think they'd want to give their userbase an decent set of cars to race with but no. Give them the most generic crap possible instead lol
 
The fact that LFM is using bottom of the barrel content is wild tbh. You'd think they'd want to give their userbase an decent set of cars to race with but no. Give them the most generic crap possible instead lol
I agree, but what can be done... In terms of platforms for online public grids, it's still the best I know for AC1. Unfortunately, URD and RSS don't have their own servers for their cars (at least, I'm not aware of any), and I don't know of any platform that uses them either. IMHO, a missed commercial opportunity.
 
The fact that LFM is using bottom of the barrel content is wild tbh. You'd think they'd want to give their userbase an decent set of cars to race with but no. Give them the most generic crap possible instead lol
I don't know if I'm going to say something stupid, because I've never played online, but... could be that the mods used in these online competitions are "simpler" to be more manageable by PCs of all types (and not just NASA ones) and thus avoid technical problems during gameplay as much as possible?
 
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The fact that LFM is using bottom of the barrel content is wild tbh. You'd think they'd want to give their userbase an decent set of cars to race with but no. Give them the most generic crap possible instead lol
It's for ease of access purposes.

I disagree with it. The ACF and TRR cars blow.
 
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V8 Supercars 2011
HExkIYw.jpeg


I initially released these in 2014 on another forum... just started getting into AC again and needed to freshen these up to somewhere near the current standards.
Updates include:
  • new tyres, somewhere between V8Corsa and BCRC
  • CSP functionality with wipers, lights, flames etc
  • upscaled interior textures
  • fixed driver animations to avoid clipping through the steering wheel
https://www.mediafire.com/file/k5la4t8ncmydew6/V8SC2011.zip/file

Enjoy

(edit-updated download link)
Updated to v1.1
  • Fixed the Falcon soundbank, for some reason it was causing stutters with high AI grid counts
  • AI slightly adjusted
  • Physics adjusted (softer suspension for a bit more body roll)
  • Compressed some of the textures to save space and improve load times
  • Removed the driver gear change preload animation so he keeps his hands on the wheel until actually shifting
  • Fixed the Commodore steering wheel sticker textures that were not aligned correctly
  • Fixed transparency on Falcon interior textures

 
After having some success with the Ascari area, I decided to try my luck moving the sand around Lesmo. For Ascari, I 'borrowed' meshes from another track and adjusted them fit into mine. For Lesmo, i'm taking what I learned and trying to do everything myself. So far it's going pretty good and I think I will be able to get all the sand areas moved closer to the road for 2025. Don't know that I can get them as close as they should be, but things will hopefully look at little more accurate.

Not a huge change, but worth the effort just for the learning experience. Haven't done the other Lesmo turn area yet.

Before:
1.webp


Afer:
2.webp
 
After having some success with the Ascari area, I decided to try my luck moving the sand around Lesmo. For Ascari, I 'borrowed' meshes from another track and adjusted them fit into mine. For Lesmo, i'm taking what I learned and trying to do everything myself. So far it's going pretty good and I think I will be able to get all the sand areas moved closer to the road for 2025. Don't know that I can get them as close as they should be, but things will hopefully look at little more accurate.

Not a huge change, but worth the effort just for the learning experience. Haven't done the other Lesmo turn area yet.

Before:
View attachment 1511373

Afer:
View attachment 1511374
Ooo, I can see some corner exit habits I'll need to break, right there :lol:
Bravo the learning curve, Joe.
 
Does anyone know where to get the Lotus 11 that doesn't have the hump behind the driver? (Supposedly Lotus 11 Club but club I have has the hump). There was a bare metal skin released lately...
 
After having some success with the Ascari area, I decided to try my luck moving the sand around Lesmo. For Ascari, I 'borrowed' meshes from another track and adjusted them fit into mine. For Lesmo, i'm taking what I learned and trying to do everything myself. So far it's going pretty good and I think I will be able to get all the sand areas moved closer to the road for 2025. Don't know that I can get them as close as they should be, but things will hopefully look at little more accurate.

Not a huge change, but worth the effort just for the learning experience. Haven't done the other Lesmo turn area yet.

Before:
View attachment 1511373

Afer:
View attachment 1511374
Hi mate, where can I find the link to get it?
ps if is possible as last time via Mega bcs mediafire takes long long time.
Thanks
 
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 ’
Hmmm, am I losing something? what is so funny about the post? (legit question)
 
Can anyone suggest a good config for silver-grey metallic paint, something akin to Hamilton's old Mercedes-AMG Petronas "Silver Arrows" F1 livery (the '13-'21 silver one, not the later black one).
I've come up with something that's OK, but it can lose the metallic effect depending on sun angle. Ideally the brightness and metallic effect would remain consistent no matter where it's viewed from.

1770390489740.webp
 
@Tetri: AIW Questions/Suggestions for today...
  • is there any way to save the Closer Racing and Prevent Ramming slider settings? It would be nice if they loaded at startup. They seem to do a fine job. (do they contradict each other somewhat?)
  • I need two more zones to work with! Plus a zone for pitlane in. Possible?
  • Is their anything AIW could be convinced to do about refueling (or NOT refueling)? How about gearing? Can you sneak some of that in there?
  • To clarify, hitting Reload AI Hints Cache takes the hints directly from AIHintsReader's fresh save? That's cool.
  • Have you noticed that occasionally one car gets stupid and just veers off the road into the wall? Just noticed the Healey 3000 doing that coming out of the pits at Monza66.

I'm pretty much done setting up 24 GTC60 cars at ks_Monza66. I took a run at setting up ai_hints.ini using AIHintsReader (cool). A bit more tweaking (that Simca 2000 GT is a b****), ideally so they can all make it through a race. I may also have to do the dang setups for all the cars so they have fuel and adequate gearing for the straights. Might need an app to cure their incessant need to refuel (even on a five lap race!)

@racinjoe013: Any idea what's up with the pitlane entry on Monza 2025? All the GTC cars swing way off the road to the left then cut across the track to pit entry on the right, so assuming the pitlane line is doing that intentionally, or are they just going too fast to stay to the right?
 
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SB1
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.
Well. After couple of days later I reinstalled Assetto.
Couple of downloads later I have CSP, Pure and all my previous settings and 441 cars.
Maybe it was good to do some "cleaning". I had too many same cars and some horrible Forza or Gran Turismo rips. Now I have only cars that are good. Just some more tracks from Overtake and I am done!

I love Donington park, what is best version of that track?
 
SB1
Well. After couple of days later I reinstalled Assetto.
Couple of downloads later I have CSP, Pure and all my previous settings and 441 cars.
Maybe it was good to do some "cleaning". I had too many same cars and some horrible Forza or Gran Turismo rips. Now I have only cars that are good. Just some more tracks from Overtake and I am done!

I love Donington park, what is best version of that track?
Think that nobody can give you an answer because it’s personal. Like I hate to drive in circuits that do not have spectators or are from an modern age (1970+) Think the best way is to check the Breathe track list and select the preferred period of year. Then it’s just a matter of test drive and see what you like. One tip avoid tracks that are converted from old antique race games (full off low poly 2D objects) or old tracks that have received the last update in 2017.
 
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Can anyone suggest a good config for silver-grey metallic paint, something akin to Hamilton's old Mercedes-AMG Petronas "Silver Arrows" F1 livery (the '13-'21 silver one, not the later black one).
I've come up with something that's OK, but it can lose the metallic effect depending on sun angle. Ideally the brightness and metallic effect would remain consistent no matter where it's viewed from.

View attachment 1511388
Found something here that can help

Mercedes Sauber C9 Realistic/Better Paintjob and Interior

[Material_CarPaint_Metallic]
Materials = EXT_body_paint
BrightnessAdjustment = 0.75
FresnelC = 0.05
FresnelMax = 0.16
ColoredSpecular = 0.75
AmbientSpecular = 3
AmbientSpecularEXP = 6
SpecularBase = 1, 35
ClearCoatThickness = 0.1
ClearCoatIOR = 1.05
 
Found something here that can help

Mercedes Sauber C9 Realistic/Better Paintjob and Interior

[Material_CarPaint_Metallic]
Materials = EXT_body_paint
BrightnessAdjustment = 0.75
FresnelC = 0.05
FresnelMax = 0.16
ColoredSpecular = 0.75
AmbientSpecular = 3
AmbientSpecularEXP = 6
SpecularBase = 1, 35
ClearCoatThickness = 0.1
ClearCoatIOR = 1.05
Thanks very much - I'll give that a go. Cheers!
 
Hmmm, am I losing something? what is so funny about the post? (legit question)

This is heavily obfuscated Lua, and it’s doing two main things:

Decompression / de-obfuscation of byte-encoded Lua

Runtime logic for an MGU/KERS controller (Assetto Corsa / sim racing context)

ChatGPT can decode it, but tells me the one you provided is incomplete and parts are missing from the bottom.

Deobfuscated Lua part

-- Module: a_urd_mgu

local ac = ac
local car = car
local sim = sim

-- Script setup values
local mguCutoffSpeed = getScriptSetupValue("MGU_MINDS")
local mguDeploySpeed = getScriptSetupValue("MGU_MAXDS")
local kersMult = getScriptSetupValue("kersmult")

-- LUTs per BOP
local lut_car0 = DataLUT11("power_520.lut")
local lut_car1 = DataLUT11("power_470_50.lut")
local lut_car2 = DataLUT11("power_480_40.lut")
local lut_car3 = DataLUT11("power_490_30.lut")
local lut_car4 = DataLUT11("power_500_20.lut")
local lut_car5 = DataLUT11("power_510_10.lut")

-- Runtime state
local lastRPM = 0
local kersButton = 0
local armed = false
local timer = 0
local delayTicks = 200
local lastDeployRPM = 0
local outputTorque = 0

-- Cached setup values
local minRPM = getScriptSetupValue("MGU_MINDS")
local maxRPM = getScriptSetupValue("MGU_MAXDS")

-- Helper: select LUT based on car index
local function selectDeployLUT()
if car.index == 1 then return lut_car1 end
if car.index == 2 then return lut_car2 end
if car.index == 3 then return lut_car3 end
if car.index == 4 then return lut_car4 end
if car.index == 5 then return lut_car5 end
return lut_car0
end

-- Reset function
local function reset()
kersButton = 0
controllerInputs[5] = 0
armed = false
timer = 0
end

-- Main update loop
local function update(dt)
local deployValue = 0
local lut = selectDeployLUT()

-- Safety: pitlane or stopped
if car.isInPitlane or car.speedKmh * 100 < 1 then
deployValue = lut:get(car.ratio)
else
deployValue = lut:get(car.ratio)
end

-- Compute torque override
outputTorque = (deployValue * kersMult) / car.drivetrainTorque
car.overrideGasInput(outputTorque)

-- RPM window logic
if car.rpm > minRPM and car.rpm < maxRPM then
kersButton = 1
else
kersButton = 0
end

controllerInputs[5] = kersButton

-- RPM change resets arming
if lastRPM ~= car.rpm then
armed = false
lastRPM = car.rpm
end

-- Delay / lockout logic
if armed then
if timer < delayTicks then
timer = timer + 1
else
car.overrideGasInput(math.huge)
timer = 0
armed = false
end
end

-- Debug
ac.debug("MGU_MINDS", minRPM)
ac.debug("MGU_MAXDS", maxRPM)
ac.debug("BOP_POWER", deployValue)
ac.debug("controllerInputs[5]", controllerInputs[5])
ac.debug("MGU_OUTPUT", outputTorque)
end

return {
update = update,
reset = reset
}
 
Hello everyone,
I'm having a problem with previews in Content Manager.
My thumbnails have a blurry mirror effect, but when I edit them, there is no blurred mirror effect selected.
I think I've tried everything, but nothing works.
Do you have any ideas?
Thank you in advance for your help.
 

Attachments

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