Assetto Corsa PC Mods General DiscussionPC 

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Ciao Joe! Try here, there are many videos of tests they did in Monza in January/February. 😉

Damn, wish I had some of these videos sooner. I got things way off. I see Lesmo and Ascari have wider kerbs with no carpet\concrete runoff area (whatever they are called) anymore. The sand goes right up against the kerbs now.

I'm not sure I have it in me to try and fix things. It's such a frustrating process because I don't know what i'm doing. I'll spend an hour or more in Blender doing what I think is right only to find out I screwed up something once I load it in the game and have to start over.
 
Anyone having problem with CSP 0.3 crashing when going into VR. Goes in VR for a few seconds then crashes and throws you out.
CSP 0.2.12 works fine. Any ideas please. Reported to Ilja but no reply.
 
I have audio issues with the VRC Alfio 56 and CSP O.3.0, all preview versions. It's fine with 0.2.11.

The audio is fine at first, but after revving and shifting, a loud humming sound is generated and stays put. It follows the throttle, with full volume at throttle 0% and fades gradually, disappearing at throttle 100%. It's present Even with the engine not running.

I tried enabling and disabling all the audio optimisations, no luck.

No other car I have tried has this issue, it seems specific to this car.

Anyone else can reproduce this, or is it a problem on my end?
 
I have audio issues with the VRC Alfio 56 and CSP O.3.0, all preview versions. It's fine with 0.2.11.

The audio is fine at first, but after revving and shifting, a loud humming sound is generated and stays put. It follows the throttle, with full volume at throttle 0% and fades gradually, disappearing at throttle 100%. It's present Even with the engine not running.

I tried enabling and disabling all the audio optimisations, no luck.

No other car I have tried has this issue, it seems specific to this car.

Anyone else can reproduce this, or is it a problem on my end?
I had that issue as well and i swapped the sound with another. So it's not only you!
 
I have audio issues with the VRC Alfio 56 and CSP O.3.0, all preview versions. It's fine with 0.2.11.

The audio is fine at first, but after revving and shifting, a loud humming sound is generated and stays put. It follows the throttle, with full volume at throttle 0% and fades gradually, disappearing at throttle 100%. It's present Even with the engine not running.

I tried enabling and disabling all the audio optimisations, no luck.

No other car I have tried has this issue, it seems specific to this car.

Anyone else can reproduce this, or is it a problem on my end?
Since few CSP patches 0.3.xxx i have issue with audio with (almost) any car. Sound that came later with some mute seconds while switching cams (onboard and replay cams). Or with high revs. Never found a solution and it's quite annoying.
 
I don't think you understand!
CSP 0.2.12p1 is actually 0.2.11 + rain

The public versions and the corresponding "p1" versions are actually equal, BUT the p1 versions have also the preview features activated, like "rainFX".

0.2.7p1 = 0.2.6 + rain
0.2.8p1 = 0.2.7 + rain
0.2.9p1 = 0.2.8 + rain
0.2.10p1 = 0.2.9 + rain
0.2.11p1 = 0.2.10 + rain
0.2.12p1 = 0.2.11 + rain
and in the future there will be a CSP 0.3.0 version and guess how the preview version would be called then?
0.3.1p1 = 0.3.0 + rain

But currently there are only 0.3.xxx preview versions available. There are many developments right now.
Yes, indeed, I hadn't understood.
Thank you so much for explaining that to me.
So I'll go find the version I need.
 
with the new VRC Auriel 4 and Beamer 320 CSP version, I start with engine off (I have to press ignition and start engine...) is it possible to disable this feature to start the game with engine on like a vanilla car ? I didn't find this in VRC Extended Control
 
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I have btw made some small changes in the lua-files for the VRC Alfio and the Vokker, making them display the current gear in the display, as that was missing, for some reason.

Anyone interested in that, or was I the only one missing it?

Screenshot_vrc_erc_1994_vokker_csp_sx_lemans_14-1-126-19-27-18.webp
Screenshot_vrc_erc_1998_alfio_csp_sx_lemans_14-1-126-19-26-55.webp
 
with the new VRC Auriel 4 and Beamer 320 CSP version, I start with engine off (I have to press ignition and start engine...) is it possible to disable this feature to start the game with engine on like a vanilla car ? I didn't find this in VRC Extended Control
You can deactivate the manual start und ignition in the setup menu of the cars.
 
Hey guys! Long time lurker here.

I was wondering if anybody could help me with an issue I'm having.

I'm putting together the grid for Le Mans 1977 and while everything is perfectly fine during qualifying, in the race, some of the AI aren't using their full speed, going roughly 25 km/h slower than they could/should.

For example, I am using Yezhrod's Porsche 936 that comfortably reaches 340 Km/h during qualifying, but barely goes above 315 Km/h in the race. Same for the Renault A442 and the Mirage GR8. The latter, I modified to be more realistic (according to online sources, it should be doing around 320 Km/h with a qualifying laptime of 3:47 which is now spot on) but again, during the race they refuse to go above 295 Km/h and do laptimes around 4:02.
The Porsche 935s also suffer, barely going above 295 Km/h instead of 315-320 Km/h (there were two versions of the car on the grid, the 935/77 is from Legion, the rest is from the DRM mod).

Does anybody know how can I get the AI to use their full speed?
Soooooo, it was the turbo.

Even though I set a default setup for the AI, they changed/lowered the turbo settings between qualifying and the race.

Case closed. 👍
 
Another question for someone in the know about Monza in 2025. I'm trying to fix my mistakes from using an overhead image from 2022 or 2023 as a reference. Since I can't find an up-to-date overhead, i'm making guesses. My question for someone who might know, does this kerb look too wide?

acs 2026-02-14 18-07-58.webp
 
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Soooooo, it was the turbo.

Even though I set a default setup for the AI, they changed/lowered the turbo settings between qualifying and the race.

Case closed. 👍
I was always wondering if their was any kind of Turbo command available for an ai_hint.ini (not)... Perhaps setting a HINT to anything above 1.0 instigates the turbo... I'll look into that. (although in your case it's probably about engine life)
 
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anyone else has issues with sound disappearing (for 1 or 2 seconds) after colliding with opponents ?

I have it now with all mods incl Kunos ! Been tinkering for hours and can't find the culprite.

I did find a workaround : don't crash into opponents! :lol: still I would like to find the solution!
 
I have btw made some small changes in the lua-files for the VRC Alfio and the Vokker, making them display the current gear in the display, as that was missing, for some reason.

Anyone interested in that, or was I the only one missing it?

View attachment 1513195View attachment 1513196
someone needs to fix the suspension phasing through the brake disk as it does not look like they will.
 
Actually it does not matter, but just use the latest one. Pure is compatible down to CSP 0.2.3, so there should be no issues with all of the versions from 0.2.3 to the most recent CSP previews (0.3.xxx).

And if you use Pure LCS or Pure Gamma is mostly a taste for now. The CSP Gamma shaders still have the best sun/Glare reflections, but many AC problems were fixed in the LCS shaders. Pure LCS is also the most recent development and has many improvements over Pure Gamma if you compare its internal parts, like rendering, fog algorithm, shaders and such. But i still update both of them, so you must not care about their compatibility to CSP anyway...
Will LCS ever catch up to Gamma in regards to reflections?
 
Does anyone ever have an issue with CSP crashing when watching replays, it only happens when I've got other ai cars, if I do a single session on my own it's fine and doesnt crash, it's a new build pc everything is fresh installed and also latest csp and pure, it did it before as well on my old pc, just seems very odd and can't be the only one this is happening to

Thanks
 
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View attachment 1513036
Hi, I need your help. The dashboard lighting is too bright. How can I fix it? My car is a Nissan Silvia Spec-R Aero from Jugge8.I'm using Pure LCS.
Worst thing about it's that every ppfilter have set lighting values different and in addition to this there is lcs or gamma so its difficult to have this looking same in every scenario.

Apparently they made it using gamma, where it's looks good, but here you go. This is for lcs and pure ppfilter. Change these lines in ext_config.


[EMISSIVE_LIGHT_...]
NAME=int_cluster, int_gauge_pod
COLOR=1,1,1,3
SIMULATE_HEATING=2
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...]
NAME=int_screens
COLOR=1,1,1,1
OFF_COLOR=1,1,1,1.5
SIMULATE_HEATING=2
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EXTRA_FX_EMISSIVE_...]
MESHES = int_cluster, int_gauge_pod
RANGE = 0.2
COLOR = 2

[EXTRA_FX_EMISSIVE_...]
MESHES = int_screens
RANGE = 0.1
COLOR = 0.3
 
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shi
Phillip Island v1.2

View attachment 1142867
The Phillip Island Grand Prix Circuit is a motor racing circuit located near Ventnor, on Phillip Island, Victoria, Australia. The current circuit was first used in 1956.(Wikipedia)
Conversion from rFactor2.

-CSP recommended
-32 pit/start
-AI, cam

Credits & Thanks;
rFactor2 Original Track by R1CHO.
rFactor2 version updated by Obbzy_XR_.
-Attempts to contact them have gone unanswered. Thank you for his work.

AC Converted by @shi (shin956)
some objects, cam by Terra21 version Phillip Island
AI, some textures by @macko68
logo.png and sections.ini by @Fanapryde
cams, ext_config by @CrisT86
cams by @DaBaeda
some billboard textures by @Skuby
Crowds texture by Kniker97
marshall, some textures by kunos
Test and Feedback by @macko68 , @Masscot , @Fanapryde , @KevinK2 , @Skuby

Enjoy.
Converted at the request of my Patreon member @Skuby .
Patreon-only track requests are now being accepted.

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.01 changelog;
Added new cams, ext_config by CrisT86.
Added new cams by DaBaeda.
Fixed some normals.
Some billboards have been placed.(The video of the 2021 FANATEC GT WORLD CHALLENGE is referenced.) Some billboard textures by @Skuby
Unnecessary objects have been deleted.
Adjusted ext_config.
Fixed track name and melbourne billboard mapping.
Other minor fixes.

v1.1 changelog;
Smoothed corner edges. (Suggestion by Papifix. Thanks.)

v1.2 changelog;
Added sand edges.
Recreated groove and skidmarks.
Fixed tire walls.
Updated ext_config.ini.
Changed crowd textures by Kniker97. (Thanks)

Phillip Island v1.2

v1.2 changelog;
Added sand edges.
Recreated groove and skidmarks.
Fixed tire walls.
Updated ext_config.ini.
Changed crowd textures by Kniker97. (Thanks)

Screenshot_nissan_skyline_r34_aftershock_phillip_island_2013_9-1-126-12-11-40.webp
 
I was always wondering if their was any kind of Turbo command available for an ai_hint.ini (not)... Perhaps setting a HINT to anything above 1.0 instigates the turbo... I'll look into that. (although in your case it's probably about engine life)
Never thought of it, but i think i saw something in the api's list about it. What's the idea you would want implemented? Force gaspedal 100% or directly impact the amount of turbo used? I could have a look and integrate it in the ai whisp zones, or script it for straight parts of a track automatically. What would be a good car to try this?
 
anyone else has issues with sound disappearing (for 1 or 2 seconds) after colliding with opponents ?

I have it now with all mods incl Kunos ! Been tinkering for hours and can't find the culprite.

I did find a workaround : don't crash into opponents! :lol: still I would like to find the solution!
Found it! Here's what fixed it for me:

In audio_engine.ini file ( in ..\steamapps\common\assettocorsa\system\cfg ) , I had MAX_CHANNELS on 64
(thinking I would never need over 64 simultaneous sound-effects and this would give lower latency on the audio I changed it a while back... only to notice the crash issue later and forgot I had done this.)
Setting MAX_CHANNELS back to the original 256 solved the 1-2 second audio loss right after a collision.

Lesson learned (again): don't touch what isn't broken! :banghead:
EDIT : I settled on these values for lowest audio latency :

[SETTINGS]
LATENCY=0 ;unless your system struggles with it, keep this as low as possible
ENABLE_AUDIO=1 ;obviously keep this on
MAX_CHANNELS=256 ;do not lower for risk of audio cut-outs with large grids / collisions
UPDATE_INTERVAL=1 ;default 0 = "auto" which gives approx 15 to 20ms delay , 1 = Fastest interval with least delay
ENABLE_PERFORMANCE_SPEW=0 ;leave this , only put to 1 for debugging audio issues (more gets written in the log file then)
LIVE_UPDATE=0 ;leave this unless you know what you are using it for :)
 
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