Assetto Corsa PC Mods General DiscussionPC 

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Necroing about safety from a couple of post ago! Here something about safety copy/paste, from X4fab Patreonsite, how small it looks who knows it can be helpfully:

Sadly, it looks like we’re starting to see some bad-faith modders in the community. So, I thought I’d make a small post with a few recommendations, and work on making CSP a bit safer.

First of all, please keep an eye on the type of content you’re installing, and if you’re not using Content Manager to install a mod (or if it’s being installed as a generic mod), glance through the files to see what actually is being added. If it’s something like a new car, or something else contained within the “content” folder, it’s perfectly safe. But if a mod adds anything to “apps”, “extension”, “launcher”, “plugins”, “server” or “system”, or if it includes any DLL (or EXE for you to run), such a mod can, potentially, do anything it wants on your system, so please check those mods thoroughly. Especially if it’s a stolen mod: those are sometimes repacked by third parties, so some of the files might be edited.

With the original Assetto Corsa, there are plenty of ways a mod could add its own logic. Apart from obvious stuff like including its own version of Reshade DLL or adding a new Python app, they could also alter launcher logic, add a new AC plugin, adjust one of JS files loaded by the original launcher, swap Python libraries (either standard or AC ones). And, to be clear, the original Python apps of Assetto Corsa can do anything they want. If anything, they can do a whole lot more compared to Lua apps, but those also have pretty much no limits. And when it comes to this type of thing, if a script can as much as simply save a file somewhere within the Assetto Corsa folder, that’s already more than enough to compromise data files.

Now, Custom Shaders Patch adds a lot of other types of scripts for all sorts of tasks. Ever since adding script support to Content Manager (which allowed us to have much nicer, if static, weather conditions back in the day), I was always fascinated by how much flexibility can be achieved with a simple Lua script. But, the way the whole thing is currently set, those scripts aren’t a weaker alternative to Lua apps. If anything, Lua apps are the weak ones, with delayed loading, and sometimes loading skipped altogether. A specialized script — such as Pure (a great WeatherFX style by Peter Boese) — loads first, and has full access to your file system and other processes! So, all the scripts you’re installing explicitly (with CM warning you about potential dangers), and going to CSP settings to enable explicitly — including post-processing scripts, GamepadFX scripts and more — all can do pretty much anything. That’s how Pure can edit configs and load extensions, how Curved Monitor filter can export settings, it allows for Mobile GamepadFX script to exchange data with the phone, or for Wooting keyboard script to read analog values from those keyboards. It also allows for traffic mode to load missing assets, and more.

There are only three exceptions: car scripts (both regular and physics), track scripts and, of course, online scripts. Those are the scripts you might not be aware of installing, and they are fully sandboxed and can’t really do anything like saving files.

In the next update, I’ll add something for CSP to ask each time before starting a new script with full files access, and something for scripts to opt-out of that access. But even with that addition, I ask you to still be cautious — a malicious mod could always find a way to circumvent some of these protections, like replacing a config of another mod changing its behavior in a potentially threatening way. Using Content Manager to install mods and keeping an eye on its warnings should be enough though.

For extra safety, I’m also going to add some settings for blocking out scripts entirely, and maybe something that would prevent sandboxed scripts from accessing the internet (although, that might break some things like Android Auto or online scripts).

If it is illegal to post this, let me know then I will delete it! Please moderators do not ban me, think it's safety first?
 
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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!
 
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