Assetto Corsa PC Mods General DiscussionPC 

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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!
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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@Tetri
If the car had turbo (60s-90s) it would be nice to be able to adjust it with AIW or a ai_hints.ini for BOP use to assure adequate apparent performance results. I'd say pick any old porsche turbo (935?) If the turbo was adjustable back in period, implementing the amount of turbo (by %) used (as if the driver might adjust it in a race) would be useful. Brute force on the straights! If it burns the turbo out (or we can't make the corner cuz it's too fast), then we learn something :)

(OR should we just leave it to manual control in the car)
 
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Why does the body on the VRC Auriel 4 look matte or satin when it should be glossy ? (It's fine with the Beamer 320)
Is it possible to modify ext_config to have a glossy body ?
Screen Shot 2026-02-15 at 03.13.01.6 PM.webp
 
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someone needs to fix the suspension phasing through the brake disk as it does not look like they will.
yeah I had this posted to their Discord and they acknowledge it months ago and I was surprised no updates with the new cars being released...

Touring car related, I guess the PM3DM Nissan probably won't see any more work on it? The setup menu without spring rate adjustment means you basically can't race the car if you put more fuel in it...I could I guess just try to turn fuel consumption to really low and run with little fuel...
 
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yeah I had this posted to their Discord and they acknowledge it months ago and I was surprised no updates with the new cars being released...

Touring car related, I guess the PM3DM Nissan probably won't see any more work on it? The setup menu without spring rate adjustment means you basically can't race the car if you put more fuel in it...I could I guess just try to turn fuel consumption to really low and run with little fuel...
Hoping to find a way to get the VRCphysics-ish to fit the Nissan and Volvo so they can join in
 
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Progress...
Screenshot_lamborghini_countach_25th_hometown_15-1-126-1-5-18.webp

Headlamp covers fixed, the rims are from Gran Turismo rather than the ones from NFS Heat... Myriad of UV revisions... Fixed Refractions. Rigged Hand brake (with deforming bones) Meshes that have like a deep dive like the front hood where the logo is, the rear with the 25th emblem and the bull emblem alongside the Bertone logo on the sides have been fixed and don't use inaccurate boolean based meshes anymore. Weight and Aerodynamics should get a touch up soon since they are a bit different compared to the LP5000 QV.
Screenshot_lamborghini_countach_25th_st_capitan_15-1-126-1-42-48.webp

Fixed a lot of parts where it can be seen trough.
Refractions might be a bit too dark when off might have to change that....
Interior Leather got revamped and added more depth with the ksPerPixelMultiMap_NMDetail shader and added NM normals.
Added new animations for the Handbrake,turn signal stalks and the wiper stalk might have to do a animation for the electronic side windows.
The Rims might need their fresnelMaxLevel adjusted as they don't have much shine....

Screenshot_lamborghini_countach_25th_alaska_wonder_lake_15-1-126-1-52-44.webp

Also the Alaskan Wonder lake photo map that i never bothered to finish lol. Mountains are supposed to be seen but since AC's draw distance is really low the map needs to be downscaled. The map was captured via google maps and the lake was modeled from scratch by me. A lot of trees need to be placed here, rather than adding manually it would be easier to use tree planter here lol. Maybe even other foliage since Alaska is rich with foliage ..

Anyways if anyone is interested i have a preview build of the car ready for testing just DM me...
The car is 90% finished.
 
@Tetri
If the car had turbo (60s-90s) it would be nice to be able to adjust it with AIW or a ai_hints.ini for BOP use to assure adequate apparent performance results. I'd say pick any old porsche turbo (935?) If the turbo was adjustable back in period, implementing the amount of turbo (by %) used (as if the driver might adjust it in a race) would be useful. Brute force on the straights! If it burns the turbo out (or we can't make the corner cuz it's too fast), then we learn something :)

(OR should we just leave it to manual control in the car)
I gave it a try,

it seems to be hardcoded into Ac's AI's behavior. I can influence the car#0 (player's car) without issues, but here's the pattern for the AI . I took the 935 as an example, i suppose it's the same pattern for other cars.

In qualifications, they would make a first lap with 40% turbo, wastegate @40-50%, then unleash full power for next laps.

In race, whatever i do (including modifying the engine values in the acd and getting rid of the max boost value), i'm stuck with a wastegate @0.800 (0.85 for the payer) and a boost @1.6 (2.0 for the payer).

I suppose that would explain their good results in qualifs and their poor ones in race. i could try to double the value and create a dedicated AI version to see if i can match the player's car still.

But as for lua scripts, i couldn't control the wastegate/turbo neither from an app nor from a dedicated physics.lua directly into the car's folder, so i'm not confident it can be done (or it's above my abilities, with is far from an unreachable ceiling). That is quite annoying though, because i saw i had access to all the other setup values, meaning, with access to this, you could create and use dedicated setups for each ai car... I guess it's on the workbench on Ilja's side, i'll dig on the discord.
 
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Why does the body on the VRC Auriel 4 look matte or satin when it should be glossy ? (It's fine with the Beamer 320)
Is it possible to modify ext_config to have a glossy body ?
View attachment 1513365
Assuming you are using the skins you paid for by DD SimDesign. That's intended. Its how they looked back in the day. The BTCC Audi's had some weird paint on their cars. If you for some reason want it removed just remove these lines in the ext_config.ini inside the skins folder

[Material_CarPaint_Metallic]
Materials = MAIN_PAINT
UseMetallicReflections = 1
FlakesK = 1
ClearCoatThickness = 0.2
FresnelC = 0.2
SpecularMult = 0.45
AmbientSpecular = 8
BrightnessAdjustment = 0.85
AmbientSpecularEXP = 3
SpecularBase = 5, 30
SpecularSun = 10, 500
FresnelMax = 0.8
 
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Assuming you are using the skins you paid for by DD SimDesign. That's intended. Its how they looked back in the day. The BTCC Audi's had some weird paint on their cars. If you for some reason want it removed just remove these lines in the ext_config.ini inside the skins folder

[Material_CarPaint_Metallic]
Materials = MAIN_PAINT
UseMetallicReflections = 1
FlakesK = 1
ClearCoatThickness = 0.2
FresnelC = 0.2
SpecularMult = 0.45
AmbientSpecular = 8
BrightnessAdjustment = 0.85
AmbientSpecularEXP = 3
SpecularBase = 5, 30
SpecularSun = 10, 500
FresnelMax = 0.8
I suspect this applies not only to DDsimdesign skins (and you're right, these silver skins are like aluminum, so it's quite accurate), but also to Auriel 4's material/shader settings.

With the skin below, there's no [Material_CarPaint_Metallic] line in the skin's folder, and it's the same issue:
Capture d'écran du 15 février 2026 à 19h12:51:196.webp
 
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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 :)
Maybe you lowered the no. of channels because some latest cars have tons of voices in their soundbanks and that used to make the cpu go wild in big races?
A thing mentioned in these pages some time ago that actually saved me few cpu cycles on 2.11, don't know if now irrelevant thanks to new csp's versions...
 
Glass fix for the new Ferrari SP1 by Opperslang:

[MESH_SPLIT_...]
MESHES = glass
MODE = COPY_FLIPPED
SPLIT_MATERIAL = windows_int
INSERT_AFTER = glass

[SHADER_REPLACEMENT_...]
MATERIALS = windows_int
SHADER = ksWindscreen
PROP_... = bannerMode, 1
RESOURCE_0 = txDiffuse
RESOURCE_FILE_0 = glass.dds

[MODEL_REPLACEMENT_0]
FILE=slang_ferrari_sp1.kn5
HIDE= glass_int

Now the rain falling on the windshield is no longer black
 
yeah I had this posted to their Discord and they acknowledge it months ago and I was surprised no updates with the new cars being released...

Touring car related, I guess the PM3DM Nissan probably won't see any more work on it? The setup menu without spring rate adjustment means you basically can't race the car if you put more fuel in it...I could I guess just try to turn fuel consumption to really low and run with little fuel...
I've done a physics swap if you want it?
 
Hey, can anybody recommend a definitive Long Beach track mod for me? I recall that people here were working furiously on one a few years ago, but I can't remember which one was the one to use.

Also I have a sickness whereby I can't drive a race car without having made a personal skin for it, so I've got this in the oven for the VRC Beamer:
preview.webp


Also please could I have some tips? I've been playing around with this one for a while and it doesn't look right:
preview.webp


Thanks in advance!
 
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I suspect this applies not only to DDsimdesign skins (and you're right, these silver skins are like aluminum, so it's quite accurate), but also to Auriel 4's material/shader settings.

With the skin below, there's no [Material_CarPaint_Metallic] line in the skin's folder, and it's the same issue:
View attachment 1513410
just for information,
If someone want to have correct (standard) reflection, you have to add to the ext_config (global or into skin folder) :
[SHADER_REPLACEMENT_...]
ACTIVE = 1
MATERIALS = MAIN_PAINT
PROP_0 = isAdditive, 2
 

Attachments

  • Screenshot_vrc_arc_auriel90_rj_monza_15-1-126-20-49-57.webp
    Screenshot_vrc_arc_auriel90_rj_monza_15-1-126-20-49-57.webp
    101.4 KB · Views: 1
I gave it a try,

it seems to be hardcoded into Ac's AI's behavior. I can influence the car#0 (player's car) without issues, but here's the pattern for the AI . I took the 935 as an example, i suppose it's the same pattern for other cars.

In qualifications, they would make a first lap with 40% turbo, wastegate @40-50%, then unleash full power for next laps.

In race, whatever i do (including modifying the engine values in the acd and getting rid of the max boost value), i'm stuck with a wastegate @0.800 (0.85 for the payer) and a boost @1.6 (2.0 for the payer).

I suppose that would explain their good results in qualifs and their poor ones in race. i could try to double the value and create a dedicated AI version to see if i can match the player's car still.

But as for lua scripts, i couldn't control the wastegate/turbo neither from an app nor from a dedicated physics.lua directly into the car's folder, so i'm not confident it can be done (or it's above my abilities, with is far from an unreachable ceiling). That is quite annoying though, because i saw i had access to all the other setup values, meaning, with access to this, you could create and use dedicated setups for each ai car... I guess it's on the workbench on Ilja's side, i'll dig on the discord.
Interesting discoveries...

But to be honest, back in the old days - you didn't run down Mulsanne with maximum turbo boost unless you were in a major fight close to the end of the race. Back in the 70-80's they'd only turn the boost up for qualifying, during the race you ran as low boost as you could get away with, otherwise you'd grenade the engine long before the race was over.

It's only been very recently where endurance races are 24-hour sprints. Back "in the day" it was all a matter of preserving your car until the last hour or two :)
 
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