Assetto Corsa PC Mods General DiscussionPC 

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Monza 2025 (beta 0.985)

MediaFire link: monza_2025_beta

MEGA link: 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.
Track has been updated to version 0.985 for anyone interested. Use one of the links in the quote to get the updated version. I would suggest you delete or backup your old track folder first.

List of changes:

-- Added a 2023 layout option. Since I had mistakenly done all of my initial work based on a 2023 overhead image, I wasn't about to throw it all away so I made separate layouts for it.
-- Changes to the Lesmo and Parabolica areas for 2025. Neither area is 100% accurate, but close enough for me. The kerbs in Lesmo should be longer and the sand pits should be shaped differently. The kerbs in both areas are not the correct style or color. Hell, i'm not even sure I got the kerb widths right. The sand pit at Parabolica needs a border mesh and some of the groove meshes cross into the sand (these two things will eventually be fixed). And because of my lack of skill, the lines in the sand don't align properly in some spots and look wavy. Now that I think about, why would anyone use this. :lol:

lesmo.webp

parabolica.webp
 
Anyone knows which Bathurst version this is?
Checked RT Bathurst with Pyyer 2023,2024 and 2025.
But this one has an older skin and grandstands after T1.


Its the one that was uploaded on Overtake back in 2016

Not sure why he used that version considering he has used the reboot team version before for his AC server
 
shi
Phillip Island v1.3

View attachment 1514725
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)

v1.3 changelog;
Changed the tire wall model. (Suggestion by Mascot. Thanks.)
Expanded the sea area.
Increased the height of the trees.
Added 3d terrain kn5.
Fixed the flickering of the s/f gantry.
Fixed floating objects.
Updated ext_config.ini and VAO-patch.

Phillip Island v1.3


Screenshot_alfa_romeo_155_v6_dtm_1995_phillip_island_2013_18-1-126-14-59-41.webp


v1.3 changelog;
Changed the tire wall model. (Suggestion by @Masscot . Thanks.)
Expanded the sea area.
Increased the height of the trees.
Added 3d terrain kn5.
Fixed the flickering of the s/f gantry.
Fixed floating objects.
Updated ext_config.ini and VAO-patch.
 
I use the automatic transmission, in some models, when I go from 3 to 4, it seems to go crazy, it goes to 5, then goes down to 4, then back to 5, 6, what parameters do I have to touch to fix this?
I think Damgam made an automatic transmission app on overtake to fix this, give it a try https://www.overtake.gg/threads/custom-automatic-gearbox.291411/
Thanks!
If the settings for close racing and anti-ramming actually do anything (I set them to -.250 and -.1 immediately on startup) seem to be contributing to the almost crash-free races I'm experiencing. (Can you get those two settings saved somewhere to reload automatically? Or default them to pre-settings?)
Question: Is elasticaution related to the rubber-band setting in CSP? Just curious... I don't use the rubber-band thing but elasticaution seems like a really good thing! I set Gas-Brake Lookahead to 15 any time a car rams anything and it seems to work. I don't like that I say "seems" all the time, but it's because I can't believe it actually works!
Just tried a complete track Danger Zone (0-.9999 0.5 0.5)... seems(!) to work great! Freedom to apply the modifiers any time. Further evaluation, seems like some tracks can do this... Not a bad way to start, then maybe cut Danger up after...
(AIW babble mode OFF)
Elasticaution is supposed to work on acceleration mainly, decreasing the aicaution. It's not without flaws : a lower aicaution means no overtake line switch, hairpins after long straights can become a hazard, stuffs like that. Sometimes, depending on the fastlane and car types, it works wonder and keep the AI at very close range and i'm happy, but it's far from perfect. It's a "try and see" behavior. One of my main issue with it so far is the AI ramming the player on occasions, but there's an explanation for it : the AI often leaves it's dead angle open when another car enters its space, whereas players usually cut the line for apex or switch line just before a corner. I've fixed it in different ways since, but still looking for the perfect combo.

That's why you can't save it. Settings for one car type will probably not fit all, i needed a few feedbacks first. I can implement a save option if you need it, it's a couple of lines.

I don't know how the rubberbanding works in CSP New AI Behavior. As a matter of fact i never managed to make it work. My best guess is that its effects are way less noticeable when you play with an AI around 99-100%?


Interresting about the gas-Brake Lookahead, i'm not sure' about its utility, you might be onto something!


Anyway AIwhisp is basically a sandbox with most of the AI commands from latest CSP to give you real time control and experiment. I'm quite surprised how differently everyone is using it, in ways that i never thought myself. I discovered many things thru you guys feedbacks.

If you spot a "behavior" or an idea you would like implemented, let me know. In example, a tyrehint that would go higher for corners<30° and lower for corners>75°, stuffs like that, it's now super easy to create them.


On the dedicated layouts, it's indeed a good cheap option rn : it allows you to tweak and compare, and keep original files untouched. I've been using it for most of my experiments.


Happy to see so many people are tweaking aiwhisp, can't wait to see and test Tandragee
 
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Gamermuscle rocks!!

I loved it when he met Marco Mazerutto (spell?) of Kunos at some expo and they got very friendly (despite GM previously loathing EVO's force feedback in his many videos).

Then GM tested the game in the expo and released another positive video of EVO (said 0.4 has a lot of potential).

All big influencers praised the update.

Then when it was released and GM finally got to test it on his home rig he completely loathed it again. :D

I love the guy. He is absolutely spot on with his EVO observations (imho). And doesn't want to kiss the manufacturer's butts with useless praise. This is, imho, the only way sim racing goes forward. Give constructive feedback and if the FFB and driving is not good, say it loud and don't care what other people say.

Afterwards a professional GT3 driver complained about the exact same things as GM already pointed out a long time ago. I think GM knows what he's talking about... and generally he's right about iRacing physics too... but I think he's too hard on LMU though, I don't think its FFB is that bad.

I love his channel although I have argued with him several times. Cool character. :)
 
URD Ferrucci 926T v2 on Fenryr Nordschleife. :odd:


some hide meshes in the track which, until taken at a certain amount of speed with a determined angle causes this. I remember something like that on early AC version at Mugello (vanilla version in 2015 or so)...
 
It's been years since I hotlapped vanilla AC Kunos cars on my PS4. My brother now has AC in his PS5 and he plays it with his 12y son.

What are, in your opinion, the best vanilla Kunos cars? Or your favorites?

Lotus 98T and F2004 are of course legendary open wheelers but from the street cars.

From my memory:

Merc 190 EVO (lots of fun)
Nissan GTR Nismo (one of my favs)
All new 911's (pretty much)
Pagani Zonda was pretty cool to drive too

Those drive incredibly well. I just had a few laps at Laguna Seca with the 190 and it is so amazing to drive, so logical and natural and no other sim comes close. I drove my friend's son 190E a few winters ago and how cool it was to oversteer that car without any electronic and driving aids. All slides were so well controllable on the icy Finnish roads... AC really has captured the essence of this car so well.

I really loved Nissan GTR and made some decent times with it on the Nordschleife back in the day. I have tracked old and new 911's in real life and imho old air cooled 911 and RUF physics are exaggerated on AC, imho. Especially the RUF, too little traction.

Too bad vanilla AC didn't have Jaguar XJ220. That was such a fun car to drive on GT7.
 
Trying to improve the foliage look on this Trial Mountain track mod.
Figured I would also share the code here, this is for the Trial Mountain REDUX mod by PieZello.

in ext_config.ini, add those lines:

[SHADER_REPLACEMENT_...]
ACTIVE = 1 ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 0walltree4, 0walltree1, 0walltree2, 0walltree3, 0walltree5, 0walltree6, 0walltree7, 0walltree8, 0walltree9, 1wall_tree_2d_wall1, 1wall_tree_2d_wall2
PROP_... = ksDiffuse, 0.05
PROP_... = ksAmbient, 0.2
PROP_... = ksSpecular, 0

[SHADER_REPLACEMENT_...]
ACTIVE = 1 ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 2grass, 1grassgravel, 1grass
PROP_... = ksDiffuse, 0.15
PROP_... = ksAmbient, 0.2
PROP_... = ksSpecular, 0

I'm pretty sure better results could be achieved, but I'm happy with it so far.
 
... What are, in your opinion, the best vanilla Kunos cars? Or your favorites?...
In no particular order: Lotus 3-Eleven, KTM X-Bow R, Ferrari 488 GT3, Porsche 911 GT3 Cup 2017 and Abarth 500 EsseEsse, which is one of my cars in real life (or almost, because mine is the 2018 version) and the reason I chose Assetto Corsa among the sim games available on the market.
 
Does anyone know how to implement pitlane speed limits for tracks? I've just done an endurance race round Kameno by Doublezero and the AI came in full clip, smashed into the barrier, did their stop and then reached the start finish line and disappeared and went back to their pit stall. I was going to try and see if sticking a speed limit on that section of track might help the AI. I think it totally confuses the RSS air jack system too (I just wanted to see what a modern car round that circuit would be like!).
 
Does anyone know how to implement pitlane speed limits for tracks? I've just done an endurance race round Kameno by Doublezero and the AI came in full clip, smashed into the barrier, did their stop and then reached the start finish line and disappeared and went back to their pit stall. I was going to try and see if sticking a speed limit on that section of track might help the AI. I think it totally confuses the RSS air jack system too (I just wanted to see what a modern car round that circuit would be like!).
Most likely the pit has no definition in surfaces.ini

something like:
[SURFACE_1]
KEY=PIT
FRICTION=0.97
DAMPING=0
WAV=
WAV_PITCH=0
FF_EFFECT=NULL
DIRT_ADDITIVE=0
BLACK_FLAG_TIME=0
IS_VALID_TRACK=1
SIN_HEIGHT=0
SIN_LENGTH=0
IS_PITLANE=1
VIBRATION_GAIN=0
VIBRATION_LENGTH=0

KEY = some mesh prefix like 1PIT_foo or 1PITS_bar etc
 
Most likely the pit has no definition in surfaces.ini

something like:
[SURFACE_1]
KEY=PIT
FRICTION=0.97
DAMPING=0
WAV=
WAV_PITCH=0
FF_EFFECT=NULL
DIRT_ADDITIVE=0
BLACK_FLAG_TIME=0
IS_VALID_TRACK=1
SIN_HEIGHT=0
SIN_LENGTH=0
IS_PITLANE=1
VIBRATION_GAIN=0
VIBRATION_LENGTH=0

KEY = some mesh prefix like 1PIT_foo or 1PITS_bar etc
No I've checked that. Proper head scratcher! Oh well, thanks for the help.
 
Just buy the VRC car instead. It's like $3-5 and worth every penny.
Wooow, You are indeed very right on this, it’s definitely a good car mod. 👍
One thing that’s is why VR users do haven an different approach about quality. Dit you notice the safety (woven) belt is not fitted to the metal connectors, there is a separation thats clearly to see in VR 3D mode and I guess not in the monitor.
 
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Does anyone know how to implement pitlane speed limits for tracks? I've just done an endurance race round Kameno by Doublezero and the AI came in full clip, smashed into the barrier, did their stop and then reached the start finish line and disappeared and went back to their pit stall. I was going to try and see if sticking a speed limit on that section of track might help the AI. I think it totally confuses the RSS air jack system too (I just wanted to see what a modern car round that circuit would be like!).
The issue is caused by the pit lane mesh which is shifted to the left (about half width) and the track mesh is were the pit lane mesh should be
 
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I loved it when he met Marco Mazerutto (spell?) of Kunos at some expo and they got very friendly (despite GM previously loathing EVO's force feedback in his many videos).

Then GM tested the game in the expo and released another positive video of EVO (said 0.4 has a lot of potential).

All big influencers praised the update.

Then when it was released and GM finally got to test it on his home rig he completely loathed it again. :D

I love the guy. He is absolutely spot on with his EVO observations (imho). And doesn't want to kiss the manufacturer's butts with useless praise. This is, imho, the only way sim racing goes forward. Give constructive feedback and if the FFB and driving is not good, say it loud and don't care what other people say.

Afterwards a professional GT3 driver complained about the exact same things as GM already pointed out a long time ago. I think GM knows what he's talking about... and generally he's right about iRacing physics too... but I think he's too hard on LMU though, I don't think its FFB is that bad.

I love his channel although I have argued with him several times. Cool character. :)
I agree to that!
 
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