Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Thread starter daan
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Judging from the reactions to your review on Ovetake, I think you’re the only one having that issue so far.

I’m not sure what the setting or CSP version combination might be causing that for you though.

Also the author of this car just generally has pretty good physics. I love their JS P4 a lot.
Nope im not only one who has this problem. its 3d collider problem. it is placed upside down below the car. Latest csp for me.
Screenshot 2026-02-23 204013.webp
I have latest csp.
Screenshot 2026-02-23 203842.webp
 
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shi
Code:
;;;;;;;;;;;;;; OCEAN, LAKE, RIVER ;;;;;;;;;;;;;;;

[Material_Water]
Materials = water?
Type = LAKE
UnevenWaterFix = 1

[SHADER_REPLACEMENT_...]
ACTIVE = 1
MATERIALS = water, water_iw782
RESOURCE_0 = txDiffuse
RESOURCE_TEXTURE_0 = foam_1.dds

View attachment 1515427
It worked!! Thank you so much, much better than before, now I can fix the other tracks that have this problem too, you're very kind, thanks Shi! 😘
 
The model is a bit rough compared to the FSR version but this one definitely has better physics.

Would be nice to see the new GT2 version called the JS2 RS down the line as well.
I'm hoping for the GT2 or the hydrogen GT3 version (JS2 RH2) of it too.


Hi. i did try this mod gt4 version. And for me it was not possible to drive it at all. Like tires are sinking in track and flickering, car is shaking and not moving. I guess some problem with collider or probably something else. But for now im not going to rework it because author is still working on it and will probably make more updates for it. I could offer him help, because i got nearly done physics for this car, just another 3d model, but i don't know if he will be interested in this.


Hi. so You was able to run it fine? strange that's only car for me that has that problem.
Yeah I had the same thing happen to me when I tried running it like thirty minutes ago. I applied the transforms to the collider and then for some reason unpacking the data fixes it. I've attached the collider kn5 because that's a little annoying to fix. (Is there a way to apply transforms in 3dsimed without exporting to fbx and reimporting?)
 

Attachments

Great Nuttyboy812 You fixed collider. but car still did not drive for me. Extracting data fixed car, for some strange reason.
Car drives well, no problems. I would say it is on slower side, but mod is not finished yet and author seems to be capable of making decent physics. so its better to wait and see.
Don't know much about 3dsimed. Fixing collider for me need kn5 convert to fbx. 3ds max import. readjusting. fbx export. loading fbx in kseditor and sving as kn5. so quite a process.
 
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You did not ask me I guess but I wanna suggest to first check the box "use seasons" and for snow the temps have to be very low close to zero. Just saying and sry if you did not ask all helpful guys in this place...
I don't have a checkbox for Use Seasons. Only the dropdown as you can see in my image.
 
How do I make it like this? @Peter Boese



It doesn't look like winter in my game when I set date to some day in february.

View attachment 1515694

View attachment 1515695

You could just ask the creator! It could be a track skin with leafless tree textures. And the sky looks like he cranked the contrast slider in Pure Config app Clouds tab. But maybe just ask him.
Maybe just try the pureCandy ppfilter and gain the "candy" slider in Pure PP app...
 
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I have noticed that trees are generally much more dithered in LCS than in gamma. The "trees A2C dithering" option seems to have no influence in LCS mode.

Some other setting I missed, or is this dithering forced in LCS mode?
 
I've been snapping up some pretty interesting and fun-looking touge/hillclimb circuits* recently because I've been wanting to run some one-v-one sprints against AI, but it seems like 3/4 of them don't even bother, and don't seem to work in Race mode like (for example) Trento-Bondone does. I know there are ways of making your own AI lines, but are there also other sources to find them? Breathe's track listing doesn't always have add-ons, especially for some of the more obscure mods, but it seems weird that there are so many incredibly detailed and appealing p2p stages out there that don't even have this basic feature. It doesn't help that there are a bunch of other interesting-looking tracks that are paywalled, because I don't always know whether they'll even work.

*I'd list a few as examples, but there's something like two dozen I tried out and deleted because they were pretty much useless for offline.
 
I like these cars, but I hate the way the skins are made; it's quite difficult to customize the car in one go.
Yes, I agree on this one, my but knowledge don’t extend to mapping a 3D model.

If anyone does have the skill to make a working UV map for the car, I will happily update it and give credit!
Mod maker should have created it with skins in mind from the start, so we would avoid having to correct mods ourselves,
but I know where it's came from.

GT models as example (because that Civic is GT conversion) use separate meshes to make skin so, usually they aren't prepared to have one (not to mention sometimes broken UV1 and loss of UV2, 3 and 4 after unpacking).

This is what I mean. All of those stickers on car are separted meshes, don't belong to car skin.
Screenshot_kp_subaru_impreza_rally_car_ddm_gts_tsukuba_24-1-126-16-35-2.webp


But after all 3D work with meshes, usually UV maps have to be made again anyway and at the end of the day it's easier for everyone when creator of mod makes it easy to skin.

IMO if I would ever make any more improvements for that Civic mod, I'd rather start from scratch, because it's not only uv maps, but 3d and ext_config are mess too.
 
They are pretty much done. I'll release an update to fix some bugs like the 2010 rain texture crash and making the rain light work correctly on other cars and fixing the transparency of glass on helmets. But the other mods are pretty much done
This sounds great, looking forward to it. Thank you!
 
k_p
Mod maker should have created it with skins in mind from the start, so we would avoid having to correct mods ourselves,
but I know where it's came from.

GT models as example (because that Civic is GT conversion) use separate meshes to make skin so, usually they aren't prepared to have one (not to mention sometimes broken UV1 and loss of UV2, 3 and 4 after unpacking).

This is what I mean. All of those stickers on car are separted meshes, don't belong to car skin.View attachment 1515700

But after all 3D work with meshes, usually UV maps have to be made again anyway and at the end of the day it's easier for everyone when creator of mod makes it easy to skin.

IMO if I would ever make any more improvements for that Civic mod, I'd rather start from scratch, because it's not only uv maps, but 3d and ext_config are mess too.
Mod makers doing this are beyond stupid tbh. Its pointless and adds literally nothing to the cars other than making it an big headace for skin creators.


Wish 101 Creative would learn that.
 
Mod makers doing this are beyond stupid tbh. Its pointless and adds literally nothing to the cars other than making it an big headace for skin creators.


Wish 101 Creative would learn that.
In my example all meshes contains parts of skin can be hide very easily in ext_config, so I think no problem here, few lines of code and you have clean car, on which you can make whatever skin you want.

But then, car body mapping need to be skin friendly and this, as you can tell, is different story.
Y'all aren't joking about that Civic. Jesus wept was is this mapping ?????
Looks very similar to stock gt uv map, just slightly modified. As I said, not good for creating skins but, enough for ao maps.
 
k_p
In my example all meshes contains parts of skin can be hide very easily in ext_config, so I think no problem here, few lines of code and you have clean car, on which you can make whatever skin you want.

But then, car body mapping need to be skin friendly and this, as you can tell, is different story.

Looks very similar to stock gt uv map, just slightly modified. As I said, not good for creating skins but, enough for ao maps.
None of the Gran Turismo models comes with UV mappings iirc. You need to make that stuff yourself.
 
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