Assetto Corsa PC Mods General DiscussionPC 

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I still run CSP 0.179 and SOL in my gaming machine. I have the newest CSP in my other machine only for testing purposes.

What really bothered me was the new AI issues that changed some classic track fastlanes. Like on ACU Interlagos cars suddenly started to crash to the pitwall, 2018 Monaco cars suddenly started to hit the barriers. And then the weird pitlane mayhems, etc. Even Kunos F2004 ran out of the track on the Kunos Nurburgring GP circuit (Valvoline/Ford curve) with the default settings. I had to take tyres from VRC 2005 in order to get that season playable.

I still don't know what Content Manager changes created those issues as they started to happen even when CSP wasn't updated. Nobody knows.

I gave up modding and creating the old F1 seasons because of that and just play modern F1 on F1 2020, 2021 and 25 now. What you lose in the driving feel, you get back from the brilliant ai and perfect modern F1 rules. Plus 2020 and 2021 are super enjoyable to drive and race, anything newer not that much but they're ok.

AC is still superior when it comes to classic F1 and I think I got my all old seasons playable. But it's too much work to maintain everything whenever the good old, proven fastlanes suddenly change and stop working with some weird new CM ai update without any reason whatsoever. Don't fix what ain't broken. I believe those AI issues are Content Manager related, not CSP.
While we're on the topic of CSP and its effect on AI, I'll humbly re-air my biggest grievance:
CSP_Le_Mans_1970_start.webp


With or without "New AI behaviour", the latest CSP builds (anything after CSP 0.2.9) result in varying degrees of en****ification.

This is Le Mans 1970 by KJRacing81/nobody but similar behaviour is observed on any track with Le Mans style starts.
 
While we're on the topic of CSP and its effect on AI, I'll humbly re-air my biggest grievance:
View attachment 1517846

With or without "New AI behaviour", the latest CSP builds (anything after CSP 0.2.9) result in varying degrees of en****ification.

This is Le Mans 1970 by KJRacing81/nobody but similar behaviour is observed on any track with Le Mans style starts.
You can add Fuji1968 and a good bunch of Sergio Loro tracks that have 3 wide cars at start or super wide grids.

It's a little infuriating when working on the AI. Is my app responsible? Is it CSP? The mod? The fastlane? Glad you posted this because it really made me scratch my head on Fuji68.
 
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Still trying to find out what's going on with this Guerilla GT4 update. I've only gotten a CM update for it - no info on Patreon or any new links (I prefer to clean-install and not use CM Update).

Is there anyone who knows what's up with these, or someone who's been in contact with Guerilla about them? They've needed a car-side AI rework for ages, they're unraceable in single-player AI events, with tons of slinging off the road and spectacular accidents.


Cheers to anyone who may know.
 
Monza 2025-ish (beta 0.99)

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.
-- @andrevr for the Temple of Speed banner image

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 0.99 for anyone interested. Use either link in the quote to get the new version. I believe it is safe to just extract and overwrite when it asks. The safest bet is to delete your existing track folder first, but you can try the first method and see what happens.

The update is primarily about trying to get the Ascari area a little more accurate, but I think I did a couple of other things that may have already been done in the previous version.

Notable changes:

-- Removed a wall coming out of the first chicane that I did not see anymore in recent videos and moved some trees around to expose the small grandstand for 2023 and 2025.
-- First attempt at making the kerbs in Ascari more accurate for 2025. I believe the two middle kerbs should be wider and the exit kerb is too wide. Things that can be fixed later after I get some opinions from people who may know how they should be. The first Ascari turn is not done yet so the cutoff concrete area is currently too big.

Last thing about the kerbs. I never could get a sense of how rigid the kerbs should be because of not being able to get a good real life overhead image of the area. Right now I think I have too many ridges in them. I'm in the process of making another version that staggers the ridges apart more, but it's a lengthy process. There are 62+ kerb segments with 6 sections in each segment that need edited. That's 372 times I have to make the same Blender edits with each one taking about 5 minutes. You can do the math to figure out how many hours it's going to take to finish. The nice thing is it will give me time to hopefully get some feedback on the changes as a whole and adjust as needed.

acs 2026-03-05 20-07-23.webp
 
Track has been updated to version 0.99 for anyone interested. Use either link in the quote to get the new version. I believe it is safe to just extract and overwrite when it asks. The safest bet is to delete your existing track folder first, but you can try the first method and see what happens.


Last thing about the kerbs. I never could get a sense of how rigid the kerbs should be because of not being able to get a good real life overhead image of the area. Right now I think I have too many ridges in them. I'm in the process of making another version that staggers the ridges apart more, but it's a lengthy process. There are 62+ kerb segments with 6 sections in each segment that need edited. That's 372 times I have to make the same Blender edits with each one taking about 5 minutes. You can do the math to figure out how many hours it's going to take to finish. The nice thing is it will give me time to hopefully get some feedback on the changes as a whole and adjust as needed.
In Blender, if all the segments are to be identical, you are able to edit one and then replace each of the other meshes with the one you edited. I'm several months (into the fog) since using Blender right now, but if you Google the question precisely it'll probably tell you exactly how... Save a bunch of time!
 
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Here are the files of the foxtail :)

From what i see is that in the KN5 files its missing the animation settings (in 3dsimed)
see screenshot for the animated wiper settings of the Opel I don’t know how to add that
Also the material settings are different between both (to add the animation i guess) stuff I have no knowledge of


View attachment 1517746
Add op_fuchs.kn5 to the extension folder.
Add the following to ext_config.ini.
Regarding [WOBBLY_BIT_0], there may be a better setting.
Code:
[MODEL_REPLACEMENT_...]
ACTIVE = 1
FILE = opel_mantra_400.kn5
INSERT = op_fuchs.kn5
INSERT_AFTER = BODY
OFFSET = 0.0, 0.3, 0.1

[SHADER_REPLACEMENT_...]
ACTIVE = 1
MATERIALS = OP_FS?
BLEND_MODE = ALPHA_TEST
IS_TRANSPARENT = 0
CULL_MODE = OFF
DOUBLE_FACE_SHADOW_BIASED = 1
PROP_... = ksAmbient, 0.4
PROP_... = ksDiffuse, 0.3

[WOBBLY_BIT_0]
NAME = op_fuchs?
CONNECTED_TO = -0.0355, 1.68, -0.893   ; point to which node is attached to, and around which it will rotate
MAX_RANGE = 1         ; to remove any boundaries
DAMPENING_LAG = 0.99  ; to reduce friction
OFFSET_GAIN = 2000       ; actual zero stiffness
G_GAIN = 10
GRAVITY_GAIN = 15
G_FILTER = 0
DEFAULT_GRAVITY_INCLUDED_ALREADY = 1
STIFF_AXIS_STIFFNESS = 0
Screenshot_opelmanta_400_ks_nordschleife_6-2-126-13-11-51.webp
 
Track has been updated to version 0.99 for anyone interested. Use either link in the quote to get the new version. I believe it is safe to just extract and overwrite when it asks. The safest bet is to delete your existing track folder first, but you can try the first method and see what happens.

The update is primarily about trying to get the Ascari area a little more accurate, but I think I did a couple of other things that may have already been done in the previous version.

Notable changes:

-- Removed a wall coming out of the first chicane that I did not see anymore in recent videos and moved some trees around to expose the small grandstand for 2023 and 2025.
-- First attempt at making the kerbs in Ascari more accurate for 2025. I believe the two middle kerbs should be wider and the exit kerb is too wide. Things that can be fixed later after I get some opinions from people who may know how they should be. The first Ascari turn is not done yet so the cutoff concrete area is currently too big.

Last thing about the kerbs. I never could get a sense of how rigid the kerbs should be because of not being able to get a good real life overhead image of the area. Right now I think I have too many ridges in them. I'm in the process of making another version that staggers the ridges apart more, but it's a lengthy process. There are 62+ kerb segments with 6 sections in each segment that need edited. That's 372 times I have to make the same Blender edits with each one taking about 5 minutes. You can do the math to figure out how many hours it's going to take to finish. The nice thing is it will give me time to hopefully get some feedback on the changes as a whole and adjust as needed.

View attachment 1517877
This seems to be the official photographer for track days. Not perfect, but its something... Backdated as well. Maybe you will get lucky
 
Holy blast from the past! Welcome back to the alternative reality of the Custom Shaders Patch. How was the coma?
I dont really run mods anymore, but for completeness in my game library reinstalled AC/CM/CSP/Pure etc and noticeed shadows immediately, was cleaning out all hard drives and found all the decrytion software from when i was ripping track/cars and decrypted AC mods back in the day, made me remember you guys here.. any useful discords anymore, I hopped off the old ones.
 
I dont really run mods anymore, but for completeness in my game library reinstalled AC/CM/CSP/Pure etc and noticeed shadows immediately, was cleaning out all hard drives and found all the decrytion software from when i was ripping track/cars and decrypted AC mods back in the day, made me remember you guys here.. any useful discords anymore, I hopped off the old ones.
"decrypted ac mods back in the day"
wha? in 2021 there was a tool to decrypt ac mods? Aside of ninja ripper?
 
View attachment 1517733
View attachment 1517734

the noticable things are in this situation, where the shadows pop out when you come near:
View attachment 1517735

and that is with automatic slits off:
View attachment 1517736
Then you see clear transitions between the cascades.

So i now found a good place to test:
CSP 0.2.11
View attachment 1517737

CSP 0.3.302
View attachment 1517738
Too me both just look like Assetto Corsa. It frustrates me how obsessed some players are with such small negligible details, and then complain, when they have the option at any moment to go back to any configuration of csp/pure they want. To me Sol never looked better than pure, so there is no better or worse like some are complaining, it is just what you prefer.
 
Too me both just look like Assetto Corsa. It frustrates me how obsessed some players are with such small negligible details, and then complain, when they have the option at any moment to go back to any configuration of csp/pure they want. To me Sol never looked better than pure, so there is no better or worse like some are complaining, it is just what you prefer.
Thats that then.....................
 
Highest possible, stable FPS and less antialiasing makes for constant pleasure in racing for not paying attention to (small) details and more focussed on driving, however, once anomalies come forward in form of frame drops, stutter and/or other defects, one tends to become sensitive for other things, mainly visual. I have been there myself. Fine-tuning driver related matters (NVidia) gave me satisfaction in the end. Only driving now! Oh, for those interested, give NV 591.74 NSD (Studio) driver a good go, made some improvement for me.
 
X90
Still trying to find out what's going on with this Guerilla GT4 update. I've only gotten a CM update for it - no info on Patreon or any new links (I prefer to clean-install and not use CM Update).

Is there anyone who knows what's up with these, or someone who's been in contact with Guerilla about them? They've needed a car-side AI rework for ages, they're unraceable in single-player AI events, with tons of slinging off the road and spectacular accidents.


Cheers to anyone who may know.
I manually installed the Alpine A110 late last night, but it would not load up to try it out... PC just froze. Deleted it, restarted AC/CM, then installed it through CM with the same results. Thought "sod it, try again tomorrow".

UPDATE: Dumbass me tried to run it in CSP 0.1.79, but runs well in 0.2.11.
 
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shi
Add op_fuchs.kn5 to the extension folder.
Add the following to ext_config.ini.
Regarding [WOBBLY_BIT_0], there may be a better setting.
Code:
[MODEL_REPLACEMENT_...]
ACTIVE = 1
FILE = opel_mantra_400.kn5
INSERT = op_fuchs.kn5
INSERT_AFTER = BODY
OFFSET = 0.0, 0.3, 0.1

[SHADER_REPLACEMENT_...]
ACTIVE = 1
MATERIALS = OP_FS?
BLEND_MODE = ALPHA_TEST
IS_TRANSPARENT = 0
CULL_MODE = OFF
DOUBLE_FACE_SHADOW_BIASED = 1
PROP_... = ksAmbient, 0.4
PROP_... = ksDiffuse, 0.3

[WOBBLY_BIT_0]
NAME = op_fuchs?
CONNECTED_TO = -0.0355, 1.68, -0.893   ; point to which node is attached to, and around which it will rotate
MAX_RANGE = 1         ; to remove any boundaries
DAMPENING_LAG = 0.99  ; to reduce friction
OFFSET_GAIN = 2000       ; actual zero stiffness
G_GAIN = 10
GRAVITY_GAIN = 15
G_FILTER = 0
DEFAULT_GRAVITY_INCLUDED_ALREADY = 1
STIFF_AXIS_STIFFNESS = 0
View attachment 1517887
Arigato but it is not working for me. Maybe doing sth. wrong maybe this needs more work, not sure.
 
Arigato but it is not working for me. Maybe doing sth. wrong maybe this needs more work, not sure.
not helping you until you give proper credits to this amazing work of detective that was done for you earlier this week

Fx Season, car type and driver would help a lot! Is it a Ralt rt3 from 1984, maybe a Martini MK42?

I thought of Pino menuiserie but the subtext doesn't match.

Edit : I think i got it. Italian perfume brand well known in the 80s. PINO SYLVESTRE


If you consider the triangle pine always associated with the brand it seems spot on.Capture d'écran 2026-03-01 194250.webp
 
not helping you until you give proper credits to this amazing work of detective that was done for you earlier this week

Not sure what this means, dunno about this at all TBH - but if it helps getting a working foxtail on the beloved car I'm officially giving it proper credit.
 
Tres bien. But what if I still give it proper credit not even knowing what the deuce it is all about!?😛 Allez les Bleus!

Oh and btw. my other question still is swaying around the Galaxy in this thread-chaos :confused: and that is a sound that you guys either have or can recommend for the Manta!? At this point it's an Alfa sound. OK just saying. Thank you.
 
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Tres bien. But what if I still give it proper credit not even knowing what the deuce it is all about!?😛 Allez les Bleus!

Oh and btw. my other question still is swaying around the Galaxy in this thread-chaos :confused: and that is a sound that you guys either have or can recommend for the Manta!? At this point it's an Alfa sound. OK just saying. Thank you.
Having issues with the foxtail not appearing or with its wobble settings? It "works" on my end, i have it. Not super pretty though.

 
X90
Still trying to find out what's going on with this Guerilla GT4 update. I've only gotten a CM update for it - no info on Patreon or any new links (I prefer to clean-install and not use CM Update).

Is there anyone who knows what's up with these, or someone who's been in contact with Guerilla about them? They've needed a car-side AI rework for ages, they're unraceable in single-player AI events, with tons of slinging off the road and spectacular accidents.


Cheers to anyone who may know.
Minor uptade ,some model shaders , kn5 , lods , extension corrections

Could you give me more information about the problem with AI ?

Which track , which cars ?

I will have a look into that
 
shi
Add op_fuchs.kn5 to the extension folder.
Whoo nice work!

Got inspired by this, I copied all the settings in 3dsimed from the rfactor tail to AC
and if changing the Direct X shader to specular t1 animations options are available as in the rfactor gmt file
Got it all working nice in 1 waving tail in in 3dsimed but when exporting to kn5 it doesn’t save my changes
 

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    3DSimED3.gif
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Anyone heard about a good dirt track or anything for the Hudson Hornet?

I'm also looking for a good Twin H-Power 6 Cylinder sound, the car is splendid but lacks annoyance on the sound part (@5'30)





Got this one but it's a bit off the charts
 
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Minor uptade ,some model shaders , kn5 , lods , extension corrections

Could you give me more information about the problem with AI ?

Which track , which cars ?

I will have a look into that
If you want to help, I suggest you to put the whole GT 4 pack on Jarama_2009 track, the 2022 layout, for example, and let the AI to drive. In the 8 curve (a hairpin like curve) some of the cars goes off the track in every lap if the road is free in front of them, piling up in the sand. The idea is that the cars, in this type of curves, doesn't break enough, or take them too fast.
I hope I didn't give you too much work, but it's a shame that such a nice car package can't be played in a custom championship. Thank you.
 
If you want to help, I suggest you to put the whole GT 4 pack on Jarama_2009 track, the 2022 layout, for example, and let the AI to drive. In the 8 curve (a hairpin like curve) some of the cars goes off the track in every lap if the road is free in front of them, piling up in the sand. The idea is that the cars, in this type of curves, doesn't break enough, or take them too fast.
I hope I didn't give you too much work, but it's a shame that such a nice car package can't be played in a custom championship. Thank you.
no worry i am always racing off line against AI as well , i will spend time to find a way to correct it , most of the time i try on kunos track to avoid some track mods which can have themselve pb with ai lines !

thank you for report
 
Too me both just look like Assetto Corsa. It frustrates me how obsessed some players are with such small negligible details, and then complain, when they have the option at any moment to go back to any configuration of csp/pure they want. To me Sol never looked better than pure, so there is no better or worse like some are complaining, it is just what you prefer.
Broken shadows that have sawtooth animation are hardly 'negligible details', and reverting to older CSP builds to 'fix' things that get broken is treating the symptom, not the cause, and often introduces more issues than it resolves. If we don't highlight issues then they might never get fixed. You call it 'complaining', but most people hopefully see it as constructive feedback.
 
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