Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Thread starter daan
  • 153,662 comments
  • 48,168,657 views
Will WSC69 and WSC70 all be able to race with WSC60 or is there going to be too much of a performance gap?

Also, if you need, I do have PolyCruncher so if you want LODs for future cars instead of yanking the ACTK ones let me know, I know I'm in multiple discord servers with you if it's convenient for you to correspond that way.
With the way the WSC packs are put together, they're all supposed to be compatible with each other in a historical sense, there is no BOP so the performance gap between cars in each pack is as historically accurate as can be. Some cars from WSC60 will definitely still be competitive in their classes even against WSC69 cars, the Porsche 910 for example should still be a fierce competitor to the many new 2L sports cars coming in WSC69. The old T70 Mk3 GT will still be a decent front runner, but definitely outpaced by the Mk3B and so forth. There's a lot of all-new cars coming in WSC69 and I look forward to gradually showcasing them when they're finished.

I'll take that LODs offer any day of the week by the way ;)
 

cam som
eone tell me which skin from there has the clock like seen in top gear?
Code:
[ANIMATION_...]
FILE=car_door_L.ksanim
TIME= 1.3
BIND_TO_EXTRA_B=1

[ANIMATION_...]
FILE=car_door_R.ksanim
TIME= 1.3
BIND_TO_EXTRA_A=1

[ANIMATION_...]
FILE=stopwatch.ksanim
TIME= 1.3
BIND_TO_EXTRA_C=1
You can add this code to ext_config.ini in the extension folder of this car.I'll add this to GitHub later.
 
shi
Sandown Raceway 1988 v1.01

View attachment 1521131
Sandown International Raceway is a motor racing circuit in the suburb of Springvale in Melbourne, Victoria, approximately 25 kilometres (16 mi) south east of the city centre.
Sandown is considered a power circuit with its "drag strip" front and back straights being 899 and 910 metres long respectively. (Wikipedia)
Conversion from rFactor.

-CSP recommended
-2 layouts
-31 pit/start
-AI, cam

Credits & Thanks;
Original Track from racedriver series (Probably TOCA Race Driver 3)
Converted to rF1 by MR_INGALL from MR_MEN MOD TEAM
Created Infield layout by Gulag_Express

AC Converted by shin956
Finding some logos by M1GHTYM4VS
Crowds texture by Kniker97
cameraman, marshall and some textures by kunos

Enjoy.

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.01 changelog;
Fixed trees mapping.
Fixed floating spectators.
- Thanks Mascot for the reports.

Sandown Raceway 1988 v1.01

v1.01 changelog;
Fixed trees mapping.
Fixed floating spectators.
- Thanks @Masscot for the reports.
 
Alright I've slept on this thing long enough so here it is. The whole 2007-11 Indycar skinset shebang ported from RF2 (which itself was ported from RF lol).

This has taken me a whole ass month because it was the most tedious, boring, mind-numbing thing to do so if there are : missing helmets, wrong configs, wrong names... It's gonna stay that way. I also gave up halfway through adding the oval aero to the right skins so you'll have to do it yourself - I'm done with this **** and I realllllyyy don't wanna see another Dallara IR-05 in my life lmao

- 465 skins across those four years condensed into one package because **** having to do it again for the oval car.

- custom driver (cobbled together by lack of skills) needed and given so most of the helmets are there.

- gotta install said driver model in the right folder tho.

- possibility to switch the visual parts from road to oval with the good ol' ext_config trick

- added tyre_fx stuff so the cars can have those alt tyres thingies from 2010 onwards (but I think I have those switched, cba to fix it)

- custom liveries icon to better distinguish the years

- separate car so it won't overwrite the original POS.


* Panoz not included so three skins are missing

Credits:
Michael Peters - rF1 mod - Skins from 2007-2009
Chappielike2009 - Initial rF2 conversion base
Mike Peters, Kevin Bean, Shawn Campbell, Mediocre, and 'Marco' - Indycar 2010 skins
Bassman58 - Indycar 2011 skins
Chris Lesperance - for porting all of those to rf2

some pics attached

1773929296579.webp
 
I went to check my really old replays (2022).

On Macau with Kunos Porsche RSR73, the AI was running at 2.46.5

On late CSPs, it runs at 2.45.5, so a little better (with new ai behavior Off).

My latest batch of aiwhisp runs it at 2.43🤘, so whatever happens to that poor AI in the process should be solved.

Talking about that, i already have a few users with the next alpha-ultimate-pleasesuscribe-nonpatreon version of AIwhisp 0.82.

That's barely 20 people from discord, Racedep and here, but if anyone wants to give it a shot/feedback, PM is open. I'm tweaking the UI this evening to make it less unbearable.
@Tetri Forgive me, but I'm not sure if your mod is a separate download or not, and how to use it. I don't often compete against AI, but when I do, I'd like competitive AI.

Thank you and forgive me.
 
but
Code:
[ANIMATION_...]
FILE=car_door_L.ksanim
TIME= 1.3
BIND_TO_EXTRA_B=1

[ANIMATION_...]
FILE=car_door_R.ksanim
TIME= 1.3
BIND_TO_EXTRA_A=1

[ANIMATION_...]
FILE=stopwatch.ksanim
TIME= 1.3
BIND_TO_EXTRA_C=1
You can add this code to ext_config.ini in the extension folder of this car.I'll add this to GitHub later.
i still dont have the clock displayed ingame
 
@Tetri Forgive me, but I'm not sure if your mod is a separate download or not, and how to use it. I don't often compete against AI, but when I do, I'd like competitive AI.

Thank you and forgive me.
Hey, there's a version of AIwhisperer on overtake https://www.overtake.gg/downloads/assetto-corsa-ai-whisperer-0-8a-behaviors-refined.80352/

It's not a "game changer", just a tweaker to optimise AI per track.

I'm still trying to get more out of it - with mixed results so far. Nothing worth sharing yet anyway.
 
but

i still dont have the clock displayed ingame
Click the Extra C key when ingame and the clock will appear magically. Furthermore, if you add...

[ANIMATION_...]
FILE=lightbar.ksanim
TIME= 1.3
BIND_TO_EXTRA_D=1

... to the extension, a police light bar will appear when you press the Extra D key, to properly complement the police skin. Here is the "extension" folder to include in the mod folder.
 

Attachments

Last edited:
Thank you for fixing the transparency.

As for the shifting animation, you mentioned doing something different, so it is probably not compatible with my CSP version. As a VR driver it is more obvious to me than for single screen driver, as most don’t even see the shifter when driving.
I've tried it on different versions of CSP and I don't have the problem with the shift animation. What version of CSP were you using?

If you want, you can try this: in the animations folder, delete gear_shift_up.ksanim and gear_shift_down.ksanim and replace them with the two .ksanim files I've attached. In the extensions folder, delete driver_anim.lua and ext_config.ini and replace them with the ext_config.ini file I've attached here. This should restore the basic Kunos-style shift animation. It's a shame it's not working for you because I designed it with VR users in mind, but at least it won't be broken for you.
 
I've tried it on different versions of CSP and I don't have the problem with the shift animation. What version of CSP were you using?

If you want, you can try this: in the animations folder, delete gear_shift_up.ksanim and gear_shift_down.ksanim and replace them with the two .ksanim files I've attached. In the extensions folder, delete driver_anim.lua and ext_config.ini and replace them with the ext_config.ini file I've attached here. This should restore the basic Kunos-style shift animation. It's a shame it's not working for you because I designed it with VR users in mind, but at least it won't be broken for you.
Having the up and down animations mapped separately is fantastic, but I think it'd be good if the animations themselves were sped up a little. Sequential shifting in race cars is often quite a fast/violent process, certainly quicker than currently implemented. I wanted to try reducing the timings in driver3d.ini but unfortunately the encryption won't allow it. I suspect the 'local duration' in driver_anim.lua would then also need adjusting down to match the new timings.
Is it possible for the kn5 to remain encrypted to protect your 3D work, but the data folder left open for user adjustments? I've seen this is other encrypted cars, so it must be possible. No problem if you'd prefer to keep it all locked, but it'd be good if the shifting animation was sped up a little.
 
Last edited:
I've tried it on different versions of CSP and I don't have the problem with the shift animation. What version of CSP were you using?

If you want, you can try this: in the animations folder, delete gear_shift_up.ksanim and gear_shift_down.ksanim and replace them with the two .ksanim files I've attached. In the extensions folder, delete driver_anim.lua and ext_config.ini and replace them with the ext_config.ini file I've attached here. This should restore the basic Kunos-style shift animation. It's a shame it's not working for you because I designed it with VR users in mind, but at least it won't be broken for you.
Thank you very much, much appreciated.
The hand animation works now, even like that, it is almost perfect in motion and timing. The legs movement is very good.

I am using CSP: 0.2.3-preview211.

Somehow, my config does not recognise something in the gear_shift_up.ksanim and gear_shift_down.ksanim.

At first I forgot to delete driver_anim.lua, and it worked just fine as well.
 
Thank you very much, much appreciated.
The hand animation works now, even like that, it is almost perfect in motion and timing. The legs movement is very good.

I am using CSP: 0.2.3-preview211.

Somehow, my config does not recognise something in the gear_shift_up.ksanim and gear_shift_down.ksanim.

At first I forgot to delete driver_anim.lua, and it worked just fine as well.
The latest CSP is very good mate, has great new features and lots of fixes. Any particular reason why you aren't using it?
 
have the chemflummi extension installed but its suddenly stopped working yet I have changed nothing in the files
 

Attachments

  • Screenshot 2026-03-19 202526.webp
    Screenshot 2026-03-19 202526.webp
    39.4 KB · Views: 1
  • image_2026-03-19_202625794.webp
    image_2026-03-19_202625794.webp
    34.3 KB · Views: 1
The latest CSP is very good mate, has great new features and lots of fixes. Any particular reason why you aren't using it?
Thank you for the recommendation, as historically you have had very good recommendation for me, the best ever being using the G2, I am not saying no, just not yet.

I am happy with what I have and have had for at least over a year now.
To me, Ac in VR works fantastic, stable 90FPS, Christal clear. When comparing to any other game, my 0.2.3-preview211 AC, is way ahead of anything else, works, from my perspective, flawlessly.
So I am not motivated to try to pursue, what feels to me, like dubious advantages at the risk of having new issue to fix, I would rather keep spending my time playing than taming CSP.
i have more content, cars and track, that I can reasonably use, despite playing AC daily. I add content many time a week and usually have zero issue.
Is my 0.2.3-preview211 AC perfect? no.
But like the rest of my life, it works better than I ever hoped it would and I am now at a stage of my life that does not include quest for perfection.
 
Thank you for the recommendation, as historically you have had very good recommendation for me, the best ever being using the G2, I am not saying no, just not yet.

I am happy with what I have and have had for at least over a year now.
To me, Ac in VR works fantastic, stable 90FPS, Christal clear. When comparing to any other game, my 0.2.3-preview211 AC, is way ahead of anything else, works, from my perspective, flawlessly.
So I am not motivated to try to pursue, what feels to me, like dubious advantages at the risk of having new issue to fix, I would rather keep spending my time playing than taming CSP.
i have more content, cars and track, that I can reasonably use, despite playing AC daily. I add content many time a week and usually have zero issue.
Is my 0.2.3-preview211 AC perfect? no.
But like the rest of my life, it works better than I ever hoped it would and I am now at a stage of my life that does not include quest for perfection.
But you can easily test the latest CSP and if you hit any problems, revert to p211 at the click of a button. There is zero risk with potentially huge gains. You can chop and change between versions with a single click of the mouse.
 
Using latest CSP and Pure, colours looks flat in preview using CSP for final preview render. Is anyone experiencing that?...
In my case, yep...
... Any advice?...
Yep... do your best to get used to it... The latest versions do strange things with the previews, the way the loading screens looks, and the Photo Mode app...
 
Last edited:
Cannot confirm this.
View attachment 1522093
Which preview setting / showroom do you use?
Thanks for the replies, CSP settings attached. Guess I should remain patience to see if the next update improves.

Ilja mentioned this, but not understanding it 100%:​

"After all this time, I finally figured out what was wrong with linear color space material conversion that was causing all the materials to lose their shine. The updated conversion brings materials with LCS a lot closer to the way they used to look with old rendering. Unfortunately, it can lead to broken materials if those were specifically adapted to LCS, but hopefully it’ll be fixed soon. And if not, I’ll collect the list of broken mods and hardcode the exceptions for them for the next update."
 

Attachments

Having the up and down animations mapped separately is fantastic, but I think it'd be good if the animations themselves were sped up a little. Sequential shifting in race cars is often quite a fast/violent process, certainly quicker than currently implemented. I wanted to try reducing the timings in driver3d.ini but unfortunately the encryption won't allow it. I suspect the 'local duration' in driver_anim.lua would then also need adjusting down to match the new timings.
Is it possible for the kn5 to remain encrypted to protect your 3D work, but the data folder left open for user adjustments? I've seen this is other encrypted cars, so it must be possible. No problem if you'd prefer to keep it all locked, but it'd be good if the shifting animation was sped up a little.
In this case, the animation isn't controlled by driver_3d.ini; it's adjusted in driver_anim.lua and ext_config.ini. The encryption shouldn't even be necessary—no encryption of any kind—and in reality, it's not even effective right now. If there were more respect, none of that would be necessary. Anyway, it's an issue that won't change, and it's a shame, but that's how it is. Going back to the animation, you can try adjusting it yourself, and if you can't or it doesn't work as expected, I'll try to do it for you.
1773956132196.webp
1773956205259.webp
 
Last edited:
In this case, the animation isn't controlled by driver_3d.ini; it's adjusted in driver_anim.lua and ext_config.ini. The encryption shouldn't even be necessary—no encryption of any kind—and in reality, it's not even effective right now. If there were more respect, none of that would be necessary. Anyway, it's an issue that won't change, and it's a shame, but that's how it is. Going back to the animation, you can try adjusting it yourself, and if you can't or it doesn't work as expected, I'll try to do it for you.
Ah, didn't think to look in the config - thanks. :)
I think these timing adjustments help the shifting:

in drive_anim.lua
local duration = 0.4

in ext_config.ini
TIME=0.4
for both up and down shift animations

Now there's a quicker, more agressive shift action. See what you think.

BTW, I'm being a fussy VR user again but if you do plan on updating the car, the 'FUEL P' and 'OIL P' legends are floating on the display and not on the same plane as the other legends and LCD characters.

1773956477783.webp

Also the dashboard material (alcantara?) has noticeable checkerboard tiling, so maybe the texture mapping needs adjusting (DetailUVMultiplier)?

1773956749070.webp
 
Last edited:
Ah, didn't think to look in the config - thanks. :)
I think these timing adjustments help the shifting:

in drive_anim.lua
local duration = 0.4

in ext_config.ini
TIME=0.4
for both up and down shift animations

Now there's a quicker, more agressive shift action. See what you think.

BTW, I'm being a fussy VR user again but if you do plan on updating the car, the 'FUEL P' and 'OIL P' legends are floating on the display and not on the same plane as the other legends and LCD characters.

View attachment 1522100

Also the dashboard material (alcantara?) has noticeable checkerboard tiling, so maybe the texture mapping needs adjusting (DetailUVMultiplier)?

View attachment 1522101
Thanks, I'll check it and update it as soon as I have a little time.
 
Thanks for the replies, CSP settings attached. Guess I should remain patience to see if the next update improves.

Ilja mentioned this, but not understanding it​

It might be a post-processing filter issue, i haven't had any problems with body reflections in the latest C13 AEGIS update, for example. But yes, I have noticed some issues in this area with PPF Pure.
 
Sharing a mod? Host it on GTPlanet Downloads. Free, public hosting for files up to 10GB in size.
Back