Assetto Corsa PC Mods General DiscussionPC 

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Yes, even the brake pads are animated
Animating something you can't see hmm..

Suspicious Monkey GIF by MOODMAN
 
Animating something you can't see hmm..

Suspicious Monkey GIF by MOODMAN
It may not be strictly necessary or visually crucial, but it showcases what they are capable of and the level of detail they bring to their work. They could simply model the 3D assets and reuse or lightly tweak the older cars’ physics, yet instead they strive to improve every single time. For them, it’s a way to demonstrate the quality of their work, and it is also important for their portfolio when presenting themselves to high-end clients (who are not the Assetto Corsa players).
 
It may not be strictly necessary or visually crucial, but it showcases what they are capable of and the level of detail they bring to their work. They could simply model the 3D assets and reuse or lightly tweak the older cars’ physics, yet instead they strive to improve every single time. For them, it’s a way to demonstrate the quality of their work, and it is also important for their portfolio when presenting themselves to high-end clients (who are not the Assetto Corsa players).
Or they could have spent the effort animating things that can actually be seen and will enhance immersion, like URD did with cockpit elements. Animating brake calipers seems utterly pointless to me, I genuinely thought it was a late April Fool's joke.
 
It may not be strictly necessary or visually crucial, but it showcases what they are capable of and the level of detail they bring to their work. They could simply model the 3D assets and reuse or lightly tweak the older cars’ physics, yet instead they strive to improve every single time. For them, it’s a way to demonstrate the quality of their work, and it is also important for their portfolio when presenting themselves to high-end clients (who are not the Assetto Corsa players).
I know this way they demonstrate their abilities to high/end clients, but that product is basically made for players. Imo, one product can't do two things at once. I'm not saying it's wrong, but I think it's a step backwards (albeit a small one) from optimization for example.

Obviously it's just a thought :D
 
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Absolutely perfect, my friend. Thank you so much! :cheers:


View attachment 1527023

Mine here is ok, buddy.. running here the CSP version... which one r you running?

View attachment 1527024
I'm pretty sure I'm running the standard physics model, but I'll try reinstalling it and trying the CSP version.

Edit: Just tried reinstalling and using the CSP physics, still not working. I've verified the fonts are installed.

I'm running CSP 0.2.11.
 
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Just watched Chris Harris testing the Valhalla at Circuito de Navarra, so naturally I did the same combo afterwards in AC (we all do this, right? Cool. Just checking).
Noticed some moiré interference on the armco barriers and fencing, so if you're seeing the same try adding this to the end of the config:
(the track folder name is navarra_losarcos)

[SHADER_REPLACEMENT_...]
DESCRIPTION = add transparency, useful for fence meshes etc
ACTIVE = 1
MATERIALS = alamb
MESHES =
IS_TRANSPARENT=1
BLEND_MODE=ALPHA_BLEND
PROP_... = ksAlphaRef, 0.3

[SHADER_REPLACEMENT_...]
DESCRIPTION = can reduce moire banding on armco barriers, depends on texture complexity
ACTIVE = 1
MATERIALS = GuardRail White, armco_grey
PROP_...=ksAmbient, 0.3
PROP_...=ksDiffuse, 0.0
Can you also do this for the armco rails from the ks_Nordschleife or is it just a matter of copy/paste into the KS_Nordschleife.ini file like:
[SHADER_REPLACEMENT_...]
DESCRIPTION = can reduce moire banding on armco barriers, depends on texture complexity
ACTIVE = 1
MATERIALS = armco
PROP_...=ksAmbient, 0.3
PROP_...=ksDiffuse, 0.0


BTW is there a difference in the extension folder in the track itself or from the extension main directory (extension/config/loaded/track) Noticed some tracks do have an same named .ini file the track extension folder and in the main directory.
 
It may not be strictly necessary or visually crucial, but it showcases what they are capable of and the level of detail they bring to their work...
Of course, I completely agree, the level of detail is amazing and I admire it; when I make a little joke about the subject, it's just that, a joke, but...
... animating things that can actually be seen and will enhance immersion, like URD did with cockpit elements...
...this statement also hits the nail on the head.

In an ideal world it would be great (and I would love) to have all these features (even the most... ahem, "unnecessary") in all the mods in existence, as long as they didn't cause optimization problem, but unfortunately that's not the case... For example, one of the things I really miss is that many mods (even from top creators) don't have visible damage after collisions... 🙄
 
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Or they could have spent the effort animating things that can actually be seen and will enhance immersion, like URD did with cockpit elements. Animating brake calipers seems utterly pointless to me, I genuinely thought it was a late April Fool's joke.
Everyone has own priority it seems :D
I know this way they demonstrate their abilities to high/end clients, but that product is basically made for players. Imo, one product can't do two things at once. I'm not saying it's wrong, but I think it's a step backwards (albeit a small one) from optimization for example.

Obviously it's just a thought :D

No idea about how much impactful is on the game, but i don't think it is since there's no sense to add something that is useless if causes problems for for reasons.
For example, one of the things I really miss is that many mods (even from top creators) don't have visible damage after collisions... 🙄
Damages unfortunately it depends on AC engine, which seems not capable of support things (if not few visual with bad behaviour). So i don't think is modders fault or lack of interest in make it unfortunately.
 
Mercedes-Benz DTM Pack Version 1.6 For Assetto Corsa by F302 and Peugeot905

download: https://www.mediafire.com/file/e0eg..._Assetto_Corsa_by_F302_and_Peugeot905.7z/file

DTM 2002 Pack: https://www.mediafire.com/file/v0ub..._Assetto_Corsa_by_F302_and_Peugeot905.7z/file

Drop folders in SteamLibrary/steamapps/assettocorsa/content/cars

Cars included

2003 Mercedes-Benz CLK DTM (C209)

2005 Mercedes-Benz AMG C-Class DTM (W203)

2011 Mercedes-Benz AMG C-Class DTM (W204)

CSP 0.167 or over recommended

DTM Touring Cars and GT's Near Finalized: https://www.mediafire.com/folder/ukbm3vkqgpaas/DTM_Touring_Cars_and_GT's_Near_Finalized

Lemans Prototypes: https://www.mediafire.com/folder/7g6488jsyt2ux/Lemans_Prototype_Near_Finalized

Credits

Author:F302,Peugeot905

Physics: Peugeot905

3D Models by Raceroom

3D work: F302

Updated KN5:StoffleWaffle,Peugeot905

Sound Modification: Peugeot905

LOD's, VAO: ATCK

2011 C-Class DTM skins: thespikemeister, Jaqory

2011 C-Class DTM Model: From Forza

2011 C-Class DTM: Model, Physics, Sound heavily modified by Peugeot905, Jaqory

Version 1.6 updates
-Minimum ride height changed from 0.55 to 0.60 mm for (W203) C-Class and 2003 CLK-DTM
-ride height reduced to 0.50 mm for 2011 Mercedes C-Class DTM (W204)
-Updates to sound volume
-Slight reduction in Mechanical Grip
-updates to tyres and rims
-Increase in power and reduction in downforce for (W204) C-Class DTM
-Rework tyres for CLK-DTM to help replicate narrower front tyres better
-Changes to BRAKE_HINT and TRAIL_HINT
-Update to rim radius

preview.webp

preview.webp

preview.webp
 
I'm pretty sure I'm running the standard physics model, but I'll try reinstalling it and trying the CSP version.

Edit: Just tried reinstalling and using the CSP physics, still not working. I've verified the fonts are installed.

I'm running CSP 0.2.11.
It might seem like a silly question, but have you tried deleting the car and doing a clean install of all the folders from the RSS .zip file? I'm not sure if it's just a missing font issue, since your LEDs also seem to be off...
Of course, I completely agree, the level of detail is amazing and I admire it; when I make a little joke about the subject, it's just that, a joke, but...

...this statement also hits the nail on the head.

In an ideal world it would be great (and I would love) to have all these features (even the most... ahem, "unnecessary") in all the mods in existence, as long as they didn't cause optimization problem, but unfortunately that's not the case... For example, one of the things I really miss is that many mods (even from top creators) don't have visible damage after collisions... 🙄
As in life, there's no free lunch in AC. While I think RSS puts in a lot of effort, and I don't mean to diminish their efforts, I'd prefer to invest my FPS in something more useful, like a cosmic suspension. But I also understand that these are completely different priorities and areas of knowledge and development: one is graphics and the other physics/mechanics. Considering it's a simulator, and given our limited computing power, what do you prefer?
 
No idea about how much impactful is on the game, but i don't think it is since there's no sense to add something that is useless if causes problems for for reasons.
A single animation alone can't be a problem, but it can be if more thing like this are implemented. 😕 I don't wanna sound rude, but I believe these stuff is more launch-trailer related or, like you said, a flex of their abilities.
 
Right i've managed to have my TX thrustmaster wheel for over 10 years (i remember someone telling me they were unreliabe). I treated myself to a fanatec 8nn bundle.
Problem is in AC via CM the pedals are such that if i press the throttle i get the brake and vice versa.
Works fine in AMS2, PCars2 (litteral game changer in those titles BTW).
Also the gears don't change up or down via the paddles.
So do i have to somehow get into the original AC to calibrate it all?
If so i tried to re name cars and tracks folders but original AC still won't launch?
Any ideas from any fellow Fanatec users?
Cheers.
I know this isn't mod related, but this is the best place for getting many eyes and minds in AC...
 
Right i've managed to have my TX thrustmaster wheel for over 10 years (i remember someone telling me they were unreliabe). I treated myself to a fanatec 8nn bundle.
Problem is in AC via CM the pedals are such that if i press the throttle i get the brake and vice versa.
Works fine in AMS2, PCars2 (litteral game changer in those titles BTW).
Also the gears don't change up or down via the paddles.
So do i have to somehow get into the original AC to calibrate it all?
If so i tried to re name cars and tracks folders but original AC still won't launch?
Any ideas from any fellow Fanatec users?
Cheers.
I know this isn't mod related, but this is the best place for getting many eyes and minds in AC...
Hi. I have CSL DD 8 NM. You just need to map pedal axis here and switch to Yellow led on base Compatibility mode.
Screenshot 2026-04-04 224352.webp
 
FSR is converting the PMR ones (400z not pictured because I couldn't fit both posts in the snip), and some others.
View attachment 1526748
So no, They don't exists since i'm not going to pay an guy who lies about his income for patreon pitty, for an mod that is based of someone elses work. It would not surprise me if he's still using the stolen data from RSS & VRC for GT3 and LMP cars, and the Guerilla physics for "his" GT4 cars.
 
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It may not be strictly necessary or visually crucial, but it showcases what they are capable of and the level of detail they bring to their work. They could simply model the 3D assets and reuse or lightly tweak the older cars’ physics, yet instead they strive to improve every single time. For them, it’s a way to demonstrate the quality of their work, and it is also important for their portfolio when presenting themselves to high-end clients (who are not the Assetto Corsa players).
This is absolute it. There is a reason Bugatti used them for their private sims. Their level of detail is also the reason they have so many real teams and manufacturers using them. Racing unleashed sim systems are using them. Several F1 teams, GT3 drivers, and LMH drivers use their cars. They have some rather large exclusive contracts that they will be making public in the near future. You dont have this many people coming to you for your product if it is not accurate. They also will quit using your product if the FPS sucks. Go throw a grid of RSS cars out there and run them. Try that with the others cars. See which one has better performance.
 
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This is absolute it. There is a reason Bugatti used them for their private sims. Their level of detail is also the reason they have so many real teams and manufacturers using them. Racing unleashed sim systems are using them. Several F1 teams, GT3 drivers, and LMH drivers use their cars. They have some rather large exclusive contracts that they will be making public in the near future. You dont have this many people coming to you for your product if it is not accurate. They also will quit using your product if the FPS sucks. Go throw a grid of RSS cars out there and run them. Try that with the others cars. See which one has better performance.
URD and VRC cars has no issues running full 60+ grids with barely an dent in the FPS department. Holy glazzing. Is CC paying you?
 
URD and VRC cars has no issues running full 60+ grids with barely an dent in the FPS department. Holy glazzing. Is CC paying you?
FPS is the less interesting things for real motorsport clients. They run sim for PHYSICS not GRAPHICS data. So none cares of fps with 60+ cars since most of them run sim with one car only...
 
Can you also do this for the armco rails from the ks_Nordschleife or is it just a matter of copy/paste into the KS_Nordschleife.ini file like:
[SHADER_REPLACEMENT_...]
DESCRIPTION = can reduce moire banding on armco barriers, depends on texture complexity
ACTIVE = 1
MATERIALS = armco
PROP_...=ksAmbient, 0.3
PROP_...=ksDiffuse, 0.0


BTW is there a difference in the extension folder in the track itself or from the extension main directory (extension/config/loaded/track) Noticed some tracks do have an same named .ini file the track extension folder and in the main directory.
You can try it, it might work.
I think ...loaded/track configs take priority but I'm not a fan, some goober might break the track by updating the config. For favourite tracks or ones I edit I tend to copy the contents of any external configs into the track folder and add the 'ignore other configs' section.
 
A single animation alone can't be a problem, but it can be if more thing like this are implemented. 😕 I don't wanna sound rude, but I believe these stuff is more launch-trailer related or, like you said, a flex of their abilities.
Well said.................................brake pad animations are gay as fcuk

do not care if you got £1 or £100000000000
 
FPS is the less interesting things for real motorsport clients. They run sim for PHYSICS not GRAPHICS data. So none cares of fps with 60+ cars since most of them run sim with one car only...
Ok? that's not what the conversation i responded to was talking about at all anyways. URD uses cosmic physics based on irl data provided to them by irl drivers also, So the whole RSS physics is completely irrelevant also considering both URD and VRC get feedback from real drivers who drive the car they are making.


Like this whole conversation is just stupid at this point when all 3 teams are showcasing the best of the best in different ways, Who gives a flying **** if Bugatti himself is driving an RSS cars for his personal rim rig with haptic feedback and an jerk off aparatus up his bum lol.

The CEO of FIA could be using RSS cars and it wouldn't matter anyways.
 
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Very nice free and unencrypted '94 Toyota Celica GT-Four (GT7 port) by Maid Cafe here, but once again he's forced on DRLs that illuminate the rear lights too.
Yes, you can turn them off manually but it means in spec races all of your opponents have their rear lights on during daylight, which looks daft.
The DRLs also turn on the instrument lighting, which again is wrong.
@24H are you able to work your magic again please and remove the rear lights from the DRLs, without borking the rest of the functionality?
Or can the DRLs just be removed entirely?
Or maybe off by default?

View attachment 1527031

WIP
Maybe tomorrow, they are using a bit strange lighting implementation, not my way....

Screenshot_mby_toyota_celica_st205_ddm_gts_tsukuba_4-3-126-22-33-52.webp
 
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It might seem like a silly question, but have you tried deleting the car and doing a clean install of all the folders from the RSS .zip file? I'm not sure if it's just a missing font issue, since your LEDs also seem to be off...
Yes, I've tried that. (As in, I copied everything except for the skins folder)
 
URD and VRC cars has no issues running full 60+ grids with barely an dent in the FPS department. Holy glazzing. Is CC paying you?
absolutely not true with the latest URD GT3s.

GPU performance is terrible in a 24+ car field - 20% utilization or more higher than that of their contemporaries in identical scenarios on my OC'd 5080.

nice cars to drive, I enjoy them, but they are clearly hot lap bait first and foremost.
 
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X90
absolutely not true with the latest URD GT3s.

GPU performance is terrible in a 24+ car field - 20% utilization or more or higher than their contemporaries in identical scenarios on my OC'd 5080.

nice cars to drive, I enjoy them, but they are clearly hot lap bait first and foremost.
100 FPS on average with an full grid of URD latest GT3's on an 4070. Idk what else to say.
 
URD and VRC cars has no issues running full 60+ grids with barely an dent in the FPS department. Holy glazzing. Is CC paying you?
okay dude. Im reading a lot in this forum and almost never comment here, but you really seem to have an issue with RSS or? Just drive what you want and be happy, at the end of the day we all just want to have fun with the cars we prefer. It's good to have choice and it is fine to have preferences.
 
URD and VRC cars has no issues running full 60+ grids with barely an dent in the FPS department. Holy glazzing. Is CC paying you?
I could say the same for you...Dave has deep pockets it seems. Also, VRC has to make an non-csp car so FPS does not tank when AI is on track. There is a price to pay for hiding 7 steering wheels on every model that is on the track. Also, what real driver does VRC have? That lie about Mclaren using their cars? They had to take that down off social media quite quickly. Racing Unleashed no longer uses their cars. Does anyone other than 12 year old know it alls?
 
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