Assetto Corsa PC Mods General DiscussionPC 

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BLACKBOLT's Lightweight Release: Lotus Exige V6 Cup & Dallara Stradale

I'm back to AC modding! I noticed a lack of high-quality versions for a couple of my favorite cars, so I decided to make them myself and share them with the community. No locked-down nonsense, just good cars to drive.

What's inside:
  • Lotus Exige V6 Cup: The original Kunos model is legendary but visually dated. I updated the interior with proper AO maps and a working digital dash using newer-gen models (AC Evo) to bring it up to modern CSP standards.
  • Dallara Stradale (Standard + Barchetta): The older mods for this forgotten gem had terrible interiors with holes and missing meshes. I rebuilt it with a proper, high-quality 3D model so you can actually enjoy the cockpit view.
Check the link below for all the features, physics details, and the download link. Have fun out there!

🔗 Lotus Link
🔗 Dallara Link
Amazing work on Dallara! Car was lacking details badly. You did great!
Nice.. I figured you'd get the GT3 going too.. this is based on the FSR mod, probably? It's quite a good base, I think.
Yes FSR. Its not a bad model, and its only one available at the moment.
 
Wip

Alfa Romeo 75 Turbo Evoluzione
AC Evo conversion

Screenshot_kp_alfa_romeo_75_turbo_evo_ddm_gts_tsukuba_12-3-126-19-15-4.webp
Screenshot_kp_alfa_romeo_75_turbo_evo_ddm_gts_tsukuba_12-3-126-18-40-12.webp
Screenshot_kp_alfa_romeo_75_turbo_evo_ddm_gts_tsukuba_12-3-126-17-54-33.webp



Ford GT40 Mark IV
GT7 conversion

Screenshot_kp_ford_mk_iv_race_car_ddm_gts_tsukuba_12-3-126-19-59-34.webp


Screenshot_kp_ford_mk_iv_race_car_ddm_gts_tsukuba_12-3-126-19-56-12.webp
 
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Some question on the Guerilla GT4 cars, at first a bunch of them all have similar issues, where the brake/taillights glow in a distance in giant orange balls. But I tweaked them in the ext_config where it seems to make sense and most seems to go away, aside from the Camaro and the Aston(Camaro shown here, this is a zoomed in pic), this mostly happens when they are in a distance. In the case of the Camaro too the position of those glowing balls also don't seem to line up with the lights on the car...Also way too bright(and orange) when they do light up. Can anyone give me some tips on editing the ext_config to modify this...

1776016061813.webp

1776016117511.webp
 
Some question on the Guerilla GT4 cars, at first a bunch of them all have similar issues, where the brake/taillights glow in a distance in giant orange balls. But I tweaked them in the ext_config where it seems to make sense and most seems to go away, aside from the Camaro and the Aston(Camaro shown here, this is a zoomed in pic), this mostly happens when they are in a distance. In the case of the Camaro too the position of those glowing balls also don't seem to line up with the lights on the car...Also way too bright(and orange) when they do light up. Can anyone give me some tips on editing the ext_config to modify this...

View attachment 1529141
View attachment 1529144
I ve just corrected the problem , this was an old extension line which needs to be deleted ,
I have corrected some esthetic extensions too !
Thank you very much for reporting , I have as well fixed those AI problems with cars crashing and not braking etc .... + some physiks tweaks on all the cars , this needs to be futher checked by my friend , Timo before release but i can send for you to do some test ;)

https://mega.nz/file/T4kB0DaB#oUf9P7Luk3sWrei2svlP_u-SbLydKX5cn5dPoDphlZ0

Could you as well tell me if u got some sound problem when u run 30 cars with the complete grid ? on last csp for me it is bugged
 
I ve just corrected the problem , this was an old extension line which needs to be deleted ,
I have corrected some esthetic extensions too !
Thank you very much for reporting , I have as well fixed those AI problems with cars crashing and not braking etc .... + some physiks tweaks on all the cars , this needs to be futher checked by my friend , Timo before release but i can send for you to do some test ;)

https://mega.nz/file/T4kB0DaB#oUf9P7Luk3sWrei2svlP_u-SbLydKX5cn5dPoDphlZ0

Could you as well tell me if u got some sound problem when u run 30 cars with the complete grid ? on last csp for me it is bugged
Hey thanks for looking at this. I'll test it out next time when I get a chnace. I've been using them to AI grid filler with GT3 cars, I haven't noticed any AI issue in particular but I am still tweaking my own BoP and stuff so I haven't ran an actual race yet. I just noticed about the lighting issues.


Got this message when I try to start a session with the same grid I've been using after updating:
1776021304919.webp


Also now every car looks like this....lol

1776021438000.webp
 
Last edited by a moderator:
Hey thanks for looking at this. I'll test it out next time when I get a chnace. I've been using them to AI grid filler with GT3 cars, I haven't noticed any AI issue in particular but I am still tweaking my own BoP and stuff so I haven't ran an actual race yet. I just noticed about the lighting issues.


Got this message when I try to start a session with the same grid I've been using after updating:
View attachment 1529157

Also now every car looks like this....lol

View attachment 1529158
all of them ? :(
 
I only got the message for the Cayman but all the cars in the session looks like that....

Actually I just tried a random car in the GT4 pack by itself and it has a similar message and the same result
 
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Hey thanks for looking at this. I'll test it out next time when I get a chnace. I've been using them to AI grid filler with GT3 cars, I haven't noticed any AI issue in particular but I am still tweaking my own BoP and stuff so I haven't ran an actual race yet. I just noticed about the lighting issues.


Got this message when I try to start a session with the same grid I've been using after updating:
View attachment 1529157

Also now every car looks like this....lol

View attachment 1529158
Encryption is a blessing :D
 
Skins for the WSC Legends 910-8, same deal as the 910-6. 4 cars, 2 states (clean&grimed) x 4 car styles. ( styles are 2 porsche graphic types each with sponsor and no-sponsor versions) 32 skins total. Downloads divided into the 4 styles.

Porsche-910-8_4cars.webp

 
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I want to share my WIP of improving RMS Mazda Furai that i found from @Peugeot905 mediafire folder. This is my first ever mod for this game so pardon me if i made some mistake.

The reason why i want to improved the furai from RMS it's because it kind of look rough & i decided that i want to make it uh let just say Little Bit Nicer.

So i work on a little upgrade for the mod by changing the entire model from FM4 to CSR2 & Give it some CSP Config Nice Shader etc

Here is the Before & After

Before
Screenshot_rms_mazda_furai_imola_13-3-126-5-13-43.webp

Screenshot_rms_mazda_furai_imola_13-3-126-5-14-18.webp

Screenshot_rms_mazda_furai_imola_13-3-126-5-14-48.webp


After
Screenshot_rms_mazda_furai_concept_imola_13-3-126-5-13-47.webp

Screenshot_rms_mazda_furai_concept_imola_13-3-126-5-14-38.webp

Screenshot_rms_mazda_furai_concept_imola_13-3-126-5-15-1.webp


Also here is some of extra pics that i took while i was messing around in the CM Showroom
__custom_showroom_1775982337.webp
 
Last edited:
Some question on the Guerilla GT4 cars, at first a bunch of them all have similar issues, where the brake/taillights glow in a distance in giant orange balls. But I tweaked them in the ext_config where it seems to make sense and most seems to go away, aside from the Camaro and the Aston(Camaro shown here, this is a zoomed in pic), this mostly happens when they are in a distance. In the case of the Camaro too the position of those glowing balls also don't seem to line up with the lights on the car...Also way too bright(and orange) when they do light up. Can anyone give me some tips on editing the ext_config to modify this...

View attachment 1529141
View attachment 1529144

I ve just corrected the problem , this was an old extension line which needs to be deleted ,
I have corrected some esthetic extensions too !
Thank you very much for reporting , I have as well fixed those AI problems with cars crashing and not braking etc .... + some physiks tweaks on all the cars , this needs to be futher checked by my friend , Timo before release but i can send for you to do some test ;)

https://mega.nz/file/T4kB0DaB#oUf9P7Luk3sWrei2svlP_u-SbLydKX5cn5dPoDphlZ0

Could you as well tell me if u got some sound problem when u run 30 cars with the complete grid ? on last csp for me it is bugged
On the subject of Guerilla GT4 pack issues, there's this weird LOD texture problem where some cars have purple-pink interiors from a far distance.

image_2026-04-13_091914314.webp
 
Some question on the Guerilla GT4 cars, at first a bunch of them all have similar issues, where the brake/taillights glow in a distance in giant orange balls... this mostly happens when they are in a distance... the position of those glowing balls also don't seem to line up with the lights on the car...
As I've mentioned before, something similar happens to me too, but not only with the Guerilla mods, but with quite a few other cars... in addition to the issue of the exaggerated "fireballs" from the brake discs being out of place when seen on cars from a distance.
I ve just corrected the problem , this was an old extension line which needs to be deleted...
Would you be so kind as to specify exactly which extension line needs to be deleted, to try solutions? My suspicion is that there's a Pure or CSP setting that's conflicting with the brightness of the glow of brake lights or incandescent brake disks...
 
As I've mentioned before, something similar happens to me too, but not only with the Guerilla mods, but with quite a few other cars... in addition to the issue of the exaggerated "fireballs" from the brake discs being out of place when seen on cars from a distance.

Would you be so kind as to specify exactly which extension line needs to be deleted, to try solutions? My suspicion is that there's a Pure or CSP setting that's conflicting with the brightness of the glow of brake lights or incandescent brake disks...
I dunno what is affecting that as well , in my opinion , some extensions lines like


Light_XX
Bound to :
or meshes:

1776063911752.webp


Maybe those glow positionned are now automatically managed by pure or csp , or it is something else

Just try to delete and save this kind of lines in extensions of the car with the problem and check in game if this is gone

It is difficult to follow the bugs sometimes where it makes no sens , like no my sound problem which occur after 2.11 , i have no idea what is the problem

Encryption is a blessing :D
Well it all started because of the behaviour of some groups or people

FSR is copying our sound , physiks , extensions and are selling the cars at 5 - 15 dollars on their patreon
If the cars would have been fully open then they basically copy paste 100 % of this free mod for their profit

What do you think about that ? makes no sens to mod any car for AC when you have people chasing what you did and steal it instantly

I only got the message for the Cayman but all the cars in the session looks like that....

Actually I just tried a random car in the GT4 pack by itself and it has a similar message and the same result
i will send you new cars then :( i don t get why this data is making problem but it is ok , i will first send u a dm to try on the cayman then do the process on all
 
Big update to my PGR inspired project, have added a few more cars to A-C class and will hopefully be finished with D and E class by this weekend.
I was originally going to do a entire career mode overhaul but that's far too ambition to take on at the moment so I will just do user created tournaments in the mean time as I may need help with the career mode.
Screenshots are from my upcoming championships for the various car classes that are inspired by similar events from PGR3 and PGR4, the cars will be balanced as they were in the PGR games though some cars such as the C6 Z06 were nerfed abit since I felt like that car in particular was a tad bit too fast in PGR4 for the class.
All cars will also have weaknesses and advantages on certain tracks so you will have to choose wisely depending on the tournament track set. Ex. the Koenigsegg and SSC do not handle or corner as good as the GT1 cars but are best used for high speed tracks, while tight city circuits it's best to use something like the F333 SP or F50 GT.
I know I said originally that I wouldn't include any Porsches but the 911 GT1 was an exception since it was originally in PGR2 and it fits the A Class perfectly, due to it's high downforce it isn't as fast as some of the other cars on the straights but it's one of the best handling in it's class.
gTsnB0q.jpeg

Z3srCqE.jpeg

A5AM0yf.jpeg

cFOGg41.jpeg

uDTUZFQ.jpeg

nXDErhu.jpeg

xtFDhP9.jpeg

jWtvyoZ.jpeg

gicp4aX.jpeg

o8teauc.jpeg

jdMt0H7.jpeg


I will release hopefully this weekend since I made a ton of progress since last time and am about 75% complete with the physics and sound updates.
 
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On the subject of Guerilla GT4 pack issues, there's this weird LOD texture problem where some cars have purple-pink interiors from a far distance.

View attachment 1529244
Thank you for reporting

I ve find the solution , sadly needs to generate new lods for all cars then :s

I ve got some work to do this evening then
I will pack up all with datas, extensions, and new cars soon ;)

1776067654708.webp
 
Your stuff is fine, The Real steal Project fanbois are just a bunch new gen users that thing every F1 car is on rails like TRstealProject stuff are.
When I tried their 2001 mod, the handling was so poor that most of the drivers just could not complete a qualification lap at Albert Park, because they'd crash around Whiteford (T5) I think?

Of course, it could be my game going all screwy.
 
Big update to my PGR inspired project, have added a few more cars to A-C class and will hopefully be finished with D and E class by this weekend.
I was originally going to do a entire career mode overhaul but that's far too ambition to take on at the moment so I will just do user created tournaments in the mean time as I may need help with the career mode.
Screenshots are from my upcoming championships for the various car classes that are inspired by similar events from PGR3 and PGR4, the cars will be balanced as they were in the PGR games though some cars such as the C6 Z06 were nerfed abit since I felt like that car in particular was a tad bit too fast in PGR4 for the class.
All cars will also have weaknesses and advantages on certain tracks so you will have to choose wisely depending on the tournament track set. Ex. the Koenigsegg and SSC do not handle or corner as good as the GT1 cars but are best used for high speed tracks, while tight city circuits it's best to use something like the F333 SP or F50 GT.
I know I said originally that I wouldn't include any Porsches but the 911 GT1 was an exception since it was originally in PGR2 and it fits the A Class perfectly, due to it's high downforce it isn't as fast as some of the other cars on the straights but it's one of the best handling in it's class.
gTsnB0q.jpeg

Z3srCqE.jpeg

A5AM0yf.jpeg

cFOGg41.jpeg

uDTUZFQ.jpeg

nXDErhu.jpeg

xtFDhP9.jpeg

jWtvyoZ.jpeg

gicp4aX.jpeg

o8teauc.jpeg

jdMt0H7.jpeg


I will release hopefully this weekend since I made a ton of progress since last time and am about 75% complete with the physics and sound updates.
Your project is very ambitious, I admire all of the work you’ve put into it. Can I just ask what do you have in mind for the tracks? PGR4 had a lot of city tracks and AC doesn’t really have much in my opinion (especially set in NYC, for example).
 

Changes from 28th of March to 12th of April
  • Issue with rainbow on glass materials is fixed (internal noise map used for all sorts of effects now matches the one in 0.2.11; the upgrade to VS2022 which occurred in preview46 has messed things up);
  • Brake discs: initial wear config value is loaded correctly again;
  • Extra FX:
    • Fix for a typo in preparation process causing a bunch of effects to malfunction;
    • An old bug with bounced light in triple has been fixed as well;
    • TAA got some fixes for ghosting, now works with custom rendering modes and custom triple cameras override, a few smaller improvements;
    • Accumulation screenshots are working with Extra FX and motion blur in triple again (recent regression);
    • Motion blur doesn’t leak color from side to side with custom rendering modes, blending of blurred regions slightly improved;
    • Look of some windscreen banners with Extra FX TAA fixed;
  • Upscalers:
    • New XeSS upscaler (requires Intel Arc GPU);
    • Fallback mechanism doesn’t use NVIDIA Image Scaling if quality is above 100% (it can’t handle that);
    • OptiScaler updated to 0.9, now should have working in-game menu and work on AMD GPUs, shouldn’t interfere with in-game browser;
    • FSR 2 works with triple with different side scales;
    • FSR 3 is loading on-demand;
    • FSR 2/3: reactive mask improved for the image to be a bit less jittery around wheels;
    • Basic upscaler: new “motion test” mode to debug advanced upscalers;
    • Advanced upscalers: MIP bias is fixed, always disabled for accumulation screenshots, compatibility with curved monitor filter improved;
    • Enabling upscaling hides sharpening settings from post-processing antialiasing section;
    • Some upscalers in some configurations are a bit faster, no longer performing unnecessary copying step;
    • Disabling Extra FX live no longer messes up rendering;
    • dynamic::screen Lua texture no longer includes flicker;
  • Default Weather FX:
    • Some denoise for volumetric fog, both temporal and regular, smoother with TAA, intensity has increased a bit;
    • Lightning is brighter and stays around a bit longer;
    • Sun rays of YEBIS replacement are improved a bit;
    • Auroras fixed, list updated;
    • Sun shadow altering fog backlit is smoothed to prevent flickering, volumetric fog shuts off sooner during sunsets;
    • Outer space shading adjusted;
    • Loading hi-res Earth textures on demand;
    • Lighting with full eclipse fixed, stars are brighter;
  • Custom rendering modes (splitscreen, 360°, fisheye):
    • Mouse rays (used for pretty much any mouse-scene interaction) are working correctly;
    • A compatibility issue with upscalers, 360°/fisheye and sharpening in AA settings fixed;
    • dynamic::screen Lua texture is working properly;
  • Extrapolation of time for online races with Weather FX-configured conditions rewritten, time no longer goes back or oscillates, instead syncing up reliably and smoothly;
  • Toggling fullscreen works better when aspect ratio of configured resolution doesn’t match monitor aspect ratio;
  • Render stats: more details in compact form, more accurate measurements (frame pacing measurements are excluded);
  • Tyres FX damage normals and shading fixed;
  • Smart Shadows: adaptive first split is active for bonnet and dash cameras, making shadows sharp with F1 cars again (but still disabled with other drivable cameras, making shadows extend further with chase and bumper cameras);
  • Virtual mirror without post-processing looks a bit more sane, trying to mimic YEBIS HDR→LDR step;
  • Ctrl+F8 to hide mouse is working again;
  • Stalling engines experiment: torque increased, other adjustments, no longer breaks autopilot;
  • New option in General settings blocking car and track scripts from accessing web (web API, loading images, streaming via media player, loading GIFs via URLs);
  • CSP UI ignores mouse if the window is not actually foreground (affects UI and visual stuff; any physics or audio components still using old way of checking covered percentage of the screen to be extra safe);
  • A few small issues caused by old CSP settings with disabled modules are fixed;
  • Cables (on configured tracks, such as Laguna Seca):
    • Anti-aliasing improved, now cables are actually a pixel wide, with better fading;
    • Wind animation fixed;
    • Option for track configs to make cables transparent and use alpha-blending instead of previous color (enabled by default);
  • A couple of small fixes for keyboard processing that might help with weird bug with camera switch button and similar issues;
  • Screenshots flash (on-screen effect, the one disabled by default with accumulation screenshots) is faster;
  • New hotkey to make a screenshot without accumulation (by default, Alt+F8);
  • Refraction of sun close to horizon fixed (it was working in space instead of working everywhere but the space), a bit of gravitational lensing for stars during a full eclipse event;
  • Earth textures and shading updated, thanks to Artemis 2 mission, with a few fixes for Extra FX as well, eclipses are visible from space;
  • Photo mode app:
    • Time offset slider shows time properly, with hours and minutes;
    • Press “Enter” when entering the name for a save point in photo app to quickly save it;
  • “Tunnel Effect” filter adjusted a bit;
  • Fixed AC Pro support (still needs PDB file to be available);
  • Default loading script: session name is fixed, other smaller fixes;
  • A few fixes for creating screenshots if accumulation is disabled, especially with upscalers;
  • Detection for possible issues with Intel CPUs rewritten to reduce false positives, still disabled by default though;
  • Custom final stretching is updated to be more compatible with things that might want to inject into AC rendering pipeline;
  • Modal dialogs no longer close when taskbar is being opened;
  • More logging for positioning AC window, to try and debug some triple configurations;
  • Shadows cast by ksPerPixelNM_UVMult shader are taking into account diffuse UV multiplier;
  • New ksMultilayer_fresnel_nm5 shader with four per-channel normals and txDetailNM;
  • If the size for a track display wasn’t configured, and texture size is unknown, CSP will use 256×256 as a fallback resolution;
  • New [WEATHER_FX] CLOUDS_OVER_SCENE=1 for track configs asking Weather FX to draw clouds over the opaque track geometry;
  • New IDEAL type for digital display materials preserving colors;
  • New CUTS=TANGENT option for brake discs adding radial lines (configurable via CUTS_TANGENT_FREQUENCY, CUTS_TANGENT_THICKNESS, CUTS_TANGENT_MODE, CUTS_TANGENT_PIVOT_RADIUS_MULT);
  • New flag for meshes to specify if they should or shouldn’t cast shadows in fourth (distant) cascade, separate from main flag, to fix the issue of distant geometry not casting shadows as expected, can be altered with [SHADER_REPLACEMENT_…] DYNAMIC_SHADOWS=TERRAIN (by default is set by new KN5 loader if shadows casting flag is set, old KN5 loader is no longer supported);
  • [SHADER_REPLACEMENT_…]: new EFX_SKIP_GBUFFER, EFX_MASK_GBUFFER, EFX_BLEND_GBUFFER and EFX_DELAYED_RENDER (instead of old malfunctioning ones);
  • New CUBEMAPLESS_REFLECTION=1 for [SHADER_REPLACEMENT_…] meant to fix flickering fences on Nordschleife;
  • loading.carSkinID() is fixed;
  • ac.INIConfig.raceConfig(), ac.INIConfig.videoConfig() and ac.INIConfig.controlsConfig(): fixed type of returned config;
  • New ac.getSim().isTAAActive;
  • table.build() fixed;
  • ac.isMeshClicked() and such no longer check LOD B and further, no longer have that false positive at the first frame;
  • ac.ControlButton(): default modifiers are fixed (a bug introduced on 6th of April 2025);
  • ac.makeScreenshot(): argument to set accumulation on or off, fix for extension if file name is default, but format differs from JPEG;
  • ac.enableRenderCallback() of Weather FX styles: new parameter for a callback after all the transparent geometry, but before Extra FX resolution, issue with track callback sometimes called twice fixed;
  • web.timeouts(): fifth argument overriding maximum number of simultaneous requests;
  • New shared/utils/oswindow library for creating extra OS windows;
  • Few fixes for DWrite text rendering API.
 
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