Assetto Corsa PC Mods General DiscussionPC 

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Cheers, is there a fix for VRC tourers pack AI? They crash all the time over kerbs...I'm using non-CSP versions and I tried to turn off new AI behaviour and use extended physics also I tried to make ai_default setup and raise the ride height and soften suspension but no luck. Thanks!
 
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.
Sadly , the sound bug is still there

So i need to stay on 2.11
....


 
@Pilot3331

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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).
For the track list I will actually create a google drive for all of the required tracks (That were found online from youtube mainly), they are as follows:

Chicago Street Circuit + Reverse - Sort of a stand in for New York until it eventually gets made
Tokyo R246
London Circuit Redux
Paris Arc De Triomphe
Macau Guia
Seattle Circuit Dry
M08 Tokyo Bay
Prague Short
Paris Tour Eiffel
Prague - Stand in for Russia track from PGR4
Red Rock Valley - To Replace Michelin Raceway from PGR4 since I can't think of a similar circuit, though this is a stand in for the mean time.
Las Venturas Street Circuit GP
Nurburgring + GP
Mirandopolis SP
Miami Bayside GP
Laguna Seca
Spa - One of the final events will be race car endurance themed
Circuit De La Sarthe (Le Mans) - One of the final events will be race car endurance themed, and will actually be pretty challenging depending on the car used. (F50 GT will be selected by default since it's the fastest all around with the right skills)

A few like Mirandopolis, the short circuits and M08 Tokyo Bay are far too short/small for faster cars and will only be used for class E due to the other classes being far too fast, especially since I have redone the physics for ALL previous cars + new ones since they need to be matched as much as possible to the cars from PGR4 and a few are guesses of how they would've performed based on similar cars already in the game. AI have also been substantially improved for quite a few cars due to some of them having originally slightly botched physics which meant that the AI weren't nearly as competitive as they should've been with ones such as the F1 LM and Panoz being the worst offenders, which has since been fixed along with correct gear ratios to match very closely with PGR4 since it appears from what I can tell most if not all cars use the correct gear ratios as they would in real. Cars such as the Toyota GT ONE were nerfed quite alot due to how it was in PGR4 with the Turbo lag being very bad on this car which has been simulated with the upcoming update.

Tracks that will require patreon to download:

Las Vegas 2023 - Though I updated the echo for this one with one that isn't as strong
GT4 Hong Kong

These are examples of how the championships are setup, I will have to do test runs of each one to see how competitive they are as some of them I imagine will be quite difficult, though that's intentional as it would be pointless if the events were too easy. For the low classes, they will be pretty easy, the grids are subject to change before release depending on performance of the included cars.
Through benchmark testing I have concluded that setting the opponent strength to 90% is the equivalent of Platinum difficulty in PGR4, anything above that is very difficult even for me to beat so that's where I will leave it for the more difficult events as even in the fastest cars such as the F50 GT the AI are pretty much Alien difficulty at 100%.
45Fq8bP.png

1sYiReO.png
 
Cheers, is there a fix for VRC tourers pack AI? They crash all the time over kerbs...I'm using non-CSP versions and I tried to turn off new AI behaviour and use extended physics also I tried to make ai_default setup and raise the ride height and soften suspension but no luck. Thanks!
I've been running them recently on Oulton Park, 2005 Silverstone, RT Zolder and Donnington, I've not had too many issue with them aside from them being not fast enough. Once in a while they will outbrake themselves but I was surprised by how ok they are to race wheel to wheel...
 
For the track list I will actually create a google drive for all of the required tracks (That were found online from youtube mainly), they are as follows:

Chicago Street Circuit + Reverse - Sort of a stand in for New York until it eventually gets made
Tokyo R246
London Circuit Redux
Paris Arc De Triomphe
Macau Guia
Seattle Circuit Dry
M08 Tokyo Bay
Prague Short
Paris Tour Eiffel
Prague - Stand in for Russia track from PGR4
Red Rock Valley - To Replace Michelin Raceway from PGR4 since I can't think of a similar circuit, though this is a stand in for the mean time.
Las Venturas Street Circuit GP
Nurburgring + GP
Mirandopolis SP
Miami Bayside GP
Laguna Seca
Spa - One of the final events will be race car endurance themed
Circuit De La Sarthe (Le Mans) - One of the final events will be race car endurance themed, and will actually be pretty challenging depending on the car used. (F50 GT will be selected by default since it's the fastest all around with the right skills)

A few like Mirandopolis, the short circuits and M08 Tokyo Bay are far too short/small for faster cars and will only be used for class E due to the other classes being far too fast, especially since I have redone the physics for ALL previous cars + new ones since they need to be matched as much as possible to the cars from PGR4 and a few are guesses of how they would've performed based on similar cars already in the game. AI have also been substantially improved for quite a few cars due to some of them having originally slightly botched physics which meant that the AI weren't nearly as competitive as they should've been with ones such as the F1 LM and Panoz being the worst offenders, which has since been fixed along with correct gear ratios to match very closely with PGR4 since it appears from what I can tell most if not all cars use the correct gear ratios as they would in real. Cars such as the Toyota GT ONE were nerfed quite alot due to how it was in PGR4 with the Turbo lag being very bad on this car which has been simulated with the upcoming update.

Tracks that will require patreon to download:

Las Vegas 2023 - Though I updated the echo for this one with one that isn't as strong
GT4 Hong Kong

These are examples of how the championships are setup, I will have to do test runs of each one to see how competitive they are as some of them I imagine will be quite difficult, though that's intentional as it would be pointless if the events were too easy. For the low classes, they will be pretty easy, the grids are subject to change before release depending on performance of the included cars.
Through benchmark testing I have concluded that setting the opponent strength to 90% is the equivalent of Platinum difficulty in PGR4, anything above that is very difficult even for me to beat so that's where I will leave it for the more difficult events as even in the fastest cars such as the F50 GT the AI are pretty much Alien difficulty at 100%.
45Fq8bP.png

1sYiReO.png
Thanks for the very detailed explanation and for listing all of the tracks you have in mind. Your selection is very solid, can't say I'm not excited for this project!
Good luck with the finalization and the testing!

Hopefully one day we get GT4's NYC circuit in as well...
 
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
View attachment 1529209
View attachment 1529210
View attachment 1529212

After
View attachment 1529213
View attachment 1529214
View attachment 1529215

Also here is some of extra pics that i took while i was messing around in the CM Showroom
View attachment 1529216
Holy flashbacks

co2f7j.webp
 
To the dendrologists of GTPlanet, I have a question: What would cause the trees to split clean down the middle at Sergio's Watkins Glen? Lightning strikes maybe? Will glue fix them, because it'll take at least 30 years for this forest to regrow otherwise.
Screenshot (136).webp

Screenshot (137).webp


The issue persists on both the original trees and the greener tree skin. I don't recall this being an issue on previous versions of CSP (I'm on 0.3.0 preview361). I'd have to check to see if any other tracks are affected.
 
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Most boring F1 tracks (in all sims)

Monaco.
In every F1 season I play this is just so annoying. When I started sim racing like 20 years ago it was cool track to master but it gets really old after a while. I'm sure the real drivers feel the same way... overtaking almost impossible and on AC the crashes often create many issues (like traffic jams) because of the dumb AI. On F1 2020 and 2021 (great F1 games that I regularly play) the AI is superb but driving the Monaco race is almost always very boring. Basically just to avoid mistakes, not real racing.

Hungaroring
Never liked this track. For whatever reason this was always the one in the vintage AC F1 seasons where the ai was super slow. Then Thockard made new AI it and made it so much faster. But it's a bit boring track, overtaking is only possible on the first corner after the long straight. That's actually realistic as it is that way in the real track too. Never liked Hungaroring.

Jacarepagua
Maybe because I've driven it endlessly as I used it as a "test track" when I built my vintage AC F1 seasons. It was almost always the first race of the calendar. But it's not that interesting circuit to drive anyway.

Valencia is quite bad too and of course Detroit street circuit and 1982 Caesar's Palace (officially the worst track ever). Old Hermanos Rodriguez isn't that great, new Mexico track is much better. Old Kyalami isn't that enjoyable, either. 1992/1993 version is okay. We have very good conversions of these tracks, we even have Detroit 1982 with that extra chicane.

Most enjoyable:

Spa, Monza, Imola, Suzuka, Interlagos... we all know how great tracks they are.

Portimao
This is one amazing and super enjoyable track to drive. I only discovered it when I recently got F1 2021 (finally). The layout is so enjoyable and the races are great. How on earth they're not having this race in the F1 calendar anymore. This is one of the best F1 tracks ever.

Singapore and Baku
Among the best street circuits, both are challenging but when you find the rhythm, I've had some amazing races in both.

New Hockenheim. Had some great races on AC seasons in the new Hockenheim. The old one is very boring and long circuit, it's basically just about top speed.

Adelaide
Singapore and Baku are great but for whatever reason I enjoy Adelaide the most (of the street circuits). It's such a legendary track and it's a shame that it was removed from the calendar a long time ago. Melbourne isn't bad but Adelaide is THE Australian track for me. Quite long learning curve but when it "clicks" it's so amazing. So many legendary real races here as it was the final race of those vintage F1 seasons (like Mansell's tyre explosion in 1986) and I've had my share of great Adelaide racing on AC too.

Dijon
This little known masterpiece by Rainmaker is very cool piece of F1 history. Weird GP as it was called Swiss GP but Dijon is actually in France. I think it was because motor racing was banned in Switzerland (maybe it still is, huh). It's in my 1982 and 1984 F1 seasons.

4:18 in the video.



Hardest track is probably the Phoenix street circuit. I've practiced it so much but the walls are so tight in that circuit that surviving a 25 lap race against Assetto Corsa AI cars is always a challenge.

1:00 in the video. Those 1990 RSS cars are utterly amazing. Skins only though but that's why the season is so trouble free. Definitely my favorite vintage F1 season on AC being a huge Prost fan... and Prost almost won the title with that Ferrari (we all remember what happened at Suzuka with Senna hehe).


The tracks and AI's we have on Assetto Corsa F1 tracks are quite amazing indeed. Now that even Dallas 1984 AI got fixed by @IMEAN there aren't many problematic tracks anymore. Give it a shot, link in the video description. The real track itself isn't great at all and they almost cancelled the GP because the track surface was so badly damaged... and it was hot like hell that day. But the actual race is one of the best GP's ever. I think 7 different race leaders and Keke Rosberg won the race with his crappy 1984 Williams (it was truly horrific car, even Patrick Head admitted that). Check the AC track and the real race... so cool F1 history that we have on AC (like Dijon, Caesars Palace and Dallas). Yeah the cars aren't great (modded SD) but beggars can't be choosers.



List yours.
 
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Most enjoyable:

Spa, Monza, Imola, Suzuka, Interlagos... we all know how great tracks they are.

Portimao
This is one amazing and super enjoyable track to drive. I only discovered it when I recently got F1 2021 (finally). The layout is so enjoyable and the races are great. How on earth they're not having this race in the F1 calendar anymore. This is one of the best F1 tracks ever.

Singapore and Baku
Among the best street circuits, both are challenging but when you find the rhythm, I've had some amazing races in both.

New Hockenheim. Had some great races on AC seasons in the new Hockenheim. The old one is very boring and long circuit, it's basically just about top speed.

Adelaide
Singapore and Baku are great but for whatever reason I enjoy Adelaide the most (of the street circuits). It's such a legendary track and it's a shame that it was removed from the calendar a long time ago. Melbourne isn't bad but Adelaide is THE Australian track for me. Quite long learning curve but when it "clicks" it's so amazing. So many legendary real races here as it was the final race of those vintage F1 seasons (like Mansell's tyre explosion in 1986) and I've had my share of great Adelaide racing on AC too.

Dijon
This little known masterpiece by Rainmaker is very cool piece of F1 history. Weird GP as it was called Swiss GP but Dijon is actually in France. I think it was because motor racing was banned in Switzerland (maybe it still is, huh). It's in my 1982 and 1984 F1 seasons.

4:18 in the video.



Hardest track is probably the Phoenix street circuit. I've practiced it so much but the walls are so tight in that circuit that surviving a 25 lap race against Assetto Corsa AI cars is always a challenge.

1:00 in the video. Those 1990 RSS cars are utterly amazing. Skins only though but that's why the season is so trouble free. Definitely my favorite vintage F1 season on AC being a huge Prost fan... and Prost almost won the title with that Ferrari (we all remember what happened at Suzuka with Senna hehe).


The tracks and AI's we have on Assetto Corsa F1 tracks are quite amazing indeed. Now that even Dallas 1984 AI got fixed by @IMEAN there aren't many problematic tracks anymore. Give it a shot, link in the video description. The real track itself isn't great at all and they almost cancelled the GP because the track surface was so badly damaged... and it was hot like hell that day. But the actual race is one of the best GP's ever. I think 7 different race leaders and Keke Rosberg won the race with his crappy 1984 Williams (it was truly horrific car, even Patrick Head admitted that). Check the AC track and the real race... so cool F1 history that we have on AC (like Dijon, Caesars Palace and Dallas). Yeah the cars aren't great (modded SD) but beggars can't be choosers.



List yours.

IMG_6476.webp


The rest are kart tracks.
 
Last edited:
Most boring F1 tracks (in all sims)

Monaco.
In every F1 season I play this is just so annoying. When I started sim racing like 20 years ago it was cool track to master but it gets really old after a while. I'm sure the real drivers feel the same way... overtaking almost impossible and on AC the crashes often create many issues (like traffic jams) because of the dumb AI. On F1 2020 and 2021 (great F1 games that I regularly play) the AI is superb but driving the Monaco race is almost always very boring. Basically just to avoid mistakes, not real racing.

Hungaroring
Never liked this track. For whatever reason this was always the one in the vintage AC F1 seasons where the ai was super slow. Then Thockard made new AI it and made it so much faster. But it's a bit boring track, overtaking is only possible on the first corner after the long straight. That's actually realistic as it is that way in the real track too. Never liked Hungaroring.

Jacarepagua
Maybe because I've driven it endlessly as I used it as a "test track" when I built my vintage AC F1 seasons. It was almost always the first race of the calendar. But it's not that interesting circuit to drive anyway.

Valencia is quite bad too and of course Detroit street circuit and 1982 Caesar's Palace (officially the worst track ever). Old Hermanos Rodriguez isn't that great, new Mexico track is much better. Old Kyalami isn't that enjoyable, either. 1992/1993 version is okay. We have very good conversions of these tracks, we even have Detroit 1982 with that extra chicane.

Most enjoyable:

Spa, Monza, Imola, Suzuka, Interlagos... we all know how great tracks they are.

Portimao
This is one amazing and super enjoyable track to drive. I only discovered it when I recently got F1 2021 (finally). The layout is so enjoyable and the races are great. How on earth they're not having this race in the F1 calendar anymore. This is one of the best F1 tracks ever.

Singapore and Baku
Among the best street circuits, both are challenging but when you find the rhythm, I've had some amazing races in both.

New Hockenheim. Had some great races on AC seasons in the new Hockenheim. The old one is very boring and long circuit, it's basically just about top speed.

Adelaide
Singapore and Baku are great but for whatever reason I enjoy Adelaide the most (of the street circuits). It's such a legendary track and it's a shame that it was removed from the calendar a long time ago. Melbourne isn't bad but Adelaide is THE Australian track for me. Quite long learning curve but when it "clicks" it's so amazing. So many legendary real races here as it was the final race of those vintage F1 seasons (like Mansell's tyre explosion in 1986) and I've had my share of great Adelaide racing on AC too.

Dijon
This little known masterpiece by Rainmaker is very cool piece of F1 history. Weird GP as it was called Swiss GP but Dijon is actually in France. I think it was because motor racing was banned in Switzerland (maybe it still is, huh). It's in my 1982 and 1984 F1 seasons.

4:18 in the video.



Hardest track is probably the Phoenix street circuit. I've practiced it so much but the walls are so tight in that circuit that surviving a 25 lap race against Assetto Corsa AI cars is always a challenge.

1:00 in the video. Those 1990 RSS cars are utterly amazing. Skins only though but that's why the season is so trouble free. Definitely my favorite vintage F1 season on AC being a huge Prost fan... and Prost almost won the title with that Ferrari (we all remember what happened at Suzuka with Senna hehe).


The tracks and AI's we have on Assetto Corsa F1 tracks are quite amazing indeed. Now that even Dallas 1984 AI got fixed by @IMEAN there aren't many problematic tracks anymore. Give it a shot, link in the video description. The real track itself isn't great at all and they almost cancelled the GP because the track surface was so badly damaged... and it was hot like hell that day. But the actual race is one of the best GP's ever. I think 7 different race leaders and Keke Rosberg won the race with his crappy 1984 Williams (it was truly horrific car, even Patrick Head admitted that). Check the AC track and the real race... so cool F1 history that we have on AC (like Dijon, Caesars Palace and Dallas). Yeah the cars aren't great (modded SD) but beggars can't be choosers.



List yours.

I don't know why, but it doesn't matter what game it is, I absolutely love Magny-Cours. All versions of it. I don't know, must be the flow and elevation changes or something, but it has always been my favourite track in any game. I've always been bummed that ACC never made it because of covid. People always laugh at me when I say they owe us that track but I just really miss it.
 
1776147705188.webp

Question for the team, has anyone had this appear in their race screen (not pits) lower right-hand corner? I can't seem to get rid of it.
 
Not a bumper guy here but I do feel like the things I asked, suggested, kinda have drowned in this lil mess.A guy said he would look into an issue. Or did he!? 🧐 However, what the heck, I wanna remind all NLS-Fans that this WE from Friday noon on there will be the Qualifiers of Nürburgring 24h - incl. two 4h races and most likely Maestro Max Verstappen on the Grid. Also have you guys seen this!? I do not like iRacing much, but this is just impressive.


 
Hi, yes it's in the works, You are not the only one who asked 😁.

Wow, what a gentleman, that's very rare behaviour in modding community these days! Thanks for posting.
yeah you honestly don't get enough praise for the work you've done. ACTK steals the spotlight with their behavior and I find it very sad that when I asked for resources that have updated data.acd for cars ACTK name comes in first.

Granted ACTK has a lot more cars "reworked" nothing come close to someone who just respect the original modder work, and provide quality physics.

I'll also leave you a tip for the work you've done on the Formula E.
 
View attachment 1529503

The rest are kart tracks.

Yeah sure... but "F1 tracks". Nordschleife hasn't been a F1 track since 1976.

I don't know why, but it doesn't matter what game it is, I absolutely love Magny-Cours. All versions of it. I don't know, must be the flow and elevation changes or something, but it has always been my favourite track in any game. I've always been bummed that ACC never made it because of covid. People always laugh at me when I say they owe us that track but I just really miss it.

Yeah that's a nice track. Much nicer than new Paul Ricard, imho. Old Paul Ricard wasn't that great, either. Very easy to learn though... the new one takes a lot of time to master.
 
Yeah sure... but "F1 tracks". Nordschleife hasn't been a F1 track since 1976.



Yeah that's a nice track. Much nicer than new Paul Ricard, imho. Old Paul Ricard wasn't that great, either. Very easy to learn though... the new one takes a lot of time to master.
I miss Hocke(y)nheimring in ACC and more GTWCAm tracks
 
So pretty much all AC Evo cars are ripped and ready to be converted into AC. Also makes me realise how dull the roster is, the Alfa 75 is nice but take away the skin and the car is just the same as the WTCC 75, although it is a better model than the one in AC already.
I went through the list and really nothing jumped out at me as something i'd want to bother converting.
 
So pretty much all AC Evo cars are ripped and ready to be converted into AC. Also makes me realise how dull the roster is, the Alfa 75 is nice but take away the skin and the car is just the same as the WTCC 75, although it is a better model than the one in AC already.
I went through the list and really nothing jumped out at me as something i'd want to bother converting.
Personally, I think that even though there's work to be done, there are some good cars never seen or modeled in a long time for Assetto Corsa that exist on Raceroom.
 
Not that simple, if you move the body down in CM the hands are not aligned anymore with the steering wheel.
@kakauiyt : Hope this message finds you well. Was wondering; have you found a bit of time in adjusting/shrinking the driver for RSS Formula 79? It's not a matter of urgency, just asking myself whether you still can find a proper way in doing this? It shall be highly appreciated. Thanks again for looking into this at you convenience.
 
I miss Hocke(y)nheimring in ACC and more GTWCAm tracks

Yeah that's really nice track to drive. One of my most memorable races against AI was in my Kunos F2004 based season. VHE track on AC. I made the 2004 sponsors and even added that correct grey Mobil 1 canister on top of the bulding. Great circuit, the AI is superb on the VHE version.

13:55 in the video.

 
@kakauiyt : Hope this message finds you well. Was wondering; have you found a bit of time in adjusting/shrinking the driver for RSS Formula 79? It's not a matter of urgency, just asking myself whether you still can find a proper way in doing this? It shall be highly appreciated. Thanks again for looking into this at you convenience.
not yet, i'm planning to tackle the driver animation stuff thursday, just need to resetup some stuff
 
Personally, I think that even though there's work to be done, there are some good cars never seen or modeled in a long time for Assetto Corsa that exist on Raceroom.
Yes there are, also to clarify my post may of sounded like i'd ripped AC Evo, i haven't, i just found the rips on a discord, although it would be funny if Kunos got mad at AC Evo being ripped when AC sold so many down to rips.

I'd like to see some Project Motorsport models being ripped.
 
Yes there are, also to clarify my post may of sounded like i'd ripped AC Evo, i haven't, i just found the rips on a discord, although it would be funny if Kunos got mad at AC Evo being ripped when AC sold so many down to rips.

I'd like to see some Project Motorsport models being ripped.
All of the PMR models has already been ripped. It's just the tracks currently having issues being ripped.
 
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not yet, i'm planning to tackle the driver animation stuff thursday, just need to resetup some stuff
No worries, take your time. Been thinking; instead of "shrinking/adusting" it might also be a matter of slightly 'tilting' the driver? Just a guess. Looking forward as soon as you come up with a nice, better fitting, solution.
 
I've been running them recently on Oulton Park, 2005 Silverstone, RT Zolder and Donnington, I've not had too many issue with them aside from them being not fast enough. Once in a while they will outbrake themselves but I was surprised by how ok they are to race wheel to wheel...
I tried them on AC tracks and mod tracks at Outlon its a crash fest! Maybe its a CSP version...I will try another.
 
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