Assetto Corsa PC Mods General DiscussionPC 

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Spent many days again playing all sims. I even dug up good old Live For Speed and man that was a good game in its time... great force feedback.

This is how to create perfect driving simulator

Assetto Corsa force feedback and car behaviour on the limit + its unlimited modding
LMU kerbs
iRacing online system and its oval AI and physics (it has great Indycar)
F1 25 all modern F1 features/rules and AI (you could take any ai from 2020-25, they are ridiculously superior to any "sim" out there, it's not even close)
AMS2 VR + flying start ability to create proper Indycar
Maybe ACC menu system? It's quite nice looking.
Maybe EVO graphics, it sure looks great but I don't really care about the graphics. They all look good enough. I can't even say which one looks best... graphics are like modern EV cars' acceleration numbers. They're all fast so who cares. :)

I wish we could "hack" a game like this.

Actually I wish they'd update the original AC instead of putting all resources to EVO. EVO just doesn't drive that well compared to the original and obviously they are not able to duplicate AC1's driving feel anymore (for whatever reason). Maybe the guy who did the FFB is dead? :D Yes they say it's still a WIP but the driving feels like ACC and obviously they're not going to change that. Yes I played it for 5 hours straight today and tested different cars. Some are better than others but when you go back to AC1 it's like a night and day. In EVO the car front ends feel weird and lifeless and I doubt we can ever mod it like we can AC1.

LMU is very impressive sim and many real drivers praise it. Sure it has good physics but I can't really connect to that FFB in similar way that I can do with AC1. AC1 to me still is the only sim where the driving feels absolutely natural. Many mods have eliminated the kerb problem too. Never thought RF2/LMU FFB was that good. Some people praise it but personally I don't really like it.

In short: All sims are more or less frustrating but in relative terms we have some insanely good sims... just compare the driving sim quality to games like FIFA and PES. Total arcade garbage which have very little to do with realistic football. I haven't played the latest ones but in FIFA 23 you could play two 15 min halfs and get ZERO fouls. Real football games have 15-40 fouls per game, you're lucky to get one in FIFA and there wasn't even a slider for that. Then they had a terrible AI comeback logic, etc. :D

I think AI's are bad in so many games today is because they prioritize the online gaming. Yet the F1 series have made almost flawless AI. I mean it can't get realistically better than that (2018 was still overly aggressive and 19 had some issues but after that it really clicked). It's extremely rare to get "abused" by the AI on the F1 series. Sure it happens but very, very seldomly. AI is super competitive and intelligent and actually the modern F1 games put any "real sims" to total shame in so many aspects, it's not even funny.

AI and season are very important to me because I love playing full seasons offline. That is my thing. Sure I love hotlapping the street cars too but F1 is my priority. I don't care about any career/Myteam fantasy crap at all. Just the plain good F1 seasons... never get tired of that. AC is absolutely SUPERIOR when it comes to hotlapping and classic seasons 1978-2009'ish... but you can't make a proper modern F1 seasons on AC because of its rule/hardcode limitations and not-so-good AI.

What is really frustrating is that AC's AI is not actually THAT bad, it just has some unforgivable things (like lack of blue flag/outlap ai). It's a real mystery why they left that kind of blatant issues there. All sims have more or less crap AI's. AMS2 AI is not great but it's probably the best of the bad bunch.

It's obvious by now that EVO will never dethrone AC1. Do you think it's unrealistic to except Kunos to ever update/fix AC1 because it's such an old title? AC1 is still the most popular driving sim... it easily tops the Steam sim racing ranking list every day in popularity... so why not? Or maybe they'd just ruin it by "updating all tyre models" and then it'd drive like ACC too. :D

Thoughts?
Have you tried the new Live for speed?? they completely upgraded the graphics enjoy, and many physics too. If it had AC ffb, it would be perfect.
 
Is there some king of lua scripts coming with the car? Have a test without extended physics : if it runs smoothly, you have a lead.
I guess you already tried the Analyze tab in CM.

The lua debug can show you the data usage if there is one - i've seen very demanding stuffs on some mods, and they're not optimised at all.
Upvote for lua debugger. Gold, gold, gold.
 
Spent many days again playing all sims. I even dug up good old Live For Speed and man that was a good game in its time... great force feedback.

This is how to create perfect driving simulator

Assetto Corsa force feedback and car behaviour on the limit + its unlimited modding
LMU kerbs
iRacing online system and its oval AI and physics (it has great Indycar)
F1 25 all modern F1 features/rules and AI (you could take any ai from 2020-25, they are ridiculously superior to any "sim" out there, it's not even close)
AMS2 VR + flying start ability to create proper Indycar
Maybe ACC menu system? It's quite nice looking.
Maybe EVO graphics, it sure looks great but I don't really care about the graphics. They all look good enough. I can't even say which one looks best... graphics are like modern EV cars' acceleration numbers. They're all fast so who cares. :)

I wish we could "hack" a game like this.

Actually I wish they'd update the original AC instead of putting all resources to EVO. EVO just doesn't drive that well compared to the original and obviously they are not able to duplicate AC1's driving feel anymore (for whatever reason). Maybe the guy who did the FFB is dead? :D Yes they say it's still a WIP but the driving feels like ACC and obviously they're not going to change that. Yes I played it for 5 hours straight today and tested different cars. Some are better than others but when you go back to AC1 it's like a night and day. In EVO the car front ends feel weird and lifeless and I doubt we can ever mod it like we can AC1.

LMU is very impressive sim and many real drivers praise it. Sure it has good physics but I can't really connect to that FFB in similar way that I can do with AC1. AC1 to me still is the only sim where the driving feels absolutely natural. Many mods have eliminated the kerb problem too. Never thought RF2/LMU FFB was that good. Some people praise it but personally I don't really like it.

In short: All sims are more or less frustrating but in relative terms we have some insanely good sims... just compare the driving sim quality to games like FIFA and PES. Total arcade garbage which have very little to do with realistic football. I haven't played the latest ones but in FIFA 23 you could play two 15 min halfs and get ZERO fouls. Real football games have 15-40 fouls per game, you're lucky to get one in FIFA and there wasn't even a slider for that. Then they had a terrible AI comeback logic, etc. :D

I think AI's are bad in so many games today is because they prioritize the online gaming. Yet the F1 series have made almost flawless AI. I mean it can't get realistically better than that (2018 was still overly aggressive and 19 had some issues but after that it really clicked). It's extremely rare to get "abused" by the AI on the F1 series. Sure it happens but very, very seldomly. AI is super competitive and intelligent and actually the modern F1 games put any "real sims" to total shame in so many aspects, it's not even funny.

AI and season are very important to me because I love playing full seasons offline. That is my thing. Sure I love hotlapping the street cars too but F1 is my priority. I don't care about any career/Myteam fantasy crap at all. Just the plain good F1 seasons... never get tired of that. AC is absolutely SUPERIOR when it comes to hotlapping and classic seasons 1978-2009'ish... but you can't make a proper modern F1 seasons on AC because of its rule/hardcode limitations and not-so-good AI.

What is really frustrating is that AC's AI is not actually THAT bad, it just has some unforgivable things (like lack of blue flag/outlap ai). It's a real mystery why they left that kind of blatant issues there. All sims have more or less crap AI's. AMS2 AI is not great but it's probably the best of the bad bunch.

It's obvious by now that EVO will never dethrone AC1. Do you think it's unrealistic to except Kunos to ever update/fix AC1 because it's such an old title? AC1 is still the most popular driving sim... it easily tops the Steam sim racing ranking list every day in popularity... so why not? Or maybe they'd just ruin it by "updating all tyre models" and then it'd drive like ACC too. :D

Thoughts?
I think AC still does the most things at least good or very good. And just because of the content it will be installed forever.
But I prefer the physics and AI from rFactor2 anytime.
And since there is a Mod allowing creating SP championships in similar way to raceroom, rF2 has become my favorite atm.

But I play them all anyway
 
One question while enjoying 1990 f1 cars from RSS. I remember there was an entry in ai.ini or tyres.ini where you could define up to how much laps (or was it km) which tyre compound is selected by ai. So that the ai doesn't start the race with Q tyres.
 
Spent many days again playing all sims. I even dug up good old Live For Speed and man that was a good game in its time... great force feedback.

This is how to create perfect driving simulator




Thoughts?
AC1 has perfect FFB/Physics, good VR, great optimisation and nice visuals, no debate

The only things that must be improved :

AI (ai whisperer does miracle but it still lack of battle and it requires good ai lines)
Realistic rules (better track limits / some app add yellow, VSC or SC but sometimes it's badly triggered and it kills the flow)
Realistic pit system (i can't tried Dumbai because i am only on CSP 0.2.1
More lively tracks (i mean animations in the pits, crowd, waving flag)

One thing i love in LMU :
track fidelity : lot of details, skidmarks, road texture, i can't explain how it feels "real"
 
... Thoughts?
That Assetto Corsa ticks practically all the boxes: superb FFB, can achieve gorgeous graphics, great variety of options, compatibility with any PC level, etc, etc... with AI being the weak point (although there's hope for improvement thanks to the efforts of people like Tetri or ancient_3), but also suffers from the dreaded CURSE OF SUCCESS...

The fact that it's open source allows a vast number of modders, with varying levels of skill and knowledge, to offer their mods developed according to their own vision of the game, which sometimes makes it difficult for mods from different origins to work perfectly together. Besides, the perpetual evolution of the game (or rather, of the equally loved/hated CSP) means that many mods become "obsolete," further complicating the situation.

Ideally, all creators would adhere to a single pipeline to ensure consistent results, but of course, that's impossible, and the problem shifts to knowing how to separate the wheat from the chaff... a difficult task for die-hard hoarders like myself, who treasure almost all the garbage that comes our way, even if it sometimes makes our eyes bleed. You never know when you'll need that bathtub on wheels, or those homoerotic musclemen riding on weightlifting bars... 😌
 
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One question while enjoying 1990 f1 cars from RSS. I remember there was an entry in ai.ini or tyres.ini where you could define up to how much laps (or was it km) which tyre compound is selected by ai. So that the ai doesn't start the race with Q tyres.
Not an answer to your actual question, but I think you can manage AI starting tyres among other things with one of Nuzzi's apps.
 
One question while enjoying 1990 f1 cars from RSS. I remember there was an entry in ai.ini or tyres.ini where you could define up to how much laps (or was it km) which tyre compound is selected by ai. So that the ai doesn't start the race with Q tyres.
ai_tyres.ini

content like this below, tyres.ini compound reference SHORT_NAME=SS

[SS]
MAX_KM=50
[Comp2]
MAX_KM=70
[Comp3]
MAX_KM=120
[Comp4]
MAX_KM=170
 
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No. I have to check that. That was an amazing sim.

Did you know that Valtteri Bottas (10 times F1 GP winner) played LFS regularly back in the day?
If he played a modded version of AC, at least that would be relevant to this thread.

This, and your previous posts, are in the wrong thread.
 
Hi

I'm having a problem with CM (version 0.2.11). I hope you can help.

For a few days now, without making any changes compared to when it worked both in races and on weekends, the car I'm driving teleports to the pits after one or two laps. I've tried with various cars and tracks, but the result is always the same.

Any suggestions?

Thanks
 
Hi

I'm having a problem with CM (version 0.2.11). I hope you can help.

For a few days now, without making any changes compared to when it worked both in races and on weekends, the car I'm driving teleports to the pits after one or two laps. I've tried with various cars and tracks, but the result is always the same.

Any suggestions?

Thanks
"something" has likely modified the ./ai/fast_lane.ai file.
 
Hi

I'm having a problem with CM (version 0.2.11). I hope you can help.

For a few days now, without making any changes compared to when it worked both in races and on weekends, the car I'm driving teleports to the pits after one or two laps. I've tried with various cars and tracks, but the result is always the same.

Any suggestions?

Thanks

"something" has likely modified the ./ai/fast_lane.ai file.
Yeah i was thinking of a penalty false positive.
But if it happens on all tracks, it could be an app somewhere doing weird things.

@roviet, open the luadebug (in the taskbar) and have a look at what's running. Might be an app you forgot about that is looping the player's car or with a reset timer on it.
 
Yeah i was thinking of a penalty false positive.
But if it happens on all tracks, it could be an app somewhere doing weird things.

@roviet, open the luadebug (in the taskbar) and have a look at what's running. Might be an app you forgot about that is looping the player's car or with a reset timer on it.
First of all, thanks for the replies.

After further tests, it seems to be more of a hardware issue. Disabling the teleport-to-pit and restart-race buttons on the wheel rim doesn't cause any problems at the moment.

The problem is figuring out what needs to be changed to reuse these functions: the base (TS-XV-Racer) or the wheel itself, which is giving a false contact due to wear.

I'll try on another sim (Evo-Rally) to definitively determine if the problem is hardware or software.
 
Mini Cooper S R56 2011 Public Release!!
Download: https://www.mediafire.com/file/gu12ffg1bo2jeag/r56_cooper_s__101creative.rar/file
Converted From GT6
-AO inside and out
-Realistic Dashboard
-Physics
-CSP Settings
-Driver Animation
-Panoramic session Start config Daniel Nogal


__custom_showroom_1778871989.webp__custom_showroom_1778871984.webp__custom_showroom_1778871979.webp__custom_showroom_1778871943.webp__custom_showroom_1778871936.webp__custom_showroom_1778871917.webp
 
Hi

I'm having a problem with CM (version 0.2.11). I hope you can help.

For a few days now, without making any changes compared to when it worked both in races and on weekends, the car I'm driving teleports to the pits after one or two laps. I've tried with various cars and tracks, but the result is always the same.

Any suggestions?

Thanks
if is weekend maybe check if you have any time on practice par
 
Over the past few days, I've been trying to change models, hoping to continue my work without big issues. While working on the M3 E92, I noticed other strange errors in the 3D meshes...Maybe here we have overcome the hole in the backseats of the Alfa Mito LOL
 

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Over the past few days, I've been trying to change models, hoping to continue my work without big issues. While working on the M3 E92, I noticed other strange errors in the 3D meshes...Maybe here we have overcome the hole in the backseats of the Alfa Mito LOL
Hi. Is it happened after export from 3d software? Here some pics for comparison how stock kunos model looks.
Screenshot 2026-05-16 000248.webp
Screenshot 2026-05-16 000340.webp
 
Negli ultimi giorni ho provato a cambiare modello, sperando di poter continuare il mio lavoro senza grossi problemi. Mentre lavoravo sulla M3 E92, ho notato altri strani errori nelle mesh 3D... Forse qui abbiamo superato il buco nei sedili posteriori dell'Alfa Mito LOL
Ciao. È successo dopo l'esportazione dal software 3D? Ecco alcune immagini per confronto di come appare il modello Kunos originale.
View attachment 1537216View attachment 1537217
After learning how to fix incorrectly mapped carbon and correct dozens of mods, I would like to understand how to fix these types of mesh errors with blender which is another common problem of many mods
 
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Your car is beautiful, like all your mods. Thanks for this. The only thing is, maybe the day lights are a little too bright.
 
So I'm having a problem with aa_ims where the AI will just all pit after a couple laps and sometimes won't even leave the pits or just go straight into the pit wall? Anyone else had this issue before?
 
After learning how to fix incorrectly mapped carbon and correct dozens of mods, I would like to understand how to fix these types of mesh errors with blender which is another common problem of many mods
This is most likely problem with mesh smoothing. But I mostly use other 3d soft than blender. In 3d Max I untick smoothing groups when export meshes and this problem disappears. Try different smoothing (face, edge) export options in blender.
 
BMW M1 Procar v3.0 BETA

__custom_showroom_1778908370.webp


Well, I guess its time to release a Beta at least.

But why is it Beta only? Because I'm unable to create new steer and shifting animations. But hopefully someone will take care of it. Created LODs with Poly Cruncher, no comments please.

Car is now nearly properly scaled and got himself a rear mirror. I'm wondering myself why it never had one. It was a PITA to rework the extension, scaling messed up maaaaaaany things, but it should fit again.

In this Beta release I didnt include the skins, only one skin is within the archive. I think everyone should already have a quadzillion skins for this car.

If you find anything still in need of fixing, feel free to contact me. All physical data is unchanged tho, so dont contact me if you want this car to drive like a modern GT. This will never ever happen!

Temp Download: https://www.mediafire.com/file/a8yuvst23i2bkh9/pddw_bmw_procar_m1_3-0.zip/file

Final release will be added to the database of GTPlanet.
 
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BMW M1 Procar v3.0 BETA

View attachment 1537416

Well, I guess its time to release a Beta at least.

But why is it Beta only? Because I'm unable to create new steer and shifting animations. But hopefully someone will take care of it. Created LODs with Poly Cruncher, no comments please.

Car is now nearly properly scaled and got himself a rear mirror. I'm wondering myself why it never had one. It was a PITA to rework the extension, scaling messed up maaaaaaany things, but it should fit again.

In this Beta release I didnt include the skins, only one skin is within the archive. I think everyone should already have a quadzillion skins for this car.

If you find anything still in need of fixing, feel free to contact me. All physical data is unchanged tho, so dont contact me if you want this car to drive like a modern GT. This will never ever happen!

Temp Download: https://www.mediafire.com/file/a8yuvst23i2bkh9/pddw_bmw_procar_m1_3-0.zip/file

Final release will be added to the database of GTPlanet.
Thanks for this. happy to look at the driver and shifting, but it might be better to give this one a new folder name so it doesn't overwrite the original car. It's impossible to compare/contrast otherwise.
People will also lose all the skins if overwriting.

Edit: here's a new driver and shifting animation.

1778915964973.webp 1778915997025.webp 1778916019498.webp 1778916053634.webp

Edit 2: nice job with the rescale. Original bloated Procar is far right, yours is second right, others for context.

1778916622803.webp


Edit 3: you said not to mention the LODs but they seem fine, except for the lights. I think all the light mesh names need to be added to the 'merge exceptions' section of the LOD generator.
Currently LOD A, all fine:

1778917239060.webp

LOD B (and C and D), milky lenses:

1778917285617.webp
You won't see this in CM Showroom as it's a refractions issue, I think. CM Showroom ignores it.

One more thing (an annoyance from the original car), it'd be good if the roll cage welds were the same colour as the tubes. The roll cage is welded THEN painted, so everything should be the same colour. :)
Oh, one more, the instrument dial glass is quite cloudy, maybe has too high diffuse applied?
 

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@Pfalzdriver, one more thing carried over from the bloated car is the OEL-DRUCK and BENZIN dials being upside down (you can see the milky glass I referred to earlier here).

1778918505853.webp


The dials aren't inverted on the proper car:

1778918365720.webp


Not a big deal if it's a PITA to fix (the dials can be flipped easily in the DDS, but the needles will also need moving in the kn5), but it's always struck me as a little weird.
 
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