Assetto Corsa PC Mods General DiscussionPC 

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Totally OT: Which apps are you using for tyre info, leaderboard etc? They look nice, and I totally suck at finding stuff like that..

leaderboard looks like this one
 
I'm just digging more and more into Linux to use it as my daily dev OS for Pure and other AC related things and it is just crazy how non existing issues like the false flagging of script files and certain archives are there. I heard some internals how many people MS fired and replaced them with AI. So sure they must limit more and more things to be able to run their security service. But actually i have no good feeling about this and how you can use your OS for simple tasks.
So at the end i now started preparing everything to get running on Linux and find the small issues to get everything running properly. Not an easy task, but i think it is time to have not just an alternative...
Peter keep us informed about the VR progression in Linux?
The bad implementation of VR is THE thing that is keeping me away from Linux. But who knows the final answer will arrive in the form of the new Steam VR headset, that, it would be a shame if not, can handle LinuxVR.
 
Does that mean we Windows users should start to worry for our Pure future? 😢
No, its like a framework. The base is always CSP! If AC/CSP is running, Pure will run too.
No matter where i am developing it, it does not matter for you, because i will always test on Windows, Bazzite and CachyOS.

But it seems now is a good point to really go parallel. So i will constantly switch between Windows and Linux while i'm developing Pure.
So i have both Windows and Linux setup to work on the same projects and so Linux is equally used/handled.

But on Linux there are some little issues with CSP Lua development, which i need to solve. Like such simple things, that the file watcher is not telling CSP that a file in a sub-folder of a lua app/instance was updated. So you need to change a file in the root folder so CSP initiates a reset of the lua instance to get updated in-game.

But those little things are the key for fast development and those things we will need to find out and then it does not matter if you use Windows or Linux for development or gaming at all.
But IMO we reached a point where Windows is so annoying that a very serious amount of users/gamers make a switch and stay with Linux.
So this is not a thing where you say, now i must switch, but in a longer perspective, you could now start imagine, if Microsoft will not make a radical turnaround and bring an OS for the user again, Linux will be the better OS for most of the casual users.

And for such a step you need a serious time to get most of the people in the boat and help them to get there things running and me for myself have many to learn. If drivers are finally in a stage where Linux and Windows are equally fast and where VR is equally "easy" to use, it will be a nobrainer anyway.
 
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Apparently the oil spill at Azure 2026 has been fixed... Can someone please point out that fix to me? Thanks!
No, its like a framework. The base is always CSP! If AC/CSP is running, Pure will run too.
No matter where i am developing it, it does not matter for you, because i will always test on Windows, Bazzite and CachyOS...
Okay, thanks for mentioning it; I was already picturing myself trying to change my PC's operating system, me barely knowing how to pound on a keyboard... 😅
 
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Chayka​

(SimBim, SandroX, EATC version) upd. by LaChub
Found another mesh missing double sided.
To fix it just replace (or add the red text) in ext_config.ini this section:

[SHADER_REPLACEMENT_...]
ACTIVE = 1
DESCRIPTION = Double sided rendering fix
MATERIALS = MaterialName1, MaterialName2
; Or use MESHES if targeting specific objects:
MESHES = MISC7_SUB0, MISC7_SUB, MISC7_SUB_002, MISC7_SUB_004, BUILDING_SUB_098
CULL_MODE = DOUBLESIDED
DOUBLE_FACE_SHADOW_BIASED = 1

To make the pits in and out red semaphore light-up before start of race add:

[OBJECT_4]
TYPE=1
NAME=red_01
ORDER=0

[OBJECT_5]
TYPE=1
NAME=red_02
ORDER=0

at the end of each semaphore.ini file
 
Hi.
As promised, release of Honda NSX GT500 1998 race car. Download.
Happy Racing!
Screenshot_jgtc500_hondansx_gt500_98_rt_suzuka_14-5-126-12-44-26.webp

Screenshot_jgtc500_hondansx_gt500_98_rt_suzuka_15-5-126-22-30-23.webp
 
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Yes I accidently forgot to update the version to 1.2 in the ui.
@Peugeot905 : Superb mod also bringing back good memories @ Zandvoort 2002/03/04/05, etc.
Maybe v1.21? The driver in Merc (only Merc, Audi and Astra are fine) is still looking at his feet or something.
Other than this, THANK YOU for this updated mod!!

1781548872301.webp

PS: The Mercedes DTM Pack (2003 + 2005) v1.7 does not have this annommaly. Maybe easy fix for this DTM 2002 v1.2?
 
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can you put a link to download like mediafire or other place please? i try to download and dont let me.
Hi. That's strange Google disk is very reliable usually. Do You have any error messages or it's just won't open for You?
I needed to wait like 5 -10 seconds before it opened window where to save file.
If nothing helps I'll provide alternative link, but it can happen only tomorrow evening.
 
Hi, let me start by saying: my PC is old and underpowered, but it's still the same PC.
This might piss some people off, but I don't care: a few days ago I managed to buy the original "AC Ultimate Edition" from Steam. Since then, I've had nothing but problems of all kinds:
mods that used to work have now stopped working;
any CSP I install doesn't work (I currently have 0.3.0p342).
I've tried everything: checking file integrity via Steam, clearing cache, deleting and reinstalling mods, changing CSP settings, etc., but paradoxically, nothing works anymore. Maybe only the Kunos mods work...
 
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Good evening. Does anyone still have these two skins? My hard drive died a while ago, and I lost most of the files related to Assetto Corsa, including all the source files for the skins I made. The only ones left are the ones that came with the car itself, uploaded to the cloud (strange that these two weren't there). Preferably the uncompressed versions of these two skins, which were 20 MB each. Thank you.
 
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Hi. That's strange Google disk is very reliable usually. Do You have any error messages or it's just won't open for You?
I needed to wait like 5 -10 seconds before it opened window where to save file.
If nothing helps I'll provide alternative link, but it can happen only tomorrow evening.
Don’t worry I was able to download it I tried like 14 until they let me download the car, thanks
 
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Updated the Lotus Type 23 Cosworth Mk XII.
Graphics changes:
Skins optimized, missing shadows under opponents' cars (first-person view) fixed when Extra FX was enabled.
Physics changes:
Now the car feels like a completely different car, as almost every parameter has been adjusted: axle geometry, aerodynamics, suspension, tires, etc.

Gotta love the key fob! Great car!
 
Found another mesh missing double sided.
To fix it just replace (or add the red text) in ext_config.ini this section:

[SHADER_REPLACEMENT_...]
ACTIVE = 1
DESCRIPTION = Double sided rendering fix
MATERIALS = MaterialName1, MaterialName2
; Or use MESHES if targeting specific objects:
MESHES = MISC7_SUB0, MISC7_SUB, MISC7_SUB_002, MISC7_SUB_004, BUILDING_SUB_098
CULL_MODE = DOUBLESIDED
DOUBLE_FACE_SHADOW_BIASED = 1

To make the pits in and out red semaphore light-up before start of race add:

[OBJECT_4]
TYPE=1
NAME=red_01
ORDER=0

[OBJECT_5]
TYPE=1
NAME=red_02
ORDER=0

at the end of each semaphore.ini file
In fact, it is much better to divide the double siding at the modeling stage.because you're bound to miss something when working with an extension file:dopey:
 
Can the sparks be disabled in CSP? It looks terrible driving (VRC Formula Alpha 22) on SPA. It looks more like spark fountains then the reallife sparks, especially in cockpit view it looks really strangely bad with the cars infront of you.
 
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Hi, unfortunately this is the only model from 1998... It's already a miracle to have it like this compared to before when it was unwatchable.
While we wait for a better version, there are a couple of things that can be fixed, like the bucket seat, which is transparent when viewed from the back. I've tried to fix it and thus contribute something, both with kseditor and by adding something to the config.ini file, but I haven't been able to, sorry.

Another thing is fixing the driver's ninja-like movements when moving the gear shift lever, one of Mascot's specialties...
Can the sparks be disabled in CSP? It looks terrible driving...
I think so, and you can even adjust the number of particles so they're not so excessive. I'm not at my rig right now, so I can't tell you exactly which setting you should adjust. It was something like "Amount of Particles" in the "TRACK I-Don't-Know-What" section.

EDIT: CSP > Graphics > PARTICLES FX > Sparks.
 
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While we wait for a better version, there are a couple of things that can be fixed, like the bucket seat, which is transparent when viewed from the back. I've tried to fix it and thus contribute something, both with kseditor and by adding something to the config.ini file, but I haven't been able to, sorry.

Another thing is fixing the driver's ninja-like movements when moving the gearshift, one of Mascot's specialties...

I think so, and you can even adjust the number of particles so they're not so excessive. I'm not at my rig right now, so I can't tell you exactly which setting you should adjust. It was something like "Amount of Particles" in the "TRACK I-Don't-Know-What" section.

ah, got it. Under Particles -> Sparks. Thx 😎
 
While we wait for a better version, there are a couple of things that can be fixed, like the bucket seat, which is transparent when viewed from the back. I've tried to fix it and thus contribute something, both with kseditor and by adding something to the config.ini file, but I haven't been able to, sorry.

Another thing is fixing the driver's ninja-like movements when moving the gear shift lever, one of Mascot's specialties...

I think so, and you can even adjust the number of particles so they're not so excessive. I'm not at my rig right now, so I can't tell you exactly which setting you should adjust. It was something like "Amount of Particles" in the "TRACK I-Don't-Know-What" section.

EDIT: CSP > Graphics > PARTICLES FX > Sparks.
Hi. Believe it or not this is best model by far of this very car yet available.
There was small update to interior fixing seat and some other weird interior detail. And shaking exhaust added.
Original link is updated, just redownload at will.
Screenshot 2026-06-16 204113.webp
Screenshot 2026-06-16 224347.webp
 
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I'm just digging more and more into Linux to use it as my daily dev OS for Pure and other AC related things and it is just crazy how non existing issues like the false flagging of script files and certain archives are there. I heard some internals how many people MS fired and replaced them with AI. So sure they must limit more and more things to be able to run their security service. But actually i have no good feeling about this and how you can use your OS for simple tasks.
So at the end i now started preparing everything to get running on Linux and find the small issues to get everything running properly. Not an easy task, but i think it is time to have not just an alternative...
I still owe the AV scan details, however my expected corporate daily life went head over heels, you know where that workplace is... so I need to get back to you which I will try with my team, just bit of extra time is needed
 
I'm helping the community by creating the Buenos Aires circuit, year 2006, with the chicane, but I'm having problems with the AI. It doesn't save the sidecars, and they crash too often.

 

Attachments

  • Screenshot_2006_tc_dodge_cherokee_acf_buenos_aires_16-5-126-22-19-2.webp
    Screenshot_2006_tc_dodge_cherokee_acf_buenos_aires_16-5-126-22-19-2.webp
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Will be releasing B Class in a day or so, I had some unexpected things keeping me busy but now I have the right head space to continue on the project.
B Class just needs slight BOP adjustments for the 288 GTO Evo (Is slightly too slow) and the Dodge Viper (Abit too slow but it handles really well so I may actually keep it how it is as in PGR4 it isn't that fast on the straights but is one of the best handling in it's class due to being a race/track car).
The XJ220 S is also slightly too fast as during testing it was around 2 seconds faster than the rest of B Class so the power will have to be scaled down along with added weight, though the car will still have it's fast top speed I will reduce downforce slightly as the car while very fast in PGR4 was unstable much like the F1 LM which the updated version is very fast now as it's accelleration exceeds all of the other base game Class A cars with the closest being the F50 GT, Panoz GTR-1 and the Koenigsegg CCR.

Cars are being tested on the following tracks to test BOP and stableness:

Las Vegas 2023 (Benchmark speed and AI overall stableness along with fast paced handling test and solo acceration test)
Nurburgring GP (Tight circuit turning test with AI to see how stable the cars are)
Prague (Elevation and jump stable test)

C Class will also be updated later this week as I recently revisited it and some of the cars need to be adjusted for BOP and the Ruf's can be made more stable.
Will adjust the speed of the Gallardo, F430 and Noble as they seem to be gapped by the F40 and Ford GT. The SLR will also have a small amount of weight shaved off and made to handle abit better but not much as it handles like a tug boat in PGR4.
Also I believe the AI for the RUF Yellowbird may have some wonky values as they don't seem to brake as early as they need to so I will adjust that as the F50 GT also had the same issue until I figured out what was causing it.
The BMW M1 will have it's gear ratios corrected as it can reach over 200 MPH which is way too fast for the car when drafting.

Ag2wohP.jpeg

pGBIIJg.jpeg



Each car will have the class logo on it's thumbnails and some of the previous cars such as the CLK GTR SuperSport and F1 LM also have completely new samples and more harmonic seamless mixing along with sounding more crisp and louder. I recommend playing with the master volume of this class (A) at around 28-30% as the cars are very loud and having it too high will cause distortion if you record gameplay of some of the cars. This was done to mimick PGR4 where some of the higher tier cars will actually have distortion if the volume is too high.

jXz6n5m.jpeg
1b2Sk4g.jpeg

xiK8VDd.jpeg


Cars that will not be included until fixed:

RUF RTurbo (B Class)
RUF R50 SuperCar Concept (A Class)

For some reason the RR layout cars are very hard to get stable and the RUF RTurbo came with very bad physics by default (like the previous CTR2 RUF also did) so it's incredibly tricky to fix. I have a feeling it's linked to the layout or weight distribution which i'm not sure how to change yet as I want to change it to a MR as I feel that may make it stable somewhat as it's very unstable at the moment.

During testing the BOP of the cars is as follows (In all classes):

Opponent strength value:

100 = Very very difficult but doable (In a good car with absolutely no mistakes, and don't let the F50 GT or F1 LM in particular get ahead of you as you won't be able to catch them unless you're in one of the actual GT1 longtail cars, a LMP or the same ones as they are just far too fast.)

90 (Roughly the equivalent of Platinum difficulty in PGR3/4, which means if you're experienced with the car and/or track it should be not too hard but may still be a challenge)

85 = (Gold difficulty, not too hard but is close to probably Above average in Forza Horizon 6)

80 = (Silver difficulty, is easy in basically any car either in the same tier or one tier below that)

75 = (Bronze difficulty, easy mode self explanitory)

70 = (Self explanatory, can beat A Class in as low as a D Class Dodge Viper GTS)

In Championship mode the AI values seem to be bosted from above as the AI on 90 felt like I was racing against them on atleast 100 so I recommend setting the diffculty atleast 5 points from where you're used to as they may prove to be too difficult.
 
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