Assetto Corsa PC Mods General DiscussionPC 

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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.

 

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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.

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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.

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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.
 
we need more TC mods. hate almost all are private....
I have the 2006, 2008, 2013 I think, and I don't know if there are any others... they use the same base, they only change the body, at home, in the afternoon, I upload what I have... I know there are from the 90's and the 80's, if I find them I'll share them... I'm very nostalgic, that's why I recreate the circuits that I saw since I was a child.
 
I have the 2006, 2008, 2013 I think, and I don't know if there are any others... they use the same base, they only change the body, at home, in the afternoon, I upload what I have... I know there are from the 90's and the 80's, if I find them I'll share them... I'm very nostalgic, that's why I recreate the circuits that I saw since I was a child.
piss me off some or are private or exclusive for leagues. It's a shame
 
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Hello, I'm editing the track Riverside, from ASRL, to make it pre-1969 configuration. So far I moved the pits to the left, blocked some roads and moved some walls to reconfigure T1, but I've reached the limits of my knowledge. What's left to be done is to extend the back straight and (I think) slightly modify the radius of T9. Collision to wall in main straight (jerseyB_015 and wall_005). Edit or remove white lines in the tarmac. There's an invisble wall in the new pits that I can't see, and it's imposible to get out of pits (you have to go in hotlap mode). Here's a link to the WIP folder, in case anyone want to colaborate and make it a joint effort (This one DOESN'T overwrite your existing Riverside track):
 
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Hello, I'm editing the track Riverside, from ASRL, to make it pre-1969 configuration. So far I moved the pits to the left, blocked some roads and moved some walls to reconfigure T1, but I've reached the limits of my knowledge. What's left to be done is to extend the back straight and (I think) slightly modify the radius of T9. Collision to wall in main straight (jerseyB_015 and wall_005). Edit or remove white lines in the tarmac. There's an invisble wall in the new pits that I can't see, and it's imposible to get out of pits (you have to go in hotlap mode). Here's a link to the WIP folder, in case anyone want to colaborate and make it a joint effort (This one DOESN'T overwrite your existing Riverside track):

Looking forward to seeing how this shapes up!
 
Hi guys, I'm looking for some good, well-made F1 mods from the 70s and 80s (1971, 1972, etc.). I've noticed there are some out there, but most of them are low quality. Since I don't want to waste hard disk space, I was wondering if you could recommend some high-quality ones. Thanks a lot, everyone!
 
Hi guys, I'm looking for some good, well-made F1 mods from the 70s and 80s (1971, 1972, etc.). I've noticed there are some out there, but most of them are low quality. Since I don't want to waste hard disk space, I was wondering if you could recommend some high-quality ones. Thanks a lot, everyone!
Your best bet will be the RSS cars. They have a Williams FW11, which is a superb driving experience from the pinnacle of the turbo era; a Lotus 79, which still holds up despite being quite an old mod; and a March 701 from the early seventies, which I think many regard as one of the best classic F1 mods available. For free stuff, Legion's blogpost has a lot of good stuff, including the Brabham fan car and other unique designs like the Lotus 88.
 
Zandvoort 1985 v1.0

Screenshot_rtm_mclaren_f1_gt_zandvoort_1985_12-4-126-22-17-56.webp

Zandvoort 1980 to 1989, the final layout of the original circuit that hosted f1 (1980-1985).
Conversion from rFactor.

-CSP recommended
-32 pit/start
-AI, cam

Credits & Thanks;
It was based on Zandvoort79 wich itself was based on Zandvoort 67 by Papyrus for Grand Prix Legends
Someone then modified it for F1 challenge VB
Converted to rFactor1 and terrain fixes by Gulag_Express

AC Converted by shin956
Crowds texture by Kniker97
marshall, cameraman, terrain and some textures by kunos
Test and Feedback by M1GHTYM4VS

Enjoy.
 
Here are the configs for the RX7 Spirit R (Stock and Tuned). There is just one minor issue with the headlights: they only activate when a change is made to the ext_config.ini file during an active session. I don't know why this happens, but if I find a fix (or if anyone knows how to solve it), I'll be happy to provide an update.

I tried to add the RELATIVE_TO=PARENTS_PARENT line in the config, as @Pilot3331 suggested to me, but it doesn't solve the problem unfortunately 😓
 

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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.

Simple answer: try with this file.
Now the better one...
There are some issues with the AI:
- the AI line it's not closed (only overlapped)
0wrong AI line.webp


- the sidelines are messed up
0wrong sidelines.webp


How I fixed them using the "AI Spline Editor" app:
1) I started from the original fastline of the layout without chicanes (the one U renamed fast_lanenk.ai)
0_originalwithout chicane.webp

2) I selected an dragged the the sideline on the outside of the curve. Then I selected the AI line and enabled "preserve sideline" option
1right sideline select.webp

2 AI line (enable preserve sidelines).webp

3)I dragged the AI line to the outside

3 AI line mod.webp

4) at the end I edited the inner sideline and this is the final result
4left sideline.webp


You can do the editing just dragging one selection, U have to be patient and find the right spots and "Range" option. After a little practice it will be very easy. I took me about a couple of minutes
 

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