Assetto Corsa PC Mods General DiscussionPC 

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24H
@Fall Guy
that´s the lighting we have to achieve in our previews :D

1968-porsche-908-2-prototype-webp.1548869
Like this?
1783624997441.webp

 
Nice job! I like it! Did you make all of these? Some of these cars look familiar to me,:D but WIETH Racing's cars are new to me, can you share your old mods?
Not many people know about the other 3 Ferrari 550 GT1s that was built (4 was built, N.Tech (prototype for the 575 GTC), Italetecnica (the original) and Wieth. Unfortunately there is no high quality models for these 3 (although the N.Tech and itale's are simliar cosmetically)
 
To be honest, there are plenty of sim racers who’d be happy to race with a mod like this – and who love the vintage style – and then organise championships or events with it; I don’t see why we should bin it.
The number of people who would dismiss it as **** vastly outweighed the number of people who would enjoy it so yeah, I scrapped it all lol
 
Will be releasing class A tomorrow, the cars are 95% done with a few extra ones being included based on research and for variety (Such as the Panoz LMP-1 Roadster S that was cut from PGR3 being included aswell as eventually the MC12 Corsa which wasn't cut but will fit the theme with the DBR9, C6R, Murcielago RGT and S7R.) The hardest part was getting the race cars to match the performance of the 'base game' PGR3/PGR4 cars without being too OP or nerfed, some such as the C6R are extremely fast *Can keep up with the top tier of A Class like the F50 GT, F1 LM, CLK GTR, Panoz .etc while ones like the Viper GTS/R are now at the bottom tier of A Class. The DBR9 also got a substantial buff aswell due to the inclusion of other cars as it was originally far too slow and was too fast for A Class but too slow (And unstable for B Class).

C class will be updated next week with physics updates to a few of the cars to make them more stable with the inclusion of the Diablo SE30 and also slight sound tweaks and B Class will be updated with the inclusion of the CC8S, Volkswagen Nardo W12 and Diablo GT.

D Class so far still only has the Viper GTS and the Diablo VT 6.0 complete so the rest will be done eventually after the previous mentions are done.

Preview gameplay race on Nurburging at 100% Difficulty, excuse the sort of bad driving on some parts as I was also looking at my phone at the same time, sound will be very slightly updated from here as one of the samples will need to be edited which will be used by default upon release along with a night time version, as seen in the replay cars like the F1 LM and the Panoz GTR-1 in particular are now much more stable and therefore very competetive, something I didn't realize until recently replaying PGR3 in which I believe it was slightly nerfed in PGR4 as outside of long straights it gave me a hard time on many circuits when driving the SuperSport, something that took me a LONG time to figure out as the F1 LM in partciular hadd pretty unstable hpysics on hard driving (Not nearly as bad as the RR Drivetrain cars like the RUFs which I still am having issues with) while other ones such as the Murcielago RGT will need a slight tweak as I believe I know why it spun out (I think a combo of not enough aero while also needing stronger brakes and a slightly improved grip) So far I am very satisfied with how all of the cars came out so far which is why this class took so long to release and update, as I had to test them on a variety of circuits to make sure they are all fairly competitive and stable enough on 95% of tracks, every sample for the cars were also re-recorded and remixed to better match PGR4 with some such as the GTR having more bass to simulate the strong induction sound of the real car which I imagine would be quite loud along with being made more crisp as even in the base game this car in partciular doesn't sound as crips as the other ones in the same class as it sounds very slightly muffled compared to them by default, with the F1 LM sounding the most 'crisp/clear' by default all sounds are also in Stereo for more clarity and camera views also reflect the sound differences aswell as each car sounding louder or quiter based on PGR4 and real life as the race cars will be quite loud (The F50 GT is the loudest regardless of view followed by the GT1 racecars, LMP1/LMP2 cars and then the F1 LM which was also a very loud car) and the road cars being slightly more tame in comparison (The CCR is loud but tame in comparision to the others in it's class except maybe the 911 GT1 especially when driving in first person due to the sound proofing, while homologation specials like the Panoz and CLK GTR are still quite loud like the real cars (Transmission whine for the GTR is also alot louder like the real car and is mainly noticable when driving in around 4500 RPMs and lower):



The dashboard gear indicator light still does not work but it came like that from Patreon and I don't know enough about modeling to fix it myself as I definitely would have, along with the slightly small rear wheels as I fixed them in 3dsmax and exported and reimported the fbx into Content Manager and they show correctly on the preview but do not reflect ingame so i'm not too sure what's wrong.:confused:
 
Anyone here already tried to mod cars for Evo? I have tried a few, it would be great to see mod content there.
So we could create a Assetto Corsa Evo mod discussion thread.
 
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Hey, thank you for it. Would you mind applying this patch for the IKU version of the car?

Hi.
First suspect to be reworked was IKU Supra, but they encrypted it.
To be honest Yuki model was very good to begin with, and it is superior to IKU one.
correction it was not IKU it was Koldo83 & Verdes Garage one, so idk about IKU, but why don't You want Yuki's Supra model is pretty much perfect.
one more correction IKU is same as Koldo83 & Verdes Garage car

@andrevr Thank You. There will be more from this series in future, stay tuned. ☺️
 
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Montagna di Pietra - v1.40

1783700106880.webp


"Montagna di Pietra is a fun circuit in the heart of a cute Italian town, fun for all especially in vintage and lower powered cars"
- M. Wood 2025

features:
  • 12 pit/grid
  • AI and cameras
  • environment emissive lighting (CSP required)
  • environment SFX sounds (CSP required)
  • fun city driving

credit:
  • original track/model by @carTOON, converted by @RMi_wood (thank you for the permission!)
  • 3d fixes, physical road mesh and barrier wall by @pugsang
  • additional cameras by @shi
  • logo by @Fanapryde
  • config adustment for some meshes by @Breathe
  • beta testing by @mteam, @Masscot and the contributers mentioned above
changelog v1.10:
  • 24 pit/grid by @pugsang
  • new road shaders by @Den_88
  • a few 2x sides added to config
changelog v1.30
  • more audio reverb
  • extra wall assignments removed for perf boost
  • vintage skin added (default)
  • new loading screens
  • road grain added by @pugsang
  • crowds mesh by @pugsang and @shi
  • camera adjustment by @shi
changelog v1.40 (updates by @shi)
  • Added an animation for the Ferris wheel.
  • Updated ext_config.ini. (Adjustments to night lighting and shaders)
  • Updated the AI lines and sidelines.(Improved lap times by about 1 second in the Kunos GT3.)
  • Updated the VAO-patch.
  • Added groove/ skidmarks.
  • Fixed start light uv mapping.
  • Fixed missing meshes.
  • Updated and added night lights.
  • Added ai_hints.ini and groove.ini
changelog v1.50 (fix by @shi)
- reported bugs fixed


:: DOWNLOAD v1.0 ::
:: DOWNLOAD v1.10 ::
:: DOWNLOAD v1.30 ::
:: DOWNLOAD v1.40 ::
:: DOWNLOAD v1.50 ::
Montagna di Pietra - v1.50

changelog v1.50 (fix by @shi)
- reported bugs fixed

:: DOWNLOAD v1.5 ::
 
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along with the slightly small rear wheels as I fixed them in 3dsmax and exported and reimported the fbx into Content Manager and they show correctly on the preview but do not reflect ingame so i'm not too sure what's wrong.:confused:
I don't know 3DSMax but in Blender you have to go to object and apply scale. Find the equivalent setting in 3DSMax and your wheel size problem will be solved.
 
Is it just me, or does an extremely bright light appear in the cockpit and illuminate the entire interior whenever I turn on my car's headlights?
Hi. Its emissive light from cluster display, it should not be to strong though.


@Peugeot905 Here is what was used to generate preview.
 
Mercedes-Benz C63 AMG (W204) 2008 Public Release!!
Download: https://www.mediafire.com/file/rnb3oeq1cp5dpf1/c63_2008_w204_101creative.rar/file
Converted From GT6
-AO inside and out
-Realistic Dashboard
-Physics By Vrdriving AI
-CSP Settings
-Driver Animation
-Panoramic session Start config Daniel Nogal

View attachment 1549762
@petercrill : Thank you for this wonderful w204!
There is only one little thing with it (at least at my end, that is), the numberplates (yes, both front and back) are turning purple at a certain far distance. Hope for a fix (Or can I myself?). Thank you in advance.

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24H
maybe someone could improve the grass textures here?
Feel free to give it a try. The 'Grass' skin has lighter grass than the 'Grass 2' skin.

74_hokkaido_grass_skins

It was not tested thoroughly so I don't know if any of the changes I made to the grass impacted some other part of the track. If you have turned off the 3D trees, I would suggest you try\use the optional vaos or the trees may look weird.

One thing you will need to do first is copy and paste the code below to the bottom of the track's ext_config file and then enable one of the two grass skins:

[INCLUDE: ../skins/default/grass.ini.dds]
ACTIVE = 1

Hopefully it looks something like this on your end:
acs 2026-07-10 17-07-34.webp
 
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Feel free to give it a try. The 'Grass' skin has darker grass than the 'Grass 2' skin.

74_hokkaido_grass_skins

It was not tested thoroughly so I don't know if any of the changes I made to the grass impacted some other part of the track. If you have turned off the 3D trees, I would suggest you try\use the optional vaos or the trees may look weird.

One thing you will need to do first is copy and paste the code below to the bottom of the track's ext_config file and then enable one of the two grass skins:

[INCLUDE: ../skins/default/grass.ini.dds]
ACTIVE = 1

Hopefully it looks something like this on your end:
View attachment 1549792
You should try and reach out to chilenao - this track was released only a few weeks ago and he is for sure working on updates. These for sure could still be folded into an official update.

I'll send him a quick message in the RD thread pointing at this one (I made a few quick UI adjustments for the track when it came out).
 
Feel free to give it a try. The 'Grass' skin has darker grass than the 'Grass 2' skin.

74_hokkaido_grass_skins

It was not tested thoroughly so I don't know if any of the changes I made to the grass impacted some other part of the track. If you have turned off the 3D trees, I would suggest you try\use the optional vaos or the trees may look weird.

One thing you will need to do first is copy and paste the code below to the bottom of the track's ext_config file and then enable one of the two grass skins:

[INCLUDE: ../skins/default/grass.ini.dds]
ACTIVE = 1

Hopefully it looks something like this on your end:
View attachment 1549792
dont know why but for me both skins look the same

g1.webp

g2.webp
 
Hi, I’ve been working on this version of Marcos Juárez for a while; it’s much better than the one I previously uploaded. However, I’d like to know if anyone wants to get involved in the project and add some trackside details. It needs good AI—though I think the rest is solid—and perhaps a good ext_config... My skills are limited. Thanks a lot.

 

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Resuming the "1970 Indy 500" project... as you can see from the "silhouettes," most of the cars are approximations of the real models.

I have to take the existing F1/Indy models and adapt them as best I can.

For the following cars, I’m struggling to find photos or even standard blueprints (drawings showing the cars from different angles)—especially for the Eagle (Gurney).

As is common in other simulators, I wanted to at least distinguish each model (using a close-matching silhouette) and incorporate subtle differences in physics—nothing drastic, just nuanced characteristics.

So far, the list includes: Brabham, Colt, Coyote, Eagle (I need to see which version best fits the design of that era), Lola, and McLaren.

Still missing: Hawk II, Vollstedt, Morris, Gerhardt, Mongoose, and Kingfish.Many of these exist in the rFactor USAC/Indy 1973/1974 mod, but the 1970 cars mostly lack the front wings (which were usually absent back then).

In this case, I plan to take similar F1 models (from 1969, 1970, or 1971) and apply standard physics and wheels.
It will take some time, but if anyone has images (like blueprints), adapting them would be much easier.
I won't be able to create highly detailed skins either; I think I'll stick to a simpler style (like the 1950s Indy 500 look).

Unfortunately, while most of these cars exist for F1 Challenge, I lost access to certain download areas years ago due to health issues that kept me away from the site.

So, for now, I’ll be adapting and improvising models using what’s available in Assetto Corsa.
 

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24H
dont know why but for me both skins look the same...
Sometimes, the differences between the various options offered by racinjoe013 are very subtle and difficult to appreciate (I'm telling you from experience), especially when so many variables are involved, such as filters, monitors, session settings, personal perception... You're not the first one this has happened to... 😅

EDIT: Well, I just briefly tried Hokkaido SpeedWorld with racinjoe013's skins, and it's true that it's very hard to tell the difference between the two, but to my old eyes, the slightly darker grass option seems to match better with the overall tone of the 2D trees... Seems... (Maybe Joe is just playing a prank on us to get us to debate this, and the skins are actually the same... 🤣)

Despite all, and as always, either option is a vast improvement both in tone and appearance over the original "light nuke green" plain color, even using the latest versions of CSP, Pure, blah blah blah...
 
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I made a camera_trajectory, I was tired of the only one we ever got! :cheers: :gtpflag:

You just need to change the .txt with .json and put it in the UI file of any car.


Hi. Good job. If You don't mind this was added to Supra GT500 and some other small fixes. Let me know. Can i suggest something? If side shot was from a bit higher angle it would show car instead of wall on a tracks with narrow pitlane.
Screenshot 2026-07-11 110814.webp
 
I agree as well.
The Koldo version has more skins and better physics control.
However, the improvements in the Pilot3331 model transform the mod.
In short, I second your opinion.
I disagree, Koldo's physics make the car easy to drive. In fact, you can even select ABS and TC, which the cars in question didn't have at the time. As for the skins, only one is missing since the others are single-color. The missing one will be shared soon. Anyway, download the latest Pilot331 update; the brake bias has been revised.
 
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