Assetto Corsa PC Mods General DiscussionPC 

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It looks good but it didn't stay for more than a few minutes.
I was seeing regular cpu spikes every second and when I took it to Nords at the top of the hill after Aremberg under the Chinese bridge my 5090 went from 50% to 90% GPU usage.
I agree, it definitely still needs some work. It seemed fine on Nords just hotlapping, but I noticed a bit of a performance drop of around 20-30 fps during replays with my 5080. I also think the trees are maybe a bit too dark right now. Disabled it for now, but one to keep an eye on.
 
3D – Call for modders wishing to take part in a project to upgrade the Anneau du Rhin circuit

We built the Anneau du Rhin circuit from scratch… ten years ago (!!!) with my mates NeelJani and thierrydu81. Back then, the project was carried out with the help, support and involvement of the team from the real circuit!
The circuit’s CEO got back to me recently and told me they were going to resurface the track within the next three years. At the same time, he’s planning to tweak the layout of one of the bends to encourage overtaking during races. He asked me if I’d be up for a new challenge… to help him prepare the future layout of this bend by modifying the virtual circuit, so that they can carry out tests on a PC to assess the outcome in advance.
Unfortunately, I don’t have the skills to fulfil his request; I was only involved in 3D modelling and helped create some textures. I don't know anything about in-game integration; I’ve never used Race Track Builder (I’m still stuck in the ‘Bob’s Track Builder’ era…), nor 3DSimed, and I don’t have much experience with 3DS Max or Blender. My mates have moved on to other things, just like me. What’s more, back then we were working on the game rFactor, not on recent titles such as Assetto Corsa.
So I suggested to him that I put out a call, to see if any modders might be interested in joining this venture.

Broadly speaking, the first step would therefore be to take the existing circuit and work in collaboration with him or with members of his team to tweak a bend. Of course, the modder can then refine the work, correcting whatever can or needs to be corrected on the existing track, before releasing the new version – perhaps to coincide with the launch of the new layout.
So, if any of you (or any of you ladies – though I feel the female presence in our hobby still needs to be developed further…) have the necessary skills and are ready to embark on an interesting adventure combining virtual and real-life creation, I’ll put you in touch with the CEO of this circuit so that we can respond favourably to his proposal.

Boblebric

Translated with DeepL.com (free version)
 
I saw this on overtake.gg, think it looks better than a lot of the default trees without taking the performance hit of 3D trees.

https://www.overtake.gg/downloads/2d-trees-enhancment-visual.85459/
I would suggest to use the file swap functionality in CM MODs section. As reading some comments it can make AC corrupted. While using this swap tool, you can always switch back.
BTW personally I hate those fast peaks in frame time and prefer a steady/consistent high frame time. Especially in VR this kind of short bursts from Frame time peaks are irritating, so thank you all for the observations, I will pass this mod.
 
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I just went along with the GRID Legends and GTR2 skins but you're right, it actually ain't worth ****, as with everything I've done now that I think about it. It's all pointless.

Feel free to remake those for the PMR car because I don't wanna do stuff nor play AC anymore, ultimately it's time lost that I'll never get back and with the dwindling number of creators and modders...

So long and thanks for all the fish :)
I will do the rest of the skins overtime for this Bmw. Shame your dipping out though i understand what you mean with the dwindling numbers. This game has had a hell of a run and will continue to do so but it defo ain't as busy as it used to be.

Thanks for the work
 
I decided to get Marbles working better... clone 9 versions of the app and have them all run at the same time...
Wait, wait, wait... WHAT...?!? Clone the app x times to make it works well on very long tracks, I understand...? Explain it please, seems interesting... 😗
 
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Hi all. Does anyone know how to fix the doors on the Corvette C6 Coupe by Some1 from race department? https://www.overtake.gg/downloads/corvette-c6.24208/

I asked him about the doors not rendering properly awhile back: His reply - Somewhere along the way, the shaders were ****ed up, probably due to having params not compatible with latest CSP rendering. There's a lot of small mistakes in some older mods we've made, but I won't ruin them for you. Siim is too busy to update the cars anymore, so it is what it is.

Anyone willing to see if they can correct the shaders on the doors? Both doors. It looks ugly in both previews and driving. Thank you.
View attachment 1551301
Add this line to ext_config, but this will broke door opening animation, so delete car_door_l.ksanim and car_door_r.ksanim from animation folder if you decide to use that.

Code:
[MESH_ADJUSTMENT_...]
MESHES = c6-door-left-a001_SUB0, c6-door-right-a001_SUB0
MOVE_TO = LOD_A
IS_ACTIVE = 1
 
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k_p
Add this line to ext_config, but this will broke door opening animation, so delete car_door_l.ksanim and car_door_r.ksanim from animation folder if you decide to use that.

Code:
[MESH_ADJUSTMENT_...]
MESHES = c6-door-left-a001_SUB0, c6-door-right-a001_SUB0
MOVE_TO = LOD_A
IS_ACTIVE = 1
Thank you. Works perfectly. I basically placed the door animations in a separate folder.

Not the C6 Coupé, but there is a C6 Z06 available made by maidcafe.



View attachment 1551423
I have this one already! :) I wouldn't miss a MaidCafe car.
 
Wait, wait, wait... WHAT...?!? Clone the app x times to make it works well on very long tracks, I understand...? Explain it please, seems interesting... 😗


GPU cost about 2.5ms - CPU cost about 1.5ms when all 40K are spawned.
All the work on this mod was done by Alex Mail.
It looks a lot better IRL (esp. in VR) because this video has compressed away a lot of detail.
I've been playing around with this mod and here is what I came up with.
It gives a better spread of marbles off the racing line.
It takes 7 laps for the marbles to reach the full 40K with 20 cars at Spa.
About 1.5K after 1 lap, 4K after 2 laps, 8K after 3 laps etc
It has 4 different size of marbles and each has a different volume when they hit your car.
There are 20 different sounds they can make.They bounce down the road.
What I did:
1. Download Marbles app from Alex Mail on Patroen
2. Donwload updated sound files https://mega.nz/file/h39llTpZ#3nuFj5s...
3. Extract the marbles folder (inside the marblesv2 folder) into ....assettocorsa/apps/lua/ folder
4. Extract the sounds file to a safe place and copy and paste all the .wav files to ....assettocorsa/apps/lua/marbles/sfx/ folder - overwrite as prompted
5. Go up 2 levels to the assettocorsa/apps/lua/ folder
6. Copy marbles folder
7. Paste the folder 3 times so you have 4 versions of it in the ...lua folder8. Change the folder names to marbles1, marbles2, marbles3 & marbles4
9. Go into the marbles1 folder and see 2 files - open manifest.ini using Notepad
10. Change NAME = Marbles1
.
.
ID = marbles_main1
NAME = Marbles1
Save file
11 Rename the other file marbles.lua to marbles1.lua
12. Do the same for the 3 other folders but using 2,3 and 4 instead

You now have 4 apps you can open using the sidebar in AC

My settings at present:-

in the YT description - GTPlanet is concatenating the lines
 
... I've been playing around with this mod and here is what I came up with...
I'm freaking out... Incredible what you guys are able to do in a game that's older than the hills... I'm blown away!

Marbles app is already amazing without any tweaks (it does what it promises without running out of resources and works flawlessly), but with this "trick" the possibilities expand even further... It's going straight to my Favorites folder...

Thank you so much for such a detailed explanation!
 
BMW M3 E46 GTR - ALMS PTG #6

Here's my take on a historical livery - not that accurate but getting there (with missing decals).

bmw m3 gtr__alms-06_1.webp


bmw m3 gtr__alms-06_2.webp


BMW M3 E46 GTR - PlayStation #23
Few decal & paint updates (skin-only).
bmw m3 gtr__playstation_3.webp


DOWNLOAD

Let me know if you like any of them & whether to continue with a few more... They do take some considerable time to look this good.

@JK1977 - take a look at the DDS (txt) file & see if it can be incorporated with your mod (undercarriage). Rename file back to dds.

bmw m3 e46 gtr__underside.webp


Happy racing!
 

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I'm freaking out... Incredible what you guys are able to do in a game that's older than the hills... I'm blown away!

Marbles app is already amazing without any tweaks (it does what it promises without running out of resources and works flawlessly), but with this "trick" the possibilities expand even further... It's going straight to my Favorites folder...

Thank you so much for such a detailed explanation!
It works great on Oulton Park - with 20 cars it hits 40K marbles at 11 laps. A really nice distribution of marbles.
 
Hi friends,

you can find here DumbAI in version 1.4



This is a special version for GT Planet friends that downloaded the app and helped me to debug it over the last months. I did not intend to release it because it adds weather management, so it will be hard to maintain and also I know everyone has its preferences about this topic, people have their own weather plans, very detailed, and Pure covers already a lot of things with it owns.

I have always been bothered using the Pure weather plans although I like a lot the improvement they give to the immersion. I'm mainly an arcade gamer and my concern was that I struggled to produce easily "random plans , credible but also narrowed to conditions I like, without knowing what is inside at start" .

So I ended making my own small Pure Planner plugin and a little weather plan generator :-)

I generated 8 classes, each with 250 plans : dry, wet, dry_to_wet, wet_to_dry, mixed_soft, mixed_soft_reverse, mixed_storm, mixed_storm_reverse.

Dry and wet are continuous conditions with small variations in between but no strong changes. Dry to wet and reverse are one changing condition during the race. Mixed soft are W scenarios were you have dry-wet-dry or wet-dry-wet again with small rain events. Mixed storm is the same but with stronger rains or thunderstorms. Temperature have been kept "classic", so no snow with these constraints. I have not linked it to the date or season, it is just a small feature for fun :-)

Then I made DumbAI picks randomly into those constrainted weatherplans so that you can start a race without knowing yourself exactly what will be the future in the race. DumbAI gives you a small forecast at the start but also likes from times to times to let you into the mist and find it by yourself ^^

The plan tries to adapt automatically to your race duration, considering track lenght and a speed mean of 150 km/h per lap so that you should enjoy weather variation, either in a 10 laps race or in 50 laps races.

Some may find it a bit difficult to run it at first, you have to configure CM and Pure before launching the race, I explained everything in this post https://www.gtplanet.net/forum/threads/dumbai.434461/post-14517979

If I got it correct, there is a fallback to normal behavior in case of Pure is not installed or if you don't want to use DumbAI weather plans, you just have to uncheck it in the settings.

Hope you'll enjoy it :-) As I said, I did not intend to release it at first but eventually thought some users may be interested to have this "plug and play" arcade approach ;-)
Hi, I recently completed a 5-race championship using your app. I'd used it before without any problems, but this time, strangely, in 5 races of over 22 laps, the cars never pitted. I use the tire change and refuel strategy, but the cars always started with enough fuel to complete the race, so they never pitted. I don't understand why it "stopped" working; it's not the latest version you've released.
 
Finally drove the F302 BMW M3 GTR. Made a change to make the transmission H-pattern like the IRL cars, the car feels pretty good, sounds pretty good, but I think are way too fast to race with the RSS GTN cars.
"The 2004 BMW M3 E46 GTR is a legendary homologation race car built to dominate the American Le Mans Series (ALMS). It ditches the standard inline-six for a roaring 4.0-liter V8 engine producing roughly 450 to 500 horsepower, heavily prioritizing lightweight carbon fiber construction for the ultimate track performance."

This mod has 579 bhp and 567 Nm of torque (should be around 480 Nm)!
So, i guess, this mod specs are kind of fictional (?)

Also i can lap the Nurburgring Eifel GP, nine seconds faster than the Guerilla M3 GTR mod...
 
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"The 2004 BMW M3 E46 GTR is a legendary homologation race car built to dominate the American Le Mans Series (ALMS). It ditches the standard inline-six for a roaring 4.0-liter V8 engine producing roughly 450 to 500 horsepower, heavily prioritizing lightweight carbon fiber construction for the ultimate track performance."

This mod has 579 bhp and 567 Nm of torque (should be around 480 Nm)!
So, i guess, this mod specs are kind of fictional (?)

Also i can lap the Nurburgring Eifel GP, nine seconds faster than the Guerilla M3 GTR mod...
When I have the chance I could look at the physics for the car.
 
"The 2004 BMW M3 E46 GTR is a legendary homologation race car built to dominate the American Le Mans Series (ALMS). It ditches the standard inline-six for a roaring 4.0-liter V8 engine producing roughly 450 to 500 horsepower, heavily prioritizing lightweight carbon fiber construction for the ultimate track performance."

This mod has 579 bhp and 567 Nm of torque (should be around 480 Nm)!
So, i guess, this mod specs are kind of fictional (?)

Also i can lap the Nurburgring Eifel GP, nine seconds faster than the Guerilla M3 GTR mod...

When I have the chance I could look at the physics for the car.
Here's the corrected power.lut, just copy/paste into power.lut in the data.acd

0|0
250|0
500|20
1000|80
1500|150
2000|230
2500|300
3000|305
3500|340
4000|370
4500|400
5000|417
5500|418
6000|414
6500|400
7000|385
7500|365
8000|335
8500|285
9000|230
9250|150
9500|0


1784519608143.webp1784519369998.webp
 
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Question for modders: do the .fbx files serve any purpose for the game, or can they be deleted from the mod folder? I assume they're used to create the mod, but once it's finished, there's no point in keeping them—unless you're a modder...

Given the current price of storage, there's no need to clutter up the hard drive unnecessarily... 😬
 
Good morning all,

Not sure this can be shared here. If not I shall delete upon explicit request.

New (and a much better than previous one, I think) HWA EVO R ' 26
Also, another M3 GTR ' 04.

HWA EVO R '26 has good visuals both interior and exterior. Interior dash of M3 GTR ' 04 is visually appealing as well.
Engine sounds are always a matter of personal taste AND MIGHT not be (as) close to real. One can change to ones liking of course.
I changed Merc sound straight away. M3 GTR I do like however.

"ACF" is ACFriends? Not sure (thought ACFriends made 'bad' mods?). Nevertheless: HWA EVO R' 26 + M3 GTR ' 04


1784532812354.webp
 
Here's the corrected power.lut, just copy/paste into power.lut in the data.acd

0|0
250|0
500|20
1000|80
1500|150
2000|230
2500|300
3000|305
3500|340
4000|370
4500|400
5000|417
5500|418
6000|414
6500|400
7000|385
7500|365
8000|335
8500|285
9000|230
9250|150
9500|0


View attachment 1551792View attachment 1551791
Big improvement - thanks.
Seems like there is a little confusion over the transmission, as both gated and sequential options were offered in the 2004 M3 GTR.

1784533104270.webp

The Project Motor Racing doner car has the h-pattern shifter and three-pedal setup physically modelled in the cockpit, so I'm guessing that must be how the transmission is set up in PMR... but personally I prefer violently flat shifting in cars like this with my BDH H2SQ. But yeah, to be technically correct, @JK1977's car should have a gated manual to match the particular spec of this model.
 
... Seems like there is a little confusion over the transmission, as both gated and sequential options were offered in the 2004 M3 GTR...
On this BMW website https://www.bmw-m.com/en/topics/magazine-article-pool/bmw-m3-gtr-strassenversion.html they state that...

"...In contrast to the race version with sequential transmission, the M3 GTR “Street” had a 6-gear manual gearbox with a two-disc motorsport clutch and a variable limited slip differential..."

It seems that for race homologation rules reasons, the initial road version that had to be released featured manual gearbox, whereas the racing versions, as one would expect, used sequential...

By the way, for this car, I also prefer the sequential mode. Especially if, instead of a sad poor's men Sim Jack SQB002, I had some marvel like the ones from BDH... 🥲
 
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Good morning all,

Not sure this can be shared here. If not I shall delete upon explicit request.

New (and a much better than previous one, I think) HWA EVO R ' 26
Also, another M3 GTR ' 04.

HWA EVO R '26 has good visuals both interior and exterior. Interior dash of M3 GTR ' 04 is visually appealing as well.
Engine sounds are always a matter of personal taste AND MIGHT not be (as) close to real. One can change to ones liking of course.
I changed Merc sound straight away. M3 GTR I do like however.

"ACF" is ACFriends? Not sure (thought ACFriends made 'bad' mods?). Nevertheless: HWA EVO R' 26 + M3 GTR ' 04


View attachment 1551798
I wonder where that M3 GTR was ported from? I wish modders would always state the provenance to eliminate the guesswork. The cockpit is definitely the best one yet, from a VR driver's perspective anyway. The overall model seems pretty good too. Driver scale, posture and shifting needs refinement. Might take a look later.
The HWA EVO R ' 26 is very nice too.

Got a feeling your post won't last long though.
 
I wonder where that M3 GTR was ported from? I wish modders would always state the provenance to eliminate the guesswork. The cockpit is definitely the best one yet, from a VR driver's perspective anyway. The overall model seems pretty good too. Driver scale, posture and shifting needs refinement. Might take a look later.
The HWA EVO R ' 26 is very nice too.

Got a feeling your post won't last long though.
I haven't got the faintest glue on the origins of both mods.
Paid/Free? I don't know TBH. Stubbled on these this morning via this source (Indeed, might leak paid stuff...)
Thought sharing nevertheless for everyone to see and (maybe) use.
 
For the ACF M3 GTR posted by @Jeroen V, add this to the config to stop sun getting through dashboard elements into the footwells, and to add some metalness to various cockpit parts:

Code:
;stop sun ingress around cockpit mesh seams, into footwells etc
[SHADER_REPLACEMENT_...]
ACTIVE = 1
MATERIALS =
MESHES = bmw_m3_gtr_interior_cpit_SUB6, bmw_m3_gtr_bonnet_loda_SUB2, bmw_m3_gtr_interior_cpit_SUB7, bmw_m3_gtr_interior_cpit_SUB5
CULL_MODE = DOUBLESIDED
CAST_SHADOWS = 1
DOUBLE_FACE_SHADOW_BIASED = 1

;metalness for various cockpit parts
[Material_InteriorPBR]
ACTIVE = 1
Materials =
Meshes = bmw_m3_gtr_intanim_cpit_SUB1, bmw_m3_gtr_gearshift_cpit_SUB1, bmw_m3_gtr_gearshift_cpit_SUB0, bmw_m3_gtr_steeringwheel_cpit_SUB1, bmw_m3_gtr_interior_cpit_SUB4
BrightnessAdjustment = 1
Metalness = 1
Reflectance = 0.5
DetailScale = 20
CubemapReflectionBlur = 0.5
Smoothness = 0.7
HasDetailNormals=0

...and attached is a better shifting animation and improved driver posture (remove the .txt extensions and add to the car's 'animations' folder, overwriting when prompted).

Edit: Also, if the black border at the bottom of the sun strip bothers you, remove the .txt extension from the attached banner DDS and drop it in the skins/default folder.
 

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I saw this on Overtake too, does anyone know if it works on CSP 0.2.12?
Actually it should, but currently you are wasting your fps. I just had a look into this and it seems AI is used to a 100% to create this and so is the performance of this thing. It's vibe coding.

The idea is nice, but i hope the creator digs into it without AI to improve it.
 
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I wonder where that M3 GTR was ported from? I wish modders would always state the provenance to eliminate the guesswork. The cockpit is definitely the best one yet, from a VR driver's perspective anyway. The overall model seems pretty good too. Driver scale, posture and shifting needs refinement. Might take a look later.
The HWA EVO R ' 26 is very nice too.

Got a feeling your post won't last long though.
M3 GTR is from AMS2.
HWA Evo R is from Rennsport (yes that game i forgot that even existed)
 
I saw this on overtake.gg, think it looks better than a lot of the default trees without taking the performance hit of 3D trees.

https://www.overtake.gg/downloads/2d-trees-enhancment-visual.85459/
RE the trees adjustments, very similar can be achieved by a shader replacement in assettocorsa\extension\config\tracks\generic\generic.ini.

something like..

[SHADER_REPLACEMENT_...]
ACTIVE = 1
MATERIALS = shader:ksTree
PROP_0 = ksAmbient, 0.15
PROP_1 = ksDiffuse, 0.045
PROP_2 = ksSpecular, 0.02

Obviously wont look right for every track, but is basically doing same as app, but once when track loads instead of constantly and without trying to recreate ksTree behaviour in another shader.

This one is also nice if you have enough headroom:

[SHADER_REPLACEMENT_...]
ACTIVE = 1
MATERIALS = ?
FILL_MISSING_TEXTURES = 1
CAST_SHADOWS = 1
DISTANT_SHADOWS = TERRAIN

Any changes in this file get overwritten on CSP upgrade / version change so back-up / remember them if you like how it looks!

Falling leaves doesn't work for me in the app anyway, so nothing to say about that..
 
Question for modders: do the .fbx files serve any purpose for the game, or can they be deleted from the mod folder? I assume they're used to create the mod, but once it's finished, there's no point in keeping them—unless you're a modder...

Given the current price of storage, there's no need to clutter up the hard drive unnecessarily... 😬
you can delete the .fbx files
 
Sharing a mod? Host it on GTPlanet Downloads. Free, public hosting for files up to 10GB in size.
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