Assetto Corsa PC Mods General DiscussionPC 

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Probably a stupid question, but any idea why my CM Showroom only displays as follows with no options UI anymore no matter what showroom I pick - seems to say showroom lite:

1787774773138.webp
 
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Probably a stupid question, but any idea why my CM Showroom only displays as follows with no options UI anymore no matter what showroom I pick - seems to say showroom lite:

View attachment 1560923
Based on the livery, I'm assuming this is the lightweight variant that Speedstar made over on Pasta's Discord? If so, it's because the 3D model is being referenced for the normal WSC car, and CM Showroom is unable to get a reference to it. It then loads this version instead.
 
Probably a stupid question, but any idea why my CM Showroom only displays as follows with no options UI anymore no matter what showroom I pick - seems to say showroom lite:

View attachment 1560923
it's because the file doesn't have a KN5. (hi, i'm the guy that did that lightweight)

there's this tweak with a few mods that if they use a same model say like the WSC legends 330 P4 spyder. You don't need the actual KN5 files (apart from collider) within the actual file. in the lods.ini you do ../file here/kn5 here it uses said KN5 file for the car which gives the lite showroom. The old 488 GTE mod did this and that came out years ago which uses the Kunos 488 GT3 file.
 
Have you definitely got the last patch installed (manually)?

I know it's fixed internally (and has been reported before) but not sure if it was in the last release.

CSP/CM had an auto fix for this on any car though, I'm wondering if there's a bug with that in its latest version.
Yes, I definitely have the most recent patch. I also installed the two hotfixes but the E-type LM was not among the fixes.

I'm guessing it was just overlooked based on your last sentence. I'm running a pretty old version of CSP; my general philosophy to CSP is to only update it when absolutely necessary.
 
Extra layout for doublezero's excellent Lake Blacina

View attachment 1560808
I very much like Blacina, he has done a great job on that track, and the enhancements you and the guys have done work well.

I did an updated ai.hints file for the track- been using it for a while- I attach it here, feel free to use it, but you know the story.
I have MY mods, MY car config edits etc etc, so it may or may not be an improvement for you.
Should work on most tin-tops and GT3/GTM cars at least, as that is what I use, but all my car ai.ini files are heavily edited as I only play offline against the ai. Have had some good races here.

Enjoy, hope it works for you - if not... into the BIN it goes :D
(Remember to save a copy of the old ai.hints first if you want - although it has a couple of overlap errors)
 

Attachments

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Blackwood Edit
View attachment 1560705


Original track - Grandsurf, crisT86
Crowds texture by Kniker97

Tried to give the track a bit more life with various additions
Installs as new track
Rally Cross layouts I did my best with the AI (may only be hotlap)

Credit & Thanks @leBluem, @RMi_wood, @Masscot, @shi & others

Nice update. Does add some much needed life to a nice little track. I had previously done a little work on the original version awhile back that I kind of forgot about. This update reminded me that I never finished it. I carried over some things I did, plus a few new adjustments. For me I needed a little more green and saturation in the grass and tress so I did a little color adjusting for myself via some track skins. Let me know if you have any interest in adding them to your version as an option for people. I'm still working on the color\saturation balance so don't judge too harshly. I also did some config file adjustments for things like the wires, grass objects and bushes, but that may be because of CSP differences. On my end, the wires were too thick and the grasses were overly bright.

Before:
acs 2026-08-27 08-28-08.webp


After:
acs 2026-08-27 08-27-04.webp
 
Hi.
Finally no more that turbo ''nonsense'' just pure fire breathing V8 monster is available for a ride. Cadillac DPi-V-R.
Competition was updated with IMSA BOP, and other fixes and additions.
Mazda RT24-P DPi.
Acura ARX-05 DPi.
Nissan Onroak DPi.
View attachment 1560691
I am finding 2 different Cadillac versions online, a GTP version and an AC Friends version. The link is referring to a FSR version that I cannot seem to find. Does anyone have a link where I can get this?

The one I've had previously was a rollovers version too
 
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Nice update. Does add some much needed life to a nice little track. I had previously done a little work on the original version awhile back that I kind of forgot about. This update reminded me that I never finished it. I carried over some things I did, plus a few new adjustments. For me I needed a little more green and saturation in the grass and tress so I did a little color adjusting for myself via some track skins. Let me know if you have any interest in adding them to your version as an option for people. I'm still working on the color\saturation balance so don't judge too harshly. I also did some config file adjustments for things like the wires, grass objects and bushes, but that may be because of CSP differences. On my end, the wires were too thick and the grasses were overly bright.

Before:
View attachment 1561050

After:
View attachment 1561052
be great to include in the next update Thanks
 
it's because the file doesn't have a KN5. (hi, i'm the guy that did that lightweight)

there's this tweak with a few mods that if they use a same model say like the WSC legends 330 P4 spyder. You don't need the actual KN5 files (apart from collider) within the actual file. in the lods.ini you do ../file here/kn5 here it uses said KN5 file for the car which gives the lite showroom. The old 488 GTE mod did this and that came out years ago which uses the Kunos 488 GT3 file.
Thanks guys, I thought I had inadvertently hit yet another function in CM that I wasn't aware of. The lightweight is a really nice addition to the line-up. Thanks again for all the replies.

be great to include in the next update Thanks
Never driven this track previously, it has a really nice flow and the updates make a lovely addition.
 
be great to include in the next update Thanks
If you want you can add also windows transparency and "fake" room lights to pit building

[SHADER_REPLACEMENT_...]
ACTIVE = 1
DESCRIPTION = Windows transparency fix
MATERIALS = material_2950
IS_TRANSPARENT=1
BLEND_MODE=ALPHA_BLEND
PROP_... = fresnelEXP, 50
PROP_... = isAdditive, 1
PROP_... = ksAmbient, 0.4
PROP_... = ksDiffuse, 0.4
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 500

[Material_RoomWindows]
ACTIVE = 1
DebugMode = 0
MESHES = material_2950_SAFECLUSTER_1
EmissiveMode = DIFFUSE_TEXTURE
SnapToTexCoords = 0
TexCoordsSnapScale = 1.0
TexCoordsSnapOffset = 0.0
RoomHeight = 3.7
RoomVerticalOffset = -1.0
RoomDepth = 6
RoomNearEdgeClipping = 6
RoomCeilingRotation = 45
RoomCeilingOffset = 0,0
RoomCeilingScale = 0.5
Shape1_X_W = 0.1
Shape1_Y_W = 0.5
ShapeChance = 0.4
ShapeSmoothness = 0.5
InteriorMult = 1.0
InteriorBaseBrightness = 0.2
InteriorVolumeBrightness = 0
InteriorLightsBrightness = 2
InteriorGlowBrightness = 1
InteriorVolumeAmbientBrightness = 0
 
If you want you can add also windows transparency and "fake" room lights to pit building

[SHADER_REPLACEMENT_...]
ACTIVE = 1
DESCRIPTION = Windows transparency fix
MATERIALS = material_2950
IS_TRANSPARENT=1
BLEND_MODE=ALPHA_BLEND
PROP_... = fresnelEXP, 50
PROP_... = isAdditive, 1
PROP_... = ksAmbient, 0.4
PROP_... = ksDiffuse, 0.4
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 500

[Material_RoomWindows]
ACTIVE = 1
DebugMode = 0
MESHES = material_2950_SAFECLUSTER_1
EmissiveMode = DIFFUSE_TEXTURE
SnapToTexCoords = 0
TexCoordsSnapScale = 1.0
TexCoordsSnapOffset = 0.0
RoomHeight = 3.7
RoomVerticalOffset = -1.0
RoomDepth = 6
RoomNearEdgeClipping = 6
RoomCeilingRotation = 45
RoomCeilingOffset = 0,0
RoomCeilingScale = 0.5
Shape1_X_W = 0.1
Shape1_Y_W = 0.5
ShapeChance = 0.4
ShapeSmoothness = 0.5
InteriorMult = 1.0
InteriorBaseBrightness = 0.2
InteriorVolumeBrightness = 0
InteriorLightsBrightness = 2
InteriorGlowBrightness = 1
InteriorVolumeAmbientBrightness = 0
No idea on which version he worked on since my version (which is the one i supposed he was working on) already have all of those things. Waiting for the update in order to understand what his version is missing compared to mine
 
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Is this the official link to the Guerilla GT4 cars?
If not... what is?
I thought they were beyond 0.99 now.

Edit: nvm, there's also a link to v1.0 https://www.patreon.com/guerilla/posts/gt4-1-0-release-114723997
Seems odd that the 0.99 post and link is still active.

Edit 2: the plot thickens... I have some v1.1 cars in my collection, yet v1.0 seems to be the last official update?
I quite agree. Not sure where we are up to with these.I updated at some point myself.
 
I mean, he asked my permission to update my version, which of course was based on a version of the track. But as first check, i don't see any of my work on his release yet
I may have got mixed up which version I was working from sorry for any confusion
 
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Is this the official link to the Guerilla GT4 cars?
If not... what is?
I thought they were beyond 0.99 now.

Edit: nvm, there's also a link to v1.0 https://www.patreon.com/guerilla/posts/gt4-1-0-release-114723997
Seems odd that the 0.99 post and link is still active.

Edit 2: the plot thickens... I have some v1.1 cars in my collection, yet v1.0 seems to be the last official update?
There was a balancing and AI update that was in testing for release a long time ago now. It never came.

I believe there may have been "trial" versions that bounced around a rogue MEGA link at some point on this thread months ago. I didn't grab them because I assumed the update was imminent.


At this point, I see any updates to any of their cars as a bonus. Their activity has waned over the past few years. Hope people that have been subscribed to their Patreon have remembered to cancel these last 12-18 months.
 
shi
Pace Park v1.5

View attachment 1560612
Fictional circuit.

-CSP recommended
-28 pit/start
-AI, cam

Credits & Thanks;
Original F1C Track by MonSum
AC conversion by derDumeklemmer

AC updated by shin956
Crowds texture by Kniker97
AI lines by KevinK2
logo.png by Fanapryde
marshall and cameraman by kunos
"Toyota Land Cruiser" (https://skfb.ly/MyHv) by Renafox is licensed under Creative Commons Attribution-NonCommercial (http://creativecommons.org/licenses/by-nc/4.0/).
Test and Feedback by Mascot

Enjoy.

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.5 changelog;

Updated many uv map, shaders and textures.
Replaced cranes.
Replaced trees.
Changed the spectators to face the camera.
Added night lights, marshals, a cameraman, pit tents, and a 3D background.
Smoothed out the edges of the track surface.
Created the ext_config.ini file.
Created a replay camera.
Changed the AI lines to those created by KevinK2.
Other minor fixes.

what a nice track - the flow, the environment, the design is amazing, but am I doing something wrong with AI settings, because with the latest v1.5 I am 3 seconds ahead with not even extreme pushing. It was just a short testrace with kunos dtm cars.
however still amazing and nice work shin!
 
Another one of the unfinished LB skins, now finished.

1787914753551.webp



Edit: apologies, I dropped a couple of fat sweaty bollocks with that upload. All should be OK now. Redownload if you grabbed it as car no. 611.
 
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After more than six months of work, I’m proud to release the 1994 PPG Indy Car World Series mod for Assetto Corsa.
IMG_3264.webp


This mod was originally created by the iDT team for rFactor in 2008 and has been ported to other games in the years since. This mod includes the Lola T94, the Reynard 94i and the Penske PC-23 from 1994 (note: the PC-23 was largely ported from the 1993 ISO release, but includes elements from the 1994 iDT release). It also includes short oval chassis from 1993 that were modified for 1994, as well as skins from 1994 that were used on 1992/93 cars.

Screenshot_penske_pc23_oval_mercedes_500i_aa_ims_2026-08-24-15-15-0.webp



In order to take full advantage of this mod, you will need some 1992 and 1993 chassis from BruceD’s Patreon (https://www.patreon.com/BDDesigns/posts/update-1993-cars-167862393). Skins for the 1994 season will need his cars in order to complete full grids. Some models in this download have been adapted from Bruce’s original releases, but have upgraded specs or engines for 1994 (such as short oval setups with removed rear wing planes, the Lola T93 with the new-for-1994 Honda engine, or the Penske PC-22 with Ilmor D engine).

I spent much of the spring reworking the physics of Bruce’s 1993 mod in order to align the cars with the 1994 season - give them a try, the Lola T93 feels amazing.

Screenshot_reynard_94i_road_cosworth_surfers_paradise2004_2026-08-24-11-21-48.webp



Consider this mod a “remastering” of the original mod for 2026, with many materials upgraded (specifically the cockpit and other mechanical parts of the car) to improve the immersion. I’ve also remodeled and retextured the tyres.

Almost every skin from the original mod has been repainted from scratch in 4K, along with driver helmets, suits and gloves. Accuracy depends on the availability of reference photos - some skins are bang-on 100% race day accurate, others are borderline guesses as all I could find were one or two blurry photos for a one-off entry. When combined with Bruce’s cars, the 1994 mod includes 37 chassis and 133 skins. Every driver who participated in the 1994 season is represented with a skin, along with a skin per chassis used.

Models, aero and tyre physics are unique across road, short oval and superspeedway configurations.

Screenshot_reynard_94i_road_cosworth_long_beach1998_2026-08-24-14-16-58.webp



Aero and suspension physics were originally largely modeled after the VRC NA 1999, but have been heavily reworked in order to make the cars feel like a less-refined version of the VRC NA 1999.

Feel the power of “The Beast” in the Penske PC-23, pushing 1,024 horsepower at Indianapolis. Take the last laps of Mario Andretti in the Lola T94/00 on the “Arrivederci Mario” tour. Join rookie Jacques Villeneuve, pushing nearly 200 mph in a trimmed-out Reynard 94i at Road America.

Screenshot_lola_t94_oval_cosworth_indianapolis_1988_2026-08-28-6-47-0.webp



You’ll feel the dominance afforded by 55 inches of boost for the Menard and Mercedes engines at Indianapolis. You’ll be afforded a bit of slide in the tyres on road courses. You’ll notice the different engine characteristics, especially on superspeedways.

Screenshot_lola_t94_road_cosworth_surfers_paradise2004_2026-08-24-11-20-23.webp


Engines have been researched as much as possible to provide accurate torque curves for the Ford XB, Ilmor D, Ilmor C, Mercedes-Benz 500i, Menard, Buick and Honda engines. Each provide a unique experience. Engine sounds have been ported from Bruce’s previous releases, original sounds by Richard Wilks, converted by BruceD, updated by Felix Seven89. New audio has not yet been created for the Honda and Beast/Mercedes-Benz 500i engines.


Screenshot_bd_lola_t93_chevy_c_long_beach1998_2026-08-24-14-25-6.webp



My thanks go out to the iDT and ISO teams for originally creating these models and skins, giving me a great base to work with. Permission has been received from both groups.

CREDITS FIRST:

-ChiefWiggum and Grant Bradley: Painted an insane amount of skins, helmets and suits. I could have not made this mod without them. Their help was invaluable.

- Marcelo Barrio: Car modelling, templates, exporting gM materials and physics tweaking (yeah, I did all that!!!)

- Martijn Top: Physics development, he made these cars the beasts they are now.

- Doug Lynch: made Cleveland track and testing.

- Mike Peters: Painted the Menards cars and helped me tweaking stuff.

- Vincent Ceballos: Testing and fixing a few bugs.

- Maurice Wijma, Jeff stibling, Ryan Field, Peo Forsberg, Tim Mertens, Andy Stankiewicz and Richard Chmielewski: Testing


EXTRA CREDITS AND THANKS:

- Pierre Pelonero: for letting me be part of one of the best modding team in the community. You are a great guy and you deserve the best. Get well soon buddy, I know you can pull this off.

- A very special thanks to Martin 'Animal' Salaverry from 2Pez Games Development (http://www.2pez.com.ar/) for the help tweaking the car physics and teaching me how to edit them and lots of other stuff I can't write down here.

- Gjon Camaj and all the rFactor team for creating this wonderful sim and encrypting the GMT meshes.

- Dedicated to all the people who said all the talented ones left IDT!!!!!


CONSIDERATIONS: VEEEEEERY IMPORTANT!!!!!!!!

1∫ I would recommend to make a small change to your PLR file in order to enjoy better offline racing: AI Limit = 0.000 // This will make AI drivers not to crash with each other so much.

2∫ Configure track filters: before loading a track, select which drivers you want to race against. They are separated according to the track they raced in. If you want to race at Indy make sure you select the Indy500 filter, otherwise you won't race against the Menards cars for example. I do not recommend at all selecting more than one filter at the same time because you will get duplicated drivers.

3∫ Back in the 90¥s the drivers had an onboard switch that allowed them to change the turbo pressure. We simulate that with the 'engine boost' or 'boost mapping setting'. 1/9 is full rich, which means more HP and less fuel mileage. 9/9 is the lower mixture, less HP and better fuel mileage.

4∫ Damage: we made a lot of debris for the cars. When you detach them in an accident the pit crews won't replace them. If you break the nosecone and the front wing, and you get in the pits and repair damage, your crew will replace the FW but not the nosecone. You will end up with a 'flying' front wing. This is the price to pay if we want to have lots of flying parts in a big crash. It looks very cool but it has its disadvantages. This is an rF bug as far as I know. If someone finds a solution it will be more than welcome.

5∫ Qualy laps: most of the track makers set the track GDB to a determined amount of qualy laps (normally 12 laps), which is a mistake. This parameter overrides the RFM qualy laps limit, which in this season was NO limit. There is nothing we could do about it either, but editing the GDBs but that would cause online mismatches. In tracks like VLM mid ohio it works perfectly.

6∫ Trackconfig.ini: We forced wings configuration in some tracks like Indy, but since there are so many different versions of the same tracks, it is impossible to cover them all. You will have to add the tracks manually if you want to force AI drivers to use a specific wing configuration for a certain track.


OVERVIEW:

No one can argue that two of the best seasons in Indycar racing and AOWR history were 94 and 95 seasons. For those who might not know, these cars had turbo charged engines, over 850 HP, top speeds of 240 m/h and raced in every type of track, road courses, temporary courses, ovals, super speedways an the mighty Indianapolis 500 race.

Originally this was only a 95 mod, but since we ended up also modelling the 94 Lola and Reynard chassis, we decided to paint most of the 94 cars as well. I would say that the 95 season is 99,9% completed. We have a total of 55 different drivers with about 180+ skin variations.

Think of the 94 season as a 'bonus', it does not have all the models or drivers but I would say itís pretty much ready for full fields racing.

It's been a long time since we had a decent Indycar racing game, so here is our contribution, this is not perfect but we did our best.

Enjoy and see you all on the track.

Extra thanks to BruceD for being a valuable collaborator throughout the year.

Custom Shaders Patch is needed to take full advantage.

Screenshot_bd_lola_t92_o_buick_indianapolis_1988_2026-08-28-6-44-28.webp
 
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After more than six months of work, I’m proud to release the 1994 PPG Indy Car World Series mod for Assetto Corsa.
View attachment 1561362

This mod was originally created by the iDT team for rFactor in 2008 and has been ported to other games in the years since. This mod includes the Lola T94, the Reynard 94i and the Penske PC-23 from 1994 (note: the PC-23 was largely ported from the 1993 ISO release, but includes elements from the 1994 iDT release). It also includes short oval chassis from 1993 that were modified for 1994, as well as skins from 1994 that were used on 1992/93 cars.

Screenshot_penske_pc23_oval_mercedes_500i_aa_ims_2026-08-24-15-15-0.webp



In order to take full advantage of this mod, you will need some 1992 and 1993 chassis from BruceD’s Patreon (https://www.patreon.com/BDDesigns/posts/update-1993-cars-167862393). Skins for the 1994 season will need his cars in order to complete full grids. Some models in this download have been adapted from Bruce’s original releases, but have upgraded specs or engines for 1994 (such as short oval setups with removed rear wing planes, the Lola T93 with the new-for-1994 Honda engine, or the Penske PC-22 with Ilmor D engine).

I spent much of the spring reworking the physics of Bruce’s 1993 mod in order to align the cars with the 1994 season - give them a try, the Lola T93 feels amazing.

Screenshot_reynard_94i_road_cosworth_surfers_paradise2004_2026-08-24-11-21-48.webp



Consider this mod a “remastering” of the original mod for 2026, with many materials upgraded (specifically the cockpit and other mechanical parts of the car) to improve the immersion.

Almost every skin from the original mod has been repainted from scratch in 4K, along with driver helmets, suits and gloves. Accuracy depends on the availability of reference photos - some skins are bang-on 100% race day accurate, others are borderline guesses as all I could find were one or two blurry photos for a one-off entry. When combined with Bruce’s cars, the 1994 mod includes 37 chassis and 133 skins. Every driver who participated in the 1994 season is represented with a skin, along with a skin per chassis used.

Models, aero and tyre physics are unique across road, short oval and superspeedway configurations.

Screenshot_reynard_94i_road_cosworth_long_beach1998_2026-08-24-14-16-58.webp



Aero and suspension physics were originally largely modeled after the VRC NA 1999, but have been heavily reworked in order to make the cars feel like a less-refined version of the VRC NA 1999.

Feel the power of “The Beast” in the Penske PC-23, pushing 1024 horsepower at Indianapolis. Take the last laps of Mario Andretti in the Lola T94/00 on the “Arrivederci Mario” tour. Join rookie Jacques Villeneuve, pushing nearly 200 mph in a trimmed-out Reynard 94i at Road America.

Screenshot_lola_t94_oval_cosworth_indianapolis_1988_2026-08-28-6-47-0.webp



You’ll feel the dominance afforded by 55 inches of boost for the Menard and Mercedes engines at Indianapolis. You’ll be afforded a bit of slide in the tyres on road courses. You’ll notice the different engine characteristics, especially on superspeedways.

Engines have been researched as much as possible to provide accurate torque curves for the Ford XB, Ilmor D, Ilmor C, Mercedes-Benz 500i, Menard, Buick and Honda engines. Each provide a unique experience. Engine sounds have been ported from Bruce’s previous releases, original sounds by Richard Wilks, converted by BruceD, updated by Felix Seven89. New audio has not yet been created for the Honda and Beast/Mercedes-Benz 500i engines.


Screenshot_bd_lola_t93_chevy_c_long_beach1998_2026-08-24-14-25-6.webp



My thanks go out to the iDT and ISO teams for originally creating these models and skins, giving me a create base to work with.

Extra thanks to BruceD for being a valuable collaborator throughout the year.

Custom Shaders Patch is needed to take full advantage.

View attachment 1561346
Just gonna let you know now, If you got permission from iDT and ISO to port this all over i'd suggest including that somewhere in your original post unless you want it to be nuked from orbit of OT. All it takes it 1 report :indiff:

Not that i will do it, But OT users are some of the weirdest users anywhere and will report anything lol.
 
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Just gonna let you know now, If you got permission from iDT and ISO to port this all over i'd suggest including that somewhere in your original post unless you want it to be nuked from orbit of OT. All it takes it 1 report :indiff:

Not that i will do it, But OT users are some of the weirdest users anywhere and will report anything lol.
Permission was granted by ISO for this. And it is in the original post. ;)

(Edit) - but I do agree with you, OT users are mental, that's why I refuse to post stuff there anymore.
 
Last edited:
Just gonna let you know now, If you got permission from iDT and ISO to port this all over i'd suggest including that somewhere in your original post unless you want it to be nuked from orbit of OT. All it takes it 1 report :indiff:

Not that i will do it, But OT users are some of the weirdest users anywhere and will report anything lol.
Permission was granted, notes edited to be more clear. Thanks!
 
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