Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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Some of the RF2 tracks are pretty nice as well. But he would need help with ai lines.
Did somebody say help with AI lines? :cheers: Any requests for any AI remakes for Gilles' tracks? I'm bored today and this weekend too, no F1 til September! :crazy:. So what track gets new AI lines first?


Yes, now it only contains data folders.
But when I DL it, it was the complete (be it outdated) package. I couldn't find new skins either.

hmm, I wonder why they just left the data folders. I didn't see any new skins also. may not be up there too long I suppose.
 
Love it man!Gonna delete all my bad attempts to fix it lol.
Now it has non of that strange understeer and it brakes and steers great.
For my liking I give it some front toe out so steer a little slower it was nervuous a little.Can you can tell me how to or adjust it to oversteer on throttle more it would be even better so we can power slide a little.Thanks again!

Glad you like it. I'm doing several changes to various mod cars, but I think I only changed the tyres.ini and the brakes.ini in this one.
And thanks for your review.
 
OK I will post here if I make it ok.But I also never drove it and I have no clue about physics.I know how to setup car to my liking so Im playing with ini's and testing how it feels.Breaks are easy to tune..my biggest problem is understeer off throttle that I dont know how to lower it and I tried everything I know lol.And car rotation . I dont know how to make it rotate more maybe that understeer will be smaller but...Sound of Levante S is OK for me..
Btw I also found FK2 Civic mod and adjusted ini's now its great to drive(had a few Type Rs IRL) it was soft as normal Civic oher that that it was ok.But 3d model is bad.Do you know how to fix 3d?Thanks

I can only do a little bit of 3D modelling at the moment, I can remove objects and replace some things but that’s about it. Which FK2 do you have and where is it from? I’m curious to try it. Bit of a Honda lover myself, but struggling to build up a decent collection, getting there :-)
 
Glad you like it. I'm doing several changes to various mod cars, but I think I only changed the tyres.ini and the brakes.ini in this one.
And thanks for your review.

It definitely handles and stops much better but I did notice the tyres had changed, way bigger than OEM so out of curiosity I changed the tyres back but left the brake mod you did. It’s mostly back to the way it was except it stops a touch quicker. I didn’t think the tyres would make that much difference? With your tyres.ini I can match the claimed 0-100-0 and there’s no wheel spin just like the real one. With the correct size tyres, there’s a touch of wheel spin and almost a second slower in the same test, mainly the braking part. :confused:
 
It definitely handles and stops much better but I did notice the tyres had changed, way bigger than OEM so out of curiosity I changed the tyres back but left the brake mod you did. It’s mostly back to the way it was except it stops a touch quicker. I didn’t think the tyres would make that much difference? With your tyres.ini I can match the claimed 0-100-0 and there’s no wheel spin just like the real one. With the correct size tyres, there’s a touch of wheel spin and almost a second slower in the same test, mainly the braking part. :confused:

Yes, I think tyres.ini is the most important file in the Data folder. You just can swap the tyres.ini from a car favourite of yours that is very similar, for example same class, similar power, around the same year, etc.
Suddenly a bad mod can be a plesure to drive ;)
 
Yes, I think tyres.ini is the most important file in the Data folder. You just can swap the tyres.ini from a car favourite of yours that is very similar, for example same class, similar power, around the same year, etc.
Suddenly a bad mod can be a plesure to drive ;)

Ah, thanks for that and thanks for doing the car :cheers:
 
Glad you like it. I'm doing several changes to various mod cars, but I think I only changed the tyres.ini and the brakes.ini in this one.
And thanks for your review.
So with just that car drives so much better!Great...what part of tyres.ini is for grip? I see you give it a lot wider front tyres then it has IRL?I would like to try to lower rear tyres grip a little...
I can only do a little bit of 3D modelling at the moment, I can remove objects and replace some things but that’s about it. Which FK2 do you have and where is it from? I’m curious to try it. Bit of a Honda lover myself, but struggling to build up a decent collection, getting there :-)
Thanks man!
Fk2 mod is called:Honda Civic Type-R 2015 by RZZ for AC v1.15.
In game foder is:rzz_honda_civic_type_r_2015.

IMO it drives well and performance seems OK I didnt compare it to car specs just by driving it.
On my version I give it sound of Audi S1.
Seems close to real one just exhaust is a little loud and has pops and bangs that fk2 dont but I dont know how to remove them...
Also I give it stiffer suspension and played with diff...
 
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This thread is for AC mods. It is not for City Car Driving or F355 Challenge.

Here at :gtplanet:, we have a whole host of other forums that you are free to use to talk about other stuff.
 
what part of tyres.ini is for grip?

If the tyres are model version 10, then there's two sets of DX/DY numbers to alter both their behavior and grip. If they're an older tyre model, then it's one set of DX/DY numbers to alter the grip. Highlighted in red are the numbers related to grip, the ones in blue can change the tires to be snappy once grip is exceeded, or lose grip gradually, etc.

NAME=Slicks Medium
SHORT_NAME=M
WIDTH=0.245
RADIUS=0.3225 ; tyre radius in meters
RIM_RADIUS=0.2285 ; rim radius in meters (use 1 inch more than nominal)
ANGULAR_INERTIA=1.65 ; angular inertia of front rim+tyre+brake disc together
DAMP=500 ; Damping rate of front tyre in N sec/m (values usualy from 200 to 1400)
RATE=296163 ; Spring rate of front tyres in Nm

DY0=1.4657
DY1=-0.050
DX0=1.4301
DX1=-0.049

WEAR_CURVE=slicksDTM90m_front.lut ; file with lookup table to call
SPEED_SENSITIVITY=0.003401 ; speed sensitivity value
RELAXATION_LENGTH=0.07478
ROLLING_RESISTANCE_0=12 ; rolling resistance constant component
ROLLING_RESISTANCE_1=0.000723 ; rolling resistance velocity (squared) component
ROLLING_RESISTANCE_SLIP=5512 ; rolling reistance slip angle component
FLEX=0.000607 ; tire profile flex. the bigger the number the bigger the flex, the bigger the added slipangle with load.
CAMBER_GAIN=0.132 ; Camber gain value as slipangle multiplayer. default 1
DCAMBER_0=1.3
DCAMBER_1=-15 ; D dependency on camber. D=D*(1.0 - (camberRAD*DCAMBER_0 + camberRAD^2 * DCAMBER_1)) , camberRAD=absolute value of camber in radians
FRICTION_LIMIT_ANGLE=7.91 ; Slip angle peak.
XMU=0.27
PRESSURE_STATIC=23 ; STATIC (COLD) PRESSURE
PRESSURE_SPRING_GAIN=9398 ; INCREASE IN N/m per psi (from 26psi reference)
PRESSURE_FLEX_GAIN=0.5 ; INCREASE IN FLEX per psi
PRESSURE_RR_GAIN=0.55 ; INCREASE IN RR RESISTENCE per psi
PRESSURE_D_GAIN=0.004 ;loss of tyre footprint with pressure rise.
PRESSURE_IDEAL=29 ;Ideal pressure for grip
FZ0=2843
LS_EXPY=0.7641
LS_EXPX=0.7809

DY_REF=1.43
DX_REF=1.43

FLEX_GAIN=0.0302
FALLOFF_LEVEL=0.85
FALLOFF_SPEED=2
CX_MULT=1.04
RADIUS_ANGULAR_K=0.044 ; Radius grows of MILLIMITERS!! Formula -> RADIUS_ANGULAR_K * angularVelocity in rad/s
BRAKE_DX_MOD=0.05
 
Thanks for that not so easy I see but I just started all this few days back....thanks again!Gonna try to play with values.. .
 
The Rollovers Lamborghini Huracan ST EVO v1.1

Changelog:
Cockpit 2019 spec with logic pro
small bug fixes
Driver door animation

awaw.jpg


https://mega.nz/?fbclid=IwAR3m4H8f1...K!_k_WQAuVLQdrCHznh_lOd4xmIZmR_1eqwiIv-9CQwig
 
If anyone needs AI lines made for a track, hit me up. I'll make them, but you have to keep up with someone thats actually raced open wheel cars, closed, and shifter karts IRL. ;)

That's a generous offer! I'd be happy if you took a look at Terra21's Hockenheim Historic track (available on his youtube channel if you don't already have it) - the version with the chicanes has the AI driving right into the tire barrier at the first chicane! As for keeping up with you... well, I'm used to being humiliated in AC! I also really enjoy the GP 1988 version of the same track, but in that one, the pitlane AI often stops when rejoining the track...

Anyway, if you decide to take a look at it, it would be appreciated by me at least... !
 
Anyone know how to fix the Motec on this Mercedes-Benz L-Series Formula Truck v1.2?
The background is too dark (almost the same as the digits), it should be a light grey.
I've looked in digital instruments config but can only lighten the digits, so it then looks weird when the lights are on.

https://sharemods.com/63346n15jj7v

This thing is an absolute blast in VR and the motion rig on a track like Highlands.
Speaking of which, here's a Highlands mod with the barriers and fences removed:

https://www.dropbox.com/s/3anf7k6bzttfz4a/ks_highlands_wf.zip

WeTransfer link for truck and track:
https://we.tl/t-OGhLL37sLU
 
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Bugatti Divo "Realism" tune
preview.jpg
started with 1:28 around Brands Hatch, goal was a 1:25.
that has been achieved.

lifted ride height 1,5cm
weight reduced
gear ratio now maxed out at 380 kph (like the real deal)
Rear downforce increased by 30%
added 1 more traction control slot, use 1 for cruising, 2 for time attack and 3 if you wanna have fun with a more active but handable rear ;)
added 10% more tyre grip
fueltank at 100 litres, fuel consumption minimally increased.
adds the little white gold skin as well


https://we.tl/t-aerq9V5xZe

p.s. this is a data.acd, but you should still remove your data folder to be sure or store it elsewhere.

full Divo Mod from Peter Utecht that you will need
 
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Someone please remind me: what's the fix for purple horizons?
Isn't the fix simply installing the latest version of CSP ? Especially if you're on SOL 1.3.1... ?

Sorry if I'm incorrect, I'm just trying to recall something I'd read over at RD in the SOL thread... I've (happily) never had the problem... good luck fixing it!
 
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