Assetto Corsa PC Mods General DiscussionPC 

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I suspect a new AI script running from CSP last versions. I have cars that stay stopped when they get out of the sidelines and never teleport to pits, and some cars that stay stuck in pits or just cannot make more than 2 meters out.

I wonder if there's a new "awakestate" or "out of sidelines" scripted behavior that interfeers with the AI inputs in those cases.

Purely opinions though. I did see that the AI going out of roads was staying still until no other car was around and then started to come back to race, and never saw them doing this before, so i assume it is related. The conditions that allow them to either come back or stay stuck are unknown.

It started happening also on the latest stable build out of a sudden 0.179. I still have that age old CSP on my gaming machine and it never happened before. CSP stayed the same and suddenly cars started acting really weird on the pits and also the fastlanes were changed. Like in ACU Interlagos they drove straight to the concrete wall when entering the pits (never happened before).

Strange that no one has figured this out yet.
 
help needed here :-)

how can I create a track configuration where the texture of this object (black tyre wall, tyre01.dds) is always overriden with my custom DDS texture file even when no track skin is selected by user, is that possible?
 

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F1 2008 V4 Update

1768427972593.webp


To celebrate the 1 year of this mod, here's an update that should revamp the experience graphically

Changelog :
  • Mclaren has been reworked, new Butterfly nose featuring more details accurate to the real car (instead of just adding a butterfy and calling it a day). It also now feature a sharkfin version that was used during testing but never raced
  • Ferrari also had some love given to it, the nose/cockpit area has been reworked to match the onboard look and be more high poly. Massa helmet is fixed, he didn't use a schubert model before
  • All cars have now accurate tyre size, as well as normal maps to highlight the bodylines even further
  • Lot of fixes, some skins that had issues, toyota having the area where the driver name is being totally dark red and standing out when it shouldn't, renault missing some AO in the skin file.
  • Blurred rims are now correctly blurred, with a special texture for it, also improved the transparency of the blurred rim
  • New suits and gloves for all 2008 drivers, as well as pit crew. Courtesy of wakamatospcl, It's good to race with accurate skins
  • New cameras by neema_frcice
  • Template PSD now included to help skinners making skin for all cars
  • And other stuff I have forgotten
Get the update here : https://www.overtake.gg/downloads/mak-corp-f1-2008-mod-by-cimmerian_iter.74005/

By the way, massa gets a special treatment here in GTPlanet, with a skin made by GIL with a much better schubert 3D helmet model. Get the skin here (drag and drop to cim_2008_ferrari)

Download : https://www.gtplanet.net/forum/downloads/f1-2008-massa-schubert-helmet-skin-by-gil.7437/
 
It started happening also on the latest stable build out of a sudden 0.179. I still have that age old CSP on my gaming machine and it never happened before. CSP stayed the same and suddenly cars started acting really weird on the pits and also the fastlanes were changed. Like in ACU Interlagos they drove straight to the concrete wall when entering the pits (never happened before).

Strange that no one has figured this out yet.

That would pinpoint content manager then, which would be the only thing updated automatically on your computer? I always wondered where the new ai behaviors scripts were hidden
 
help needed here :-)

how can I create a track configuration where the texture of this object (black tyre wall, tyre01.dds) is always overriden with my custom DDS texture file even when no track skin is selected by user, is that possible?
1. create a folder in your track called "texture"
2. put your new files with the same name you wish to overide in that folder
3. enjoy your new texture in game
 
help needed here :-)

how can I create a track configuration where the texture of this object (black tyre wall, tyre01.dds) is always overriden with my custom DDS texture file even when no track skin is selected by user, is that possible?
It is possible and I will try to explain it the best I can.

You can assign a texture to any material with an entry in the track's ext_config file using the code below. You will need to know the name of the material so hopefully you know how to use the object inspector app to get the name. First, place the texture you want to use in the extension folder.

[SHADER_REPLACEMENT_...]
DESCRIPTION = Put whatever you want here
MATERIALS = The material name you want to assign the texture to
RESOURCE_0 = txDiffuse
RESOURCE_FILE_0 = The_name_of_your_texture.dds

For good housekeeping, I always prefer to make a folder in the extension folder named 'textures' and place any textures I want to assign in that folder. If you do that, then the code would look like this:

[SHADER_REPLACEMENT_...]
DESCRIPTION = Put whatever you want here
MATERIALS = The material name you want to assign the texture to
RESOURCE_0 = txDiffuse
RESOURCE_FILE_0 = textures\The_name_of_your_texture.dds

One thing to note, I gave an example of how to change a material's Diffuse texture. If the texture you want to assign is for another variable, like the mask texture, you will need to change the resource name and number to match that texture. Once again, you can get that information from the object inspector app.

EDIT: @RMi_wood beat me to it and his way is easier. I always forget about that way of doing it.
 
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Fix for proper shadows in the cockpit for the:

Chevrolet Corvette C2 1963 Grand Sport WSC60

Copy & paste these line to the ext_config.ini

;fix shadow-casting light in cockpit
[SHADER_REPLACEMENT_...]
ACTIVE = 1
MATERIALS = Vehicle Exterior_mm_windows
CAST_SHADOWS = 0


Ferrari 275 GTB Competizione GTC60
;fix shadow-casting light in cockpit
[SHADER_REPLACEMENT_...]
ACTIVE = 1
MATERIALS = windows, FERRARI_275GTB_WINDSCREEN
CAST_SHADOWS = 0
 
I'm also having trouble installing the TVR Griffith 200...

I've downloaded the TVR mod from Overtake, as well as the car files and skins from THR, but I'm not sure if I'm copying and pasting the files in the correct order, because I can't get it to work.

Is there a kind soul who can explain step by step how to proceed?
Here I did the following:
Deleted GTC Giulia and TVR from the cars folder;
Installed original cars (links on the installation notes);
Reinstalled GTC Giulia and TVR.
It worked normally. I didn't touch any internal file of any of the cars.
 
F1 2008 V4 Update

View attachment 1506057

To celebrate the 1 year of this mod, here's an update that should revamp the experience graphically

Changelog :
  • Mclaren has been reworked, new Butterfly nose featuring more details accurate to the real car (instead of just adding a butterfy and calling it a day). It also now feature a sharkfin version that was used during testing but never raced
  • Ferrari also had some love given to it, the nose/cockpit area has been reworked to match the onboard look and be more high poly. Massa helmet is fixed, he didn't use a schubert model before
  • All cars have now accurate tyre size, as well as normal maps to highlight the bodylines even further
  • Lot of fixes, some skins that had issues, toyota having the area where the driver name is being totally dark red and standing out when it shouldn't, renault missing some AO in the skin file.
  • Blurred rims are now correctly blurred, with a special texture for it, also improved the transparency of the blurred rim
  • New suits and gloves for all 2008 drivers, as well as pit crew. Courtesy of wakamatospcl, It's good to race with accurate skins
  • New cameras by neema_frcice
  • Template PSD now included to help skinners making skin for all cars
  • And other stuff I have forgotten
Get the update here : https://www.overtake.gg/downloads/mak-corp-f1-2008-mod-by-cimmerian_iter.74005/

By the way, massa gets a special treatment here in GTPlanet, with a skin made by GIL with a much better schubert 3D helmet model. Get the skin here (drag and drop to cim_2008_ferrari)

Download : https://www.gtplanet.net/forum/downloads/f1-2008-massa-schubert-helmet-skin-by-gil.7437/
I'm stuck. Tried to download the update then open it up and got this



Then tried to delete it and start over again and got this



What does it mean it's open in another folder? It wouldn't open!!! How could it be open anywhere else if it wouldn't open to begin with?
 

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Here I did the following:

It worked normally. I didn't touch any internal file of any of the cars.
Thanks... I think that's what I did with the Giulia, and that's why it worked from the start (well, except for the odometers backgrounds, which aren't visible, but that's a CSP bug, seems).

In the case of the TVR, I think I don't started from scratch and I mixed some files from the old version. Then started experimenting nerviously trying combinations (first install this, then that, then the inverse way...), and ended up with something that works... 😅
 
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This is the best app, now i can install all the skins included with AC LEGENDS mods :)
i have a seperate drive i use mainly for AC, and nearly 3000cars and nearly 800 tracks. This compression will take a few hours, but then i have 500gigs more space.
compress.webp
 
I'm stuck. Tried to download the update then open it up and got this



Then tried to delete it and start over again and got this



What does it mean it's open in another folder? It wouldn't open!!! How could it be open anywhere else if it wouldn't open to begin with?
From my experience, it means that your guardian and big brother Windows Defender is still doing a virus scan on that downloaded .7z and doesn't want to let go
 
Fix for proper shadows in the cockpit for the:

Chevrolet Corvette C2 1963 Grand Sport WSC60

Copy & paste these line to the ext_config.ini

;fix shadow-casting light in cockpit
[SHADER_REPLACEMENT_...]
ACTIVE = 1
MATERIALS = Vehicle Exterior_mm_windows
CAST_SHADOWS = 0


Ferrari 275 GTB Competizione GTC60
;fix shadow-casting light in cockpit
[SHADER_REPLACEMENT_...]
ACTIVE = 1
MATERIALS = windows, FERRARI_275GTB_WINDSCREEN
CAST_SHADOWS = 0
Regarding glass shadows, you can use the CAST_SHADOWS = 1 parameter.however, in order for the light to still pass into the car's interior,you need to add this: PROP_...= ksAlphaRef,0.5.in some cases with the texture of dirty glass. The ksAlphaRef value can be changed so that the dirt casts a shadow.
 
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