Assetto Corsa PC Mods General DiscussionPC 

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Maybe the same issue ^... On skins I created where I changed the color of the seatbelts and door panels by inserting a replacement map with the right color into the skin folder, no longer works at the track. Any replacement image maps are being ignored now.(still works correctly in CM Showroom of course) PITA.
 
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Caparo T1 2013 Public Release!!
Download: https://www.mediafire.com/file/uj5vqgywdlx2i8t/caparo_t1_2013_101creative.rar/file
Converted From FM6
-AO inside and out
-Realistic Dashboard
-Physics
-CSP Settings
-Driver Animation
-Panoramic session Start config Daniel Nogal


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Can someone please fix the rear lights/brake lights, not glowing?
 
quick question, somehow my colors dont work for a spefic car anymore. for a example i wann have a pts ruby star color but then the game gives me a red car as output. the texture file matches the one of the one used for the car

Try unchecking this option under CSP/Patch/Optimizations/General Optimizations
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or this under CSP/Patch/Optimizations/New KN5 materials
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Hope somebody can help, please see attached image, what's the problem with the right mirror, it appears to have part of the left image that's stationary and part of the right mirror image that you can adjust ? I'm currently running 0.2.12-preview1, this also happens with 0.3.0 -preview 212 full. This only appears to affect some cars not all 🤷‍♂️.

Regards

Mark
 

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For the Volvo_242_Turbo_Evolution_600+HP_MRNDES by MRN designs (found in a garage),
put this at the back of the general extension file to fix sunroof and some weird texture floaty issue (prob only in VR) :

Code:
------ fix sunroof shader --------
[SHADER_REPLACEMENT_...]
MESHES = Sunroof_Outside.001
SHADER = ksWindscreen
IS_TRANSPARENT = 0
CAST_SHADOWS = 0
BLEND_MODE = ALPHA_BLEND

------ fix some transparancy issues --------
[SHADER_REPLACEMENT_...]
MESHES = Foglight_Interior, AC_Symbol
IS_TRANSPARENT = 1

This is a surprisingly nice mod imho... give it a try!

You can lower the side windows and open the sunroof cover with EXTRA_D E and F ...
QUESTION: is there some code we can add in extension file (of car or skin) to have these options turned on by default?

EDIT: I've been trying to get it done with help of Gemini for an hour now , and not able to do it!? Surely someone here is smarter then Google's AI ... :)

EDIT2: almost 3 hours and Gemini (and I ) throws in the towel... we cannot get the windows to open by default.
If anyone can crack this , you can officially say you are smarter then a billion dollar AI !
 
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Palm Beach, i converted this to use the kart track as a drift track, but it has the full track and the drag way also. Wasn't fussed about the actual track so concentrated on the kart part, its great to drift on but track surface is bumpy, which works for me but for some might not...
Reason for sharing is because the other palm beach IMO isn't very nice, so if anyone wanted to do more to this then i hope you do and share on. The track objects and details are rather nice IMO.
 
Hi Mr, I would like to use your '73 Ferrari 312pb mod (the pack with 4 versions): trying it I found it difficult to drive, a bit unstable and very understeering...😢
Sorry for the late quote, but I have been also looking for some alternative of this car (always fascinated me as this is kind of "The last of a Mohican" for Ferrari) and I found Legion made one, not sure if you are aware of it. The car is generally outdated and physics data is a bit off, so I found a mod in overtake that tries to remediate that. But it makes the car way too fast, to something like 1973 specs when it had the horizontal spoiler (and even in some races the long tail, the Codalunga) and the power ouput was increased as well. Legion's mod is based on the 1971 and early 1972 version, when the car had those little fins on the rear.

There's also another version floating around in this forum (takes as a base Legion version) made by the man whose name can´t be pronounced, and surprisingly, I find it better :lol:
 
Hey Guys,

I have an issue regarding Suzuka 98 track by Shin (https://www.patreon.com/posts/106187193). The AI who is starting from the pole missing the pit box when goes into the pit(the pit position for the pole sitter, (the one which is the closest to the pit exit, behind the player pit position)). The rest of the grid has no issue.

Here is an example video:


I tried with kunos car and I experienced the same issue. I am palying with CSP 0.3.0-preview140.

I have contacted with Shin however he said I should ask for help here as he cannot resolve the issue.

Can someone help me how can I solve this issue?

Thanks in advance,
Philip


Somehow now multiple cars hav8ngbthis issue in this track. Has anyone any solution for this?
 
Something i'm currently working on
View attachment 1482816The Ferrari 458 GT3, We only have the horrific Yezrod version that resembles that of melted butter.
This is the GT6 model as no one has publicly shared the GT7 model anywhere that i can find.

Idk if it will reach an finished stage at any point but i'll try to get around to completing it.

Note: Chances of this never seeing light is also high, Mainly due to all the work needed.
Asking if anyone is interested in finishing this thing off, I had it in game and driving but accidentally deleted it when removing a bunch of useless mods that i never used. I don't have any of the project files sadly as i overwrote them with another thing i worked on. Lmk if you are interested in getting this to the finish line, A lot of work is going to be needed and you kinda need to know how to do 3D stuff as there is a bunch of holes in the body that needs to be welded and boolean.


Lmk in the DM's and i'll send you the needed files, I'd love to see this be completed as we REALLY need an proper 458 GT3 for this game.
 
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No the same, but we are there
Guess who fixed the lower exhaust effects for this car at overtake… ;-)
Excellent! This is one of my favourite cars, but I missed your update. Will check it out.

Perfect tracks for this car are all Fat-Alfie vintage tracks. ;)
 
Well I simply don't get it, why we are going to this direction.

When you race online you need FPS. Not 60, not 120, ideally 180+ and more.

Why do we see insane amount of triangles and insane amount of texture memory used with the mods released recently ?

What's the point to have 11 textures with 4K resolution for internal engine parts, which are not visible in an F1 car at all ?
What's the point to have 4 textures with 8K resolution for driver suit, which are not visible in an F1 car from 5 meter distance ?
What's the point to have 3 textures with 4K resolution for driver helmet, which are not visible in an F1 car from 50 meter distance ?
What's the point to have almost 1 million triangles for your LOD_A model to kill an online racing start ?

I simply don't get why some modders chase ultra visual realism on the expense of playability.
This is a driving simulator as far as I get it and NOT showroom simulator with 1 car loaded.

Here is a quick comparison:
F1 2007 mod developed by @kakauiyt and optimized by both of us a bit later.
- memory usage below 7GB, FPS above 133 using 2.7K resolution

F1 2025 mod developed by XYZ and not optimized yet.
- memory usage at 9GB, FPS at 100 using 2.7K resolution
 

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Well I simply don't get it, why we are going to this direction.

When you race online you need FPS. Not 60, not 120, ideally 180+ and more.

Why do we see insane amount of triangles and insane amount of texture memory used with the mods released recently ?

What's the point to have 11 textures with 4K resolution for internal engine parts, which are not visible in an F1 car at all ?
What's the point to have 4 textures with 8K resolution for driver suit, which are not visible in an F1 car from 5 meter distance ?
What's the point to have 3 textures with 4K resolution for driver helmet, which are not visible in an F1 car from 50 meter distance ?
What's the point to have almost 1 million triangles for your LOD_A model to kill an online racing start ?

I simply don't get why some modders chase ultra visual realism on the expense of playability.
This is a driving simulator as far as I get it and NOT showroom simulator with 1 car loaded.

Here is a quick comparison:
F1 2007 mod developed by @kakauiyt and optimized by both of us a bit later.
- memory usage below 7GB, FPS above 133 using 2.7K resolution

F1 2025 mod developed by XYZ and not optimized yet.
- memory usage at 9GB, FPS at 100 using 2.7K resolution
Because at some point in modding the idea that everything needs to be 4K seemed to get drilled into a lot of modders head. I don't know who made it the norm but modders needs to take their head out of their asses and stop forcing 4K **** on people. No on needs 4K shifter knob textures.
 
Because at some point in modding the idea that everything needs to be 4K seemed to get drilled into a lot of modders head. I don't know who made it the norm but modders needs to take their head out of their asses and stop forcing 4K **** on people. No on needs 4K shifter knob textures.
Generally speaking between lod and texture size I don't know what's worse LOL
 
Why do we see insane amount of triangles and insane amount of texture memory used with the mods released recently ?

What's the point to have 11 textures with 4K resolution for internal engine parts, which are not visible in an F1 car at all ?
What's the point to have 4 textures with 8K resolution for driver suit, which are not visible in an F1 car from 5 meter distance ?
What's the point to have 3 textures with 4K resolution for driver helmet, which are not visible in an F1 car from 50 meter distance ?
What's the point to have almost 1 million triangles for your LOD_A model to kill an online racing start ?
"Crazy what mods can do to a 10 year old game !"

It's essentially the huge shift recently (few 3 years) with the objective to make Assetto corsa a 10 year old game look like Gran Turismo 7. You have a tremendous amount of pp filter for the sole objective to make the game look ultra realistic. You have AC with mods constantly being compared to other newer sims.

It has been picked up by studios like VRC RSS and others, with CSP getting more and more features, teams decided to push forward when it came to realism. At first it was more complex and detailed steering wheel dash, then it was the fact they added anti stall, engine shut down and power on, and then they tackled the whole animation stuff. We went from how body parts vibrates under load to...... Air flow being animated in the air hose connected to the driver helmet.......

image.webp


Like it's really cool not gonna lie, i looked at it for like 3 min. Then I spent 50h driving that car without ever looking at this again.

Studios also push forward when it comes to 3d modeling. Like this for example

IMG_1109.webp


Which again is very cool, but it shows that studios treats Assetto Corsa not as a simulator like iracing does, with all their models optimized for online competitive sessions (the W13 is like 150K triangles but still looks very awesome and nobody complained about the model quality) and instead they try to rival Gran Turismo. As clearly stated.

So now everyone wants to do that ultra realistic car, and while RSS and VRC does optimize their cars so that PC don't explode, the rest of the modding community who hopped on that trend don't really realize what it means to race online. Most modders while modding race with first person view on the car they work in, they see all the details that can be 8Ked and they do it. Hence why lot of textures you deem as unecessary like the knob will still get that 4k texture. And then drive the car and the fps is good. Because they never tested the entire grid of it. And also they never think that far ahead when it comes to textures and lods, they think what the player will see, not what the AI car will burden itself with 8k textures when it's not in the user field of view.

Assetto Corsa has split itself from the market, nobody really think about Assetto Corsa as a sim where you will race online, today the focus is on LMU and AC competizione. Assetto Corsa is like the single player game of simracing. Treated as a sandbox, people will try to push everything to the limit because they treat assetto corsa as the only title in the market that will give them the freedom to do whatever they want so that when they create their YouTube movie on AC with the ultra realistic pp filter, all the close up shots of the car will look amazing at 4k.
 
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For anyone interested (in trying to simulate part of the Mille Miglie '55), below are the track names (to make it clearer, just watch the video sequences...) and the real name of the "track" I've used so far for the simulation.

1. Brescia (Trieste Hill Climb - ITA)
2. Brescia/Ravenna (Feldbergring - GER)
3. Ravenna/Rimini (Fonteny - FRA)
4. Pesaro/Ancona (Pacific Coast North - USA)
5. San Benedetto (Citta Da Aorta - ITA)
6. San Benedetto/Pescara (Coastal Rush - GBR)
7. Pescara (Pescara '57)
8. Pescara/L'Aquila (Transfagarasan North Hill-Climb - ROM, version with TVCam)
9. L'Aquila/ROMA (Provence Alps - FRA)

Remember, I started this project in November 2024 (with the first videos), but in February 2025 (I lost almost all the cars I had adapted), one of the reasons being that in the first videos (there are versions of cars that no longer exist) and others that were Included throughout last year.

In most of them (there was no co-pilot) I decided to do this update (after resuming) the routes last year. One of the important cars that appeared in this second part was (Maserati A6 GCS II by Velo's) in addition to other adaptations. The total number of skins (adapted/or original), cars (adapted or original), was 107.

Certainly many of them can be improved (who knows, a new Peugeot 203), more correct versions (Fiat 1100, Fiat 8v Zagato, Alfa 1900ss Zagato)...and who knows, the inclusion of the Isetta.

I believe that this week there will be a resumption, arrival in ROME. I intend to do it in two parts (one on the streets of the Prague strip, I believe with similar architecture) and another city route (Italian, which has flags and noise from the fans).

It's a shame there isn't a real version (Rome city race) except for the modern e-prix, but that wouldn't seem to fit the simulation.

Who knows, maybe when we simulate another edition we'll have news in that regard (some track modder...)
 
"Crazy what mods can do to a 10 year old game !"

It's essentially the huge shift recently (few 3 years) with the objective to make Assetto corsa a 10 year old game look like Gran Turismo 7. You have a tremendous amount of pp filter for the sole objective to make the game look ultra realistic. You have AC with mods constantly being compared to other newer sims.

Because at some point in modding the idea that everything needs to be 4K seemed to get drilled into a lot of modders head. I don't know who made it the norm but modders needs to take their head out of their asses and stop forcing 4K **** on people. No on needs 4K shifter knob textures.

Don't forget we went through that whole craze of who could make the best photos from AC, that drove the detail and quality of textures up, and AC basically became a photo studio software. Now you only see the odd few posts of people making photos from the game, but at one point it went nuts, which is why modders started with the super high textures and never really came down from there.

Modding studios like RSS don't help, their stuff is actually useless for racing on anything other than NASA computers, but they get the sales so they don't care. I do agree with what szolts_mol said, why big textures when you can't see the engine? Heck, why are you modelling the engine at all when you can't see it and its just taking up polys?? Now that I'm diving more into the game modelling world in general I've realised how badly optimised AC mods have become.
 
This might be worth taking a look, I had no idea about it. Thank you for sharing!

On the meantime I have already tested the Alternative FFB extended app from OT and indeed it feels kinda worse than the custom calibrated postprocessing .LUT file that I'm using, but this is of course with the default settings that come in the app, I haven´t tinkered with them yet. This app is probably made in mind with high-end wheels to take advantage of the much better FFB they can offer compared with mine (I have a G29) so that could be also another reason why I don´t see much of improvement.

If someone still has a G29 and uses this app, it would be cool if you could share your settings, there's so much of them that I don´t even know where to start :confused:

View attachment 1504707

This app is game changing for me with a direct drive wheel.
It completely controls all wheelbase settings apart from overall gain. Amazing detail when set up
 
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