Assetto Corsa PC Mods General DiscussionPC 

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I have the same issue, please how do you solve this ?
Actually I didn't solve it... I had redone the file integrity check from Steam and it seemed to be solved, but the problem actually occurs for many cars and not for all as I thought (Kunos)... So I still have many Kunos cars without sound
 
For any regular AC guy like me that feels severely disappointed by what AC EVO is so far, please try Live For Speed... it is a sim from 2003 made by 3 men. just in the past month it got a big upgrade, huge public beta test with new graphics and physics. The Sim is better than most sims in physics and things like tyre wear, but it is lacking real sounds and many ffb haptics and high level car models... but if you just want to drive or race, it is perfect! to think 3 guys can make a better sim than nearly every big production companies. it is also the easiest to set up an online race of any sims. i write this after spending and hour of playing newest AC EVO 0.41 with terrible frame rate issues and wondering how it will ever match AC in anything other than modern graphics, and then LFS with 1000Hz buttery physics.
 
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Actually I didn't solve it... I had redone the file integrity check from Steam and it seemed to be solved, but the problem actually occurs for many cars and not for all as I thought (Kunos)... So I still have many Kunos cars without sound
same problem here and i don't no why
 
Hi everyone, are any of you having problems with Kunos sound with the latest CSP updates? I no longer hear audio on all Kunos machines. I also tried running the file integrity check, but nothing.

Edit : SOLVED!
I have the same issue, please how do you solve this ?
Actually I didn't solve it... I had redone the file integrity check from Steam and it seemed to be solved, but the problem actually occurs for many cars and not for all as I thought (Kunos)... So I still have many Kunos cars without sound
same problem here and i don't no why
I've had this problem since the first day I started using mods. For some reason (unknown to me) as soon as mods are installed in AC there's a very high probability of losing the original Kunos car sounds. Verifying the files on Steam is only a temporary fix, as it will happen again sooner or later. The only real fix is to use sound mods, or at least that's what worked for me. Of course, be careful about which cars you've changed the sound for: if you've chosen a Kunos engine sound in order to replace the original one included with the mod, that will most likely be broken as well.
 
I've had this problem since the first day I started using mods. For some reason (unknown to me) as soon as mods are installed in AC there's a very high probability of losing the original Kunos car sounds. Verifying the files on Steam is only a temporary fix, as it will happen again sooner or later. The only real fix is to use sound mods, or at least that's what worked for me. Of course, be careful about which cars you've changed the sound for: if you've chosen a Kunos engine sound in order to replace the original one included with the mod, that will most likely be broken as well.
Yes, actually, these are all the Kunos mods whose sounds I replaced with better sound mods. Luckily, I still have the original files for the sound mods, which I'll replace again. Thanks for the clarification.
 
Shanghai International Circuit is updated to V2_25
View attachment 1466304
Real chicane layout for Formula E:
View attachment 1466310
New track skin for Formula E Shanghai E-prix:
View attachment 1466311
New stands have been built.
View attachment 1466303
New kerb and sands has been added by this year's change.
View attachment 1466312
Download:https://mega.nz/folder/z8Il0KCK#sWqQ4VdeEDJGOVOJmhyJ8w
File:shanghai_v2_25.zip
Some little updates for Mod Shanghai_V2_25.
Screenshot_vrc_2019_formula_lithium_shanghai_v2_25_18-0-126-22-39-33.webp

Lowered exit kerbs at T9, T10, T14, and T16.
Modified T10 exit run-off area.
Added Formula E Attack Mode track marker (Visual only).
Added seasonal grass variations (CSP required).
Adjusted various lighting settings.
Download:https://mega.nz/folder/z8Il0KCK#sWqQ4VdeEDJGOVOJmhyJ8w
File:shanghai_v2_25.zip
 
Yes, actually, these are all the Kunos mods whose sounds I replaced with better sound mods. Luckily, I still have the original files for the sound mods, which I'll replace again. Thanks for the clarification.
Was it the sound packs made by fonsecker? I had to same issue years ago but redownloading his packs fixed the missing sounds.
 
Kunos cars sound issue fix
If after an integrity check you loose Kunos cars sound, don't panic.
Go in the "assettocorsa\content\cars\<car_without_sound>\sfx" folder.

If there is a GUIDs.txt file, means that you have installed a modded sound (Kunos sound don't have the GUIDs.txt file).

You have two options:
  • delete the GUIDs.txt
  • install again the modded sound bank and GUIDs.txt

When you do an integrity check, it replaces only the BANK file without deleting the GUIDs.txt file
 
@racinjoe013 After all the work you put into those country flags at Spa, I can't see them anywhere. Where are they on the track? And which marshals should be animated? (Don't think they're there either. The airspace is there.) BTW, that link for the separate spa update was the full track, not just an update. Was that intended?
 
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Both mods have been updated to include @Masscot active airspace features. Use the links in the quote to get the updated version you use. You should be able to extract the new versions and overwrite when it asks, but I would suggest you disable\backup or delete all of the old track skins first. Some files have changed and some skins have been removed. And remember, you do not need to use any of the track skins. They are there simply optional ways to make some parts of the track look different.

I still recommend using the stand alone track version, but if you prefer the version that installs into the original Spa folder, please be aware that I don't thoroughly test that version so I can't guarantee everything will work correctly.

Updates:

-- Added most of @Masscot active airspace features. I did not include the crowds because of the hassle that would have been to make them work with the newer layouts.
-- The animated flagmen must be activated by enabling the Animated Flagmen track skin. It made no sense to me to have animated flagmen when I was driving a practice session so I set things up so they could be turned off or on as needed.
-- The 'Misc Textures WEC' skin has the nice WEC textures @Masscot included with his airspace mod.
-- Little tweaks here and there to some shader values and other config stuff.

View attachment 1506620
Have you considered Fenryr´s Spa 2025 yet? Give it a try, it´s laser scanned (ACC convert) and way more detailed in terms of topography and road feel. It´s public available so here the link (v1.1):



Hope we get also Pyyer´s extensions this year onto it.
 
@Fall Guy: Yup, got that. It's a beauty but 2022 with racinjoe013's mod is beautifuller :) (better trees/colors) But, if I'm doing a big endurance race I'll use Fenryr's cuz the endurance pits are correct. It's a tough choice, for sure. Life is good :) (or were you suggesting to racinjoe that he start working on the fenryr version? doh)
 
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@racinjoe013 After all the work you put into those country flags at Spa, I can't see them anywhere. Where are they on the track? And which marshals should be animated? (Don't think they're there either. The airspace is there.) BTW, that link for the separate spa update was the full track, not just an update. Was that intended?
You have to enable the skin AnimatedFlagmen (people on stands wave the flags, not marshals) and CountryFlags
 
@racinjoe013 After all the work you put into those country flags at Spa, I can't see them anywhere. Where are they on the track? And which marshals should be animated? (Don't think they're there either. The airspace is there.) BTW, that link for the separate spa update was the full track, not just an update. Was that intended?
The mod was originally released as a standalone track because the original Spa 2022 track from guigui0256 made changes to the Kunos Spa layout that I didn't want. Some people asked if I would make a version of the mod that would install into the original Spa folder, so I did. That's the reason why there are two mods and yes, one of them is supposed to be a full track.

As for your animated flagmen problem, it would help if I knew which version of the mod you use. If it's the full track version, then all you should have to do is make sure you enable the animated flagmen skin. If it's the version that goes in the original Spa folder, as I mentioned in the update, I could not guarantee it would work correctly. I don't have the Spa folder on my system anymore since I have all the layouts in my spa_2022 track folder. I made some educated guesses on how things needed to be setup for it to work. Sounds like maybe I guessed wrong.
Have you considered Fenryr´s Spa 2025 yet? Give it a try, it´s laser scanned (ACC convert) and way more detailed in terms of topography and road feel. It´s public available so here the link (v1.1):



Hope we get also Pyyer´s extensions this year onto it.

I have it and i'm considering whether I want to go through the trouble of porting my mod over to it. As usual for me with Fenryr tracks, visually it looks terrible on my end and would take a lot of work to get it to where I like it. I'm not sure the improvements in topography and road feel are worth the time. Maybe some day when i'm out of projects and have nothing to do.
 
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The mod was originally released as a standalone track because the original Spa 2022 track from guigui0256 made changes to the Kunos Spa layout that I didn't want. Some people asked if I would make a version of the mod that would install into the original Spa folder, so I did. That's the reason why there are two mods and yes, one of them is supposed to be a full track.

As for your animated flagmen problem, it would help if I knew which version of the mod you use. If it's the full track version, then all you should have to do is make sure you enable the animated flagmen skin. If it's the version that goes in the original Spa folder, as I mentioned in the update, I could not guarantee it would work correctly. I don't have the Spa folder on my system anymore since I have all the layouts in my spa_2022 track folder. I made some educated guesses on how things needed to be setup for it to work. Sounds like maybe I guessed wrong.

I have it and i'm considering whether I want to go through the trouble of porting my mod over to it. As usual for me with Fenryr tracks, visually it looks terrible on my end and would take a lot of work to get it to where I like it. I'm not sure the improvements in topography and road feel are worth the time. Maybe some day when i'm out of projects and have nothing to do.
Sorry it was not meant that you should work on it, just a heads-up in case you did not try the track yet.
 
Monza 2025 (beta)

monza_2025_beta

Throwing this out there for anyone to try in the hopes to get a little feedback. I am concerned about flickering on the sponsor banners. I had to fix a lot of them and redo a lot of the uv mapping for the textures. I do not see any but i'm on an old CSP version and don't know if that would make a difference.

Don't let the name fool you. This is not a representation of the track in 2025. It's just a name I picked so I can separate this version from the Kunos version in my CM track list. It is nothing more than all of the mods i've created or downloaded for Monza rolled into one track so I can keep the original Kunos version 'clean'. It is a beta version (about 50-60%% complete) so you can expect to see some obvious mistakes and maybe some poor texture choices. Because it's based on the original Kunos track, you are free to use any mods for that track with this one, such as ai files, track skins, etc. The one thing you can't do is use a mod that will overwrite the ext_config file. That would cause some issues.

Credits:
-- @Masscot for the animated flagmen and balloons
-- Assets used from the monza2022crf version of the track.
-- knicker for the crowd files.

While this track is not as confusing as some of my other ones, I still need to explain a few things:

-- There are two layouts, the base layout and a raceday layout that adds sponsor banners in some spots based on a 2025 GT World Challenge video I watched as a reference. The raceday layout is best to use with modern cars because the sponsors wouldn't make much sense for cars 10+ years old. Also, when using the raceday layout, I would suggest enabling the 2025 Raceday track skin to complete the look.
-- There are three 'Years' track skins that will bring back certain buildings and structures to make the track more period accurate. For example, enabling the 2010 (probably should have been named pre-2010) skin will make the track look like the Kunos default version with no structures hidden. I'm not sure what will happen if you try to use the raceday layout with either the 2010 or 2013 track skin. It might cause some issues with new and old structures overlapping. The raceday layout was mostly designed to use with the 2025 track skin.
-- For performance reasons, I have the animated flagmen and live jumbotron displays off by default for older computer users. You can turn them on by enabling the appropriate track skin. Plus it's nice to turn them off when driving a practice session.
-- Last thing, there is a huge difference in how bright the crowds look depending on whether you use CSPs 'New spectators rendering method' so you might have to do some adjusting to the ambient and diffuse values in the camera_facing file. I have it setup for my CSP options, but yours may be different.

Have fun and hope to hear from someone on any issues you may see. If not, then i'll just keep plugging along thinking everything is all right.
 
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