Assetto Corsa PC Mods General DiscussionPC 

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Honda S2000 '06 from Gran turismo 6


LOL you beaten me to it, finally a proper S2000!

Too bad it's encrypted

upload_2020-4-24_22-55-20.png


But with that said, there's another S2000 available here: http://www.mediafire.com/file/h9ldmim5tv2wp82/Honda_S2000_%281999%29_v1.0.7z/file

This one isn't new, btw. It was posted a while back in this thread. Just re-sharing the link ;)
 
Another car to race beside the Primera P11.
I haven't tested it yet.

1998 BMW 320i STW-BTCC 0.5
By Patrik Marek

bimmer-jpg.366273


Work in progress !!! lot of things are not done yet
Early cockpit with no textures
LODs are not yet made for this car, will come later on
Temp driver animation

Credits
model, texturing & shaders by Patrik Marek
physics by Abbo90 and Ben Lee
sound by ACFan
additional skins by PaulNLC, Madish, Iain Chandler

Every feedback is welcome, especially constructive. We would like to make these cars the best they can be.

Paint template
to unleash your creativity, here is template for the main body

https://www.racedepartment.com/down...s1XKnsx6u-tFpAez8#lg=attachment366273&slide=0

EDIT: I went to try it out,but the steering wheel is not in sync.
 
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So.... following on from my post above. I need some help with the Pug 908. Ive got the torque curve and bhp figures about right, and the speed is there on track...but something is desperately wrong with the grip of the car. It locks up easily under brakes, is very loose in corners and just wont grip through the porsche curves. As I said, Im not good with physics, I need somebody to take a look and see if they can fix it. It may just need a good setup!

Anyways, my version of the car can be downloaded here: http://www.mediafire.com/file/jbmxr5krhoyycow/Peugeot_908_HDI.zip/file

Original car is here: http://assetto-db.com/car/peugeot908_hdi

It includes my first ever skins I've made, which are for the 2007 & 2008 Le Mans. I'm still working on the 2009 ones. I've done the best I could to map them. I know its the 2009 car with the different front end but its a nicer quality model than the others available.

jr85sb370f54hr9zg.jpg


tkqnqrn8nq7hu6jzg.jpg
do the Audi and this car have real sounds?
 
Another car to race beside the Primera P11.
I haven't tested it yet.

1998 BMW 320i STW-BTCC 0.5
By Patrik Marek

bimmer-jpg.366273


Work in progress !!! lot of things are not done yet
Early cockpit with no textures
LODs are not yet made for this car, will come later on
Temp driver animation

Credits
model, texturing & shaders by Patrik Marek
physics by Abbo90 and Ben Lee
sound by ACFan
additional skins by PaulNLC, Madish, Iain Chandler

Every feedback is welcome, especially constructive. We would like to make these cars the best they can be.

Paint template
to unleash your creativity, here is template for the main body

https://www.racedepartment.com/down...s1XKnsx6u-tFpAez8#lg=attachment366273&slide=0

Excellent. Sadly won't be able to try it before this evening. This better be good (and I'm sure it will be). The most anticipated mod ever :), cause they set them selves for high expectations, as i think the first 3d models of the car were teased in 2015!!
 
Audi R10 TDI
http://www.mediafire.com/file/mr6bmsfr1xkcwng/Audi_R10_tdi.zip/file

* Updated torque curve and bhp only.

Really enjoyable to drive now. Will hit 340kph on the mulsanne (based on 2008 figures from LeMans).
Need somebody to sort the gearing from 6 gears to 5. I cant seem to make it work without breaking it.

I've done a bit of modification work on my R10 to convert it to a 5-speed. What I did was create a "tuned" version using AC car tuner, to give me a duplicate version to mess around with. I went into the drivetrain config file and removed the GEAR_6 line, altered the COUNT line to equal 5 instead of 6, and saved. I then deleted the 6th.rto file from the data folder. I didn't touch the gear ratios in the config file, as I find changing the ratios in the game setup menu to be adequate for my purposes. Modified like this, the Audi R10 is turned into a 5-speed car that functions perfectly, even when driven by the AI. It's a crude fix, I know, but it appears to have been effective for my purposes. Here's the [GEARS] line from my R10 drivetrain config file:

[GEARS]
COUNT=5 ; forward gears number
GEAR_R=-2.500 ; rear gear ratio
; forward gears ratios. must be equal to number of gears defined on count
GEAR_1=4.200
GEAR_2=2.062
GEAR_3=1.688
GEAR_4=1.379
GEAR_5=1.133
FINAL=2.000 ; final gear ratio
 
I'm working on a graphic overhaul of the Jerez 2017 track found on RD. Thanks to @Fall Guy for helping me get sorted.

The track sits on a google satellite image that's filled with low-rez splotchy images of trees seen from overhead. It's an incredibly tedious and time consuming task of trial and error, but I'm repainting the entire track one corner at a time. There's a long list of other things to improve as well including all of the sand traps, grass edges, crowds, trees...

Jerez_Before_After2.jpg



Question
The trees are in a png image instead of a dds. Is this why the trees dont seem to take on the shadows of other objects. They are always just kind of lit, if that makes sense. Is there any way around this? Thanks
 
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WIP Monaco 1975 GP
On the pic you can see:
-billboards based on the actual race
-replace the big wall and small wall textures by the ones use in the 66 track (more accurate with reality and some kind of link beetween the 66 and 75 track, also to stand out of the 88 track used to make the 75 one, to give a vintage feel to it)
-yellow line like the one use at that time
-red tarmac sidewalk unsteed of black one or clear brick one
-others details on others parts of the track

Screenshot_ks_lotus_72d_monaco_75_25-4-120-0-26-8.jpg


Legion (GZeroD) on his side rework the 75 layout to differentiate it with the 88 one and to be much closer to the actual 75 track in reality of building etc
Lots of work around the pool, pits and starting line, will be more open, less claustrophobic, like the old track, when you exit the last corner and go full throttle, now you will see the "vieux port", the hill, boat etc on the right almost like in the 66 one, so more space
 
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It'd be cool to get a 2004-2009 version of Silverstone. There's a 1999 version but it's in need of a serious overhaul, not to be too unkind but it's one of the worse looking tracks i've seen. However, there's a classic layout mod for the kunos version from Legion's blog which is much better but it's got all the modern buildings which would need a wrecking ball. It'd turn out pretty great with some adjustments like adding a few gravel traps, finishing off the bridge & buildings that have been added to the classic section already, a few tree's etc.

I haven't the foggiest about how to do any of that stuff but i imagine for someone with track building experience it wouldn't take too long since most of the groundwork is done already.

I did start on it as my first track project as the part of the track needed is there in the map so it's just a case of removing a few barriers and invisible walls to get there which I did but then the hill under the bridge sticks out and there's bits missing and you also fall through the grass. So it's past my talent level atm, maybe at some point though
 
Another retro drift mod re-work. Original drift mod by Tovey. I was working on polishing the handling set-ups and gear ratios but badly sprained my right knee which makes test drives a no go for the next copy of weeks, so consider this a beta. To offset this I've made the suspension set-up ranges quite broad, so if anyone comes up with a default setup they find ideal please feel free to let me know and I'll incorporate it in an update. Didn't keep track of all my changes but here's what I can remember:
  • two unique engine and suspension tunes
  • suspension settings modified for road courses
  • new tire sets
  • wheel swaps
  • additional lights
  • extraneous external pipes/hoses removed from model
  • paint colors changed to retro colors
  • 5 new competition liveries
  • bunch of other stuff I can't remember right now :indiff:
Hopefully this is good enough to enjoy for now and worse case it'll be a good grid filler for your retro races. Special thanks to @norms and the other forum members who are always willing to answer my questions. Constructive suggestions always welcome:cheers:
https://www.mediafire.com/file/d1wsy3bh7r59nf9/toy_celica_73.zip/file
View attachment 914294 View attachment 914295

Where did you get that nice showroom?
 
yes i have the rebellion R13 and some other lmp1 cars:

2009 Audi R15 TDI
2010 Audi R15 Plus
2011 Audi R18 TDi
2012 Audi R18 E Tron Quattro
2015 Audi R18 LM Aero
2006 Audi R10 TDI
2010 Peugeot 908 HDi FAP
2011 Peugeot 908
2002 Dallara SP1
2009 Lola B09
2010 Lola B10
2011 Lola B10/65
2017 Porsche 919
2019/20 Toyota TS050
d8lhpr0d1xg.jpg
Where did you get that skin for the R18 TDI from 2011? I also have the R18 TDI but the #1 skin that i got is just the skin of the N.2 car with the number 1 on it. And do you have the #3 skin for the car aswell?
 
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Your tyres are fine, they're using the TS040 tyres which is good.
Take a look at your aero.ini or lack of values within. Look at the TS040 for a guideline there. I'm thinking that's your issue. No aero to give the tyres grip.
Copy some of those values then tailor to the car and see what you get.

Thanks man, I'll take a look over the weekend. Previously, I'd wacked the aero up in the setup but it didn't seem to make a huge difference.
 
Excellent. Sadly won't be able to try it before this evening. This better be good (and I'm sure it will be). The most anticipated mod ever :), cause they set them selves for high expectations, as i think the first 3d models of the car were teased in 2015!!
5 years?! :eek: This better be the best v0.5 WIP ever!! :lol:
 
5 years?! :eek: This better be the best v0.5 WIP ever!! :lol:
Well, as it says in the readme, it's still a WIP (which reflects in the dash/interior). But it's a really nice drive, feels pretty real. The sound is (as it seems) close to real, but after a while I need some damping. The cockpit is really loud (as if driving the car without a helmet and earplugs).
It seems to be a tad slower than the magnificent Nissan, but it's already a certain keeper and 'must have'. :)
 
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I'm working on a graphic overhaul of the Jerez 2017 track found on RD. Thanks to @Fall Guy for helping me get sorted.

The track sits on a google satellite image that's filled with low-rez splotchy images of trees seen from overhead. It's an incredibly tedious and time consuming task of trial and error, but I'm repainting the entire track one corner at a time. There's a long list of other things to improve as well including all of the sand traps, grass edges, crowds, trees...

View attachment 914385


Question
The trees are in a png image instead of a dds. Is this why the trees dont seem to take on the shadows of other objects. They are always just kind of lit, if that makes sense. Is there any way around this? Thanks

Nice work there. I usually do this in 3DsimEd. Select the tree, material and then alter the ksAmbiant (0.2)/ksDiffuse (0.2) and ks SpecularEXP (8.0)
 
I'm working on a graphic overhaul of the Jerez 2017 track found on RD. Thanks to @Fall Guy for helping me get sorted.
Question
The trees are in a png image instead of a dds. Is this why the trees dont seem to take on the shadows of other objects. They are always just kind of lit, if that makes sense. Is there any way around this? Thanks
dms
Nice work there. I usually do this in 3DsimEd. Select the tree, material and then alter the ksAmbiant (0.2)/ksDiffuse (0.2) and ks SpecularEXP (8.0)
I´m afraid, not quite what he imo wants. Maybe selecting the trees and giving them the "Shadow Receiver" tag can solve that. But nevertheless, you should convert png allways to dds files. They are mostly compressed and in a better format that graphic cards can handle with.
 
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