Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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Thanks! It's fantastic how CSP car configs allow tweaking or fixing many things in a way that is online-compatible, and opens up some really interesting possibilities when in comes to skinning, but it seems that very few people are aware of what is possible.

I've currently got a half finished guide on how I made this skin for the TCL Healey for a league race, as it generated so many questions!

View attachment 919083

Hopefully I'll have it finished soon, and more people will be able to take advantage of x4fab's amazing work on CSP. 👍
I've got lots of questions about it, lol, so I'm looking forward that one.
 
New Sonoma road mesh -- MUCH BETTER!!!

Thanks
Just now I made it.

After checking, it was very bumpy
so when I make new road mesh, I think need to make new ai-line.
I put the ailine for testing in file.(wtcc)

I'm not used to ai line.
It may be better to creating by people who are used to making the line.

http://www.mediafire.com/file/81fd36dss2hjvqy/sonoma_road.7z/file

Fabulous update for Sonoma and much needed. The previous mesh just ruined the experience that this track should deliver, and now it definitely delivers.

Now if I can just tune out of the over-steer and grip problems of VRC Indycar, so I can really enjoy it, as it likes to snap over-steer, and the font end can feel lazy at times.

@jk0011
BTW, in my version, with the folder only listed as "sonoma," and it has the green grass as default with a "burnt" skin option, on the Indycar layout, there aren't any cones for the first turn, before the last hairpin turn of the official Indycar version, to take you back to the start/finish straight. The way this first turn is set up, someone can easily use it as a shortcut and get a better lap time without being penalized. I thought I saw a version with cones, but they seemed to have disappeared (or I screwed something up).

Because of this, the fastest recorded lap times are wrong--and yes, I eventually took the shortcut too, and discovered why I couldn't get anywhere near the best times, unless I took the shortcut (I'm usually in the top three on most tracks--as long as no one has "cheated").
 
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What a week for mods!

With the release of a new, more accurate version of Road America, with even more advanced features, Deep Forest from Gran Turismo, a better road mesh for Sonoma... these alone are almost ruining my plans for this weekend.

Of course, the release of Twin Ring Motegi would top this off, but what we have now is more than enough for the moment.

[Puts VR headset back on]...okay, now which track, and what car is next?
 


Definitely waiting for their release--hopefully soon. The VRC version has so much potential, but it seems no matter how I tune it, I just can't really enjoy it. You think you've figured it out, it seems better, you start pushing it, and it suddenly does something else, and you're sitting in an Indycar sit-n-spin carnival ride. Very unpredictable and difficult to commit to getting consistent laps.
 
Hi
does anyone have the right livery for helmets and suits for the 1997 F1 season?
 

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Nice update. My only feedback is the drivetrain.ini needs update. Auto shifting is stalling between 2nd and 3rd gear. Just change the DOWN number from 3000 to 2700.

[AUTO_SHIFTER]
UP=4500
DOWN=2700

Hi! When you say auto shifting, you mean the game's option to toggle the auto shifter (ctrl+g)?
Because if that's not the case, I'm missing a feature I could use!
Oh, and if that IS the case, can I assign the autoshifting to specific cars?
 
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Hi! When you say auto shifting, you mean the game's option to toggle the auto shifter (ctrl+g)?
Because if that's not the case, I'm missing a feature I could you!
Oh, and if that IS the case, can I assign the autoshifting to specific cars?
I was not referring to the game option. With auto shifter (ctrl+g) turned on, the car itself with stall between the 2nd and 3rd gears. That is because the drivetrain.ini is not set up correctly. You can find the drivetrain.ini file in the car's data folder (unpack data.acd if needed).
 
What a week for mods!

With the release of a new, more accurate version of Road America, with even more advanced features, Deep Forest from Gran Turismo, a better road mesh for Sonoma... these alone are almost ruining my plans for this weekend.

Of course, the release of Twin Ring Motegi would top this off, but what we have now is more than enough for the moment.

[Puts VR headset back on]...okay, now which track, and what car is next?

What a joy and pleasure to be able to drive in AC. Lots of memories all those GT tracks.
Now a little break to do a race points, of world brands in GT Sport. :)
 
That was how I did at first. But for example, there are multiple LMP class cars not BOP'd with each other. So I started to use tags to differentiate BOP'd grids. It gets messy for me. Too many filters and some missing tags I forgot to add etc.

Renaming cars and is the best solution for me. When I search for LMP, I have prefixes "Rollovers WEC", "Legion LMP" and "GTP LMP". They are all BOP'd within their respective grid. I can see my grids at first glance.
When Beezer releases a GT4 BOP'd to Gue Mods, I just rename it to group with them. Easy.

I used grid presets before too but opted for above solution.
That's what makes CM so nice, a bunch of different ways to get to the same end. Going to have another GT4 car coming soon by the way.

You could, but if you care about online multiplayer that's going to cause problems with Checksum Failed errors. There is another way of doing it that works for online play as well, and allows helmets to be changed only for specific skins if you want.

I wrote a guide on how to this a while ago, which you can find here: How to change the driver model using CSP
If I understand correctly, your tutorial, say on dirty glass, CAN go in the cars folder in extension if you don't race online or if it's a new released car, correct? But if the car already exists and is used online, the workaround is using the documents folder.
 
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