Assetto Corsa PC Mods General DiscussionPC 

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There are already motorbike-mods available for AC. But those 2 are just "traffic-mods", supposed to be driven by the AI. They - and many more mods like this (cars, trucks) - can be found on the Discord channel of Just Kauser. https://discord.com/channels/639777380382015500/639780281976356864 (I hope that link will work for you)

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Thinking out-of-the-box a bit, would it be technically possible for this type of bike model to be dropped into an existing AC car mod, then disable the Car LODS (make invisible), then animate the bikes' "leaning" and drivers' "anatomy" movements using the existing code that car suspension and driver animations currently use? FFB would still be there, but of course from the car and not the bike. I have driven street and dirt bikes IRL for 40 years and think that current AC Car FFB would suffice as a reasonable compromise.

EDIT: Post #666.......lol.
 
Here's Volume 4 of the Assetto Corsa Multiple Track Mod Review Project or I'M HAVING TROUBLE COMING UP WITH FUNNY TITLES FOR THESE

Volume 1 - A is here.

Volume 2 - B is here.

Volume 3 - C and D is here.

E

Eastern Creek
Folder Name:
easterncreek
Author: aspec7878
Download: https://www.racedepartment.com/downloads/eastern-creek-raceway.2717/
Baked in skybox causes weird shadow issues with CSP. Other than the weird shadows and skybox this is not that bad and some of the trackside details look pretty nice.

Folder Name: eastern_creek2014 -
Author: R1CHO and Rainmaker
Download: http://www.mediafire.com/download/6...eek+Raceway+2014+v3.0+a+R1CHO+by+Rainmaker.7z
Colors are a lot brighter here and there are 4 track variants. No baked in skybox so shadow issue is fine. Trackside details are a little nicer too. This is the one to get.


El Zonda
Folder Name:
elzonda32
Author: unknown
Download: https://www.mediafire.com/file/bcapy4jaj9ai96q/elzonda32.rar/file
This track showed up in this very thread with no author details so I don't know who made it. It's pretty rough overall. The textures are pretty blurry and repetitive and the road surface is bumpy. The lighting is pretty harsh too. This track needs some love applied to it.

Folder Name: acf_elzonda
Author: ACF
Download: https://mega.nz/file/axRjxQbR#mt2bUsYX04DHqnthqJQVwNPId3HHEfqfCdaxpsZy4iE
This one isn't perfect, but it's a lot better looking than the other one. I think they probably came from the same source and converted them independently. This one is bumpy in spots the other one isn't but overall it's the better version. I'd love a good version of this track.

Estoril
Folder Name:
estoril079
Author: Tiago Lima
Download: https://www.racedepartment.com/downloads/autódromo-do-estoril.4681/
Textures are a bit blurry and the mountains kind of glow. Everything is a little bit too bright, and all of the trackside stuff is a bit low poly. I think this is a really early mod track conversion from a much older game.

Folder Name: estoril
Author: Mitja Bonca
Download: http://www.mediafire.com/download/hcneghyr3tvi9t4/Autodromo+do+Estoril+ver.0.6.rar
The textures in this one look great, the grass also looks really good. The trackside objects also look better and it's overall attention to detail is fantastic.

Folder Name: Autodromo_do_Estoril
Author: SilvAfonso
Download: https://www.racedepartment.com/downloads/autódromo-do-estoril-1-0-wip.32454/
This claims to be a continuation of the Mitja Bonca version but so far is just the same exact version reuploaded by a different person to RaceDepartment claiming they now have permission from ISI to post and work on the conversion. We'll see if this sees any development.

F

Fuji International Speedway
Folder Name:
fujispeedway_2017
Author: Tiago Lima
Download: https://www.racedepartment.com/downloads/fuji-international-speedway.2554/
The lighting is a bit rough and the track surface gets pretty bumpy in spots. It's a good start but it needs a lot of work.

Folder Name: malagoli_fuji_speedway_gp
Author: Malagoli
Download: https://www.racedepartment.com/downloads/fuji-international-speedway.10440/
This one is a bit better, especially in the lighting department but the road is also smoother. It has it's flaws though and it appears to be abandoned after one alpha release. There's no DRS zones on this one either. It's a shame we don't have a really good complete modern Fuji (unless there's another one I don't know about?)

G

Gold Coast
Folder Name:
akv8_goldcoast
Author: Terra21 / AKv8
Download:
Despite there being a ton of buildings and trackside objects this track maintains a high framerate throughout and is very bright and colorful. The racing surface is good, and it's an excellent track to race on. This is the one to get.

Folder Name: FVRGoldCoast2011
Author: FVR
Download: readme file says not to share it.
A lot of the buildings have very blurry textures and it's overall not very well put together. It looks like an rFactor track. The road surface is bumpy and full of holes and it's not worth getting.


Goodwood Circuit
Folder Name:
goodwood
Author: Tiago Lima
Download: https://www.racedepartment.com/downloads/goodwood-motor-circuit.2904/
This is a pretty rough conversion. The racing surface is good but textures are bright in a harsh way and the trees look faker than most. The track surroundings are all just really ugly and the framerate is terrible. It dipped below 45FPS in spots. Not recommended.

Folder Name: goodwood_circuit
Author: mantasisg
Download: https://www.racedepartment.com/downloads/goodwood-circuit.17228/
This version of this track is just magnificent! It is built from aerial LIDAR for elevation data and it's had a lot of love and time in crafting a really nice version of this track. Trackside details are beautiful and it's perfect. Definitely get this one.


Grand Valley Speedway
Folder Name:
grand_valley
Author: Luis Silva Br improved by Deswribilator (I think this is ACF) and Calimero 0euf
Download: https://www.racedepartment.com/downloads/grand-valley-speedway.20304/
This isn't a gran turismo conversion, it's a scratch built re-creation of the old Gran Turismo track built for rFactor and then converted and improved upon by various AC modding folks. It's got some pretty bad textures, stretched out signs, and it's overall not very nice looking, but it's still nostalgic to take an econobox out and drive the piss out of it. It's great fun. It also comes with a wet variant, but no reverse layouts and no short layout, and no lights fornight racing.

Folder Name: acf_grand_valley
Author: ACF
Download: https://mega.nz/folder/d8RmGIDa#eNn1zMIK-Y9gAukU5zxsvg
This is the same track as above, just improved upon further by ACF. Night mode and the short layout has been added. No reverse layouts though. I'd love to see work continue on this because there's still some bad texture issues (especially in tunnels or around rocks) but it's a good improvement. This is the version to get.

Grobnik
Folder Name:
aa_Grobnik
Author: Edgar De Ochoa (is this you @13x?)
Download: https://app.box.com/s/k29ham9ak0uqmikax2fwszjien6bur10
This is basically your standard conversion from an older game and the textures are pretty harsh and bright. Lots of stretched out textures and generic trees. This is a good start and could definitely be built upon but as it is right now it's just not up to modern standards.

Folder Name: grobnik
Author: Mitja Bonca
Download: https://www.racedepartment.com/downloads/automotodrom-grobnik.4835/
This version is another conversion of an rFactor version of this track and it looks like a lot of time and care went into getting textures and lighting just right. The grass looks a bit weird but overall it's a really nice looking version of this track. This one is my pick.

Gunsai Touge
Folder Name:
gunsai-touge
Author: thestrobe8
Download: https://www.racedepartment.com/downloads/gunsai-touge.2379/
This has the look of a typical rFactor conversion, very low poly, harsh textures, really ugly trees, and no attention to lighting at all. The track surface is very sharp on elevation changes and it's just not very good. There's also a hole in the track that my RX-7 fell through and legend has it that it's still falling this very day.

Folder Name: gunsaiv16autumn
Author: Masaboo
Download: https://www.racedepartment.com/downloads/gunsai-touge-autumn-version.8819/
This one suffers from the same issues as the thestrobe8 version, but has an autumn theme so everything is a glowing radioactive yellow color for some reason. And some of the walls don't have collisions enabled.

Folder Name: pk_gunsaitouge_enhanced
Author: Project Kaido
Download: https://www.racedepartment.com/downloads/gunsai-touge-enhanced.28899/
This is a rework of thestrobe8's version but so much has been changed that it's hard to call it a rework. It's beautiful! The trees, the grass, the surroundings, the buildings... it's hard to believe this came from the same source. The road surface is improved but it's still rough on some spots with a sharp elevation change.

Folder Name: pk_gunma_cycle_sports_center
Author: Project Kaido
Download: https://www.racedepartment.com/down...nter-aka-gunsai-touge-new-scratch-made.32941/
Project Kaido had done all they could with the rFactor conversion they were working with for the enhanced version so they went back to the drawing board and built this new version from scratch and it's spectacular. The visuals are incredible and while they did a great job fixing up that old conversion they topped themselves with this one. Track-side rocks look awesome in this one, the buildings, the road surface, and the trackside objects are all perfected in this brand new version. Definitely try this out. For how good it looks and how long it took to load (I thought something was wrong since it was taking so long) I expected the frame rate to be bad but it stayed at a solid 90 the whole time. I am super impressed with this track and it's my pick for this one.


Addendum
Over time, I acquire tracks that give me duplicates after I've finished the volume. I'm adding those to the volumes they belong to but I'm also going to add them here at the end of whatever volume I'm working on at the time so people can catch them.

Autodromo de Buenos Aires
Folder Name:
buenos
Author: labestia85
Download: https://mega.nz/#!rxgFxbTR!QJQZ6ZOaDmf83ZkbaoWLZAC7rCThDFhUCRP3TI4YBks
This is a pretty solid track with only a few flaws. some of the road texture variations are a bit abrupt and the flags look a little weird, a few sign textures are stretched to the wrong aspect ratio and the 3d grass objects are kinda bad looking but overall it's fine.

Folder Name: acf_buenos_aires
Author: ACF
Download: https://mega.nz/folder/d8RmGIDa#eNn1zMIK-Y9gAukU5zxsvg
This is ACF's rework of lebastia85's track and it takes the track from "just fine" to "excellent". The grass is much improved and the signs are fixed. The weird flags are still there and now the sand looks bright white, but that's really all I can find wrong with it. The extra track layouts are also a plus. Definitely drive this version.


Circuit da Boavista
Folder Name:
boavista
Author: Gilles75
Download: Pay Mod https://celletson.wixsite.com/acclassics
Ok, so... Yeah... Trees growing through grandstands. Textures are either blurry or crusty. PS1 poly-count. Holes in the road. Bad. Don't Buy.

Folder Name: ACF_boavista_2007
Author: ACF
Download: https://mega.nz/folder/d8RmGIDa#eNn1zMIK-Y9gAukU5zxsvg
This track is converted from the same source that the Gilles75 version was converted from but manages to be a decent looking and decent running track. I don't particularly like this track because of all the chicanes but if I was going to drive on this track this would be the only version for me.



Thanks again for another great update on this project. Again, I found a few tracks that needed to be changed out.

I did try the AKV8 Gold Coast track. It looks pretty good, but it's easy to "cheat" on this track as you can cut straight through the chicanes without being penalized. Maybe someone has addressed this (or needs to) in an update or config file.
 
I did try the AKV8 Gold Coast track. It looks pretty good, but it's easy to "cheat" on this track as you can cut straight through the chicanes without being penalized. Maybe someone has addressed this (or needs to) in an update or config file.
I don't know which version @slider666 has posted earlier today, but I have a version where you surely won't cut the chicanes because there are pretty massive concrete blocks. And this is the version I prefer.
 
I don't know which version @slider666 has posted earlier today, but I have a version where you surely won't cut the chicanes because there are pretty massive concrete blocks. And this is the version I prefer.
Lol, none of both. Only the configs for both ones. And I hope they don't change any AI lines as they mostly change mainly visual aspects. ;)
 
Hello everyone, a few days ago I asked in the forum.
Excuse me for consulting again.
Is there a version of the Belle Isle Detroit circuit with more than 24 pit boxes? or a change to the pit number of the Enders track (Detroit Belle Isle 2017).
Thank you
I don't know if there is a version with more pit boxes, but there is one of Detroit Street Circuit by ACU (the F1 layout), I can give you the link if you are interested.
 
Between the list and highlighted car there should be a point on that window where you can grab the dividing line and slide it left or right to make either side of the window bigger or smaller. If you make the right side big enough, the previews will be visible instead of just their names.

Just comb the window with your mouse until it turns from the normal mouse icon into two small arrows pointing opposite from each other. That's when you can left-click and drag the divider.
Ah I see my confusion now. It can only be done in the drive, change car window not the content, cars window.:dunce:
 
Thinking out-of-the-box a bit, would it be technically possible for this type of bike model to be dropped into an existing AC car mod, then disable the Car LODS (make invisible), then animate the bikes' "leaning" and drivers' "anatomy" movements using the existing code that car suspension and driver animations currently use? FFB would still be there, but of course from the car and not the bike. I have driven street and dirt bikes IRL for 40 years and think that current AC Car FFB would suffice as a reasonable compromise.

EDIT: Post #666.......lol.

I sort of did something similar for rFactor in 2009, but I made it simpler by turning it into a sidecar combo. Made me find out an old clip I had of the early stages. although they were 3 wheel models they still used normal style car physics. Maybe gives someone an idea for Assetto Corsa.

Ps. Apologies for the low quality video, we ran on steam driven systems back then.

 
The VRC Chevy GTO 1.3 update, i tell you what its the best feeling sim car i have ever driven. Madness what is going on there. I don't even understand how many things i can feel going on through the wheel.
Right? It's unbeliveable. I was telling everybody here that a few days ago, but nobody was listening. It's like Assetto Corsa 2 was released with new FFB, new tyre model, new ai and chasis flex. Now take it to the Vintage mid ohio i was talking about in previous post. You'll want to cry. Even the time periods of track and car match.
What settings do you change so you can see more than just your helmet in the rear view helmet?:confused:
Just had a race weekend against 25 of them at Lilski's enhanced Road America. Fantastic, challenging fun.
 
I don't know if there is a version with more pit boxes, but there is one of Detroit Street Circuit by ACU (the F1 layout), I can give you the link if you are interested.
Belle Isle is different from the Detroit Street Circuit. Belle Isle is the circuit INDY and IMSA use today. I'm also interested as well to keep up recent INDY/IMSA championships as well as that being my hometown track.
 
While we are talking of VRC mod, is their Formula NA SouthStar MotorSpeedway got only the oval layout, or is there the road layout (the one in project cars 2)?
Is it worth it?
It's only oval unfortunately. If you like ovals, then I guess it's worth it - it's really well done.

If you are like me and prefer circuits and road courses, then you might get dissapointed.

EDIT: Teddie was faster ;)
 
What settings do you change so you can see more than just your helmet in the rear view helmet?:confused:
Just had a race weekend against 25 of them at Lilski's enhanced Road America. Fantastic, challenging fun.
You mean rear view mirror? I don't know, I use a 25" monitor, so mi FOV is 33, I also use dash cam and because of that I don't ever see real rear view mirrors. I use the AC one,the one you toggle with F11.
 
I sort of did something similar for rFactor in 2009, but I made it simpler by turning it into a sidecar combo. Made me find out an old clip I had of the early stages. although they were 3 wheel models they still used normal style car physics. Maybe gives someone an idea for Assetto Corsa.

Ps. Apologies for the low quality video, we ran on steam driven systems back then.



YES! That is fascinating, thanks for sharing that. I had been a fanboy of the Motogp title in the early years but have been spoiled by the likes of AC, Pcars, iracing now, etc. Did I detect a bit of body roll out on the single wheel?
 
@safi hellie You only have to click on my About section on my website to understand, what and why I do.

ALL ABOUT ME
The Shortened Story
It all started about 3 years ago, when I just wanted to know "How does it work", "how does it do that"?

I looked at the models and data files on existing cars and started to dabble, see what I can break.

My first attempt (BTCC Mod) was OK I guess, but I grew in confidence, learning all the time.

There was a MOD, Ginetta G55 Supercup which was left dormant, and me being a UK sports fan, thought I would give that a go. It was, and still is a hugh success. I received information / feedback from real drivers and teams. I attended testing days, spent time with the engineers it was fanastic.

I then found two more MODS, Seat Leon EuroCup and Audi TT.

I gained permission to work on these, and again, these where an even bigger success. I then changed the Seat Leon Eurocup to the TCR version, which has been amazing, working with real TCR drivers.

I then noticed something. If real drivers can use the cars I work on applying my physics in a sim, it would save them thousands of pounds in testing days.

More and more real drivers are turning to Sim Racing, to practice / test changes and I have been approached by a few to help get them setup, so this is where I am at.

If there is a car that you are interested in and would like it in a sim (Assetto Corsa Only at the moment) then please drop me a line, and I will see what I can do.


And then you only have to read my disclaimer as well.....

DISCLAIMER

All of the cars I have worked on are in the public domain and anybody could do
what I have done, in taking the time to do the physics.

The cars are all freely available to download at various websites.

I do what I do to try and help Real Drivers test using Virtual Simulator software
which in turn can save them money.

I cannot and will not take credit for the 3d models.

Myself and my friends have only edited them to bring them up

to the current year specifications.

This is my Hobby and not connected to any company or professional body.
Please don't share my work anywhere else with out the explicit permission from myself
as I will only update the cars on my website and for online racing purposes, it is to make
sure that everybody has the correct and most up to date files

I think that pretty much explains what and why I do what I do.
 
Hmm, I think this is one I picked up during my miserable day trawling through the South Korean internet looking for Inje Speedium. Artists impression below of myself and Microsoft translator during that day of searching :lol:

In which case it's probably also never seen the light of day in the AC western world, so here: https://mega.nz/file/b1dyxSLB#ApTaaA6uOudySydP85NeAGsyx4rGvK95A_ST3qZTF-c



Photos%2Bof%2BScared%2BPeople07.jpg

Well I just had a run around this track and I have to say it's quite a good job and it's fun to drive isn't it?too bad there's no ai pitlane file, maybe someone would like to make one :D
 
Thinking out-of-the-box a bit, would it be technically possible for this type of bike model to be dropped into an existing AC car mod, then disable the Car LODS (make invisible), then animate the bikes' "leaning" and drivers' "anatomy" movements using the existing code that car suspension and driver animations currently use? FFB would still be there, but of course from the car and not the bike. I have driven street and dirt bikes IRL for 40 years and think that current AC Car FFB would suffice as a reasonable compromise.

EDIT: Post #666.......lol.

So, post #666 for you, and demon liked it :eek: lol (ok, ok, it's damone, but still)..
 
I don't know which version @slider666 has posted earlier today, but I have a version where you surely won't cut the chicanes because there are pretty massive concrete blocks. And this is the version I prefer.

Is there any chance you could post this? The one I have doesn't have the concrete blocks.
 
Question. Does anyone else ever have a glitch with shadows/track texture. It's a little difficult to explain but it's like certain shadow draw distances are only a few feet in front of the car. So the shadows or track texture is sort of drawn on constantly. I think the track also sometimes reflects objects & if i'm going over a hill, you can sometimes make the outline of tree's & buildings behind the hill through the track. It's very weird. It happens on most tracks & i've fiddled with the settings to no avail. Any help would be appreciated.

I think this may just be a bug with the last couple of CSP builds. A few things are buggy right now, including FXAA basically not working at all. I'm just leaving my track/car files alone rather than changing anything, because I figure this will get addressed sooner or later. (Hopefully sooner!)
 
Oh for goodness sake...will people please lighten the hell up. If I want drama I go to Discord and read how someone should go and die in a forest because they are using a mod that is not (in their eyes) perfect.

Is it a full moon or something??

Anyways will everyone getting arsey today please just

tenor.gif

You hit the nail on the head mMrB00.

P.S. I had no idea that sim racing territorialism was so important in protecting people's fragile state of personal well-being that it could force them into wearing track suits like that!?!? And the hair. Got to love that hair! (Except if it's actually hair first made by someone else and is now being used without their explicit permission – and the new wearer has failed to read the 14-page terms & conditions document that comes with it.)
 
Finally, someone who calls out Shaun Clarke on his ********. The same guy who totally didn't rip the Project CARS Ginetta GT3 for his and the same guy who refused help from Gary Paterson cause his work was too good for someone who makes some of the best mods in AC and does model work for RSS and Kunos. The same guy who doesn't really provide accurate physics from data just rough guesses from "driver feedback"

FFS. Please take your grievances to private messaging or somewhere else and let the rest of us enjoy a mostly chilled out forum. Does ever single place sim-modders congregate have to end up smelling like the same pool of crap?
 
@safi hellie You only have to click on my About section on my website to understand, what and why I do.




And then you only have to read my disclaimer as well.....



I think that pretty much explains what and why I do what I do.


???

I said already:

"Regards Shaun and Guerrilla mods, as far as i am concerned Shaun doesn't charge for his mods so nothing would worry me in the slightest whatever they come here and say..."
 
I formed my opinion from observation.

Out of curiosity who is that man that you have as your avatar?

The man is Cary Grant. A very famous actor who, quite aside from being a major film star, was also on long personal quest to understand the human condition and unravel his own 'issues', with the help of LSD and psychotherapy.

There are many anrgy people on sim racing forums who could use such therapy :embarrassed:

https://en.wikipedia.org/wiki/Cary_Grant
https://www.esquire.com/lifestyle/health/a55611/cary-grant-took-acid/
 
Well here you go chaps

RADICAL SR3 V1.4

This version has been updated with the help of Radical driver @Kevin Burke using his real AIM data and AIM data he took from the mod. I have listened to all his comments and suggestions and all the back and forth of making changes and finally getting his thumbs up.

https://shaunclarke35.wixsite.com/website?fbclid=IwAR3sXc55T2OL76hR_mxkXdHNY_7XPn21Cn3Kn0Y1XaxJVysDGN9gnQgHLF

Hope you all enjoy

Regards

Shaun

Hey Shaun, congrats on the Radical! Had a blast giving this a squirt around Brands Hatch last night. Just a question on the headlights, is there a setting to change so that headlights turn on automatically? I can turn them on manually and other cars my in library all work.

Thanks again for the fine work!
 
Does anyone know if you can assign a different kn5 file for each skin using extensions? I'm working on a MOD at the moment, but some models have different wheels, but i don't want to create different folders
 
[QUOTE =I don't know if there is a version with more pit boxes, but there is one of Detroit Street Circuit by ACU (the F1 layout), I can give you the link if you are interested.[/ QUOTE]

Thanks, I have this
 
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