Assetto Corsa PC Mods General DiscussionPC 

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I don't usually like Hexor Mods, like ever... but this one is not really bad at all, looks nice. AI is a little wonky, but I like the idea of changing a cool dirt track to asphalt. I loved this track in Dirt2. It's not too bad in this conversion. There are things I would change. But I was somewhat pleasantly surprised, so I'm sharing the link: https://drive.google.com/…/1R4_dTseJjVdtq6ctWk-8rtQVh…/view…
Is that the same one that I linked at the same time? Spooky.
 
Passion-Meca Raceway v1.1
remove 3dgrass.kn5
add 3dgrass (CSP)
update VAO, Preview, Outline
https://sharemods.com/kllaor7wy38w/passionmeca_raceway.7z.html

preview.png

Nice track but the trees completely ruin it. Do you fancy updating them too?
 
Hello gentlemen!
...since i read this legendary AC thread here on GTP for a few months now, i created my own account finally.

I was in contact with some of you guys on other channels. Some of you already know my works on AC i guess. I love to make nice AC tracks even more nice. And sure, i love driving, cruising and racing in AC! ;)
I hope we all never stop creating awesome new content for Iljas and Peter's creation of a new Assetto Corsa!

For you guys, who don't know my creations, here is a little part of it:
https://www.racedepartment.com/downloads/authors/mjay_8.600038/

In case you did not see my new work:

ACU_Detroit updated config, and updated KN5 (fixes buildings in the water, adds boats) - new trees - activated skin is required for GrassFX - VAO - please read README https://sharemods.com/d2jirpya8dcx/Mike08_acu_detroit_updated.zip.html

Screenshot_tx_nissan_silvia_s14_zenki_vertex_acu_detroit_8-5-120-21-17-51.png


Some of you guys are mentioned in the readme! THANK YOU GUYS!!

My AC shots:

https://www.flickr.com/photos/188626907@N07

Excellent. Seems like a totally new track now.
 
USA Stadium Dirt 2 Asphalt Version from Hexor Mods
20 Pits, 20 Starts, Hotlap, Ai, Cams, CSP Lights, CSP Grass, CSP Water

Like a lot of Hexor tracks it feels unfinished with a lot of obvious errors and glitches and weird textures, and of course has the signature pictures of Marc Almond dotted around for some reason.
As a hot-lap track the layout is fun, but it really needs some spit and polish to iron out all of the oddities.


Yeah it does look unfinished. You know what it needs, MANGA LEWDS, your favourite.
 
I tried them all - A3PP, Horizon (all his endless versions), Natural. By far the best one, and I stick to it, is the Javire photorealistic one v. 0.5. What a beautiful, realistic one. Highly recommended. Find it on discord with the link above (i also use SOL 1.6 alpha 2).
View attachment 928783
Sorry, but can't seem to find this filter. The discord link doesn't open anything for me.
 
I use SOL 1.6 Alpha2 together with CSP 1.61 since release and it works perfect. For PP filters I swap between e.g. A3P, Horizon, Natural, JT4 and some to be found on discord (especially for photo mode but also to be used while racing. Could be FPS hungry).
https://discord.com/channels/537412367890251777/537415999037898752

As said it works perfect for me now (reinstalled CSP1.61 once) Keep in mind that CSP1.6A2 and CSP1,61 are 'experimental'.
Personally I did not have any major errors, bugs. I've read that others users did have some errors and they rolled back to a previous version.

I just uploaded two video in the appropriate video thread, This is with above mentioned versions and Horizon PP filter. Camtool2 for the eye-candy replay.

Just wondering how SOL 1.6 is coming along...will it require a bunch more systems resources? My system is more or less the same as yours so wondering how it's running for you? I'm excited for it to come out, but worried I may have trouble running.
 
One question...
The filter by javaire looks stunning...
But does it look like that even while driving?
Or is this just for photomode?
Like @Fall Guy said. Looks also stunning while driving. Depending or your PC you can get a pretty decent grid of cars. And also depends on how the car(s) and track are optimized.

Just wondering how SOL 1.6 is coming along...will it require a bunch more systems resources? My system is more or less the same as yours so wondering how it's running for you? I'm excited for it to come out, but worried I may have trouble running.
More or less the same FPS. Peter wrote a couple of weeks ago that this alpha2 is about 10-15% of its full potential. Nice teaser ;)
 
Hello gentlemen!
...since i read this legendary AC thread here on GTP for a few months now, i created my own account finally.

I was in contact with some of you guys on other channels. Some of you already know my works on AC i guess. I love to make nice AC tracks even more nice. And sure, i love driving, cruising and racing in AC! ;)
I hope we all never stop creating awesome new content for Iljas and Peter's creation of a new Assetto Corsa!

For you guys, who don't know my creations, here is a little part of it:
https://www.racedepartment.com/downloads/authors/mjay_8.600038/

In case you did not see my new work:

ACU_Detroit updated config, and updated KN5 (fixes buildings in the water, adds boats) - new trees - activated skin is required for GrassFX - VAO - please read README https://sharemods.com/d2jirpya8dcx/Mike08_acu_detroit_updated.zip.html

Screenshot_tx_nissan_silvia_s14_zenki_vertex_acu_detroit_8-5-120-21-17-51.png


Some of you guys are mentioned in the readme! THANK YOU GUYS!!

My AC shots:

https://www.flickr.com/photos/188626907@N07

Is it only me having 8 pit spots?
upload_2020-6-9_21-13-39.png


Cheers
 
Hello gentlemen!
...since i read this legendary AC thread here on GTP for a few months now, i created my own account finally.

I was in contact with some of you guys on other channels. Some of you already know my works on AC i guess. I love to make nice AC tracks even more nice. And sure, i love driving, cruising and racing in AC! ;)
I hope we all never stop creating awesome new content for Iljas and Peter's creation of a new Assetto Corsa!

For you guys, who don't know my creations, here is a little part of it:
https://www.racedepartment.com/downloads/authors/mjay_8.600038/

In case you did not see my new work:

ACU_Detroit updated config, and updated KN5 (fixes buildings in the water, adds boats) - new trees - activated skin is required for GrassFX - VAO - please read README https://sharemods.com/d2jirpya8dcx/Mike08_acu_detroit_updated.zip.html

Screenshot_tx_nissan_silvia_s14_zenki_vertex_acu_detroit_8-5-120-21-17-51.png


Some of you guys are mentioned in the readme! THANK YOU GUYS!!

My AC shots:

https://www.flickr.com/photos/188626907@N07


Great job, but I only got 8 grid spots and not 32? :confused:
 
Like @Fall Guy said. Looks also stunning while driving. Depending or your PC you can get a pretty decent grid of cars. And also depends on how the car(s) and track are optimized.


More or less the same FPS. Peter wrote a couple of weeks ago that this alpha2 is about 10-15% of its full potential. Nice teaser ;)

Awesome..thanks for the teaser!
 
Like @Fall Guy said. Looks also stunning while driving. Depending or your PC you can get a pretty decent grid of cars. And also depends on how the car(s) and track are optimized.


More or less the same FPS. Peter wrote a couple of weeks ago that this alpha2 is about 10-15% of its full potential. Nice teaser ;)

A tip, set cloud rendering frequency to "2" in Sol config (v. 1.6 alpha 2) instead of default "1". Gives a FPS boost and costs nothing in terms of visual look overall.
 
@Teddie thanks for your Jerez1988. A general tip - maybe no one knows - I would always recommend to check "TA exposure fix" on page 17 of SOL config. It always is set to 100%. The changes are done track-wise and stored into an track config. In your case I have set it from 100% to 25% (the lowest). See here, the difference needs no further explanation:

100% (default)
Screenshot_ac_legends_elan_sprint_jerez1988_edited_9-5-120-22-24-6.jpg



25%
Screenshot_ac_legends_elan_sprint_jerez1988_edited_9-5-120-22-19-31.jpg


Just fiddle around with the values as your monitor is set up. And as I wrote, the changes you do are track-wise.
 
Nope Paulo, me too..

I just checked and the former version of Detroit City Circuit also only has 8 spots... hmmm. recalculating shows only 8 as well, so it's not just a constriction in the json for the track.

@Teddie thanks for your Jerez1988. A general tip - maybe no one knows - I would always recommend to check "TA exposure fix" on page 17 of SOL config. It always is set to 100%. The changes are done track-wise and stored into an track config. In your case I have set it from 100% to 25% (the lowest). See here, the difference needs no further explanation:

100% (default)
View attachment 928809


25%
View attachment 928810

Just fiddle around with the values as your monitor is set up. And as I wrote, the changes you do are track-wise.

Thanks @Fall Guy . Man, I feel old, because my eyes are not able to see what you're talking about. Help an old man out please ;) Is it the lighting, or aliasing, etc?
 
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We're seriously not going to do the whole Detroit thing again, are we? LOL :D
Please check this post before the Twilight Zone becomes real life.
It's time for the sixth and final part of my Pit Boxes Extension Project, here we go:

North American Trackpack, including the following tracks:
- ICAR Topspeed Montreal Airport (or whatever this track is called) by Assetto Corsa Fanboy -> pits extended from 15 to 28
- Glendale Raceway by Kniker97 -> pits extended from 21 to 24
- Summit Point Raceway by db_1973 and Hightree42 -> pits extended from 20 to 28
- Lime Rock Raceway by Terra21 and Jim Lloyd -> pits extended from 20 to 32
- Toban Raceway by Terra21 -> pits extended from 18 to 32
- Putnam Park by Terra21 -> pits extended from 22 to 28
- GRiD San Francisco Street Circuit by CHiQuiFReaKy -> pits extended from 16 to 32

I created separate layouts for all these tracks with extended pit boxes and start positions. Just download and drop into your track file, it won't overwrite anything. You do need the have the original track though.

If you don't have some of these tracks, there are links to download them in the Readme files. Get them first and then install my pits extension.

@LiquidSkyMan created new AI lines, track limits, outlines and map for San Francisco Street Circuit, thanks to him racing should finally be possible on this track :)

This Trackpack also includes a full Re-release of Detroit Street Circuit by ACU, here is the list of changes:
- new config.ini file for better looking water and darker textures by @slider666
- new AI lines, track limits, maps and outlines by @LiquidSkyMan
- extension of pit boxes and start positions from 8 to 32 by @Foxeway
- 2 beautiful skins by @Masscot
- new preview for the track by @Fanapryde

Big thanks to everyone involved for their great work!

IMPORTANT: Please make sure to read the "Important - readme first" files, just to avoid any problems.

NOTE: I don't guarantee that your system will handle all this tracks with extra AI cars, for example mine can handle around 23-25 AI cars and that's it.

LINK: https://mega.nz/folder/zGxTRYhK#w-7c1R_1CZI1jhwFnYsTSQ

As always, big thanks to:
@slider666 for teaching me how to add pits properly and helping with various problems and questions, it wouldn't be possible without his help!
@Fanapryde for taking the time to create previews for each track, it's a huge Quality of Life improvement.
@LiquidSkyMan for doing his AI magic and also providing me with some excellent music to listen to while modding :)

Here are the links to the other pits extensions I made:
South American Trackpack:
https://www.gtplanet.net/forum/thre...ral-discussion.307899/page-1145#post-13102808

Eastern Asia Trackpack:
https://www.gtplanet.net/forum/thre...ral-discussion.307899/page-1103#post-13092812

Oceanic Trackpack:
https://www.gtplanet.net/forum/thre...ral-discussion.307899/page-1092#post-13090659

Northern Europe Trackpack (including Jyllands-Ringen):
https://www.gtplanet.net/forum/thre...ral-discussion.307899/page-1075#post-13086845

Southern Europe Trackpack:
https://www.gtplanet.net/forum/thre...ral-discussion.307899/page-1060#post-13083653

Have a nice day :cheers:
https://www.gtplanet.net/forum/thre...ral-discussion.307899/page-1152#post-13104506

Edit: So it looks like the Detroit Street Circuit has been redone around three different times now. Which is cool. What would be even cooler is if someone was able to merge the two Belle Isle Tracks. NAGP road mesh into the Detroit2017 version that still retains trackside objects. A retexture or skin would be the whip cream on top. This is the current track being used in IMSA and INDY.
 
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I just checked and the former version of Detroit City Circuit also only has 8 spots... hmmm. recalculating shows only 8 as well, so it's not just a constriction in the json for the track.



Thanks @Fall Guy . Man, I feel old, because my eyes are not able to see what you're talking about. Help an old man out please ;) Is it the lighting, or aliasing, etc?

Yup but I think Foxeway released a version with a grid extension?
 
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