Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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Yes. I look at it from this perspective. There are 2 types of car mods, the driveable ones and grid fillers. I am obsessed with having a full realistic grid from a historical (or modern for that matter) season. And I need only 1 car to be driveable from the lot and I'm happy. Perfect example are Simdream BTCC packs. They give you all the correct models and liveries from every season of btcc from 1991-1999. And I haven't and probably never will drive any of them. I keep them so I can drive 1991 season with Kunos m3 (IMO probably the best Kunos car in the game) or Shaun Clarke's Vauxhall Cavalier (excellent car), seasons 1994 and 1995 with the other, 1995 model, Cavalier from Shaun Clarke, the 1995 or 1996 with the BMW 320 from Peter Marek and seasons 1998 and 1999 with Peter Marek Nissan Primera. Both brilliant mods, probably one of the best available. A little BOP is needed of course and sometimes tweaking of ai.ini, but not much at all. So these low quality mods (I would never buy them and don't recommend anybody doing that) are what is allowing me to and helping me to enjoy the best this sim has to offer. And the same goes for many others low quality mods. Often they serve a different purpose from what they were designed for.

Totally of the same mindset. I just need one awesome car that I enjoy driving. The rest of the grid I will probably never drive, but if they fill the rest of the grid somewhat authentically, I'm happy as a clam. For instance, the AC Legends mod; 50% of those cars have some strange steering oscillation problem and are undrivable for me. I found that the Firebird does not have that issue, it's beautiful and drives great. Fill the rest of the grid with the undrivables, and off we go. I'm also very OCD about what liveries the other cars are using. I can't stand having 3 cars bunched up with the same color livery. I use the custom grid and choose specific liveries for each car then I spread them out so nothing is clumped together with the same color on the start grid. Wierd I know... but I love setting them up like this.

Makes sense, I kinda figured. It races real well tho... :dopey: (I BOP'd a GroupC/GTP set and turned up the aggression for a high speed battle)

So Beezer215 if you did this upgrade, thanks BIG! First, we can't have too many 10k+ beauties like this. The road texture (and the in-town cobbles), the hills and their colors, the exit route from town... the list of great updates goes on! It's almost too beautiful to race in but :lol:...

Was the texture update posted here? I can't find it. I did find some old skins and texture replacements for it on RD, but those were from 2017.
 

THANK YOU!! as always...

Attached is a GrassFX update. I felt free to extend your config.
Extension folder in VheEth's track folder has to be replaced.

Screenshot_toyota_celica_ssi_vhe_santacruz_23-5-120-21-38-43.png
 

Attachments

  • extension.zip
    2.4 MB · Views: 81
Yeah, without the ability to actually drive any of these cars yet, it's the only thing I can base an opinion on. Commitment to historical accuracy matters a lot to me and the liveries best represent it, at least superficially. I'm sure once I go through all my mods, I'll be pleasantly surprised with some, and wildly disappointed with others.

Btw, with some mods, we are able to port the skins from the 'less good', to the better.
Worth a try before delete the folder.
 
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View attachment 933570

Makes sense, I kinda figured. It races real well tho... :dopey: (I BOP'd a GroupC/GTP set and turned up the aggression for a high speed battle)

So Beezer215 if you did this upgrade, thanks BIG! First, we can't have too many 10k+ beauties like this. The road texture (and the in-town cobbles), the hills and their colors, the exit route from town... the list of great updates goes on! It's almost too beautiful to race in but :lol:... (8:30pm start is good)
I did not make the upgrades for that. I wish I could be that cool though. It's fun sometimes to have the slower 2-way traffic going around and passing them. I can't remember if the original Highlands Config works here as well, need to check that out next time I get on.

Totally of the same mindset. I just need one awesome car that I enjoy driving. The rest of the grid I will probably never drive, but if they fill the rest of the grid somewhat authentically, I'm happy as a clam. For instance, the AC Legends mod; 50% of those cars have some strange steering oscillation problem and are undrivable for me. I found that the Firebird does not have that issue, it's beautiful and drives great. Fill the rest of the grid with the undrivables, and off we go. I'm also very OCD about what liveries the other cars are using. I can't stand having 3 cars bunched up with the same color livery. I use the custom grid and choose specific liveries for each car then I spread them out so nothing is clumped together with the same color on the start grid. Wierd I know... but I love setting them up like this.

Was the texture update posted here? I can't find it. I did find some old skins and texture replacements for it on RD, but those were from 2017.
Brian beat me to it but here: https://www.assettodrive.net/other

One thing to remember when dealing with "grid fillers" is that the AI is also going to only be as good as the data of the car allows. You obviously can use them and they are fine but you will always have a better AI experience when the car is done correctly. Talking about the SD 90s BTCC, I ended up going through those and fixed some of them even for AI due to some weird steering behaviors. When you see some cars with erratic steering, it's usually either in the car.ini steering ratios or in the ai.ini where the steer gain or look ahead is off.
 
Yes. I look at it from this perspective. There are 2 types of car mods, the driveable ones and grid fillers. I am obsessed with having a full realistic grid from a historical (or modern for that matter) season. And I need only 1 car to be driveable from the lot and I'm happy. Perfect example are Simdream BTCC packs. They give you all the correct models and liveries from every season of btcc from 1991-1999. And I haven't and probably never will drive any of them. I keep them so I can drive 1991 season with Kunos m3 (IMO probably the best Kunos car in the game) or Shaun Clarke's Vauxhall Cavalier (excellent car), seasons 1994 and 1995 with the other, 1995 model, Cavalier from Shaun Clarke, the 1995 or 1996 with the BMW 320 from Peter Marek and seasons 1998 and 1999 with Peter Marek Nissan Primera. Both brilliant mods, probably one of the best available. A little BOP is needed of course and sometimes tweaking of ai.ini, but not much at all. So these low quality mods (I would never buy them and don't recommend anybody doing that) are what is allowing me to and helping me to enjoy the best this sim has to offer. And the same goes for many others low quality mods. Often they serve a different purpose from what they were designed for.

Long term, yes this will end up being the case for sure. But as a fun "single player" challenge for myself, I have a lap board a la Top Gear where I drive every car at the same track (for me, Laguna Seca) and compare the times. This way I get to experience driving every car, see what I'm good with, and give myself a little competition without having to go online. So most of these mod cars I will end up driving in some capacity, though you are correct most of the time they will just be the other cars on the grid.
 
One thing to remember when dealing with "grid fillers" is that the AI is also going to only be as good as the data of the car allows. You obviously can use them and they are fine but you will always have a better AI experience when the car is done correctly. Talking about the SD 90s BTCC, I ended up going through those and fixed some of them even for AI due to some weird steering behaviors. When you see some cars with erratic steering, it's usually either in the car.ini steering ratios or in the ai.ini where the steer gain or look ahead is off.
Yes agreed. Ai.ini is the most important one to take a look at, an also often besides the car.ini,the brakes.ini and the fuel.ini (or something like that, not at the computer today), if they go to pits unrealistically.
 
Auto24ring v1.5. - updated by Zwiss

This track was made from scratch by mcarno. (original at RD)

I loved the look and feel of this track from the start, but it was almost unplayable, especially in practice or qualifying mode:
cars leaving the pits would almost freeze the track , because of the very complex armco meshes that were all collision objects.

Made a brand new collision wall, to reduce CPU strain.
Made the single tires unsettle you, but not kill you.
Moved timing objects to avoid laps not counting.
Made new pitlane ai.
Removed 3D grass (CSP grass instead)
Increased pit places and grid spots to 30
Changed ini file: no grass where sand should be :)
Added windows to pitbuilding.
Fixed control tower windows.

Hope you like it.
Please feel free to give advice or tips to improve it more.

http://www.mediafire.com/file/bcqy4..._v1.5_by_mcarno_and_updated_by_ZWISS.rar/file

Screenshot_ks_porsche_911_gt3_cup_2017_auto24ring_23-6-120-21-20-26.jpg
 
Auto24ring v1.5. - updated by Zwiss

This track was made from scratch by mcarno. (original at RD)

I loved the look and feel of this track from the start, but it was almost unplayable, especially in practice or qualifying mode:
cars leaving the pits would almost freeze the track , because of the very complex armco meshes that were all collision objects.

Made a brand new collision wall, to reduce CPU strain.
Made the single tires unsettle you, but not kill you.
Moved timing objects to avoid laps not counting.
Made new pitlane ai.
Removed 3D grass (CSP grass instead)
Increased pit places and grid spots to 30
Changed ini file: no grass where sand should be :)
Added windows to pitbuilding.
Fixed control tower windows.

Hope you like it.
Please feel free to give advice or tips to improve it more.

http://www.mediafire.com/file/bcqy4..._v1.5_by_mcarno_and_updated_by_ZWISS.rar/file

View attachment 933578

That's beautiful
 
Dont know how much you all are in fantasy tracks. I have updated and fixed several things on the "Area 51 track" and
is now working pretty good.

I fixed the pit area and is working correctly. Now has 20 pit stalls. Now has new AI files, could be refined a litlle more.
Added side lines so cars go around the track pretty good now. Combined all the items into one Config file did not change
any parameters. There is some night lighting that works which is part of the Config file.

Area 51 track is a very fast airport type track with one slower section. The track is pretty wide open far as racing. Tested with
a couple of my open wheel cars. Track graphics could be enhanced up more and the replay cameras are not very good.

Here is the link to my update #1: just unzip and put them in correct places in Assetto corsa folders. take care.



Thanks for this @dathyr. I went ahead and fixed all the flickering corner posts, redundant objects were z-fighthing... also suppressed the large flickering circles on those large objects in the desert. The discs are still there, but I've set them to not render just in case someone finds a good solution for them flickering. I actually like the look of those facilities without the big ass disc panels. You'll need dathyr's original file and then you can put my updated KN5 file in there, overwrite. We should use this going forward on edits, yes?
 
****!! We just had a power outage. Now CM is acting like it's the first time it's been installed. :( :( :(
Oh no, that's the worst.
I had to figure out which settings were reset because a few things changed for sure when that happened to me. Made a copy of content manager in appdata. This just reminded me to reupdate the backup.
smugjones.001.gif
 
Okay, had a backup. So it seems like Values.data can get corrupted if the power dies while doing something in CM. I copied my backup of "Values.data" back into AppData\Local\AcTools Content Manager
and I'm good to go. Thank goodness. Back up your stuff guys.

Oh no, that's the worst.
I had to figure out which settings were reset because a few things changed for sure when that happened to me. Made a copy of content manager in appdata. This just reminded me to reupdate the backup.
smugjones.001.gif

lol, indeed, my friend. :)

Auto24ring v1.5. - updated by Zwiss

This track was made from scratch by mcarno. (original at RD)

I loved the look and feel of this track from the start, but it was almost unplayable, especially in practice or qualifying mode:
cars leaving the pits would almost freeze the track , because of the very complex armco meshes that were all collision objects.

Made a brand new collision wall, to reduce CPU strain.
Made the single tires unsettle you, but not kill you.
Moved timing objects to avoid laps not counting.
Made new pitlane ai.
Removed 3D grass (CSP grass instead)
Increased pit places and grid spots to 30
Changed ini file: no grass where sand should be :)
Added windows to pitbuilding.
Fixed control tower windows.

Hope you like it.
Please feel free to give advice or tips to improve it more.

http://www.mediafire.com/file/bcqy4..._v1.5_by_mcarno_and_updated_by_ZWISS.rar/file

View attachment 933578

Awesome Zwiss!
Here's the preview.png I'm using for your track. Did you mean to have a black/gray preview?
preview.jpg
 
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This Malagoli's Jacarepagua has no AI lines. Would anybody be so kind to create them? Of any kind? I could make a crappy fast_lane for my own granny-style driving, but making a pit_lane is beyond me. Would be a useful track otherwise. :)

2 new quick made grass configs for 2 Jacarepagua tracks, the jacarepagua_br and the jacarepagua_historic tracks:

3 Cams for jacarepagua_br

thank you! ai-files are missing. can you pls upload too?

Concerning Jacarepagua_br track, anyone else having crashes due to ai sp lines missing?

Yeah, the Jacarepagua_br needs alot of work if someone thinks it's worth it.

jacarepagua_br - a great option for the track! Thank! P.S. Judging by the information from the history of GSС - this is the 2005 version

I really like this track and it really deserves a little more attention...
Foremost, thought of placing all in a neat package - now we can move forward to further enhance this beauty.

Package now includes (Updated):
- 3 initial cams by @DaBaeda
- Grass config by @slider666
- 3 additional cams
- NEW*** AI line (track & pits + ideal_line)
- VAO patch-file
- NEW*** UI maps (outline and cropped)
- Screen background image (+2 more)
- NEW*** removed cones to the pit-entry area with extension/config-file

jacarepagua_br_02.jpg


EDIT: updated link on RD ***
https://www.racedepartment.com/down...l-tv-replay-cams-ai-update-more.34043/updates

Attention needed in the following areas:
- track billboards (2005 era-skins)
- balloon & blimp package
- increase the PIT capacity
- NEW*** remove pit-entry cones from KN5

calling all types of talent on this thread, and anyone else that is up to it - no rush - thanks.
@Foxeway
@LiquidSkyMan
@mascot
@norms
@PepperoniAC24
 
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Auto24ring v1.5. - updated by Zwiss

This track was made from scratch by mcarno. (original at RD)

I loved the look and feel of this track from the start, but it was almost unplayable, especially in practice or qualifying mode:
cars leaving the pits would almost freeze the track , because of the very complex armco meshes that were all collision objects.

Made a brand new collision wall, to reduce CPU strain.
Made the single tires unsettle you, but not kill you.
Moved timing objects to avoid laps not counting.
Made new pitlane ai.
Removed 3D grass (CSP grass instead)
Increased pit places and grid spots to 30
Changed ini file: no grass where sand should be :)
Added windows to pitbuilding.
Fixed control tower windows.

Hope you like it.
Please feel free to give advice or tips to improve it more.

http://www.mediafire.com/file/bcqy4..._v1.5_by_mcarno_and_updated_by_ZWISS.rar/file

View attachment 933578
Beautiful Job Zwiss! I did the AI for mcarno for this one originally, but many moons ago, I think U have inspired me to go back there and re-do them a little better :cheers:
at least the fastlane anyway, as I see U redid the pitlane ;)
 
Thanks for this @dathyr. I went ahead and fixed all the flickering corner posts, redundant objects were z-fighthing... also suppressed the large flickering circles on those large objects in the desert. The discs are still there, but I've set them to not render just in case someone finds a good solution for them flickering. I actually like the look of those facilities without the big ass disc panels. You'll need dathyr's original file and then you can put my updated KN5 file in there, overwrite. We should use this going forward on edits, yes?
Also calling @dathyr
What I am missing now the most are the green arrow turn indicators and the lights in the middle of the track. Racing at night is now nearly impossible. Could you bring these back please ? And also: all lights are gone now...
Good thing is that the massive rocks at the end of the pitlane (only visible with max world detail setting) are gone now...finally...;)
 
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Thank you Teddie and Dabaeda for additional updates to Area 51. I will incorporate Teddies and Dabaeda updates into the Track.

I also want to thank the original 1 or 2 people that put up the area 51 track here on the forum for us to try. Was fun getting it work better.

Note: Let me know if you want more pit stalls, I just selected 20 to start and test the track.

take care
 
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Okay so who remembers "Cathedral Rock"?

It's having a baby brother and it's Italian!!!

View attachment 933605

View attachment 933606

View attachment 933607

All I can say is I hope you like elevation change.

View attachment 933608

View attachment 933609

Dang, man, I really look forward to all the tracks you put out. (I'm glad to be a Patreon member of your tracks) You use RTB right? What other tools do you use? I remember when Cathedral Rock came out. I was like "whaaaa, wow".
 
Dang, man, I really look forward to all the tracks you put out. (I'm glad to be a Patreon member of your tracks) You use RTB right? What other tools do you use? I remember when Cathedral Rock came out. I was like "whaaaa, wow".

Yeah RTB and Blender for the large objects. As a patreon supporter You'll be the first to drive it when all the fences are in place. I just felt like I needed a break from Mallory park tonight so started something a bit original. :)
 
I really like this track and it really deserves a little more attention...
Foremost, thought of placing all in a neat package - now we can move forward to further enhance this beauty.

Package now includes:
- 3 initial cams by @DaBaeda
- Grass config by @slider666
- 3 additional cams by racealot
- AI line (track & pits + ideal_line) by racealot
- VAO patch-file by racelot
- UI maps (outline and cropped) by racealot
- Screen background image by racealot

View attachment 933590

https://www.racedepartment.com/down...play-cams-screen-background-image-more.34043/

Attention needed in the following areas:
- track billboards (2005 era-skins)
- balloon & blimp package
- increase the PIT capacity

calling all types of talent on this thread, and anyone else that is up to it - no rush - thanks.
@Foxeway
@LiquidSkyMan
@mascot
@norms
@PepperoniAC24

Hi,

I'm really happy for these upgrades on the track. I don't know if it's related to the pits or AI Line, but I tried to do a trackday with only 1 car besides mine and it wouldn't leave the Pit. This track coming alive again is a dream coming true. Thanks for all the community :)
 
Hi,

I'm really happy for these upgrades on the track. I don't know if it's related to the pits or AI Line, but I tried to do a trackday with only 1 car besides mine and it wouldn't leave the Pit. This track coming alive again is a dream coming true. Thanks for all the community :)

great stuff to hear and lets hope this track does get the attention...
try PRACTICE mode instead... I'll check it again and post any changes (if I can fix it to begin with..) :lol:

---
ALL IS FIXED...

EDIT: updated link on RD ***
https://www.racedepartment.com/down...l-tv-replay-cams-ai-update-more.34043/updates
 
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