Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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Hi to all! since im not a profesional skinner, i want to share here a dale earnhardt skin tribute for Corvette C8r. please feel free to improve the skin! cheers!

http://www.mediafire.com/file/72mhhegy1myhk5t/3_Goodwrench.7z/file



upload_2020-7-14_13-34-55.png
 
I converted them to GTR2 for myself, never shared because no permissions...but to charge...
Someone should buy and spread it around... (I think a few ppl on f1classics used to do that)

Basically take the incentive away. ..

Somebody "could" take this LMH mod and really fix it and release it... free-like :)

SimDream has never had good physics, they dont know how to translate physics or build their own.
I have most of their rips to rF and AC already, but all are unfortunately uninstalled due to mismatched models, eyepoints and physics.

I got an email about this from S1mDr3am a few days ago since I plunked a bunch of money to them before "I knew".
I was wondering who they stole these from.

I'll shoot you a PM, brother.

T
 
Hi @racealot,

Cool, Will add your changes to the Denver Track. You guys do such a great job with these background images, the only thing is I
only get to see them for a half a second and then the Oculus logo comes up cause of wearing a VR headset. hehe

May I ask an AI creation question. When I do the fast lane line, I do the normal drive around the track a few times to get the correct line I want and I drive the track at a slower speeds. If I have problems in the corners I add AI hints. I didnt worry about the colors of the fast line and now someone is saying we do. So do I have to go back and purposely do every corner and straight with the correct colors. If so how do you do that?

FYI:
To answer @gutbomb question to me for the Denver track. I didnt test every car when I did the AI line for Denver. I designed the fast lane line and tested for my fast F1 cars and a GT3 car and they seemed to do fine with my fast lane line. It was the side lines that kept them off the walls. With a tight track like this it is hard to get every car mod to go around the track incident free. I dont think I added AI hints to the track so some cars like the Abarths will tip up on two wheels and go into the walls. @racealot I will try you AI lines and see how you did yours and if you can explain the previous paragraph how that is done.

Keep up the great work.
Dave

Dave, would you mind sharing your workflow for adding AI hints? I'm specifically curious about brake hints.
 
AGR
Estoril rF2 by Mitja Bonca

Is there an optimized version of this track? Good conversion but deserves an update...


https://www.dropbox.com/s/jytry4uh6iioj3h/estoril_ver062.rar?dl=0

You could try one of these:

From: here:

Estoril
Testing Car: URD EnduranceGT Darche


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.
 
I don't know what is happening with my AC but for some reason most of my cars don't have engine sounds anymore. Haven't updated anything. Swapping car sounds with CM doesn't work either. What the **** is going on ?

Edit : affects 80% of my cars. Any tips lads ? This is unplayable. God this game can be pretty ****ing frustrating at times...

Edit 2 : Kunos, RSS, URD... lost their sounds. I'm stumped. What the ****.
 
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this comms is positive for all, so will continue to share experiences if it helps to understand how AC may be interpreting user-data-entry modifications, so to speak...

Was keen and eager to drive Shauns' SR3 v1.5 update, and seeing GutBombs' Denver v1.0 released, thought to combine the both... forethought, oh well the SR3 is powerful for its small built and weight, so it ought to be a close match or an out-field-disaster... sort of like driving a slightly larger super-kart on a tight-fitting-street-circuit.... the car itself felt great on the streets, initially a bit loose on turns and gradually more predictable and grippier around the 8-10 lap mark... could not help noticing the 1st turn chaos, didn't think of it much, not until watching some replays - tried a few other fitting cars like RSS' GT-N Ferruccio and pretty much the same thing... let's suppose the following scenario and welcome your input cause the following is only an estimation of testing, replay reviews, cm tool-set indulgence, combine this with some assumptions based on how AC responds to the applied-modifications, and after some extensive testing with different applied-methods of driving styles, slow, medium pace, fast, a mixture of all or just a few... from all of different tests and different results, the most appropriate and fitting results (for the track that is) were based using a car that was manageable by the end-user, and of course complimented with a car that has effective performance (physics, handling, power, gear-ratio, tyres, brakes, aero)... tried several cars to create the AI-line and was not successful with all... the best AI-line (for moi) was made using the GT-N Feruccio. This car somehow behaves and handles so much better when it reaches the right temperature... so with enough laps under the belt, pretty much open her up and enjoyed making each lap that much better in terms of smoothening the AI-line ever so gently so that it just flows when reviewed...

take this latest example, Newcastle Street Circuit (thanks btw), @KevinK2 has killed it by improving the AI so much so that these are quality results... take a look at some pics (on topic of course)... that AI-line coming up the Hill (turn1 from pit-area) is so freaking smooth and straight... man-made? code perhaps? a ruler? awesome & impressive...👍

View attachment 940464

that's the 2nd last turn from S/F line... great work... so seeing this makes for the desire to learn some more and apply alike style quality. LiquidSkyman is another prophet in this area...

View attachment 940465

the pit-line is also great, starts early and side-lines it parallel to the fast-line... the pit-exit line is glorious too, slowly merging uphill to the fast-lane... impeccable in my books... and putting it through various tests - it has stood strong thus far...

View attachment 940466

Now doesn't it depend on what car mod I use to do the AI lines?

left this Q till last - now that we've digested the approach and test results... personally speaking, and applying some hopeful and logical assumptions here, like: if the best AI-line can be made by driving a compatible user/car combo - then all other cars driven on this track ought to behave closely on par with another (different speeds, lap times, etc, point taken), but on par with performance - give and take - differences in braking capacities, tyre grip, fuel consumption, handling of course) - will try and place various different cars on Newcastle to find out if the AI-line applies equally or otherwise - updates to follow...

think that's plenty of info for now... happy reading, cheers.
oops! so much space taken - :D

edit: forgot to include - using PRO mode at all times...
Uhhhh whats with that thingy at the top left? [The thingy beside the text.]
 
@Masscot I have no problems with the 16K terrain textures or the board/asphalt extra textures. I get 120fps, 4K, all gfx maxed out. Maybe I have not got the extra textures activated?
I guess only you can tell that - is the mountain different to default? Are the billboards different to default? If so, they are active.
 
GUERILLA Mods BMW M6 GT3 ACC

View attachment 939350

560 bhp,
500 Nm
Weight: 1300 kg
(balanced on kunos gt3 cars)

  • scratch made physics (Mike Rudland in cooperation with Immanuel Vinke)
  • ACC Model
  • skinable lumi lights (24h/vln or blancpain position possible)
  • custom sound
  • optimizations like lods will follow

DOWNLOAD:
http://bit.ly/GUE_M6_GT3

Credits goes to:

V1.30

Safe to say I can go ahead and use this, like say instead of the Z4, for a GT3 championship?
 
I appreciate the work that anyone puts into a mod, and Guerilla has delivered some pretty good GT4 mods. Overall this is a nice, general AC mod. It's very similar to the other M6 mods I have, and if anything it's more "fun" (easy) to drive.

ACC Mod?

I assume that because this has the "ACC" designation, that this is still an early version, and more updates are coming for this mod. While I think this is good in its' current state, I don't consider this an "ACC" mod yet. If "ACC" means something else in reference to this mod, then maybe I misunderstood what it actually means.


The other EXCELLENT ACC mods that have been offered by the GTPlanet Modding Team, MasterKey, Whistelblower39, Element1999 and others feature:

- The edgy and challenging feel of the GT3 cars actually featured in ACC. They are challenging to drive, as a GT3 car should be, but once you learn how each one handles, the challenge is worth it. They have a "rough and rigid" feel (even the M6) that throws you around, and these simulated versions do an excellent job of conveying that.

- The physics and force feedback seem to be perfectly matched to the actual ACC versions, and brought over to AC extremely well.

- The 3D models have been converted extremely well, and look almost identical to the ACC models, with correct materials, normal maps, and shaders. They actually look better than most of the Kunos cars, especially in the interior.

- They all feature animated safety nets and wipers, that react to bumps and as the car accelerates.


Again, I appreciate the work and effort to bring this, another amazing GT3 car from ACC, over to AC. I look forward to this M6 being updated so it can be considered an "ACC" mod. If Guerilla needs any help further developing this mod, maybe some of the other talented modders that released the other mods could contribute and collaborate to make this another excellent "ACC" release.


Dont mean to be a bother, but what other ACC mods are there and if you don't mind, could you link them please?
 
I don't know what is happening with my AC but for some reason most of my cars don't have engine sounds anymore. Haven't updated anything. Swapping car sounds with CM doesn't work either. What the **** is going on ?

Edit : affects 80% of my cars. Any tips lads ? This is unplayable. God this game can be pretty ****ing frustrating at times...

Edit 2 : Kunos, RSS, URD... lost their sounds. I'm stumped. What the ****.
I had this too. It's just discouraging at the least. I was doing Kunos Cup races to get the feel back for Kunos cars with my new wheel and the Porsche cup was gone, the Lambo Super Trofeo was gone (was able to fix this one by renaming GUID).
Only thing I've done recently was uninstall CSP and reinstall to try and get my "look-back" back. Did you do anything like this too?
 
I had this too. It's just discouraging at the least. I was doing Kunos Cup races to get the feel back for Kunos cars with my new wheel and the Porsche cup was gone, the Lambo Super Trofeo was gone (was able to fix this one by renaming GUID).
Only thing I've done recently was uninstall CSP and reinstall to try and get my "look-back" back. Did you do anything like this too?
Nothing like that. Just installed some F1 mods this morning.
 
Hi guys , I am an old racing fan and new on this forum.

I spent days digging through the GTPAC pages and I have found loads of fantastic new and or reworked mods.
SOL, CSP and your creations make the old Assetto Corsa the number one sim.
Being not a modder myself I can only enjoy your awesome creations.

Many, many thanks and keep up the good work!
 
Hi everyone!
Ive done a CSP config for the F2004. Also added the Cooling fins which mounted later in the season.
CSP + F2004 DLC requiered to work.

Also the wet physics are enabled in unpacked data folder for those who have lastest preview with rain. Enable it by renaming original data.acd to data.bak. And please don't delete original data.acd!!!

Please delete unpacked data folder if you don't have lastest patch.

https://www.mediafire.com/file/eroljrs29xm4hrt/extension_f2004.zip/file




Screenshot_ks_ferrari_f2004_ks_red_bull_ring_14-6-120-17-21-47.jpg
Screenshot_ks_ferrari_f2004_ks_red_bull_ring_14-6-120-17-12-9.jpg
 
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Reworked Eastern Creek 1990 v1.1
aspec7878 / Updated by Assetto-fr.tk
Update textures
Create PITLANE (no work original version)
Add 3dgrass
Add VAO
https://sharemods.com/vxnvyd5xwgmt/easterncreek.7z.html
easterncreek.png
I literally was thinking about Eastern Creek this morning! I binned the version I had (I think it was a Rainmaker conversion on f1classics forum?) because I didn’t like the textures/shaders/saturation and tree objects. Looking forward to trying this update!
 
Ah, I can handle it. ;)

Looks stunning. Thanks.
View attachment 940619

Fall guy, the car, man. :) What is it?

Hi guys , I am an old racing fan and new on this forum.

I spent days digging through the GTPAC pages and I have found loads of fantastic new and or reworked mods.
SOL, CSP and your creations make the old Assetto Corsa the number one sim.
Being not a modder myself I can only enjoy your awesome creations.

Many, many thanks and keep up the good work!

Hey, hello and welcome @tetzip.
 
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