Assetto Corsa PC Mods General DiscussionPC 

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Milan Castello Circuit (acf_milan_castello_circuit) fix
Here a quick fix per config I made exactly 1 year ago for the original version... :)
Not the best looking, but better then this really annoying background plate before. :D

Extract to ..\assettocorsa\extension\config\tracks\acf_milan_castello_circuit.ini or into \loaded\


Thank you @Teddie and @slider666 for the new updates for Milan Castello Circuit. I thought ACF did lighting for this track but checked his
original extension folder and didn't have a config for added ighting. When i get time I am going to play around with the AI and side lines. Seems a couple things I notice is the first zig zag of turns, with faster cars cause incidents the first lap. Another thing is right at the start finish line which is a straight section the cars slow down momentarily. I remember this when also doing ACF original track version. Nothing to do with your updates.

Take care.
 
I see a few people fixing up some tracks recently...could someone give some TLC to Palm Beach International Raceway? It’s got some....issues.

And I don’t mean just adding 3dgrass and fixing the horizon.
 
I see a few people fixing up some tracks recently...could someone give some TLC to Palm Beach International Raceway? It’s got some....issues.

And I don’t mean just adding 3dgrass and fixing the horizon.

That's a weird track. It seems like everything is too big. maybe it's just the white lines on the road texture being too big making it feel like everything else is oversized but the road also feels super wide. The rfactor 2 one looks pretty nice.
 
Hi-Non-Facebook-Users. News from Assetto Corsa Mod Central:

Fedor Rodin
Assetto Corsa Mod Central


!!!!!!!!!!!!!!!!!! **RELEASED** !!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!! Reworked Physics Pack !!!!!!!!!!!!!!!!!!
I've seen a lot of interesting mods but with disgusting physics. I didn't work a miracle, but I made these cars more driveable. For example: the Spyker could not be driven at high speeds and only had slick tires. Also in my pack there are 3 brand new cars, but using models ported by other authors, for which they, in fact, big thanks. It seems that all cars are free, so I can rework and upload them like this.
If you are an author and you don't like that your car is reworked and posted by me, just write me and i will delete this (those) cars from the pack
I used only Content Manager and Data files, not models or textures (except Lync&Co, it is textured in GIMP)
Enjoy your driving
Sorry, won't able to download, i was reuploading (28.07.2020 11:50 - 11:58), wrong Ultima tyre set

Download:
Yandex Disk https://yadi.sk/d/hh33HQjpkSgk6Q
Mediafire https://www.mediafire.com/file/rc6cghrsbq0nhdr/FFR431_Physics_Rework_Pack.rar/file

Please be careful when installing. The author did use the same folder-name as the original. So your files will be overwritten!
Pack includes:
View attachment 944807

View attachment 944805

Thank you. Some work done is remarkable.
Just as an example, I had only one star on the Chrysler. With your fixes, I gave it 4 stars now.
The only one a bit odd is the Spyker, but I can live with it. Good job overall. 👍

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i was thinking, its so sad that we dont have this skin for assetto corsa's gillet vertigo so i tried to replicate it
so unfortunately, i just created this abomination of a skin

View attachment 944948
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i hope i at least make someone laugh

(its my first try so i messed up a bunch of things, almost everything i could bc im dumb)

sorry XD

Are you insane? The skin albeit not being perfect, it is very well done.
Congrats for your first design. :cheers:

Any chance there's a version of Monaco with the updated swimming pool chicane? All the current versions have the pre-2015 chicane.

Great 1st post.
Please, just wait a minute and you might have all the help you wish.

Cheers
 
That's a weird track. It seems like everything is too big. maybe it's just the white lines on the road texture being too big making it feel like everything else is oversized but the road also feels super wide. The rfactor 2 one looks pretty nice.

True, it is a little too big. But I'll take what I can get.

I'd also hope that the RF2 version looks good, it's stock content :lol:
 
HAhaha last year i was on rampage converting tracks but they have issues , nowdays im not that quick and i pay more attention to details but some things goes loose like this road mesh. btw i think the adria roa will be ready sooner. Thanks and enjoy the tracks!

I know this is an old post, but did you release a new version of this with a less bumpy road mesh for your excellent Adria and I missed it? Not pushing, just wondering!
 
Thanks a lot buddy, for this and the increases on Montreal 88' and Okayama 94'. If you keep adding pit boxes to each of your updates then you'll have a guaranteed download right here every time.



Yes, 4 more pit boxes, something which I asked him to include in his updates if he could and to which he generously obliged.



Well isn't this precious, now we've got people out in support of encryption as a result of someone providing free optional updates on old and neglected track mods. Here's a radical idea for those that find EASY's updates so incredibly offensive... don't download them... maybe even put him on ignore. Whether you like it or not, he's absolutely free and entitled to make whatever changes/updates he wants to these mods and release them here for people to decide whether or not to download.

Yup, exactly. The onus is on the downloading user to backup their existing files.
 
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Hello, I used to tried tune my Bugatti concept car and by trial & error , I notice that the only parameter affect the top speed of the car is by tuning the "final gear ratio", those gear 1 - 7 together with power.lut will impact how fast the acceleration. And one more interesting thing to share is that the gear ratio & power.lut will also impact how the AI car behave especially when AI car try to turn corner in a more understeer by braking late / oversteer which is quite strange:confused:


This Zonda F has driven me mad! first the gear ratios for it on the web don't even exist so i had to recreate the ones that were from the crew 2 the second thing is the power really annoys me the car like reaches 281 km/h or 181 mph and just stops irl the car can reach around 345 km/h or 214 mph what is causing this? the torque or the gear ratios? because i have absolutely no clue i can release it but its performance will be unrealistic. Would really appreciate help on this one. Or is Pagani straight up lying about it having 594 hp? I had a similar issue with my xj220s not reaching 369 km/h or 229 mph
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116309624_1016564712096741_5911783604592666100_o.jpg


Anyone able to help me with fixing the Tesla Model 3?
 
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I would ask this question on the CSP Discord, but I'm really not in the mood for being verbally abused for no particular reason...

With the new CSP version 0.1.62, I can no longer save changes to the cockpit camera position, or the per-car FFB settings set with the in-game FFB app, among other things. What I get is whatever is preset in the mod files, not the settings changes that I enter. If I go back to build 0.1.61, everything works as it should.

Also, normally when I run a particular UI desktop within game, it remembers the last one I used when I close a driving session and reopen it. Now, it no longer remembers which UI screen I last ran.

Anyone else having similar issues?

EDIT: confirmed all issues on Discord, thankfully without abuse. Persistence files aren't working.
 
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Guys, sorry for my absence lately. Getting surgery soon, hopefully be back in the swing of things soon.

I wanted to post something I've discovered during my experiments with getting AI to pit mid-race, around 20 to 30 laps. What I've found and the way I've been doing it goes against what I think is normal, but works absolutely perfect for my play style.

1. First off, I don't have time to do qualifying. So what I usually do is setup a range of AI strength, with me starting at the back of the grid, in which I can pretty much get through the back half of the grid and then have to fight hard against the leading half of the grid.

2. What I've found that was making getting the AI to mid-pit very hit or miss is the fact that some tracks have the ideal line ai file and some don't. The ideal line seems to be just a copy of the main fast ai line. The ideal-line seems to make the AI do at least some initial calculation for fuel even without qualifying. You can test this by starting a race with the ideal line in place, check ai fuel. Then do the same race after disabling the ideal line. The one without the ideal line will typically fill to capacity.

3. What I've done, and this is where it it's not such a normal thing to do, is I've disabled all of the ideal-lines of the tracks I have installed. What that does for me, is make the AI fill to capacity and gives me the ability to set fuel consumption solidly based off the AI's full tanks. I start the race, fill my tank to capacity as well, and then me and the AI will pit around lap 15 of a 30 lap race, for instance. The consumption that I set is saved for a specific grid of cars that I'm running, so I can save it for that grid and reuse it whenever and get consistent mid-pit behavior (as long as the ideal-line is not there. If the ideal line is there, the AI will start with very inconsistent fuel amounts from track to track before qualifying. And as I said, for me personally, I don't have time (or just don't like) doing qualifying.).

... I forget what I was trying to say here. I hope this helps someone. Love you guys and gals.

Get well soon, can't wait to have you back!
 
Seems to be a major issue with my computer with latest CSP version 0.1.62. If I enter a race first time after a fresh start, FPS is high and I am getting average of what I am usually getting when I am on previous version of CSP. However, after a race is over and I enter into another race from CM, same condition, same numbers of cars, nothing change, fps would drop by 20 or so as if something in the new CSP that's not running the CPU to its full potential...strange problem, anyone else experience this?
 
Also, besides the problem mentioned above, loading also seems to take longer than first race. Might have something to do with some of the data loaded and maybe some background process in CSP is duplicating on the second run causing the massive drop in fps? Went back to 0.1.60 and doesn't have the same issue.
 
Seems to be a major issue with my computer with latest CSP version 0.1.62. If I enter a race first time after a fresh start, FPS is high and I am getting average of what I am usually getting when I am on previous version of CSP. However, after a race is over and I enter into another race from CM, same condition, same numbers of cars, nothing change, fps would drop by 20 or so as if something in the new CSP that's not running the CPU to its full potential...strange problem, anyone else experience this?

I had the same problem a month ago and I think I solved it by disabling the Camtool2 app and any expendable app. I also left the default options for CSP.
 
This Zonda F has driven me mad! first the gear ratios for it on the web don't even exist so i had to recreate the ones that were from the crew 2 the second thing is the power really annoys me the car like reaches 281 km/h or 181 mph and just stops irl the car can reach around 345 km/h or 214 mph what is causing this? the torque or the gear ratios? because i have absolutely no clue i can release it but its performance will be unrealistic. Would really appreciate help on this one. Or is Pagani straight up lying about it having 594 hp? I had a similar issue with my xj220s not reaching 369 km/h or 229 mph
View attachment 944907
As well as what has already been said, check your aero.ini and have a good read through this:

https://catsonslicks.wordpress.com/2017/02/25/ac-wings-dev-app/
 
This Zonda F has driven me mad! first the gear ratios for it on the web don't even exist so i had to recreate the ones that were from the crew 2 the second thing is the power really annoys me the car like reaches 281 km/h or 181 mph and just stops irl the car can reach around 345 km/h or 214 mph what is causing this? the torque or the gear ratios? because i have absolutely no clue i can release it but its performance will be unrealistic. Would really appreciate help on this one. Or is Pagani straight up lying about it having 594 hp? I had a similar issue with my xj220s not reaching 369 km/h or 229 mph
View attachment 944907

If the torque values in power.lut are OK, the problem is the drag (air resistance). You must change the drag values (CD_GAIN in aero.ini). Make the CD_GAIN lower, from original 1.0 you should try: 0.90, 0.85, 0.80,...until the car reaches the real top speed. This doesn´t change the downforce of the car, only the air resistance.

Greetings from Spain.
 
If the torque values in power.lut are OK, the problem is the drag (air resistance). You must change the drag values (CD_GAIN in aero.ini). Make the CD_GAIN lower, from original 1.0 you should try: 0.90, 0.85, 0.80,...until the car reaches the real top speed. This doesn´t change the downforce of the car, only the air resistance.

Greetings from Spain.
Thank you so much!
 
I know this is an old post, but did you release a new version of this with a less bumpy road mesh for your excellent Adria and I missed it? Not pushing, just wondering!
Iirc he made a pretty well one, but I don´t remember if he released it here. Will try to contact him over discord.
 
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I heard a whisper that somebody was starting it from scratch so I thought I'd save them a lot of heartache... ;)

Reboot's still got plenty of secret stuff slowly baking away... as you well know. I don't think anyone's going to be disappointed. :)

:lol:no prob man, just a little friendly ribbing :) ur right no one will be disappointed.

well back to one of the the secret tracks we're working on which is East-North East of my town a couple of states over. I think we're almost done with it.
 
Guys, I'm currently working on edits for Complex String.

So far, I've tackled the following: TED-EDiTS by Teddie: Created skin to replace ugly trees ● Closed holes in terrain mesh ● Fixed AI Lines ● Fixed transparent textures ● Remove errant planar meshes ● Added extended terrain mesh around main track ● Added new grass and roads shaders ● Added config file for GrassFX, reflective glass, flags etc. ● Replaced surrounding mountains ● Added skin with better, more vibrant or darkened, higher-resolution textures for roads, signage, etc. ● Added VAO patch ● Added new UI preview, outline, geo tags, description text, etc.

Next, I will be adding marshalls to the marshall stands, etc. as well as taking suggestions from my past posts about this track from Masscot and our other friends here into consideration.

Finally, I will also be including a reverse layout. I've already set up reverse s/f, timing dummies, etc for it, and I'm going to ping my friends @KevinK2 or @LiquidSkyMan to help with AI on both layouts to see who has time.

I'd like to add location and geo tags. I've initially set it up as USA. Does anyone have a different recommendation?

ted_complex_string.png
 
If the torque values in power.lut are OK, the problem is the drag (air resistance). You must change the drag values (CD_GAIN in aero.ini). Make the CD_GAIN lower, from original 1.0 you should try: 0.90, 0.85, 0.80,...until the car reaches the real top speed. This doesn´t change the downforce of the car, only the air resistance.

Greetings from Spain.
I had previously mentioned...
 
@LiquidSkyMan
I have it down to Lime Rock or Monticello, and I have a strong feeling, it's Lime Rock. Do I have what it takes to be the new Sherlock? :lol: ;)

Oh and now that i looked where are you from, I gotta say you have one of the most unique and special tracks much closer to your home. 👍
 
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Hi Teddie,
Guys, I'm currently working on edits for Complex String.

So far, I've tackled the following: TED-EDiTS by Teddie: Created skin to replace ugly trees ● Closed holes in terrain mesh ● Fixed AI Lines ● Fixed transparent textures ● Remove errant planar meshes ● Added extended terrain mesh around main track ● Added new grass and roads shaders ● Added config file for GrassFX, reflective glass, flags etc. ● Replaced surrounding mountains ● Added skin with better, more vibrant or darkened, higher-resolution textures for roads, signage, etc. ● Added VAO patch ● Added new UI preview, outline, geo tags, description text, etc.

Next, I will be adding marshalls to the marshall stands, etc. as well as taking suggestions from my past posts about this track from Masscot and our other friends here into consideration.

Finally, I will also be including a reverse layout. I've already set up reverse s/f, timing dummies, etc for it, and I'm going to ping my friends @KevinK2 or @LiquidSkyMan to help with AI on both layouts to see who has time.

I'd like to add location and geo tags. I've initially set it up as USA. Does anyone have a different recommendation?

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Been having some PC problems that took a few days to get right, but I have time this weekend unless I might be working on finishing off High Plains for @KevinK2

Hey @KevinK2 U want to do the AI for this one or should I? I could finish off High Plains or start this one, it's up to U, or if U'd like to do both that's ok too. It's not like I can't find a track to make AI for! :lol:

later dudes, I got Reboot AI appointments to keep and 100s of miles to drive B4 I sleep :cool:
Dave
 
Renault Twingo RS 133


I have modified Wack's Twingo GT to the RS 133 spec:

Correct Power
Working Wipers
Added Dirt Glass
New Collider
Clean Skins
LODS
2 Sets Of Tyres
Other Small Fixes

* no flames, probably silly on this street car

I am releasing as 0.9 as there is still work to do such as gear change indicator LED on the RS and other refinements. Feel free to modify the car anyway you wish and thanks so much to Wack for the original model!!

Enjoy :)

https://sharemods.com/sf270vre1h8z/renault_twingo_rs.rar.html
 
@LiquidSkyMan
I have it down to Lime Rock or Monticello, and I have a strong feeling, it's Lime Rock. Do I have what it takes to be the new Sherlock? :lol: ;)
It's not either one of those but I'll give U a hint - it's a Gilles75 conversion and it was a real bytch getting the AI cars to stop smacking the walls at some chicanes! (in both directions now, as the Gilles track was only one layout originally)

The game is afoot! :lol:

Maybe @Masscot will tell U more, out of respect to him I can't say anymore as he was the one who brought it into the team to fix and boy did we fix it! Just a little more tweaking for the side lines by me and start grids by @norms.

I'm going dark for a while, probably won't be here until sometime late tomorrow night. Got to get away from the net and do some serious AI work now.
 
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