Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
  • 139,901 comments
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Can't wait to try this. Just wanted clarity around the install- so drag the .kn5's etc from the exisiting folder (in content/cars- obviously you have to have them installed) into the new folder you d/load creates?

Thanks a million for doing this.
You are welcome!

Depends if you want/dont want to disturb your existing install.

1.*easy: Overwrite to your current install
2.*hard: extract upgrade to a new install (i guess this is more work, the car folders are the same name), copy .kn5/.bank to new from SD files.
3.*easiest: Use JSGME/CM Mod manager to install, this will create a backup of the original files if you choose "yes" to the conflict

its a mod for a mod, it overwrites files. I suppose for a release I will put it in nested folders and simply state it overwrites original files (unless JSGME/CM)


I hope everyone enjoys. If it is OK, I will upload to RD.
 
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Bathurst (Mount Panorama) Version 1.1 Update by the Reboot Team

View attachment 955022
  • Moved Timing Line to under the gantry (you will probably want to delete all your old ghost cars etc to avoid any strange results)
  • Adjusted track and kerb grip levels
  • Added subtle Audio Sources & Reverbs
  • Completely reworked AI
  • Added 36 pit boxes
  • Graphical/Shader tweaks
  • Fixed Holes in the physical mesh
  • Various other tweaks and fixes

Enjoy and share wherever you like, BUT PLEASE use the provided link below, so any updates and fixes can be kept in one central source (Link in original Post will be updated to the same as below)

http://www.mediafire.com/file/q0fjrwil59d8ig7/rt_bathurst.rar/file

stFlow Shader is still recommended for this track, but track will now load for vanilla users without any issues. Available here - https://www.racedepartment.com/downloads/stflow-shader.23999/


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Note all, a minor update to v1.1.1 was uploaded around half an hour ago: UI tweaks and chopper blade animation timing correction. You can redownload from the same link or use CM's mod update feature.
 
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China and Baku 2019 tracks by Patrikpat
https://mega.nz/#!52oDQQgA!GkzNZWYM4Lk9mVXelCaO7Fn-DuXyy9lVduiOCF2g_QM
https://mega.nz/#!Yy5QhYiA!lEpD9z2VsElwU-VawUylxE-mRi-4gBcDD3pQ_6tgPt8

small fix .. part of the layout in collision.kn5 was visible in curve 2.

copy the file collision.kn5 into this zip, inside the baku_2019 folder.
https://mega.nz/#!d7o1lSia!VKwQEWbwLspOdnczSREhpzyc9K4B6XoWbWS_rVZCsto

Baku seems to allow a lot of track cutting. Does this update also fix that?
 
Bathurst (Mount Panorama) Version 1.1 Update by the Reboot Team

View attachment 955022
  • Moved Timing Line to under the gantry (you will probably want to delete all your old ghost cars etc to avoid any strange results)
  • Adjusted track and kerb grip levels
  • Added subtle Audio Sources & Reverbs
  • Completely reworked AI
  • Added 36 pit boxes
  • Graphical/Shader tweaks
  • Fixed Holes in the physical mesh
  • Various other tweaks and fixes

Enjoy and share wherever you like, BUT PLEASE use the provided link below, so any updates and fixes can be kept in one central source (Link in original Post will be updated to the same as below)

http://www.mediafire.com/file/q0fjrwil59d8ig7/rt_bathurst.rar/file

stFlow Shader is still recommended for this track, but track will now load for vanilla users without any issues. Available here - https://www.racedepartment.com/downloads/stflow-shader.23999/

This is awesome! Huge thanks to everyone involved in bringing this to AC. For someone who has raced IRL at Bathurst (though sadly not in a GT3 car) it's brilliant to have such an accurate version on sim.

Can I make a few suggestions though :)
The reverb sound along pit straight, around a few points across the mountain and passing the hotel. It sounds a bit like driving through a tunnel. It's kinda cool sound but it's just not realistic. You don't get that level of sound reverb IRL. Don't know if there's a way to turn this down in settings?
The AI I thought were more consistent and less 'crashy' in v1.0 (excluding of course the 1 in 4 or so chance they jammed up going down the esses). In v1.1 they seem to be a bit more all over the place and less able to race with, and seem to crash a lot more. If you could get past the first couple of laps without them jamming up in the esses in v1.0, the racing I thought was better overall with the AI.
Fireworks. Currently they're off to the right going up mountain straight. IRL that's bushland. If you had fireworks there the entire mountain would be on fire lol. One thing I love about the ACU version is the fireworks are in the carpark to the right of pit straight, behind the small grand stand. So as you're barrelling down conrod, the fireworks are going off right there in front of you. Pretty cool to watch as you barrel down the mountain :)
 
I know we have a dedicated video thread, but as there are still people questioning how accurate the new Bathurst is, there are doubts about the mesh, and so on, here a lap comparison for all those people. I know it's a video from 2007, but it has the best view from the window from what I could find on YT. And also these days they are doing 2.04, 2.05 lap times, and I'm only capable of doing high 2.08 for now. Anyway, not only are all the elevations, corners,... perfectly correct, but every f..... tree is in the right place. And if you look closely, all the bumps on the road are also there in real life, so the mesh is also perfect. What an amazing job from @Jimlloyd and everybody else from RT. Still blows my mind. Thanks again:



Great Vid! Really shows how accurate this version is.

Here's another real life vid showing the full track from cockpit view. A record lap at the time from the late Allan Simonsen (RIP).
 
This is awesome! Huge thanks to everyone involved in bringing this to AC. For someone who has raced IRL at Bathurst (though sadly not in a GT3 car) it's brilliant to have such an accurate version on sim.

Can I make a few suggestions though :)
The reverb sound along pit straight, around a few points across the mountain and passing the hotel. It sounds a bit like driving through a tunnel. It's kinda cool sound but it's just not realistic. You don't get that level of sound reverb IRL. Don't know if there's a way to turn this down in settings?
The AI I thought were more consistent and less 'crashy' in v1.0 (excluding of course the 1 in 4 or so chance they jammed up going down the esses). In v1.1 they seem to be a bit more all over the place and less able to race with, and seem to crash a lot more. If you could get past the first couple of laps without them jamming up in the esses in v1.0, the racing I thought was better overall with the AI.
Fireworks. Currently they're off to the right going up mountain straight. IRL that's bushland. If you had fireworks there the entire mountain would be on fire lol. One thing I love about the ACU version is the fireworks are in the carpark to the right of pit straight, behind the small grand stand. So as you're barrelling down conrod, the fireworks are going off right there in front of you. Pretty cool to watch as you barrel down the mountain :)

Thank you for the praise and the constructive feedback! May I ask what cars you are racing with the AI?
 
Note all, a minor update to v1.1.1 was uploaded around half an hour ago: UI tweaks and chopper blade animation timing correction. You can redownload from the same link or use CM's mod update feature.

It certainly helps adding the .1 to the version uploaded, it makes life easier for us old codgers to know where we are at..... I downloaded the 1.1ver at about 1.30ish pm GMT.... Thanks for the update by the way.
 
This is awesome! Huge thanks to everyone involved in bringing this to AC. For someone who has raced IRL at Bathurst (though sadly not in a GT3 car) it's brilliant to have such an accurate version on sim.

Can I make a few suggestions though :)
The reverb sound along pit straight, around a few points across the mountain and passing the hotel. It sounds a bit like driving through a tunnel. It's kinda cool sound but it's just not realistic. You don't get that level of sound reverb IRL. Don't know if there's a way to turn this down in settings?
The AI I thought were more consistent and less 'crashy' in v1.0 (excluding of course the 1 in 4 or so chance they jammed up going down the esses). In v1.1 they seem to be a bit more all over the place and less able to race with, and seem to crash a lot more. If you could get past the first couple of laps without them jamming up in the esses in v1.0, the racing I thought was better overall with the AI.
Fireworks. Currently they're off to the right going up mountain straight. IRL that's bushland. If you had fireworks there the entire mountain would be on fire lol. One thing I love about the ACU version is the fireworks are in the carpark to the right of pit straight, behind the small grand stand. So as you're barrelling down conrod, the fireworks are going off right there in front of you. Pretty cool to watch as you barrel down the mountain :)

Hey Shane....regarding reverbs...go to the track folder and inside the data folder there is a ini file called audio sources...if you reduce this setting for each reverb you should get what you want (MAXDISTANCE=150) reduce this until you get your desired effect...beware though this may invalidate the track for online use....anybody else here on the forum able to confirm this???
 
I bought the drm revival mod 1.2 early this year.I sent them an email on how to get the 1.3 update,but its been a few days without a response.
 
I'm very new to Assetto Corsa and this is my first racing game on PC since Live for Speed. I'm blown away. I bought AC on Xbox One and it fails to capture how beautiful this game is. Does anyone have a go-to reputable site where I can download mods?
 
I'm very new to Assetto Corsa and this is my first racing game on PC since Live for Speed. I'm blown away. I bought AC on Xbox One and it fails to capture how beautiful this game is. Does anyone have a go-to reputable site where I can download mods?
race department
 
After all the talk if vr lately I thought I'd give mine another go. The feeling of being in the car is amazing but after a few laps I just end up with headache not sure if its my headset a wmr or if I'm just not suited to vr
 
Bathurst, feels a lot better, only run the Ferrari GT3, but the skating feeling has gone and the car now has good grip, but it will break loose if pushed to hard. I was able to jump in and run 2:06 low, optimal grip, half a dozen laps stock setup apart from a set of softs. Initial release of the track I could only manage 2:10's with a GT3 it was not fun at all, that has changed now :) Practice and setup will make me faster for sure...

I think the level of grip now is just about bang on 👍
 
After all the talk if vr lately I thought I'd give mine another go. The feeling of being in the car is amazing but after a few laps I just end up with headache not sure if its my headset a wmr or if I'm just not suited to vr
Headset too tight? That's how I get the headaches.
 
I'm getting launching problems with CM. Even though Steam is open, I get an error message telling that CM can't initialize Steam. At the same time Steam launches vanilla AC launcher. This persists until I restart Steam. The problem might be on Steam client's side. Do you also get this error?

Another launching problem I have, sometimes game hangs at AC loading screen before the "weather.ini" text shows. I have to force close acs.exe and relaunch. Second time always works. This is probably related to weather files but uninstalling and reinstalling Sol didn't help.

I haven't been active lately, I'd like to use this opportunity to thank everyone in the community. Special thanks to the Reboot Team for Bathurst. Amazing track.
 
You are welcome!

Depends if you want/dont want to disturb your existing install.

1.*easy: Overwrite to your current install
2.*hard: extract upgrade to a new install (i guess this is more work, the car folders are the same name), copy .kn5/.bank to new from SD files.
3.*easiest: Use JSGME/CM Mod manager to install, this will create a backup of the original files if you choose "yes" to the conflict

its a mod for a mod, it overwrites files. I suppose for a release I will put it in nested folders and simply state it overwrites original files (unless JSGME/CM)
fi

I hope everyone enjoys. If it is OK, I will upload to RD.

Thanks, worked first time. Only slight problem I found was the dreaded first 90 degree left at Monaco? They still can#t quite make it :)
 
Hello. With the release of the absolutely amazing Bathurst by the Revival Team I've been looking for in your opinion the best V8 supercars mods, new and/or old. I have V8sCorsa's latest release but I always feel like they have no grip at all, can't really seem to find the confidence in the car to push.
 
Extract the AMS files to a folder, then open rfactorcodec, and select the files to decrypt them. Import everything into 3dsimEd. It should work. Let me know.
must have had my stipid pills this morning, appears i am doing it right, but 3dsimed spitting the dummy at me.

1. 3dsimed to unpack the mas to a folder (seems to work, folder full of files)
upload_2020-9-5_6-43-20.png

2. rfactordec the files using filter *.* to *.* (seems to work, win terminal shows heap of successfull messages)
upload_2020-9-5_6-42-37.png

3. Attempt to import in 3dsimed get this message for every file..
upload_2020-9-5_6-42-12.png



Any clues? If you prefer we can move chat to discord or messages here? And I really appreciate your time.
Thank you.

EDIT: Nevermind. Seems i have to import the files one by one into 3dsimed.. then they load.
upload_2020-9-5_6-52-37.png
 
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Thanks, worked first time. Only slight problem I found was the dreaded first 90 degree left at Monaco? They still can#t quite make it :)

Depending on the car, lower the diff preload. I hand tested every car... repeatedly.

Monaco... yes, well, the Casino hairpin... they dont like it. I could raise the lock abit but I didnt want to step outside of reality too much or mess with the (somewhat decent) base physics too much.

Does it only happen to AI?
Have you tried other cars?
 
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After all the talk if vr lately I thought I'd give mine another go. The feeling of being in the car is amazing but after a few laps I just end up with headache not sure if its my headset a wmr or if I'm just not suited to vr

Be sure to adjust the headset so the strap in the back is as low as possible so the proper viewing angle is maintained. This is usually a common mistake when someone first tries VR or only uses it for brief periods. This affects viewing angle, the overall experience, causes more eye strain, and can contribute to discomfort or a "nauseous" feeling. If your headset has an IPD adjustment, be sure to adjust it to match the width between your eyes and increase the clarity of the image.

Other than making sure your PC is up to spec for VR and can produce a smooth frame rate, it just may take some time to adjust to using VR for long periods of time. I'm good for up to four hours with few issues (and I take short breaks every 30 minutes to an hour), but when I'm done, I know I feel more fatigue than I would if using monitors, and I think this is realistic as you experience more while in VR.
 
must have had my stipid pills this morning, appears i am doing it right, but 3dsimed spitting the dummy at me.

1. 3dsimed to unpack the mas to a folder (seems to work, folder full of files)
View attachment 955266
2. rfactordec the files using filter *.* to *.* (seems to work, win terminal shows heap of successfull messages)
View attachment 955265
3. Attempt to import in 3dsimed get this message for every file..
View attachment 955264


Any clues? If you prefer we can move chat to discord or messages here? And I really appreciate your time.
Thank you.

EDIT: Nevermind. Seems i have to import the files one by one into 3dsimed.. then they load.
View attachment 955267

Tomorrow morning I'll write you the procedure in pvt
 
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