Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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Anyway, Racedepartment down for anyone else.
Works fine here.
But on another note... have you got any idea why the display of the Norma M20 FC260 (I have three versions) doesn't work on your tracks ?
All three have no issues on other tracks.
First I thought I had some fonts missing, re-downloaded/installed the car: same issue on tour tracks (all of them)... :confused:
 
Works fine here.
But on another note... have you got any idea why the display of the Norma M20 FC260 (I have three versions) doesn't work on your tracks ?
All three have no issues on other tracks.
First I thought I had some fonts missing, re-downloaded/installed the car: same issue on tour tracks (all of them)... :confused:

Weird, I'll have to investigate the issue Fana. I'll check if I have the M20 FC260 to test with. Thanks for letting me know.

[EDIT] I have the hillclimb version. Do you mean the gauges in the steering wheel?
 
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Tip:

If someone want to try this set, it is visually marvelous.

PP-Filter: Natural, with this setup.
hkro.png


EDIT:
What a dumb.
Forgot the track (bacause of lights) and images.

mwm0.png

fhrx.jpg

s757.jpg

305y.jpg
 
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@delpinsky
One of my favorite mods in Assetto Corsa is the wonderful Honda NSX GT3 2016 ACC.



This is an absolutely incredible model and is testament to the talent currently working on Assetto Corsa mods. This model has clearly been crafted by a group of very talented individuals. Not only does it drive better than most Kunos content it's also closer to its real world counterpart data than many of the official cars included in the base game.

Upon watching telemetry and driving the vehicle around the test track I did notice however that the vehicle has a #Steer Lock of 480 degrees [240/C2L] and an actual in game #Steer Ratio of 14:1 based on a slight misalignment with the Lock/Ratio and Rod.

Kunos / Honda / Acura report this vehicle both in real word data and in ACC to have a #Steer Lock of 620 degrees [310/C2L] with of SR of 15:1

The current model therefor has a "very minor" misalignment in this regard. I have uploaded a modified version of the "car.ini" that now matches the specifications for both ACC and the real world data of 310/620/15:1 - 20/40 degrees of rotation at the tire delivered completely linearly [image provided].

I will state that the changes made to this vehicle in particular are very minor. This is primarily due to the incredibly accurate detail entered by the modding team who have clearly put a lot of time and effort into crafting this wonderful vehicle.

While this is a small change of around 140 degrees of total rotation and a slight adjustment to the linear steer rod and steering input delivery, it is enough for wheel users to notice and makes a significant difference when trying to catching the car etc.

The positive thing about all SL/SR/LSRR updates made is that the user can choose to scale back to an older setting by simply reducing the degrees of rotation on their wheel manually so there is no downside.

I will again state that the current members who have worked on this mod have done such an incredible job its virtually perfect, and this adjustment is only really noticeable/significant to wheel users.


I have attached the files for you.

First of all thanks for your kind words on behalf of all the team members left! We did our best to improve the mod over time, especially me, learning new things on the way, about 3D modeling and stuff. Also thanks for your data update. We're going to try and test it and then put it in our next update, as I also found something that might be interesting to see, a small addition but nice.
Cheers mate!
 
First of all thanks for your kind words on behalf of all the team members left! We did our best to improve the mod over time, especially me, learning new things on the way, about 3D modeling and stuff. Also thanks for your data update. We're going to try and test it and then put it in our next update, as I also found something that might be interesting to see, a small addition but nice.
Cheers mate!

Hey, just wondering but did the weird floating black pieces on the LOD B or C of the 2019 NSX EVO get fixed yet? I've disabled that mod because of it.
 
@MisterWaffles
Do you see them in the latest version of the package, the 1.71?
If so, can you post a screenshot?

Sorry. I was using V1.5 before and I wasn't aware there was a new update out for the car. They're gone now. Thank you for the work you've put into this car.

I haven't been active in the last week or so and I've just been skimming through the thread.
 
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Does anyone have a version of the Losail International Circuit in Qatar with more than two pitboxes? I’m trying to run the 2017 World Touring Car Championship (the final round was held there) but the one available on RaceDepartment is virtually pointless to have besides if you want to do hotlapping. All the other tracks used throughout the season are available and playable besides this one.

It’d help me out a lot if anyone does have a copy.

Cheers,
RenaultDJRTP
 
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Does anyone have a version of the Losail International Circuit in Qatar with more than two pitboxes? I’m trying to run the 2017 World Touring Car Championship (the final round was held there) but the one available on RaceDepartment is virtually pointless to have besides if you want to do hotlapping. All the other tracks used throughout the season are available and playable besides this one.

It’d help me out a lot if anyone does have a copy.

Cheers,
RenaultDJRTP

http://www.assetto-fr.tk/AC-Forum/viewtopic.php?f=23&t=1101

EDIT. Bad link.
 
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I have always been quite confused about tracks like Monza and Imola...

Q. Where exactly is the start/finish? (seems BEHIND where the cars line up to start, ex the startlights are NOT where the timers are?)
Q. Do the cars indeed start the race, AFTER the start/finish?
Q. Some layouts have cars starting the race both before AND after the "start/finish", does this not mess with scorekeeping/timing?

Inquiring minds need to know...
 
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Track modding question, I have almost finished the track I am working on and it has 2 configurations a short version with the start shifted from the original path (and some details, banners, positioned differently), how do I create the second layout without copying the tracked 2 times?

First Start:
Screenshot_1.jpg


Second Start:
Screenshot_2.jpg


Using as a race track builder program, and to model buildings and sketchup objects, I plan (hopefully) to switch to blender for finishes
 
Weird, I'll have to investigate the issue Fana. I'll check if I have the M20 FC260 to test with. Thanks for letting me know.

[EDIT] I have the hillclimb version. Do you mean the gauges in the steering wheel?
Here's the new car (and sound) that I tried to check: https://mega.nz/file/XGon1CJD#6D8vTT56-4HsSEg3rRDNjQb8DVbKp5I7bbpRzu9wURM

Indeed, the whole 'motec' screen shows no values.

Here's how it looks at Batangas (same as on your other tracks)
batangas.png


On all other tracks:

most.png


EDIT: I also tried with the Norma MXX (Romain Dumas): it shows the exact same behaviour: not working display on your tracks, no issues on others... :rolleyes:

EDIT 2: just found out that it's not only the Norma cars: Porsche 911 RSR GT3 (ACF), BAC Mono, same thing.
Tested a few other cars without issues though...

EDIT 3: the new Guerilla Audi GT4 has the issue, while others of the GT4 pack don't ??
 
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hello everyone, does someone have this super bright building in sandevoerde. If yes, does someone know how to fix it?
 

Attachments

  • Screenshot_legion_porsche_917k_71_sandev_f3ct_2-10-120-12-18-54.jpg
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Track modding question, I have almost finished the track I am working on and it has 2 configurations a short version with the start shifted from the original path (and some details, banners, positioned differently), how do I create the second layout without copying the tracked 2 times?

First Start:
View attachment 968967

Second Start:
View attachment 968968

Using as a race track builder program, and to model buildings and sketchup objects, I plan (hopefully) to switch to blender for finishes
Take a look at ks_brands_hatch about how to do extra layouts. In your case:
1. create your track without start obects
2. create new kn5 files that contain only your start positions
3. use models.ini format to define mesh/layout using the new kn5 starts
 
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Track modding question, I have almost finished the track I am working on and it has 2 configurations a short version with the start shifted from the original path (and some details, banners, positioned differently), how do I create the second layout without copying the tracked 2 times?

First Start:
View attachment 968967

Second Start:
View attachment 968968

Using as a race track builder program, and to model buildings and sketchup objects, I plan (hopefully) to switch to blender for finishes
As @RMi_wood wrote, combine a basic track layout and put different objects etc. together with models.ini
Here a helpful how-to:
https://assettocorsamods.net/threads/track-layouts-how-to.364/
and as it seems to be a A-to-B track take care of correct named timing objects:
https://assettocorsamods.net/threads/build-your-first-track-basic-guide.12/
...
For A-to-B type stages:
AC_AB_START_L, AC_AB_START_R
AC_AB_FINISH_L, AC_AB_FINISH_R
Keep the same naming for pit spawn points
Keep the same naming for hotlap start spawn point
No starting grid.
...
 
Hey guys! I hate to be that guy but I tried searching with no luck. Does anyone have a link list of all the current ACC converted tracks? Thank you guys!
We are all that guy ;) I guess its ok to say @FileMissing discord has this I joined cars and tracks in sections from ACC or forza or GT or Grid or by release group 👍
 
FIA GT1 2010 v2

View attachment 968982

INTRO
I climbed into a rabbit hole with this one. More I got into it, more obsessed I got with it. 6 cars, 2 teams per car, 2 drivers per team, heavy BOP-ing and success ballast made for some of the best racing in GT history (not my words). 10 races, 7 different driver winners, 5 of 6 manufacturers managed to get a win. And even Corvette won a qualifiying race and a mechanical failure a few laps to the end of race, took away a sure win for them as well. Amazing.

Although this caries the same name as my v1 BOP, outside of base car models, this has nothing in common with the V1. I took my time with this and basically spent the better part of last month gathering information and data for the cars, reading about regulations, re-watching all the races from the season on YouTube, learning about other info about the season, driving 100 of laps and races, fine tweaking the cars to achieve real life times and BOP and creating missing skins. So, this is as close as I can get these to how they championship looked IRL.

BASE CARS
All cars have been edited, so in the zip you’ll find all the cars with a suffix _2010. Before someone starts jumping down my throat how dare I change Kunos and RSS cars, the only thing changed in those two models are correct BHP, Torque, Weight, Gas consumption and AI. The physics were not changed at all. These changes were necessary because the Lambo from RSS is the old 2003 model, and the Maserati is the 2006 model of the car. So here are the base models and links to them if you want them (and in case of Maserati and Lambo, need them):
2010 CARS CHANGELOG

All cars
  • Adjusted BHP and Torque to 2010 season
  • Adjusted weight to 2010 season
  • Adjusted aero for BOP and real-life lap times
  • Adjusted AI for better performance, aggression and stability
  • Adjusted fuel consumption and fuel_cons.ini based on new power data
  • Adjusted pit times, so now they match on all cars
  • Removed tyres and only left Medium ones as per 2010 regulations
  • Adjusted all tyres for wear, temperature, slip and slide to match the excellent tyres by RSS for their GT pack (except Lanzo (no need) and Maserati)
  • Added crew suits for all skins
  • Corrected the skin info for all skins
Lanzo V12
  • Enabled Traction Control
  • Added all 4 skins for the season (3 from RD and 1 adopted by me)
View attachment 968978

Maserati MC12

  • Added all 4 skins for the season (2 from RD and 2 adopted by me based on RD skins for 2009)
View attachment 968976
View attachment 968977

Corvette C6R GT1
  • Enabled Traction Control
  • Adjusted ride height
  • Added all 4 skins for the season (1 from RD, 1 adopted by me based on RD skin, 2 scratch made by me)
  • Adjusted FFB
View attachment 968980
View attachment 968981
View attachment 968979

Aston Martin DBR9 GT1

  • Enabled Traction Control
  • Adjusted ride height
  • Adjusted tyre sizes
Ford Matech GT GT1
  • Adjusted tyre sizes
  • Adjusted ride height
Nissan GT-R GT1
  • Adjusted ride height
  • Adjusted tyre sizes
  • Adjusted FFB
  • Adjusted gear ratios
  • Adjusted suspensions and aero heavily to BOP it other cars (it’s still much faster and less agile than other cars, but it’s much closer than before)
DOWNLOAD
In the zip, as said before, there are all 6 _2010 cars with all the 2010 skins. They won’t overwrite the original cars. IMPORTANT: As Lanzo and Maserati are paid mods, only the ui_car.json, GUIDs.txt, skins and data.acd files are included. You have to go to the original car and copy over all the other files (when prompted, don’t overwrite anything). Then go to sfx folder and rename rss_gt_lanzo_v12.bank to rss_gt_lanzo_v12_2010.bank and the same for Maserati (add the _2010). If the sound of a particular car is not working, use CM to change the sound of the car.

https://mega.nz/file/PcN31YCQ#6HAHr6dAhZ8LbahvyGUpPxxLwFT5gYp6BUympRXVAac


PRESET
To say cars were a pain to BOP, is an understatement. Especially cause I wanted to make them run like lap times they ran IRL. FIA used heavy BOP-ing during the season with adjusting the cars weight, height, even tyre dimensions. They also used the success ballast system after every race. We do not have that, so a lot of fine tweaking was needed. Still there will be some tracks, a certain car might be a little faster, but generally these should run within 2 seconds of each other and 1-2 seconds slower than real-life qualifying results no matter the track (extensively tested on all the 2010 Calendar tracks, the 1,2 seconds slower than real-life was purposefully selected, as the AI is not perfect in AC and also AI lines are not perfect, so this should be realistic. I’m sure some aliens might run these cars close to real-life times). As these are BOPed in data.acd, no additional BOP is needed through presets:

https://mega.nz/file/KRNkmDiS#_Ztkyw2fkC6JAnoCyxtNxz4x0PriVjDkJOO87-zNF8Q (direct share from CM not working for me ATM, don't know why).

View attachment 968970

TRACKS
We have 9 of 10 tracks available in AC (well 10, but Novarra is undriveable). They ran 1 hour races with a mandatory pitstop between 25 and 35 minute of the race. The cars fuel consumption is adjusted so, that if you choose realistic number of laps, they will all make a pitstop or two (that is the best that is possible in AC). If you go 50% of race length (15 laps for example), you should set fuel usage to 2x. Best versions of tracks and addons (IMO of course):
CREDITS
  • Knos
  • RSS
  • @GzeroD
  • Velos mods
  • All others mentioned in the post and skin makers od RD

Damn... Mate, your passion on this subject is out of this world. This takes as much knowledge as it takes patience. Thank you so much for this type of posts.

Is it asking too much to "compile" these posts somewhere easily accessible? IDK, like a cloud with this written in PDF's? A Discord channel?

It's a real shame this stuff getting "lost" on this endless thread
 
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