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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
Simply amazing! agree with you, Lanzo by RSS is one of the best AC car ever....
 
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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

Cant even thank you enough for this. Absolutely amazing work.

I admire your passion and your patience for bringing this all together.

Thank you once again for your efforts

Thank you for sharing all your work and your passion. :bowdown::bowdown::bowdown:
This brings an aspect of AC that is superior to any other SIM. The ultimate sand box where you can create your own sim with for only limit your courage and imagination.
Looking forward to race those.:gtpflag:

umb
Simply amazing! agree with you, Lanzo by RSS is one of the best AC car ever....

Thanks guys. Very nice words indeed. 👍 Hope you won't be too disappointed :). Remember RSS tyres have a break in period, so if you run qualifications, give the AI (and yourself) a 1-2 laps to start pushing 100% and start recording top lap times. I usually do at least 15-20 min qualy, to get consistent lap times.
 
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Thanks guys. Very nice words indeed. 👍 Hope you won't be too disappointed :). Remember RSS tyres have a break in period, so if you run qualifications, give the AI (and yourself) a 1-2 laps to start pushing 100% and start recording top lap times. I usually do at least 15-20 min qualy, to get consistent lap times.
RSS GT pack is awesome! I love their Cars. Also GT-N are incredible with Ferrari 360!
 
hello mate,

I have problem ONLY for the nsx gt3 ACC ( not endurance / EVO ) , any idea on that? Thx !!


HONDA NSX GT3 2016: SPRINT/ENDURANCE — HONDA NSX GT3 EVO 2019: SPRINT/ENDURANCE ACC UPDATE V1.71**

CHANGELOG: HONDA NSX GT3, SPRINT/ENDURANCE

V1.71 ** PLEASE DOWNLOAD AGAIN THE PACKAGE IF YOU DOWNLOADED V1.7

— updated Honda NSX EVO 2019 Endurance INT_GLASS_L missing transparency

DOWNLOAD
 

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This may have been said before (I got "inspired" from a post here).
If you have paddles and an H shifter, but want to create a config for secuential transmission (ala 80's F1 cars), here's what you can do:
1) create a control layour variable using 3rd and 4th gear from the H ****er as "paddle (up)" and "paddle (down)". Save it as "secuential" or whatever.
2) Change the car's data drivetrain to paddles.
3) Select the car in CM. In the custom config (next to tire warmers, I'm not in my computer right now) select the custom control layout (it will be saved for that car.

That's it! Not perfect, but still good.
 
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)View attachment 968973

On all other tracks:

View attachment 968974

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 ??

Have you tried rolling back your CSP version?
This happened with the BAC Mono on some tracks and that was the solution (roll back to 0.1.60)

EDIT: if it is this then I don't know what is causing it
 
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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

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/

I would like to start by thanking you, I have read everything and understood almost nothing :(. The initial problem is to understand how to divide the objects of one start with the other, I tried with race track builder but I did not receive the desired result ..
 
Have you tried rolling back your CSP version?
This happened with the BAC Mono on some tracks and that was the solution (roll back to 0.1.60)

EDIT: if it is this then I don't know what is causing it
I haven't...on purpose, but thanks for thinking along.
But I have tried before, several times.
I'm pretty sure rolling back CSP version could be a cure (as it was before on some tracks with the BAC Mono), but like it is now, if I do, I run into other issues too. Some cars don't work, latest SOL doesn't work etc...
I so wish we could finally have a stable version of CSP/SOL/...where all works fine, mod cars/tracks included. Like it is now I run into so much new issues that it crossed my mind several times to just revert to vanilla AC (still using CM)...
 
I haven't...on purpose, but thanks for thinking along.
But I have tried before, several times.
I'm pretty sure rolling back CSP version could be a cure (as it was before on some tracks with the BAC Mono), but like it is now, if I do, I run into other issues too. Some cars don't work, latest SOL doesn't work etc...
I so wish we could finally have a stable version of CSP/SOL/...where all works fine, mod cars/tracks included. Like it is now I run into so much new issues that it crossed my mind several times to just revert to vanilla AC (still using CM)...
Well actually we do. I use csp 1.60 with sol 1.62 for over a month now I guess. And it works. I don't have rain, but it's not finished yet and buggy as hell. And some mods might not work. But it's a sacrifice I'm willing to make for everything else working without problems. There are so many mods to use and try, that those that require newer version of csp are just gonna have to wait. It's a bummer I know, but once you get past that mindset, it's much less frustrating in a long run.

Or do you have problems on 1.60 as well?
 
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I haven't...on purpose, but thanks for thinking along.
But I have tried before, several times.
I'm pretty sure rolling back CSP version could be a cure (as it was before on some tracks with the BAC Mono), but like it is now, if I do, I run into other issues too. Some cars don't work, latest SOL doesn't work etc...
I so wish we could finally have a stable version of CSP/SOL/...where all works fine, mod cars/tracks included. Like it is now I run into so much new issues that it crossed my mind several times to just revert to vanilla AC (still using CM)...

Maybe one day this will happen, but for now it is definitely not perfect. I suppose that's why the recommended version of CSP is still 0.1.60 and all the newer versions are BUGGY af. But as you say - certain things don't work with that version so it's for sure a "Rock and a Hard Place"
 
.../...Or do you have problems on 1.60 as well?
Nope, 1.60 runs pretty well.
I had it there for a while but then came a lot of new cars I couldn't really fully use...

Maybe one day this will happen, but for now it is definitely not perfect. I suppose that's why the recommended version of CSP is still 0.1.60 and all the newer versions are BUGGY af. But as you say - certain things don't work with that version so it's for sure a "Rock and a Hard Place"
Well put :D
I feel like getting bounced around a lot...
 
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
When I created BTCC Championship 2016 and posted it on RaceDepartment I thought I did a great job. It has been downloaded 27000 times today. But looking at this work of yours, I think that you would have surpassed my result had it been a couple of years ago))) This is a professional approach to creating a championship ;) Thank you!
 
I would like to start by thanking you, I have read everything and understood almost nothing :(. The initial problem is to understand how to divide the objects of one start with the other, I tried with race track builder but I did not receive the desired result ..
This is easier than you think...

1. load yourtrack.kn5 in 3dSimed
2. "Display", "Object Filter", turn all off, select all AC* objects, click ok (you should only see start/pit/timer objects)
3. "Edit", "All Visible", "Copy"
4. "New File", "Edit", "Paste (objects)"
5. save new file as starts.kn5
6. go back to yourtrack.kn5, repeat step 3 but choose "erase"
7. Save, yourtrack.kn5
8. use models,ini with your new parts
 
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Thx for the reply, I did delete everything ( except skin :) ) but still same result. Again it only happen this 1 out of 4 cars, rest 3 are working fine !

The log attach and hope give u more hints, thx !

I am using 1.66 version btw.


Update : OK I seems to work-around the problem by disable both DXGI & Force UAV flag , this error message box still prompt out, the only different is after clicking the OK, I can enter the race screen without issue.


By any chance, did you mix up installations?
You should delete the old car folders and then install the whole package again, to avoid these kind of issues. Let me know if everything then works fine.
 

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I haven't...on purpose, but thanks for thinking along.
But I have tried before, several times.
I'm pretty sure rolling back CSP version could be a cure (as it was before on some tracks with the BAC Mono), but like it is now, if I do, I run into other issues too. Some cars don't work, latest SOL doesn't work etc...
I so wish we could finally have a stable version of CSP/SOL/...where all works fine, mod cars/tracks included. Like it is now I run into so much new issues that it crossed my mind several times to just revert to vanilla AC (still using CM)...

It's so weird. I'm running 1.66 and the display shows properly on Batangas. Could it be pp-filter? Which one are you using and I'll check on mine.
 
sim dream development has made the T33 / 3 spider, it is in a pack

Yes
but it's ripped
and very ugly
its ancient low-poly model from GTR2

Completely agree about the model. It's ridiculous. In VR it's like being in a bright red baked bean tin. But it's surprisingly fun to drive with a bit of attention given to setup.

__custom_showroom_1604331647.jpg
 
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