Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
  • 138,714 comments
  • 37,903,705 views
ACU's original version: (acu_istanbul_park)
acu_istanbul-park - New AI, track limits, outlines, map, DRS zones & GPS location in JSON by LiquidSkyMan.rar 2.21MB
https://mega.nz/file/W4YSlZIK#v8uqFtBQqyCsv9R78hEr0PjtEVt2-lTsFvh3JuzK0hY

and Intercity Istanbul Park based on the ACU track (istanbul_park)
istanbul_park - New AI, track limits, outlines, map, DRS zones & GPS location in JSON by LiquidSkyMan.rar 2.21MB
https://mega.nz/file/W4YSlZIK#v8uqFtBQqyCsv9R78hEr0PjtEVt2-lTsFvh3JuzK0hY

is same file ?
see original post, posted same link twice by accident. Should have been 2 different links like it is now ---> https://www.gtplanet.net/forum/posts/13282935/
 
Last edited:
Maybe I should rename Imola 95-02 for release ?

San Marino 1995-2006

????

Being the 2001 version the original one, I wouldn't extend its name up to 2006: the track was slightly modified in 2006 to have a faster Variante Alta. Nothing major, yet it was a bit different. :)
I personally would go with Imola 1995-2005, as not only the San Marino GP was held there.
 
@leBluem posted one here:
https://www.gtplanet.net/forum/thre...ral-discussion.307899/page-1908#post-13281694

Should work for all Istanbul tracks based on Acu´s version. Just extract into track folder.

You can also add this part at the end of the ext_config file inside the extension folder to add the green lights to the semaphore

;;;;;;;;;;;;;;;; SEMAPHORE ;;;;;;;;;;;;;;;;

[CustomEmissive]
ACTIVE = 1
DESCRIPTION = Pitlane Semaphore
MATERIALS = lg_pit_exit_light_b
Resolution = 512, 512
SHADER=ksPerPixelMultiMap_emissive
@ = CustomEmissive_Rect, Channel = 1, Start = "37.9, 214.1", Size = "91.9, 85.5"

[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = Pitlane Semaphore
MATERIALS = lg_pit_exit_light_b
CONDITION = ALWAYS_ON
CONDITION = RACING_FLAG_LOCAL
KEY_... = ksEmissive1
VALUE_... = 255,255,255, 0.25
KEY_... = ksAlphaRef
VALUE_... = -193

[CustomEmissive]
ACTIVE = 1
DESCRIPTION = Pitlane Semaphore
MATERIALS = core_start_lights_a
Resolution = 256, 512
SHADER=ksPerPixelMultiMap_emissive
@ = CustomEmissive_Rect, Channel = 1, Start = "35, 388.3", Size = "98.4, 79.5"

[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = Pitlane Semaphore
MATERIALS = core_start_lights_a
CONDITION = ALWAYS_ON
CONDITION = RACING_FLAG_LOCAL
KEY_... = ksEmissive1
VALUE_... = 255,255,255, 0.25
KEY_... = ksAlphaRef
VALUE_... = -193
 
I am sure this is going to get lost here, but not sure where else to post.

After looking and taking so many photo-mode pictures in AC with all kinds of filters and mods, also seeing others photos everywhere, I have found one MAJOR thing that really takes away from many. That is the driver model, I think we need a couple high quality street clothes/no helmet models. The ones I have found look really low res and cartoony. If you all can convert models from whatever sim in existence, it seems, why not find a couple good head models? There also seems like the modern helmets are rather generic, every picture has the same white helmet. Suits seem a little too white at times, too... IDK just some thoughts

see ya...

Hi mate. Well, here's how I see it: unlike car skins, creating driver skins and switching the driver model involves more steps.
Also, race cars with different liveries should have different driver suit, which is a lot of work, and the reason why most skin modders who do create driver kits (F1 seasons, for example) use generic suit and gloves colors, that in 99% cases don't even match the real ones. Literally all of them.
I'm making every driver model my cars request, but the upload takes a lot of space (ironically, it also saves a lot of space in my game), and the correct installation process is tricky to explain, so I'm not releasing. The lack of interest from the community is another factor I take into account.
Cheers!
 
Last edited:
Nice to hear that mate. Enjoy! :)

It works also with all latest CSP versions 1.65 1.66 1.67.
csp-167461.jpg

1.67
csp-166.jpg

1.66



Probably Brabham's official mod has been updated (now i see in October 1st' news). I'm gonna download and check what's changed. Maybe there is the issue for you. :)

[A single line change in config should be enough :D, although.. we'll see :) )]

EDIT:
Nope, Brabham official one is not new. Moreover, i cannot find your issue, mate :/.

I have taken this screenshot a few minutes ago on 1.66_2:
csp-166-preview2.jpg


Where did you get YOUR mod? :D
If it is highly improved version, i will add my wipers to work with it.
I think it's because I have beta llija version of csp (it's the 0.1.67 preview 1)....but all my cars have same problem
 
Good tip - thanks. I've had this blue/red issue evident with the same mod car on certain CSP versions but not on others. Seems some CSP versions have a way to deal with it automatically perhaps? Not sure. I'd need to revert and check the mirror texture on cars where it happens.
You don't need to replace texture, if you do that you can't adjust in game with the csp mirror app.
You just need to rename in your data foder mirror.ini with the good meshes names
AC TUTO MIRROR.JPG
 
Probably modders that kept the reference texture for positioning instead of putting a correct one as the pipeline says to do...
Immagine_2020-11-09_190035.png

How it should be:
Immagine_2020-11-09_190151.png


Try replacing the texture with one from a kunos car, it should fix it
WRONG ANSWER DUDE
If you do that you can't use the mirror app in game.
You just need to change the meshes name in the mirror.ini
 
WRONG ANSWER DUDE
If you do that you can't use the mirror app in game.
You just need to change the meshes name in the mirror.ini

I believe he's addressing a different problem. Changing the mesh name in mirror.ini applies when your own mirror isn't working. UalterWhite was giving a solution to AI mirrors showing blue/red textures.
But hey, I could be wrong. If that's the case (and this is the actual point I'm trying to make), please indicate so in a more respectful manner.
Cheers!
 
Last edited:
There are so many different bastardisations of ACU's Instanbul track it's hard to know if there's a 'best' one or not. People released whole new versions when the only changes were new billboards. It's got far too complicated.
In an attempt to improve/consolidate/simplify things, this one has a new grass texture skin and generic billboard option, plus the recent GrassFX/RainFX/lights config (RainFX could use more detail like rain dropping off bridges/gantries and grandstands etc), plus @CrisT86 's addition above, plus helis/balloons/blimp/airliners. Give it a go. Delete/alter anything you aren't happy about and add any other skins you prefer.
Any mapping issues with the billboards are carried over from the original ACU track.
Backup your original if you have this one already in among the dozens of Instanbul iterations out there.
(edit: LSM's AI update isn't included, sorry - missed that amongst all the fog and noise that regularly seems to descend on this thread)

http://www.mediafire.com/file/wesj1ypfye9j1b4/acu_istanbul-park.7z/file
 
Last edited:
Hi Everyone,

I was hoping to get this out B4 F1 P1 but didn't quite make it so here it is B4 P3 -

I wasn't satisfied with the AI behavior at Istanbul so I made a new AI package with some extras.

Tech Info:
AI line was made with the RSS Formula Hybrid 2020
Testing was done with the same cars in a field of 20
AI strength at 100%
AI Aggression at 95%

There are AI hints available at RD, U can use them or not with these lines. I tested with and with out, no consistent crashes anywhere either way. Cars are a little quicker without the hints tho, so it's up to U if U want to use them

The same AI and track limits work for both circuits, so pick ur poison :-)

ACU's original version: (acu_istanbul_park)
acu_istanbul-park - New AI, track limits, outlines, map, DRS zones & GPS location in JSON by LiquidSkyMan.rar 2.21MB
https://mega.nz/file/W4YSlZIK#v8uqFtBQqyCsv9R78hEr0PjtEVt2-lTsFvh3JuzK0hY

and Intercity Istanbul Park based on the ACU track (istanbul_park)
istanbul_park - New AI, track limits, outlines, map, DRS zones & GPS location in JSON by LiquidSkyMan.rar 2.21MB
Edit: oops same link posted previously, here's the correct one for other version

https://mega.nz/file/q1AmxR5b#loKI3GeopUw0ciKiEcnh3j2m4_G8eCsB_R9ABciSxFA

GO MAX

How can I add this to my game. I am new to this game and there is no instruction. Should I download main Istanbul Park first?
 
How can I add this to my game. I am new to this game and there is no instruction. Should I download main Istanbul Park first?
Yes get the track from @mascot's post here - https://www.gtplanet.net/forum/thre...ral-discussion.307899/page-1916#post-13283275

then after installing acu track from there, DL the AI package for acu_istanbul_park and extract the folder inside to ur "Assetto Corsa folder"\content\tracks folder, overwrite all when asked.
U need any more help feel free to PM me
 
Last edited:
If you want to learn for do it ;)
View attachment 971692

This is awesome, man!
I have a question regarding object inspector: I want to change Nardo's RSS Bilboards to real adverts. I check the name using object inspector, but I can't save the .dds to work over it. I can create a selection and the program "copies" it (don't know where) but I'd like to work over the full .dds, as it has a bunch of other textures as well.
@Masscot , got any quick tip on this maybe?
 
This is awesome, man!
I have a question regarding object inspector: I want to change Nardo's RSS Bilboards to real adverts. I check the name using object inspector, but I can't save the .dds to work over it. I can create a selection and the program "copies" it (don't know where) but I'd like to work over the full .dds, as it has a bunch of other textures as well.
@Masscot , got any quick tip on this maybe?
Just create a track skin in CM, override the appropriate textures, then edit them from the new skin folder in PS or GIMP or whatever.
Quickest way in PS is to 'place' the new texture over the old one as you'll automatically use the existing texture boundaries.
 
Last edited:
Hello everyone! I'm looking for a free version of the Australian circuit The Bend for Assetto Corsa (conversion of other simulations or others). Do you know where I can find it? Thanks in advance
 
Just came across a mod that's encrypted and the guy releasing it states "
If you find any bugs or issues, too bad. I dont plan on touching this ever again." So wtf , why ever bother to release in the first place ?
 
Sharing a mod? Host it on GTPlanet Downloads. Free, public hosting for files up to 10GB in size.

Latest Posts

Back