Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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I have been using this for a while, until I found this one:

https://mega.nz/file/3GoiCK7A#rhuPYymGIc7z5Q5mtRfT33XoEhaHLlF11PZMAz_0LAo

(my own UL - will be available for a short while. When it's gone you can still find the track on Assetto Corsa Mods: https://assettocorsamods.net/resources/megara-circuit.175/

Made by Yannis Konstantinidis (0.6 beta). It's closer to real, but as it seems further development has been halted, sadly...

Maybe a call for the reboot team? At least I would not know anyone better for this job being done.
 
More updates to the Rebellion R13

https://www.racedepartment.com/downloads/rebellion-r13-updated-physics.37314/

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Screenshot_wec_lmp1_rebellion_r13_2018_gt_autodromo_lago_maggiore_6-1-121-11-42-35.jpg Screenshot_wec_lmp1_rebellion_r13_2018_gt_autodromo_lago_maggiore_6-1-121-11-41-49.jpg
 
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@TheRealCeeBee and anyone else with a DD wheelbase...

Have you fiddled the new 'FFB Tweaks' settings* in the latest CSP build? Don't know if it's placebo, but I like what they do quite a lot. They're the opposite of 'gamey', if you know what I mean. To me, they seem to make the FFB more realistic,though I'm not exactly sure why! The wheel just feels weightier, but not just with added force.

(* I'm mostly referring to the new 'Output real forces to wheel' option. I've been using the 'more physically accurate gyro' option for quite some time already.)

View attachment 983038

I can't feel any difference if 'Output real forces to wheel' is on or off.
I let it on for "placebo" reasons. :D
 
"When you released your amazing mod of the Alfa 33/3 TT-12 I was just amazed, I waited so long for that car to be raced in AC! Plus, you must know that I know personally Arturo "Merza" Merzario, since I live practically just a mile from where he lives on the Lake of Como, and in time, as a fanatic of the great sportcars of the past, we had the occasion to meet and since than we are basically friends, he is really a respectful, kind and open gentlemen driver... he even let me have the honor of sitting by him in a hillclimb race here in Italy, in the very 33 TT12 - I can't tell you how honored I was...
When we meet the last time, I even told him of this Mod of yours, and he was very glad to hear that his beloved "horse" (as he calls it like a cowboy) had been created to be enjoyed and be known by younger people to appreciate it. So many thanks from him himself too!"
 
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There are probably some conflicting CSP configs for this track. check "assettocorsa\extension\config\tracks" and "assettocorsa\extension\config\tracks\loaded" for a file called "ks_brands_hatch.ini". Also check "assettocorsa\content\tracks\ks_brands_hatch" for an extension folder. I would recommend deleting the "ks_brands_hatch.ini" from "assettocorsa\extension\config\tracks" and "assettocorsa\extension\config\tracks\loaded" and deleting the "extension" folder from inside "assettocorsa\content\tracks\ks_brands_hatch". Then in content manager go to Settings->Custom Shaders Patch->Tracks Configs and find "Brands Hatch" and right click it. Select "Install Now" from the menu that pops up. This SHOULD fix it.

Also, since you did a local files check you should probably also reinstall CSP and Sol just to make sure all of their files are there and steam didn't mess them up during the local files check.


a little bit special, but the solution obviously....thank you very much.
 
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I've just unpacked v1.7 and this is what I already have. Have I missed something?
Don't know, maybe a stealth update after my post or an earlier build had the correct ratio? My version, redownloaded this morning, had 480 degrees (or similar).
 
because right now the template ends up looking like this View attachment 983088
and this is not a very useful template

I had this same issue with the GT Sport Super Formula template. I had to separate overlapping UV islands manually and resizing etc. in Blender and eventually I was able to create a template for that car which would be useful for making skins in the future.

If the overlapping isn't too bad you can separate stuff in the 3D view or the UV map with selection tools instead of unwrapping it completely.
 

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I need help people. How can I create a .kn5 that helps me mark or delimit (barriers) any circuit to create the variants! why I always move what the kn5 includes and I have very heavy files! (I use translator, so I hope it is understood)
 
Hi, i agree with you in that AMS2 is definitely on an other level compared to pCars2 when it comes to FFB and physics (to some degree) but to make things clear, neither AMS2 and pCars2 are on the unreal engine. They both use SMS' own Madness Engine.

yup I know, just clarifyingte point someone else made that because it uses the same engine it must be the same game, using the unreal engine as an example how how disparate the difference can be between good and rubbish games using the same engines.
 
@TheRealCeeBee and anyone else with a DD wheelbase...

Have you fiddled the new 'FFB Tweaks' settings* in the latest CSP build? Don't know if it's placebo, but I like what they do quite a lot. They're the opposite of 'gamey', if you know what I mean. To me, they seem to make the FFB more realistic,though I'm not exactly sure why! The wheel just feels weightier, but not just with added force.

(* I'm mostly referring to the new 'Output real forces to wheel' option. I've been using the 'more physically accurate gyro' option for quite some time already.)

View attachment 983038

yup my settings are similar, but, I find the ffb in AC to be lacking in terms of grip loss on the edge, I have poked at every setting I can to try get it feeling like other games but cannot, I do hope the kunos team eventually release AC2 with thye new tyre models from ACC, something AC is sorely missing. A moddable version of ACC would be killer!
 
looking at the shadow direction at 12:00, they're not pointing to the north but west, looks like the circuit should be rotated properly to avoid the sun appearing in the wrong position (monaco_2017 does not have this bug

Do you use weather FX and SOL? Then the shadows are not directly pointing to the north as Monaco belongs to the Central European Time /CET=(UTC/GMT+1). The center of this time zone is the border between Poland and Germany at the river Oder. Only there the shadows are pointing directly to the north at 12:00 at winter time and at 13:00 at summer time. And Monaco lies much more west and the shadows are pointing directly to the north at about 12:30 at winter time and at 13:30 at summer time. Maybe you should test these times.
 
I had this same issue with the GT Sport Super Formula template. I had to separate overlapping UV islands manually and resizing etc. in Blender and eventually I was able to create a template for that car which would be useful for making skins in the future.

If the overlapping isn't too bad you can separate stuff in the 3D view or the UV map with selection tools instead of unwrapping it completely.
Damn, are GT Sport templates really that bad? I thought it was just the Alfa 4C Gr.3 mod I have?
 
Hi, I am an old simracer and a first day release Assetto Corsa purchaser... many years ago.
I recently discovered this forum, so please forgive me if I eventually make a silly question.
Content manager, Csp, Sol and many talented modders have completely revamped the old Assetto Corsa so I very often prefer to play AC rather than ACC...
My question: I would like very much to see some dust when a race car goes off the ideal race line, as it happens IRL (for example during Blancpain or F1 races...). Is it possible to have such feature in Assetto Corsa ??
Thank you and best regards.
 
Porsche 964 Carrera Cup V0.54 , (New interior , separate rims front/rear)
Skins : Koldo83
Wiper : Flyingsaucer

Link : https://mega.nz/file/RQoVHS4Y#L_1DdCqHDUXL12Ha0TWuuOluyOgQ-bniG_V92IIwcLo
Enjoy !
Thx for this nice car!
I this the latest version? i ask because Im getting the following error:
---
INIReader: content/cars/porsche_964_carrera_cup/data/electronics.ini > KEY_NOT_FOUND: [TRACTION_CONTROL] SLIP_RATIO_LIMIT
INIReader: content/cars/porsche_964_carrera_cup/data/electronics.ini > KEY_NOT_FOUND: [TRACTION_CONTROL] MIN_SPEED_KMH
INIReader: content/cars/porsche_964_carrera_cup/data/electronics.ini > KEY_NOT_FOUND: [TRACTION_CONTROL] CURVE
INIReader: content/cars/porsche_964_carrera_cup/data/electronics.ini > KEY_NOT_FOUND: [TRACTION_CONTROL] PRESENT
INIReader: content/cars/porsche_964_carrera_cup/data/electronics.ini > KEY_NOT_FOUND: [TRACTION_CONTROL] ACTIVE
INIReader: content/cars/porsche_964_carrera_cup/data/electronics.ini > KEY_NOT_FOUND: [TRACTION_CONTROL] RATE_HZ
--
with CSP 0.1.68
Or maybe I can fix this error myself
 
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me and some friends had some amazing online racing on Knockhill the other day and got in to checking BTCC tracks. Any tips on best versions on for instance Snetterton 300?
 
yup I know, just clarifyingte point someone else made that because it uses the same engine it must be the same game, using the unreal engine as an example how how disparate the difference can be between good and rubbish games using the same engines.

I see, good point actually! Cheers mate!
 
I have been using this for a while, until I found this one:

https://mega.nz/file/3GoiCK7A#rhuPYymGIc7z5Q5mtRfT33XoEhaHLlF11PZMAz_0LAo

(my own UL - will be available for a short while. When it's gone you can still find the track on Assetto Corsa Mods: https://assettocorsamods.net/resources/megara-circuit.175/

Made by Yannis Konstantinidis (0.6 beta). It's closer to real, but as it seems further development has been halted, sadly...



some hills for you

!!BUG DETECTED!! the terrain is a bit high, in the attached models.ini drop it down -0.001~-0.01 till the glitch on part of the track dissapears, at work so cannot test, someone can post the correct amount in thanks.

download and unzip into the track folder.

upload_2021-1-7_7-19-9.png

upload_2021-1-7_7-19-35.png
 
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