Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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Having a few Rouens-les-Essarts tracks and layouts, I really never bothered about this one with lacking AI.

However, after a couple of laps, I enjoy a lot this - a bit modern - layout.
Anyone knows about a fix for the AI? There are no AI fast/pit lines. AI cars don't start racing from the grid.

The track is from DrMaboul.
If someone cares to make the lines, I can provide the track.

Thank you.
 
I want to say that I may have 5-6 different Countach, but none have that model that had the front wing.

Anyone know anything about this version of the car?
Cannonball-Run-Lamborghini-Countach.jpg


viktor-underworld-bill-nighy.gif


if it doesnt exist and no one tackles it I could do it as it wouldn't take long. but itll have to wait until next week as im finishing something else.
 
I really hope Gary finishes that one day, I love the mk1 focus rs, it was my favorite car when I was a kid. Sadly the forza model, even if converted fine with every feature possible, is still way inaccurate.

And about Pedro, I have the feeling he never fully finishes the mods he releases, they all pretty much miss something
I'm pretty sure I read Gary say on RD that he's very unlikely to finish it, which is technically a Crime Against Modding™
Maybe he'd supply his WIP for a suitably capable person to finish it for him?
Yeah, I doubt it too...
Some lucky bugger in a parallel universe is driving the Paterson Focus RS around Ian's updated Majura Valley and laughing his ass off.
 
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v1.2
fixed driver3d.ini by masscot
new drivers suggested by TimLotus
several faces added, helmet in the colors of the car

Screenshot_actk_ford_gt40_mk4_spa_16-0-122-17-18-40.jpg

Screenshot_actk_ford_gt40_mk4_spa_16-0-122-17-15-12.jpg

Screenshot_actk_ford_gt40_mk4_spa_16-0-122-17-14-3.jpg

Screenshot_actk_ford_gt40_mk4_spa_16-0-122-17-13-38.jpg


I hope this version will be to everyone's expectations and that I won't have to come back to it, I really wanted a nice GT40 for AC
link is down?
 
Night, guys. I hope 2022 is treating you well so far. I'm writing here because I desperately need some help here. For a couple of months now, I'm suffering an annoying "bug". When I'm racing in AC, it doesn't matter if it's during a race, hot lap or whatever... Every time I complete a lap, the game stops for a quarter of a second (as if it was logging the lap) and then continues as nothing happened. Is it a known bug of any apps or add-ons?

Help would be much appreciated. Cheers.
 
Chinese Soya-Bean Circuit v1.20

bgr_00.jpg

"Nestled among the limestone mountains near Guilin (Guangxi Zhuang Autonomous Region) in the South of China lies a little strip,
a round-a-round shaped like a... SOYA BEAN!" - m.wood 2022


changelog v1.10:
  • 8k skin and lighting update by @Mike08 (enable skin!)
  • logo and VAO updates
  • info: From the mobile game Real Super Speed Racing

:: DOWNLOAD ::

note: extra pics from my trip to this region in late November of 2019
 

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Night, guys. I hope 2022 is treating you well so far. I'm writing here because I desperately need some help here. For a couple of months now, I'm suffering an annoying "bug". When I'm racing in AC, it doesn't matter if it's during a race, hot lap or whatever... Every time I complete a lap, the game stops for a quarter of a second (as if it was logging the lap) and then continues as nothing happened. Is it a known bug of any apps or add-ons?

Help would be much appreciated. Cheers.
This comes and goes with different builds of CSP, it seems. Sometimes I get it, sometimes I don't. It seems to happen the very first time a CSP 'event' is triggered in a race, eg hit a barrier and there's a pause before the shower of shrapnel.
Yes, it's annoying but I'm not aware of a 'fix' as such.
More annoying for me is the rolling shadow that forms on a groove when using 2D clouds... but that's another story.
 
This comes and goes with different builds of CSP, it seems. Sometimes I get it, sometimes I don't. It seems to happen the very first time a CSP 'event' is triggered in a race, eg hit a barrier and there's a pause before the shower of shrapnel.
Yes, it's annoying but I'm not aware of a 'fix' as such.
More annoying for me is the rolling shadow that forms on a groove when using 2D clouds... but that's another story.
Thing is, this happens at EVERY lap. Not just once (like DRS activation, or pushing the car into the grass...). Happens all the time.
 
This comes and goes with different builds of CSP, it seems. Sometimes I get it, sometimes I don't. It seems to happen the very first time a CSP 'event' is triggered in a race, eg hit a barrier and there's a pause before the shower of shrapnel.
Yes, it's annoying but I'm not aware of a 'fix' as such.
More annoying for me is the rolling shadow that forms on a groove when using 2D clouds... but that's another story.
Or SOL Weather itself. I had an annoying cloud problem (some areas of the track where too goddamn dark - as if the sun just evaporated for about 300m). Coupled with the fact that no matter what I did, my SOL config would reset every time I entered a new session (2D clouds never worked). These two things went away as soon as I started using the classic weather system.

Now the only problem is that some tracks are oversaturated, but it's better than losing FPS and having nightmarish shadows coming from some realm beyond. (and is maybe fixable with a config file that doesn't rely on SOL?)
 
Getting more fictional racecars would be quite the challenge. We get a lot of fictional GT racing cars because they're quite popular in other games, and all of the models in AC are from those games. To create one from scratch like a Giulia DTM, which is well thought-out and rendered, would require a concentrated effort from a sizeable team of people I bet.

A large problem is that most of the large AC modding teams are only concerned with developing real competition vehicles with established forms they can recreate and real data they can use. To make something like a fake GT3 car from scratch would require an immense amount of effort compared to just recreating something which exists already with usable data. You'd need to essentially "doctor" how the car would feel if it existed, but of course in sim racing people are pretty picky about that sort of topic so I'd imagine there would be some disagreement about how a fictional race car based on a real car should handle if one were to be developed.

If you look at Gran Turismo for example, there is a considerable amount of effort needed to design and model aero parts, interior bits, roll cages, etc. from scratch and placing it onto an already-existing car, while also making these parts make sense realistically and have them conform to the regulations of whatever class you're making a fake car for.

It would be cool, of course, but don't hold your breath.
 
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Getting more fictional racecars would be quite the challenge. We get a lot of fictional GT racing cars because they're quite popular in other games, and all of the models in AC are from those games. To create one from scratch like a Giulia DTM, which is well thought-out and rendered, would require a concentrated effort from a sizeable team of people I bet.

A large problem is that most of the large AC modding teams are only concerned with developing real competition vehicles with established forms they can recreate and real data they can use. To make something like a fake GT3 car from scratch would require an immense amount of effort compared to just recreating something which exists already with usable data. You'd need to essentially "doctor" how the car would feel if it existed, but of course in sim racing people are pretty picky about that sort of topic so I'd imagine there would be some disagreement about how a fictional race car based on a real car should handle if one were to be developed.

If you look at Gran Turismo for example, there is a considerable amount of effort needed to design and model aero parts, interior bits, roll cages, etc. from scratch and placing it onto an already-existing car, while also making these parts make sense realistically and have them conform to the regulations of whatever class you're making a fake car for.

It would be cool, of course, but don't hold your breath.
I see you. In every aspect of your post.
Though I'm not accustomed to the previous racing games (I stopped gaming shortly after the first psx, so I know just the first 2 GTs, the Destruction Derby, VRally and ColinMCRae series) I figured that the fake Gt3's were kindly "lifted" from the usual suspects, and, they suffer from averaged-scifi-manga physics.

Plus, I see I'm not the only one seeking some distraction with the fake Gt3's, or the Redbull X2010 or the new Vento Uno or whatever.
Maybe just a cool "shell" with averaged physics from the three URD DTM's would suffice, maybe not. Who knows.

I'll just stop with your "It would be cool, of course".
The wind can steal my hat and land it on someone else's head. It would be ok.
 
Is there a way to change the steering ratio in game without going into the car.ini file? Like through CSP side menu? If it even possible.
Edit: Also does editing the steer ratio in the car.ini impact how the A.I. drive the car? Like editing Kuno's MX5 Cup?
 
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