Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
  • 138,869 comments
  • 38,045,107 views
Is there like a guide that can be followed to improve old mods (or even newer ones) and bring them up to spec with current AC levels?

I'm interested in the visual aspect mostly, like AO, VAO, PBR materials and CSP features?

Naturally these will be for personal use and won't be released.
 
One way you can do it is if you have purchased the RSS Lanzo V10 GT3 car, it has a great cinematic camera pre-race set. You can copy the camera trajectory folder out of the ui folder, then paste it into whatever car's ui folder you want, and that car will then use those camera views before each race.
MasterKey's Ferrari 488 ACC has a nice pre-race cam too.

Assetto Corsa Screenshot 2022.01.29 - 13.50.20.70.png
 
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NEW TRACK by CrisT86 & @pugsang

Zwartkops Raceway (South Africa)

Credits & Changelog:

v1.0 rFactor 2

- @chickenDuck - RF2 track design and 3d modeling


v1.0 AC
- Conversion and 3d modeling to Assetto Corsa by Pugsang
- New AI, Sidelines, etc by @KevinK2
- new EXT_CONFIG (featuring RainFX, LightFX, GrassFX and Seasonal adjustments) by CrisT86
- New TV Cams by CrisT86
- New VAO by CrisT86


View attachment 1109116View attachment 1109117View attachment 1109118View attachment 1109119View attachment 1109120View attachment 1109121View attachment 1109122

Enjoy
Brilliant work - I'm mainly waiting for East London, but this is actually looking very nice, so I'll give this a try.

(I generally don't like what they've done to Zwartkops, chopping off the fast western section in favour of a slow hairpin which makes the next fast corner - one of only three now - pretty much flat out. In the original configuration there were four or five fast corners which were on the edge.)
 
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Flags are strange, i don't have any issue like the one you showed O.o
Yeah, results can vary depending on CM/CSP settings.
Is anyone else seeing issues?

When trying to fix the tree artifacts, remember that they won't be visible at the top of the DDS. It's the bottom few lines of pixels that seem to get shifted to the top when out on the track (as per my guide).
 
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@Masscot

Instead of doing all this procedure, I will remake the uv of the treeline.

Stay tuned for the update and thanks for reporting.


Regarding the flying stuff I forgot the credits and sorry for that.
 
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It's probably me, but I'm not sure I understand. Is it about the track description in game (sections files) ?
It's not you :) On 28 01 2022 (Friday) IMSA and ACO announced that effective immediately, the Bustop chicane at Daytona is now re-named as the "Le Mans Chicane" and the 1st Mulsanne chicane has been named the "Daytona" chicane. The purpose is to show how lovey-dovey the organizations are now.
 
we will separate the flag object from the pole, so it should be fixed for everyone ;)
The CSP flag shader has always been problematic. If the mesh of the flag isn't set up just how CSP likes it then the flag gets shredded as if it offended Freddy Krueger or something.
 
Formula Pro 2016 updated, add different tyres, including rain tyres. Fix some model bugs, make a new steering LED. But still don't know how to force AI to use rain tyre when raining.


Screenshot_formula_pro_2016_ks_red_bull_ring_29-0-122-20-28-49.jpg


Screenshot_formula_pro_2016_ks_red_bull_ring_29-0-122-20-36-52.png


Screenshot_formula_pro_2016_ks_red_bull_ring_29-0-122-20-57-16.jpg
 
NEW TRACK by CrisT86 & @mordido

Jacarepagua - 4 layouts (Brazil)

Credits & Changelog:

v1.0

-Initial Release

v1.0.1 - Small updates and fixes

  • Added cameras by @shi (shin956)
  • Added skins by @shi (shin956)
  • Deleted double flags
  • Deleted some unnecessary lod meshes from AMS
  • Deleted seagulls, planes, helicopter (Added through extension file)
  • Added more cars and lights to the paddock area
  • Fixed double fences issue on pitlane entrance
  • Added tents to Main and Short layout paddocks
  • Updated UI
  • Flying things by RT Team (thanks to @Masscot)

v2.0 by Mordido & CrisT86

  • New ext_config by @CrisT86
  • Added cameras for alla layouts by @CrisT86
  • Added VAO patches
  • Added 3D mountain
  • Added pit crowds
  • Added crowds on the stands
  • Added pit props
  • Added marshalls
  • Added camera men
  • Added lights sources all around the track
  • Added buildings on the outskirts
  • Added fence next to the starting grid
  • Added kerbs to GP layout
  • Added reverb sound on main straight and under the bridge
  • Added animated planes
  • Added animated helicopters
  • Moved some other buildings to be more accurate
  • Replaced paddock pitstands
  • Replaced roads, pitroads, grass and sand textures
  • Fixed road verge texture
  • Opened garage doors
  • Fixed outside walls
  • Fixed tower glass
  • Fixed shaders on some objects
  • Changed frinction on surces.ini
  • Fixed kerbs on the last sector of the Oval and GP layout
  • Updated UI
  • New DRS Zones
  • New semaphore.ini

v2.1 Final release by Mordido & CrisT86

  • Fixed UI
  • Tweaked ext_config
  • Added grass track skin by @ZombieBoy1978

The track is a bit heavy on FPS, no solution yet, so you need to keep as it is. If i will found time to work more on it (we worked on it more than 4 months), i will release an update ;) Enjoy


Screenshot_rss_formula_hybrid_2021_mdd_jacarepagua_29-0-122-14-20-18.jpg
Screenshot_rss_formula_hybrid_2021_mdd_jacarepagua_29-0-122-14-20-22.jpg
Screenshot_rss_formula_hybrid_2021_mdd_jacarepagua_29-0-122-14-20-31.jpg
Screenshot_rss_formula_hybrid_2021_mdd_jacarepagua_29-0-122-14-20-34.jpg
Screenshot_rss_formula_hybrid_2021_mdd_jacarepagua_29-0-122-14-20-53.jpg
Screenshot_rss_formula_hybrid_2021_mdd_jacarepagua_29-0-122-14-20-56.jpg
 
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Uhh yeah but I have got the same problem...

But if you solve the problem, can you upload the new version ? Please !
Thanks in advance !
I would like to try what RMI suggested, but for the life of me I can't remember in CM where I go to unpack the car so I can view it in kseditor. Could you give me a little reminder?
 
NEW TRACK by CrisT86 & @mordido

Jacarepagua - 4 layouts (Brazil)

Credits & Changelog:

v1.0

-Initial Release

v1.0.1 - Small updates and fixes

  • Added cameras by @shi (shin956)
  • Added skins by @shi (shin956)
  • Deleted double flags
  • Deleted some unnecessary lod meshes from AMS
  • Deleted seagulls, planes, helicopter (Added through extension file)
  • Added more cars and lights to the paddock area
  • Fixed double fences issue on pitlane entrance
  • Added tents to Main and Short layout paddocks
  • Updated UI

v2.0 Final release by Mordido & CrisT86

  • New ext_config by @CrisT86
  • Added cameras for alla layouts by @CrisT86
  • Added VAO patches
  • Added 3D mountain
  • Added pit crowds
  • Added crowds on the stands
  • Added pit props
  • Added marshalls
  • Added camera man
  • Added lights sources all around the track
  • Added buildings on the outskirts
  • Added fence next to the starting grid
  • Added kerbs to GP layout
  • Added reverb sound on main straight and under the bridge
  • Added animated planes
  • Added animated helicopters
  • Moved some other buildings to be more accurate
  • Replaced paddock pitstands
  • Replaced roads, pitroads, grass and sand textures
  • Fixed road verge texture
  • Opened garage doors
  • Fixed outside walls
  • Fixed tower glass
  • Fixed shaders on some objects
  • Changed frinction on surces.ini
  • Fixed kerbs on the last sector of the Oval and GP layout
  • Updated UI
  • New DRS Zones
  • New semaphores.ini by CrisT86

The track is a bit heavy on FPS, no solution yet, so you need to keep as it is. If i will found time to work more on it (we worked on it more than 4 months), i will release an update ;) Enjoy

looks great. Ill give it a whirl. Also you reminded me i need to do reverb in the tunnel in Tobeka. Ill do a couple of updates today and send you the link
 
NEW TRACK by CrisT86 & @mordido

Jacarepagua - 4 layouts (Brazil)

Credits & Changelog:

v1.0

-Initial Release

v1.0.1 - Small updates and fixes

  • Added cameras by @shi (shin956)
  • Added skins by @shi (shin956)
  • Deleted double flags
  • Deleted some unnecessary lod meshes from AMS
  • Deleted seagulls, planes, helicopter (Added through extension file)
  • Added more cars and lights to the paddock area
  • Fixed double fences issue on pitlane entrance
  • Added tents to Main and Short layout paddocks
  • Updated UI

v2.0 Final release by Mordido & CrisT86

  • New ext_config by @CrisT86
  • Added cameras for alla layouts by @CrisT86
  • Added VAO patches
  • Added 3D mountain
  • Added pit crowds
  • Added crowds on the stands
  • Added pit props
  • Added marshalls
  • Added camera man
  • Added lights sources all around the track
  • Added buildings on the outskirts
  • Added fence next to the starting grid
  • Added kerbs to GP layout
  • Added reverb sound on main straight and under the bridge
  • Added animated planes
  • Added animated helicopters
  • Moved some other buildings to be more accurate
  • Replaced paddock pitstands
  • Replaced roads, pitroads, grass and sand textures
  • Fixed road verge texture
  • Opened garage doors
  • Fixed outside walls
  • Fixed tower glass
  • Fixed shaders on some objects
  • Changed frinction on surces.ini
  • Fixed kerbs on the last sector of the Oval and GP layout
  • Updated UI
  • New DRS Zones
  • New semaphores.ini by CrisT86

The track is a bit heavy on FPS, no solution yet, so you need to keep as it is. If i will found time to work more on it (we worked on it more than 4 months), i will release an update ;) Enjoy


View attachment 1109141View attachment 1109142View attachment 1109143View attachment 1109144View attachment 1109145View attachment 1109146
I was hoping this would get an update. Thank you 🙂
 
It's not you :) On 28 01 2022 (Friday) IMSA and ACO announced that effective immediately, the Bustop chicane at Daytona is now re-named as the "Le Mans Chicane" and the 1st Mulsanne chicane has been named the "Daytona" chicane. The purpose is to show how lovey-dovey the organizations are now.
I first thought it was a joke... but no, found this article: https://www.imsa.com/news/2022/01/28/chicanes-at-daytona-le-mans-renamed-in-symbol-of-unity/

"""""
The two biggest endurance sports car races in the world – the Rolex 24 At Daytona and the 24 Hours of Le Mans – are now even more closely aligned with the news that chicanes at the 3.56-mile Daytona International Speedway road course and the 8.49-mile Circuit des 24 Heures in Le Mans, France. will be named after each other.

At Daytona, what has become known over the years as the “Bus Stop” chicane on the Daytona backstretch now will be known as “The LE MANS Chicane.” At Le Mans, the first chicane on the high-speed Mulsanne Straight will be named “The DAYTONA Chicane.” The curbs in these sections at each track are painted in an alternating blue and yellow scheme as a symbol of unity between the venues, events and sanctioning bodies. """""

:dunce::lol:


Anyway, I'm going to adjust the section files for both tracks accordingly.
 
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NEW TRACK by CrisT86 & @mordido

Jacarepagua - 4 layouts (Brazil)

Credits & Changelog:

v1.0

-Initial Release

v1.0.1 - Small updates and fixes

  • Added cameras by @shi (shin956)
  • Added skins by @shi (shin956)
  • Deleted double flags
  • Deleted some unnecessary lod meshes from AMS
  • Deleted seagulls, planes, helicopter (Added through extension file)
  • Added more cars and lights to the paddock area
  • Fixed double fences issue on pitlane entrance
  • Added tents to Main and Short layout paddocks
  • Updated UI

v2.0 Final release by Mordido & CrisT86

  • New ext_config by @CrisT86
  • Added cameras for alla layouts by @CrisT86
  • Added VAO patches
  • Added 3D mountain
  • Added pit crowds
  • Added crowds on the stands
  • Added pit props
  • Added marshalls
  • Added camera man
  • Added lights sources all around the track
  • Added buildings on the outskirts
  • Added fence next to the starting grid
  • Added kerbs to GP layout
  • Added reverb sound on main straight and under the bridge
  • Added animated planes
  • Added animated helicopters
  • Moved some other buildings to be more accurate
  • Replaced paddock pitstands
  • Replaced roads, pitroads, grass and sand textures
  • Fixed road verge texture
  • Opened garage doors
  • Fixed outside walls
  • Fixed tower glass
  • Fixed shaders on some objects
  • Changed frinction on surces.ini
  • Fixed kerbs on the last sector of the Oval and GP layout
  • Updated UI
  • New DRS Zones
  • New semaphores.ini by CrisT86

The track is a bit heavy on FPS, no solution yet, so you need to keep as it is. If i will found time to work more on it (we worked on it more than 4 months), i will release an update ;) Enjoy


View attachment 1109141View attachment 1109142View attachment 1109143View attachment 1109144View attachment 1109145View attachment 1109146
Again, I don't even mind that our flying stuff is getting used without permission and without even a courtesy call first, but I do wish RT was at least credited.
Even more frustratingly, the chopper here isn't implemented properly, it's just floating in place with static rotors and no lights.
Add this to the end of the config to fix it:

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; heli animations
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Animated objects

[ANIMATED_...]
NODE = helicopter_red
ANIMATION = heli_redfly_x.ksanim
DURATION = 192

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;helicopter blade rotation
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[SHADER_REPLACEMENT_...]
MATERIALS = Rotor
SHADER = stPerPixelNM_UVflow
PROP_0 = offsetNMSpeed, 6.3, 0
RESOURCE_1=txNormal
RESOURCE_TEXTURE_1=rotor.dds
RESOURCE_2=txDetailNM
RESOURCE_TEXTURE_2=rotor.dds

[SHADER_REPLACEMENT_...]
MATERIALS = Rotor2
SHADER = stPerPixelNM_UVflow
PROP_0 = offsetNMSpeed, 6.3, 0
RESOURCE_1=txNormal
RESOURCE_TEXTURE_1=rotor2.dds
RESOURCE_2=txDetailNM
RESOURCE_TEXTURE_2=rotor2.dds

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;helicopter lights
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[CONDITION_...]
NAME = BLINK
INPUT = ONE
FLASHING_FREQUENCY = 5
FLASHING_SMOOTHNESS = 0
FLASHING_SKIP_OFF_STATE = 0
FLASHING_NOISE_AMPLITUDE = 0
FLASHING_MIN_VALUE = 0.0
FLASHING_SYNCED = 1

[CONDITION_...]
NAME = BLINK_ALT
INPUT = ONE
FLASHING_FREQUENCY = -5
FLASHING_SMOOTHNESS = 0
FLASHING_SKIP_OFF_STATE = 0
FLASHING_NOISE_AMPLITUDE = 0
FLASHING_MIN_VALUE = 0.0
FLASHING_SYNCED = 1

[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
DESCRIPTION = heli green
MATERIALS = heligreen, Hughes500_GreenLight
KEY_0 = ksEmissive
VALUE_0 = 0,255,0,1
VALUE_0_OFF = 0
CONDITION = BLINK

[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
DESCRIPTION = heli red
MATERIALS = helired, Hughes500_RedLight
KEY_0 = ksEmissive
VALUE_0 = 255,0,0,2
VALUE_0_OFF = 0
CONDITION = BLINK_ALT
 
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Again, I don't even mind that our flying stuff is getting used without permission and without even a courtesy call first, but I do wish RT was at least credited.
Even more frustratingly, the chopper here isn't implemented properly, it's just floating in place with static rotors and no lights.
Add this to the end of the config to fix it:

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; heli animations
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Animated objects

[ANIMATED_...]
NODE = helicopter_red
ANIMATION = heli_redfly_x.ksanim
DURATION = 192

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;helicopter blade rotation
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[SHADER_REPLACEMENT_...]
MATERIALS = Rotor
SHADER = stPerPixelNM_UVflow
PROP_0 = offsetNMSpeed, 6.3, 0
RESOURCE_1=txNormal
RESOURCE_TEXTURE_1=rotor.dds
RESOURCE_2=txDetailNM
RESOURCE_TEXTURE_2=rotor.dds

[SHADER_REPLACEMENT_...]
MATERIALS = Rotor2
SHADER = stPerPixelNM_UVflow
PROP_0 = offsetNMSpeed, 6.3, 0
RESOURCE_1=txNormal
RESOURCE_TEXTURE_1=rotor2.dds
RESOURCE_2=txDetailNM
RESOURCE_TEXTURE_2=rotor2.dds

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;helicopter lights
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[CONDITION_...]
NAME = BLINK
INPUT = ONE
FLASHING_FREQUENCY = 5
FLASHING_SMOOTHNESS = 0
FLASHING_SKIP_OFF_STATE = 0
FLASHING_NOISE_AMPLITUDE = 0
FLASHING_MIN_VALUE = 0.0
FLASHING_SYNCED = 1

[CONDITION_...]
NAME = BLINK_ALT
INPUT = ONE
FLASHING_FREQUENCY = -5
FLASHING_SMOOTHNESS = 0
FLASHING_SKIP_OFF_STATE = 0
FLASHING_NOISE_AMPLITUDE = 0
FLASHING_MIN_VALUE = 0.0
FLASHING_SYNCED = 1

[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
DESCRIPTION = heli green
MATERIALS = heligreen, Hughes500_GreenLight
KEY_0 = ksEmissive
VALUE_0 = 0,255,0,1
VALUE_0_OFF = 0
CONDITION = BLINK

[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
DESCRIPTION = heli red
MATERIALS = helired, Hughes500_RedLight
KEY_0 = ksEmissive
VALUE_0 = 255,0,0,2
VALUE_0_OFF = 0
CONDITION = BLINK_ALT
man i copy and paste what i received from mordido. stop. link removed.
 
1997 FIA GT - Chrysler Viper GTS-R skinpack for RSS Vortex V10

Enjoy, hope you like it.


Hi (6).jpg

Screenshot_ag_marcos_lm600_gt2_ks_laguna_seca_28-0-122-18-30-1-min.jpg
Screenshot_porsche_993_gt2_ks_laguna_seca_29-0-122-1-2-18-min.jpg
 
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Silverstone 1975 v1.05

View attachment 1108915
View attachment 1108914

features:
  • 26 grid/pit w/AI
  • CSP features
  • working clock
  • classic styling

credits:
@senormen for rF2 model
@RMi_wood for conversion
@racealot for cams
@CrisT86 for extended lighting, TV cams and seasonal adjustments
@leBluem for help with working clock hands
@shi for testing and misc adjustments
@Tberg @LilSki for the GoodYear blimp/graphics
@Fanapryde for sections file
@Breathe for testing / troubleshooting

:: DOWNLOAD ::
Silverstone 1975 v1.05

changelog:

:: DOWNLOAD ::
*original post updated
 
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