Assetto Corsa PC Mods General DiscussionPC 

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Suzuki SX4 Rally
View attachment 1147694

SX4 rally edition based on GranTurismo model and Assetto Corsa
Ready for the rain
Crew and driver suit texture done
More fixes in the future

Download for free:patreon

Fun little car. Shame the front right tyre clips into the cockpit.
Steer ratio needs correcting to 360 in data/driver3d.ini and here's a quick fix to resize & align the gear display in data/digital_instruments.ini:
(font changed to the dot matrix 'pixelbig' as well for personal preference - alignment might be off if you stick with the original LCD font)

[ITEM_0]
PARENT=GEAR
POSITION=-0.0235,-0.0235,-0.0013
TYPE=GEAR
SIZE=0.045
COLOR=255,0,0,0
INTENSITY=6
FONT=pixelbig
ALIGN=CENTER

The cockpit benefits from a lot of lightening too - a lot of shaders have ksAmbient 0.1 which totally crushes detail and geometry. No idea why so many modders clad their cockpits in black velvet.
 
Link in the description:

I appreciate the BMW, I really do, but uh, I was looking for the Special Stage Route X mod? or at least something equivalent if able? Still, thank you, in all seriousness I did want a nice wagon, but I was looking for the track
 


Latest version of the Renault 5 Turbo Europacup Add-on pack (1.3)
  • Fixed floating/flying front wheels eternal wheelies
  • New LODs

4 or 5 more things could be done to bring this car to lo-fi carfection, but it would require a 3D app which I do not have.

Bonus:
- Renault 5 Turbo Europacup based AI for Bugatti Circuit (the "bugatti" named folder one)

Links in the video description.

Probably worth clarifying that this isn't the full car in case anyone does a drag 'n' drop clean installation in CM (like I did, lol). The files need adding/overwriting to the existing car, otherwise you'll lose the base.
 
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Track Update by CrisT86
Barbagallo

Track Update by CrisT86

Barbagallo Raceway by Darren Blythe

Changelog:
  • Scratch made ext_config featuring RainFX, LightFX, GrassFX and seasonal adjustments
  • New TV Cams (1 position, 4 FOVs)
  • New barbagallo_new_lights.kn5 in order to have proper working lights in game
  • New pitlights.kn5 in order to have lights inside the pitlane boxes (Thanks @pugsang for his precious help in 3D space)
  • New barbagallo.kn5 in order to solve the fence flickering (Thanks to @El Locho for allowing me to use his update)
  • New models.ini in order to let the new .kn5 works properly
  • Disabled DRS zones via .ini inside data folder
  • Tweaked Pirth Perth Track Skin in order to fit better some billboards (Not perfect at all due to the wrong mapping of the original models)

!!! IMPORTANT !!!

Unless solved in newer patch that i'm not aware of, due to CSP patch bugs, the config works fine till lights-patch-v0.1.76-preview63. After this version you need to disable the seasonal adjustment from the ext_config to avoid a crash while loading. In case the track where loaded without crashes with patch version from lights-patch-v0.1.76-preview92 and above you will have always winter textures. If already fixed, please ignore this message.

DOWNLOAD AT RD:


Barbagallo (1).jpg
Barbagallo (2).jpg
Barbagallo (3).jpg
Barbagallo (4).jpg
Barbagallo (5).jpg
Barbagallo (6).jpg
Barbagallo (7).jpg
Barbagallo (8).jpg
 
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I appreciate the BMW, I really do, but uh, I was looking for the Special Stage Route X mod? or at least something equivalent if able? Still, thank you, in all seriousness I did want a nice wagon, but I was looking for the track
LOL, the track is so boring so it was only natural to assume that you are after the BMW - plus I was confusing it with the "Special Route AX" on RaceDepartment. My kids used to drive this track in GTS to unlock the daily reward car.
 
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Fun little car. Shame the front right tyre clips into the cockpit.
Steer ratio needs correcting to 360 in data/driver3d.ini and here's a quick fix to resize & align the gear display in data/digital_instruments.ini:
(font changed to the dot matrix 'pixelbig' as well for personal preference - alignment might be off if you stick with the original LCD font)

[ITEM_0]
PARENT=GEAR
POSITION=-0.0235,-0.0235,-0.0013
TYPE=GEAR
SIZE=0.045
COLOR=255,0,0,0
INTENSITY=6
FONT=pixelbig
ALIGN=CENTER

The cockpit benefits from a lot of lightening too - a lot of shaders have ksAmbient 0.1 which totally crushes detail and geometry. No idea why so many modders clad their cockpits in black velvet.
Nice thanks for the help. The thing is that I don't know how to find the "POSITION" of any digital instruments to make it correct and, how to find the exact position?
 
Nice thanks for the help. The thing is that I don't know how to find the "POSITION" of any digital instruments to make it correct and, how to find the exact position?
Trial, error and guesswork in the config. The coordinates are X, Y and Z.
Is it your mod? I thought you'd just linked to it.
 
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Great job.

If you want it, here is the 3D grass dds blended to your textures.

Thank you for the file. Didn't know there was 3D grass on the track. I think I remember seeing it was disabled in the original ext_config, but I could be thinking of another track.
 
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shi
Vitus Park v1.11
Download(mediafire)

Conversion from GTR2.
Fictional circuit in Switzerland.

View attachment 1140214
-CSP required
-48(32) pit/start
-4 layout
-AI, cam

Credits & Thanks;
GTR2 Original Track by Fredhot and Thierrydu81
-Attempts to contact them have gone unanswered. Thank you for their work.

AC Converted by @shi (shin956)
AI by @KevinK2
logo.png by @Fanapryde
Edited textures, logo_switzerland.dds, helis/planes/blimp by @Masscot
Textures, Lighting, CSP rework by @Mike08
Cam, ext_config by @CrisT86
some textures by kunos
Test and Feedback by @Breathe , @Masscot , @RMi_wood , @KevinK2, @Mike08
Video clip by @Mike08

Enjoy.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.1 changelog;
-sand edge is now smooth.(One part could not be smoothed properly and was left as is.)
-Marshalls have been placed.
-The cones are now in place. (national layout)
-trees and bushes has been placed.
-Updated VAO.
-Smoothed background mesh.
-Updated Peugeot logo.
-Renamed UI from Vitus Parc 2009 to Vitus Park.
-Some mapping fixes

Mike08 update
  • new textures & addtional NMtextures
  • shaders tweaks
  • CSP custom grassfx
  • CSP lighting tweaks
  • Added loading screenshots
v1.11 changelog;
-New ext_config and Cam by CrisT86.

Vitus Park v1.11
changelog;
-New ext_config and Cam by @CrisT86 .
shi
Road One International v1.01

Conversion from rFactor.
Fictional track in Canada.

View attachment 1141097
-32 pit/start
-CSP required
-AI, cam

Credits & Thanks;

A fantasy track made by Alexandre Ulleri for NR2003.
Converted to GTR2 by DeHAwk.
Updated by Khan1670.
Converted and updated for rFactor by @Zwiss and Thank you for gave me permission

Converted to AC by @shin956
AI, camtool by @Viola Seven
AI (reverse layout) by @KevinK2
.lua and font by @gunnar333
Extra object placement, fence texture by @CosmiC10R
Background texture edit, sky objects by @Masscot
Background texture edit by @twobegreen
Some object and textures by kunos
logo.png by @Fanapryde
cam by @DaBaeda
Test and Feedback by @Breathe , @Masscot , @twobegreen, Jonah Hax

Enjoy.
note:
If you want to remove tar lines repeatedly, go to the end of ext_config.ini and set ACTIVE to 1.

Patreon-only track requests are now being accepted.

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.01 changelog;
-Fixed incorrect order of starts. Thanks Jonah Hax for the report.
-Changed tracks maps by Jonah Hax.

Road One International v1.01
changelog;
-Fixed incorrect order of starts. Thanks Jonah Hax for the report.
-Changed tracks maps by Jonah Hax.

The link has been updated in the original post.
 
Thank you for the file. Didn't know there was 3D grass on the track. I think I remember seeing it was disabled in the original ext_config, but I could be thinking of another track.
I think it was. But there is indeed 3D grass on the track, so feel free to include this for those two people that don't use CSP if you want.
 
If no one takes it on, I can probably whip something together pretty quickly. Don't know if I can make it look like the picture, but I can try.

EDIT: Had a quick look (because I have no life). To get that dark brown look like in your picture, it's probably going to have to be done with a combination of a skin you would have to enable when you drive in the fall and the track config. I got the brownish look with track config tweaks, but too darken it through the track config would mean it would make the summer grass, trees, etc. darker as well. So to truly match the picture, there would have to be some texture tweaks involved so as not to mess with the summer look.

View attachment 1147689
Yeah about the picture it was the only one I could find to be honest there are not many from fuji surprisingly, it would be interesting what you'll be able to bring up.
 
I'm trying to mod ian tan's 330 P4 to convert into AC.

50~60% Works is done.
This Modelling is wonderfull.
I feel that i'am building real car, It has indivisual components of the car. So interesting!

I just check the Main Shape whether is good or not.
I think It is so sexy and Perfect for me......

But this car will be the heaviest polygon counts car in AC.
It already counts 1 MILLIONs Poly now....

FPS is good so far.

My PC Specs is like below. 5600x(PBO2 - 4850mhz) 2080ti Thank you.


It looks great so far despite of the crazy amount of polygons, looking forward to it!
 
Hi,

Wondering if someone can help ? I am looking for the track 67sach by TaistoTurri. Someone shared a link about a year ago for it, but the link is dead. Hoping someone has the file still kicking around ? Thank you.
Ask the member that did publish this dead link to reopen the link or check out @Breathe excellent database. Because @TaistoTurri seems not active on this AC forum anymore.
 
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Tons of these cars are either available in AC or have counterparts that do the job.
i know that most of the car i listed already have a counterpart in ac, but personally i don't like to have races with all the same cars, so i usually "group them" if they have the same-ish performace.
If you know any mod, that already exist in my list (that is not private) could you be so kind to tel me where to find it, so i can add the link (obviusly with the respect and autorization of the autor if given)
 
Track Update by CrisT86
Barbagallo

Track Update by CrisT86

Barbagallo Raceway by Darren Blythe

Changelog:
  • Scratch made ext_config featuring RainFX, LightFX, GrassFX and seasonal adjustments
  • New TV Cams (1 position, 4 FOVs)
  • New barbagallo_new_lights.kn5 in order to have proper working lights in game
  • New pitlights.kn5 in order to have lights inside the pitlane boxes (Thanks @pugsang for his precious help in 3D space)
  • New barbagallo.kn5 in order to solve the fence flickering (Thanks to @El Locho for allowing me to use his update)
  • New models.ini in order to let the new .kn5 works properly
  • Disabled DRS zones via .ini inside data folder
  • Tweaked Pirth Perth Track Skin in order to fit better some billboards (Not perfect at all due to the wrong mapping of the original models)

!!! IMPORTANT !!!

Unless solved in newer patch that i'm not aware of, due to CSP patch bugs, the config works fine till lights-patch-v0.1.76-preview63. After this version you need to disable the seasonal adjustment from the ext_config to avoid a crash while loading. In case the track where loaded without crashes with patch version from lights-patch-v0.1.76-preview92 and above you will have always winter textures. If already fixed, please ignore this message.

DOWNLOAD AT RD:

View attachment 1147722View attachment 1147723View attachment 1147724View attachment 1147725View attachment 1147726View attachment 1147727View attachment 1147728View attachment 1147729
Changelog and download link updated. Enjoy the track :)
 
New Track
Izmit Korfez Circuit (a.k.a. TOSFED Korfez Circuit)
Track Info Link (wikipedia)
v0.2b

It's a old project of a friend of mine who hasn't enough time to develop it more. So, hoping for help, he let me to share it on here.
Location: Izmıt (Kocaeli - TURKEY)
L: 1950m (1.212 mile)
W: 10-12m
T: 9 Turns (CW)
Layout: 1 (Main - Touring) but in reality it has Karting, Drag, RallyX, Drifting, Training layouts.

DOWNLOAD LINK (Mega)

View attachment 1146460
View attachment 1146453View attachment 1146454

View attachment 1146457View attachment 1146458View attachment 1146459
View attachment 1146455
View attachment 1146456
bravo bravo bravo, hope it's a good one, starting to run some hotlaps immediately! teşekkürler.
 
Track Update by CrisT86
Barbagallo

Track Update by CrisT86

Barbagallo Raceway by Darren Blythe

Changelog:
  • Scratch made ext_config featuring RainFX, LightFX, GrassFX and seasonal adjustments
  • New TV Cams (1 position, 4 FOVs)
  • New barbagallo_new_lights.kn5 in order to have proper working lights in game
  • New pitlights.kn5 in order to have lights inside the pitlane boxes (Thanks @pugsang for his precious help in 3D space)
  • New barbagallo.kn5 in order to solve the fence flickering (Thanks to @El Locho for allowing me to use his update)
  • New models.ini in order to let the new .kn5 works properly
  • Disabled DRS zones via .ini inside data folder
  • Tweaked Pirth Perth Track Skin in order to fit better some billboards (Not perfect at all due to the wrong mapping of the original models)

!!! IMPORTANT !!!

Unless solved in newer patch that i'm not aware of, due to CSP patch bugs, the config works fine till lights-patch-v0.1.76-preview63. After this version you need to disable the seasonal adjustment from the ext_config to avoid a crash while loading. In case the track where loaded without crashes with patch version from lights-patch-v0.1.76-preview92 and above you will have always winter textures. If already fixed, please ignore this message.

DOWNLOAD AT RD:

View attachment 1147722View attachment 1147723View attachment 1147724View attachment 1147725View attachment 1147726View attachment 1147727View attachment 1147728View attachment 1147729
Great job on this one.
Unfortunately, I've just noticed that Vegemite balloon. I now have to uninstall AC, format my hard drive and burn my house down 😔
 
For AI issues, you can try to remove files "fast_lane_payloads.bin", "pit_lane_payloads.bin" and "pit_lane_with_grid.ai" from folder "ai". That seems to cause some issues as I have moved walls closer in the T7 / T11 straight between version 1.0 and 2.0 and recreate a new AI
I do that as a matter of course these days but its still there. definately where those walls were moved. Creates some nasty pileups down that straight. I "virtually" died twice yesterday in that section...

Looking amazing though.

GXbTL1E.jpg
 
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