Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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Been a month or so since my last post, so just checking in to say I'm still working hard on Pescara 1957, still making buildings and there's still lots more to do! :D

grab1.jpg
grab2.jpg
 
MONZA 1988 update v2.1

v2.1
  • restore the dirt track edges by racinjoe013
  • working s\f line and pit lights by racinjoe013
  • vao patch by racinjoe013
  • larger grid, up to 30 spots


Excellent! I have many f1 seasons with updated stuff to release when more of these tracks drop. Mostly just polishing of the "dream" stuff, fixes, vaos, lods etc.
 
Finally I have high resolution skins for you for every race the 935/77 took part in, for @GzeroD 's version of the car. There are now hi-res helmets for Ickx, Mass, Schurti and Wollek. There are now internal windscreen banners reflecting the external ones. Every time the cars went out they moved the bloody stickers so each one has different placement and a slightly different selection of decals.

The car needs some attention to its headlights - although the lights illuminate the road ahead the lights themselves don't show from the outside on track. They look ok in CM showroom. If anyone can fix this I would be grateful.

EDIT: apologies, please replace the Silverstone skin with the one in the attached zip file.

EDIT 2: if you download the updated car from Legion's site you need to delete the duplicate (old) skins 1_ickx_brands6h and 41_Stommelen_LM77

__custom_showroom_1658268583.png
__custom_showroom_1658268566.png


 

Attachments

  • porsche_935_77_livery.zip
    3.2 MB · Views: 28
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Hattrick! 3 in a row...

RUAPUNA PARK 2012 update v2.0

v2.0
community update rework from DaBaeda and CrisT86:
  • 2 new layouts, reworked AI now it´s faster and cleaner
  • GrassFX
  • RainFX
  • night lights
  • new loading screens
  • shader adjustments
  • new cameras by DaBaeda



Nice updates! While everyone is improving it...

Road Surface Update?
Can the road surface finally be improved to add some "road feel" bumps to the smooth segments, and more importantly, remove or significantly reduce the small cliffs and drop offs just before some of the turns. I can understand maybe the pavement becoming deformed in areas where's there's a lot of heavy braking, but these bumps are extremely harsh and unrealistic. If it were a real life track, it would be closed until repaired.

Super Bright Lights on Vehicles in the middle of the day
The flashing lights with a glow are a nice feature to add--even though emergency vehicles usually don't flash their lights if there's no emergency. On my system, with CSP 0.1.78, if the time of day is set to noon, these vehicles "glow in the light." Maybe it's my CSP, or maybe they're too bright?

Regardless, Keep up the good work. Looking forward to more releases.
 
Finally I have high resolution skins for you for every race the 935/77 took part in, for @GzeroD 's version of the car. There are now hi-res helmets for Ickx, Mass, Schurti and Wollek. There are now internal windscreen banners reflecting the external ones. Every time the cars went out they moved the bloody stickers so each one has different placement and a slightly different selection of decals.

The car needs some attention to its headlights - although the lights illuminate the road ahead the lights themselves don't show from the outside on track. They look ok in CM showroom. If anyone can fix this I would be grateful.

EDIT: apologies, please replace the Silverstone skin with the one in the attached zip file.

View attachment 1174743View attachment 1174742


Nice work! Really adds to this mod.

...and makes me wish even more that someone would address the "cold tire syndrome" that all these Porsches seem to have.

Big turbo, rear engine, tires that go completely cold before the first turn after leaving the pits -- understeer, understeer, understeer... hit the turbo threshold and SNAP oversteer. The car is forever stuck with cold tire handling characteristics that is normally only experienced for the first couple of laps.

I love the real cars, as they were beasts, and crazy powerful. Manage a turn just right, nail the exit line, get the back end settled, slam on the power, cross the turbo threshold, they sit down, hook up, and away you go! These cars were brutal on their tires, and they'd heat up fast on a sunny day.

...but not with these virtual versions, as they snap oversteer, and you're into a barrier.

I know, it's a "first-world problem," tire pressures can be adjusted, and there's other mods to drive, but these should be awesome to drive without a lot of setup adjustments.
 
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Added a rear facing exhaust with shake,glow and flow.


Screenshot_rg_toyota_sr5_rt_rmi_southbankskatepark_alt_19-6-122-22-18-9.jpg
Screenshot_rg_toyota_sr5_rt_rmi_southbankskatepark_alt_19-6-122-22-18-59.jpg


Download the mod from safi hellie's original post if you do not already have it.

Make a backup just in case,overwrite when asked.

edited sr5.kn5 and necessary .ini's.

 
Funabashi Circuit v1.01

screenshot_alfa_romeo_gtam_rmi_funabashi_21-3-121-19-38-39-jpg.1005895

View attachment 1006262 View attachment 1006263

Features:
  • 20 vehicle pit/grid
  • 3 historical layouts
  • GrassFx, RainFx, VAO
  • New textures + winter grass skin
  • Track limit tires are semi-realistic
  • Try the "short" track!

Credits:

Domo arigato:
Thank you to "soramame" for granting permission to convert his original work.
Thank you to the JGT Database Discord group for requesting this track to be converted, suport and the great reference library
https://discord.gg/eTsX42m8h3 = The biggest history server on Japanese motorsport you'll ever see!

:: DOWNLOAD ::
:: RD MIRROR ::
Reworked the AI for more speed and slightly less cars flying off tyres

https://www.racedepartment.com/downloads/funabashi-circuit-ai-fix-update-all-layouts.52704/
 
Nice work! Really adds to this mod.

...and makes me wish even more that someone would address the "cold tire syndrome" that all these Porsches seem to have.

Big turbo, rear engine, tires that go completely cold before the first turn after leaving the pits -- understeer, understeer, understeer... hit the turbo threshold and SNAP oversteer. The car is forever stuck with cold tire handling characteristics that is normally only experienced for the first couple of laps.

I love the real cars, as they were beasts, and crazy powerful. Manage a turn just right, nail the exit line, get the back end settled, slam on the power, cross the turbo threshold, they sit down, hook up, and away you go! These cars were brutal on their tires, and they'd heat up fast on a sunny day.

...but not with these virtual versions, as they snap oversteer, and you're into a barrier.

I know, it's a "first-world problem," tire pressures can be adjusted, and there's other mods to drive, but these should be awesome to drive without a lot of setup adjustments.
Completely agree. I am going to attempt to improve the physics of this car to make it feel more realistic.
 
I'm really unlucky!
Thanks anyway for trying to help me.
I'll use the free camera for the best moments in the replays. ;)

However, already with the grassfx the map changes a lot and is more immersive... too bad that this project has been abandoned... :(
I did improve my ext_config.ini for maebashi. Now there are more areas covered with 3D Grass. I did also animate the water on Lake Ono and the little river alongside the road.

I liked to drive the original track on Colin McRae: DIRT.
 

Attachments

  • ext_config.ini.txt
    1.5 KB · Views: 17
@Rainmaker87 please provide a list of links to all of your ongoing track updates when they're all complete - I can't keep up with three different updates from three different people every day, lol.
I think I'll wait for the dust to settle first and get them all in bulk.
It's far too hot at the moment to think in a straight line.
:)
Masscot here is the link to my archive: https://www.mediafire.com/folder/y3gywz4wp7c52/Public_files
From there you can see all updates and sort them by date. DaBaeda is sending my the updates first now so no double releases anymore I hope.
 
RUAPUNA PARK 2012 UPDATE v2.1

v2.1
  • fixed stripes on the horizon texture thanks to member 313
  • added sections and track logo by Fanapryde

 
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Finally I have high resolution skins for you for every race the 935/77 took part in, for @GzeroD 's version of the car. There are now hi-res helmets for Ickx, Mass, Schurti and Wollek. There are now internal windscreen banners reflecting the external ones. Every time the cars went out they moved the bloody stickers so each one has different placement and a slightly different selection of decals.

The car needs some attention to its headlights - although the lights illuminate the road ahead the lights themselves don't show from the outside on track. They look ok in CM showroom. If anyone can fix this I would be grateful.

EDIT: apologies, please replace the Silverstone skin with the one in the attached zip file.

EDIT 2: if you download the updated car from Legion's site you need to delete the duplicate (old) skins 1_ickx_brands6h and 41_Stommelen_LM77

View attachment 1174743View attachment 1174742


and to add onto this: i've done a 935/80 varaint.
1658305658044.png

this is for the customer porsche's like the momo and the Joest Porsches
 
Hello. I downloaded the 1991 Le Mans circuit and tried to create a Group C prototype race. There is one problem that seriously interferes with the normal racing process, namely, some cars, specifically Sauber C9 and Jaguar XJR-9 in the same turn (Virage du Pont), enter too much trajectory, after that they often turn around, and this provokes collisions with other cars, after a few laps, half of the peloton is no longer involved in the race. How can this problem be solved ? Thanks and sorry for my english.

1111.jpg
 
Hello. I downloaded the 1991 Le Mans circuit and tried to create a Group C prototype race. There is one problem that seriously interferes with the normal racing process, namely, some cars, specifically Sauber C9 and Jaguar XJR-9 in the same turn (Virage du Pont), enter too much trajectory, after that they often turn around, and this provokes collisions with other cars, after a few laps, half of the peloton is no longer involved in the race. How can this problem be solved ? Thanks and sorry for my english.

View attachment 1174888
This can be caused by an AI too aggressive (or) AI line TOO much aggressive too, you can try to reduce the AI aggressivity and see if something went better
 
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