Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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Screenshot_bmw_m3_e30_drift_rmi_turboleague_6-2-123-10-3-37.jpg
Screenshot_bmw_m3_e30_drift_rmi_turboleague_6-2-123-10-3-30.jpg
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Turboleague WIP

- concept for AI:
create AI line that moves the cars around the track without causing player penalty. Player (START_0 and START_1 are facing the ball, the rest of the grid will have START in front of the goal) Should be no problem

- concept for multiplayer:
START_0 and START_1 are many meters from the ball to provide a first kick challenge, the rest of the grid will have START placed among the field with ODD/EVEN placements for building teams)

Create colliders 3m tall for vehicles, or use suitable, will greatly help gameplay as the ball deflects acording to shape of the colider (typical colliders hae a narrow sloping wedge shape)
 
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Found little visual bug for wheels:

View attachment 1228232


But overall it's a good one 86 Cup car. The car has gone through many iterations and releases over the past 2 years, now it has received a good visual with fixed physics by Riky_Sim. :)
Screenshot_bm_toyota_gt86_cup_repcoraceway_6-1-123-17-33-48.jpg

The following can be added to ext_config to solve this problem.
Code:
[SHADER_REPLACEMENT_...]
MATERIALS=EXT_Rim_Spokes
IS_TRANSPARENT = 1
 
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Recreate Top Gear's wacky races is fine, but this is another level. I fear next step; ski jumping Mini and Reliant Robin rocket... 🤣
Car football is real life, t rex running around behind your car isn't. I'm all for weird stuff, but the t rex just leaves me cold.
But each to their own, and that works both ways.
If people like the t rex have confidence in yourself and accept some will disagree, stop trying to get conformation for your choices.
 
Hope to see some good motorcycle animations instead of this ..
Speaking of which I have a few bikes too, but can’t get them to lean, same with the ai bikes.
I can’t get the T-Rex to animate either. Does anyone know of any specific setting I need to have activated? I’m on the very latest public CSP version, and looked through all the CSP settings, but couldn’t find anything relating to animations.
It’s driving me crazy. :crazy:
 
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shi
View attachment 1228606
The following can be added to ext_config to solve this problem.
Code:
[SHADER_REPLACEMENT_...]
MATERIALS=EXT_Rim_Spokes
IS_TRANSPARENT = 1
For me doesn´t work.. I have replaced materials with the ones I have problems and dont solve the problem :confused:
I posted same bug days ago...something wrong with CSP shaders and also affects brake glows

Hi everyone!! It´s me or do you have also this problem related to the wheels...I have tried CSP 1.73, CSP 1.76 and CSP 1.80 Preview 115 and this problem still there...have to be something related to Extra FX because disappears when I deactivate it.
Kunos cars also have this issue...and my glowing brake discs has gone aswell, any ideas? Thank you.
 
For me doesn´t work.. I have replaced materials with the ones I have problems and dont solve the problem :confused:
I posted same bug days ago...something wrong with CSP shaders and also affects brake glows
Well, I have found a temporary solution for this that works for me, in content manager select your specific car and go to your Showroom CM, select the "rim blur" of the car and click on Material at the right panel. Select "Change values" and at "Parameters" change "Depth mode" to "Off" and Save.

Hope this can help to all that have same bug. Good luck!!
 
Car football is real life, t rex running around behind your car isn't. I'm all for weird stuff, but the t rex just leaves me cold.
But each to their own, and that works both ways.
If people like the t rex have confidence in yourself and accept some will disagree, stop trying to get conformation for your choices.
Yeah, AC is a big sandbox these days where pretty much anything is possible, and this can create an awful lot of white noise depending on personal preferences. I don't even download most mods these days unless the car/track is of particular interest or from a known modder with a track record for quality, and even then it has to be bloody good to be retained. I'm trying to get my car and track mods down to a manageable number so that I'm actually racing cars I like on tracks I like rather than ploughing through substandard half-assery. Luckily, most new mods are still inperceptable variations on existing 911s, M4s, and GTRs which makes them incredibly easy to ignore. Anything 'novelty' like dinosaurs doesn't even get a second glance. Speaking of which, some modders could learn a lot from a certain dinosaur movie...

75e83ff89169d629457a1b3cc9d2d579.jpg
 
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One man’s trash, is another man’s treasure.
Like the time I found a perfectly good half-eaten sandwich in the trash. The things people throw away!

So Tommy78 released the final 1989 DTM car on his website recently, the Mercedes-Benz 190E. It comes in two flavors: 2.3-16v and 2.5-16v Evo1.

What does everybody think of them? I think they're a lot of fun although perhaps not the most well-balanced (the Supra and Kadett seem to be the fastest, despite being terrible racecars IRL). I find them very satisfying to drive at the limit.

Here's a picture of a skin I made for the Supra:
Screenshot_t78_supra_dtm_00_palmadera_5-1-123-16-56-27.jpg


The car in the background is the R32 JTCC mod, released by someone here I believe. The track is Doublezero's 'Palmadera', which is freaking awesome.

Edit: Here are the links to the stuff here

R32 JTCC: https://www.patreon.com/gregsediting/
Autodromo de Palmadera: https://www.racedepartment.com/downloads/autodromo-de-palmadera.58014/
Supra DTM skin: https://www.racedepartment.com/downloads/t78-supra-dtm-fictional-winfield-hks-racing.57134/
 
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Some sort of Gran Turismo HUD.
Thats the GT7 hud on RD.
If you look for the settings on the in-race app tab i think you can disable it.
 
Dude literally thinks that people should work on what he wants not what the maker wants.

That isn't discussing.
Well it is in the context of various opinions. A discussion isn't just everyone agreeing, that's an echo chamber which is how many want 'their' version of the internet / world, to be....

My take will always be that for years Forza has been slagged off by the 'sim' community, and AC with modding has morphed into a worse example of Forza with hot wheels tracks and t rex's and god knows what.
I don't download that guff but i will have an opinion on it.
Having said that i do see why modders do it, because its fun seeing what you can get in a game. I'm not blaming the modders. Just don't encourage them! :lol:
Joking, you can do what you want.
 
If something isn’t for you, just keep scrolling and don’t worry about it, I say.

One man’s trash, is another man’s treasure.
Oh, absolutely. I'm not saying that the non-motorsport novelty stuff shouldn't exist, I'm just saying that I personally have no interest in it. To be honest I'm not even interested in a lot of 'mainstream' motorsport disciplines that AC covers but, like the novelty stuff, it's pretty hard to avoid reading about it in an unfocused thread like this one. That's why specialist Discord channels can be a lot more useful.
 
AGR
Is it possible to convert the Le Mans rF2 track? It is the most current and accurate version of this track at this time...
Yes, it's possible... But Le Mans already exists in 3 or 4 versions (60's, 90's, nowadays, etc...). In Race Department you can find it.
I'm not sure about accuracy, but it's pretty good and very well made.

You can convert tracks for rFactor 1 and 2, GTL, etc...

Our friend Shin956 makes the conversion, check it out: https://www.patreon.com/shin956
 
Its fun to see such lively discussion!

I too dont download silly dinosaurs or wheelbarrow men in socks.

I have however creativly brought another style of play via the AC framework.
It hasdefined gameplay style, novelty and provides for team based and solo play.

Its ok if nobody likes or wants Turboleague in AC (I actually never played the game), because it is simply an excercise in what I could do with a silly rip of a mobile game far beyond just another track or 911/C63/M3 car.

It was fun getting it to work properly with the ball physics.
 
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Its fun to see such lively discussion!

I too dont download silly dinosaurs or wheelbarrow men in socks.

I have however creativly brought another style of play via the AC framework.
It has a defined gameplay style and novelty and provides for team based and solo play.

Its ok if nobody likes or wants Turboleaguein AC (I actually never played the game), because it is simply an excersize in what I could do with a silly rip of a mobile game far beyond just another track or 911/C63/M3 car.

It was fun getting it to work properly with the ball physics.
Weird thing is for some reason I had car football in my head last night. Most likely because of the grass tracks I've been doing.
Will watch this with interest.
I was tempted with a plane the other day, i converted it, could of nicked the 'physics' off the one on RD, had a massive chunk of land and airport from google earth.......... then just stopped.
It would of been good for a few photos, but then what? So i loaded up MSFS for a session instead.

I am going to use the planes as static props though on an airport drag strip I'm doing.
I have like a mess, sorry, mass of unfinished stuff. Hurts my brain.
 
Hi everyone,

I'm releasing Long Beach remastered

I have redone most of the shaders , added skidmarks, reflections and more,i have created the missing bridge and fencepoling, overhauled some off the trees and added the missing ones and some other minor changes.
I still don't know (and quiet frankly not really bothered)how to do lightning and rain etc. so if anyone is interested in doing it, i can upload the editor files.

I'm still running at an older CSP so depending on your setup and filter it might look awful and the original long beach wasn't really friendly to the system to begin with and i've only added more polygons, maps and textures to it, so it might struggle to get decent FPS (especially if you run in 4K)

I also dont know if it will work by simply dragging the file into content manager, probably better to just copypaste the folder into the tracks folder manually.

Big thanks to Terra21 and nrms for the original conversion and Reboot team and JohnR from which i borrowed some textures.

fln_long beach_1.jpg


fln_long beach_3.jpg


fln_long beach_4.jpg




https://www.mediafire.com/file/e4rwvcmanz51cb1/fln_long+beach.zip/file
 
Hi everyone,

I'm releasing Long Beach remastered

I have redone most of the shaders , added skidmarks, reflections and more,i have created the missing bridge and fencepoling, overhauled some off the trees and added the missing ones and some other minor changes.
I still don't know (and quiet frankly not really bothered)how to do lightning and rain etc. so if anyone is interested in doing it, i can upload the editor files.

I'm still running at an older CSP so depending on your setup and filter it might look awful and the original long beach wasn't really friendly to the system to begin with and i've only added more polygons, maps and textures to it, so it might struggle to get decent FPS (especially if you run in 4K)

I also dont know if it will work by simply dragging the file into content manager, probably better to just copypaste the folder into the tracks folder manually.

Big thanks to Terra21 and nrms for the original conversion and Reboot team and JohnR from which i borrowed some textures.

View attachment 1228740

View attachment 1228741

View attachment 1228739



https://www.mediafire.com/file/e4rwvcmanz51cb1/fln_long+beach.zip/file
Thank you very much!
 
Hi, yesterday I came across with this mod on the internet. It's The Dallara GP3/16. But it has a lot of problems with the textures. Can someone please improve it please?
Screenshot_gp3_2016_ks_silverstone_2023-02-06-21-58-10.jpg

 
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