Assetto Corsa PC Mods General DiscussionPC 

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Another fantastic collection of cars on this Patreon!

I'm so going to need a new hard drive!
if you plan on collecting cars in AC , better buy a 2TB hdd/ssd at once!

my AC is located on one of two 1TB SSDs and i keep running into Disk Full errors, then having to remove some stuff from it in order to be able to install new mods... I'm now at approx 6000 cars and 1000 tracks and still daily looking for new mods actively (it's an addiction, beware!)

So even with Compression Tool in CM schrinking down the content from 1.9 TB to 840 GB

1676312411669.png
1676312249712.png


once my D is completely full (w AC only) I'll be forced to look for a method to have 2 content folders at the same time on 2 drives... ;)
 

jac0

Did you try compressing files with CM / Content / tools / Compress Files?


I tried to add a navi display to Kunos's Pagani Huayra BC, but it's displayed horizontally.
Is there a way to rotate it 90° ?

This is the ext_config code:

[INCLUDE: common/navigators.ini]

[Navigator_Base]
Meshes = g_Cockpit_Detail_SUB14
Resolution = 512, 512
Offset = 250, 25
Size = 260,460
Brightness = 0.7

@ = Navigator_MapDefault
@ = Navigator_ThemeRounded
@ = Navigator_LayoutRounded
@ = Navigator_CameraParamsCompact
 
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if you plan on collecting cars in AC , better buy a 2TB hdd/ssd at once!

my AC is located on one of two 1TB SSDs and i keep running into Disk Full errors, then having to remove some stuff from it in order to be able to install new mods... I'm now at approx 6000 cars and 1000 tracks and still daily looking for new mods actively (it's an addiction, beware!)

So even with Compression Tool in CM schrinking down the content from 1.9 TB to 840 GB

View attachment 1230862View attachment 1230860

once my D is completely full (w AC only) I'll be forced to look for a method to have 2 content folders at the same time on 2 drives... ;)
I know the feeling. Mine is now nearly completely full. Time for compression or 4 TB drive.
 
Don’t worry I’m glad you did made a track and like at the other track of yours, I’m sure with this invitation to improve, other modders will correct also your track.

Thanks for creating and modders who doing the corrections thanks on beforehand. :bowdown:
Well, here's a quick asphalt, sidewalk and fence correction, I don't want it darker than this, because it's not new, but old asphalt. Put it in the track folder, overwrite it. https://www.mediafire.com/file/9mjfcum6a2javbq/kirkmoar_fast_fix.zip/file

Screenshot_bugatti_type_51a_kirkmoar_13-2-123-20-29-57.jpg

Screenshot_bugatti_type_51a_kirkmoar_13-2-123-20-30-17.jpg
 
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@Quikslvr
I made a quick kn5 for the AM to show that it is possible. I have hidden 4 of the number plates and left only the front one. As you can tell it will work for some (most) of the skins, but the front plate will hide decals on other skins. So there is a need for another or even two new kn5 files to have them in the correct place.
For the one below, it's correct:

View attachment 1230704

This skin needs another kn5 hiding other plates, because this one is hiding the Beechdan logo:

View attachment 1230705

Here are the preview kn5 for the ENDURANCE version that you can use to replace the car kn5 to make previews.
One version keeps only one of the plates on the front side of the doors, the other on the rear side
Rename (or backup) the original car kn5 first and don't forget to switch them again after making the previews.

NEW LINK containing two files which will cover all skins

https://sharemods.com/9xsl82zr3t12/preview_kn5_AM.zip.html

The above Beechdan skin using the other kn5:

View attachment 1230719


NOTE: Simply changing the kn5 name accordingly doesn't make it work for the SPRINT, since the kn5 will also add ENDU lights to the SPRINT version.

And for the ones that are not fed up yet playing around with preview kn5 files, here are the files for all skins of the SPRINT version.
Again: doesn't work for the ENDU version, so please keep them separated.
I'm sure you guys have your own ways, but for others I'd suggest to make an extra map in the car folder (e.g. previews) and put them there for further use (e.g. when other skins are made)...

https://sharemods.com/ijkqn0q9abl8/PreviewKN5_for_SPRINT.zip.html

Have fun ... :D
I love you.
 
yes I regularly use the Compression Tool (else I would not be able to fit almost 2TB on a 1 TB ssd ;) )

edit: I think it's time to start throwing away some bad cars (instead of before buying a bigger SSD)
but it is HARD for a hoarder to hit that delete button... :banghead:
Yeah that’s what i did recently, and also tracks I’ve never used. It cleared up a lot of space. So I highly recommend doing that.
 
Anyway to adjust te RPM so that from 1500 (idle) to 4000 it rev slower than 4k+?
 

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Did you try compressing files with CM / Content / tools / Compress Files?

I would add, if you aren't a modder or don't plan on it, you can save a fast amount of space also by deleting some files that you won't use.

In your Assetto 'cars' folder in Windows, if you do a search in that folder for .psd, backup, and template....all these type files can be deleted.

If you've never deleted them, you'll find many GB's to be found.
 
Hi,

as "promised" i have tested some time and BOPed some of the East-European vintage cars to make them race together in a fake "East European Vintage Racing" Championship.
Note: i`ve only used ballast and restrictor, so don`t expect "professional BOPing"

Note: I created the championship with the vanilla launcher (as always) put all the necassary files together and uploadet it. Including only free content posted here already and a readme how to easily install. I never used CM but i think the procedure should not "bite each other"
The pack includes the BOPed (v.0,33 ;)):

Fiat 126 race hellie ballast":90,"restrictor":0
lemax Yugo_hibrid ballast":145,"restrictor":2
Skoda 120cr1 (sade742_120_ur1) ballast":200,"restrictor":95
tmm_trabant_601 ballast":25,"restrictor":0
zizh_azlk412 "moskvitch" ballast":125,"restrictor":20
zizh_gaz2410_406 "volga" ballast":130,"restrictor":25
zizh_lada2105_a2 "Lada 2105" + a tuned duplicate no ballast or restrictor

including the 2 tracks i have used for BOPing so far:

Mondello Park "l2"
TT Assen North

As "bonus" i have also named the drivers like real ones from that decade, driving these cars, so far except the soviet drivers, i did not found so far.
Maybe someone able of reading russian can help me out here ?!


 
o no, I found out you can put "cameleon" paint on the cars... there goes another year of my life implementing this color scheme to my most favorite cars! ;)
I just finished a first one, and I wanted to share with you here this skin.
As it requires adding stuff to the extension\ext_config.ini file I can't post a seperate rar just with the skin..
Anyone know how to put it in the skin folder? Or is it mandatory to be put in the general ext_config.ini file?

Here a copy of this Dan Busca's marvelous NSX including this cameleon skin , and with the sound swapped from Siim Anouk's NSX, which is better imho (original sound is backed up in the sfx folder if you wanna switch back to it).

1676324302802.png


EDIT: since a pic doesn't really do it justice, here a small vid preview
 
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edit: I think it's time to start throwing away some bad cars (instead of before buying a bigger SSD)
but it is HARD for a hoarder to hit that delete button... :banghead:
Grab an external USB 3.0 hard drive or two (they're pretty cheap these days) and back up those cars and tracks before deleting. Then you'll still have them if you should want to revisit them in the future. I had to start doing that a while ago...just hate to permanently delete anything (well, with some exceptions...). :)
 
New adapted cars, based on others.
Alfa 33 "Periscopica" Spider '67
Alfa 33 Spider Coda-Lunga '67
Ferrari 312P Spyder '69

The 3 went to the track (but the Alfas really did (not removing any parts from the original car, just changing the scale, and leaving them hidden in a part of the car)) when I'm on the track, I "pause" and try to go back to the "menu", the screen is "frozen", so I have to resort to the old "CTRL + ALT + DEL".

And the "turn counter" screen in the "GT3 HUD App" is "buggy" unlike the original model that everything is normal. The rest is fine. Unfortunately, I don't know how to "modify" more things in the "skin" to leave it with better texture and shine, maybe someone will do it later.

On the Ferrari 312p ( I couldn't get the windshield wiper off" )


The models are "imported" from the "Evolution GTR2" mod pack in a very simple way, that is, just the main body, because I don't know how to convert completely. The objective is to have more cars on the "grid", which made history in Endurance racing. All "credits go to the Evolution GTR2 group modders".
 

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New adapted cars, based on others.
Alfa 33 "Periscopica" Spider '67
Alfa 33 Spider Coda-Lunga '67
Ferrari 312P Spyder '69

The 3 went to the track (but the Alfas really did (not removing any parts from the original car, just changing the scale, and leaving them hidden in a part of the car)) when I'm on the track, I "pause" and try to go back to the "menu", the screen is "frozen", so I have to resort to the old "CTRL + ALT + DEL".

And the "turn counter" screen in the "GT3 HUD App" is "buggy" unlike the original model that everything is normal. The rest is fine. Unfortunately, I don't know how to "modify" more things in the "skin" to leave it with better texture and shine, maybe someone will do it later.

On the Ferrari 312p ( I couldn't get the windshield wiper off" )


The models are "imported" from the "Evolution GTR2" mod pack in a very simple way, that is, just the main body, because I don't know how to convert completely. The objective is to have more cars on the "grid", which made history in Endurance racing. All "credits go to the Evolution GTR2 group modders".
Wow, i hope in the future you can share more of your cars, nice.
 
Physics, really?
Yes, as some have already pointed out.

extended physics extends AC's realism beyond what vanilla provides and even higher than other sims

ofc not every car actually utilizes all ext features because a.) people don't even know they exist and b.) a lot of the features require irl data to actually be used (which good luck finding for a race car lmao)
 
Yes, as some have already pointed out.

extended physics extends AC's realism beyond what vanilla provides and even higher than other sims

ofc not every car actually utilizes all ext features because a.) people don't even know they exist and b.) a lot of the features require irl data to actually be used (which good luck finding for a race car lmao)
Yeah, understood, that's right. What I meant to be the lack of rain puddles effect , which [rain] looks incredibly good, but hopefully will be made in future, if the game engine allows it

Btw, any idea, how to make snow "dust" white, instead of gravel color? I remember it was white in some of old build , but last versions seems like not to have
 
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Hi Masscot
Thanks for your feedback on extensions 🙂

Regarding Z fighting issues, I am trying to correct them in all new extensions.
2023 versions should remove all of these issues and the corresponding 2022 extensions updates will be corrected progressively
For example, watch the new Magny Cours extension, I think it doesn't have any noticeable Z-fighting at all

Regarding black intensity on Bathurst, you are right it should be less intense and I will give it a look to reduce it in next update 😉
Hi @Pyyer love the extensions absolutely Awesome is there any chance you could add Paintable Garage Boards above each of the Garages at Bathurst would be cool immersion and pop off the pit lane some more :)

Like Pictured they do it for the 12Hour aswell :)

310531401_10159060613393652_6246882555925055032_n.jpg
 
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Hi @Pyyer love the extensions absolutely Awesome is there any chance you could add Paintable Garage Boards above each of the Garages at Bathurst would be cool immersion and pop off the pit lane some more :)

Like Pictured they do it for the 12Hour aswell :)

310531401_10159060613393652_6246882555925055032_n.jpg
would be cool if those pit garage signs took the texture from the crew textures per skin, but not quite sure if a track could take the texture from a specific car skin folder, but ultimately that is how they should work.
 
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