Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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here we go with absolutely amazing car - Lotus 56B F1 1971.
Based on pcars indy car with 3d modelled body work for F1 versions and new correct physics. it was made by us for Christmas, but just want everyone can enjoy the beauty of the car.

Three specs. All have appropriate historic skin for it

-> Monza version - with ducktail and lower downforse (E.Fittipaldi) with ducktail. Special for lower downforce and higher max speed.
Screenshot_lotus_56_ducktail_ks_monza66_21-11-122-0-44-10.jpg


-> Gold Leaf version - Silverstone (R.Wisell), Dutch GP (D.Walker) with wings

Screenshot_f1_1971_ferrari312b2_ks_silverstone1967_21-11-122-22-29-39.jpg


-> Int.Trophy Silverstone version with nice rear and front wings (E.Fittipaldi)
Screenshot_lotus_56_wide_5_l_showroom1_16-11-122-22-41-10.jpg


about the mod

  • Version 1.0
  • 3d model from pCars originally converted by elgione who also credited himself for our open-to-all Stowe circuit without any improvements even.
  • zero modelled wings (rear and front wings, air intakes wide body) => so the model is Encrypted (so haters can get lost), requires CSP to run (!)
  • historic livery
  • close to real specs (as it was possible), tested on Silverstone and Monza and other tracks.
Download MEGA

Screenshot_lotus_56_f1wide_ks_silverstone1967_21-11-122-22-3-27.jpg
Screenshot_lotus_56_ducktail_ks_monza66_15-11-122-22-20-46.jpg
 
Since CPS180p115 or maybe even since 180p105 puddles are heavily affecting the cars. Already affected the cars before but that wasnt always comprehensible. With the new RainFX its just amazing, at least imho. :)

I see, maybe I have some wrong settings, but have not noticed it as good as in acc for example, or comparing to irl racing
 
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.
Our track modder in my AMS League did this for our version of Bathurst works as just 1 texture with Garage Board for Garage 1 from left to right all the way to last garage this would work the best so you can add it too Specific Track Skin Year of the Race :)
 

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Our track modder in my AMS League did this for our version of Bathurst works as just 1 texture with Garage Board for Garage 1 from left to right all the way to last garage this would work the best so you can add it too Specific Track Skin Year of the Race :)
still isn't car specific though, but I would think to be car specific, it would require a recoding of the game. Usually cant be bothered faffing around for something like that, that Im not going to pay attention to while driving anyway
 
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.
The latest CSP does have 'puddle physics'. I posted a video on it in the vid section here showing me trying it out in a Countach around LAC.
It makes a huge difference and the feeling is pretty much spot on.

 
still isn't car specific though, but I would think to be car specific, it would require a recoding of the game. Usually cant be bothered faffing around for something like that, that Im not going to pay attention to while driving anyway
I never asked for it to be car specific ? lol and I never asked you to do anything either..... as i explained you can make it all on one template to each garage board its been done before was just asking if 'Pyyer' could do it too add to the immersion of his Bathurst update doesnt matter if you see it while driving it adds to the immersion and why his stuff is so great.....
 
Try to keep your total car collection at under 200 cars or you'll suffer from choice paralysis.
Be brutal.
Only keep AAA mods.
Yeah right. Considering that the Kunos content is already 178 cars, I don't see how staying under 200 while keeping AAA mods would be possible.
 
Hi everyone :)

Is the GT Sport/GT 7 Willow Springs Version available for AC ? I mean 1:1 coversion like Lago Maggiore and Dragon Trail :)
 
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still isn't car specific though, but I would think to be car specific, it would require a recoding of the game. Usually cant be bothered faffing around for something like that, that Im not going to pay attention to while driving anyway
Displaying car numbers and driver/team names is possible using CSP's SCRIPTABLE_DISPLAY feature, have a look at @gunnar333's Sachsenring:

1676369100464.png
 
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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
Here's some puddle in nordschleife on a cloudy day
 

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I never asked for it to be car specific ? lol and I never asked you to do anything either..... as i explained you can make it all on one template to each garage board its been done before was just asking if 'Pyyer' could do it too add to the immersion of his Bathurst update doesnt matter if you see it while driving it adds to the immersion and why his stuff is so great.....
congrats for totally missing the point, sorry to have tried to have an input.
Being car specific from the AC crew files would be so much better than the faffing around the single way you are suggesting which requires changing the file for each different mod you might drive on the track.
The suggestion I had would be a better way for pyyer to do it than the way you suggest which means you would need multiple different files for different series, you'd only need to do them for the car skin, but I guess setting up your pit garage by changing files each time you change to a different car would add to the immersion, but far more frustrating IMO
 
That's true, but I'd hate to delete most of my RSS and VRC paymods just to get under 200 cars. And I also keep all the cars I've used in championships - AAA or not.
I think you're focusing on that arbitrary 200 number rather than the underlying message about choice paralysis if you have too many car mods, most of which you'll never drive again.
Believe me, I wish I'd instantly deleted a whole pile of substandard car mods on first download rather than keeping them as grid fillers, or because storage is cheap, or because they could be 'fixed', or whatever other mental gymnastics I performed at the time.
A streamlined collection of cars you'll actually use is far more useful than owning a lot of noise to plough through whenever you fancy a drive.
There's really no need these days to own car or track mods of sub-Kunos quality. The modding game has improved dramatically over the past couple of years.
 
The latest CSP does have 'puddle physics'. I posted a video on it in the vid section here showing me trying it out in a Countach around LAC.
It makes a huge difference and the feeling is pretty much spot on.


watched the video, looks interesting. besides of puddles, does tha track also lose grip when rain if falling?
afterall, i tested by myself. latest csp and SOL , reboot suzuka track and street car on semislick tyres (as it should slide more when rains). Yes, there are puddles, but even tra track itself left as grippy as it was dry. before that i checked if setting are same as on some youtube tutorials.
Questions is am i doing something wrong or this rain effect is placebo? For my its hurtly question of rain in AC. You can really feel aquaplanning and loosing grip in ACC (but im not a fan of the ACC), and in real racing even if it s not a shower rain, semislick tyres lose theit traction drastically.... but non of these i noticed in ac .
 
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I think you're focusing on that arbitrary 200 number rather than the underlying message about choice paralysis if you have too many car mods, most of which you'll never drive again.
Believe me, I wish I'd instantly deleted a whole pile of substandard car mods on first download rather than keeping them as grid fillers, or because storage is cheap, or because they could be 'fixed', or whatever other mental gymnastics I performed at the time.
A streamlined collection of cars you'll actually use is far more useful than owning a lot of noise to plough through whenever you fancy a drive.
There's really no need these days to own car or track mods of sub-Kunos quality. The modding game has improved dramatically over the past couple of years.
I mostly agree with you, because I wish that I would have tested all the car and track mods right after I downloaded them. Now it's a bit tedious to test mod after another.
But no matter how many mods I have, I don't really have to plough thru anything when I fancy a drive. I'm a simracer, which for me means that almost all of my driving is somehow linked to a championship I'm taking part or will take part in. That's also a good reason to own all that sub-Kunos quality content, because I actually race them online.

I get your point though, and there are a lot of lower quality mods I'd move to my storage NAS if I didn't use them online.
 
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I think you're focusing on that arbitrary 200 number rather than the underlying message about choice paralysis if you have too many car mods, most of which you'll never drive again.
Believe me, I wish I'd instantly deleted a whole pile of substandard car mods on first download rather than keeping them as grid fillers, or because storage is cheap, or because they could be 'fixed', or whatever other mental gymnastics I performed at the time.
A streamlined collection of cars you'll actually use is far more useful than owning a lot of noise to plough through whenever you fancy a drive.
There's really no need these days to own car or track mods of sub-Kunos quality. The modding game has improved dramatically over the past couple of years.
OR

You have the addiction of a keeper, and your disks looks like an old farmer's garage, full of junk never to be seen again but "just in case".

Not talking about me, no i'm not. Definitely not.
 
I mostly agree with you, because I wish that I would have tested all the car and track mods right after I downloaded them. Now it's a bit tedious to test mod after another.
But no matter how many mods I have, I don't really have to plough thru anything when I fancy a drive. I'm a simracer, which means that almost all of my driving is somehow linked to a championship I'm taking part or will take part in. That's also a good reason to own all that sub-Kunos quality content, because I actually race them online.

I get your point though, and there are a lot of lower quality mods I'd move to my storage NAS if I didn't use them online.
One of the reasons I used to keep (for example) every GT3 car I could find was to race big-grid GT3 races at tracks like Spa, with every car different. So, classic case of the grid fillers. Maybe CSP now spotlights the deficiencies in a lot of these badly-made cars, differences that weren't as noticeable before. But these days it's harder for older substandard models to pass visual inspection and they can stick out like sore thumbs out on the track, and that's ignoring other issues like BOP. Nowadays I find it easier and more consistent to mainly run spec races, or using cars with equal visual standards and properly BOP'd.
Like you say, testing new mods can be a tedious process, but it's nothing compared to deciding which ones to delete at a later date.
My advice to anyone building a collection of AC mods - cars and tracks - is to be brutally honest with yourself about whether you're likely to use it again, and if in any doubt whatsoever - delete it. You won't miss what you never had.
 
One of the reasons I used to keep (for example) every GT3 car I could find was to race big-grid GT3 races at tracks like Spa, with every car different. So, classic case of the grid fillers. Maybe CSP now spotlights the deficiencies in a lot of these badly-made cars, differences that weren't as noticeable before. But these days it's harder for older substandard models to pass visual inspection and they can stick out like sore thumbs out on the track, and that's ignoring other issues like BOP. Nowadays I find it easier and more consistent to mainly run spec races, or using cars with equal visual standards and properly BOP'd.
Like you say, testing new mods can be a tedious process, but it's nothing compared to deciding which ones to delete at a later date.
My advice to anyone building a collection of AC mods - cars and tracks - is to be brutally honest with yourself about whether you're likely to use it again, and if in any doubt whatsoever - delete it. You won't miss what you never had.
Also a lot should be based on what you like to use in sim racing, while back i binned all of my F1 mods, including RSS ones.
Its mamothly dull in real life and even more dull in a game (IMO).
Obviously if your a massive fan then (royal) your opinion differs and I'm cool with that as you should be with mine.
As I've converted more stuff I've deleted other stuff i don't use, rally tracks all went for example.

Just do what you want basically based on what you like, and if you have the storage just store it up.
Every so often i bin a bunch of stuff but mainly as its a type of car i don't like, then there is stuff like the DRM mod that stays there because the cars are cool, but they always without fail disappoint me when i race them.
I really should delete them.

Something else i'm keen to do these days is like with rally stuff, i load up DiRT, or open free roam Forza horizon etc.
This helps for me, to remove stuff that is just filler that other games do better.
This struck me when i was converting a plane into AC... and then i loaded up MSFS.
Just because you can, doesn't mean you should...

20230213222621_1.jpg


(BTW only quoted your post masscot to keep some continuity)
 
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watched the video, looks interesting. besides of puddles, does tha track also lose grip when rain if falling?
afterall, i tested by myself. latest csp and SOL , reboot suzuka track and street car on semislick tyres (as it should slide more when rains). Yes, there are puddles, but even tra track itself left as grippy as it was dry. before that i checked if setting are same as on some youtube tutorials.
Questions is am i doing something wrong or this rain effect is placebo? For my its hurtly question of rain in AC. You can really feel aquaplanning and loosing grip in ACC (but im not a fan of the ACC), and in real racing even if it s not a shower rain, semislick tyres lose theit traction drastically.... but non of these i noticed in ac .
Something wrong your end then, are you running 1.80preview115 and do you have extended physics ticked on the Drive screen?

I just did a lap of the Targa Florio with wetness at 25% and the car is skipping about heading down the main straight as it hits different depths of water breaking grip slightly in the deeper ones and chucking up more spray then too.
 
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Yeah right. Considering that the Kunos content is already 178 cars, I don't see how staying under 200 while keeping AAA mods would be possible.
I don't race online and don't play career mode, so I deleted many Kunos' especially the Lotus cars. I also deleted many skins I don't like. With newer mods, a skin folder size can be unbelievably large. I saved many gigabytes just by deleting skins.
Edit:
Still, 200 is too tight for me. I do my best to keep it under 500.
I'm now at 450 cars, 61 tracks, 197gb total AC folder
 
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congrats for totally missing the point, sorry to have tried to have an input.
Being car specific from the AC crew files would be so much better than the faffing around the single way you are suggesting which requires changing the file for each different mod you might drive on the track.
The suggestion I had would be a better way for pyyer to do it than the way you suggest which means you would need multiple different files for different series, you'd only need to do them for the car skin, but I guess setting up your pit garage by changing files each time you change to a different car would add to the immersion, but far more frustrating IMO
champ i asked pyyer for a reason.
Ive done multiple 'TRACK' skins for Bathurst and what im after is the Garage boards above the garage which is in specific order for that specific track skin not the car.
Its far more easier and simple to have the correct garage boards in order above each garage in 1 single texture like shown in a previous example in the track skin folder rather then having to have 25+ single textures for every single car of each year you want to use.
So im sorry but your suggestion would be way more time consuming.
 
champ i asked pyyer for a reason.
Ive done multiple 'TRACK' skins for Bathurst and what im after is the Garage boards above the garage which is in specific order for that specific track skin not the car.
Its far more easier and simple to have the correct garage boards in order above each garage in 1 single texture like shown in a previous example in the track skin folder rather then having to have 25+ single textures for every single car of each year you want to use.
So im sorry but your suggestion would be way more time consuming.
Your idea works ok if only Ai, but if you use say supercars and your own skin, it shows wrong in that pit stall even if you used a v8 skin the names on the board show someone else's name. You arr going to have fixed names on the pit garage, but you are likely to end up with a ford in a holden garage, or a bmw in audi garage... real immersive that is, may as well leave them blank.
if you only wanted pyyer to answer, why ask in public? Champ!
 
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Something wrong your end then, are you running 1.80preview115 and do you have extended physics ticked on the Drive screen?

I just did a lap of the Targa Florio with wetness at 25% and the car is skipping about heading down the main straight as it hits different depths of water breaking grip slightly in the deeper ones and chucking up more spray then too.
omg sure, i forgot to tick extended physics. Well i tryed it
on Street tyres it drive more or less as on the rain, but surface is too constant, how to explain, still not a dynamic. Yes, it is effect from puddles, a little. The tarmac itself more feels like very cold asphalt on dry winter day, then a rain surface.

But when it came to semislicks (Which meant to be sort of Advan 050 tyres for club and time attach events), even on the speed of 70-80 it felt like a 10 kg car with 200 hp on it, just sliding as on thin ice...it made just n% reduction of grip, non more. Still not realistic at all. But yes, agree, it is a progress really. Hope it will come to better condition later on. as it said in description, it is still experimental, but not worth of real experience for now. Ilya does amazing job anyway!
 
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