Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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Really needs the whale tail reinstating though, doesn't it?
Yeah prob as an option at least. I'll maybe have a go at it as it will be pretty simple and i'll find out what base he used, i'm guessing PCars.

This guys stuff is pretty good and free.

Link didn't work, so if you go to gumroad and search 'UK CUT UP ASSETTO'

Screenshot_ukcu_renault_clio_rs16_japantunnel_4-4-123-14-32-21.jpg
Screenshot_ukcu_renault_clio_rs16_japantunnel_4-4-123-14-32-17.jpg
 
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RD version is older and has no exterior sound and download links on acstuff post are down. 1.2 version is the newest one.
EDIT: Found the latest version in depths of the internet, finally
Could you share it? I also have the old version without external sound, unfortunately.
 

Attachments

  • driver3d.ini.txt
    465 bytes · Views: 12
Chassis 6071
Customer: Haberthur
Delivery: 14. May 1993
Color: Grand-Prix White

On the one hand Switzerland had a long time ban for motorsport events, but on the other hand there have always been strong Swiss drivers and teams. Team Haberthur or Scuderia Chicco d'Oro is no exception. The white RSR with the typical Swiss banner and the almost exclusive Swiss driver lineup was typical for the coffee sponsored team.

The car was delivered with enough time to prepare it for 1993 Le Mans 24H race. The car finished 18th overall and 4th in class.

LM24 1993, Scuderia Chicco d'Oro #77, GT2
__custom_showroom_1683231335.png


In the same year the team competed in the Spa 24H race. Sadly the result was a DNF this time.

Spa 24H 1993, Scuderia Chicco d'Oro #40, ProGT
__custom_showroom_1683231518.png


In 1994 Haberthur decided to take part in the new born BPR Global GT Series. In its first run at Paul Ricard the Swiss team finished 6th overall and 4th in class.

BPR 1994, Paul Ricard 4h, Scuderia Chicco d'Oro #31, GT3
__custom_showroom_1683231754.png

to be continued......
 
I'm now on with Sergio Loro to do the AI for his new tracks (next will be probably Vaca Valley or Suzuka 60s). I feel honored. :-)

Zolder 1967 project is progressing well and is a blast to drive, I did 1200 km already on it. However we a struggling for the optimization of the road mesh. If you able to do one feel free to contact me.

Great news on both counts, some of Sergio's tracks would benefit from faster AI; likely just because I'm racing with a different style of car to the one he made it for.

Fingers crossed you find help with Zolder, what sort of work are you doing on it?
 
That's the changelog for Zolder at the moment:

v3.0 complete overhaul of the track by Rainmaker, DaBaeda, ludwig6666:
-shader transparencies checked
-new cams + GrassFX and RainFX by DaBaeda
-new loading screens with photo effects
-removed skybox and groove
-new AI
-fixed some trees
-made crowds with normals up for better looking
-new UI and data
-new hotlap start point
-new overlays for Time Attack mode
-checked and redone surfaces in .kn5 and surfaces.ini
-fixed double sided objects
-made track icon
-fixed thin lines on some textures
-added GPS
-added extras folder with additional info material like original program
-added first floor im the main tower
-dirt grass material changed for better shader in rain
-added some retextured materials from the "Zolder 1967 Skin pack v1.6" by ClimaxF1
etc.

BTW: Kuwaku17 was very satisfied with my work for the Grindelwald AI :cheers:
 
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Hi all guys, one question.

In your opinion, with the new version of the CSPs, haven't they exaggerated a little with the level of the opponents' strength?

I explain.

I did some tests, with 100% AI in the race with identical cars on an oval circuit, from a standing start, the other cars go much faster than me.

In my opinion, with this update they have changed the performance of the cars, not the skill of the driver. Impossible that with the same car and standing start, in a short time I have a gap of 2/3 seconds.

Another test I did was on a winding track, always with the same AI car, exiting corners much faster strong of the AI and facing a straight line, I am recovered and overtaken very easily.

By lowering the AI level of the opponents I get an equal speed in the straight line, but in the corners they are much slower and I overtake them very easily.

Has anyone noticed this thing? Your opinion?

Thanks.
 
Hi all guys, one question.

In your opinion, with the new version of the CSPs, haven't they exaggerated a little with the level of the opponents' strength?

I explain.

I did some tests, with 100% AI in the race with identical cars on an oval circuit, from a standing start, the other cars go much faster than me.

In my opinion, with this update they have changed the performance of the cars, not the skill of the driver. Impossible that with the same car and standing start, in a short time I have a gap of 2/3 seconds.

Another test I did was on a winding track, always with the same AI car, exiting corners much faster strong of the AI and facing a straight line, I am recovered and overtaken very easily.

By lowering the AI level of the opponents I get an equal speed in the straight line, but in the corners they are much slower and I overtake them very easily.

Has anyone noticed this thing? Your opinion?

Thanks.
My experience has been completely different. I've had the best races against AI I've ever had with the new CSP version. And I'm definitely not an Alien!
 
Does anyone know what could be causing this? It happens to me when I want to see the replays and it started after installing the latest version of CM (0.8.2467.39678)

error.png
 
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Does anyone know what could be causing this? It happens to me when I want to see the replays and it started after installing the latest version of CM (0.8.2467.39678)

View attachment 1253694
Did you already try to install CSP manually? idk which version you have.
If you use the public version, then download it here:

Open the zip and copy the dwrite.dll and the extension folder to AC root folder.
Do the same, if you have a CSP preview version.
 
So when are we going to get this track into AC? The version made by Beast lacks any proper lighting on the buildings though, where as this port is more like a straight up port from the WMMT to GTA V.
https://www.gta5-mods.com/maps/nagoya-expressway-ring-route-add-on-fivem-sp

Oh & yes it needs to be a straight port rather porting from the GTA 5 mod.
This guy has Nagoya running but no DL link sadly.


He also has Osaka running too, again no link.


All of the raw files were already extracted but buried in this thread somewhere. We just need someone to actually do the conversion and put it out in public. The guys at Shuto Revival Project discord were supposedly working on it but it's been years and nothing has been released.

We have almost all the other tracks from WMMT in AC already apart from these 2 + Hiroshima and Kobe (but these last 2 are a bit hard as they are only found in the newer games and hasn't been extracted yet).
 
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