Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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Since we really need a version >1.40 I've decided to release v1.40

Volkswagen Scirocco MK1 Street
Code:
Original model by Turn 10 Studios
Converted by Pfalzdriver
If you like the car, feel free to buy me a beer (or two): https://streamlabs.com/pfalzdriver

Already done with the initial release:
- Real engine data (Natural aspired 1.600cc with 110hp/140Nm )
- Real gear box data
- Working dash lights
- Functional Odometer*
- Engine cooling fan rotates
- Original car colors
- Working wipers*
- Damage/Dirt
- RainFX v2 ready*
- Paintshop for creating new skins
- Extra-A: En-/Disable interior light*
- New animations by Masscot (v1.2) Big thanks for that
v1.40:
- Many fixes (e.g. Holes, WHEEL_RR, WHEEL_LR, Brakedisc_FX, Int_Windscreen and more)
- More chrome (you can never have enough chrome)
- Reworked bumpers
- Extra-B: Fog Lights*
- Readded proper LODs according to the pipeline of Kunos

*CSP required
Download at Sharemods or GTPlanet

Downloads from other sources will never be legit so download original content only. :)

View attachment 1264467
i remember a chap in the uk in the late 90's had a dark red scirocco storm mk1 in showroom condition. this brings back alot of memory's of the scirocco.org days, a true classic. i owned 3 mk2 cars 2 scala's and 1 gt2. 1 of my favourite cars of all time. thanks
 
Hello,
have you tested the sound mod for the 499P by SDD, the sound is much too low for me with cockpit view, while the sound engine SDD, TRR discord or ACF are perfect

 
Very bad, I had a race with F1 86 and the pole was 10 sec faster than me!

Yeah that’s huge but I must admit the Kunos f1 1986 is pretty difficult to compete vs the AI (if it’s the car you also used)
One thing you can do to make the AI more manageable is to lower hints in the ai.ini. It's been said that the ultra_grip is now hard coded and not reliant on the value in ai.ini but I don't know if that's ever been confirmed. So for this drop it from 1.2 to 1.0 just to be sure. Aero_hints is usually at 1 but can be a fraction of 1 as well. Try 0.80. I usualy like to get the cars out of the range of defying the laws of physics or being able to perform well outside of the limits that I can while using the same car.
There's more you can do but these are easy and the first steps to getting the AI a bit easier.

1686584880164.png
 
Since we really need a version >1.40 I've decided to release v1.40

Volkswagen Scirocco MK1 Street
Code:
Original model by Turn 10 Studios
Converted by Pfalzdriver
If you like the car, feel free to buy me a beer (or two): https://streamlabs.com/pfalzdriver

Already done with the initial release:
- Real engine data (Natural aspired 1.600cc with 110hp/140Nm )
- Real gear box data
- Working dash lights
- Functional Odometer*
- Engine cooling fan rotates
- Original car colors
- Working wipers*
- Damage/Dirt
- RainFX v2 ready*
- Paintshop for creating new skins
- Extra-A: En-/Disable interior light*
- New animations by Masscot (v1.2) Big thanks for that
v1.40:
- Many fixes (e.g. Holes, WHEEL_RR, WHEEL_LR, Brakedisc_FX, Int_Windscreen and more)
- More chrome (you can never have enough chrome)
- Reworked bumpers
- Extra-B: Fog Lights*
- Readded proper LODs according to the pipeline of Kunos

*CSP required
Download at Sharemods or GTPlanet

Downloads from other sources will never be legit so download original content only. :)

View attachment 1264467
I like the car, nice work - but according Wikipedia this car was around 875 kg (and not 1260 as stated for the mod) - maybe you could look into this for any potential future updates? :)
 
another UPDATE of MONZA 1988

v2.3
  • 3 sec faster AI
  • fixed map icon
  • new in game track map
  • fixed pit keys
  • made wall keys for box area
  • fixed a wrong wall under the start finish straight

The ai were always slow through Lesmo 2 and ascari exit. Looking forward to trying this new one! :D
 
from 32 to 55, the dunlop curb was more a 90° one^^ than a large and fast curb

after le mans 55, all the erea of the pits had been changed, the last corner juste before the finish line was removed and the first corner was redone.

1955
View attachment 1264489

1956

View attachment 1264490

Pre 1955 and 1923 Le Mans would be a cool thing... 1950 Reims too, if I keep thinking there would be many tracks... Circuit Ain-Diab and 1974 Monza...
 
UPDATE Dijon-Prenois 2016 v3.0

This is a major update for one of the most downloaded tracks of my collection. Please download again if you like the track or you don't have it!

v3.0
  • Implemented all features made by gunnar333: GrassFX, RainFX, seasons, lights, semaphores, digital flags, groove line, missing TV camera crew, satellite image scenery, vao, UI stuff, fixed flags, material adjustments
  • shader overhaul of Gunnars version, edited marshal flags because they glowed in the night, better trees, more crowds
  • new UI and loading screens
  • smoothed road mesh
  • cable fix
  • fixed a lod
  • changed the values for the off track area, now dirt additive and with less vibrations
  • added fictive DRS zones
  • purged .kn5 files for less file size



bgr00.jpg
bgr01.jpg
bgr02.jpg
bgr03.jpg
 
Hi guys, maybe someone has already posted this question. But since a couple of CSP versions, I have this strange problem on replays, with grass tufts that appears and disappears on the middle of track. Obviously, the grass on normal playing is ok. The problem appears only on replay (Camtool or game standard replay is equal). Bug or some settings to set?
 

Attachments

  • Screenshot_asr_1995_ferrari_412t2_27_okayama_12-5-123-21-17-50.jpg
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the 2002-2006 is the le mans 2017.
you can see that tertre rouge is way slower.

You can add too pre-1956 le mans
all pre-war
and lot of difference iteraiton such as 88-89 etc
Taking the opportunity to comment on the Le Mans versions.

Track modders, never tried, or is it not possible to convert the classic pCars 2 version of Le Mans? It's just fantastic to drive on this track (the problem is that the diversity of cars is found in Assetto, not in pCars 2).
 
UPDATE Dijon-Prenois 2016 v3.0

This is a major update for one of the most downloaded tracks of my collection. Please download again if you like the track or you don't have it!

v3.0
  • Implemented all features made by gunnar333: GrassFX, RainFX, seasons, lights, semaphores, digital flags, groove line, missing TV camera crew, satellite image scenery, vao, UI stuff, fixed flags, material adjustments
  • shader overhaul of Gunnars version, edited marshal flags because they glowed in the night, better trees, more crowds
  • new UI and loading screens
  • smoothed road mesh
  • cable fix
  • fixed a lod
  • changed the values for the off track area, now dirt additive and with less vibrations
  • added fictive DRS zones
  • purged .kn5 files for less file size



View attachment 1264536View attachment 1264537View attachment 1264538View attachment 1264539
Hi mate, you've got 'cable fix' listed in the changelog but the power lines were still very jagged and aliased for me.
To fix them, add this to the config and put the DDS in the extension folder (after removing the .txt extension):
Code:
;fix jagged power cables - add appropriate cablefix.dds as per instructions below
;IMPORTANT: ***remove any DYNAMIC_CABLES entries elsewhere in the config***
[SHADER_REPLACEMENT_...]
ACTIVE=1
DESCRIPTION= fixing fat and jagged power cables
MESHES= XXXXX ;cable mesh name from object inspector, OR...
MATERIALS= ELECTLINE ;cable material name from object inspector
BLEND_MODE = ALPHA_BLEND
IS_TRANSPARENT = 1
CAST_SHADOWS= 1
RESOURCE_0= txDiffuse
RESOURCE_FILE_0= cablefix.dds ;put standard cablefix.dds in extension folder, or create new cablefix.dds from the cable dds if it is not plain/square, and make translucent by colouring alpha channel approx 50% grey
PROP_... = ksAlphaRef, 0.5
PROP_... = extExtraSharpLocalReflections, 0.0
 

Attachments

  • cablefix.dds.txt
    1.5 KB · Views: 17
Taking the opportunity to comment on the Le Mans versions.

Track modders, never tried, or is it not possible to convert the classic pCars 2 version of Le Mans? It's just fantastic to drive on this track (the problem is that the diversity of cars is found in Assetto, not in pCars 2).
Amen to that, it's probably the best one I have ever driven in games. It is based on the 1971 layout I believe, with the first chicane in the final straight ater maison blanche.

I have no idea about the "how to do", but as we already have some PC2 tracks converted, it seems do-able...
 
I've been creating "wet" versions of certain circuits as personally I really struggle with the extended physics when it's wet, so have been adjusting the surfaces.ini file and lower the grip levels. It's a happy work around, allows me to drive the cars around and slide in a much more controlled manner. My point is this though, when I lower these grip settings some cars struggle and tip toe around at 75mph in 2nd gear. They're fine in the dry, oddly though, even if I totally switch that cars physics with another they still struggle. Is there something hard coded into those particular cars that allows this issue to persist? It makes no sense as I'm switching the physics to cars that don't have this issue. That should not be.
 
Hi mate, you've got 'cable fix' listed in the changelog but the power lines were still very jagged and aliased for me.
To fix them, add this to the config and put the DDS in the extension folder (after removing the .txt extension):
Code:
;fix jagged power cables - add appropriate cablefix.dds as per instructions below
;IMPORTANT: ***remove any DYNAMIC_CABLES entries elsewhere in the config***
[SHADER_REPLACEMENT_...]
ACTIVE=1
DESCRIPTION= fixing fat and jagged power cables
MESHES= XXXXX ;cable mesh name from object inspector, OR...
MATERIALS= ELECTLINE ;cable material name from object inspector
BLEND_MODE = ALPHA_BLEND
IS_TRANSPARENT = 1
CAST_SHADOWS= 1
RESOURCE_0= txDiffuse
RESOURCE_FILE_0= cablefix.dds ;put standard cablefix.dds in extension folder, or create new cablefix.dds from the cable dds if it is not plain/square, and make translucent by colouring alpha channel approx 50% grey
PROP_... = ksAlphaRef, 0.5
PROP_... = extExtraSharpLocalReflections, 0.0
Hey! I meant that I reduced the size of the cables. But you're right with your special patch the AA looks better. Patched!



UPDATE Dijon-Prenois 2016

v3.1
  • added Masscot special cable fix
  • added cams by DaBaeda
 
How long did it take to make a skin like that lol? Is it 4k or 2k, i can never manage to get 2k skins to not look like a blurry mess even saving as 8888
This skin is still one of the simple ones and its 4096x4096. Don't know how long i worked on this skin. Searching for the logos takes up most of the time. Especially with old racing teams, where you can hardly see the logos on the pictures or sometimes the logos can no longer be found because the companies no longer exist. For this skin i recreated the "Eurotech" Logo, because it doesn't exists anymore or could only found in very low resolution. Good mapping also plays a very important role in how quickly you can create a skin. On average and estimated, I would say that I need about 10-16 hours for a really good and complex skin and I have all the logos for it

For example, this was one of the more complex skins I've made. I had to hand draw the crocodile on the roof myself because it couldn't find it anywhere. I think I must have worked 16 hours on this skin.
289416915_1190036948505191_272247841587666086_n.jpg
289545471_1190036961838523_6428740465031975033_n.jpg
 
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East London Prince George Circuit South Africa - rain and grass and vao and so on...

Track can be found here: https://www.racedepartment.com/downloads/prince-george-circuit-south-africa.26267/

It's the version with no curbs at all. Looks more 1949 than 1967 to me but it's fun to drive either way.

  • You should be able to copy the files straight into you assetto corsa folder as long as you have the track installed. It will ask to override - backup your track if you want to keep the original files.

  • If the new grass still won't show check your assetto corsa folder: extension/textures/grass_fx. You should have a "highlands.dds" file in there, otherwise no grassFX.

snap.jpg
 

Attachments

  • East London Prince George.zip
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This skin is still one of the simple ones and its 4096x4096. Don't know how long i worked on this skin. Searching for the logos takes up most of the time. Especially with old racing teams, where you can hardly see the logos on the pictures or sometimes the logos can no longer be found because the companies no longer exist. For this skin i recreated the "Eurotech" Logo, because it doesn't exists anymore or could only found in very low resolution. Good mapping also plays a very important role in how quickly you can create a skin. On average and estimated, I would say that I need about 10-16 hours for a really good and complex skin and I have all the logos for it

For example, this was one of the more complex skins I've made. I had to hand draw the crocodile on the roof myself because it couldn't find it anywhere. I think I must have worked 16 hours on this skin.View attachment 1264575View attachment 1264576
Nice work. so much time gets taken up in researching for logos of real liveries, and often not all angles of a car are easy to see in photos, which makes identification even harder. Kudos to you for being able to recreate the logos yourself. That alone can take many hours.
 
This skin is still one of the simple ones and its 4096x4096. Don't know how long i worked on this skin. Searching for the logos takes up most of the time. Especially with old racing teams, where you can hardly see the logos on the pictures or sometimes the logos can no longer be found because the companies no longer exist. For this skin i recreated the "Eurotech" Logo, because it doesn't exists anymore or could only found in very low resolution. Good mapping also plays a very important role in how quickly you can create a skin. On average and estimated, I would say that I need about 10-16 hours for a really good and complex skin and I have all the logos for it

For example, this was one of the more complex skins I've made. I had to hand draw the crocodile on the roof myself because it couldn't find it anywhere. I think I must have worked 16 hours on this skin.View attachment 1264575View attachment 1264576
yea maybe it's just the resolution then, problem with 4k it's quite a bit of file size like 90mb uncompressed even compressed still 20mb/skin

i've seen some 2k skins with some pretty nice sharpness for the resolution but i could never get that

scca.png


even using bc7 compression it does help with smoothness of ao but not as much with decals
tho i guess from afar it's not too bad
brm.png
 
Gran Turismo 6 has a great laser scanned version of Le Mans 2005. Probably the oldest "historic" scanned track that's also ready to convert. That would be amazing.


Amen to that, it's probably the best one I have ever driven in games. It is based on the 1971 layout I believe, with the first chicane in the final straight ater maison blanche.

I have no idea about the "how to do", but as we already have some PC2 tracks converted, it seems do-able...
Only Project CARS 1 tracks have been decrypted, PC2 and AMS2 are still locked away.
 
yea maybe it's just the resolution then, problem with 4k it's quite a bit of file size like 90mb uncompressed even compressed still 20mb/skin

i've seen some 2k skins with some pretty nice sharpness for the resolution but i could never get that

View attachment 1264600

even using bc7 compression it does help with smoothness of ao but not as much with decals
tho i guess from afar it's not too bad
You can get a great 2k skin by scaling down a great 8k (or 16k) skin. Can be a bit of a memory hog in photoshop with all the logos and stuff tho... (that SCCA looks great!)
 
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yea maybe it's just the resolution then, problem with 4k it's quite a bit of file size like 90mb uncompressed even compressed still 20mb/skin

i've seen some 2k skins with some pretty nice sharpness for the resolution but i could never get that

View attachment 1264600

even using bc7 compression it does help with smoothness of ao but not as much with decals
tho i guess from afar it's not too bad
View attachment 1264602
I always do all my skins in 4k and after finishing the skin, i downscale the skin to 2k, if i want it in 2k. It's very important to have the logos in high resolution or for the best result as vector file. The advantage of vector files is, you don't have any quality loss on the logo, when you are changing the size of it. And if you don't have the logo in high resolution or as vector file and want a good quality, then your only option is to recreate the logo in high resolution yourself.
 
Hi, people hope you are doing well all! I have one question it's about helmet skins. Does anyone know where I can find helmet liveries, skins for Assetto corsa?In the race department, I found already some skins for helmets but they are mostly made for Formula 1.
I'm a big fan of the Le Mans 24 h so I'm trying to find some good, nice liveries, or PSD, png files for helmets to make my own skin, for me. Any suggestions and links are welcome. Thanks all in advance!
 
I think if it were possible to have rolling starts in AC, we would have them already.
Let’s not guess, but wait for the “Rolling start” modder for the Indianapolis’60, as lots of other stuff in AC, like moving pit crew, rain, rotating ferris wheel, 3D trees, sound from spectators and even a walking dinosaur, we’re never think that could be done in AC.
 
I like the car, nice work - but according Wikipedia this car was around 875 kg (and not 1260 as stated for the mod) - maybe you could look into this for any potential future updates?
Just a minor error in the UI, data in car.ini is different (but wrong too).

But I just crosschecked and Wikipedia seems to be wrong too.

According to Volkswagen classic and Automobile Catalog the car weights 800kg without driver. I'll upload an update soon. :)

Edit: Done
 
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Gran Turismo 6 has a great laser scanned version of Le Mans 2005. Probably the oldest "historic" scanned track that's also ready to convert. That would be amazing.



Only Project CARS 1 tracks have been decrypted, PC2 and AMS2 are still locked away.

Oh, I though Bannochbrae came from PC2, was it already in PC1 ? Never played it, to be fair
 
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