Assetto Corsa PC Mods General DiscussionPC 

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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
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1956

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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...
 
I reworked my old skin for the Marcos Mantis
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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
 
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



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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?
 

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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
 

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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.
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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
 

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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
 
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.
That reminds me of a recent comment about AC2 and the possibility of implementing damages to car mods due to an improved graphics engine over the AC engine... when it's already possible to do so with our veteran game.

(Ok, ok, it's not BEAMNG's damages, but it works acceptably, at least, with kunos cars...)
 
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RandomThat reminds me of a recent comment about AC2 and the possibility of implementing damages to car mods due to an improved graphics engine over the AC engine... when it's already possible to do so with our veteran game.

(Ok, ok, it's not BEAMNG's damages, but it works acceptably, at least, with kunos cars...)

That reminds me of a recent comment about AC2 and the possibility of implementing damages to car mods due to an improved graphics engine over the AC engine... when it's already possible to do so with our veteran game.

(Ok, ok, it's not BEAMNG's damages, but it works acceptably, at least, with kunos cars...)
Random breakdowns would be a great feature (annoying I know), but you get engine failure/hydraulic failures because of 50p seals. Watching an AI car suddenly pull over on a cloud of smoke would make the game complete.
 
Random breakdowns would be a great feature (annoying I know), but you get engine failure/hydraulic failures because of 50p seals. Watching an AI car suddenly pull over on a cloud of smoke would make the game complete.
That would be the icing on the cake... although I would settle for a dented hood (or bonnet 😁), some broken glass, or scratches on the bodywork...
 
Random breakdowns would be a great feature (annoying I know), but you get engine failure/hydraulic failures because of 50p seals. Watching an AI car suddenly pull over on a cloud of smoke would make the game complete.
I used to love this with Geoff Crammond’s GPX series. Scripted it not, the player didn’t know, so it was always cool to see it happen to you or the ai.
 
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