Assetto Corsa PC Mods General DiscussionPC 

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I just picked up AC a week ago. Before I start trying any mods I want to make sure I know what I'm doing. Many tutorial videos I've watched show a file in the AC file called MODS but no one has said if you have to create that or is it already there? But a few other videos I've watched just show the mod file being dragged and dropped from your downloads folder straight over into Content Manager to load from there. Are both methods ok?
i have just looked and my assetto does have a mods folder but no actual car mods in there. all my mods are in the car's folder. so aslong as you put the car's files into the cars folder you should be good to go if installing manually. if installing a car through content manager then yes, its drag and drop

if you do not have a cars folder if running vanilla ac then it may go in a different folder like mods i'm not sure, i have never used assetto without content manager i am sure someone will tell you a little more than i can as i am not sure if the file structure is different without content manager
 
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As an collector of the old stuff, is this the same car as can be found, but now being deleted on RD?



edit: Never mind also on ACTK site

The ACTK version has a different interior from a Porsche.
Well, ACTK did improve the car, the rev counter numbers are now visible.
 
YouTube is your friend! 😉
As I said, I've watched a bunch of videos on Youtube. But I've seen conflicting way to add mods which was confusing me. I'm brand new to all of this PC stuff especially mods. I've tried some mods on Automobilista 2 and they have crashed the game so I want to try and avoid that with AC.
 
Gang of hooligans! No one takes this forum seriously... And now, I add my advice...
What a friendly bunch you guys are, no help at all...Try this...
defogger.PNG
 
As I said, I've watched a bunch of videos on Youtube. But I've seen conflicting way to add mods which was confusing me. I'm brand new to all of this PC stuff especially mods. I've tried some mods on Automobilista 2 and they have crashed the game so I want to try and avoid that with AC.
I dont recommend using the drag n drop to CM to install mods, not all mods are compatible with that way of installing.
Open the archive (zip, rar, whatever it is) and check the folder structure inside. Some mods have the paths already mapped out, so you only need to drag what is inside, to the assettocorsa folder, where you installed it, not the one in documents.
if the folder in the archive is only the name of the car (or track) extract (drag n drop) to the cars (or track) folder. The default path where AC is installed is usually C:\Steam\steamapps\common\assettocorsa so cars would go into C:\Steam\steamapps\common\assettocorsa\content\cars\ replace cars with tracks for tracks. Other mods have files that are required, such as fonts, etc. Those usually have the content folder in the archive.
Checking the structure inside the archive is your best way of avoiding any problems. Ive seen cars and tracks released where there is a folder called xxcar v2.1 (as an example), then inside that is the file called xxcar. rule of thumb with cars and tracks, the folder with the car name should have the *.kn5 files and other folders like animation, extension, skins, texture, sfx, ui and maybe data (if no data there is likely to be a file called data.acd) if in this case you put the folder xxcar v2.1 into the cars folder, you will get errors. you would need to take the subfolder and contents and paste them into the cars folder so you would have xxcar in the cars folder. Check the folder structure of default cars in the cars folder to see what I mean. Tracks is the same.

I have found often that youtube videos can be confusing when you are new. I had problems installing SOL after watching you tube. If the mod has a readme, you are better served reading that first.
 
I dont recommend using the drag n drop to CM to install mods, not all mods are compatible with that way of installing.
Open the archive (zip, rar, whatever it is) and check the folder structure inside. Some mods have the paths already mapped out, so you only need to drag what is inside, to the assettocorsa folder, where you installed it, not the one in documents.
if the folder in the archive is only the name of the car (or track) extract (drag n drop) to the cars (or track) folder. The default path where AC is installed is usually C:\Steam\steamapps\common\assettocorsa so cars would go into C:\Steam\steamapps\common\assettocorsa\content\cars\ replace cars with tracks for tracks. Other mods have files that are required, such as fonts, etc. Those usually have the content folder in the archive.
Checking the structure inside the archive is your best way of avoiding any problems. Ive seen cars and tracks released where there is a folder called xxcar v2.1 (as an example), then inside that is the file called xxcar. rule of thumb with cars and tracks, the folder with the car name should have the *.kn5 files and other folders like animation, extension, skins, texture, sfx, ui and maybe data (if no data there is likely to be a file called data.acd) if in this case you put the folder xxcar v2.1 into the cars folder, you will get errors. you would need to take the subfolder and contents and paste them into the cars folder so you would have xxcar in the cars folder. Check the folder structure of default cars in the cars folder to see what I mean. Tracks is the same.

I have found often that youtube videos can be confusing when you are new. I had problems installing SOL after watching you tube. If the mod has a readme, you are better served reading that first.
Thanks. Opening the archive is something else I'm questioning. I have win rar for those types of files but that's all I have. Do you need to have the particular tool to unzip the folder in order to look inside of it if it's not just a regular zip file? The two mods I got for AMS2 that worked were both rar files. Each of the ones that crashed the game were hosted by some other file host that I don't have their unzip tool and I'm wondering if that's what caused the crash.
 
Thanks. Opening the archive is something else I'm questioning. I have win rar for those types of files but that's all I have. Do you need to have the particular tool to unzip the folder in order to look inside of it if it's not just a regular zip file? The two mods I got for AMS2 that worked were both rar files. Each of the ones that crashed the game were hosted by some other file host that I don't have their unzip tool and I'm wondering if that's what caused the crash.
Some mods are archived in "7zip" you can download 7zip for free. It maybe easier for you to create a "ACMod" or whatever folder in your desktop. Extract the files to this folder, then you can examine the folder contents.

Don't worry you'll get the hang of it in no time. It's an exciting journey but could lead to severe addiction. You've been warned!
 
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Thanks. Opening the archive is something else I'm questioning. I have win rar for those types of files but that's all I have. Do you need to have the particular tool to unzip the folder in order to look inside of it if it's not just a regular zip file? The two mods I got for AMS2 that worked were both rar files. Each of the ones that crashed the game were hosted by some other file host that I don't have their unzip tool and I'm wondering if that's what caused the crash.
Ive always opened the zip, rar or 7zip files in winrar, I dont use anything else, though I have 7zip installed, I find winrar easier.
It should be all you need to open the files you download that are a complete mod. If the file is a .kn5 file, you dont want to get into opening those, thats an entirely different kettle of fish, and we wont go into confusing you more with that.
Ive never looked at AMS or AMS2 mods, so I cant compare to those games.
 
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Reworked Texas World Speedway Track from Legion (9 layouts)
Added GrassFX, Balloons, Blimp and Helis from Masscot, New Cameras
Have Fun
DaBaeda
Download:


Does anyone know where the original files are for this track (Texas World Speedway)? I cannot find them anywhere. Thanks! I get the error message "track not found". I noticed all the other tracks have a data file, which was not included with this download. I only want the original files so the track will load.
 
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@RMi_wood's random CSP tip #437

Remember kids, ext_config.ini is read hiarchaly top to bottom

therefore:
[SHADER_REPLACEMENT_...]
ACTIVE= 0
MATERIALS= your_material
PROP_... = ksAmbient, 0.22
PROP_... = ksDiffuse, 0.21

[SHADER_REPLACEMENT_...]
ACTIVE= 1
MATERIALS= your_material
PROP_... = ksAmbient, 0.22
PROP_... = ksDiffuse, 0.21

is not the same as:
[SHADER_REPLACEMENT_...]
ACTIVE= 1
MATERIALS= your_material
PROP_... = ksAmbient, 0.22
PROP_... = ksDiffuse, 0.21

[SHADER_REPLACEMENT_...]
ACTIVE= 0
MATERIALS= your_material
PROP_... = ksAmbient, 0.22
PROP_... = ksDiffuse, 0.21

* a very simplistic example
 
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Ive always opened the zip, rar or 7zip files in winrar, I dont use anything else, though I have 7zip installed, I find winrar easier.
It should be all you need to open the files you download that are a complete mod. If the file is a .kn5 file, you dont want to get into opening those, thats an entirely different kettle of fish, and we wont go into confusing you more with that.
Ive never looked at AMS or AMS2 mods, so I cant compare to those games.
While I'm asking questions, you don't know how to fix this do you?



I'm playing on a 55 inch tv and all of the menus are incredibly small. I did figure out how to get the main game menu enlarged but everything else is on the HUD and the setup menus are tiny.
 
I tried the rolling start app. Technically it works, the point is that at the start some cars remain stationary on the grid causing crashes (and those behind flashing / honking their horn). In practice it becomes unusable, also because when someone manages to wriggle free from the accident he doesn't join the others but stays behind :irked:
Yes, sounds promissing, but...


The rolling start mod is working on simple circuits like the Indy 1966 oval. Maybe at more complex circuits like SPA, its were the mod shows its limitations .
From what I think should be improved, middle in the rolling start there is a point were you can raise your speed, think here the mod does do a recalculate for the second half of the 2 rounds.
Despite the video is showing a side by site rolling start in a very disciplined order, in my case its like all cars are always trying to have an position behind each other’s. BTW, I used the out of the box settings.
Would also like to see a safety car in this mod.
I did this test using 25 vintage Indy cars on the Indianapolis ‘66 circuit while I was at the 23 position, I did not noticed any car not starting or have seen collisions, during the rolling start. Maybe there is a limitation on the amount of cars to doing the AI calculations.

Rolling start mod is not perfect, yep it needs some improvements and I guess only for simple oval circuits its a nice addition. In my case, until nothing better is being released this mod is a stayer on my SSD.

Edit, I did do this in the Surfaces.ini file: “changed the original WAV_PITCH= to WAV_PITCH=extended-0 rather than add a new line WAV_PITCH=extended-0 at the end” as been published in the txt file. Maybe here I did introduce a different behavior, please correct me and let me know if this is true.
 
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@RMi_wood's random CSP tip #437

Remember kids, ext_config.ini is read hiarchaly top to bottom

therefore:
[SHADER_REPLACEMENT_...]
ACTIVE= 0
MATERIALS= your_material
PROP_... = ksAmbient, 0.22
PROP_... = ksDiffuse, 0.21

[SHADER_REPLACEMENT_...]
ACTIVE= 1
MATERIALS= your_material
PROP_... = ksAmbient, 0.22
PROP_... = ksDiffuse, 0.21

is not the same as:
[SHADER_REPLACEMENT_...]
ACTIVE= 1
MATERIALS= your_material
PROP_... = ksAmbient, 0.22
PROP_... = ksDiffuse, 0.21

[SHADER_REPLACEMENT_...]
ACTIVE= 0
MATERIALS= your_material
PROP_... = ksAmbient, 0.22
PROP_... = ksDiffuse, 0.21

* a very simplistic example

Facepalm moment in my house this morning
 
While I'm asking questions, you don't know how to fix this do you?



I'm playing on a 55 inch tv and all of the menus are incredibly small. I did figure out how to get the main game menu enlarged but everything else is on the HUD and the setup menus are tiny.
Content Manager would help, I think the Vanilla launcher doesnt support higher resolution than 1080
 
The rolling start mod is working on simple circuits like the Indy 1966 oval. Maybe at more complex circuits like SPA, its were the mod shows its limitations .
From what I think should be improved, middle in the rolling start there is a point were you can raise your speed, think here the mod does do a recalculate for the second half of the 2 rounds.
Despite the video is showing a side by site rolling start in a very disciplined order, in my case its like all cars are always trying to have an position behind each other’s. BTW, I used the out of the box settings.
Would also like to see a safety car in this mod.
I did this test using 25 vintage Indy cars on the Indianapolis ‘66 circuit while I was at the 23 position, I did not noticed any car not starting or have seen collisions, during the rolling start. Maybe there is a limitation on the amount of cars to doing the AI calculations.

Rolling start mod is not perfect, yep it needs some improvements and I guess only for simple oval circuits its a nice addition. In my case, until nothing better is being released this mod is a stayer on my SSD.

Edit, I did do this in the Surfaces.ini file: “changed the original WAV_PITCH= to WAV_PITCH=extended-0 rather than add a new line WAV_PITCH=extended-0 at the end” as been published in the txt file. Maybe here I did introduce a different behavior, please correct me and let me know if this is true.
I have to uninstall it too for now. To be honest, I'm more annoyed by the fact that the AI stalls at the start and stays there forever, which I've never been able to fix (which doesn't depend on the app itself). Another thing that I hope will be implemented in the future is to apply the rolling start in the same way that the csp applies the rain tires, without changing anything in the files but automatically. I can't deny that I think this app is a game-changer with a lot of potential, especially for those who like me often race offline.
 
I have tried to use [MODEL_REPLACEMENT] CSP function to change wheels but sometimes I have new wheels bigger than expected or not really in the perfect place (too much out or into the body).
Is it possible to fix size of the wheel or the position of the wheel into config file ? or maybe in Data ? and how ?

Thanks

EDIT : I have tried to use SCALE and OFFSET paramters like in this but without success (any change ingame) :
 
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I have to uninstall it too for now. To be honest, I'm more annoyed by the fact that the AI stalls at the start and stays there forever, which I've never been able to fix (which doesn't depend on the app itself). Another thing that I hope will be implemented in the future is to apply the rolling start in the same way that the csp applies the rain tires, without changing anything in the files but automatically. I can't deny that I think this app is a game-changer with a lot of potential, especially for those who like me often race offline.
That’s why I did start in the back of the grid to get a good overview on what’s happen. In my case no car did stall, all cars did move and none did collided to a wall or another car. It could be its the type of (simple oval) circuit, CSP version depending, a AI setting in CM, or the WAV_PITCH=extended-0 (overwrite or extra) in surface.ini. I’m absolutely not a guy with knowledge on that point, I’m only a user.
 
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I have to uninstall it too for now. To be honest, I'm more annoyed by the fact that the AI stalls at the start and stays there forever, which I've never been able to fix (which doesn't depend on the app itself). Another thing that I hope will be implemented in the future is to apply the rolling start in the same way that the csp applies the rain tires, without changing anything in the files but automatically. I can't deny that I think this app is a game-changer with a lot of potential, especially for those who like me often race offline.
A potential that won't be fulfilled by the author, he does not intent to work on this any longer, hopefully someone else can keep improving it.
 
The rolling start mod is working on simple circuits like the Indy 1966 oval. Maybe at more complex circuits like SPA, its were the mod shows its limitations .
From what I think should be improved, middle in the rolling start there is a point were you can raise your speed, think here the mod does do a recalculate for the second half of the 2 rounds.
Despite the video is showing a side by site rolling start in a very disciplined order, in my case its like all cars are always trying to have an position behind each other’s. BTW, I used the out of the box settings.
Would also like to see a safety car in this mod.
I did this test using 25 vintage Indy cars on the Indianapolis ‘66 circuit while I was at the 23 position, I did not noticed any car not starting or have seen collisions, during the rolling start. Maybe there is a limitation on the amount of cars to doing the AI calculations.

Rolling start mod is not perfect, yep it needs some improvements and I guess only for simple oval circuits its a nice addition. In my case, until nothing better is being released this mod is a stayer on my SSD.

Edit, I did do this in the Surfaces.ini file: “changed the original WAV_PITCH= to WAV_PITCH=extended-0 rather than add a new line WAV_PITCH=extended-0 at the end” as been published in the txt file. Maybe here I did introduce a different behavior, please correct me and let me know if this is true.

I have to uninstall it too for now. To be honest, I'm more annoyed by the fact that the AI stalls at the start and stays there forever, which I've never been able to fix (which doesn't depend on the app itself). Another thing that I hope will be implemented in the future is to apply the rolling start in the same way that the csp applies the rain tires, without changing anything in the files but automatically. I can't deny that I think this app is a game-changer with a lot of potential, especially for those who like me often race offline.
I also tested it and, obviously, I found the idea spectacular (I already leave my congratulations here to the modder who managed to implement this in AC).

The issue is that, as you guys said, the behavior of the AI in the starting procedure is very irregular from track to track. For example: I tested the mod at both Mosport and Le Mans 91, with multiclass grids (early 00 protos and GTs). While in Mosport the start was perfect, with cars side by side, in Le Mans, half of the cars did not reach the end of the forming-up lap (due to spins, crashes with each other, etc).

And the mod has two issues that I saw during gameplay: the first is that it seems like all side barriers are nullified by the mod. Another thing is that if you stop mid-race to watch a replay, and then go back to the race, your car is catapulted off the map.
 
The issue is that, as you guys said, the behavior of the AI in the starting procedure is very irregular from track to track. For example: I tested the mod at both Mosport and Le Mans 91, with multiclass grids (early 00 protos and GTs). While in Mosport the start was perfect, with cars side by side, in Le Mans, half of the cars did not reach the end of the forming-up lap (due to spins, crashes with each other, etc).
Did they crash at Indianapolis? Because I've tried yesterday with a 90s grid at Le Mans 91 too, and I had just one car spinning at Indianapolis, and this does happen to AI even during a regular race, some cars "ai.ini" probably goes nuts at that turn.

I've tried it at Laguna Seca with Zin5ki SCCA cars, first try half the grid didn't want to move, but after changing every WAV_PITCH=0 to WAV_PITCH=extended-0 everything went fine.
Same thing with Kunos Spa, after changing every WAV_PITCH=0 to WAV_PITCH=extended-0 it worked, but during Eau Rouge the AI starts to slow down no matter the Limit Speed, crawling down to like 40-50 kmh until the end of the formation lap; this with a Group C grid. With a BTCC grid by PM3DM, same slow down during Eau Rouge, and then all the AI stopping and retiring at Kemmel. Strange behaviour indeed, as a simple user i don't know what it can be but probably some errors regarding the extended physics? Also, i didn't have the no-collisions bug, ever.

I was reading CSP wiki, the custom AI section talks about[_EXTRA_PERMISSIONS] ALLOW_CUSTOM_AI_MANIPULATION=1

Is it any different than[_SCRIPTING_PHYSICS] ALLOW_APPS=1 ?
 
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