Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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Just follow this guy. He is turning all old gems into more modern look with his 3d trees.

Some tracks are worth the upgrade, but Fat Alfie took a lot of time working on unique 2d Trees to make them fit with the rest of the track and so I feel this is like painting over the Mona Lisa. 15 seconds into this video there is a tree overhanging growing onto the track, kind of the opposite of the care that was taken to build it originally.

I'm not here to totally slag 3d Trees being used as there are many good examples, but in my own opinion top tier like Fat Alfie do not need this treatment and are detrimental to the atmosphere of the track.
 
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Just follow this guy. He is turning all old gems into more modern look with his 3d trees.

I have no idea how you guys are using 3D trees to such extent - I have an i9-13900k, RTX 4090, 32gb of RAM... etc etc and 3D trees are the only thing that makes my system stutter lol - yes I'm playing in 4k, but they probably shouldn't be so resource heavy. Unless I'm missing a setting somewhere.
 
... Fat Alfie do not need this treatment and are detrimental to the atmosphere of the track.
Amen.
... 3D trees are the only thing that makes my system stutter... they probably shouldn't be so resource heavy. Unless I'm missing a setting somewhere.
I don't think you're missing anything; 3D trees are usually a poorly implemented, resource-hungry beast... that often look cartoonish, plus.

(Yes, I don't like 3D trees... to date.)
 
Anyone else getting seasonal adjustments constantly on, after installing the new CSP shader preview?

I have turned off the option in the settings menu and my trackadjustments.ini from my documents folder shows everything deactivated like it should but gets forced on every time unless I chose "with date set" and select a summer month.

Might be one of those bugs I will just need to live with this version till the next, but curious to know if anyone else having same issue?
 
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Now released: Radical SR8 RX v.2.023 by MSC

With this mod we want to pay homage to the beginning of modding on AC by taking one of the first mods created for AC and updating it with all of today's news. We have not found the name of the first author who created this mod to pay homage to one of the oldest and most famous AC mods. I hope you like it and give us some feedback.

Includes:

Accurate new Physics (aerodynamics, tire model, power, flames, setup etc..)

Extension for directional lights + reverse light

New Shaders complete

Lods B - C

(v.2.023 indicates the year of this update)

Free downloads:
preview.jpg
 
Does anyone know why I can't change UI details for different layouts in CM?

I'm trying to add weikangcai's new Zolder 1975 to the Reboot Team and change the Author, Link and Date just for that layout. CM always shows it as blank. If I manually input the info into the proper ui_track.json, the entire layout shows as blank in CM - not even any track details.

I believe it's always been this way. It's an annoyance - I'd appreciate a workaround if anyone runs into something similar.
 
Yeah, 3D trees almost always look like giant houseplants to me, and the saturation and contrast rarely match the rest of the environment.
And in rain (day and especially night) they look even worse.
On top of that most of the 3D 'planters' use the wrong kind of trees, even deciduous trees where there should be coniferous and vice versa.

Please delete previous versions and do a clean install!




View attachment 1303256

DW Ultima GTR v0.6

Changelog:

  • added V8 Chevrolet engine version
  • closed gap between door and cockpit
  • new tyres
  • reworked suspension
  • reworked material and shader settings
  • reworked engine power and gears
  • optimised AI behavior
  • changed to correct sequential shift/gearbox
Let me first say that these cars are great to drive. 👍

I'm a bit confused about the Ultima versions.
They both have the same top speed (294km/h) and set the same lap times.
Despite the Chevy powered version having 240bhp more and 60kgs less weight (going by the numbers in the car ui) ?
 
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hello, is there a Matra MS630? Thank you
It depends. There's a VERY GOOD model of the short tail from 1967 converted by the great ABSLM 1960s LM Mod for GTR2, but if you look for the long tail you must ask to MrLonguinha17 which is refining it among many others at the moment. You can find it in his latest Matra pack in any case, not the best quality but still better then not having it at all...
 
Let me first say that these cars are great to drive. 👍

I'm a bit confused about the Ultima versions.
They both have the same top speed (294km/h) and set the same lap times.
Despite the Chevy powered version having 240bhp more and 60kgs less weight (going by the numbers in the car ui) ?
Yes, that's right. I need to rework/optimise the V8 version a bit more on handling and power, to get a better feeling about the difference against the M3 3.2L version.
I'm already working on another update for the cars, because i found an issue on the glowing brake discs and some other minor things in extension config. So i will try if i can add some better and more different feeling, handling (power) and some endurance lights, like seen in the pictures, to the V8 version.
3585329715_40bc2927ca_b.jpg
Ultima GTR (Belcar).jpeg
 
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Some tracks are worth the upgrade, but Fat Alfie took a lot of time working on unique 2d Trees to make them fit with the rest of the track and so I feel this is like painting over the Mona Lisa. 15 seconds into this video there is a tree overhanging growing onto the track, kind of the opposite of the care that was taken to build it originally.

I'm not here to totally slag 3d Trees being used as there are many good examples, but in my own opinion top tier like Fat Alfie do not need this treatment and are detrimental to the atmosphere of the track.

Amen.

I don't think you're missing anything; 3D trees are usually a poorly implemented, resource-hungry beast... that often look cartoonish, plus.

(Yes, I don't like 3D trees... to date.)

In fact, with proper lightning, 2D trees generally look really good ; assuming appropriate shader values are used.
 
Nice to see these cars getting some proper modding and love. Past mods have been a bit hit and miss from my experiences.
As far as I'm concerned, I've had a great time with the previous TC2000 and STC2000 models. I'm very grateful to the modders because I can drive cars from the Argentinian categories in assetto corsa and that's something I didn't think possible before.
 
A friend (who is very shy about posting them himself ;)) creates functional pitlanes (AIs now return to the pits and refuel).
Here are three of them (remove the .txt to have a .7z file)

  • db_autodrome_de_linas-montlhery
  • htrs_chayka
  • tmm_pau
 

Attachments

  • db_autodrome_de_linas-montlhery - Functionnal Pitlane by TITI.7z.txt
    108.3 KB · Views: 42
  • htrs_chayka - Functionnal Pitlane by TITI.7z.txt
    34.1 KB · Views: 31
  • tmm_pau - Functionnal Pitlane by TITI.7z.txt
    16.8 KB · Views: 42
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As far as I'm concerned, I've had a great time with the previous TC2000 and STC2000 models. I'm very grateful to the modders because I can drive cars from the Argentinian categories in assetto corsa and that's something I didn't think possible before.
Do you have any links? I'd like to try some good mod versions of them.
 
In fact, with proper lightning, 2D trees generally look really good ; assuming appropriate shader values are used.
Totally agree. The only problem with 2D trees is the godawful low-re cartoony textures that are sometimes used, normally when just ported across from the ancient track source like GPL or GTR, or when the textures are mirrored down the length of the trunk, creating spooky faces.
Properly-done 2D trees can look fantastic.
 
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Do you have any links? I'd like to try some good mod versions of them.
They are mods that have been in my library for some time and the truth is I don't remember exactly where I found them, plus I don't know who the authors are, but let me get home this afternoon and I'll be happy to share them.
 
shi
Autodromo de Üqbar v1.1

View attachment 1194775
Fictional circuit in Brazil.
Conversion from Grand Prix 4.

-CSP recommended
-32 pit/start
-AI, cam

Credits & Thanks;
Original Track by Gildoorf Rozencrantz, Ruboy, Paulo PrBlanco
-Thank you for gave me permission (Gildoorf)

AC Converted by @shi (shin956)
.lua and font by @gunnar333
logo.png, sections.ini by @Fanapryde
marshall, some textures by kunos
Test and Feedback by @Fanapryde, @Masscot , @Breathe

Download (mediafire)

Enjoy.

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.1 changelog;

Added 3D terrain.
Newly re-created s/f track logo.
Fixed billboard mapping.
Tweaked textures.
Replaced Palm tree textures.
Updated ext_config.ini.
Changed crowd textures by Kniker97. (Thanks)

Autodromo de Üqbar v1.1
The link is in the quote.

v1.1 changelog;
Added 3D terrain.
Newly re-created s/f track logo.
Fixed billboard mapping.
Tweaked textures.
Replaced Palm tree textures.
Updated ext_config.ini.
Changed crowd textures by Kniker97. (Thanks)
Screenshot_mclaren_mp412c_gt3_autodromo_de_uqbar_14-10-123-21-5-13.jpg
 
A friend (who is very shy about posting them himself ;)) creates functional pitlanes.
Here are three of them (remove the .txt to have a .7z file)

  • db_autodrome_de_linas-montlhery
  • htrs_chayka
  • tmm_pau
Sounds maybe strange, but what was wrong with the original pitlanes ? (Don`t have any problems in mind, but can`t remember everything because of the sheer amount of tracks :crazy:
 
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