Assetto Corsa PC Mods General DiscussionPC 

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1994 season mod is quite good yess, have it too but 2006 handles a bit... let's say weird, don't know how to describe it
let's not be shy and say things how they are. The physics are bad, really bad. It's a disgrace to think that MSF was originally doing the conversion, and seeing their 2004 season mod, one can dream of the quality of the ctpd mod we would have today if ACFL didn't come and snatched the authorization from MSF so that they do the conversion themselves AND they charged for it !. The models are good (not hard) but the engine sound is plain awful and the physics is just like what chat gpt would generate if it was there at the time. The greatest mod of rfactor, ruined by greedy people.

Fun fact of the day. I called out acfl for that back in the day, and they told me "if it was that easy then just do it yourself :yuck:"

Well here I am today, doing conversions with more respect and love than they had when doing the CTDP conversion.
 
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let's not be shy and say things how they are. The physics are bad, really bad. It's a disgrace to think that MSF was originally doing the conversion, and seeing their 2004 season mod, one can dream of the quality of the ctpd mod we would have today if ACFL didn't come and snatched the authorization from MSF so that they do the conversion themselves AND they charged for it !. The models are good (not hard) but the engine sound is plain awful and the physics is just like what chat gpt would generate if it was there at the time. The greatest mod of rfactor, ruined by greedy people.

Fun fact of the day. I called out acfl for that back in the day, and they told me "if it was that easy then just do it yourself :yuck:"

Well here I am today, doing conversions with more respect and love than they had when doing the CTDP conversion.
Maybe 2006 is something you can go for in the future... I know you don't want but never say never... Your 2008 and 2007 are pretty nice btw, handles very well
 
Maybe 2006 is something you can go for in the future... I know you don't want but never say never... Your 2008 and 2007 are pretty nice btw, handles very well
No that's something that I'm sure of it. I'm helping the guy on the patreon by converting all the aero upgrade CTDP did for the cars so that you have them in Assetto. But that's all.

The only thing that will make me do 2006 is if i find a way to get the F1 championship edition model
 
Hello! All very well? This is a car (Sigma) from Endurance Brasil. Could anyone tell me if there is any mod (paid or free) for this car? It's a great racing category. Very thanks.
 

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2006 might be bad but the 1987 hybrid season I'm playing with ACFL 1987 + skins + 6 other 1987 cars I found has been ultra realistic. Piquet won that year with consistency. I have Mansell at 96, Senna at 95, Prost at 96, etc. I also have Mansell and Senna at high aggression. They have made some crazy mistakes, that's why I'm still hanging in the championship battle by getting podiums and only winning two races. I won Detroit and Oesterreichring and made Hungaroring a rain GP (otherwise that's way too easy track to win). Hockenheim I set the turbo at 80% and blew my engine in the last lap.

From a player point of view it's the most important that the challenge is genuine but fair and for me it's important that the season results are realistic. You guys who make the cars probably see other details that we casual guys don't see.

This is the points situation after Monza. Not bad (realism wise). Estoril, Jerez, Mexico, Suzuka and Adelaide left.

0Yettf1.png
 
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No that's something that I'm sure of it. I'm helping the guy on the patreon by converting all the aero upgrade CTDP did for the cars so that you have them in Assetto. But that's all.

The only thing that will make me do 2006 is if i find a way to get the F1 championship edition model
Don't know much about such things... Is it impossible to get these models or what about it?
 
Don't know much about such things... Is it impossible to get these models or what about it?
3dsimed doesn't support it so we need to rip them using ninja ripper. Need to wait that they finish the rcps3 support so that we can rip models in game
 
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[MESH_ADJUSTMENT_...]
MESHES = A,B,C
MOVE_TO = COCKPIT_HR
I tried this on the 2017 Pagani Huayra Roadster by MNBA ,

;fix unreal reflections of curbs etc inside the car
[MESH_ADJUSTMENT_...]
MESHES = Huayra_Roadster_cockpit_?, int_?, Huayra_Roadster_speaker_?, Huayra_Roadster_carbon1_SUB?, int_007, Huayra_Roadster_carbon1m_SUB0, Huayra_Roadster_badge_?
MOVE_TO = COCKPIT_HR

and it seems to indeed take away the unreal reflections inside the cockpit (from curbs etc.), which indeed bothers me too (totally breaks immersion)

however another issue now occurs, and that is the carbon on the back of the car is invisible for ai drivers when seen from cockpit view... when I switch to chase cam , it's fine ... ???

I tried this , to no avail :

[SHADER_REPLACEMENT_...]
MESHES = Huayra_Roadster_carbon1_SUB0
CULL_MODE = DOUBLESIDED

Anyone?
 
let's not be shy and say things how they are. The physics are bad, really bad. It's a disgrace to think that MSF was originally doing the conversion, and seeing their 2004 season mod, one can dream of the quality of the ctpd mod we would have today if ACFL didn't come and snatched the authorization from MSF so that they do the conversion themselves AND they charged for it !. The models are good (not hard) but the engine sound is plain awful and the physics is just like what chat gpt would generate if it was there at the time. The greatest mod of rfactor, ruined by greedy people.

Fun fact of the day. I called out acfl for that back in the day, and they told me "if it was that easy then just do it yourself :yuck:"

Well here I am today, doing conversions with more respect and love than they had when doing the CTDP conversion.
Their 1994 mod isn't much better, either. The models are visibly inaccurate to real life, the engine sounds are awful, and the physics are pretty uninspired. I'm hoping ASR eventually gets around to making a 1994 mod after they complete 1993, they're some of the best in the business when it comes to old school F1 (here's also hoping it's a lot cheaper next time!)
 
Virginia International (VIR) mod

A mod i've been working on for awhile now. It's actually the first track I ever tried to mod and it's gone through a bunch of different iterations over the past few years. I finally got in a place I feel good enough about to make it public. It changes quite a lot of things so be sure to read the included readme file before trying it out. I'm not sure if dazzyb2k3 will approve of me releasing this. When I asked him if I could, he said he wanted to include this stuff in his own track update . That's been over a year now and I haven't heard from him. Since then i've seen other people release mods for the track on RD without him saying anything, so I felt it was ok to do this. If he asks, i'll pull it immediately.

It basically does what all my mods do. Adds some CSP features and makes the track easier on my eyes. Most of these older tracks designed before CSP\Sol\Pure became a thing are really bright for me. If you don't have that problem, then you probably won't like these updates.

VIR mod

vir.jpg
 
I tried this on the 2017 Pagani Huayra Roadster by MNBA ,

;fix unreal reflections of curbs etc inside the car
[MESH_ADJUSTMENT_...]
MESHES = Huayra_Roadster_cockpit_?, int_?, Huayra_Roadster_speaker_?, Huayra_Roadster_carbon1_SUB?, int_007, Huayra_Roadster_carbon1m_SUB0, Huayra_Roadster_badge_?
MOVE_TO = COCKPIT_HR

and it seems to indeed take away the unreal reflections inside the cockpit (from curbs etc.), which indeed bothers me too (totally breaks immersion)

however another issue now occurs, and that is the carbon on the back of the car is invisible for ai drivers when seen from cockpit view... when I switch to chase cam , it's fine ... ???

I tried this , to no avail :

[SHADER_REPLACEMENT_...]
MESHES = Huayra_Roadster_carbon1_SUB0
CULL_MODE = DOUBLESIDED

Anyone?
Just tested it, and it's because of a combination of the LOD-switching, a CSP setting and COCKPIT_HR distance switch.

This is what's happening; the code is ONLY affecting the main model. Not LOD B, C or D. So the cars further away don't seem to have any issue.

For the Pagani you mentioned, the COCKPIT_HR dinstance switch is set to 7(meters) in the data.acd.
The LOD_0 > 1 switch is set to happen at 15 meters.

Our code put's those meshes inside cockpit_hr, which get's "deleted" after 7meters. This is when the meshes we transferred disappear. But since it only affects the main model, after 15meters, when the LOD_1 (or lodB) gets activated, and our code no longer applies, the meshes re-appear again.

The simplest solution would be to unpack the data.acd, and change the COCKPIT_HR - DISTANCE_SWITCH to the same value as the LOD_0 > 1 switch-value. Which in this case is 15 meters. This solves the issue, unless you have a default CSP function turned on (CSP-settings>Graphic Adjustments>LOD-settings>Force low-res cockpits for other cars in first person view.)

This might also be the right time to say that I'm no expert. I just like tinkering with my favorite game. I hadn't tested your use-case (with other cars) yet, so I'm glad you found this issue so fast.
 
But it hasn't got high beams working, am I right?
Right, with this cars' speeds, we sure need high beams:

Highbeams should be active by default, but low beams are disabled with this:
Code:
[BASIC]
IS_HIGH_BEAM_AVAILABLE=1
IS_LOW_BEAM_AVAILABLE=0
But TBH this entire code of the extension looks kind of weird. Its working but there are so many parts I've no clue whats going on or why its working at all. If I had the time I'd create a new one. Maybe I'll find time this afternoon. :)

Edit: FFS, quick and dirt high and low beams.
Screenshot_urd_mercedes_clr_lm_mugello_4-1-124-8-31-58.jpg
Screenshot_urd_mercedes_clr_lm_mugello_4-1-124-8-32-4.jpg

CSP 0.2.3p1 with Pure 0.238 and C13Aegis 1.65

Edit #2: If someone neeeds even more light, increase the last number in this line:
Code:
COLOR=20,15,11,1
 

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Hi guys

Not been on this beautiful sim for some time, so a little out of touch.

Couple of questions if I may.

Firstly, CSP has updated to 0.2.3 preview1, and I noticed when trying a few things that some tracks won't load, get stuck on AI spine loading, and other cars have inverted mirrors or no mirrors at all. Is it just a case of reverting back to 0.1.80 preview428?
I would disable or reset the setting "AI" section of CSP
DElete all *.bin in "TRACKS" folder too

Also, with regards to SOL and Pure, is SOL still a thing, or is it just Pure that needs to be kept up to date

Cheers
At least for me, no need anymore for SOL or other PP Filters since PURE 0.238...the end results is now ok in all conditions without tweaking anything
 
Their 1994 mod isn't much better, either. The models are visibly inaccurate to real life, the engine sounds are awful, and the physics are pretty uninspired. I'm hoping ASR eventually gets around to making a 1994 mod after they complete 1993, they're some of the best in the business when it comes to old school F1 (here's also hoping it's a lot cheaper next time!)
tbh I won't criticize much their 94 season because at least it's made from scratch. So they do deserve some respect in that aspect. Yeah, the 94 is not that great but I respect their effort (Although I'm questioning how is it possible for them to have like 4 years of experience in modeling and still not have improved).

But for the CTDP conversion, there is zero excuse. If I who had 0 knowledge about modding could in under a year produce good conversions then surely a "modding team" with years of experience in rfactor can do a decent job. I just hope that CTDP regrets their decision now to choose Haas over Andretti.
 
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Nah the 90s Brands is just late 90s with the Graham Hill bend changed to the tighter corner. Looking it up, 1976 saw a change to the Paddock Hill Bend and Cooper Straight, 1988 was the chicane at Dingle Dell and the 1999 change was Graham Hill bend. So yes like Zandvoort a lot of versions that are missing.

That 90's track is good and ai fast. The layout is the same as on the Kunos track and I believe so is the ai. But it looks much more "genuine" for the 80's F1 season although the layout might not be 100% accurate.

Are there any 80's skins for that Brands Hatch or ACC track version of Zolder?
 
I just found from previous discussions on this forum, these 2 reworks...improved physics, sounds, skins etc...try it :

Didnt think i'd see stuff I worked on ten years ago appear on here lol.
 
shi
Pinevale v1.0
View attachment 1324669
Fictional circuit in England.
Conversion from rFactor.

-CSP Recommended
-30 pit/start
-AI, cam

Credits & Thanks;
Original rFactor Track by R Soul
-Thank you for giving me permission

AC Converted by @shi (shin956)
logo.png and sections file by @Fanapryde
pit_lane.ai by TITI
Crowds texture by @Kniker97
Tree, marshall, cameraman and some textures by kunos
Test and Feedback by @Masscot

Download (mediafire)

Enjoy.

Alternative adboard skin here: https://www.racedepartment.com/downloads/alternative-adboards-for-pinevale-circuit.66776/

Screenshot_corsavxr_16_track_pinevale_4-2-124-11-17-4.jpg
 
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Virginia International (VIR) mod

A mod i've been working on for awhile now. It's actually the first track I ever tried to mod and it's gone through a bunch of different iterations over the past few years. I finally got in a place I feel good enough about to make it public. It changes quite a lot of things so be sure to read the included readme file before trying it out. I'm not sure if dazzyb2k3 will approve of me releasing this. When I asked him if I could, he said he wanted to include this stuff in his own track update . That's been over a year now and I haven't heard from him. Since then i've seen other people release mods for the track on RD without him saying anything, so I felt it was ok to do this. If he asks, i'll pull it immediately.

It basically does what all my mods do. Adds some CSP features and makes the track easier on my eyes. Most of these older tracks designed before CSP\Sol\Pure became a thing are really bright for me. If you don't have that problem, then you probably won't like these updates.

VIR mod

View attachment 1325202

Love it! Thank you for your work RJ!
Could you (or maybe someone else here) also add the missing starting grid slots? Kinda makes the start/finish straight feel empty.
 
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Hello guys,

I have a problem with the F1 2007 mod, bit complicated... I use the VRC cars for McLaren and Ferrari, I just did a race with original starting grid in Australia, the cars from the mod were pretty slow on the straights (just happens with ai) and the VRC cars started to lap them in lap 9 already, I did almost twice as I was also many secs faster than the VRC cars despite using the same difficulty as always, I did 1,30, the VRC ones did all from 1,38 to 1,47, and the other cars did everything from 1,42 to 1,55... Why is this happening, why am I so much faster than VRC cars and why is the ai driving the other 2007 so slow on the straights??

I hope you understand what I mean...
 
Virginia International (VIR) mod

A mod i've been working on for awhile now. It's actually the first track I ever tried to mod and it's gone through a bunch of different iterations over the past few years. I finally got in a place I feel good enough about to make it public. It changes quite a lot of things so be sure to read the included readme file before trying it out. I'm not sure if dazzyb2k3 will approve of me releasing this. When I asked him if I could, he said he wanted to include this stuff in his own track update . That's been over a year now and I haven't heard from him. Since then i've seen other people release mods for the track on RD without him saying anything, so I felt it was ok to do this. If he asks, i'll pull it immediately.

It basically does what all my mods do. Adds some CSP features and makes the track easier on my eyes. Most of these older tracks designed before CSP\Sol\Pure became a thing are really bright for me. If you don't have that problem, then you probably won't like these updates.

VIR mod

View attachment 1325202
If you chose to download the standalone version of the track from the link in the readme file, there is a typo in the ext_config that will make the track edges too bright. Replace it with this file. The package now includes this file if you ever need to download the track again.

For both versions, I cut some red out of the grass color as per a suggestion. If you find the grass has too much red tint, you can download the mod over again if you want. If you are okay with how the grass looks, no need to update. Nothing else changed.
 

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Hello guys,

I have a problem with the F1 2007 mod, bit complicated... I use the VRC cars for McLaren and Ferrari, I just did a race with original starting grid in Australia, the cars from the mod were pretty slow on the straights (just happens with ai) and the VRC cars started to lap them in lap 9 already, I did almost twice as I was also many secs faster than the VRC cars despite using the same difficulty as always, I did 1,30, the VRC ones did all from 1,38 to 1,47, and the other cars did everything from 1,42 to 1,55... Why is this happening, why am I so much faster than VRC cars and why is the ai driving the other 2007 so slow on the straights??

I hope you understand what I mean...

Are you doing an single race or playing a season? If it's single race, give the faster cars a ballast/restrictor values.

Usually when you're using two different car mods their speeds don't match. Maybe you could set the slowest drivers to drive the slower car model.
 
Are you doing an single race or playing a season? If it's single race, give the faster cars a ballast/restrictor values.

Usually when you're using two different car mods their speeds don't match. Maybe you could set the slowest drivers to drive the slower car model.
Okay, I'll try that, thank you.

PS: I got a problem with 2008 mod also, seems like I have it with any mod... The cars hit 276kph on main straight in Barcelona and then they stop accelerating, why is this happening??
Had the same with 2004 mod this morning
 
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