Assetto Corsa PC Mods General DiscussionPC 

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Hi, how is't possible that all the skins for the Alfa Romeo 75 Turbo Evoluzione have disappeared? Skins like "Alfa Corse", "Scuderia Giudici", "Beretta", "Jolly Club" and others, I can't find anything. The car is found, the skins are not... 😅😨
 
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Check out Rainmaker's updated Zolder 1967 here. Unfortunately, It doesn't look as if anyone has specifically made a 1980s version.

Wow that's a great conversion. But Rainmaker is the man. His Dijon is a masterpiece too. One of my favorite tracks to drive the 80's F1's.

Composing the 1982 season together and this Zolder was a gem.
 
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Hello friends, I am writing to tell you about a situation I don't like while using Pure 0.251 and to find a solution if there is one. There was no such problem before, but after the last few Pure updates, it gives an unrealistic green effect when No Clouds or Clear weather conditions are selected. In reality, the weather is not GREEN in the morning or evening in these conditions. By the way, I am using the C13AEGIS filter but the problem persists even with Pure PP Filter selected.

f2.jpg

f4.jpg


 
Has anyone tried this pit lane app (which basically forces ai to pit once during the race)?


It's pretty straightforward to use (according to instructions). However there is one thing I don't understand.

This is from the lua script

Code:
-- GLOBAL VARS
  -- VALUES USER CAN SET START
  local isAppEnabled = true               -- When false, disables the app. (Can also be done in Content Manager -> Content -> Miscellaneous -> Lua Apps)
  local AiStartTyreCompoundIndex = 2      -- Tyre compound index AI start on. (0 is the softest)
  local aiUniqueStrategies = true        -- When false, all ai pit on same lap. When true, AI randomly pit on: pitLap, one sooner, or one later. (Much more realistic.)
  local pitLap = 10                        -- Lap AI pit on. (Don't set lower than 2. Don't set higher than final lap - 2. E.G - No higher than 8 for a 10 lap race.)
  local NewTyreCompoundIndex = 1          -- Tyre compound index the AI will pit onto.
  local expectedTyreChangeTime = 2.4      -- Expected time for AI car to be stationary in pit-box while crew puts on new tyres.
  local pitBoxToTheRight = true           -- Set true when pitboxes are on right side of pitlane. Set false when pit boxes are to the left of the pitlane. (Used so AI know wich way to turn.)
  local additionaltimeToFixFrontWing = 3  -- Extra time taken to fix front wing of AI cars ontop of standard tyre change.
  local additionaltimeToFixRearWing =  3  -- Extra time taken to fix rear wing of AI cars ontop of standard tyre change.
  -- VALUES USER CAN SET END

That part

Code:
"pitBoxToTheRight = true           -- Set true when pitboxes are on right side of pitlane. Set false when pit boxes are to the left of the pitlane. (Used so AI know wich way to turn.)"

So basically it means that you have to set this value up individually for each race and it doesn't work in the season mode unless you manully make the switch before each race.

Let's say 1988 Detroit pit boxes are on the left and Monaco pit boxes are on the right. You have to remember to adjust this setting before you start your race, right?

I have only driven 10-15 lap races for two years but would like to make the races longer... and I guess there's no way to force ai to pit without this kind of tool?
 
It is obvious that this should come to AC:
 
Has anyone tried this pit lane app (which basically forces ai to pit once during the race)?


It's pretty straightforward to use (according to instructions). However there is one thing I don't understand.

This is from the lua script

Code:
-- GLOBAL VARS
  -- VALUES USER CAN SET START
  local isAppEnabled = true               -- When false, disables the app. (Can also be done in Content Manager -> Content -> Miscellaneous -> Lua Apps)
  local AiStartTyreCompoundIndex = 2      -- Tyre compound index AI start on. (0 is the softest)
  local aiUniqueStrategies = true        -- When false, all ai pit on same lap. When true, AI randomly pit on: pitLap, one sooner, or one later. (Much more realistic.)
  local pitLap = 10                        -- Lap AI pit on. (Don't set lower than 2. Don't set higher than final lap - 2. E.G - No higher than 8 for a 10 lap race.)
  local NewTyreCompoundIndex = 1          -- Tyre compound index the AI will pit onto.
  local expectedTyreChangeTime = 2.4      -- Expected time for AI car to be stationary in pit-box while crew puts on new tyres.
  local pitBoxToTheRight = true           -- Set true when pitboxes are on right side of pitlane. Set false when pit boxes are to the left of the pitlane. (Used so AI know wich way to turn.)
  local additionaltimeToFixFrontWing = 3  -- Extra time taken to fix front wing of AI cars ontop of standard tyre change.
  local additionaltimeToFixRearWing =  3  -- Extra time taken to fix rear wing of AI cars ontop of standard tyre change.
  -- VALUES USER CAN SET END

That part

Code:
"pitBoxToTheRight = true           -- Set true when pitboxes are on right side of pitlane. Set false when pit boxes are to the left of the pitlane. (Used so AI know wich way to turn.)"

So basically it means that you have to set this value up individually for each race and it doesn't work in the season mode unless you manully make the switch before each race.

Let's say 1988 Detroit pit boxes are on the left and Monaco pit boxes are on the right. You have to remember to adjust this setting before you start your race, right?

I have only driven 10-15 lap races for two years but would like to make the races longer... and I guess there's no way to force ai to pit without this kind of tool?
I've been using this app and really like it. Solves the issue of AI cars only releasing one at a time during pitstops. I'm getting great AI races now (usually 30 laps) with an actual pit window.

Alternatively, you can force AI pit stops by manipulating fuel consumption in Content Manager or by setting tire wear maximums in the RARE app.
 
Has anyone tried this pit lane app (which basically forces ai to pit once during the race)?


It's pretty straightforward to use (according to instructions). However there is one thing I don't understand.

This is from the lua script

Code:
-- GLOBAL VARS
  -- VALUES USER CAN SET START
  local isAppEnabled = true               -- When false, disables the app. (Can also be done in Content Manager -> Content -> Miscellaneous -> Lua Apps)
  local AiStartTyreCompoundIndex = 2      -- Tyre compound index AI start on. (0 is the softest)
  local aiUniqueStrategies = true        -- When false, all ai pit on same lap. When true, AI randomly pit on: pitLap, one sooner, or one later. (Much more realistic.)
  local pitLap = 10                        -- Lap AI pit on. (Don't set lower than 2. Don't set higher than final lap - 2. E.G - No higher than 8 for a 10 lap race.)
  local NewTyreCompoundIndex = 1          -- Tyre compound index the AI will pit onto.
  local expectedTyreChangeTime = 2.4      -- Expected time for AI car to be stationary in pit-box while crew puts on new tyres.
  local pitBoxToTheRight = true           -- Set true when pitboxes are on right side of pitlane. Set false when pit boxes are to the left of the pitlane. (Used so AI know wich way to turn.)
  local additionaltimeToFixFrontWing = 3  -- Extra time taken to fix front wing of AI cars ontop of standard tyre change.
  local additionaltimeToFixRearWing =  3  -- Extra time taken to fix rear wing of AI cars ontop of standard tyre change.
  -- VALUES USER CAN SET END

That part

Code:
"pitBoxToTheRight = true           -- Set true when pitboxes are on right side of pitlane. Set false when pit boxes are to the left of the pitlane. (Used so AI know wich way to turn.)"

So basically it means that you have to set this value up individually for each race and it doesn't work in the season mode unless you manully make the switch before each race.

Let's say 1988 Detroit pit boxes are on the left and Monaco pit boxes are on the right. You have to remember to adjust this setting before you start your race, right?

I have only driven 10-15 lap races for two years but would like to make the races longer... and I guess there's no way to force ai to pit without this kind of tool?
by setting the fuel consumption, doesn't AI still come into the pits when it needs to refuel? I didn't understand what else this App does
 
It is obvious that this should come to AC:
It's your lucky day

 
by setting the fuel consumption, doesn't AI still come into the pits when it needs to refuel? I didn't understand what else this App does
This app disregards fuel consumption and lets you manually dictate a pit window for all cars, and also solves the issue of AI cars releasing one at a time during pit windows, which would typically lead to a wide spread and uncompetitive races. You can also manually assign tire compound changes during the pit window.

I've been doing 30 lap races with the 1991 ASR F1 cars with a manually set pit window of laps 17-19 (AI will be randomly assigned), cars starting on a medium compound then changing to a soft compound, with super competitive results. Without the app, you'd have to manipulate fuel consumption in Content Manager so that AI can't do the entire race on one tank of fuel.

Ideally, the app will see further development so that you can dictate multiple pit windows in a single race.
 
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Not sure if this is sarcasm or not?
To me, this layout is like those terribad BTB tracks that occasionally pop up on RD, where the modder has just gone crazy without any consideration for how the track actually drives.
I'm guessing the layout here was severely limited by the local topography, but:
Blind crests? Tick.
Ridiculous elevation changes? Tick.
Over-use of chicanes and hairpins? Tick.
Terrible sight lines? Tick.

Compare this to fictional tracks by, say, doublezero and it's not even in the same league. And I'm not even talking about the modelling and textures (or getting dropped from space when starting a hot lap...).
Maybe it's just supposed to be a rich man's playground, IDK.
Not sarcasm. Ok after having driven it, it obviously falls into the "challenging" category rather than "nice and flowing", but it's still a pretty unique track and coming from someone like Tilke it definitely breaks the mould of his cookie cutter F1 tracks. I liken it to being a touge but in the form of a circuit, then they added 2 long straights for supercars to stretch their legs and tried to shoehorn a Turkey Turn 8 as a hairpin (the most awkward bit of the track in my opinion). Also I suspect the last sector flows better in reverse but for safety reasons obviously going uphill is better because of lower average speed.

If you watch the Top Gear video on it they said the design brief was for the track to be tricky so the members wouldn't get bored driving on it. So it definitely fits the bill. And having to fit that along with a hotel into a narrow valley obviously restricts the design freedom. If he had a more open layout probably he would make something close to Bilster Berg (which you have to agree flows great and is very similar to a lot of doublezero's tracks in feel).

Is it the best track in the world? Not really. Is it one of the more interesting ones? Yes and I'm glad it exists and they made a mod for it so I can have it in my AC collection :)

Oh and I agree the optimisation of the mod sucks. Terrible frame rate on my low end device. They should've recruited Tyrone to make it :P
 
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24H
how would you rate the actual versions of the lmdh cars? 1 to 10
TRR
Vencialo
ACFriends
SDD
The cars are graphically pretty much the same. For handling/physics I'd rate the SDD at bottom at 5 (too oversteery at times and the handling is inconsistent). Vencialo is better at 7. The FFB feels a bit dead, but his cars are works in progress so that might improve. I'd rate the ACfriends and TRR equal at 8, but I prefer the TRR (the latest versions only). They keep making minor revisions, so it's a bit hard to keep track of them, but the latest versions are pretty good. They seem to be BOP'd too.
 
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24H
how would you rate the actual versions of the lmdh cars? 1 to 10
TRR
Vencialo
ACFriends
SDD
The TRR cars that are sorted work well, and give good racing. Also nice that you can get all the cars together and its BOP. ACFriends generally are quick in getting stuff up, but its rough around the edges, and also supposed to be exclusively for their league and therefore a case of "get it out quick for the next league race". That is also why they tend to be rather agro towards their models being leaked. Their physics are generally good, but the models can be rather hacked together. SDD (Simdreams?), models can look nice but physics and BOP is often very hit or miss. I don't think I've tried a Vencialo car before.

So I won't give a 1-10 as such, but my personal opinion, of the bunch that I've tried I just stick to the TRR cars. Yes a RSS or VRC car would probably trump all of them but in terms of free and decent to play with, that's my choice.
 
Hi everyone,
Could someone tell me where I can find the track Kyalamy 1976? Thanks in advance


Interesting. My version of the track got a download name change and placed on MediaFire under a different link. I'm assuming whoever did this made some changes. I'd love to know what they are so maybe I could incorporate them into my actual version of the track. I'm always looking for ways to improve any track i've done. Would anyone know what the difference is between this one and my version?

Looks like it mostly changes tree/foliage colouration
Regarding the 1976 Kyalami, the link in the listing refers to @racinjoe013's post in which the original link is mentioned.
I downloaded the version called "southafrica1976": that's just the name of the ".rar" file that contains @racinjoe013's original folder. And the content is identical to @racinjoe013's original post.

I have to say I'm a bit disappointed.
I spend countless hours a week keeping this listing up to date.
For each track, I always try to get the original links from the modders and when that's not possible, I upload them while keeping the original names.
I do the same for add-ons.
I have a discord (over 3500 members to date) where anyone can post any errors, tracks not present in the listing...
Maybe some things aren't clear enough in the use of the listing.
If this is the case, please don't hesitate to contact me so that I can improve it.
 
Interesting. My version of the track got a download name change and placed on MediaFire under a different link. I'm assuming whoever did this made some changes. I'd love to know what they are so maybe I could incorporate them into my actual version of the track. I'm always looking for ways to improve any track i've done. Would anyone know what the difference is between this one and my version?

Yeah SORRy if I made trouble for someone. Had absolute no intentions to do so.

The guy asked after a track which obviously is not a paid one and he couldn’t find a link because of breathe exolenati9n.

So I just wanted help him out with the track.

There is no changes or something in it and no claim to be my or something :/

I have obviously false understand breathe comment and for that reason thought ok a dirwct link for a kyalami track is not allowed so I just pack and rename it

So again SoRRY if it led to bad feelings
 
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This app disregards fuel consumption and lets you manually dictate a pit window for all cars, and also solves the issue of AI cars releasing one at a time during pit windows, which would typically lead to a wide spread and uncompetitive races. You can also manually assign tire compound changes during the pit window.

I've been doing 30 lap races with the 1991 ASR F1 cars with a manually set pit window of laps 17-19 (AI will be randomly assigned), cars starting on a medium compound then changing to a soft compound, with super competitive results. Without the app, you'd have to manipulate fuel consumption in Content Manager so that AI can't do the entire race on one tank of fuel.

Ideally, the app will see further development so that you can dictate multiple pit windows in a single race.

Cool to hear. Thanks for the information. Encourages me to try it too.

Do you have to define manually for the app whether the pitlane is on the left or on the right for each race?
 
you can do it with Gimp or any photoshop app if not possible in CM...

Here already something to get you going :

View attachment 1334878
DOWNLOAD (drag & drop in CM to install this new skin)
(includes also same style previews for the 2 original skins)

I don't know how far you wanna take it , but from afar this already kinda resembles the yellow road version... (I hid some parts that are not on the road version, but some things like the spoiler can't easily be changed to match the road version)
This is the most effort I wanted to put into this... :)
Enjoy it , improve on it if you want (or not). It's completely yours to do with what you want... :)
actually now that I drove it , I saw the carbon look on the side mirrors was incredibly badly done and disturbing ...
and the rear wing too ...

so here is an update for that skin

Anyone knows why this one does not show the driver and how to fix?
 
Hello,

Actually I'm trying to recreate a Radical SR1xxr 2023.
I use Shaun Clark's radical SR3 as a base. Recreate a proper power.lut file wasn't a problem with data collected.
I'm trying to add fuel engine maps to the car.

Here're links for Compressed car file or Directory of the car file on google drive

I've already created 3 engines maps: "engine_map_0.lut" ... and the engine_map setup .lut.

Low|0
Balanced|1
High|2

500|0.9
1000|0.9
1500|0.9
2000|0.9
2500|0.9
3000|0.9
3500|0.9
4000|0.9
4500|0.9
5000|0.9
5500|0.9
6000|0.9
6500|0.9
7000|0.9
7500|0.9
8000|0.9
8500|0.9
9000|0.9
9500|0.9
10000|0.9

Map

And I've modified the engine .in, car.ini and setup.in file

[HEADER]
VERSION=extended-2

[MAP]
DEFAULT=2
MAP_0=engine_map0.lut
MAP_1=engine_map1.lut
MAP_2=engine_map2.lut

[ENGINE_MAPS]
SHOW_CLICKS=0
TAB=FUEL
NAME=Engine Map
LUT=engine_map_setup.lut
POS_X=0.5
POS_Y=2
HELP=Engine maps can change the performance of the engine

With these modifications, I can easly change the map in the pits, but the assign button to change map do not operate when driving.
  • What is wrong with this coding?
  • I'm missing to change another header from another file?
  • I've checked other car data folder like the RSS Akuro which work like a charm and i can't find a answer.
If someone can help out.
 
London ePrix Season7 v1.01
Screenshot_ks_alfa_romeo_4c_london_eprix_s7_8-2-124-18-21-20.jpg

The Formula E London ePrix was held with two back to back races at ExCel, in July 2021 with part of the circuit running around the arena and part of the circuit in the exhibition hall itself. (Wikipedia)
Conversion from rFactor2.

-CSP recommended
-26 pit/start
-AI, cam

NOTE; If you are using Sol and the track screen is dark, rename ext_config_for_sol.ini to ext_config.ini in the extension folder.

Credits & Thanks;
rFactor2 Original Track by Garitt Gibsn and Errol Prefet
-Thank you for giving me permission

AC Converted by @shi (shin956)
Crowds texture by @Kniker97
marshall, cameraman and some textures by kunos

Download (mediafire)

Enjoy.
Converted upon request by Patreon member Leo_J and Denver Thurston.

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.01 changelog;
-Fixed problem with guardrails not being walls.
 
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Regarding the 1976 Kyalami, the link in the listing refers to @racinjoe013's post in which the original link is mentioned.
I downloaded the version called "southafrica1976": that's just the name of the ".rar" file that contains @racinjoe013's original folder. And the content is identical to @racinjoe013's original post.

I have to say I'm a bit disappointed.
I spend countless hours a week keeping this listing up to date.
For each track, I always try to get the original links from the modders and when that's not possible, I upload them while keeping the original names.
I do the same for add-ons.
I have a discord (over 3500 members to date) where anyone can post any errors, tracks not present in the listing...
Maybe some things aren't clear enough in the use of the listing.
If this is the case, please don't hesitate to contact me so that I can improve it.
Southafrica1976 contains additional and enlarged folders within the extension folder pertaining to tree and grass textures, although I couldn't discern any marked differences between the circuits in-game.

As an aside, you do excellent work and I know so many in the community are most grateful for your contributions.
 
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Yeah SORRy if I made trouble for someone. Had absolute no intentions to do so.

The guy asked after a track which obviously is not a paid one and he couldn’t find a link because of breathe exolenati9n.

So I just wanted help him out with the track.

There is no changes or something in it and no claim to be my or something :/

I have obviously false understand breathe comment and for that reason thought ok a dirwct link for a kyalami track is not allowed so I just pack and rename it

So again SoRRY if it led to bad feelings
No need to apologize. I thought maybe someone took my 'version' of the track and improved it, which would have been fine by me. And let's be honest, I say version because it's not my track to begin with so how could I be upset. It's Reboot Teams track. I just made some simple additions.
 
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EX mods Chaparral 2D quick fix

A small fix that tries to mitigate the overly metallic/silver palette of the chaparral 2D. Not perfect, but the car looks less grey now.

comparison.jpg



 
Southafrica1976 contains additional and enlarged folders within the extension folder

Ok strange. Anyway this attentions are not done by me.
Maybe i discovered some update somewhere and added it to racingjoe’ s version.
Don’t know anymore. I just packed and uploaded the track as directly from my AC folder
 
Does anyone 100% certain know whether it's legal to share a modification of a kunos car?

The situation:

I hate that Kunos left the roof on the Porsche 918 Spyder.
So I copied the folder and renamed it. Than adjusted the model so it no longer has roof.

I was sure I wasn't allowed to share this, but now people are telling me I AM allowed to share it.. ?!?
 
Southafrica1976 contains additional and enlarged folders within the extension folder pertaining to tree and grass textures, although I couldn't discern any marked differences between the circuits in-game.

As an aside, you do excellent work and I know so many in the community are most grateful for your contributions.
Change the date in realtime from within the game. Then you will know what the additional folders are for. The grass and trees will change appearance throughout the year based on the wet and dry seasons as per information provided to me by @andrevr.
 
Sharing a mod? Host it on GTPlanet Downloads. Free, public hosting for files up to 10GB in size.
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