Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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The BAC mono is awesome fun! (Thankyou Fuzo and ReBoot guys!) Does anyone know of any skins for it?

I found this very pretty one on Racedepartment:
View attachment 1335484

View attachment 1335485

Everthing else I found seems to be for some other mod of the car :(
I have a weird issue with this skin not displaying properly. Never had an issue with any skins before.
Anyone know what is causing this?
skin br.jpg
 
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I renamed Main_body.dds to skin.dds that got the skin to display but its still not correct.
Anyone else tried this skin and have the same problem?
View attachment 1335731
You sure its the right version of the car? You appear to have other skins I don't have, and missing some of the default skins.

 
Ok

The car I'm trying to edit has it set to 0. What I'm suppose to do next?
Change the value to 1 if you want a manual gearbox, save. Now you can either repack data which gives you a new data.acd and remove the data folder, or you can check the ‘use unpacked data if exists’ box in the drive tab.

Aah, wait…, you want an automatic ?
That I don’t know, I only drive either h-shifter, paddles or sequential.
But isn’t there a auto setting in CM controls for that ?
 
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You sure its the right version of the car? You appear to have other skins I don't have, and missing some of the default skins.

It was indeed related to the wrong version that I had.Thank you :)
bc v1.1.jpg
 
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.

View attachment 1335008
View attachment 1335009


Seems like you edited the Night Light Pollution in the track config for Nordschleife.
If not, you could try to reset to defaults in Pure Config.
You could also havbe a look at the "Night" tab in Pure Config.
 
Th
Here's the rss 01 skins with the modified ext_config to show the logo: Skin 01

View attachment 1335564

As you said earlier with just modifying the ext_config.ini:

Code:
;/////////////You should carry these or similar settings over to any custom liveries
[INCLUDE:cf/RSS_Mercer/Mercer_Logo.ini]
; The code below tells CSP to load up the Endurance lights.
[INCLUDE: rss/rss_gtm_mercer_v8/enduro.ini]

; You can lose the headlight flash effect and use the laser light as a low beam by activating the code below
; [BASIC]
; IS_LOW_BEAM_AVAILABLE=1
; IS_HIGH_BEAM_AVAILABLE=1

; [EMISSIVE_LOWBEAM_0]
; NAME=GEO_BAR_SPECIAL_FRONT
; COLOR=70,70,60,1
; OFF_COLOR=0,0,0
; SIMULATE_HEATING = 0.3
; LAG=0.5
; LOCATION = FRONT            
; ACT_AS_HEADLIGHTS = 1
; CAST_LIGHT=1
; CHANNEL = 0

; Lights
[EMISSIVE_LIGHT_...]
NAME=GEO_Door_Plates_L
COLOR=0.5,1,0.5,1
LAG=0.65
SIMULATE_HEATING=1
ACT_AS_HEADLIGHTS=0

[EMISSIVE_LIGHT_...]
NAME=GEO_Door_Plates_R
COLOR=0.5,1,0.5,1
LAG=0.65
SIMULATE_HEATING=1
ACT_AS_HEADLIGHTS=0

[EMISSIVE_LIGHT_...]
NAME=GEO_Banner_LED_A
COLOR=0,0,1,38
OFF_COLOR=0,0,0
SIMULATE_HEATING=0
LAG=0

[EMISSIVE_LIGHT_...]
NAME=GEO_ROOF_STRIP
COLOR=0,0,1,38
OFF_COLOR=0,0,0
SIMULATE_HEATING=0
LAG=0

[EMISSIVE_LIGHT_...]
NAME=GEO_BUMPER_STRIP
COLOR=0,0,1,38
OFF_COLOR=0,0,0
SIMULATE_HEATING=0
LAG=0

[EMISSIVE_LIGHT_...]
NAME=GEO_ARCHES_LED
COLOR=0,0,1,38
OFF_COLOR=0,0,0
SIMULATE_HEATING=0
LAG=0

[EMISSIVE_LIGHT_...]
NAME=GEO_BUMPER_STRIP_REAR
COLOR=0,0,1,38
OFF_COLOR=0,0,0
SIMULATE_HEATING=0
LAG=0

;Remove the comments below here to get glow to the LEDs
[EXTRA_FX_EMISSIVE_...]
MESHES=GEO_Banner_LED_A, GEO_ARCHES_LED, GEO_BUMPER_STRIP, GEO_BUMPER_STRIP_REAR
RANGE = 0.16
COLOR=0, 0, 1, 0.1 ;if using values in 0-255 range, take extra care with the 4th parameter
DIRECTED = 0
SPLIT_ELEMENTS = 1
SPLIT_THRESHOLD = 0.01
NORMAL_SHIFT = 0.01
EXTERIOR_ONLY = 0

[EXTRA_FX_EMISSIVE_...]
MESHES=GEO_ROOF_STRIP
RANGE = 0.05
COLOR=0, 0, 1, 0.05 ;if using values in 0-255 range, take extra care with the 4th parameter
DIRECTED = 0
SPLIT_ELEMENTS = 1
SPLIT_THRESHOLD = 0.01
NORMAL_SHIFT = 0.01
EXTERIOR_ONLY = 0

[EXTRA_FX_EMISSIVE_...]
MESHES=GEO_BAR_SPECIAL_FRONT
RANGE = 0.09
COLOR=0, 0, 1, 0.06 ;if using values in 0-255 range, take extra care with the 4th parameter
DIRECTED = -1
SPLIT_ELEMENTS = 1
SPLIT_THRESHOLD = 0.01
NORMAL_SHIFT = 0.03
EXTERIOR_ONLY = 0

[EXTRA_FX_EMISSIVE_...]
MESHES = GEO_DISPLAY_PANEL                 ; list of meshes
MATERIALS = LED_Display_LK            ; list of materials
DIRECTED = 0.7
RANGE = 0.2

[EXTRA_FX_EMISSIVE_...]
MESHES = GEO_DISPLAY_FACE                 ; list of meshes
MATERIALS = INT_Display           ; list of materials
DIRECTED = 0.95
RANGE = 0.15

; [EXTRA_FX_EMISSIVE_...]
; MESHES = GEO_text_display                 ; list of meshes
; MATERIALS = Display_Icon           ; list of materials
; DIRECTED = 0
; RANGE = 0.01

;Emissive Dash button glow and external
[EMISSIVE_LIGHT_...]
NAME=GEO_DASH_GLOW
COLOR=1,1,1,1
OFF_COLOR=0,0,0

[EXTRA_FX_EMISSIVE_...]
MESHES = GEO_DASH_GLOW                ; list of meshes
MATERIALS = DASH_GLOW           ; list of materials
DIRECTED = 0
RANGE = 0.01

For me it works well with all filmes in the root/extension/confi/cars/cf/RSS_Mercer Folder
Thank you very much!
 
X90
Thanks, I have a few notes.

  • Misano you have listed as 1.1, but I have 1.0, both in my version and in the UI json in your link provided.
  • Autodrom Most you have listed as 1.1, but I have 1.01, both in my version and in the UI json in your link provided. Likely a typo.
  • Circuit Zolder you have listed as 1.1, but I have 1.01, both in my version and in the UI json in your link provided. Likely a typo.
  • Le Mans I have version 2.7, while you have version 2.1 linked. 2.7 Link: Le Mans RT/Lebluem 2.7
  • Reservoir GP I have version 1.3, while you have version 1.1 linked. 1.3 Link: Reservoir GP Lebluem 1.3
  • Port Newark I have version 1.1, while you have version 1.0 linked. 1.1 Link: Port Newark RT 1.1
  • Laggo Maggiore (desperately in need of AI rework) I have version 1.4, while you have 1.3 linked. Tricky, as the GDrive file is still named 1.3. 1.4 Link: Laggo Maggiore 1.4 Lebluem
  • Chicago Street Circuit I have version 1.21, while you have version 1.2 listed. 1.21 Link: Chicago Street Circuit ACU/RT 1.21
  • Dragon Trail I have version 1.2, while you have version 1.1 listed. 1.2 Link: Dragon Trail Lebluem 1.2
  • Special Stage Route X you have listed as 1.2, but my version and the one you have link says 0.5. Never understood that 0.5 designation, but I don't care, as I hate the track anyway.

That should be everything. RT members in here/adjacents feel free to correct. Cheers.

P.S. - never seen the BAC Mono before! Possibly a Forza/Horizon rip - one of my Horizon favorites. I may give it a go this week.
Thanks mate, I will try to update the list once again :)

Edit: Misano, Most will be updated soon, will see how about Zolder, no idea why I used to do that stupid 1.01 version numbering since these tracks were my projects :D
 
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I have a problem on some cars where you're on the starting line, increase the revs, red lights go out, you hit the gas pedal and the car only creeps forwards sightly. Foot to the floor and the revs very slowly start coming up. It the same thing if you happen to go off track and trying to get back on. In 1st gear foot to the floor and the car barely moves. Now if you just hold the gas pedal down fully it takes several seconds for the revs to come all the way up. You can go back into neutral and raise the revs and pop it into 1st to get it moving. Kind of like the car has stalled or like in a manual transmission you're trying to takeoff from a dead start with the clutch pedal all the way out.

Could it be something in the coding of the car?
I've had the same problem with a couple of cars and found that turning extended physics off solved it.
 
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View attachment 1335576

101 Creative Porsche 996 Cup Car V1.02

Download Here

@petercrill

Raise height of body by 20mm (graphic offset), it still low but looks better!
Adjust Colider Size and position
Adjust rear brake duct cooling
New Glass by @Masscot
Repositioned exhaust flames by ??? (Apologies I didn't make note of who did this).

Please note this updates the original car so you may want to back it up before installing, I haven't tested the AI, but no changes made that should affect them.

[edit]

updated to fix broken AI I hope...Please download again!

Changed Ai version to 3
Increased shift up rpm to 8000 for auto ahifter and AI whilst figuring out what was wrong
[/edit]
Have a total strange bug with the new version:
The headlights are blacked out in the replay.
Screenshot attached.
 

Attachments

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anyone have any idea whats happened to this? shouldnt it be done by now?


A lot of people have been waiting for this for a long time...
Yes, many, me among them. It's one of my favourites Gran Turismo tracks.

I seem to remember that the last time the author of that mod said something was that he had some work left and that he would do it little by little...That was more than a "little" ago... 😢
 
How could I generate preview pictures with CSP features (logo etc) like that ?
all features works ingame but never in custom showroom and previews ...
You must activate "Use CSP for final previews render" in CM under "Settings/Content Manager/Custom Showroom/Previews:".
But be warned, the previews mostly don't look very well with this option. So only use it where it's absolutely necessary like with the RSS Mercer V8 or Bonny's Mercedes AMG GT3 EVO 2020 (bm_amg_evo_gt3_2020).
 
Released : Aquila CR1 Carpack
Author:F302
Cars: Chevrolet LS7,BMW M60 ,Judd V8
Physics Judd V8: RMS (Kamil Cader) big thx
Texture Update : F302 (rework)
Skins: F302 ,Template include)
3d work: F302
hope u enjoy the Car
ps : send feedback ,bugs ,missing things
tested on CSP 0.2.3-preview1
PP filer C13AEGIS
knowing bugs: Windows
have fun!
To install, move folders to "...\SteamApps\common\assettocorsa" or simply
drag'n'drop archive to Content Manager
https://www.mediafire.com/.../f302_aquila_cr1_pack.zip/file

View attachment 1335596
Link passing through Facebook, can't dowload...

golden retriever dog GIF
 
A technical question for two cars:

i want to use the Mercedes AMG GT2 (Guerilla Mods V0.9 with this new brake balance / cphys system)
and the latest Subaru BR-Z GT300 (Assetto Garage) as AI grid filler.

As AI the AMG has massive problems with corners (not enough braking, too fast in corners)
and the BR-Z won`t leave the pits (gear / power / whatever wrong).

Maybe has anyone noticed and solved this problems?
 
You must activate "Use CSP for final previews render" in CM under "Settings/Content Manager/Custom Showroom/Previews:".
But be warned, the previews mostly don't look very well with this option. So only use it where it's absolutely necessary like with the RSS Mercer V8 or Bonny's Mercedes AMG GT3 EVO 2020 (bm_amg_evo_gt3_2020).
I already have this activated but it does not work for me.
Maybe because I don't have CSP features working in custom showroom ... and I don't know why.

EDIT : in the custom showroom I can activate enduro lights (on RSS Mercer for example) but the front/rear star doesn't appear ...
 
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Have a total strange bug with the new version:
The headlights are blacked out in the replay.
Screenshot attached.
I've seen this happen when the brightness of some lights goes beyond some limit. At Kunos Spa there is a blinking light on some high antenna or something like that, and everytime it blinks it goes to that black blotch. It was either the csp_lights.bounce or csp_lights.emissive that I set lower in Pure Config, and it fixed that.
Also using a less bright PPF helps...
 
Ok, so I'm struggling with DDS export in Gimp. Never had this issue before, but in really dark areas, the resulting DDS-texture will have an obnoxious green tint. I'm working in regular 8-bit integer mode in Gimp, and the source image is correct and completely desaturated in all the affected areas.

When exporting to DXT1 and then reopening the exported file in Gimp, many of the dark black tones have this green tint. And in game, it looks like sh**.

I'm not an expert at this, but I understand that DXT-compression is lossy and uses an RGB565 colour space, which reduces colour accuracy, and that this is probably the source of my problems. When exporting as uncompressed DDS, the colours are ok, but having several 72 MB texture files in a skin is not...

How to solve?

Screenshot_wtcc_1987_volvo_240_turbo_imola_10-2-124-13-43-17.jpg
 
A lot of people have been waiting for this for a long time... and we've been asking about the status of the project a lot. The author has already been here on the forum, he certainly sees the interest, but does not give an answer. I don't really understand... :confused:
Yes, many, me among them. It's one of my favourites Gran Turismo tracks.

I seem to remember that the last time the author of that mod said something was that he had some work left and that he would do it little by little...That was more than a "little" ago... 😢
i wonder if a beta was shared anywhere
 
Got this issue with hockenheim_2001 v1.1 by Rainmaker where the ground appears solid blueish white in 2D and VR. Tried disabling post processing and CSP but no luck. I'm on CSP 0.2.3-preview1 and Pure 0.251. Any ideas? Edit: A clean reinstall of the track didn't help either.
20240310-142507-Hockenheimring 2001 GP-Ferrari F1 2000.jpg
 
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Le Mans 1967

Le Mans 1967 v1.03

This is my take on the le_grand_circuit_1967 track done by Terra21 and updated by WooChoo and Virtua_LM. All credit for the track goes to those guys. I simply added some CSP features and altered a few textures\meshes to give it a look I prefer. It is a standalone track so as not to mess with the original and will come up as Le Mans 1967 in your track list. If you have a preferred ai you use with the original track, just copy it over to this version if you decide to use this. I'm not sure which ai version the track currently has right now because I was swapping out different versions.

Additions:

-- Seasonal changes.
-- Animated flags.
-- Animated CSP smoke in the fall and winter.

-- Added an alternate terrain folder that might be worth trying. It changes the look of the areas along Mulsanne Straight. Basically, it makes them a little darker and a little browner. Personally, I like it better because it doesn't look so bright. To try it, copy the contents of the Alternate_Terrain folder to the main track directory and overwrite when it asks. Might be smart to make a backup of the files that get replaced so you can revert back if you don't like the new look.

-- New pine trees texture. This one has some faults because the trunks don't quite line up with the uv mapping correctly. The original pine tree texture had slightly curved trunks. Mine doesn't so you can see some double trunks in spots if you are really looking for them. It doesn't bother me, but if it does for you, just enable the Original Trees track skin.
-- The Green Grass track skin does just what it says. Makes the grass look greener. Nice for a spring race.
-- The Misc track skin doesn't need to be enabled. It's a skin created by Instevs36 that I got from RD that I use at times.

-- If you find the ambient feel is a bit dark, you can go to the track's extension folder and rename the ext_config_lighter file to ext_config. It's not a drastic increase in brightness but enough to make a difference. It's actually the one I use.

View attachment 1248085
View attachment 1248086
Links been updated to version 1.03. Please delete or backup or previous version folder.

-- New ai and pitlane files from @TITI. The new pitlane file eliminates the ai slamming on the brakes going by pitlane when another ai car is moving slowly in the pits. It will still happen on rare occasions when two ai cars are side by side going past a slower car in the pits. The inside car will still hit the brakes hard.
-- Moved the start positions for the lm start layouts so that all the cars move at the start of the race. Thanks again to @TITI for telling me what was wrong. In order for this to work right, their start positions are not accurate to real life. If you use the track for online races, you might want to keep the old lm start timing files if you prefer a more accurate start position.
-- Some tweaks to the ext_config file settings. Various shader and track light adjustments.
-- Consolidated all the track kn5 files into one file and renamed the main kn5 file to allow for non-CSP users to use the track. I make no promises on how it will look for non-CSP users as the track is really designed for CSP.
-- Added optional VAOs and ext_config file from @TITI. His config file will make everything a lot brighter so you may prefer it if you find the track looks too dark with my config. For my personal ppfilter, his renders a little too bright for me.

I think that's everything....
 
Release: Lotus 23b

Havent given anything free for a while so thought I'd share this car I did towards the back end of last year.
It was a lower poly model I spruced up.
Huge thanks to @andrevr for all the input and testing!


Real Life specs

Accurate interior

20 "period correct" skins

Lots of small classic fun

Enjoy!


preview (3).jpg


preview (2).jpg


preview (1).jpg
 
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