Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Thread starter daan
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Yes it is, but not everyone jumps on the latest as it also often brings issues, last "recommended" is 0.1.79.

Also, "extended Physic" has been present in all CSP for a while, so, again, it must be quite extraordinary for URD to limit their market to the few actually running the latest CSP.

Any idea, what the big advance is in the latest version?

I see URD whining about piracy as a reason they do not sell much mods, maybe making mods compatible with more people would help more sales.
CSP change logs have a lot of stuff about extended physics, I do not know what it is specifically that makes URD to require that version. And like I already said, it is not just URD - RSS and VRC have that exact same limitation, although VRC also has vanilla versions that do not use extended physics.

EDIT: Forgot to mention that some RSS mods also have non-CSP data files included.
 
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Yes it is, but not everyone jumps on the latest as it also often brings issues, last "recommended" is 0.1.79.

Also, "extended Physic" has been present in all CSP for a while, so, again, it must be quite extraordinary for URD to limit their market to the few actually running the latest CSP.

Any idea, what the big advance is in the latest version?

I see URD whining about piracy as a reason they do not sell much mods, maybe making mods compatible with more people would help more sales.
That recommended state was just not updated a long time. So actually CSP 0.1.79 is outdated. There were so much changes since this version. I would recommend at least CSP 0.2.

Its not that there is a commission that rates this "recommend" state. It is just a forgotten feature to update it to a certain version.

Everything in the newer mods is focused on CSP 0.2 or later...


So sure things needed to be changed for very old mods that where made for 0.1.79, but that recommended state is not based on those mods....
 
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Albion Valley by @carTOON UPDATED by me is now available here


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Initially it was quite tough, but I will always do everything I can to bring you what is missing on AC, within the limits of my capabilities :)

Some time ago I made a list, there are still several cars missing, but little by little I will make it. Now, since an F430 has already been released (even if not the same version I'm working on), I think I'll evaluate whether to combine a new work with the TVR remake or whether to continue with the Ferrari.

As for the Ford GT, I'm waiting for the final approval and then it's ready to come out. 😎
i'm going to go over the "lvc" skin again today i still have the PDN. It needs to be touched up and stickers adjusted e.t.c

i may even do another skin for this actually depending on what pictures i can find
 
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That recommended state was just not updated a long time. So actually CSP 0.1.79 is outdated. There were so much changes since this version. I would recommend at least CSP 0.2.

Its not that there is a commission that rates this "recommend" state. It is just a forgotten feature to update it to a certain version.

Everything in the newer mods is focused on CSP 0.2 or later...


So sure things needed to be changed for very old mods that where made for 0.1.79, but that recommended state is not based on those mods....
Yes, a little sloppy, should be updated.
Was not expecting and no one should be expecting to be back compatible forever, but not compatible with 0.2.3 preview 211, is a little more difficult to understand.
There is probably a good reason, would be nice to hear it in details.
I also have to admit, I am not a fan of the so called “extended” physic, so having the choice of “normal” physic would make sense to me.
Not an issue for me at the end of the day, plenty of other Cady available, just too bad for URD as they seem to be sales challenged.
 
new car or the old drf one?
No, it’s for the ACC GT3 conversion.


Maybe it will work with one of the GTE variants (to get rid of the massive amounts of numplates. I will test it the days)

The DRF is not the best 3d model, so I was choosing the nearest GT3. I also swapped the physics to the urd t5 For better competition
 
Hey guys, how to reduce overboard slipstream effect from the F1 cars? I mean some cars simply have absolutely crazy effect which pretty much disables the car control entirely. Sure there should be an effect but on most F1 car mods it's quite balanced. On some others it's way overboard. Thanks.

edit: Figured it out. Setting colliders.ini helped a lot with the physics.
 
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Rework/touch up (old upload deleted)

BMW Z3 GTR - 4k

INSTALL

download and choose with or without AO and drag that content folder over to CM


- Adjusted both rear "motorenrivisie" stickers on the quarter panel to get rid of the stretch in the centre

- Re-done the window banner from scratch so it is alot more like real life/inside banner also added

- Adjusted to "siemens" sticker on the bonnet

- Blacked the rear spoiler supports

- Added numberplate to the roof

- Adjusted the "bergman tools" sticker on the passenger side

- Blacked the roll cage

- Other minor adjustments

- Now with or without AO

Happy with this now for suuuuuuuuuure


@GT3Masters97 are you able to make it so when i cover the headlights with black and cut 2 holes out each side it doesnt show the headlight through the black? it doesnt let the light out apart from the holes which is cool but when on track you can still see the headlight through the black as the black i put on is transparent. Hope this makes sense loool


Screenshot (686).png
 
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BTCC Ford Mandingo skin taken from a slightly earlier version of the car

no AO with this, if you add an AO you will get a square patch on the boot where i have hidden the plate and you will get black patches on either wing where i have removed the side repeaters. Car is fairly dark anyway so i chose this path with no AO.

4k only

drag and drop to install


View attachment 1387813


P.S

Good afternoon

This mod definitely needs cleaners...

Edit
I find other post with this...

sorry
 
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superb mod? it's a joke, encrypted mod just good to end up in the garbage can
Are you on mescaline with PCP chasers?
By any metric out there, this is a superb car mod. One of the very best available, obviously crafted with buckets of love and care, and an attention to detail that puts most other modders to shame. And it's completely free.
The encryption is immaterial because the car is nigh-on perfect as it is.
We all have the right to our opinions of course, but to call this car 'a joke' reflects badly on you, not the car or the creator.
 
Hi Guys

Here is my complete update for Grand Valley Speedway by Lean Lauri.
This is my third attempt at this track, have been struggling to get the perfect tree's combination, one cannot update this track until you get the tree's right first.

Track looks awesome now and really hope you guys enjoy my efforts :)

Installation:

- Download track first and install



- Download my update and install (manual install)
- Allow ext file and backround images to overwrite

- Select CF1_grand_valley_speedway_LL in Content Manager to activate skins

P.S. If you don't know how to install these textures or track, send me a DM and I would be more than happy to assist :)

Grand_Valley_Speedway_5.jpg


Update details v1.0:
  • New lighting and vao settings
  • Replaced all tree's and upscaled
  • New tree line texture and upscaled
  • Reworked all grass textures and upscaled
  • New grass_fx, more lush
  • Reworked all landscape textures and upscaled
  • Reworked all mountain rock textures and upscaled
  • New mountain rock texture with tree line, also upscaled (just after bridge)
  • New tarmac surfaces
  • New tarmac NM
  • Reworked all curbes and upscaled
  • New sand trap textures and upscaled
  • New sand trap edge textures and upscaled
  • Reworked blue bridge textures and upscaled
  • All track side edge textures reworked and upscaled
  • New tire wall textures and upscaled
  • New amco rails and upscaled
  • New amco NM and upscaled
  • New amco rail orange edge texture and upscaled
  • New concrete safety walls and upscaled
  • New fence texture and upscaled
  • New corner indicator signs and upscaled
  • Reworked corner signs and upscaled
  • New cone textures and upscaled
  • Reworked all tunnel textures and upscaled
  • New yellow line and upscaled
  • Reworked race groove and tire markings
  • New ambulance texture and upscaled
  • New marshall texture and upscaled
  • New flags and upscaled
  • New banners and upscaled
  • New adds and upscaled
  • Reworked all pit lane textures and upscaled
  • Reworked all window texture and upscaled
  • Reworked all grandstand textures and upscaled
  • New water textures and upscaled
  • All concrete and metal textures reworked, upscaled too
  • New pit entry and brake marker sighs, upscale too
  • New tv van skin and upscaled
  • Reworked all track side vehicles and upscaled
  • Reworked all other textures and upscaled
  • New loading screens and preview images

Grand_Valley_Speedway.jpg
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Grand_Valley_Speedway_6.jpg


 
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Hey guys,

Usually when i try to make a vid i tend to go for the weakest car but i just found out about Cartuner and that is a game changer for me so far.

Here's a vid fighting the AI for a couple of laps :


The car/track links are in the vid description.

So my point here, considering i based this on the 1962 SCCA championships, is the 356 has been tweaked a lot since its first appearance and was able to finish ahead of much more powerful cars at the time. I randomly started by applying a 12% torque to it, as an hypothetical basis. I have one hotlap at 2.07, but usually run around 2.10 +/- 1sec with this power boost.

For the Porsche AIs, i tweaked it to a 20% torque increase. Not realistic, but now the AI can make a lap in 2.13 secs.

For the MG MGAs AIs, a 20% torque power was applied, so they would run a lap in 2.14-16 as well.

The Corvette C1 has a very different tyre model which makes it pretty unique, and i couldn't really touch it without ****ing up the mod. It stayed like it was, i directly asked Stereo if he was open to tweak it himself.

The Simdream AC Ace, being a simdream mod and completely out of reality, got a 10 % restrictor and 150kgs ballast. Running at 2.10
The Bazza's Cobra 289, 28% ballast and 150 kgs ballast, running at 2.10
The bazza's Corvette 1967 (supposed to replace the 1962 C2 that i couldn't find), 400kgs ballast and 40% restrictor, running at 2.09
the Legion Corvette C2, same treatment, running at 2.09.

Now i got too good at the track for the modifications i made, but i still had the most wonderful race against the AI i ever had : i got divebombed, drifted along cars going the same pace as I, i had to find an opening and even defend my racing lines sometimes.

The idea is probably to boost everyone by another 5/10% and then be able to just lower the AI strenght. That would keep anyone from beating the AI at 100%, finally having decent opponents offline.

By the end of the race (17 laps), my tyres were absolutly cooked and i finished 3rd,barely grabbing the podium in the last lap.

Anyway, i think this is a good way to improve solo racing, rather than adding ballasts and restrictors (which i was doing before). It allows you to balance everyone, and once saved you can just use the same layout for different tracks without thinking about it.

If anyone is interrested i can already share this whole layout, althought you have the data to do it yourself using Cartuner. The good thing is that it doesn't mod the original car : it just adds a new folder with new cars specs.
 
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