Assetto Corsa PC Mods General DiscussionPC 

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this is all good and well , but the brakelights are no longer distinguishable when lights are on (without having to resort to turning PP Effects on), so it's no fav+ in my book...
Not sure what is causing the problem on your side but definetely don't have this problem

Are you not supposed to have PP effects on, could be wrong but not sure why you have it off

Screenshot_eatc_bmw_220i_grand_valley_speedway_ll_21-8-124-16-1-35.jpg
Screenshot_eatc_bmw_220i_grand_valley_speedway_ll_21-8-124-16-1-39.jpg
 
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Not a fizix expert, but I don't believe the electronic.ini should ever be left blank, no matter how opinionated the modder/driver is about <clarkson-anorak-voice>XYZ CAR DID NOT HAVE ABS!!</clarkson-anorak-voice>.

There are driving modes which activate ABS by default. If the electronics.ini is deliberately left blank, at game time the AC engine could be left in an indeterminate state, because the entries required to process ABS simply aren't there. Symptoms are typically a 0.5s period oscillation of the steering (particularly on older non-DD wheels) and a non-responsive brake pedal. This can be fixed at the setup screen by manually turning ABS off (every.time.you.drive.the.car) Ask me how I know :)

If the electronics is populated, the values will be used, and PRESENT and ACTIVE parameters will be respected. If these are both set to zero (=0) the ABS will automagically be turned off correctly, no matter what the driving mode is set to. Ditto for TRACTION CONTROL/EDL.

I have yet to experiment with culling the other parameters in the file if PRESENT and ACTIVE set to 0, to see if anything catches fire. Soon :)

CC: @Alis_70 @Fanapryde @FrustratedUse
I mentioned chem simply because he took care of the physics. But all these little fixes will be added in a mini update soon
 
Been having this "problem" for a while now, might not be the only one...
SkidmarkFX, before the skidmarks would stay for days, giving character to tracks. Now they disapear every time I restart my PC?? :confused:
Not a game breaker tho, but would be nice to get it back like it was before... :indiff:
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Released : Ferrari 365 GTB4 Competizione
__custom_showroom_1726163763.jpg


Author:F302
3D Model :The Crew2
Texture Update : F302 (rework)
Skins: F302,Mr.Hunt
3d work: F302
Lod´s: ACTK
Tweaks:ACTK
hope u enjoy the Car
ps : send feedback ,bugs ,missing things
tested on CSP 0.2.5-preview1
PP filer PURELIFE_EVO
have fun!
Knowing Bugs: driver shift animation
To install, move folders to "...\SteamApps\common\assettocorsa" or simply
drag'n'drop archive to Content Manager
 
Not sure what is causing the problem on your side but definetely don't have this problem

Are you not supposed to have PP effects on, could be wrong but not sure why you have it off

View attachment 1391033View attachment 1391034
I preffer PP off , for VR performance reasons (I'm running Oculus pixels per display 1.8 , high resolution, and then PP introduces application framedrops)

There are examples of cars that have visible brakelights without having to use PP (Glare), so it is doable!

For example the Dodge Viper (SR I) RT/10 - 1992 by Alberto Daniel Russo; Real Specs (rs_viper_rt10_92) , for which I created/updated some chameleon skins today :
1726932579562.png
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1726932651319.png

DOWNLOAD
 
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They dont seem blurred on the Image. This how used discs will look 👍🏻
Maybe I should have provided a snap shot of the texture file, it was supposed to be a drilled disc and I do not see the holes at all. So somehow it seems to me that when the car is stationary, it is is still showing the blurred texture.
 
2005 FFSA GT Championship - GT1 / GT2 skinpack for RSS GT / GTN and Legion Corvette C5R

Another big skinpack done, 27 this time. It has a lot of 996 GT3 Cup too which will made in a future (I hope). At the moment all GT1 and GT2 are released. Time to search another grid to make :P

Enjoy, hope you like it :)


Hi! - 2024-09-21T173201.425.jpg
 
I have the problem that the wheels of some openwheelers are not displayed in the race. Openwheelers and single-seaters are activated in the content. Newest CSP.

Is there a way to fix this?
 
I have the problem that the wheels of some openwheelers are not displayed in the race. Openwheelers and single-seaters are activated in the content. Newest CSP.

Is there a way to fix this?
Do you mean the texture of the tyre ?

always use the tag open wheeler on these cars
 
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Do you mean the texture of the tyre ?

always use the tag open wheeler on these cars
Interesting, so these tags like “open wheeler” “F1”, “1923” “RWD” or whatever are also for certain aspects of the car. Just delete a whole bunch and changed it to tags that are for me more usefully. :indiff:

BTW think @Papifix is talking about the flash view of some floating cars without 4 wheels in the distance. I have the same, was thinking it has to do with bad made LOD’s as not all the cars have that hovering appearance at the distance. Luckily the members here can explain that correctly and even give tips to correct. :bowdown:
 
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F1 2013 1.0 Update dropped
Changelog :
Fixed Suspension being wrong in redbull mercedes williams

Fixed leds animation, either they were only 3 leds active, or leds were full at only 60% of gear speed.

Fixed drs led shaders, and made them actually work

Fixed some helmets

Added engine sounds, for redbull and marussia (prophetimus), ferrari (ac_racer00), mercedes and lotus (FrixonPilot)

Added Massa helmet skins, forgot about them, India Alonso and Brazil Massa helmet skin included (Nickray)

Fixed Mclaren chrome looking weird, and hands not being placed correctly

Fixed tororosso lodB having wrong texture

Fixed Ferrari cockpit flickering

Added Wet tyre support

Fixed Lotus not being playable because it crashed for "driver file missing" that was just a minor corruption in the folder, copied pasted all files into a new folder and renamed it back to lotus and it worked somehow
 
Hi !!
Lately on some circuits or cars I get an error "Failed to allocate gpu memory".
I use the latest CSP version and "Pure".
Thank you for the help..
Not sure if someone has answered you yet but it's the csp version, some tracks (and cars apparently) are not compatible with it for whatever reason and you'll need to downgrade to a lower version.
 
X90
Hm. My testing was indeed with the RSS Lanzo with CSP Physics enabled at JohnR's Mosport. Multiple trials, and I saw no laser beams after reverting to Pure Gamma. In LCS, they were everywhere.

Latest CSP preview. Probably something to do with the interaction between Pure and CSP then, specifically for these cars.
As I couldn't fix the problem with laser beams from the exhaust pipes and broken AI cars with extended physics (always 2-4 AI cars don't start and go crazy) with CSP 0.2.5-preview1, I downgraded to CSP 0.2.4-preview1 and everything works fine now.
 
I have the problem that the wheels of some openwheelers are not displayed in the race. Openwheelers and single-seaters are activated in the content. Newest CSP.

Is there a way to fix this?
I have a fix for this problem. Just test it.
 
As I couldn't fix the problem with laser beams from the exhaust pipes and broken AI cars with extended physics (always 2-4 AI cars don't start and go crazy) with CSP 0.2.5-preview1, I downgraded to CSP 0.2.4-preview1 and everything works fine now.
On the laser beam thing, someone suggested that it was the exhaust glow... I had laser exhaust on the lotus 47 (wsc legends), so I went into ext-config.ini, searched "glow" to find a section that professed to do that. Commenting that section out seems to have removed the laser beams.

EDIT: Subsequently, the laser appeared on another wscl car that didn't have any glow stuff in its ext-config. I have noticed that the wscl cars are culprits more often than not (recently), for whatever reason. They seem to contain alot of emissive stuff that may be tripping over some csp glitchery...
 
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Hi all, has anyone managed to install the wipers on Peter Crill's Ferrari 430 Challenge 🙏? Thanks

Ferrari 500 Mondial Pinin Farina Coupe(v1.0) by F40 LM Lover

It is tested in CSP 2.5 Preview1
You need CSP latest Version
View attachment 1391009View attachment 1391010View attachment 1391011View attachment 1391012
1. 3d Model
1) Based on Gran Turismo 7 by Poly Pony Digital
2) Some Parts are from Forza Horizon 4
3) Converted by F40 LM Lover
2. Features
1) Exterior Animations
-. Left Door : Extra A
-. Right Door : Extra B
-. MOTOR Hood Open : Extra C
-. Quarter Window Open : Extra D
-. Fog Lights : Extra F
2) Interior Animations
-. GAS, Brake, Clutch Pedal with Feet : Don't need Key assign
-. Trun Signal Switch with Arm & Hand : need Key Assign
-. Lighting Signal Switch with Arm & Hand : need Key Assign
-. Windows Open with Arm & Hand
-. Fog Light with Arm & hand
-. H-Pattern Shifter with Arm & Hand
-. Horn With Arm & Hand
3. Physics : F40 LM Lover
4. Sounds : Kunos' 250 GTO
5. Download Link is in the description of video.


Spectacular...thank you so much
 
good evening
i have not managed to restore my csp settings. and i find myself without the lights at the beginning of my races. How to restore them? thank you
 
Trying to recreate the "Mille Miglia 1955" using different routes to represent the variety of the era (with what we have available).

Brescia ( TvCam )
S.Moss / D.Jenkinson - Mercedes 300 SLR


Brescia >> Ravenna ( TvCam )
U.Maglioli /L. Monteferrario - Ferrari 118 LM


Ravenna >> Rimini ( onboard )
S.Moss / D.Jenkinson - Mercedes 300 SLR

Ravenna >> Rimini ( TvCam )
S.Moss / D.Jenkinson - Mercedes 300 SLR


Just for information on how I'm trying to simulate the "Mille Miglia 1955".

I'm using 20 different cars (most of them are available for download on websites, some I adapted and others I invented).

-Ferrari 118/121 LM / Ferrari 750 Monza
-Mercedes 300 SLR / Mercedes 300 SL
-AM DB3s / AM DB2.4
-Jaguar D-Type
-Maserati A6GCS / A6GCS Coupe / 300s
-Lancia D24 / Aurelia B20
-Triumph TR2
-Austin-Healey 100s
-Gordini T24s
-Porsche 550 Spyder / 356
-Alfa Giulietta Sprint / Alfa 1900SS Zagato
-Fiat 8V


In total (62 participants).

1. Stage 1: for this route (I recorded the times of all the cars, as it was done individually), but I only recorded the main ones.
2. Stage 2: according to the numbering (starting order), I grouped them into groups of 5, 6 or 7 cars (I chose one to drive) and kept a note of the times of the "AI cars".
3. Stage 3: I did another shuffle (divided into 15 groups of 4 or 5)..still according to the starting order (the last 30 were separated into pairs).

As in the first part of the route (in the real race), the slowest cars arrived as time went by, that's how I did it.

In the other stages (routes), I will change a little more.
 
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Interesting, so these tags like “open wheeler” “F1”, “1923” “RWD” or whatever are also for certain aspects of the car. Just delete a whole bunch and changed it to tags that are for me more usefully. :indiff:

BTW think @Papifix is talking about the flash view of some floating cars without 4 wheels in the distance. I have the same, was thinking it has to do with bad made LOD’s as not all the cars have that hovering appearance at the distance. Luckily the members here can explain that correctly and even give tips to correct. :bowdown:
I also tag each car with my own tag and create all my race grid, "open wheel' is my only non personnal tag :p
 

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Lime Rock Mountain

This an update to my mod for Legion's Lime Rock Mountain. It was one of the first track's I ever tried to edit so the mod really wasn't that good. Since then i've learned a lot so I tried to make the mod better. It's still not great, but better than before. For the record, this is not supposed to be a period accurate mod. It's more of a 'what if' had the track existed today.

Lime Rock Mountain v3.1

Additional credits besides what's listed above:

AI tweaks and fixes to the terrain from @cammel
Sections file from @Fanapryde
Cable fix from @Masscot
Thanks to @Quikslvr , @Perico Lospa and @Fanapryde for testing and feedback.

There is a boat load of changes, but i'm only going to mention a handful because they are important.

-- I made changes to a bunch of objects. Some I made myself, some were borrowed from rt_lime_rock_park. I did not get permission to use the objects because honestly, I don't know who's involved in that team to ask. If it becomes a problem and they ask, I will pull the mod immediately.

-- The tree objects on this track are terrible and very hard to work with. I would love to replace all the trees with Y trees, but I have no clue where to even begin to do something like that for as many tree objects as this track has. So you will have to live with some goofy looking trees and trunks in some spots. Maybe some day i'll learn how to replace them all.

-- I added a raceday layout that is not really true to life. The real Lime Rock Park doesn't have grandstands as far as I could see in pictures, but the track seemed empty when I ran a race so I made a second layout with added grandstands so it didn't feel so empty.

-- You can use the track without any of the track skins enabled and it will be fine. The Grass skins are self explanatory as to what they do. The Trees skin just changes a couple of the tree textures. The Seasonal skins will change the trees too look like they should for the time of year.

As always, please let me know of any problems so I can try and fix them.
Track has been updated to version 3.1. Use the link in the quote to get the new version.

You might want to make a backup of your existing track folder first in case you don't like the changes. I believe it is safe to drag the contents folder to the root 'assettocorsa' directory and overwrite when it asks, but I would suggest disabling and deleting any of my previous track skins first.

-- Grass texture changes. I was never very happy with how the grass looked. This version I like much better. It's the grass texture setup I made for Pittsburgh International and it looks more natural, at least on my end.
 
Hi Guys

Wasn't happy with my last update, Liqui Moly concrete texture looked a bit flat with too many shadows. Have created a new one which blends perfectly with track.

Wanted to adjust night lighting a bit but that didn't go so well, am way to ocd to just make a few tweaks. Eventually spent hours completely redoing night lighting, adding missing light textures, adding new lights, adding missing light shadows, adjusting colors and more.

Also fixed fps issue on main straight at night (caused by night lighting), night lighting is now balanced without any performance issues.

Update details v1.2:

  • Night lighting complete rework with several new settings
  • Fixed fps issue on main straight at night (caused by night lighting)
  • Adjusted all light colors, ranges, fade, spot, sharpness etc.
  • Adjusted all flood lights
  • Adjusted all pit building lights
  • Adjusted all grandstand lights
  • General light settings and colors adjusted, clean, crisp with balanced and good fps performance
  • Added missing light shadows around the track and set
  • Added missing light tetxures around the track and set
  • Added missing light textures and shadows in tunnels, set too
  • Illuminated all brake markes and set
  • Illuminated all turn signs and set
  • Illuminated all pit signs and set
  • Illuminated yellow and black corner direction signs and set
  • Illuminated camera man towers a bit and set
  • Illuminated tunnel entry billboard/map a bit and set
  • Illuminated blue bridge textures a bit and set
  • Adjusted bridge lighting
  • Illuminated all tents a bit and set
  • Illuminated Grand Valley Speedway banner and set
  • Illuminated all track overhanging banners and set
  • Illuminated food trucks a bit and set
  • Illuminated pit building windows a bit and set
  • New Liqui Moly concrete wall texture
  • Several material adjustments added and set

- More loading screens added

N.B. Deactivate skins and reactivate new skins in Content Manager for new textures to show

Grand_Valley_Speedway.jpg
Grand_Valley_Speedway_7.jpg
Concrete_wall.jpg
 
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Yes!
I think it started to erase at restart at the last csp update.
Also, I'm pretty much gaming daily so it shouldnt disapear that quickly

View attachment 1391163
No fix here sadly, but just wanted to chime to say I've been noticing the same thing recently (most recent csp preview). Pretty much have the same settings you have there too. Was working fine previously (adds awesome detail if anyone doesn't have it on)


Don't know how many know about this car pack, I only found them recently because a group I race online with is big into the US Trans Am series, but a pack for the TA Class was released a little bit ago (another car added to the pack last week). They're actively being developed, not by me, but the creator is active on social media / discord. And unless I missed another mod I think it's the first time we get to play around with the top spec in the US Trans Am series in AC.
cjh9yaflgva5jqpw2ncr35sydu3d.png

Only limited time using them (no races yet), but they're a lot of fun to throw around. They're a bit different from the VRC TA2 cars if you've ever driven those, a bit more grip and power to deal with, better braking, less body roll, but still will bite hard you if you're not careful. I believe all the cars in the pack are the same under the hood power and physics wise, but you (currently) have 5 "shells" to choose from. Here is a link if anyone wanted - https://vr506.gumroad.com/l/transam_pack

Had to whip up this quick skin once I saw this livery for the Mustang in online photos :P
preview.jpg


Here's an onboard for a lap around Road Atlanta to give you an idea on how they drive
 
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They dont seem blurred on the Image. This how used discs will look 👍🏻
If anyone hasn't responded to this, yes there is a way. This is my go to code and format in the ext_config which I kinda toyed around to have that effect.


[BRAKEDISC_FX]
ACTIVE = 1
CERAMIC = 0 ; use ceramic look
CARVED = 1 ; add a bit of carving, radial lines (fast for shader to compute)
CARVED_FREQUENCY = 12 ; increase to make more lines
ALPHA_MASK = 0.0, 0.75
LUMINOCITY_MASK = 1.0, 0.0
NORMAL_MASK = 1.0, 0.0
REFLECTION_F0= 0.44, 0.06
REFLECTION_SHARPNESS=150, 200

[BRAKEDISC_FX_FRONT]
DISC_RADIUS = 0.192
DISC_INTERNAL_RADIUS = 0.123
GLOW_OFFSET= 1.0

[BRAKEDISC_FX_REAR]
DISC_RADIUS = 0.188 ; radius of a brake disc
DISC_INTERNAL_RADIUS = 0.121 ; radius of an inside part of a brake disc
GLOW_OFFSET= 1.0
 
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