Assetto Corsa PC Mods General DiscussionPC 

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Lol, i did a very similar thing, I've had both ETS2 and ATS in my steam since about 2018 and I'd tried them once but uninstalled them both for years.
Couple of weeks ago not sure why but reinstalled both got a bunch of DLC on discount and dived in.
Now how over 100 hours in ETS and 40 hours in ATS.
Totally addictive, that's for sure. I find they have become my go to game now, I'm over 4000 hours in AC and because i mod it is easy to burn out on AC i your not careful, never thought i would but for me at times it feels a bit like a chore which is my fault as i spend so much time modding and fiddling with configs and weather FX etc.

For ETS2 and ATS feels alive, driving through towns with people milling about is a great game experience.
If you also play ATS (will do when i am finished with ETS some day ...) you have to watch the movie: Convoy from 1978 with Kriss Kristofferson :D

Tried ProMods? Adds a lot more to the games.
Is also on the radar. Afaik it´s not running version 1.51 yet

@:gtplanet: SORRY for bit offtopic
 
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If you also play ATS (will do when i am finished with ETS some day ...) you have to watch the movie: Convoy from 1978 with Kriss Kristofferson :D


Is also on the radar. Afaik it´s not running version 1.51 yet

@:gtplanet: SORRY for bit offtopic
More offtopic: ProMods 2.71 was released 3 days ago, it claims to be a "major update to ensure compatibility with update v1.51".

My Steam stats:
Assetto Corsa - 6794 hours
ETS2 - 795 hours
ATS - 235 hours

No other driving games or sims installed.
 
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F1 1998 - ROUND 11 - Hockenheimring v1.0

Screenshot_vsf1_mclaren-mp413_hockenheim_1998_26-8-124-16-39-36.jpg

The Hockenheimring billboard in the F1 1992 Track Pack has been updated to the F1 1998 version.
Some textures and objects from Grand Prix Team's rFactor F1 1998 Track Pack were used.

-CSP recommended
-32 pit/start
-AI, cam

Credits & Thanks;
rFactor Track by F1-S-R (ASR)
rFactor F1 1998 Track Pack by Grand Prix Team
-Thank you for giving me permission

AC Converted by @shi (shin956)
AI and sidelines by Thockard
logo.png and sections.ini by @Fanapryde
.lua and font by @gunnar333
Animated flagmen by Alessandro Micali (ASR Formula) (Original by doublezero)
Crowds texture by @Kniker97
marshall and some textures by kunos
Test and Feedback by @Breathe

Download (MEGA)

Enjoy.
 
Hi Guys

Here is my texture update for the ks_mercedes_190_evo2 car.

When I first started updating this car I thought easy work since I've done a few interiors. Definitely not easy, actually far from that.

Making new textures is one thing but how you scale these textures (leather, carbon, fabric textures) is very different to any other car I've ever done, over do it and everything looks pixelated, under doing it makes everything look flat.

Once I got the scaling right then I could start reworking, even this wasn't easy, getting the right light balance between all textures was a pain.

Final product, extremely happy, car looks really good and hope you guys enjoy all the hours put in.

This is a complete interior texture update :)

Installation:

- Copy my textures (ClimaxF1_ks_mercedes_190_evo2_texture_update) into each skins folder

Update details v1.0:

  • New AMG decals and logo added, upscaled too
  • New cockpit_belt texture and upscaled
  • New Fabric2 texture added and upscaled
  • New Fabric2_NM texture added and upscaled
  • Reworked interior Glass texture and upscaled
  • Reworked Head_Lights texture and upscaled
  • Reworked Headlight_glass texture and upscaled
  • Reworked rear head light texture and upscaled
  • Completely reworked interior Interior_AO texture and upscaled
  • Completely reworked Interior_Details texture and upscaled
  • New leather texture and upscaled
  • New leather_NM texture and upscaled
  • New MAT_Carbon texture and upscaled
  • New MAT_Carbon_NM texture and upscaled
  • Reworked Metal_Diamond texture and upscaled (interior metal floor)
  • New Mercedes emblem added, upscaled too
  • Pedal texture reworked and upscaled
  • Reworked scratches texture and upscaled (general metal textures)
  • Reworked scratches2 texture and upscaled (roll cage)
  • Reworked Windscreen texture, less glare etc.
  • New Bridgestone tire textures added
  • Optional Michelin tire textures included in download

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

View attachment 1392359View attachment 1392360View attachment 1392361View attachment 1392362View attachment 1392363View attachment 1392364View attachment 1392365View attachment 1392366

That guy on Overtake must have set some record for how fast he stole your skins! 🤣 🤣 🤣 🤣
 
Update day 3


F1 2012 2.5 End of Life update

This update adds a new Schumacher 3D Helmet to replace kunos one I was using for the 3rd schumacher skin

It also adds Ferrari India skin with the navy flag, renamed S4 to Valencia so that people knows that this S4 skin is from Valencia with Valencia mirrors

And finally, all cars have realistic leds animation, each team had a preference, catheram and ferrari had green leds for kers, redbull had a red drs button in the middle of the steering wheel, lotus marussia and other teams used the first two green led to tell that you are in a drs zone, and last 3 green drs to show you activated drs. Each car has its own animation. Discover them all. Kudos to Warlol for gathering all information about LEDS animation of each teams

This also fix any DRS leds from original codemaster steering wheel that had no shader applied and was all black and very reflective.

Fixes :

- Fixed Ferrari cockpit that had a white part due to bad UV mapping, fixed alpha testing on steering wheel decals and having the wrong driver3D.ini

- Fixed Mclaren Hamilton Silverstone helmet showing button skin instead

- Fixed redbull cockpit overlapping with another car part

If you have black tyres in game, switch compound once to force Assetto to load the textures, and it should work correctly for every compound you chose.
Hi !, I noticed that we could see through the Mercedes, especially seeing during replay, any chance to you fix this ?
Thanks for your mods ;)
 

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Chimay - v1.0

bgr_03.jpg


bgr_02.jpg


bgr_01.jpg


features:
  • 24 pit/grid with AI
  • 2 layouts: historic and no-chicane
  • mostFX™
  • historic vibes

credits:
  • original track by Sissou, converted to AC by @RMi_wood
  • 3d fixes, trees, physical road mesh, crowd facing spectators by @pugsang
  • terrain geo mapping, flag fixes, more trees, misc shaders by Tyrone-Nukedrop
  • loading logo, sections file by @Fanapryde
  • beta testing by @Breathe, @lux3y and those listed above
  • track conversion suggested by @Breathe


:: DOWNLOAD ::
 
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View attachment 1391007

Released : Dodge Chager STR8 GR.3 (Fictional Race Car)
Author:F302
3D Model :The Crew2
Texture Update : F302 (rework)
Skins: F302
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!
To install, move folders to "...\SteamApps\common\assettocorsa" or simply
drag'n'drop archive to Content Manager

Love the car, are you planning to convert other cars from The Crew 2?
 
View attachment 1392256
Image just for example to illustrate my question.
In CM we can see both the red box collider and the rainbow collider. Box collider can be altered by the parameters in collider.ini in data, but the rainbow .kn5 collider is trickier.
I am getting old(er) :yuck: so my memory might be wrong, but I think in a distant past, I have been able to modify the rainbow collider using CM, but I am unable to remember how.
Is it possible to alter the rainbow collider in CM?
Out of curiosity, what do those colliders do?


I'm wondering if there's a feature somewhere to get the AI cars to go for closer racing. Some mods i have can do a side by side race, some just brake as soon as anyone enter their 2 meters security radius. "colliders" sounds like something related 🤪
 
Great season with close battle between two amazing drivers, prime Kimi Raikkonen and Fernando Alonso. Reliability took the title from Raikkonen but the season was close until the end.

The VRC (Virtual Racing Company) cars are absolute joy to drive and they're all free. Great sounds, very stabile to drive but ai is extremely challenging. The tracks have been carefully hand picked and throughly tested so that the season is as challenging as possible. Genuine drizzle race on Spa. I used period correct skins whenever possible but for example Monaco 2017 layout is the most accurate.

User is set for Kimi Raikkonen/McLaren. Of course, everyone loves Kimi the last Ferrari champion. And obviously Alonso (ai level 100) and Schumacher (99) are extremely hard to beat. Of course you can easily change the season to play with anyone you want. If you find it too hard you can also adjust their ai level to suit better for your skills from championship.champ file with a Notepad.

Big thanks to Sam The Stupid for the great skins. 20 is found and the grid is 20 cars.

ALL CARS WILL PIT at least once in every race. This has been achieved by altering the fuel amounts. NO NEED FOR ANY APPS. No other modifications to the cars. Only the consumption/total fuel amount. In 20 lap races one pitstop.

You need:
1. SOL
2. Custom Shaders Patch (you need the DLC pay version to play the drizzle Spa GP). Just normal weather for non-pay version CSP owners.
3. Full version of Content Manager to play Championships, costs $1 on PayPal
4. WinRAR/WinZIP/7Zip to unpack files


TRACKS (20 laps in each race)
=============================
UnRAR each track to your \steam\steamapps\common\assettocorsa\content\tracks

1. Albert Park ACU
2. Sepang (no more ACU as it has pit issues... see at the end of this post)
3. Bahrain 2020
4. Imola 1998 by RMI_wood, Shin & Thockard
5. Barcelona correct layout for 2005 (add to your ks_barcelona track folder)
6. Monaco 2017 (most accurate layout for 2005. Shin's great 2002 version has more accurate ads but wrong kerb for 2005 on Sainte Devoite.
7. Nurburgring Kunos (check 2004 skins from Content Manager)
8. Montreal modern ads but correct layout
9. Indianapolis 2001 by Shin
10. Magny Cours 2011
11. Silverstone 2005
12. Hockenheim VHE
13. Hungaroring ACU
14. Istanbul Park ACU
15. Monza 2007 skins (Kunos track. Go to content - tracks - monza and check 2007 skins)
16. Spa 2008 skins. Original Kunos track. UNRAR to \content\tracks folder and check 2008 skins from CM. Correct drizzle weather as per genuine season.
17. Interlagos 1998 (Thacker, RMI Wood, Shin)
18. Suzuka 1998 by Shin
19. China GP

To my knowledge all tracks have correct layouts. Sure yeah Interlagos has some meaningless changes over the years but that's nitpicking. But let me know if there's more accurate track versions (with good ai's) and I'll make the change.Most of these tracks have been tested excessively when I played my 2007 season (many times heh) and they play well and no ai screwups.

Have fun. Everyone knows these cars and how well they drive. For me the full seasons and accurate results is the thing. Alonso is very, very tough to beat with these settings.

All downloads in the video description.



Edit: Small typo in the champs files. Should have been suzuka_1998, not suzuka1998. Fixed and works now.

Edit 2: The ACU version of Sepang drives so well. Ai well balanced. But when ai is pitting (in around 8th lap) after the pitstop happens something weird. Suddenly the pitted 1st and 2nd cars are one lap behind you. Perhaps the track ai doesn't count that lap? Either way it's a shame as it's such well made track. But this replacement is not bad, either. Just doesn't have many ads and decorations. But it's about 2 secs faster and it's so fast that I can't duplicate the times. AI clocks about 1:34 times and I can do 1:36 at best. ACU version is 2 secs slower. This happen with the VRC 2007 cars too so I doubt it has anything to do with cars.
 
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Fictional "Jaggermeister" skin for the Dodge charger

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

pictured is without AO
Screenshot (707).png
 
Lotus Type 23 Cosworth 1.7 final
I think this is the final update of this car. The physics are now completely satisfactory for me, the car is not too slippery and not too grippy, minimal oversteer and understeer, neutral handling, which basically corresponds to the description of the car from life (we are talking about the standard Lotus 23).
changes:
graphics - minimal changes.
physics - the center of gravity has been clarified, the correct steer lock, the correct tire pressure and other adjustments.
added a curve of the brake disc temperature.
plus one new skin.
 
When composing my 2005 custom championship together I tried to search a SimHub/CM scoreboard/overlay/hud/leaderboard for this era... and... THERE'S NONE. There's only that 2005 revmeter.

According to my calculations there are about 17.119 overlays/leaderboards for 2017-2024 but ZERO for 1994-2010. Zero. That is amazing.

This might be the most popular era of F1 ever. And no one in the whole sim racing community has done this leaderboard which was in use for what... 10 years?

Any volunteers who already knows how to make these? If not, I probably have to learn to do this myself eventually.

1*dc_mQYEZa7WK1j8qUJgi1Q.png
 
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Lotus Type 23 Cosworth 1.7 final
I think this is the final update of this car. The physics are now completely satisfactory for me, the car is not too slippery and not too grippy, minimal oversteer and understeer, neutral handling, which basically corresponds to the description of the car from life (we are talking about the standard Lotus 23).
changes:
graphics - minimal changes.
physics - the center of gravity has been clarified, the correct steer lock, the correct tire pressure and other adjustments.
added a curve of the brake disc temperature.
plus one new skin.
thanks Alex, this is a stunning mod!!

The tuned version is still 1.2 , is that just the ui version number that wasn't changed, or it didn't receive the physics updates?

ps:
Good thing you added another skin, as there weren't enough yet! ;)

In all seriousness, if there is one thing I could point out that could be improved a bit about this mod, it's the tremendous amount of hard disk space the skins take up.
But then again I'm glad I am able to run a batch file to compress the dds files, and save over 2GB of space just on this mod! :cheers:
(and surely there are people here who prefer the none-compressed full sized textures and don't mind the disk usage... )
 
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Hi Guys

Some small updates to finalize my update :)

Update details v1.1:

  • New AMG logo added and detailed decals added to steering wheel, upscaled too
  • Centered Bridgestone logo properly, tire wall texture
  • Adjusted tire radial blur properly
  • Minor tweak to the interior AO texture

preview.jpg
__custom_showroom_1727363409.jpg
__custom_showroom_1727363457.jpg
Screenshot_ks_mercedes_190_evo2_grand_valley_speedway_ll_26-8-124-19-48-31.jpg
amg_logo.png


 
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thanks Alex, this is a stunning mod!!
thanks for your feedback.

The tuned version is still 1.2 , is that just the ui version number that wasn't changed, or it didn't receive the physics updates?
tuned version 1.2 is correct, since the main car of the mod is the standard 23, which I started making earlier, for it 1.7, and the tuned version is something like a bonus, I saw it later on YouTube, and wanted the same). perhaps it was worth combining the version numbers, so that there would be no confusion.

In all seriousness, if there is one thing I could point out that could be improved a bit about this mod, it's the tremendous amount of hard disk space the skins take up.
But then again I'm glad I am able to run a batch file to compress the dds files, and save over 2GB of space just on this mod! :cheers:
(and surely there are people here who prefer the none-compressed full sized textures and don't mind the disk usage... )
about skins, and the space they take up. as I wrote earlier in the topic, I use about 20 car mods, and about 20 track mods, so lack of space does not threaten me). seriously, I tried to save them in BC3, which reduces the weight by about 2 times, but artifacts appear, yes, I know that during races these artifacts are not visible, but I have such a thing, I know that they are there, and it pisses me off.

Good thing you added another skin, as there weren't enough yet!
by the way, I added another skin for a reason, but to fill the empty space in the third row of skin icons))

Desktop Screenshot 2024.09.28 - 00.41.56.57.png
 
Hi Guys

Some small updates to finalize my update :)

Update details v1.1:

  • New AMG logo added and detailed decals added to steering wheel, upscaled too
  • Centered Bridgestone logo properly, tire wall texture
  • Adjusted tire radial blur properly
  • Minor tweak to the interior AO texture
is there no way to to install those updates without putting the dds files into every skin folder?
maybe someone got an idea :)
 
24H
is there no way to install those updates without putting the dds files into every skin folder?
maybe someone got an idea :)
I don't know if it will work or not, but I do know for tracks you can make a folder named 'texture' in the actual track's folder (not the content\track folder). Then you can drop dds files in there and the game will use those textures to override any textures assigned in the kn5 file. The nice thing is, a skin folder will still take precedence over the files in the 'texture' folder so there is no worries about messing up any skins.

Worth a shot to see if it works for cars as well. If it does, it should solve your problem.
 
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If you find the fritting a little intense (I was getting very bad moiré effect, especially around the rear-view mirror) then try subbing this texture in after removing the .txt extension.

1727473934171.png
 

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still seeing this error on the ground...anyone know of a fix for it? was messing with my graphics settings and it came back
 

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Day 971 of my attempts at getting a decent AI. I went with Goodwood this time, using the @racinjoe013 edit of the mantasisg track.

All the cars are from the TCL 60s pack from Bazza, and you're supposed to use either the Cortina from the same pack (easy) or the Mini Historic appendix K from Pessio (harder).

Once you have them and the track, here are the modified AI cars :
https://www.mediafire.com/file/er8r56a38r59ldn/Tetri_GoodWood_AI_Cars.7z/file


Once everything's downloaded, the race and week-end set for Content manager is here : https://acstuff.club/s/C3AE

As usual, the first lap does not count. After that, it's all fun and battles.

Now you're not supposed to use the AI cars (Duh), i haven't tried to use the Alfa Romeo yet, the Fairlane are more "road blockers", and the GTA tend to take on fire after 10 laps for some reason. Also, some cars go to pits for repairs after 10 laps, especially the Cortinas, i can't find why but it might be some damage out of the mods i made. In the future it would be better to ask the modders themself to do the modifications, as they probably know by heart what tire or power.ini would make the car faster.

The Pessio Mini app. K is a blast in the rain, here is a battle for 8th place that lasted for quite a while :



Another example with the TCL Cortina :



The grid would work with every other tracks, guess depending on the AI lines you would have better or worse racing, but in the end still way better than racing the vanilla cars.
 
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Automotodrom Brno v2.5.1 update:

View attachment 1381563

v2.5.1 changelog:
  • Corrupt AI fixed.
  • Totally reworked physical road mesh, now perfectly synchronised with the visual road mesh.
  • Missing sponsor banners added back (erroneously hidden by config in v2.0).
  • Additional new Czechia/Brno sponsor brand artwork added, and previous sponsors from v2.0 have been reworked. Previous skins have been removed due to model updates.
  • New pitlane technicians added.
  • Start line clock & session information displays updated.
  • Various texture/shader/config/model tweaks and improvements.
  • Various instances of z-fighting, clipping and flickering resolved.
  • Sections updated, new preview added.
  • ClimaxF1 lighting config added with permission.

Please do not rehost the full track as part of any skin creation. Please keep this existing link so that incremental updates might be added at later dates.
loving it!!! thanks!
 
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