Assetto Corsa PC Mods General DiscussionPC 

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Erf, i'm going to buy it anyway 😂, but about the AMS version, how many AI slots? Asking for a friend
The AMS version has 30, but as AMS is 32 bits and limited to 4GB RAM you'll be lucky to get that with a high poly carset.
I start off lowering the details and adding maybe 15 cars and seeing if there are any problems. I have been informed that AMS, unlike AC, loads in identical models separately. So if you're doing a 20 car race with a one-model carset that is 60000 polys, as well as all the skins, AMS will load in 1.2 million faces to memory and it goes south when you get towards 3GB memory consumption instead of 4 even. There isn't much headroom to fit a 25.6km track.
So your friend may be limited to 25-30 cars for a less poly detailed mod (say the excellent 1971 F1 cars) but that might drop to 15 or so for the high detailed 1958 mod. I hope that helps :)
 
The AMS version has 30, but as AMS is 32 bits and limited to 4GB RAM you'll be lucky to get that with a high poly carset.
I start off lowering the details and adding maybe 15 cars and seeing if there are any problems. I have been informed that AMS, unlike AC, loads in identical models separately. So if you're doing a 20 car race with a one-model carset that is 60000 polys, as well as all the skins, AMS will load in 1.2 million faces to memory and it goes south when you get towards 3GB memory consumption instead of 4 even. There isn't much headroom to fit a 25.6km track.
So your friend may be limited to 25-30 cars for a less poly detailed mod (say the excellent 1971 F1 cars) but that might drop to 15 or so for the high detailed 1958 mod. I hope that helps :)
That's the most precise explanation i could ask for. I enjoy AMS but it got tricky to mod lately, which is why i rather stick with AC anyway. Well, thanks for the track, can't wait to test it!
 
That's the most precise explanation i could ask for. I enjoy AMS but it got tricky to mod lately, which is why i rather stick with AC anyway. Well, thanks for the track, can't wait to test it!
You're welcome, thanks! :cheers:
 
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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 :)

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it's funny cause, i wasn't really expecting that, and now my brain has to de-process 10 years of grey plastic. It's a beautiful update mate, hope you'll finish the E30 soon!

I kinda liked the white RPM counter, the yellowish should be white without the headlights on? I remember those yellow diodes and how they look at night, but at day shouldn't they be the same color as the arrows on the cockpit instruments?
 
I downloaded Chemflummi's Viper. Where does this extension folder go? Assetto Corsa root file or the car file?

Screenshot 2024-09-28 143215.png
 
Hi Guys

Here is my texture update for the Audi V8 Quattro Evo DTM car.


Installation:

  • Copy my textures in the ClimaxF1_t78_v8_dtm_textures_update folder into each skins folder
  • Copy the Dunlop folder in my Dunlop_Tires_update into the cars extention folder as per my update

Update details:

  • Reworked metal_detail texture and upscaled
  • New PlasticDetail texture and upscaled
  • Reworked scratches texture and upscaled
  • Reworked V8Evo_blackalu and upscaled
  • New V8Evo_BODY_MAP and upscaled, also added surface brur to remove any bad surfaces
  • New V8EVO_carbon texture and upscaled
  • New V8EVO_carbon_N texture and upscaled
  • Reworked V8EVO_INT_CAGE texture and upscaled
  • Reworked V8EVO_INT_PAINT texture and upscaled
  • New V8Evo_LEATHER texture and upscaled
  • New V8Evo_LEATHER_B and upscaled
  • Reworked V8EVO_LIGHTGLASS texture (exterior lights) and upscaled
  • Reworked V8EVO_PARTS (all interior textures) and upscaled
  • Reworked V8Evo_redfabric texture and upscaled
  • Upscaled V8Evo_redfabric_b texture
  • Reworked V8Evo_RIM texture and upscaled
  • Reworked V8EVO_WOOD texture and upscaled
  • New Dunlop tire textures added and upscaled
  • New Dunlop tire B textures added and upscaled

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Click below to download update:


I only have black tyres, no Dunlop ones. Is there any ext_config entry missing in the extension folder?
 
Hi Guys

Finally the Kunos set is complete with my bmw_m3_e30_dtm update.

Many hours later and extremely happy, car looks stunning and hope you guys enjoy all the hours put in. She's a beauty :)

Installation:

- Copy my textures (ClimaxF1_bmw_m3_e30_dtm_texture_update) into each skins folder

Update details v1.0:

  • New alcnt texture and upscaled
  • New alcnt_nm texture and upscaled
  • New BMW, M3 logos and emblems, upscaled too
  • Reworked brake disc textures and upscaled
  • Reworked brake caliper and upscaled
  • New Cockpit_Belt texture and upscaled
  • New fabric texture and upscaled
  • New leather texture
  • Reworked seat rear texture and upscaled
  • New plastic texture and upscaled
  • Reworked interior rollcage and general met texture, upscaled too
  • Upscaled interior rollcage and general met texture_NM
  • Grid_NM upscaled (floor panel)
  • General metal details reworked and upscaled
  • Improved chrome textures and upscaled
  • Completely reworked interior decals, repaired several textures and upscaled
  • Reworked red dash display, added surface texture and shadows, upscaled too
  • Added carbon texture to steering wheel and upscaled
  • Added red stiching to steering wheel
  • Added new crews to steering wheel, upscaled too
  • New interior AO map
  • Reworked skin map, added surface blur and upscaled
  • Reworked taillight texture and upscaled
  • Reworked headlight texture and upscaled
  • Interior glass reworked, less glare etc., upscaled too

- Optional Michelin tires included


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 :)

preview.jpg
__custom_showroom_1727531973.jpg
__custom_showroom_1727524590.jpg
__custom_showroom_1727538040.jpg

__custom_showroom_1727538218.jpg

Screenshot_bmw_m3_e30_dtm_grand_valley_speedway_ll_28-8-124-20-15-35.jpg
Screenshot_bmw_m3_e30_dtm_brno_circuit_reworked_28-8-124-20-31-41.jpg


 
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Istanbul Park 2021

Istanbul Park 2021

I completed most of my updates for the istanbul_park track done by Enver Bozkaya (SRTR), ACU, OSRW & the AC Reboot Team. All credit for the track go to those guys, not me. I had intended it to be a mod for the original track, but the list of changes grew bigger than expected so I decided to keep it a standalone track. I know some people hate that and some like it, but I think it was necessary.

I do intend to keep tweaking things moving forward, but I think the track is in a good enough place now for people to enjoy. I would still like to get a better look for the inner grass and I have to figure out a better setup for the main straight windows. I'd like them to be transparent, but can't seem to figure out why they are so dark.

If you are using any of my past test versions, please delete the old track folder first.

List of changes from the past test versions:

-- Changed the track name to Istanbul Park 2021 since I based a lot of my changes around an F1 2021 video.
-- Grass tweaks, still not where I want it.
-- Time of day and lap number displays for the start gantry.
-- A few more trees added to dead space areas.
-- Fixed a reversed sponsor banner on one of the bridges. Let me know if I missed any other ones please.
-- Collision physics to some of the tyrewalls that were missing them.
-- I prefer the kerb cones as non-moveable objects, so by default they are pass thru objects. If you prefer them to be moveable, there is a track skin named MoveableKerbCones that you can enable so they move again.
-- Support for Pyyer's F1 Classics and Bring it Back extensions. Please read the included Directions text file so you know how to install what's needed for his extensions. It's pretty simple. Install my track. Install his extensions into my track folder. Install the contents of the 'Files_for_Pyyer_extensions' folder and overwrite when it asks. I tested each extension and didn't see any issues, but please let me know if I screwed up any of them.

As always, feedback for improvements is welcome as well as pointing out any mistakes I made.
Track has been updated to version 2.1. Use the link in the quote to get the update. Before extracting, disable the 'AddonTextures (Keep Enabled)' track skin temporarily, extract the update and overwrite when it asks, then re-enable the 'AddonTextures (Keep Enabled)' track skin. If you are using any of Pyyer's extensions, make sure to also extract the files in the 'Files_for_Pyyer_extensions' folder and overwrite when it asks.

All changes are suggestions by @rickety35235

Changes:

-- Added missing collision physics to certain guardrails and fences that did not have them.
-- Fixed areas of the grass meshes that a car could fall through. If you find any I missed please send me a pm with a picture of the area so I can fix them.
 
Released : Opel Calibra DTM V6 4x4´95,Alfa Romeo 155 Ti V6´95
Author:F302
3D Model Car ,3D Model: KW Studios
Texture Update : F302 (rework)
Skins: KW Studios (include all liverys)
3d work: F302
Lod´s: ACTK
Physics: (éboo´s Opel only) Kunos
Rear Wing Animation
Turnlight is Working
new ext_config file for Mercedes Benz C-Class´95
hope u enjoy the Car
ps : send feedback ,bugs ,missing things

tested on CSP 0.2.4-preview1
PP filer PURELIFE EVO GT
VR

have fun!
To install, move folders to "...\SteamApps\common\assettocorsa" or simply
drag'n'drop archive to Content Manager


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Thanks for all the cars, really appreciate the effort.

Something that I must mention and think @Masscot has mentioned too.

Quality over quantity.

This lastest upload of cars is quite a bit short in quality compared to your Calibra touring car, there's a big difference.
 
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Released : Opel Calibra DTM V6 4x4´95,Alfa Romeo 155 Ti V6´95
Author:F302
3D Model Car ,3D Model: KW Studios
Texture Update : F302 (rework)
Skins: KW Studios (include all liverys)
3d work: F302
Lod´s: ACTK
Physics: (éboo´s Opel only) Kunos
Rear Wing Animation
Turnlight is Working
new ext_config file for Mercedes Benz C-Class´95
hope u enjoy the Car
ps : send feedback ,bugs ,missing things

tested on CSP 0.2.4-preview1
PP filer PURELIFE EVO GT
VR

have fun!
To install, move folders to "...\SteamApps\common\assettocorsa" or simply
drag'n'drop archive to Content Manager


View attachment 1392720View attachment 1392721
nice one.

2 files attatched

1 for the correct flame position

2 for the correct size of the rear tyres (some were wrong on the rear not all)

these 2 files are for the Opel Calibra only, do not forget to unpack the data first before trying to install these 2 files
 

Attachments

  • tyres.ini
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  • flames.ini
    451 bytes · Views: 12
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You can put it in the root file or, if it's one for the car, you can extract it separately and put it there. If you're unsure though, just drop them in the root.
I tired it both places and it didn't work. The problem is there is no dash readout. The tach works but everything else is blank.

Screenshot 2024-09-28 170138.png
 
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 v3.2

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 3.2. Use the link in the quote to get the update. It is probably best to delete your existing version of the track or back it up somewhere safe in case you need one of the old files for some reason.

All credit for the update goes to @shi for fixing a problem i've been trying to fix ever since I start editing the track.

Changes:

-- Fixed the blocky look for all of the curved sections of the yellow road lines. They should now look like proper curved lines.
 
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Hey, does anybody know what's going on here?


Why is the AI choosing a mix of SS and M compounds? This is Brno (5.4km) so 20 laps would totally kill supersofts, but didn't the AI used to just choose whichever compound was set as the 'default'?
Screenshot 2024-09-29 034638.png

I tested and rolled back to an old version of CSP (0.1.79) and it worked as it used to, with all cars choosing the default medium compound. Doesn't seem to be caused by the 'New AI Behavior' CSP settings either; turning that off made no difference.

Any idea what's going on here? Or does it not even matter due to how Assetto Corsa doesn't really bother with calculating AI tire usage?

Also what does the 'ai_tyres.ini' file in the data folder for each car do? It looks like it should govern which compound the AI uses based on how far the race distance is, but I have found it to never work.

Thanks for your suggestions, folks. :)
 
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Hi Guys

Finally the Kunos set is complete with my bmw_m3_e30_dtm update.

Many hours later and extremely happy, car looks stunning and hope you guys enjoy all the hours put in. She's a beauty :)

Installation:

- Copy my textures (ClimaxF1_bmw_m3_e30_dtm_texture_update) into each skins folder

Update details v1.0:

  • New alcnt texture and upscaled
  • New alcnt_nm texture and upscaled
  • New BMW, M3 logos and emblems, upscaled too
  • Reworked brake disc textures and upscaled
  • Reworked brake caliper and upscaled
  • New Cockpit_Belt texture and upscaled
  • New fabric texture and upscaled
  • New leather texture
  • Reworked seat rear texture and upscaled
  • New plastic texture and upscaled
  • Reworked interior rollcage and general met texture, upscaled too
  • Upscaled interior rollcage and general met texture_NM
  • Grid_NM upscaled (floor panel)
  • General metal details reworked and upscaled
  • Improved chrome textures and upscaled
  • Completely reworked interior decals, repaired several textures and upscaled
  • Reworked red dash display, added surface texture and shadows, upscaled too
  • Added carbon texture to steering wheel and upscaled
  • Added red stiching to steering wheel
  • Added new crews to steering wheel, upscaled too
  • New interior AO map
  • Reworked skin map, added surface blur and upscaled
  • Reworked taillight texture and upscaled
  • Reworked headlight texture and upscaled
  • Interior glass reworked, less glare etc., upscaled too

- Optional Michelin tires included


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 :)

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epic work as per matey! please can you do the rs500 dtm too!! :):)
 
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