Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
  • 138,850 comments
  • 38,031,800 views
Ah yes, The dont criticise mods approach! Well know. Go ahead and drive the Lambo for me and tell me just how good it is. Cause the one i downloaded off his site just isn't unusable unless you sit and baby the amount of revs you use each gear or don't use the the well known techinque called heel & toe! Cause reaching an certain amount of RPM the rear wheels will end up in an infinite spin causing the car to forever accelerate at mach 10 speed. Making it useless to drive unless i spent my time fixing it, Which i should not be doing in the first place.

Both his Ferrari F355 F1 challenge and Hillclimb version has frame issues ( on my end ) causing my frames to drop to low double digits. Changing my camera view so the windshield isn't visible anywhere fixes that issue so it's an windshield issue which idk how to fix. Same goes for his Hill climb version.

I have not bothered downloading anything of his after testing out three cars that i was interested in. Cause those three cars made my experience terrible and i dont want to bother with mod authors that uploads broken cars.

:gtpflag:
I have no issues on my side, have perfect and stable frame rates.

Car is awesome on my side, everything works perfectly!

You should change your user name, it only highlights your frustration in general :)

"My mom used to say that if you don't have anything nice or constructive on your heart, it's better to keep it to yourself. I don't want to be your mom, just mentioning it for future reference" @fleskebacon very true, like your comment
 
Last edited:
Later 1970s grids haven't yet been on the radar for the LM Project team. Early 1920s is something that will happen as well as a good 1955 grid. Our tracker for 1975 indicates that there are tons of blanks for those races and with the A442 being a reasonable substitute it means that efforts would probably go to bringing a new car in the came that covers a broad range of open slots instead.

That said .. the A442 mod is absolutely bonkers and a handful when you turn up the boost. She's also pretty thirsty when you do so. I 1000 percent recommend it as a fun drive around some tracks as it has always made me smile.
I have downloaded useful stuff from LM project team, but to be honest, I have a long time to check what's up, so I don't know how many of the races they 've managed to recreate until now. In my case, this is how (in the following picture) the grids of 1965-2000 LeMans look like:

In order to achieve that, I had to use almost everything that Legion had made, many skins from RD and many skins from the LM project team as well, but mainly I had to create some stuff that didn't find, like the #29 Ferrari 333 of 1999 LM which I yesterday uploaded on RD for whoever's interested. I plan to share everything I've made, but only the nice ones, because as @fleskebacon 's mom used to say, "if you don't have anything nice or constructive on your heart, it's better to keep it to yourself." -I loved it, she was totally right! But many people don't think this way.

And since the 1955 Le Mans was mentioned, I don't know, but for some reason we all know, I wouldn't like to recreate this one. So I start a full decade later.
 

Attachments

  • Le_Mans_1965-2000.png
    Le_Mans_1965-2000.png
    6.6 KB · Views: 4
@ClimaxF1 can you share car folder with all adjustments you made for now please?
Have not started on the interior yet.

Wanted everything to work first before I start updating textures.

This is the latest so far:

 
Ah yes, The dont criticise mods approach! Well know. Go ahead and drive the Lambo for me and tell me just how good it is. Cause the one i downloaded off his site just isn't unusable unless you sit and baby the amount of revs you use each gear or don't use the the well known techinque called heel & toe! Cause reaching an certain amount of RPM the rear wheels will end up in an infinite spin causing the car to forever accelerate at mach 10 speed. Making it useless to drive unless i spent my time fixing it, Which i should not be doing in the first place.

Both his Ferrari F355 F1 challenge and Hillclimb version has frame issues ( on my end ) causing my frames to drop to low double digits. Changing my camera view so the windshield isn't visible anywhere fixes that issue so it's an windshield issue which idk how to fix. Same goes for his Hill climb version.

I have not bothered downloading anything of his after testing out three cars that i was interested in. Cause those three cars made my experience terrible and i dont want to bother with mod authors that uploads broken cars.

:gtpflag:
Yes, Lambo has no limiter, but it's easy fix. In data folder find engine.ini and change this: LIMITER_HZ=30.

No fps problem here with the ferrari, so it's on your end.
 
Ah yes, The dont criticise mods approach!
This is not the issue here, this thread is full of comments and feedback relating to challenge and possible improvement to mods from everybody.

Before criticizing any modder and particularly a long time, respected modder like Velo who brought us so many invaluable mods, the better attitude is to ask first if anyone else is also having the issues that you experience, usually the members of this helpful and respectful community will ninja each other to bring a solution.
Because of the complexity of the different CSP/sol/pure combination and the fast pace of improvements, it is not unusual to have an issue that relates to our individual AC setting, this community can help with this too.
If the mod is at fault, also possible, then we also provide advice on how to fix it.
Take it easy, there is no room for frustration here, wrong thread and wrong forum.:gtpflag:
 
Last edited:
F1 1998 - ROUND 09 - Silverstone v1.0

Screenshot_ks_abarth500_assetto_corse_silverstone_1998_4-9-124-23-50-34.jpg

The Silverstone billboard in the Silverstone 2005 by Kniker97 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
-38 pit/start
-AI, cam

Credits & Thanks;
Silverstone 2005 by @Kniker97
-Thanks for giving me permission to use it.

1998 Updated by @shi (shin956)
rFactor F1 1998 Track Pack by Grand Prix Team
Crowds texture by @Kniker97
Test and Feedback by @Breathe

Download (MEGA)

Enjoy.
 
This not is the issue here, this thread is full of comments and feedback relating to challenge and possible improvement to mods from everybody.

Before criticizing any modder and particularly a long time, respected modder like Velo who brought us so many invaluable mods, the better attitude is to ask first if anyone else is also having the issues that you experience, usually the members of this helpful and respectful community will ninja each other to bring a solution.
Because of the complexity of the different CSP/sol/pure combination and the fast pace of improvements, it is not unusual to have an issue that relates to our individual AC setting, this community can help with this too.
If the mod is at fault, also possible, then we also provide advice on how to fix it.
Take it easy, there is no room for frustration here, wrong thread and wrong forum.:gtpflag:
Very well said and as for Velo mods @Velo2023 , they have always been on my top list!
 
Last edited:
this 69 GTO for me gives texture issues (flickering of sorts) of the internal badges , most disturbing is on the shift knob (see screenshot). The texture getting "smeared" when I move my head...
O yeah I use VR , and most prob this is a VR only issue (on flatscreen I do not see the issue at all).

1728055034700.png

Anyone else has this and/or knows how I can solve this?
 
I'm starting work on his 405 STW - mainly PROCAR skins, please don't tell me you've done them lol

View attachment 1394290
literally done all these skins will be released tomorrow

i'm only joking i havent done any skins on this one, i'm away from skinning at the moment looking after my mates house.

my next skins will be some more on the focus and 1 more rework on the "stw" skin on the Accord.

i will make sure to leave the 405
 
Last edited:
It’s almost like there is a series of accounts that seem to end up the same way…
Think he is banned member sthrnoldskool that accused me, that I was always posted personal attack’s on him. Which, and I did check al my postings, was absolutely not true.
But I’m sure the young GTp guys with knowledge of the internet, can confirm if FrustratedUse is Sthrnoldskool.
 
Last edited:
There's a distinct difference between constructive critisism, and just puking all over the place like you have a habit of doing.
I said that 3 cars from Velo was broken for me and that was it.

You lot have a strange habbit of dogpiling people for saying something is broke... weird.
 
literally done all these skins will be released tomorrow

i'm only joking i havent done any skins on this one, i'm away from skinning at the moment looking after my mates house.

my next skins will be some more on the focus and 1 more rework on the "stw" skin on the Accord.

i will make sure to leave the 405
Ahah nah I'll just do the PROCAR stuff so pls do the BTCC ones :)
 
I saw with ACTK to add the modifications quoted on the forum, he also added you the missing gauges except the sound which he does not like :D
Awesome, my first sound was optional. Wasn't perfect actually a bit off.

I see ACTK has included all updates including yours, awesome.

Original sound is still not to my liking, this was or is probaly one of the nicest sounding engines and just didn't get that same excitement from videos I've seen or driving the car.

Here is a new sound, very close to the original with the reverb I wanted and gets the blood flowing :)


ferrari_355_challenge_sound_v1.3:




Get the ferrari_355_challenge mod here:


Screenshot_ferrari_355_challenge_grand_valley_speedway_ll_4-9-124-11-46-22.jpg
 
Last edited:
Do you think perhaps it could be the collider?

A crude comparison between the 1993 SD cars and the RSS 1990. The combo of 'COLLIDER_0' and 'COLLIDER_1' is MUCH bigger on the SD car...

Could this be the root of the reason why some F1 mod cars flip weirdly and others don’t?
I messed up the quote, my question is at the bottom there.
The RSS 2013 V8 had this weird behavior too. I wonder what its collider looks like.
 
Last edited:
I messed up the quote, my question is at the bottom there.

Could this be the root of the reason why some F1 mod cars flip weirdly and others don’t?

It’s certainly possible - I’m very much an amateur, but from what I can ascertain the collider.kn5 is what determines collisions with other cars and walls; and the rectangles defined in colliders.ini (within data.acd) define the ‘collisions’ with the track surface (and CSP sparks) - easy enough to edit the second one—provided the data.acd is not encrypted—just by commenting out lines, or by reducing the dimensions of the larger/wider colliders.

It should also be possible to ‘borrow’ a collider.kn5 from a well-behaved donor car and try that in place of the collider.kn5 for the car that handles kerbs like a kangaroo.

Edited to add: there are obviously suspension and tyre variables that may be more dominant in this behaviour, but the colliders thing would be my first area of investigation as it is a lot easier to rule in or out :D
 
Last edited:
this 69 GTO for me gives texture issues (flickering of sorts) of the internal badges , most disturbing is on the shift knob (see screenshot). The texture getting "smeared" when I move my head...
O yeah I use VR , and most prob this is a VR only issue (on flatscreen I do not see the issue at all).

View attachment 1394419
Anyone else has this and/or knows how I can solve this?
I just took her for a spin around Brands Hatch and I didn't notice anything like you're describing. (I'm also playing in vr) When I hear the word smearing, I tend to think of reprojection. Have you checked what kind of frame rate you're getting? That's the only thing I can think of, besides doing a clean re-install of the car.
 
Hi Guys

Slowly getting there with interior update.

Have rescaled most interior textures such as leather, plasctic, fabric, alcantara etc.

Some emblems replaced and other details, still working on the finer details and setting tones.

Looking good so far and will upload as soon as I'm done.

Will include options to customize you interior colors as want :)

__custom_showroom_1728081292.jpg
__custom_showroom_1728080453.jpg
__custom_showroom_1728080552.jpg
 
1960s Longford

A standalone version of Longford_67 based on the Legion and @slider666 version of the track. All credits for the track go to them. To be honest, there wasn't anything wrong with the track. I just didn't like some missing CSP features and the overall texture brightness and colors. So I made the track look more to my liking. People seem to prefer that I do these as standalone tracks so that's what I did.

1960s Longford

Additions\Changes:

-- Added animated flags on the front stretch and all track flagmen.
-- Texture\shader adjustments to eliminate the washed out look the track had, at least on my system. Very much ppfilter related so you may not like the changes.
-- Two alternative track skins. One gives a burnt out appearance to the grass and trees, more like the original Longford_67 track had. One gives a greener appearance to the grass and trees. I left the grass and trees as separate skins so you can mix and match to get something more to your liking. I.E, you could choose to use the default trees with the greener grass.
-- New collision physics .kn5 file to eliminate the sticky fences. I didn't do all of them for now. I only did the ones I felt might matter. I'll eventually get all of them. Thanks to @pugsang for the instructions on how to do it. Hopefully I did it correctly.
-- New ai lines for the default track. This is a tricky one. How well the ai works on this track is greatly dependent on the car mod. Some mods work well, some struggle. A lot of it has to do with how narrow the track is in some spots and you just can't get wider cars through some areas side by side. If you find my new ai just doesn't work for the cars you are racing, there is an Original_AI folder and an Optional_AI folder you can try instead.
-- New timing .kn5 file to get the cars spread out a little at the start of the race. Helps the AI make it through the first lap.
-- New timing .kn5 file for the reverse layout. The original timing file was an absolute mess. It had the cars line up after the s/f line and in the wrong order at the start of the race and the pit slots were reversed.
-- New sidelines for the reverse layout to help get the ai through the first turn better. They take it a little wide, but I had to do it that way to make it work.
-- A host of new replay cams for both layouts from @CrisT86 , @DaBaeda and one from myself.
-- New ext_config done by @CrisT86. Don't ask me what changes he made. I only know it works well.

Notes about the config:

-- If you want a darker or lighter road surface, open up the ext_config file in Notepad++ Change the ambient and diffuse values for the three entries from line 489 through 505.
-- The base ext_config has no snow days. If you want at least one day of snow to drive in, go to the extension folder and delete or rename the ext_config file. Rename ext_config_with_snow to ext_config and set your date to July 20-22.

As always, please point out any mistakes so I can fix them. I'm not an expert at this stuff.

View attachment 1223459
Track has been updated to version 1.3. Use the link in the quote to get the latest version. No major changes so you may be able to skip this.

Changes:

-- Fixed missing car shadows on a couple of road lines.
-- Changed the main .kn5 file name to match the track's folder name so the track will load for people still using the base game.
 
Sharing a mod? Host it on GTPlanet Downloads. Free, public hosting for files up to 10GB in size.
Back