Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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I'm sure anyone here who has ever created a car mod, track mod, car skin or track skin can understand this. There's something deeply satisfying when the end result is exactly what you hoped it would be when you started.

I'm sure these pics won't look the same for you as they do for me because of monitor setting differences and they lost some quality because I had to resize them, but this is exactly the look I was hoping to achieve when I set out to give Nords a late fall feel.

nords_late_fall2.jpg


nords_late_fall.jpg
 
Thanks for the detailed explanation. For my next dumb dumb question, if I want to use Temporal Antialiasing in CSP\ExtraFX, do I disable or keep enabled Post-processing Antialiasing under CSP\Graphic Adjustments? Or are they separate things and having them both enabled won't cause some kind of conflict?
ExtraFX has its own render pass, so everything in it is separated from other render passes like the AA in graphics adjustments.
So it is additional. It may just visually cause a confilct with other AA methods then.
 
:scared:Has someone this crazy KI driving on 0.2.5-preview1?
In the 1st Lap 10 cars crashing out.
I tested with GT4 & GT3 cars on Kunos Tracks.
Is there a fix for the Maldonado Mod?
 
The Edge v1.01

Screenshot_ks_alfa_romeo_4c_the_edge_1-10-124-20-4-6.jpg

Fictional circuit.
Conversion from GTR2.

-CSP recommended
-38 pit/ start
-AI, cam
-Included Original Logos skin

Credits & Thanks;
Original rFactor Track by Madcowie
-Thank you for giving me permission
GTR2 converted by khan1670

AC converted by @shi (shin956)
AI, sidelines and ai_hints.ini by IMEAN
Bliiboard textures base by @Masscot
Crowds texture by @Kniker97
marshall, cameraman and some textures by kunos
Test and Feedback by @Masscot

Download (MEGA)

Enjoy.

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.01 changelog;

Fixed pit area. (Thanks to Jannik Rasmussen for the report.)
 
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About 1:30 into this might be helpful


First minute of this one shows a bit too


I’m guessing you’ve seen these before though

I saw them and unfortunately some details are still missing. My idea was to create a model with opening doors, but regardless, if I don't understand how it's made I can't complete either the exterior or the interior. :ouch:

In any case, thanks. :D
 
I saw them and unfortunately some details are still missing. My idea was to create a model with opening doors, but regardless, if I don't understand how it's made I can't complete either the exterior or the interior. :ouch:

In any case, thanks. :D

I’ll be honest, I never open the door when racing :P

I know someone who used to work on the car - it’s a long shot but I’ll ask them.

:scared:Has someone this crazy KI driving on 0.2.5-preview1?
In the 1st Lap 10 cars crashing out.
I tested with GT4 & GT3 cars on Kunos Tracks.
Is there a fix for the Maldonado Mod?

Does it make any difference if you turn CSP advanced AI off?


I'm sure anyone here who has ever created a car mod, track mod, car skin or track skin can understand this. There's something deeply satisfying when the end result is exactly what you hoped it would be when you started.

I'm sure these pics won't look the same for you as they do for me because of monitor setting differences and they lost some quality because I had to resize them, but this is exactly the look I was hoping to achieve when I set out to give Nords a late fall feel.

View attachment 1401811

View attachment 1401812

For what it’s worth, whichever version/skin of yours I use also gives me excellent results, thanks so much for making them!
 
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I am enjoying these cars. Thank you. I was wondering if someone could do a skin for the 73 Honda Civic. I raced one back in the seeventies and would love to have the skin in the game.
Memories are powerful :)

Not perfect. One photo will always involve some guesswork and creative license.
Included a skin-specific ext_config.ini to hide a bunch of bumper/indicator/exhaust stuff that had no business being there :)
Should drag and drop in CM, but as always, I suggest by hand.

Have fun :cheers:

preview.jpg


::: DOWNLOAD :::
 
Memories are powerful :)

Not perfect. One photo will always involve some guesswork and creative license.
Included a skin-specific ext_config.ini to hide a bunch of bumper/indicator/exhaust stuff that had no business being there :)
Should drag and drop in CM, but as always, I suggest by hand.

Have fun :cheers:

View attachment 1401909

::: DOWNLOAD :::
THANK YOU! This is absolutely amazing. Thanks again!
 
It's release Friday! :)

This time with my second A to B track Rally Kenya.

This 3D-track was made for rF by XXX Simulations Edition. It was converted by Smods to Assetto Corsa. Rainmaker did a overhaul of the track in 2024.

Features:
-competitive AI
-working track map
-support for hot lap mode
-replay cameras by DaBaeda
-3 car spots, only start no pit lane
-RainFX, GrassFX, water shader
-vao patch
-night lights

Known issue:
-the AI brakes before the finish line, it's the same for the Kunos' track Trento-Bondone, so it seems it is a AC bug
-for races you can reduce the dirt in the surfaces.ini "[SURFACE_0]" and set DIRT_ADDITIVE=0.175


bgr00.jpg
bgr01.jpg
bgr02.jpg
bgr03.jpg
bgr04.jpg
 
It's release Friday! :)

This time with my second A to B track Rally Kenya.

This 3D-track was made for rF by XXX Simulations Edition. It was converted by Smods to Assetto Corsa. Rainmaker did a overhaul of the track in 2024.

Features:
-competitive AI
-working track map
-support for hot lap mode
-replay cameras by DaBaeda
-3 car spots, only start no pit lane
-RainFX, GrassFX, water shader
-vao patch
-night lights

Known issue:
-the AI brakes before the finish line, it's the same for the Kunos' track Trento-Bondone, so it seems it is a AC bug
-for races you can reduce the dirt in the surfaces.ini "[SURFACE_0]" and set DIRT_ADDITIVE=0.175


View attachment 1401911View attachment 1401912View attachment 1401913View attachment 1401914View attachment 1401915
wow an actually decent dirt point to point track in AC, Nice.
 
Thanks for the detailed explanation. For my next dumb dumb question, if I want to use Temporal Antialiasing in CSP\ExtraFX, do I disable or keep enabled Post-processing Antialiasing under CSP\Graphic Adjustments? Or are they separate things and having them both enabled won't cause some kind of conflict?
TAA is a must in AC. So keep that enabled (despite I don´t like the ghosting effect it causes). Set extra sharpness slider to 0%. I have FXAA 3.11 enabled next to it (Graphic Adjustments). IMO this combo gives the best visual rendering in AC. Don´t enable AMD FidelityFX.
 
andrevr,

I am eternally grateful for this. Is it possible you can make the car body in a dark green. In the picture it looks like black, but the car was a dark green.

Thank you.
Hah! That was actually my first thought, and then I talked myself out of it :)
Let's fix that. Like a really, really dark green? OK.
Took the opportunity to move the A/T ENGINEERING logos, and reduce the size of the bonnet (hood) number.

::: UPDATE 1.01 :::
 
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It's release Friday! :)

This time with my second A to B track Rally Kenya.

This 3D-track was made for rF by XXX Simulations Edition. It was converted by Smods to Assetto Corsa. Rainmaker did a overhaul of the track in 2024.

Features:
-competitive AI
-working track map
-support for hot lap mode
-replay cameras by DaBaeda
-3 car spots, only start no pit lane
-RainFX, GrassFX, water shader
-vao patch
-night lights

Known issue:
-the AI brakes before the finish line, it's the same for the Kunos' track Trento-Bondone, so it seems it is a AC bug
-for races you can reduce the dirt in the surfaces.ini "[SURFACE_0]" and set DIRT_ADDITIVE=0.175


View attachment 1401911View attachment 1401912View attachment 1401913View attachment 1401914View attachment 1401915
to make the AI work properly.
1. set your AC_cubes 10m before the start and 20m past the finish
2. record AI line and sidelines
3. move the cubes to the proper position
4. enjoy
 
Does someone know if it's possible to force interior car sound same as the exterior with config file for exemple ?
With some cars I love exterior sound but I hate sound into the car ...
 
TAA is a must in AC. So keep that enabled (despite I don´t like the ghosting effect it causes). Set extra sharpness slider to 0%. I have FXAA 3.11 enabled next to it (Graphic Adjustments). IMO this combo gives the best visual rendering in AC. Don´t enable AMD FidelityFX.
I think 4x MSAA alone is the way to go. TAA gives ghosting, and FXAA brings blurriness.
 
I've continued to look into my problem with no success. But can anyone think of a reason why a car won't give you the fixed setup option in the server manager in content manager?

(edit) I figured out my issue if anyone ever has this issue check that the file structure of your setup has the same as the car. In my case it was different most likely because I used capitol letters in my car folder name.
 
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Thanks, but I want to do it only for some cars ...
This is just an idea. I haven't tried it, so make backups first.

In the car's SFX folder, open the GUIDs.txt.
Each event is listed next to a GUID. The GUID is like an index into the sound BANK file.
Look for the /engine_ext and /engine_int lines. Carefully swap the GUIDs.
I don't think leaving two events with the same GUID would be clever, but y'know, try it and watch for smoke, right? :)

Good luck in your quest :cheers:
 
I've got a question about config files.
It seems there are a couple of places where a config file can be located:
  • in 'assettocorsa\extension\config\tracks'
  • in the track folder in subfolder 'extension'
With Prototype Kyalami 0.95b there are configs in the layout folders (eg. 'kyalami_2016\gt_challenge\extension') and one in the main track folder. How does this work? Which one takes priority?
 
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Is it just me that finds turning on ExtraFX to use TAA costs a lot in terms of GPU load? (even with the 'sub-categories' within it largely disabled, it adds ~20-30% to my 3080's loading!)
Yes, I noticed this too. But I usually do laps alone or at most with 3 or 4 friends, the heaviness of the extra fx is noticeable but even with very high settings I can maintain 60fps. In AI or large grid races I turn it off.
 
It's release Friday! :)

This time with my second A to B track Rally Kenya.

This 3D-track was made for rF by XXX Simulations Edition. It was converted by Smods to Assetto Corsa. Rainmaker did a overhaul of the track in 2024.

Features:
-competitive AI
-working track map
-support for hot lap mode
-replay cameras by DaBaeda
-3 car spots, only start no pit lane
-RainFX, GrassFX, water shader
-vao patch
-night lights

Known issue:
-the AI brakes before the finish line, it's the same for the Kunos' track Trento-Bondone, so it seems it is a AC bug
-for races you can reduce the dirt in the surfaces.ini "[SURFACE_0]" and set DIRT_ADDITIVE=0.175


View attachment 1401911View attachment 1401912View attachment 1401913View attachment 1401914View attachment 1401915
 
Hello

For the AI issue that brakes before the finish line, it is not an AC bug. When recording the fastlane.ai, you have to shift the arrival timing objects further away, and of course put them back in place for the final recording of the track. Personally, I only export the track and the timing elements to record the fastline.ai.....
 
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