Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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I thought there is also a different car model for Heidfeld available, like it is for Kubica.

It's easy as pie, take the relevant bits from Kubica, copy and paste them to your newly created Heidfeld folder - maybe change the number on the skin and you're good to go.
 

To quote the RSS themselves:
Happy Holidays to you all. Introducing the GT-M Protech P92 F6, car number 8 of our GT-M collection of cars and the start of the long-awaited Phase 2 Package. What's more, the Silverstone update you see has been made publicly available for free and features CSP updates to Silverstone including refreshes of the layouts, thanks to JohnR777 and CC from Race Sim Studio.
 
Merry christmas,

the 2008 mod is finally out on Race Department ! get it here

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First let me say it's a great car, thank you. But when I try and race it the AI fuel levels are set very low at around 6 or 7 litres and they all peel into the pits on the second or third lap. Is there a way to change that? I only run 10 lap races to avoid any need for pit stops but the AI pit almost immediately.
 

To quote the RSS themselves:
Happy Holidays to you all. Introducing the GT-M Protech P92 F6, car number 8 of our GT-M collection of cars and the start of the long-awaited Phase 2 Package. What's more, the Silverstone update you see has been made publicly available for free and features CSP updates to Silverstone including refreshes of the layouts, thanks to JohnR777 and CC from Race Sim Studio.

Silverstone update looks good, but I wonder why RSS says you need CSP 2.4 or above for the track? It loaded up fine on my system running CSP 1.80preview9. There's probably some fancy CSP feature that I won't see using an older version, but for those worried, the track will still load without issue. At least it did for me.
 
I dunno, I love RSS, but "Merry Christmas, give us money" is a little off-putting.

They probably should have waited until after the new year. My opinion, of course - one they seemed to have at least been aware of, though, given the Silverstone "add-in".
 
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I warned everyone, this kitten will die and it will be your fault

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When I saw you had put it in big bold letters not to install with CM I was like "yeah nobody is going to read that 🤣"

Merry Christmas! Here is Sanair Super Speedway which I have converted with Permission from Rfactor.

Download: https://www.gtplanet.net/forum/downloads/sanair-super-speedway.7030/

This is Sanair Super Speedway as it appeared in 1984 just like the Rfactor mod its converted from.
Sanair is a .826 mile short track counter to its name it is in fact not a super speedway.
The Track is located in Saint-Pie, Quebec, Canada
It hosted the Molson Indy Montreal from 1984 to 1986.

Winners of the Molson Indy
1984 Danny Sullivan Lola Cosworth
1985 Johnny Rutherford March Cosworth
1986 Bobby Rahal March Cosworth

Track Record
Rick Mears 20.074 Penske PC-15 1986

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Awesome thank you! We need more of the old IndyCar tracks around.
 
For anyone who's thinking of skipping installing the Lola T298 by childa because of it's huge size
(original 7z installer file is 905MB and the unpacked car folder 1.7GB ! )
I made a toned down version, reducing the size considerably without too much compromise.
- removed unneeded files , such as PSD files ,
- reduced size of the bodypaint_map file
- smaller dds file for the mirror colors (on some skins)
- compressed DDS files
- reused bodypaint.dds for the inner wing part
(which is a concession, as some things are then in mirror writing , but this will not be very noticeable)

My installer file is only 116MB and the unpacked car folder is 'only" 709MB instead of 1700MB
(and with compactor the car folder only takes 118MB on disk)

It is well worth it (even the 709MB) , it's an amazing mod imho!
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Thank you for this work. Would you have the original download by chance? I'm looking for the version with headlights.
 
First let me say it's a great car, thank you. But when I try and race it the AI fuel levels are set very low at around 6 or 7 litres and they all peel into the pits on the second or third lap. Is there a way to change that? I only run 10 lap races to avoid any need for pit stops but the AI pit almost immediately.
From the download page:

FAQ :
  • Cars pit after 2 lap, known issue, for know I don't know why, will investigate this later. But it seems that using real life value for fuel consumption is not to Assetto liking, assetto seems to pretend that a F1 car consume 1.5liters per 100km
 
Unless I slept through the whole thing and missed the announcement, there's been a stealthy v0.99 update to the Guerilla Mods BMW M3 E46 GTR.
Maybe @DaWallace can offer some insight, with a full changelog?
CM should automatically offer the update when selecting the car.

1735204873941.jpeg


Car looks vastly improved with a full driver animation (and the proper gated manual transmission now - yay!), although the shifting animation is faster than Bruce Lee on amphetamines.
In the animations.ini a time of 0.8 (doubled from the original 0.4) seems much more earthly.
Just edit all entries to read TIME = 0.8; 0.4

Also, the texture mapping on the inside of the sunstrip has stretched all the (sadly low-res) lettering vertically, but a quick texture swap with a plain grey will fix it, although this will of course remove all the sunstrip lettering, inside and out.
There's also some light leakage and janky illumination around the roll cage reinforcement which can be helped with this added to the main config:

Code:
;stop sun ingress around cockpit mesh seams, into footwells etc
[SHADER_REPLACEMENT_...]
ACTIVE = 1
MATERIALS = INT_CARPAINT1, black_glass, body, INT_PLASTIC, rubber_trim ;external bodywork, trim, pillars, dashboard etc
CULL_MODE = DOUBLESIDED
CAST_SHADOWS = 1
DOUBLE_FACE_SHADOW_BIASED = 1
 
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First let me say it's a great car, thank you. But when I try and race it the AI fuel levels are set very low at around 6 or 7 litres and they all peel into the pits on the second or third lap. Is there a way to change that? I only run 10 lap races to avoid any need for pit stops but the AI pit almost immediately.


Once I find the magical solution to set fuel to AI
 
Unless I slept through the whole thing and missed the announcement, there's been a stealthy v0.99 update to the Guerilla Mods BMW M3 E46 GTR.
Maybe @DaWallace can offer some insight, with a full changelog?
CM should automatically offer the update when selecting the car.

View attachment 1415644

Car looks vastly improved with a full driver animation (and the proper gated manual transmission now - yay!), although the shifting animation is faster than Bruce Lee on amphetamines.
In the animations.ini a time of 0.8 (doubled from the original 0.4) seems much more earthly.
Just edit all entries to read TIME = 0.8; 0.4

Also, the texture mapping on the inside of the sunstrip has stretched all the (sadly low-res) lettering vertically, but a quick texture swap with a plain grey will fix it, although this will of course remove all the sunstrip lettering, inside and out.
There's also some light leakage and janky illumination around the roll cage reinforcement which can be helped with this added to the main config:

Code:
;stop sun ingress around cockpit mesh seams, into footwells etc
[SHADER_REPLACEMENT_...]
ACTIVE = 1
MATERIALS = INT_CARPAINT1, black_glass, body, INT_PLASTIC, rubber_trim ;external bodywork, trim, pillars, dashboard etc
CULL_MODE = DOUBLESIDED
CAST_SHADOWS = 1
DOUBLE_FACE_SHADOW_BIASED = 1
Not at home at my rig right now, but I think this is old news.

Still good news, though!
 
I was once told the only solution was to set the default fuel levels to maximum. I don't quite believe this but anyway.
The previous version wasn't like this best that I can remember. I've had some other mods do it the same thing but it was track dependent. They would pit early at LeMans or on the Nordschleife.

The only thing I know to try is when they all go into the pit, I will try stopping around the start/finish line and wait for them to come out and begin the race from that point.
 
Unless I slept through the whole thing and missed the announcement, there's been a stealthy v0.99 update to the Guerilla Mods BMW M3 E46 GTR.
Maybe @DaWallace can offer some insight, with a full changelog?
CM should automatically offer the update when selecting the car.

View attachment 1415644

Car looks vastly improved with a full driver animation (and the proper gated manual transmission now - yay!), although the shifting animation is faster than Bruce Lee on amphetamines.
In the animations.ini a time of 0.8 (doubled from the original 0.4) seems much more earthly.
Just edit all entries to read TIME = 0.8; 0.4

Also, the texture mapping on the inside of the sunstrip has stretched all the (sadly low-res) lettering vertically, but a quick texture swap with a plain grey will fix it, although this will of course remove all the sunstrip lettering, inside and out.
There's also some light leakage and janky illumination around the roll cage reinforcement which can be helped with this added to the main config:

Code:
;stop sun ingress around cockpit mesh seams, into footwells etc
[SHADER_REPLACEMENT_...]
ACTIVE = 1
MATERIALS = INT_CARPAINT1, black_glass, body, INT_PLASTIC, rubber_trim ;external bodywork, trim, pillars, dashboard etc
CULL_MODE = DOUBLESIDED
CAST_SHADOWS = 1
DOUBLE_FACE_SHADOW_BIASED = 1
It was stealth updated months ago, Still go no clue what the update did since Guerilla does a poor job at telling us anything.
 
Final version 2.0 of the 1992/1993 leaderboards. This new version uses the correct font, shows the player photos, all correct numbers, engine manufacturers and team information. Both season specific.

Now I'm satisfied with these and can concentrate on playing. Hehe. Merry christmas everyone.



 
Hello

Joux verte is online!





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CowFX? Instant download!!
 
Merry Christmas! 🎄

Schottenring 1967 released!
This 3D-track was made for GPL by Mark Daniels, Eric Bourgouin, Andre Streu, Paul Jackson and John Basara. It was converted and improved to gMotor2 by NeelJ. Conversion and enhancement to Assetto Corsa by Rainmaker.


Features:
-competitive AI
-night lights
-vao patch
-working track map
-support for hot lap mode
-replay cameras by DaBaeda
-support for time attack mode
-32 pit boxes with working pit lane
-track description
-animated balloons
-CSP support: RainFX, GrassFX, water shader
-upscaled textures
-working start lights
-option for bumpy and smooth road meshes in extras folder, standard is medium bumpy
-added option to removed 2d crowds: open the ext_config.ini in the extension folder scroll down to last ";remove 2d crowds" and set ACTIVE = 1

Known issues:
-race grids with around 20 cars and more are heavy on FPS
-the original wall objects are double sided, that means especially for open wheelers the collision is a bit harsh, I reworked the walls for the hot spots for better collision reaction, but there are might still some problem areas


Get always the latest version here:




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Thanks, could it be you did made two versions, one from GPL and one from gMotor2
"author": "GPL by Andre \"f1_edition\" Streu, AC by Rainmaker and Gunnar333", "version": "2.0",
"author": "gMotor2 by NeelJ, AC by Rainmaker", "version": "1.0",
 
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