Assetto Corsa PC Mods General DiscussionPC 

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Something is not working correctly for me, with the latest Alfa TZ2 from the GTCLegends pack. The gaduboyz TZ2(s) are installed as prescribed, but attempts to drive the GTC TZ2 get me the error:
--
TZ2-Error1.PNG

--
I re-downloaded and re-installed both the GTC60s V1.2 TZ2 and the Gaduboyz TZ2, to no avail.

Notable that the other cars using this refer-to-another-car technique work correctly (ferrari 250 GTO and the Alfa 33).

Anyone else? I guess I'll just use the Gadu boyz instead.

(Also notable that when attempting to view (in the CM Showroom) the TC60s TZ2 (and the Alfa 33 Stradale, but not the Ferrrari 250 GTO) results in using the showroom LITE instead of the regular showroom.)
 
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Something is not working correctly for me, with the latest Alfa TZ2 from the GTCLegends pack. The gaduboyz TZ2(s) are installed as prescribed, but attempts to drive the GTC TZ2 get me the error:
--
View attachment 1419088
--
I re-downloaded and re-installed both the GTC60s V1.2 TZ2 and the Gaduboyz TZ2, to no avail.

Notable that the other cars using this refer-to-another-car technique work correctly (ferrari 250 GTO and the Alfa 33).

Anyone else? I guess I'll just use the Gadu boyz instead.
Same here... After messing two days with both packs, with various result, I ended up keeping most of my original cars. Quite some of the 'new' versions looked worse than before and had multiple issues (for me).
E.g. the Ferrari 250 LM. The GADU Boyz/ F40 LM Lover had a great instrument panel, AC Legends used a simplified one that looked quite bad..
For some cars the skins of the old versions became incompatible...etc...

On the other hand, there were some nice additions ;)
 
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Something is not working correctly for me, with the latest Alfa TZ2 from the GTCLegends pack. The gaduboyz TZ2(s) are installed as prescribed, but attempts to drive the GTC TZ2 get me the error:
--
View attachment 1419088
--
I re-downloaded and re-installed both the GTC60s V1.2 TZ2 and the Gaduboyz TZ2, to no avail.

Notable that the other cars using this refer-to-another-car technique work correctly (ferrari 250 GTO and the Alfa 33).

Anyone else? I guess I'll just use the Gadu boyz instead.

(Also notable that when attempting to view (in the CM Showroom) the TC60s TZ2 (and the Alfa 33 Stradale, but not the Ferrrari 250 GTO) results in using the showroom LITE instead of the regular showroom.)
They are aware it's the same for everybody, awaiting an update to fix the problem
 
Porsche 924 LM/GTP/GTU - v1.0

View attachment 1418272View attachment 1418273View attachment 1418274View attachment 1418275View attachment 1418276



features:
  • 3 variants with chassis# matched specifications where applicable
  • LM: dyno tuned, gearbox, top speed and performance accurate acording to historic specs as run at LeMans 1980-1981 (345bhp)
  • GTP: same as above but based on the 1981-1982 customer cars for IMSA GTP Gr4 (375bhp)
  • GTU: based on semi-fictional GTU/GTO Gr5 style specs (572bhp)

- Physics for engines/drivetrain/gearbox were researched from FIA Homologation records and actual dyno run traces

  • skin sets all use custom tyre textures and wheel sets as well as different light treatments and other misc bits via configs
  • small errors may exist, gap in interior door is known, however uncorrectable at this time, sorry for any inconvenience
  • template included

- CSP is required


credits:


:: DOWNLOAD ::
I've been patiently waiting for the release. Many thanks!
 
Same here... After messing two days with both packs, with various result, I ended up keeping most of my original cars. Quite some of the 'new' versions looked worse than before and had multiple issues (for me).
E.g. the Ferrari 250 LM. The GADU Boyz/ F40 LM Lover had a great instrument panel, AC Legends used a simplified one that looked quite bad..
For some cars the skins of the old versions became incompatible...etc...

On the other hand, there were some nice additions ;)
The previous WSC pack used this same 250LM, they've always been separate conversions. Gadu's conversion is fantastic if course, and somewhat heavier in textures - the WSC one is meant for bigger grids and is a bit more simplified.

Fortunately, Gadu's worked with Bazza & Co on the latest set, hence some beautiful polish on cars like the Dino and the T33/2 (on Overtake).

There shouldn't be any examples of the old skins not working on the new cars, but note the 911 model is a completely different one (I kept the older 'R' model for the 1968-1971 cars and the new SWB for the 65-67 ones personally).



Something is not working correctly for me, with the latest Alfa TZ2 from the GTCLegends pack. The gaduboyz TZ2(s) are installed as prescribed, but attempts to drive the GTC TZ2 get me the error:
--
View attachment 1419088
--
I re-downloaded and re-installed both the GTC60s V1.2 TZ2 and the Gaduboyz TZ2, to no avail.

Notable that the other cars using this refer-to-another-car technique work correctly (ferrari 250 GTO and the Alfa 33).

Anyone else? I guess I'll just use the Gadu boyz instead.

(Also notable that when attempting to view (in the CM Showroom) the TC60s TZ2 (and the Alfa 33 Stradale, but not the Ferrrari 250 GTO) results in using the showroom LITE instead of the regular showroom.)

This is an issue caused by different versions of CSP; it works on 2.2 and older but not newer ones. A fix is in the pipeline but give it a week or so for a patch to address a few issues, just ignore the TZ2 for now.


so i can do it for each car listed there but put instead of the example tvr mod (non ac legends) lod names the names of the cars i wanna use instead?

Maybe I misunderstood, but for these three you can copy the KN5 files to the ACL cars, update lods.ini to refer to them, and delete the original cars, if you want to save a few MBs.


@racinjoe013 @Felix789
Awesome that you try to fix the mesh problems at Old Spa.

I remember a deadly one on the far left side of the Holowel Straight.
If I remember correctly it is at around the 100 Meter Sign before Stavelot.

View attachment 1419080

I guess you found it already. If not and if needed a can make a picture when I am back at my PC.





Onto the haybales. I agree with Felix.
It would be great for online racing to have them passthrough or better slightly touchable, like they behave at 60s Zeltweg (https://www.overtake.gg/downloads/zeltweg-1966.67840/).
The reason is that the haybales are often the last thing drivers see before they end their race in a fatal crash, when they only touch them a bit while passing them fast.

To cover both (AI and Online), two different layouts might be and idea.

Many thanks for your effort @racinjoe013

Agree this is a great way to do hay bales, they're inconvenient but not fatal. This is also the reason for the incredible Tulln being a 99/100 rather than the full 100 for me. Maybe 999/1000 is closer.
 
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re haybales and embeded tires:

I have been using a technique for several years now, (first?) realized in my Keimola release with its infamous burried tires.
Another track to feature my softbales style is Paramount Ranch among others.

These were achieved by surfaces manipulation without implimenting CSP custom collision parameters (which is still quite buggy imho).
 
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re haybales and embeded tires:

I have been using a technique for several years now, (first?) realized in my Keimola release with its infamous burried tires.
Another track to feature my softbales style is Paramount Ranch among others.

These were achieved by surfaces manipulation without implimenting CSP custom collision parameters (which is still quite buggy imho).

I know sod all about track edits, so sorry if this is a daft question, but is there a way to apply that to tracks with solid bales if those aren't mentioned in the surfaces.ini file?
 
Hoping in the near future that some of these versions of the

Matra, Ligier JS2 and Ford GT40 (partially converted from GTR2) and with the possible improvements in the textures made (by MrHunt) ....

and some WM and Mirage (in the same way but with improvements by Aleroy), can be made ( in the standard by Bazza or another simulator that comes to make them).

For now we will use these to compose the historical grids.
 

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Hoping in the near future that some of these versions of the

Matra, Ligier J2 and Ford GT40 (partially converted from GTR2) and with the possible improvements in the textures made (by MrHunt) ....

and some WM and Mirage (in the same way but with improvements by Aleroy), can be made ( in the standard by Bazza or another simulator that comes to make them).

For now we will use these to compose the historical grids.
Looks great. Will you be publishing them on Discord?
 
Starting to wonder if the last CSP update has borked the shadows. I can't seem to get rid of quite vivid tramline shadow banding on the track and adboards etc.
Changing the time of day with the Pure slider has the tramlines changing direction as the sun position changes.
The effect gets worse at low sun angles.
Increasing shadow resolution lessens the effect, but does not eliminate it.
I've tried all sorts of Smart Shadow settings, different splits etc etc.
Looks pretty awful.
 
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That does kind of help to deconstruct things. I think.
From this text...
Code:
; Shadow cascades for interior cameras. unfortunately, with only three splits,
; not much can be done, so if you want to increase quality or distance for shadows
; outside, you can go full Gran Turismo and set it to something like 25, 75, 200
; (that game has incredibly bad interior shadows, but with dark interiors, it’s not
; really noticeable). Also, if needed, original Kunos values are 1.3, 80, 250.
INTERIOR_SPLIT=1.3, 40, 200 ; Distances for interior; text; hidden with AUTOMATIC_SPLITS
... it seems that the first value was the distance in metres that the highest-quality shadow would be rendered (then cascading down to the second mid-quality split then the third lowest-quality split), which Kunos had at 1.3m but Polyphony Digital set at 25m.
So, with a beefy PC you should be able to set the first split distance quite high and get (probably totally unnecessarily) cockpit-quality shadows off into the environment at whatever distance you set. But this only seems to work if you have Custom Shadow Matrices ticked, and even then results aren't great, and cockpit shadows flicker. Seems I also need to have shadow resolution set to 4096x4096 in AC video settings to avoid reduce shadow banding in the environment.
I think I tried upping the first split from 1.3 to like 15.It made the transition to the next split very stark.

Starting to wonder if the last CSP update has borked the shadows. I can't seem to get rid of quite vivid tramline shadow banding on the track and adboards etc.
Changing the time of day with the Pure slider has the tramlines changing direction as the sun position changes.
The effect gets worse at low sun angles.
Increasing shadow resolution lessens the effect, but does not eliminate it.
I've tried all sorts of Smart Shadow settings, different splits etc etc.
Looks pretty awful.
Yes,I am seeing lots of self shadowing bands on all the tracks.
 
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I decided to create two Corvette skins (DX Sunray Oil Co.) in a simple way.
The version of the Corvette (by Bazza) for the 1968 24 Hours of Daytona (it's 1967 for car number 31).

The cars (29 and 30) are from the (1969 C3) version.

It will do for now. I hope someone does it better.
 

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Whats the easiest way to adjust seabelt to driver?
Can I import the driver into Blender then adjust it?
As of now its quite painstaking to adjust - save - check in CM...
 

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I hope everyone has this version of the Ford p68 (different from the Legion version with spoiler).

Skins from the 1968 BOAC 6h race (Team Alan Mann) to compose the grid.

 

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Sunset Peninsula (fictional track from Forza Motorsport 4) is available for Assetto Corsa for many years now. Unfortunately it is just a freeroam track:


Well... this is one big POS. (I originally downloaded this back in 2021 it seems)
It would need EXTENSIVE UV remaping and a ton of 3d work to even be presentable

Don't even need FM2023 for that one, FM4 would suffice. And there's plenty of tool to extract the tracks (xDelta, XISO, Forza Studios...)

I gave those FM3-4 tracks to rmi last year, maybe something will come out of it, maybe not !
Well, I still have the archive extracted in my dev folder. I could try again to have a look but if I recall the tracks did not look viable to produce anything of quality.
 
Kunming Competitors Kartclub(昆明竞速卡丁车俱乐部)
A real kart track in Kunming, Yunnan province, China(中国云南省昆明市).
Made by me.
Grassfx, rainfx and lights added, csp 1.79 or higher needed.
1 layout, 1 camera.
bgr03.png

Screenshot_trkg_kart225_kunming_competitors_kartclub_8-0-125-18-49-15.jpg

Screenshot_hipole_rental_kart_kunming_competitors_kartclub_8-0-125-18-13-13.jpg

Screenshot_trkg_kart225_kunming_competitors_kartclub_8-0-125-18-47-59.jpg

Download link:https://mega.nz/folder/z8Il0KCK#sWqQ4VdeEDJGOVOJmhyJ8w
The track address: No. 8-1, Luolong Road, Chenggong District, Kunming City, Yunnan Province(云南省昆明市呈贡区洛龙路8-1号).
Welcome to our kart club.



-----------------------------------------------------------------------------------------------------------------------------------------------------



Kunming SK1 Kartclub(昆明SK1卡丁车俱乐部)
A real kart track in Kunming, Yunnan province, China(中国云南省昆明市).
The track has been closed on October 2024 because of legal issues of land use, really a pity.
Made by me.
Grassfx, rainfx and lights added, csp 1.79 or higher needed.
1 layout, 2 camera.
bgr00.png

bgr01.jpg

Download link:https://mega.nz/folder/z8Il0KCK#sWqQ4VdeEDJGOVOJmhyJ8w
 
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