Assetto Corsa PC Mods General DiscussionPC 

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Not atm, but imo it would be useful to name the cars in question, so others can check ?
Good day Fanapryde and @Aaron Green,

Apologies for this late reply on the matter. I was able to solve this weird problem with the engine sounds going numb on 1 or 2 cars.

The car in question is a modded (No Hesi) BMW M4 (ADRO). I know, it's one of those overexaggerated cars with too much grip and
too much well, ehh everything to be honest...

Anyway, I had a look at the audio setting in AC and turned down the master volume from 1.0 to 0.4 and voila...all good now. Still fiddling around with the settings, but 1.0 for master volume is killing the engine sounds on this one again from ~120km/h. Lower than 1.0 seems to do the trick with no affect on other cars. I'll keep it this way.
 
Yes in theory I know how it works, practically it does not work.

I have tried it myself, but adding surfaces does not have any effect.
It should have partly the name of the mesh in the "key=XYZ" line (yes all capital letters) and I know about the DIRT_ADDITIVE number.

BUT, it still does not work for the sandpatches at the pit area and on track.

pitsand_SUB0, pitsand_SUB1, sand (sandlayer on the road) are the names of the meshes.
meshes must have physical properties (1pitsand_SUB0, 1pitsand_SUB1)
 
There was some talk about the E46 M3 CSL a little while back, but the links are mostly dead.

I can help with the physics, I have already done a bit of research (I have the aftersales manual and alignment sheet so far), but when it comes to the 3D I have no clue.... Is there a recent model of the car available anywhere?

I can use the E46 M3 that was posted as a mule, but it would be good to have the real deal in the game, GTP project?
 
F1 2010 V5 mod released by Cimmerian_Iter
Longest developed mod got more complete for V5, I have separated this update in 2 parts, for poor people like me who lives with a 500GB hardrive

Changelog :
  • Shader update
  • Added the 2 late season variant of Williams and Virgin from LMT
  • Increased steering lock so that you can do monaco hairpin
  • New steering wheel for the williams
  • New skin pack for every cars, showcasing every variant of drivers helmet, skins and liveries across the season. Made by GIL

Download car HERE

Download skins HERE

1742814574780.png

1742814582331.png

1742814867644.png

1742814959253.png
 
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F1 2010 V5 mod released by Cimmerian_Iter
Longest developed mod got more complete for V5, I have separated this update in 2 parts, for poor people like me who lives with a 500GB hardrive

Changelog :
  • Shader update
  • Added the 2 late season variant of Williams and Ferrari from LMT
  • Increased steering lock so that you can do monaco hairpin
  • New steering wheel for the williams
  • New skin pack for every cars, showcasing every variant of drivers helmet, skins and liveries across the season. Made by GIL

Download car HERE

Download skins HERE

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Hey, I noticed a small typo on the skin folder for the ToroRosso, you've put a second R making it TorroRosso so when installing it doesn't go to the car folder ;) Anyway thanks for the update this cars are amazing
 

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F1 2010 V5 mod released by Cimmerian_Iter
Longest developed mod got more complete for V5, I have separated this update in 2 parts, for poor people like me who lives with a 500GB hardrive

Changelog :
  • Shader update
  • Added the 2 late season variant of Williams and Ferrari from LMT
  • Increased steering lock so that you can do monaco hairpin
  • New steering wheel for the williams
  • New skin pack for every cars, showcasing every variant of drivers helmet, skins and liveries across the season. Made by GIL

Download car HERE

Download skins HERE

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Invisible left rear suspension on the Codies Williams, weirdly enough it is there but it's just not rendering in game for whatever reason lol

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I need some help to improve a grid of gutter tier racing, which i find to be really fun :



I added a new fastlane that seem to work fine (the original one was way too slow), only for the long layout.
As for the track itself, it needs a huge update : RainfX, grassFX, a whole vegetation color grading remaster maybe (@Rainmaker87 and @racinjoe013 maybe? Pleeeeaaaaase😅?).
Of course i would love a new road mesh or at least some road texture, dirt on the road sides, and some more scenery, but i found the layout to be very satisfying.

Of course it should be thinner as well, as seen on this vid :


The car links are in the vid description in case, but i've found a few issues with some cars.

The Mercedes W194 has a weird glitch in its mirrors, and the tyre model/Physics could be a little less forgiving (it's on rails atm, so nothing really interresting apart from a grid filler). As well some new liveries could help.

The Corvette C1 is just perfect against the 356, going faster in straight and loosing pace on corners, and also burning tyres as fast as the Porsche.

I added an AI version and a BOP version for the Porsche, just for it to follow the grid.

The TCL (MG-MGA and Jaguar) cars are still way too fast for the Porsche, but it's an easy fix to make them slower, and i don't mind running on the edge for a few laps to finally reach them.

The Speedster from @alexlockout has been taken down for some reason, Alex, if you have a spare link maybe? It's a great car, faster than the 1600GS, and challenging to race against.


On the other end, @Olaf Huelse posted its Sauerlandring track here and on RD a few weeks ago, and i wonder if you guys could reach him out to help him get the scenery better. I personnally love the layout (i can't believe there's a working AI fastlane), combined with some early 70s drifters it's a very unique experience (@Alguecool's gen2 Fairlady was made for it)



I'm guessing some better 2D elements, better 2D trees, bushes, GrassFX and materials/shaders and stuff could help. I heard Olaf was very enthusiastic, and since he has an account on GTplanet, he would probably be very open minded about getting new ideas and hints?

To get back on the Fairlady gen2, some 70s GrpC ATCC cars are a good start for opponents, the Kunos Escort and Pessio's GTAM are quite challenging as well, but i can't really find a good Datsun 432 or 240Z or other japanese vintage cars to run against it. If you have any ideas, i'm taking it.

And finally, i gave another try at the Usual Suspects Dundrod and the AI Fastlane seems to be broken. There's another AI fastlane in the folder, but it needs rework on the sidelines? Is there any newer version available?
 
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The Speedster from @alexlockout has been taken down for some reason, Alex, if you have a spare link maybe?
hi. i was going to do a big physics reconstruction for 356, so i deleted the link. but then lotus 23 appeared, and i completely forgot about porsche 356, and it remained completely without my attention). here is the latest version, which i found on my disk.
 
hi. i was going to do a big physics reconstruction for 356, so i deleted the link. but then lotus 23 appeared, and i completely forgot about porsche 356, and it remained completely without my attention). here is the latest version, which i found on my disk.
Added to the yt description, thanks. Out of curiosity, what are you working on? I really enjoy this car. My hopes are mostly on liveries😁
 
I have a question for the modders please. Is there a way to edit the track materials of the various elements of the track as it is possible for the cars through extension file? For example in the extension file of each car you can edit in real time the prop of each material for the car, I was wondering if the same was possible for track elements in the track extension
 
I have a question for the modders please. Is there a way to edit the track materials of the various elements of the track as it is possible for the cars through extension file? For example in the extension file of each car you can edit in real time the prop of each material for the car, I was wondering if the same was possible for track elements in the track extension
Yes, that is possible. Similar to car materials, you can modify shaders, textures, and material properties for tracks dynamically in real-time.
 
Ive got two problems that Ive noticed only since i stupidly downloaded a neckfx setting that jacked everything up in my settings it seems. I could be wrong about the culprit but i did go back to all of my other saved settings yet it did not fix these issues. I have blur or ghosting on my hands (motion blur is turned off buit when i tried the neckfx the blur went crazy on some liveries and not on others and the track had blur all over it, turned neckfx back off and reloaded my old settings) and also the crowd is flashing/glowing different color lights which is easier to see in video but I screenshot them so you get the idea. Any suggestions to fix this?

EDIT: fixed!
It seems to be a gary real setting in the pp settings that was checked on under either tonemapping or spice. I cant remember where now but once i turned it off it fixed everything
 

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About the comatose state once the race is loaded, it happens with the "heavier" cars.
Example, no problems with a full grid of gt1 cars, all sort of problems with gt3's and gen3supercars.

On Okayama(MB) with 24 gt3's I get a minute or two of comatose state but then then race is doable, replay works etc.
Bathurst (RT) with CF1 update and 24 gen3supercars is unplayable and crashing with the following message:

00007FFD3C72AB6A (KERNELBASE): (filename not available): RaiseException
00007FFCB06CB838 (DWrite): (filename not available): DWriteCreateFactory
00007FFCAFFEA98C (DWrite): (filename not available): DWriteCreateFactory
AC\graphicsmanager.cpp (383): GraphicsManager::endScene
AC\game.cpp (166): Game::embarrassed:nIdle
AC\game.cpp (210): Game::run
AC\acs.cpp (477): wWinMain
f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c (618): __tmainCRTStartup
00007FFD3CEDE8D7 (KERNEL32): (filename not available): BaseThreadInitThunk
00007FFD3EE5BF6C (ntdll): (filename not available): RtlUserThreadStart

I recently jumped from CSP 0.2.4 to 0.2.8 and all this wasn't happening before.
ryzen 7 7800X3D/4070sti/32 gigs.

Have all the logs if anyone wants to party.
 
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And finally, i gave another try at the Usual Suspects Dundrod and the AI Fastlane seems to be broken. There's another AI fastlane in the folder, but it needs rework on the sidelines? Is there any newer version available?
it might come soon enough... or not.
All I've had confirmed is that they've been working on a reverse layout, so we can hope for an update of the ai on og layout not to be excluded.
 
Yes, that is possible. Similar to car materials, you can modify shaders, textures, and material properties for tracks dynamically in real-time.
Perfect, to find such a thing for cars I go into the showroom and by clicking on different parts of the car this gives me the name of the texture I want to change the material of. How can I do the same for the tracks?
 
Announcing that thing I ominously teased earlier this week!



830740-d12c0bd02dd9caa504e45172e24c4b80.data





For those who use Bass Shakers with SimHub, whether it be Dayton pucks, Haptic Seats, Buttkickers or anything in between, you'll know that Assetto Corsa doesn't send any data via telemetry that can be used for Kerb effects. Other titles like AMS2 and ACC have this effect (although ACC's official telemetry support for kerbs is limited and poor) - but AC never has due to this data limitation. Even the official dev of SimHub, Wotever, essentially abandoned the idea a few years ago and left "Road Rumble" for Assetto Corsa as officially unsupported. This meant that there was no kerb/grass vibration through SimHub whatsoever - and things looked bleak.

Screenshot (287).png


Until now.

Using the LUA functionality of CSP, RaceDepartment member DaZD has been able to intercept and send considerably more telemetry data from AC to SimHub - and now, this includes the canned "Kerb Effect" that AC uses. After some tweaking to different parameters, we finally have a first draft for "Road Rumble" in AC.


Link to SimHubUDPConnnector:



Kerbs are working (for any kerb that has kerb effect), as is grass (at a little less than half of the gain) - and even collisions with walls and other cars work as well (still WIP, right now it's too soft for our liking).

First and foremost, all credit to DaZD for making this app - the scripting itself is above my amateur coding pay grade. I am merely the test monkey, along with the liaison for the idea itself and the author of the SimHub in-game settings themselves (gain, Hz, white noise, gamma, etc.) - as I already custom-made the effect and curve for AMS2 years ago. It took quite a few hours in the seat to tweak into a good window - and one code rewrite - but I think we're happy at the moment.

Finally, keep in mind that different settings will work for different setups. DaZD uses an NLR HF8 Haptic seat - while I use two Buttkicker Advances. While everything will work just fine at a base level for all haptic setups, the in-SimHub settings will be significantly different for different setups like these. For example, the HF8 doesn't recognize frequencies at all - whereas for my setup, frequency settings and curves are extremely important for differentiating various SimHub effects (I'd say I use about 2/3rds of the available options).


If you use haptics, give the app a download and the new kerbs and grass rumble a try. We're happy with how it's come along - but we definitely expect further tweaking with wider testing.



Cheers all, and don't hesitate to message me both publicly or privately with questions.
 
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THR layout v2.0 update


Hey racers,

It took a lot longer than originally planned - being an admin at THR doesn’t leave much free time ;-)

But now, it’s finally done!
We took inspiration from the 1975 TV broadcast and did our best to bring that feeling back to the track.
Countless hours of work went into this update, but all of us at THR are excited to present you with the refreshed version.

Silverstone 1975 is shining in new glory!

preview_big.jpg


Here’s what you can look forward to in v2.0:
  • lowered horizon (Slider)
  • trees added (pitman)
  • pitbuilding added (pitman)
  • pitlane corrected (pitman)
  • grass corrected (pitman)
  • new cameras added (Felix789)
  • grandstands added (pitman)
  • adboards added (pitman)
  • 1975 style applied (Flow)

https://www.overtake.gg/downloads/improved-layout-to-rmi_wood%C2%B4s-silverstone-1975.52348/updates
(You need to install rmi_wood´s base track and can simply drag the THR layout file into Content Manager.)


We will race the track in our current F1 1975 championship. If you like to experience it yourself, join our Discord via our Website THR - THRacing.

We wish you a lot of fun!
THR pitman

P.S.: A small donation would be very cool, to keep vintage racing at THR running.

Credits:
@RMi_wood for the base track and the permission
@Sergio Loro for the people and spectators
@Flow for the 1975 adboard banners
@Felix789 for the cameras
Slider for the lowered horizon
 
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Hi everyone, I would need a little help to redo the "background of car meter" in high definition (because his drool is everywhere) , I searched everywhere on the net this model but I found nothing , I ask for your help! Thank you!
 

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Perfect, to find such a thing for cars I go into the showroom and by clicking on different parts of the car this gives me the name of the texture I want to change the material of. How can I do the same for the tracks?
You can use Objects Inspector in the game and just ALT+click on any object.

1742852998764.png
 
are there any good carpacks where the cars are bop´ed nicely?

Looking for GT3, LMH, Touring Cars (except the VRC & Cyril mods) etc.

Too bad Cyril doesn´t have the BMW yet.
 
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24H
are there any good carpacks where the cars are bop´ed nicely?

Looking for GT3, LMH, Touring Cars (except the VRC & Cyril mods) etc.

Too bad Cyril doesn´t have the BMW yet.
For GT3's, I use the TRR cars (but with a twist) because they are well balanced. The twist is that I did a physics swap of the TRR cars with copies of their RSS and other counterparts. So I get the RSS models and skins, but the TRR physics and BoP. It was time consuming, but well worth it for when I want to do some GT3 racing. You could just use the TRR cars and avoid the whole physics swap part. They may not have the quality models and skins, but they are not bad.
 
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Here is the link to pack 2 (1972 F1 cars)
LOTUS / MARCH.WILLIAMS / MARCH

- Lotus 72d Early (two ".kn5" files that must be edited in the "lods" file in the "DATA" folder according to the desired race.
a) Lotus Especial (Brazil Gp Extra-championship, an adaptation I made...)
b) Lotus 72 Early (ARG-ESP-MON)

  • Lotus 72d Season (car for the rest of the season)
  • March Williams- March 721 Early
  • March 721 Early 2
  • March 721g
  • March 721g ( Italia )
  • March 721x ( Spain-Monaco-Belgium )

The "DRIVER 3D" file is the same as in the previous pack.
Some cars already contain the files for (driver_70 + driver_70_fe)
 

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For GT3's, I use the TRR cars (but with a twist) because they are well balanced. The twist is that I did a physics swap of the TRR cars with copies of their RSS and other counterparts. So I get the RSS models and skins, but the TRR physics and BoP. It was time consuming, but well worth it for when I want to do some GT3 racing. You could just use the TRR cars and avoid the whole physics swap part. They may not have the quality models and skins, but they are not bad.
Bro.

BRO.jpg
 
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