Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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About the Ferrari 641/2 (Version 1.01), I noticed something's wrong with the sounds in the cockpit view (floaty sound balance) which not appeared in the previous betas.

The engine sound has a "floaty volume" between the left and the right speakers, by the way the balance of the engine may be out of the center sometimes.
I didn't noticed this issue with an external view watching a replay.

I thought that It could be a sound improvment with the head movements but It appeared also in long straight (I tested it on vanilla Brands-Hatch track).

I tested another car on the same track (maybe my system got an issue, who knows ?) and It was perfect again.
 
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Mercedes SSK W06 1928 (Updated)
by Velo

From GTR2

20 SKINS (10 Original & 10 additional skins by Velo)
__custom_showroom_1572118265.jpg

new link with windscreen transparency fix.
Link : http://velosmodsworkshop.com.mx/mercedes%20-%20benz.html
 
A new one!
icon_lol.gif


Auto Union Ring, from frasie, gilles75 convert, nobody, fixed by Sliderman

Thanks Fanapryde for corner names and testíng, nobody for a helping hand with shadows and for videopica.dds.
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https://sharemods.com/6ngawp2h5h1o/auto ... 95.7z.html

Please install manually, just extract all from archive into AC root folder. :)

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Wow! Thanks for updating this track!
Very fun to drive especially with a classic racer.
I was hot lapping with an Alfa Romeo gtam.
Great combination.
It will be perfect if any of you genius can make billboards and add more detail to it.
Thanks again!
 
Hi guys, I've updated my mod again! :gtpflag:

Update Alfa Romeo 155 V6 Ti DTM '95 v0.85 - Changelog:
- Reworked rear fenders
- New wings for all versions
- Changed location of .ini files in extension folder (reinstall recommended)

Skin updates
- Two new skins added (7 of (maybe) 15 now)
- Jägermeister skin finished
- Fixed some issues in some skins
- Red banner on rear window added
- Numberplates added on all skins



C8yA5Qv.jpg


View attachment 860475 View attachment 860476 View attachment 860477

Question:
Do you all think the physic need some work or is it alright for you? Because I'm planning to do some work on the physic and I would like to know how to improve it (tbh I'm not really an expert in this area, so feel free to help me)

Enjoy!

These are very nice - thank you!
They load as four separate cars with identical performance figures, so it'd be interesting to know what the differences are between them. Is it purely cosmetic, just wheels, rear wing and rear diffusers? Were the differences to meet regs for different events, or different aero for different tracks? Cheers, and thanks again.
 
Hello !
I see that assetto garage make the new continental GT3 and the toyota supra GT3 concept.
Do you know where I can find all there mods ? I can't find any mods on the assetto garage's website.
 



Highlands without pub


Hi guys, i have the wet mod but can't get the car to reflect onto the road like this video? Any ideas what i have set wrong or is it some tweaks in CM i need to do?
All I get is the buildings reflecting, i mean it looks great, but i'd love to get the car reflecting also..
 
At the moment, there aren't any. But there will by a skinpack for the Mazda DPi in the first half of November (according to PR0JECTNR56). And you can also try gladbecker82's skinpack for the old Cadillac DPi (https://www.racedepartment.com/downloads/cadillac-dpi-imsa-2019-skin-pack.28139/), it should also work for the Rollovers one.

The Mazda proves to be a challenge, the deeper I go in the rabbit hole, the more mistake I find to correct.

At some point of the skin creation, I decided to go all in, involving some 3Dsimed editing for the materials, car paint, reflections, carbon texture etc., so the skin will come with a new KN5 file as well.

Few WIP details shots (you might be able to see a few mistakes, but they will get fixed later):
__custom_showroom_1572206564.png
__custom_showroom_1572206588.png
__custom_showroom_1572206613.png
__custom_showroom_1572206685.png
 

Wow. I know these come from an old mod from the rFactor era, and you can see some of the poly edges and so forth, but I'm still happy to have cars like this, especially if their physics are accurate. I wish more modders had the idea to import ISIMotor-era cars to Assetto Corsa; the models may not be super-high-res but it seems like it'll be the only way to get a lot of these older historic cars into the game.
 
The speedtail has been put on hold because one of the modders will be retired for two weeks. And it looks like rtm is still not dead what i mean by this?
2019.10.27-10.13.png

they will put the VIP mod meta aka 100$+ mods.
Also have any of these skylines been as a ac mod?
  • GT-R
  • GT-R V·spec N1
  • GT-R V·spec II
  • GT-R V·spec II N1
  • GT-R M·spec
  • GT-R V·spec II Nür
  • GT-R M·spec Nür
  • GT-R NISMO S-tune
  • GT-R NISMO R-tune
  • GT-R NISMO Z-tune

 
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Do they keep a change log anywhere? The trello board they have only goes up to something like preview42 for info.

They do on Discord:

v0.1.25-preview245

• Grass FX for new procedural grass (still WIP though, far from good);
• Particles FX: sparks reworked, new particles for pieces and marbles, a few fixes for smoke and dust;
• Smart Shadows: adaptive distances for better distant shadows with Extra FX;
• Extra FX: • New approach for bounced lights, quite fast;
• Screen-space lights (for now, only sparks);
• New IMGUI-based apps (very WIP, more to come later);
• Python apps: include icons in main app folder by naming them as “app.png” or “<form name>.png”:
• Make it a simple icon without circle or background, patch would turn it into regular style icon;
• Vertex shadows for trees (at least as a temporary fix);
• Proper alpha-to-coverage for grass, trees and ksPerPixelAT (no more banding, instead, it’s used for anti-aliasing as it should be); • Specular lighting is affected by Lambert diffuse multiplier to get rid of wrong speculars;
• New ksPerPixel_ppfog shader: simplest ksPerPixel, but with per-pixel fog, for tracks with some huge triangles (better to not do that though);
• New biased double face shadow option for track meshes;
• Option for alternative flip model initialization, improving performance a bit;
• Improved auto-focus with Ctrl+Click, now working without photomode as well;
• Use Ctrl+End to deactivate depth of field effect;
• New taskbar: option for new icons style;
• Align free camera vertically by pressing Ctrl+F7;
• Car instrument inputs:
• Set pivot for min/max mode, allowing to pick value the most or the least different from the pivot;
• New input: POSITION, for race position;
• New INPUT_THRESHOLD_LOWER/INPUT_THRESHOLD_UPPER options;
• Cornering lights now would only work with headlights enabled;
• Fixes.

Links:
https://acstuff.ru/patch/#0.1.25-preview245 (full changelog);
https://acstuff.ru/patch/?get=0.1.25-preview245;

Now it’s fixing and documenting time! Very sorry that update took so long.
 
They do on Discord:

v0.1.25-preview245

• Grass FX for new procedural grass (still WIP though, far from good);
• Particles FX: sparks reworked, new particles for pieces and marbles, a few fixes for smoke and dust;
• Smart Shadows: adaptive distances for better distant shadows with Extra FX;
• Extra FX: • New approach for bounced lights, quite fast;
• Screen-space lights (for now, only sparks);
• New IMGUI-based apps (very WIP, more to come later);
• Python apps: include icons in main app folder by naming them as “app.png” or “<form name>.png”:
• Make it a simple icon without circle or background, patch would turn it into regular style icon;
• Vertex shadows for trees (at least as a temporary fix);
• Proper alpha-to-coverage for grass, trees and ksPerPixelAT (no more banding, instead, it’s used for anti-aliasing as it should be); • Specular lighting is affected by Lambert diffuse multiplier to get rid of wrong speculars;
• New ksPerPixel_ppfog shader: simplest ksPerPixel, but with per-pixel fog, for tracks with some huge triangles (better to not do that though);
• New biased double face shadow option for track meshes;
• Option for alternative flip model initialization, improving performance a bit;
• Improved auto-focus with Ctrl+Click, now working without photomode as well;
• Use Ctrl+End to deactivate depth of field effect;
• New taskbar: option for new icons style;
• Align free camera vertically by pressing Ctrl+F7;
• Car instrument inputs:
• Set pivot for min/max mode, allowing to pick value the most or the least different from the pivot;
• New input: POSITION, for race position;
• New INPUT_THRESHOLD_LOWER/INPUT_THRESHOLD_UPPER options;
• Cornering lights now would only work with headlights enabled;
• Fixes.

Links:
https://acstuff.ru/patch/#0.1.25-preview245 (full changelog);
https://acstuff.ru/patch/?get=0.1.25-preview245;

Now it’s fixing and documenting time! Very sorry that update took so long.

Giant Lawn Mower mod

 
The new Shader Patch so far is magnificent.
Go figure I was currently working an a few cars I noticed would crash a race from starting due to "driver model missing", and this patch keeps that from happening. What crazy timing for that fix. I know it doesn't fix the problem but at least you have more time on track and less time diving through folders and files. ;)

The grass are in BIG clumps but like he said, he's going to work on it.
But everything looks great. Just gets better and better.
 
Does anyone have the download to Mexico GP ACU version? I found one file with 10 tracks earlier but it's been deleted and duck duck go hasn't given me anything.
 
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