Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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Hi mate.
I honestly don't know what a single picture stands for. Makes me think if it's a nice screenshot of a car/track combo we already possess, a new skin, a soon to be (or not) release material. That's what I meant. Cheers!

Fair enough, sorry i'd posted what I was up to in earlier post and should of mentioned it was the castrol skin i was showing.

OK so that escort looks pretty cool as it is wide body and fits in the TCL 70 period well, it is on assettoland under Ford cars.
It is by a chap called WACK, for me out the box too much power for TCL 70 and on street rubber, so i went about engine swapping for the escort MK1 from TCL pack...
Then i didn't like the current physics so swapped some stuff around till i liked it.
Then just doing some skins and learning the ropes.
I won't release it as a stand alone 'mod' but the skins may get put on RD.
I have done the same sort of thing with a Triumph TR3 in the TCL 60 class and the Mini GT in the TCL 70 class plus a bunch of Alfa Romeo's.

It is all basic engine swapping and physics swapping and BOP (which i have now worked out thanks to a poster on here).

As far as i am aware once these mods are in my 'game' i can do what i like with them (even paid ones).... the line and getting over it, is once you start uploading them, so the access is there to get the cars and then do a few changes etc.
But I will say now that i won't be making my tweaks available.
For me swapping and engine over and swapping physics isn't really modding or worthy of cluttering up an already over populated scene with the same models with a multitude of stuff in data files...
And i would hate to give an impression that i am claiming to be a 'modder'. I am not. I don't make models or scratch make physics.... I am swapping stuff around between cars that I like the look of but hate the way they drive..

I hope this clears things up.
 
Yeah, it´s pretty much the same if not even way easier. :)
Just open the car in CM, click on object to hide (it´s only hidden not removed, thats for I meant quick´n´dirty ;) ), copy the name of the object and hide it in that ext_config.ini
For example to the hide that AssettoGarage badges put there:
Code:
HIDE = AM_VAN_GT12_BOOT_LODA002, AM_VAN_GT12_BUMPER_R_LODA_SUB2, AM_VAN_GT12_LIGHTS_LODA_SUB2,
instead of only
HIDE = AM_VAN_GT12_BOOT_LODA002
and you get rid of them, too. :)

View attachment 878248

How did you get the extension file to work. I placed the folder and file into the car folder and nothing changed. Is it an in game adjustment versus CM showroom and CM Previews? Thank you.
 
How did you get the extension file to work. I placed the folder and file into the car folder and nothing changed. Is it an in game adjustment versus CM showroom and CM Previews? Thank you.
In car_folder\extension\ext_config.ini or in ..\assettocorsa\extension\config\cars\mods\car_name.ini
Works only ingame, not for showroom. As mentioned just a quick´n´dirty hack.
For better, consistent results you have to "hard" edit the car model itself.
 
In car_folder\extension\ext_config.ini or in ..\assettocorsa\extension\config\cars\mods\car_name.ini
Works only ingame, not for showroom. As mentioned just a quick´n´dirty hack.
For better, consistent results you have to "hard" edit the car model itself.
Thank you. I was checking only the Showroom and CM Previews. Thank you for the "quick & dirty" hack :)
 
With static flags :
View attachment 878549

As just mentioned, look if you have a mills_long\data\camera_facing.ini and rename it for example to mills_long\data\camera_facing.ini_save
and it should laod the track again. :)

For the ones who wants the new grass fx feature and fixed flags (not this ugly long and doubled ones, imo a CSP thingy) put this at the end of your hopefully existing ..\assettocorsa\extension\config\tracks\mills.ini:
Code:
[GRASS_FX]
GRASS_MATERIALS = ?grass?, gravel
OCCLUDING_MATERIALS_ALPHA =
OCCLUDING_MATERIALS = road?, tarmac?, kerb?, ponte?
OCCLUDING_MESHES = material:road?, material:border?,
ORIGINAL_GRASS_MATERIALS =
HEIGHT_MULT = 0.1
EDGE_MULT = 3
COLOR_FACTOR = 0.95
TYPE_OFFSET = 2

[SHADER_REPLACEMENT_...]
ACTIVE = 1
DESCRIPTION = ksFlags to ksPerPixel
MATERIALS = flag?
SHADER = ksPerPixel

Maybe your mills.ini is in ..\loaded\ if not in above mentioned path.
If not download it here:
https://raw.githubusercontent.com/a...tension-config/master/config/tracks/mills.ini
and don´t forget the lights too:
https://github.com/ac-custom-shader...g/blob/master/config/tracks/mills__lights.kn5
Enjoy. :)
 
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looks amazing! will you link it?

The car was posted a few pages back...Look for the latest posts from @megolito

I made the skin in the pic I posted and although it isn't perfect it's got some carbon fibre bits and pieces (texture painstakingly made by me lol) and what I think is the correct paint colour for the AMR PRO. If anyone wants just the skin here's the link

Edited link with the proper folder structure thanks to @slider666
https://mega.nz/#!ibBUwajS!RyZNI9rdFrWF9-tAWQEWgqFJ57RKNLPjylEtq9OCyKA

It was posted a few pages back, go dig.

My pic is just of the skin I made. As the mod itself is so good I thought it deserved to look more like the original AMR PRO with the Stirling Green paint and some carbon. I didn't post a link to the skin because I wasn't sure I'd finished - I was just excited I'd made some carbon fibre that actually looks like carbon fibre and was maybe showing off a little ;)
 
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Anyone else getting abysmal frame rates in that Judd SLK V8 when using cockpit view? It's one of the worst-looking cockpits I've seen in quite some time (and the car will be binned as a result) but it seems to be really resource-heavy despite its low-poly simplicity.
 
Anyone else getting abysmal frame rates in that Judd SLK V8 when using cockpit view? It's one of the worst-looking cockpits I've seen in quite some time (and the car will be binned as a result) but it seems to be really resource-heavy despite its low-poly simplicity.

Yes check on CM analyse it has like a million over the expected amount to Kunos standards in the polygons. Absolutely tanked my system too and really ugly inside like you say.
 
Anyone else getting abysmal frame rates in that Judd SLK V8 when using cockpit view? It's one of the worst-looking cockpits I've seen in quite some time (and the car will be binned as a result) but it seems to be really resource-heavy despite its low-poly simplicity.

Yep, getting properly bad frame rates. 42 FPS at Yorkie Moors compared with 102FPS in the Aston GT12. And my god that cockpit is terrible. The jagged edges are the worst I've seen and considering there's nothing in there it shouldn't be dropping frames that badly.

Edit to say It's gone in the bin lol
 
The car was posted a few pages back...Look for the latest posts from @megolito

I made the skin in the pic I posted and although it isn't perfect it's got some carbon fibre bits and pieces (texture painstakingly made by me lol) and what I think is the correct paint colour for the AMR PRO. If anyone wants just the skin here's the link
https://mega.nz/#!XPJiTKJS!GhNbtFFQYLWA9aiW9l0pZ_OVPdM0ZXpc77mDK4RLSTo
Sorry, don´t want to critize you the bad way, just help you improving your skin releases in future. :)
Please put in your (hopefully comming) releases the skins and/or extensions folders in a car named folder at all. It´s way easier to install for all the other ones. In this special case there are 2 folders, the original ag-assettogarage one and the modificated and renamed folder from @megolito
Thx in advance! :) :cheers:
 
Sorry, don´t want to critize you the bad way, just help you improving your skin releases in future. :)
Please put in your (hopefully comming) releases the skins and/or extensions folders in a car named folder at all. It´s way easier to install for all the other ones. In this special case there are 2 folders, the original ag-assettogarage one and the modificated and renamed folder from @megolito
Thx in advance! :) :cheers:

No worries, it's all good. It's a thing I often do where my brain doesn't see things properly until it's been pointed out by someone so thank you for being the one to point this out. I'm gonna edit that post and and re-upload with the correct folder structure.

Edit: done :cheers: And yes there'll be more skins coming in the near future.
 
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Got bored trying to convert a model so did a new blimp skin instead.

Screenshot_judd_slk_carlsson_killarney_4-1-120-16-27-36.jpg
Screenshot_judd_slk_carlsson_killarney_4-1-120-16-28-34.jpg
 
For the ones who wants the new grass fx feature and fixed flags (not this ugly long and doubled ones, imo a CSP thingy) put this at the end of your hopefully existing ..\assettocorsa\extension\config\tracks\mills.ini:
Code:
[GRASS_FX]
GRASS_MATERIALS = ?grass?, gravel
OCCLUDING_MATERIALS_ALPHA =
OCCLUDING_MATERIALS = road?, tarmac?, kerb?, ponte?
OCCLUDING_MESHES = material:road?, material:border?,
ORIGINAL_GRASS_MATERIALS =
HEIGHT_MULT = 0.1
EDGE_MULT = 3
COLOR_FACTOR = 0.95
TYPE_OFFSET = 2

[SHADER_REPLACEMENT_...]
ACTIVE = 1
DESCRIPTION = ksFlags to ksPerPixel
MATERIALS = flag?
SHADER = ksPerPixel

Maybe your mills.ini is in ..\loaded\ if not in above mentioned path.
If not download it here:
https://raw.githubusercontent.com/a...tension-config/master/config/tracks/mills.ini
and don´t forget the lights too:
https://github.com/ac-custom-shader...g/blob/master/config/tracks/mills__lights.kn5
Enjoy. :)

I have no data folder in mills.I downloaded it from rd.
 
:boggled: :indiff: :irked: :nervous: :odd: :ouch: :scared:
data folder is always per track layout. Every track layout needs a data folder, so if no data folder on top, look deeper. ;)
As @Fanapryde mentioned there are subfolders:
..\assettocorsa\content\tracks\mills\mills_long\data\
 
BMW M3 GT2 2010 beta 0.98 by RPM


Kunos M3 GT2 modified physics :

- Detailled Arero
- New tyres
- No ABS
- Various details changes

Changes compared to 0.97 :
- Version 0,97 have an error in the direction, now really better FFB
- Changes in aero
- Changes on tyres

https://sharemods.com/ga4dn7z6cghr/M3_GT2_RPM_098.zip.html

Installation instructions in the zip.
Setups and Content Manager presets : some grids with only kunos and URD cars (low CPU & GPU usage), click "save preset" and put them here.

Here a good summary for not understeering or oversteering.
Keep psi to 34 - 35 for good grip.

To make real grids (look for one of the two GT2 or GTE car, on the right, not GT4 etc) :
https://www.racingsportscars.com/type/archive/BMW/M3 E92.html

Here you can found some links to do the grids : cars, circuits, etc...
https://www.gtplanet.net/forum/threads/endurance-around-2010-cars-tracks-grids-and-infos.391130/

Please say me everything that you do not seem realistic.
 
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So guys. A bit of a head twister. Bare with me.
So these cars that 'feel' right to me, the way they feed back the feeling of driving really well. That nice load in corners and feeling of weight.
What is giving me those feelings compared to the cars i dislike?
Is it the physics, or just the FFB?

So my real question is... when i say "i love that cars physics" do i really mean i love that cars FFB??

Are they mutually exclusive?
Further to that is it the suspension.ini giving me nice FFB? Or tyre.ini? or car.ini? or a mixture of them?

Just getting down rabbit holes with this swapping 'physics' stuff...
What in the data file is actually 'physics' ?

I mean all i ever really look for is nice FFB feel.... do people really feel good physics even in cars with bad FFB?
I hear people say all the time that PCars1/2 has great physics but FFB sucks...for example (not trying to start a war just an example)
 
Looks really good. Be good to have that one alongside the Fuji blimp. What's the process for making skins for balloons and blimps? Or at least how do you get the model into paint/photoshop for editing?
At a basic level, the process is:
Import the model into 3dSimED
Extract the .DDS texture (the UV map)
Edit the .DDS in PS (or similar)
Wrap the new texture back on to the model in 3DSimED
 
At a basic level, the process is:
Import the model into 3dSimED
Extract the .DDS texture (the UV map)
Edit the .DDS in PS (or similar)
Wrap the new texture back on to the model in 3DSimED

Thanks, I wondered if there was some 3dsimEd involved in there somewhere lol. I need to grab that cause it'll probably be useful for car skins as well.
 
Pretty sweet, Mrboo.
I'd also love to know how you upload images with such quality. Everything I upload shows blurry as hell.

Thanks mate. I've nicknamed the 5C Pennywise cause it looks kinda innocent but will bite your arm off when you get too close ;)

As for images, I'm using the Nice Screenshots setting in Custom Shaders Patch settings in content manager but I can only get those really good shots when using the F5 camera in replays, otherwise my shots come out all blurry as well unless I'm lucky.

bmNp0G7.png
 
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