Assetto Corsa PC Mods General DiscussionPC 

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That
Sounds alright to my ears. Can I "borrow" your sound for the @megolito LFA from ages ago as I never liked the sounds for that one but it drives really well if i remember correctly.

If you mean the original sound mod file, you can get it on racedepartment here:
https://www.racedepartment.com/downloads/lexus-lfa-sound-mod.10702/

I'll be releasing the sfx and data folders to the edit I'm working on once I've finished testing it. It's the rev limiter on the GT1 that I'm worried about.
 
Ema
Thanks, i don't mind at the folder name because i actually have a city version named acu_valencia (where i can find the updated version? EDIT: i have deltafox update, is a simple skin, but my ACU's track is still named acu_valencia)
Anyway i will change the name :)
My track is drivable?
For sure the guardrails doesn't work as collider walls, because i haven't still renamed in the correct way.

Graphically, excellent update! The road surface could be improved some with some tire marks, etc. (look at the previous version) to make it look even better.

Track feel and layout--I think it's very good. The last part of the track, the elevation changes are slightly more enhanced--it might be more accurate, but I'm not sure.

Yes, the walls don't have any collision--I discovered that immediately because for some reason, my brake pedal wasn't registering at all when I started the first time.

I think there's something not set up correctly that has to do with the timing--I was getting weird lap time results.

Coincidentally, I was driving the "old" version I had yesterday, and I was thinking how nice it would be if someone would updated that mod, or provide a better one.

Good job! Waiting for future updates!
 
Guys sorry to bother you but how do I duplicate a car??? I want to duplicate the BZ Dodge Viper to use it for traffic but I dont know how, please help!

There is a script called QuickBMS that works for this. Search Youtube for "QuickBMS Assetto Corsa" to find it. Cheers!
 
Graphically, excellent update! The road surface could be improved some with some tire marks, etc. (look at the previous version) to make it look even better.

Track feel and layout--I think it's very good. The last part of the track, the elevation changes are slightly more enhanced--it might be more accurate, but I'm not sure.

Yes, the walls don't have any collision--I discovered that immediately because for some reason, my brake pedal wasn't registering at all when I started the first time.

I think there's something not set up correctly that has to do with the timing--I was getting weird lap time results.

Coincidentally, I was driving the "old" version I had yesterday, and I was thinking how nice it would be if someone would updated that mod, or provide a better one.

Good job! Waiting for future updates!

Thank you.
I'll check the placement of the starting line cubes, even if actually i can't drive it (i'll be back to ask your help :D )
I start this project by tryng to update the old AC R.Tormo, it seems to have a good "road" base, but is a very early version, with few objects and some low poly surfaces (sand and grass for example) and i'm not enough good with blender to complete it.
So i choose to make the conversion of the digga's RF2 version, which is already a complete track.
I'll try also to add some skid marks, i've never do it, let's see ;)
 
Hey Guys,
I know some of you are crazy converter pros and i would like to suggest a car i've been dying to get in Assetto Corsa!!
It's the Porsche 911 GT3 R 2019 from ACC. I thought if the Lexus and NSX GT3 can both be converted maybe that's the case as well with the Porsche as well.

It would be absolutely awesome if someone could do it, since I (and I believe many more :P) would really enjoy having this car.

Greetings,
Jakob :)
its being worked on
 

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It's definitely a great handling vehicle and lots of fun to throw around. I had a lot more fun driving it after I lowered the seat so I wasn't seeing above the front roll bar any longer.
How do you feel about the 944 Turbo Wangan version?
View attachment 896001
I seem to remember liking it. Must dig it out and lay down some stripes.
Dan Busca will be overhauling that 944 Turbo Cup Race at some point in the future, so expect all of the graphical anomalies to be revamped with Dan's usual excellent attention to detail.

I still have no takers to convert AD's excellent 928GTS to a race version. Anyone know anyone who knows anyone? How about the GTP Modding Posse?
 
Ema
Hi to all.
I'm making a conversion from RF2 of the Valencia Ricardo Tormo Circuit, authorized by DA-DIGGA from simracingteam.
Actually i can't use my driving rig, so i can't make the AI. Anyone can help me and do it?
This is the track in actual state:
http://www.mediafire.com/file/p4vo5ndy7zc3hkm/Valencia.zip/file
Obviously is wip state and i can only loading and viewing with free camera F7, not driving, so any help to find some bug is appreciated (i found one writng this message... old circuit logo on the marshall tower on the starting line :D ).
Thank you

View attachment 896010 View attachment 896011 View attachment 896012 View attachment 896013 View attachment 896014 View attachment 896018
Thanks! Looking very good at this early stage.
My only existing Valencia track was Valencia Street Circuit. Can't believe I missed the ACU version, and this other one with the same folder name as this one.
Anyone have links?
 
A bit of an update on the Lexus LFA GT1 sound edit that I want to post.

I've decided to make it a full-blown BoP edit like the Starion Group A I uploaded here a couple days ago. It'll take a bit longer to get here but I hope to get it competitive with the Kunos Zonda R and Maserati MC12, and have the LFA V10 sound pre-installed before I upload the files.
 
There is a script called QuickBMS that works for this. Search Youtube for "QuickBMS Assetto Corsa" to find it. Cheers!

Only thing I know of QuickBMS doing in relation to AC is extracting/packing data.acd files, which is already built into CM. That said, I've also used it for similar extractions with files from other games, so what else would it be useful for in AC? As far as car duplication goes, I believe the Car Tuner method already mentioned is probably the easiest.
 
Ema
Thank you.
I'll check the placement of the starting line cubes, even if actually i can't drive it (i'll be back to ask your help :D )
I start this project by tryng to update the old AC R.Tormo, it seems to have a good "road" base, but is a very early version, with few objects and some low poly surfaces (sand and grass for example) and i'm not enough good with blender to complete it.
So i choose to make the conversion of the digga's RF2 version, which is already a complete track.
I'll try also to add some skid marks, i've never do it, let's see ;)

Just spent the last 15 minutes or so driving round this and learning the track as it seems to be one I've not spent much time on and aside from getting a lap time of 16 seconds at the beginning I'll say this is a great track in both looks and feel. Can't really comment on elevation as I don't really know if it's accurate or not but I got caught out a couple of times by what i think is turn 13.
So yeah overall well impressed so far and it's another track to add to the list of favourites for sure :)
 
No, this is what we are thinking about View attachment 896025

Yes, DTM. But there isn't a 2019 DTM now which is why I mentioned the 2019 AM from URD if there was a miss up(the maker of the 2015 T5 DTM's).
So to answer the OP: there is no 2019 AM DTM to buy. Unless its one of the other groups that ripped the physics and bolted it up to a 2019 DTM model, if there is one.
But knowing my luck, theres some garbage version floating around that people are charging for. :lol:

Ema
Hi to all.
I'm making a conversion from RF2 of the Valencia Ricardo Tormo Circuit, authorized by DA-DIGGA from simracingteam.

Wasn't Digga the guy that did the conversion for Lausitz? That, right there is one beautiful track. Look forward to your final Valencia :cheers:
 
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AssettoGarage Lexus LFA GT1 BoP Tune V.1

This zip file includes: one new data folder and one new sfx folder.



__custom_showroom_1583104214.jpg


A couple test runs, a few catastrophic failures, and one file rename later. I'm glad to say the Lexus LFA GT1 BoP Tune is ready to go. You can follow the link above to my google drive where the tune is available for download.

This file is a lot more than just a simple BoP tune for the LFA, it's a fix for two other issues as well that I had with the car. The first is the engine sound. I was able to get the Lexus LFA Nürburgring Package sound mod by Juliusz Baczynski working on the car. Then I raised the rev limiter and adjusted the gearing to match. I also lowered the weight of the car (from 1295kg or something around there) to 1150kg in order to make it a little more competitive with the other GT1 cars. Finally, I added new F6 replay cameras from another car to fix the broken cameras of the original.

The car has a limited top speed of 300km/h due to its new gearing. It has much faster acceleration and is more nimble in the corners compared to the Zonda R, but it gets smoked on circuits with long straights like Le Mans. I have also bestowed it with much better brakes than the Zonda R. This LFA is smaller than the other two cars and is more at home on tighter, technical circuits like Laguna Seca. The BoP-tuned LFA is capable of lapping most circuits within a second or two of the Zonda and MC12.

Changelog over base LFA GT1:

- New F6 GoPro/Replay cameras added
- Added LFA Nürburgring Package V10 sound mod
- Lowered weight to 1150
- Power remains at 620HP
- Rev Limiter increased to 8300 RPM
- Adjusted gearing with top speed at 300km/h
- Increase in brake torque to 3600NM

Known issues:

- Tire squealing broken due to sound mod, no known fix. PM me if you think you can help

Install Instructions:

Download Lexus LFA GT1 from Assettoland

1. Save dropbox tune zip file linked above to a location different from base car's zip file
2. Extract file and copy data and sfx folders
3. Make sure data in base car's folder has been extracted using content manager
4 Replace data and sfx folders inside base car's folder using the new files extracted from the dropbox tune zip file
5. Delete 'data.acd' file from base car's folder if it still exists
6. Make sure to check the base car and fix any remaining issues using Content Manager's analyze feature.

*Again, I don't take credit for the mods I base this tune off of. I am simply sharing the setup I use to make it more enjoyable for myself.*

 
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Only thing I know of QuickBMS doing in relation to AC is extracting/packing data.acd files, which is already built into CM. That said, I've also used it for similar extractions with files from other games, so what else would it be useful for in AC? As far as car duplication goes, I believe the Car Tuner method already mentioned is probably the easiest.

I've used it to create a fleet of Kunos' native cars that have altered mass, tire or LOD values. i.e., I have Kunos' cars that load with the lowest poly LOD file only, so night races at the Nordshleif with 75 cars in VR is achievable. Yes, there are a few OSRW and other tracks out there with up to 108 pit stalls. Another example, if you duplicate, then alter ONLY the mass of a favorite GT3 car from 1380kg to.......say 780kg you have just created an entirely new car class where they can compete with the Ferrari F138. LOL. Yes, simcade for sure, but to each his own...........Also, By keeping the data.acd unpacked (QuickBMS) it's efficient to quickly duplicate cars. Not sure if the CM data.acd extract allows you to keep data.acd unpacked(?)
 
Ema
Thank you.
I'll check the placement of the starting line cubes, even if actually i can't drive it (i'll be back to ask your help :D )
I start this project by tryng to update the old AC R.Tormo, it seems to have a good "road" base, but is a very early version, with few objects and some low poly surfaces (sand and grass for example) and i'm not enough good with blender to complete it.
So i choose to make the conversion of the digga's RF2 version, which is already a complete track.
I'll try also to add some skid marks, i've never do it, let's see ;)

Look over these pages if you haven't found them already. A lot of useful information about setting up tracks.

https://assettocorsamods.net/threads/build-your-first-track-basic-guide.12/
 
What an unexpected yet pleasant surprise, I love the Stratos, thank you very much.

Thank you! :)

Excellent! Only thing is the very heavy steering (I have to decrease ffb strength) in comparison with other cars. Forme a minor detail. Just curiousif others also experience this heavy steering? Otherwise it could me something onmy side. DD1 wheel user.
But the level of detail both physics and graphics are sublime! Thanks.

Hi BrainsBush, first of all thank you! :)
Stratos hadn't power assisted steering so I made it a bit heavy to simulate that, but not so heavy on my side (I have a T300RS). So I guess it has to do with your DD1 wheel!
 
I've used it to create a fleet of Kunos' native cars that have altered mass, tire or LOD values. i.e., I have Kunos' cars that load with the lowest poly LOD file only, so night races at the Nordshleif with 75 cars in VR is achievable. Yes, there are a few OSRW and other tracks out there with up to 108 pit stalls. Another example, if you duplicate, then alter ONLY the mass of a favorite GT3 car from 1380kg to.......say 780kg you have just created an entirely new car class where they can compete with the Ferrari F138. LOL. Yes, simcade for sure, but to each his own...........Also, By keeping the data.acd unpacked (QuickBMS) it's efficient to quickly duplicate cars. Not sure if the CM data.acd extract allows you to keep data.acd unpacked(?)

So what you're saying is, the only use of QuickBMS is for data.acd extraction? Yeah, CM does that ;) And it's literally as simple as one click. You can still play with a /data directory instead of a data.acd file. As for the duplication, you're just renaming folders, KN5's, sfx, and the like? Car Tuner does all that too :D

I'm not saying QuickBMS is a bad thing - quite the contrary. But it's an extra utility that we don't really need when we already have it built into CM. Matter of fact, since QuickBMS is open source, I wouldn't be surprised if it's actually integrated into CM and that's how CM works it's magic
 
I am trying to build a Mazda MX-5 ND2 based on the original Kunos ND model.

Wiki: "In late 2018, for the 2019 model year, the MX-5 series was designated as ND2. Primarily because its 2.0 L engine was revised to generate 135 kW (181 bhp) and 151 lb⋅ft (205 N⋅m) of torque, with the redline increased to 7,500 rpm. Externally, the car received a brown soft top and black 17" wheels. Interior upgrades include a telescoping steering column, a standard reverse camera, a reworked door opening mechanism, revised seat controls, and redesigned cupholders."

I just increased the power with the help of AC Car Tuner until the top speed matched the new model (220 km/h). I know that is very unprofessional but thats all I could come up with.

This is my new power.lut:

0|114
500|114
1000|126
1500|154
2000|177
2500|193
3000|200
3250|210
3500|202
4000|204
4500|210
4600|215
5000|211
5500|204
6000|198
6500|171
7000|150
7500|140
7700|100

Maybe someone want to do a better mod.
 
Post 3 skins on RD, for:

-Bernese Alps (fm7)
(change pine with snow ones[really change the global feel of the track], change bush for bush without leave, change background horizon luminosity for a more realistic feel)

-Mapple Valley (fm7)
(change Background color to prevent purple horizon, change tree color to more natural ones, change luminosity of the trees to get all the trees with the same luminosity, change luminosity of the road to get more details [leave on the road etc])

-San Francisco (Grid)
(change billboards, concrete blocks, kerbs to get something more natural and to be close to american street circuit like Long Beach, change arrows (the arcade ones) for real ones)

My goal for all this tracks, was to give them a more natural and realistic feel



 
So what you're saying is, the only use of QuickBMS is for data.acd extraction? Yeah, CM does that ;) And it's literally as simple as one click. You can still play with a /data directory instead of a data.acd file. As for the duplication, you're just renaming folders, KN5's, sfx, and the like? Car Tuner does all that too :D

I'm not saying QuickBMS is a bad thing - quite the contrary. But it's an extra utility that we don't really need when we already have it built into CM. Matter of fact, since QuickBMS is open source, I wouldn't be surprised if it's actually integrated into CM and that's how CM works it's magic


I've used it to create a fleet of Kunos' native cars that have altered mass, tire or LOD values. i.e., I have Kunos' cars that load with the lowest poly LOD file only, so night races at the Nordshleif with 75 cars in VR is achievable. Yes, there are a few OSRW and other tracks out there with up to 108 pit stalls. Another example, if you duplicate, then alter ONLY the mass of a favorite GT3 car from 1380kg to.......say 780kg you have just created an entirely new car class where they can compete with the Ferrari F138. LOL. Yes, simcade for sure, but to each his own...........Also, By keeping the data.acd unpacked (QuickBMS) it's efficient to quickly duplicate cars. Not sure if the CM data.acd extract allows you to keep data.acd unpacked(?)

I was a BMS user as it's all I knew but it was a pain to use having to drag things into folders and find a working script for AC, and even then it would throw errors occasionally. It was only from a couple of users here telling me about DEV mode in CM that I found out about packing/unpacking data that made me change as it's literally just one click. It's so easy and it even opens the new data folder in a new window.

Never used car tuner but using CM and manually renaming files, sfx and kn5's is easy enough once you've done a few. Does car tuner simplify this process as well then?
 
Ema
Hi to all.
I'm making a conversion from RF2 of the Valencia Ricardo Tormo Circuit, authorized by DA-DIGGA from simracingteam.
Actually i can't use my driving rig, so i can't make the AI. Anyone can help me and do it?
This is the track in actual state:
http://www.mediafire.com/file/p4vo5ndy7zc3hkm/Valencia.zip/file
Obviously is wip state and i can only loading and viewing with free camera F7, not driving, so any help to find some bug is appreciated (i found one writng this message... old circuit logo on the marshall tower on the starting line :D ).
Thank you

View attachment 896010 View attachment 896011 View attachment 896012 View attachment 896013 View attachment 896014 View attachment 896018

Ai line: https://sharemods.com/et6juc8wuhel/ai_line.7z.html
 
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