Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
  • 139,162 comments
  • 38,244,092 views
Quick question,
for me the URD Porsche 911 2018 is the most incredible car i have ever race in a sim.

car review by 604:


what other car come close to this in terms of racing experience.
URD 2018 sound so angry, so visceral, he is so grippy, aggressive, intense and powerful to drive.

You can throw him around like mad man and he just grab the road and keep pulling, insane experience!

in any game, any time i have never experience a car as perfect as this -for me.
does anyone recommend any other mod that come close to this experience, i dont know all mods and would like to find more of this.

Like Netflix say, if you like this then, do you maybe like this :D
 
Any chance someone here could make the windmill work at Zolder?

Speaking of animations, super early, very early talk- TriMet shuttle's at PIR that are actually there irl, they traverse were you see the blue and white. :P

rpq7.jpg


Quick question,
for me the URD Porsche 911 2018 is the most incredible car i have ever race in a sim.

what other car come close to this in terms of racing experience.
URD 2018 sound so angry, so visceral, he is so grippy, aggressive, intense and powerful to drive.

does anyone recommend any other mod that come close to this experience, i dont know all mods and would like to find more of this.

The car is actually an 2017 Kunos physics RSR with a URD model placed on it and "ACFAN's' sound mod. (this is why its not on RD anymore :D unless they stuck it back in)
So its a little bit of a placebo effect - there's still good cars :lol:
 
Last edited:
If I´m allowed to make a comment on this track...It´s a whole universe better than the one I have (whose the author/creator I don´t know) but I´m getting FPS drops all across the track. Does it still lack optimization since it´s in development?
Also I had problems installing the track because the folder name is the same as the Valencia Street Circuit. Can it be renamed? I´m asking this because I tried changing the folder name and the game just crashed...
Thanks...it´s a very good job :)

Thanks mate!
about optimization of this Ricardo Tormo Valencia track... unfortunately, i dont think i can do too much. I convert with permission the original track for Rfactor2 to Assetto Corsa, which means essentially a big work on the shaders (that are different between the two games), on the objects names (again, different names rules in AC and RF2), some new textures and many others stuff to adapt it to the new game. I also add a high resolution road, because the one used in RF2 usually results too bumpy in AC.
But i did not modify the 3d scene, except some minor details, so the track is as it was in RF2.
Anyway, i dont think it's really heavy, the number of triangles is quite low comparing to other tracks and with my system i have the same performance of other kunos tracks (i can't drive it, but i start a demo race with 20 ai and no fps problem at all).
Oh, i already change the name in ValenciaRT to avoid conflict with city track.
I hope i'll upload an updated version tomorrow
 
Look in the data folder for the lods.ini, the names there have to match to the new .kn5 name.

That and the sfx files have to match too otherwise CM throws an error up. I normally forget to rename the UI.json and then wonder why I can't find the car in CM ;)
 
Yes, that too.
The sfx files need to match to the folder name, yes. The .kn5 model names however, don't need to match to the folder name.

I didn't know that :cheers:, always thought you had to match the kn5 as well.I just make sure everything is named the same as it keeps things clean lol.
 
Hello friends, I tried to make a new "fast_line", for the "Monaco faux 72" track, it is a little different from the 1966 Monaco version, the diversion is closer to the "Curva da Tabacaria". The problem is that "AI" cars hit this detour. I tried to make a new "fast_line", from a video tutorial on Youtube, but it is doing the same, or I'm not doing it right, or there's something else to do that I don't know. Thank you very much in advance.
 
AssettoGarage Lexus LFA GT1 BoP Tune V.1

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



View attachment 896085



What a great car! The 'test' version doesn't seem quite up to BoP-parity wrt other GT1s (I'm looking at you Porsche & Mercedes), but nonetheless a solid rework and a rewarding drive. I only wish I could find more skins! I take the liberty of attaching a comfortable race setup (are you sure that's only Tyre Model 6?). Just change the .txt to .ini.
 

Attachments

  • Lexus_LFA_03-02-2020.txt
    1.7 KB · Views: 27
Last edited:
Hello friends, I tried to make a new "fast_line", for the "Monaco faux 72" track, it is a little different from the 1966 Monaco version, the diversion is closer to the "Curva da Tabacaria". The problem is that "AI" cars hit this detour. I tried to make a new "fast_line", from a video tutorial on Youtube, but it is doing the same, or I'm not doing it right, or there's something else to do that I don't know. Thank you very much in advance.

Spent hours on that AI line. In the end that is the best I could do. Some mods work quite well, but on the first lap AC seems to ignore track limitations hence the accidents we tend to get.
Some mods look too far ahead and or brake too late, leading them to cut the chicane or overshoot and in both cases hitting the barriers.
Setting AI aggression lower may or may not help
 
What a great car! It still doesn't seem quite up to BoP-parity wrt other GT1s (I'm looking at you Porsche & Mercedes), but nonetheless a solid rework and a rewarding drive. I only wish I could find more skins! I take the liberty of attaching a comfortable race setup (are you sure that's only Tyre Model 6?). Just change the .txt to .ini.

I'm glad you enjoyed the rework. If you're looking for more skins, have you grabbed the skins by @ParanoidDoge yet?

I'd advise against taking the LFA out against those late 90's GT1 cars without giving the opposition some ballast first, it's going to get smoked by those near-prototype level machines. This is supposed to be more of a 2000's GT1 analog so it's aimed more at the Maserati MC12, Nissan GT-R and Aston DBR9. I'm sure you could make it a little more competitive by dropping the weight to around the 911 GT1's weight in the data folder.

I made a preset for the LFA with the Kunos MC12, Zonda R and 599XX EVO here. That's the grid I recommend running because the Lexus is BoP'd to match those cars.

https://acstuff.ru/s/UR48
 
I'm glad you enjoyed the rework. If you're looking for more skins, have you grabbed the skins by @ParanoidDoge yet?

I'd advise against taking the LFA out against those late 90's GT1 cars without giving the opposition some ballast first, it's going to get smoked by those near-prototype level machines. This is supposed to be more of a 2000's GT1 analog so it's aimed more at the Maserati MC12, Nissan GT-R and Aston DBR9. I'm sure you could make it a little more competitive by dropping the weight to around the 911 GT1's weight in the data folder.

I made a preset for the LFA with the Kunos MC12, Zonda R and 599XX EVO here. That's the grid I recommend running because the Lexus is BoP'd to match those cars.

https://acstuff.ru/s/UR48

Yes, indeedy! ParanoidDoge's skins were what got me interested (well, RE-interestred) in the LFA in the first place. Thanks again.
 
Nevermind, I figured it out. 👍

Still working on the karts by the way if anyone still wants them. They are a lot better when they don't sit there for ~20 seconds just bogged down before they get enough oomph to start moving. Seeing as they don't have suspension though, the grip either comes from the tires or the aero or both. Next on the list to look at to get the rear end to slide around a bit more.
 
Last edited:
Still working on the karts by the way if anyone still wants them. They are a lot better when they don't sit there for ~20 seconds just bogged down before they get enough oomph to start moving. Seeing as they don't have suspension though, the grip either comes from the tires or the aero or both. Next on the list to look at to get the rear end to slide around a bit more.

Are you talking about the 250 SuperKart?
 
Are you talking about the 250 SuperKart?
No, just the boring 50, 100, 125, 125 shifter, 250 and so on ect.
I thought someone else was doing the superkart. I know people don't care for the karts on here but I like them. Kind of fun to pop tops on some cans and take turns with friends zipping around. They're way more fun when you have a power curve that gets them off the line in a jiffy and some of the data was a bit weird. To make the 50 and 100 slower, they just added a bunch of weight which changed the handling too much IMO.

Zipping around the Yokohama Docks even in a Kart 100 against the AI is some great fun.
 
Nevermind, I figured it out. 👍

Still working on the karts by the way if anyone still wants them. They are a lot better when they don't sit there for ~20 seconds just bogged down before they get enough oomph to start moving. Seeing as they don't have suspension though, the grip either comes from the tires or the aero or both. Next on the list to look at to get the rear end to slide around a bit more.
Very much, can it be possible to make with them available a drift tune or drift tyres are option?
 
Very much, can it be possible to make with them available a drift tune or drift tyres are option?
It's going to be possible. I however haven't dove into the many settings inside of tyres.ini, and there's a LOT to learn in there. A little trial and error. I'm not trying to make them sideways crazy but they stick to pavement like on rails. Would be nice to have to "drive" them a little more cautiously.
 
Speaking of animations, super early, very early talk- TriMet shuttle's at PIR that are actually there irl, they traverse were you see the blue and white. :P

rpq7.jpg




The car is actually an 2017 Kunos physics RSR with a URD model placed on it and "ACFAN's' sound mod. (this is why its not on RD anymore :D unless they stuck it back in)
So its a little bit of a placebo effect - there's still good cars :lol:

Yes but kunos outsource original 2017 to URD to make, yes, so this is URD mod of original URD 2017 they custom build for kunos DLC anyway.

This mod come with extra tune, custom sound, different setup and new look, CSP lights numbers and this make for a more visceral raw racing experience with wow factor, like no other for me, no placebo?

I ask is there another’s like him?
I find ONLY this car out of 1200+ mods that give such wow factor when race him. I wonder there is another stand out like him somewhere?
 

This is great BTW.
Filers are great anyway, dead easy to add and esy to delete and further more easy to alter a few bits here and there for personal tastes.
So could never complain anyway about a filter....

But this one is great out of the box.
Rally makes the sky POP, so not totally sure how you have done that but i am all ears!
 
I posted in your support thread but I'm not sure if you've seen it - your latest update seems to use my 'Mobil' skin ui_track_skin.json, so it effectively overwrite my Mobil skin by showing up as 'Mobil' and not it's correct name 'Snow'. I think you might need to update the upload again.
:)
Just upload the files with more improvements, hope it's fully compatible now.
Sorry to reply just now but in my country it was night time :)

Upload the skin for Maple Valley, now fully compatible for all versions of the track, 1 p or 2 p :)
 
Sharing a mod? Host it on GTPlanet Downloads. Free, public hosting for files up to 10GB in size.
Back