Assetto Corsa PC Mods General DiscussionPC 

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Monza 2025 (beta 0.92)

monza_2025_beta

Throwing this out there for anyone to try in the hopes to get a little feedback. I am concerned about flickering on the sponsor banners. I had to fix a lot of them and redo a lot of the uv mapping for the textures. I do not see any but i'm on an old CSP version and don't know if that would make a difference.

Don't let the name fool you. This is not a representation of the track in 2025. It's just a name I picked so I can separate this version from the Kunos version in my CM track list. It is nothing more than all of the mods i've created or downloaded for Monza rolled into one track so I can keep the original Kunos version 'clean'. It is a beta version (about 90% complete) so you can expect to see some obvious mistakes and maybe some poor texture choices. Because it's based on the original Kunos track, you are free to use any mods for that track with this one, such as ai files, track skins, etc. The one thing you can't do is use a mod that will overwrite the ext_config file. That would cause some issues.

Credits:
-- @Masscot for the animated flagmen and balloons
-- Assets used from the monza2022crf version of the track.
-- knicker for the crowd files.

While this track is not as confusing as some of my other ones, I still need to explain a few things:

-- There are two layouts, the base layout and a raceday layout that adds sponsor banners in some spots based on a 2025 GT World Challenge video I watched as a reference. The raceday layout is best to use with modern cars because the sponsors wouldn't make much sense for cars 10+ years old. Also, when using the raceday layout, I would suggest enabling the 2025 Raceday track skin to complete the look.
-- There are four 'Years' track skins that will bring back certain buildings and structures to make the track more period accurate. For example, enabling the 2010 (probably should have been named pre-2010) skin will make the track look like the Kunos default version with no structures hidden.
-- For performance reasons, I have the animated flagmen and live jumbotron displays off by default for older computer users. You can turn them on by enabling the appropriate track skin. Plus it's nice to turn them off when driving a practice session.
-- Last thing, there is a huge difference in how bright the crowds look depending on whether you use CSPs 'New spectators rendering method' so you might have to do some adjusting to the ambient and diffuse values in the camera_facing file. I have it setup for my CSP options, but yours may be different.

Have fun and hope to hear from someone on any issues you may see. If not, then i'll just keep plugging along thinking everything is all right.
Track has been updated to version 0.92. Use the link in the quote to get the update. Disable any track skins you are using first then extract and overwrite when it asks. Or the safer method would be to delete your existing track folder first.

I wasn't planning such a quick update, but we got 16" of snow today. When you are stuck in the house, you have plenty of time to work on things.

Updates:

-- Removed the AGIP logos from the track surface for the 2023 and 2025 track skins. Thanks to @Quark67 for pointing out they should be removed. I tried my best to blend the new texture mapping on the meshes with the surrounding surfaces, but the one coming out of Ascari was way too difficult to match. Hopefully it's not too noticeable.
-- Moved one of the Ascari Rowe banner meshes to a more accurate location based on race footage.
-- More tree shifting to eliminate some trees from poking through walls.
-- Some objects removed for 2025 to better match race footage.
-- First attempt at making the track look resurfaced for 2025. At the moment you will need to enable the 2025 track skin to make it work. I may eventually make it a separate track skin just in case anyone wants to make their own version. And i'm still waiting to hear if it is too dark.
-- Added the Monza logo to the object at the start of pit lane.

I think that's all I did.

Screenshot_yzd_aston_martin_v8_vantage_gte_rj_monza_25-0-126-22-20-45.webp
 
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I'm actually back with yet another question: Since I am working a bit to improve the DRM-Revival mod I wanna ask if experts know or even can remember (I should for ex. but cannot, also don't find too many pix via Google) which cars in the DRM had yellow headlights!? Since I have learned how to mod the range and also the color of headlights (giggity) I want to try and improve that on those awesome cars as well for even more realism. - Oh and if someone maybe knows how I can make an orange skin for the crew in GIMP that would also be nice to knöw you knöw.Thank ye.👍
 
I've updated the 3 tracks.
shi
Chatham Hills Raceway v1.5

View attachment 1216062
A fictional circuit in USA.
Conversion from GTR2.

-CSP recommended
-26 pit/start
-AI, cam
Credits & Thanks;
Original track made by ISI for Sportscar GT
Conversion to rFactor by Bud Lucas
Almost completely rebuild by @Zwiss for GTR2
-Thank you for giving me permission (Zwiss)

AC Converted by @shi (shin956)
AI lines, sidelines and ai_hints.ini by IMEAN
Cams and ext_config by @CrisT86
logo.png and sections.ini by @Fanapryde
Crowds texture by Kniker97
Car objects by Ben O'Bro (https://www.overtake.gg/downloads/track-props.37866/)
some textures by kunos
Test and Feedback by @Masscot

Enjoy.

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.3 changelog;
-Fixed many of the normals.
-Spectators are now supported for camera_facing.
-The model of the cars has been changed.
-Fixed billboard mapping.
-Added groove/skidmark.
-Updated flag and Billboard textures.
-Updated VAO-patch.
-Updated preview.
-Smoothed road surface.
-Added cams by CrisT86.
-New ext_config by CrisT86. (Edited by me)

v1.4 changelog;
Added AI lines, sidelines and ai_hints.ini created by IMEAN. (Thanks!)
Added 3D terrain.
Added more trees.
Added marshalls and cameramans.
Replaced and updated some textures.
Update shaders.
Updated ext_config and VAO-patch.
Recreated the groove and skidmarks.
Fixed road surface mapping.
Fixed floating objects.
Fixed grass holes.
Changed crowd textures by Kniker97. (Thanks)
Smoothed the edge of the road surface.
Removed unsightly tents.
A few other minor fixes.

v1.5 changelog;
Fixed floating trees.
Fixed light pole mapping.
Fixed mapping for several adboards.
Fixed one-sided objects.
Updated several textures.
Updated ext_config and VAO-patch.
A few other minor fixes.

Chatham Hills Raceway v1.5

v1.5 changelog;
Fixed floating trees.
Fixed light pole mapping.
Fixed mapping for several adboards.
Fixed one-sided objects.
Updated several textures.
Updated ext_config and VAO-patch.
A few other minor fixes.

Screenshot_bmw_m3_e30_dtm_chatham_9-0-126-16-38-16.webp


shi
Circuit Piddy v1.2

View attachment 1347713
Fictional circuit in Switzerland.
Conversion from GTR2.

-CSP recommended
-36 pit/start
-AI, cam
-2 layouts (SH and SAH)

Credits & Thanks;
Original Track by Fredhot & Neel Jani
-Attempts to contact them have gone unanswered. Thank you for their work.

AC Converted by @shi (shin956)
logo.png and sections.ini by @Fanapryde
Billboard textures by @Masscot
cameraman and textures by kunos
Test and Feedback by @Masscot , @twobegreen

Enjoy.
Converted upon request by Patreon member Rainer Musch.

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.1 updated by @Masscot (April 2024)

Animated flag-waving spectators added
Patrolling helicopters added
Blimp and hot-air ballons added
Some adboard textures changed/corrected
New start/finish gantry track logo
New grandstand icon
New grass texture and tweaked GrassFX config
New distance markers
Trees darkened, some normals fixed
New loading logo and track previews

-Fixed grass mapping to reduce tiling.
-Updated flags.
-Changed crowd textures by @Kniker97 . (Thanks)

v1.2 changelog;
Even when CSP settings → General Patch Settings → CPU optimizations → Chunks optimizations are set to Advanced, ground objects are no longer hidden. (Tested with CSP 0.2.12-preview1.)
Updated ext_config.ini.
Reworked skidmarks.
Recreated the sidelines for both layouts.
Added Garage Doors.
Added more marshalls.
Adjusted the size of the gantry adboards.
Fixed fence mapping.

Circuit Piddy v1.2

v1.2 changelog;
Even when CSP settings → General Patch Settings → CPU optimizations → Chunks optimizations are set to Advanced, ground objects are no longer hidden. (Tested with CSP 0.2.12-preview1.)
Updated ext_config.ini.
Reworked skidmarks.
Recreated the sidelines for both layouts.
Added Garage Doors.
Added more marshalls.
Adjusted the size of the gantry adboards.
Fixed fence mapping.
Screenshot_ks_maserati_mc12_gt1_piddy_10-9-125-15-6-47.webp

shi
Solvalla Stockholm v1.2

View attachment 1292944
Solvalla Stockholm is a temporary motorsport race track in Sweden. The circuit is located in the Bromma district west of the Swedish capital Stockholm. Rather than using the streets of the city, the track itself will use the horse racing venue, making it the first stadium circuit in Sweden. (Wikipedia)
Conversion from RACE07.

-CSP recommended
-15 pit/start
-AI, cam

Credits & Thanks;
Original Track by Neteye
RACE07 Updated version by AndreasFSC
-Thank you for giving me permission (Both).

AC Converted by @shi (shin956)
logo.png and sections.ini by @Fanapryde
Crowds texture by @Kniker97
ambulance and some textures by kunos
Test and Feedback by @Fanapryde

Enjoy.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.1 changelog;
Smoothed the white line.
Fixed the buried mesh.
Upscale the Solvalla logo texture using AI.
Updated the podium texture.
Updated ext_config.ini and VAO-patch.
Some other minor fixes.

v1.2 changelog;
Recreated the fast_lane.ai and sidelines.

Solvalla Stockholm v1.2

v1.2 changelog;
Recreated the fast_lane.ai and sidelines.
 
I am close to quitting patreon support due to lack of care.

Ilya never replies.
Legit one update from next always makes something go boom.
We are like years from stable build because code they keep rewriting 100 times over.

Biggest issue is that the physics part of new csp updates are really good.
So teams like URD that release new mods that have cosmic suspension/raycasting to fix kerb tire thing and is built on FIA / manufacturer / driver / telemetry data etc require newest CSP but than you run into ****** issue where I can't for life of me find what pile of crap graphics settings changed from previous to newest paid version that causes this glitching.

I know its something to do with lightning and skin but like what setting. Its going 1 to 1 and changing it to figure this horse**** out.
I've been trying to help out Beni and Abulzz on the new lidar version of the Targa Florio and it is unplayable on CSP 0.3.x because of the broken GrassFX. Even CSP 0.2.x has weird grass effects but at least it doesn't have crashing frames. We need an option in GrassFX to display all the grass within a radius rather than having it 'grow' as you approach it even if it does mean higher resources because at the moment you have a draw line 10m in front of you that makes it hard to concentrate on the road and it is especially bad in a high res VR headset.
 
I've been trying to help out Beni and Abulzz on the new lidar version of the Targa Florio and it is unplayable on CSP 0.3.x because of the broken GrassFX. Even CSP 0.2.x has weird grass effects but at least it doesn't have crashing frames. We need an option in GrassFX to display all the grass within a radius rather than having it 'grow' as you approach it even if it does mean higher resources because at the moment you have a draw line 10m in front of you that makes it hard to concentrate on the road and it is especially bad in a high res VR headset.

Exactly what I mentioned a few pages back. Feels like a regression, as it was fixed in an older release.
 
[REFRACTING_HEADLIGHT_0]
POPUP_ENABLED=0
SURFACE = headlightr_a_SUB3,headlightr_a_SUB4,headlightl_a_SUB4,headlightl_a_SUB3
INSIDE = headlightr_a_SUB1,headlightl_a_SUB1,headlightlbulbs_a
RELATIVE_TO =
SYNC_EMISSIVE_AUTO = 1
ABSORPTION = 0.12
AMBIENT_MULT = 1
BASE_EMISSIVE_K = 1
BOUNCED_BACK_MULT = 0.75
BULB_BLUR_K = 4
BULB_REFLECTION_K = 0.1
CUSTOM_BULB_0 = 0.5,0.5,0,0
CUSTOM_BULB_1 = 0.5,0.5,0,0
CUSTOM_BULB_2 = 0.5,0.5,0,0
CUSTOM_BULB_3 = 0.5,0.5,0,0
DIFFUSE_MAP_FILTER_MULT = 1.19
DIFFUSE_MAP_MULT = 1
DIRECTION = 0,0,-1
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 100
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0
F0 = 0.48
GLASS_COLOR = 0.25,0.25,0.25
GLASS_EMISSIVE_MULT = 0.89
GLASS_EXTRA_THICKNESS = 0
INNER_SPECULAR = 6.9
INNER_SPECULAR_EXP = 178
IOR = 1
IOR_FLYOUT_FLAT = 0
LOD_BIAS = 2
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1,0,0
MIRROR_POS = 8.046627e-07,0.39471573,1.9302659
NM_SHARE_EXT = 0
NM_SHARE_INT = 1
ORIGIN = 0.74885917,0.39471647,1.9357328
RADIUS = 0.1935346
REFLECTIVENESS_DIFFUSE_MULT = 100
REFLECTIVENESS_MULT = 10
REFLECTIVE_GAMMA = 0.4
REFRACTION_MASKING = 0
SIDE_FALLOFF = 3.16
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 0
FYI : for me the lights remain black when turned on (w your this code added):

1769441842894.webp


without your code they light up:
1769441912681.webp
 
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Thank you very much for the offer, but I'm from the era of manual SLRs and film, and I have basic knowledge about depth of field, shutter speed, aperture, etc.
Yeah I didn't mean like how to do shot composition and play with the settings, but more so how to get set up and make things actually work inside the game. The biggest things being having orbit cam for F5 disabled in the Assetto Corsa System settings and just some minor minutiae on how the "motion shots" work since those are a bit finicky too.
 
FYI : for me the lights remain black when turned on (w your this code added):

View attachment 1509029

without your code they light up:
View attachment 1509030
I am truly sorry, I forgot to include a mandatory piece of the coding. Please put these lines under the existing lines in your ext_config.ini. Original post has been updated.

[EMISSIVE_LIGHT_...]
NAME=headlightlbulbs_a
COLOR=1,1,1,1
LAG=0.1
LOCATION=FRONT
BIND_TO_HEADLIGHTS=1
CAST_LIGHT=1
CLUSTER_THRESHOLD=1.0

Sorry again and thanks for reporting!
 
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