Assetto Corsa PC Mods General DiscussionPC 

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The GT4 Pack in the 1.0 version isn't finished still..
I have 5 more cars, which need a visual update. But after I'm done with the cars, the 1.0 should be avaliabe.
So you just have to wait a little bit and the cars are there (doing 2-3 cars per week atm)

Yesterday I finished the Ginetta G55:
20240207-004415-Ginetta_G55_GT4.png
20240207-004231-Ginetta_G55_GT4.png


The missing cars in the pack are the Aston Vantage, the Mustang, the Panoz, the Supra and the Saleen
 
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Hi everyone!

Anyone can teach me how to change the fuel consume of a car? I believe It can be changed in the data.acd file right? How can I open this file? Is easy for a noob?

Thanks!
 
Hi everyone!

Anyone can teach me how to change the fuel consume of a car? I believe It can be changed in the data.acd file right? How can I open this file? Is easy for a noob?

Thanks!
Extract the car´s data.acd with CM, it´s easy. Then you can edit the appr. ini file with a text editor.
 
Honda Civic Type R EP3 2001 Track Public Release!!
Download: https://sharemods.com/ru8f8kqngrmf/ep3_track_2001_track_1.0_101creative.zip.html
Converted From FH5
-AO inside and out
-Realistic Dashboard
-Physics
-CSP Settings
-Driver Animation by Mascot
-Panoramic session Start config Daniel Nogal
-Beta testing and help ,@norms,@Mascot,and others
-Converted to LHD with european dials and PreFacelift headlights
-Turbo version will be available in the next days !

View attachment 1326001View attachment 1326002View attachment 1326003View attachment 1326004View attachment 1326005
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I don’t know if you are aware, but with the wheels that come with the car, it refuses to go anywhere.I had to change sets of tires, only then it drove normally
 
The GT4 Pack in the 1.0 version isn't finished still..
I have 5 more cars, which need a visual update. But after I'm done with the cars, the 1.0 should be avaliabe.
So you just have to wait a little bit and the cars are there (doing 2-3 cars per week atm)

Yesterday I finished the Ginetta G55:View attachment 1326173View attachment 1326174

The missing cars in the pack are the Aston Vantage, the Mustang, the Panoz, the Supra and the Saleen
Just a question: will they have more features to setup before race in the new version, cause now you can set only tyres pressure, fuel, TC and ABS? Or is this typical for a GT4? Thx.
 
Just a question: will they have more features to setup before race in the new version, cause now you can set only tyres pressure, fuel, TC and ABS? Or is this typical for a GT4? Thx.
ARBs, Rear Wing, Dampers (2-way adjustable), as well as camber/toe is adjustable. I think thats a good range to adjust the cars to your own driving style.
Ride height is still locked, because it would be hard to create a solid baseline bop for the cars.
 
Guys looking forward to see F1 2011 mod with this blown diffuser sound, best ones are RB and Team Lotus (Caterham), Renault good as well, lean back and enjoy


There are some good blown diffuser mods already available on Racedepartment.
 
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Pilbeam MP93 Pack for Assetto Corsa version 1.1

Please remove the previous version if you have it

download: https://www.mediafire.com/file/a8yd939hjz17xtp/RMS_Pilbeam_MP93_JPX_and_Judd_pack_1.1.7z/file

Models in Pack

Pilbeam MP93 JPX/Mader V6 3.4
Pilbean MP93 Judd DB 4.0 V8

Credits

Team: RMS

Model improvements: Kamil Cader, Peugeot905, Fullnoise

Physics: Peugeot905, Fullnoise, Kamil Cader

Sound: RMS

Other Lemans Prototypes: https://www.mediafire.com/folder/7g6488jsyt2ux/Lemans_Prototype_Near_Finalized

Screenshots: AndyGTR

Version 1.1 changelog

-Added 2006 Pilbeam MP93 Judd
-Further model improvements by Kamil Cader
improvements to the rear grille
texture scaling
updates to flames.ini
-updates to JPX drivetrain
-lowered fuel consumption
-lowered model graphic offset
-updates to setup.ini
(rear wing setup range)
should help drivability in the default setup
-slightly lowered suspension stiffness
-Interior audio pitch changed in ext_config
-ai.ini improvements
-repositioning of driver model.
(no part of the driver extends outside the body work.)

preview  16.jpg

Pilbeam MP93 Judd.jpg

IASGAD.jpg

laRW0f.jpg

ne72po.jpg

PrEhN2.jpg

vN1pjI.jpg

xK5mGP.jpg

Z4CFHG.jpg

zgJROo.jpg
 
1996 Ferrari 333SP - Le Mans skinpack

After this short break (due to university, not because of pleasure unfortunately) here is a little skinpack for you :)

Enjoy, hope you like it.


Hi! (83).jpg
 
The work is progressing a little slowly due to lack of time, but the next update should arrive at the end of the month if everything goes well.

ps: yes, no more silly fuel barrel thing 😂
 

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Then you (the modders) go to the trouble and build such an awesome mod and then you slap a piece of junk tire texture on the car...Enzo would definitely cry!

Ferrari 312B 1970 from HSS (awesome guys btw.)

Orginal Tires Screens (rly wtf is this?)
__custom_showroom_1707331732.jpg__custom_showroom_1707331738.jpg


Really now? You have to do something, right?

__custom_showroom_1707333487.jpg__custom_showroom_1707333493.jpg
__custom_showroom_1707333510.jpg



Now Enzo can sleep again and the hammer mod can continue to be used, simply copy it into the skin folder
Screenshot_hss_1970_ferrari_312b_tasman_series_ohakea_7-1-124-20-21-11.jpgScreenshot_hss_1970_ferrari_312b_tasman_series_ohakea_7-1-124-20-21-18.jpg

Mod is from Historic Sim Studios, LLC Ferrari 312B 1970


Ps i don't use Blur for the Tires, it is like Legion says:


This was necessary in the past, today's PCs and cars no longer need tire blur.
 
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Extract the car´s data.acd with CM, it´s easy. Then you can edit the appr. ini file with a text editor.

I did It!!

I found two kind of Cars, the first ones had a "fuel consumption" file, where you can find "km pero litre" value.

The seconds ones, don't had this file, but they had a "car" file where you can find a "fuel" value like 0.0034

If I'm right, that's mean litres/meter, so If you multiply by one thousand, you find the real consumption by km.

Thank you one more time!!
 
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Hi all!

I'm having an issue and wondering if there's a solution out there. I'm trying to run 32 cars at aa_ims IndyGP layout and for some reason cars spawn on top of each other, both in the pits and on the grid. The track description states up to 43 cars can run at one time, but it looks like 27 opponents is the playable max due to this issue.

Does anyone have ancient wisdom to save my sanity?
 
Hi all!

I'm having an issue and wondering if there's a solution out there. I'm trying to run 32 cars at aa_ims IndyGP layout and for some reason cars spawn on top of each other, both in the pits and on the grid. The track description states up to 43 cars can run at one time, but it looks like 27 opponents is the playable max due to this issue.

Does anyone have ancient wisdom to save my sanity?
I'm going to comment on something similar that happened to me.I had installed the CSP version (0.2.1), the cars looked crazy in the pits.Using version (0.1.79) or (0.2.2) this problem did not occur.
 
Hi all!

I'm having an issue and wondering if there's a solution out there. I'm trying to run 32 cars at aa_ims IndyGP layout and for some reason cars spawn on top of each other, both in the pits and on the grid. The track description states up to 43 cars can run at one time, but it looks like 27 opponents is the playable max due to this issue.

Does anyone have ancient wisdom to save my sanity?
Pretty sure you can change the amount of pit boxes usable in content->tracks
However upon changing that the amount of cars that would spawn in game would still be the original amount. Say the track originally had 20 pits but you or someone changed it to 30. And in the list you place yourself either in the end or let's say at the 27th grid before starting. However in that case you will still spawn but any other car after 20 cars will not, and since you're on the 27th grid which is not possible the game places you on top of the first car in the grid

I could be wrong but this is from my experience, you can try to find a different version of the track with more grid slots
 
I did It!!

I found two kind of Cars, the first ones had a "fuel consumption" file, where you can find "km pero litre" value.

The seconds ones, don't had this file, but they had a "car" file where you can find a "fuel" value like 0.0034

If I'm right, that's mean litres/meter, so If you multiply by one thousand, you find the real consumption by km.

Thank you one more time!!
The fuel_consumption in car.ini is the correct one, and it isnt litres per meter. Because then it doesn't matter how much you are pressing the gas paddle.
A after kunos cars it is: (rpm*gas*CONSUMPTION)/1000
If I want to change the fuel consumption I'm going to look how much fuel my car uses and how long I can drive with one tank: ACR Fuel from Racedepartment is very good for it. After that you just have to calculate with the rule of three your new consumption:
Old_consumption×wanted_amount_of_laps/current_amount_of_laps= new_consumption

Important for that: do not round the amount of laps. If your car can go 34.473 laps, you have to use that value.
 
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