Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Thread starter daan
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Try this...but you have to UNPACK DATA and delete or rename data.acd for Kunos Lotus98t.
Let me know if it works and if you find strange behaviour from AI cars.
I found that this modification, for example, change the behavior off roads; now is more difficult to drive in the sand or in the grass
 

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Does anyone have the default ks_brands_hatch ai line files for the gp layout?
I foolishly ‘updated’ them without backing up the originals and they’re now worse than before lol.
I don’t want to verify integrity in Steam to get them back, as that will remove plenty of other changes to the default Kunos content down the years.
 
Does anyone have the default ks_brands_hatch ai line files for the gp layout?
I foolishly ‘updated’ them without backing up the originals and they’re now worse than before lol.
I don’t want to verify integrity in Steam to get them back, as that will remove plenty of other changes to the default Kunos content down the years.
Are these the files? If so just remove the .txt at the end.
 

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anyone else can confirm Z-fighting on the new version of rt_zolder on the big billboard above the start/finish?
Also the asphalt is lighter on the newer version, which does not look better imho...

(I went back to v1.01 from 1.2 because of these issues, I don't find it an improvement over the older version... )
 
I'm having a very recent problem with the ai cars rejoining the races, after teleporting back to the pits when spinning out/crashing.
In CSP’s ’NEW AI BEHAVIOR’ tab, I have the ‘Get back to the race after going to pits’ box unchecked, but now they’re still leaving the pits.
I’m running CSP version 0.22.

Does anyone else have this problem? :confused:
As a matter of interest is everyone who are having this issue using Sol or Pure?
 
anyone else can confirm Z-fighting on the new version of rt_zolder on the big billboard above the start/finish?
Also the asphalt is lighter on the newer version, which does not look better imho...

(I went back to v1.01 from 1.2 because of these issues, I don't find it an improvement over the older version... )
Thats strange everything looked good to me especially the billboard above the start/finish it looks fantasic IMHO.
z1.jpg
 
Does anyone have the default ks_brands_hatch ai line files for the gp layout?
I foolishly ‘updated’ them without backing up the originals and they’re now worse than before lol.
I don’t want to verify integrity in Steam to get them back, as that will remove plenty of other changes to the default Kunos content down the years.
Here you go...
 

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anyone else can confirm Z-fighting on the new version of rt_zolder on the big billboard above the start/finish?
Also the asphalt is lighter on the newer version, which does not look better imho...

(I went back to v1.01 from 1.2 because of these issues, I don't find it an improvement over the older version... )
No issues with the billboard, but the asphalt and grass looked better to me in the previous version...

v1.01:
1710875690385.png


v1.2:
1710875712789.png
 
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2003 Ferrari 550 GT1 - Prodrive

Both full season contendants for 2003 ALMS and their 3 car entry in Petit Le Mans.

Enjoy, hope you like it.


Hi! (97).jpg
 
Can you add your own tags to each car or track? Some mods aren't listed by who made them only the car description and if I could group them by their creators it would help to organize them.
 
Can you add your own tags to each car or track? Some mods aren't listed by who made them only the car description and if I could group them by their creators it would help to organize them.
Yes, for both cars and tracks. You can fill in the author if it is missing

You can also set up categories in this folder
AppData\Local\AcTools Content Manager\Data (User)\

Tracks are in the Track Categories folder and Cars is Car Categories. I've got my cars set up but haven't organized tracks yet. In my car folder, I have a json file for series

Here are a couple examples

[
{
"name": "F1 - since 2018",
"description": "Formula 1 - since 2018",
"filter": "tag:\\b(Formula 1|Formula Hybrid)\\b & year>2017",
"icon": "Series_F1_2018.png"
},
{
"name": "Le-Mans 24H",
"description": "24 Hours of Le Mans",
"filter": "tag:\\b(LMH|LMP1|LMP2|GTE)\\b | class:\\b(LMH|LMP1|LMP2|GTE)\\b | \\b(LMH|LMP1|LMP2|GTE)\\b",
"icon": "Series_24h-le-mans.png
"
},]

You can use it with specific mod creators too, there probably are already some folders set up. My CM has defaults already set up for that. You can use that as a basis of how to organize whatever you want
 

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Guys, thanks for chiming in on my request for CUP car racing suggestions. My mom is still in the hospital, but I'm hoping I can take her home soon.

So for the CUP car suggestions (thanks again), this is what I've got from you good folks:

puerk0spin:
"Ginetta G40 Junior (or GT5), Renault Clio 5 and JCW Mini Cup. Also MX5 cup
Skoda 130RS"

Quikslvr:
"Pessio's Alfa Romeo GTAm, the Kunos/Guerilla Mods BMW M240i Cup, the AB/Annabel Chong/El Locho/Mas(s)cot/etc VW Golf "Littlebird," and probably my no. 1 favorite, Daniel Jiminez/APVS's fantastic Berta Tornado.
Kunos MX-5 Cup, of course, must be on the list, along with redSerpente's MX-5 Spec Racer and the MaX5 Cup (not sure who created it). My favorite low-powered, tossable open-wheeler is Blaze's Formula Mazda, but Legion's Formula Vee, Stereo's Formula Ford, Legion/Bazza's Formula 1600 (Mygale and Van Diemen), and Bazza's historic F3s (Tecno and Matra -- though only about 8 skins each) also come highly recommended."

jac0:
"Saab 9-3 Turbo X Cup
GAZ 24-10 Volga SMP Historic Cup by SMP Racing (link)"

andrevr:
"Guerilla's Toyota S-FR.
Friend of the forum, @Cozy61 has an entire Round The World challenge, with championship stuffs, and (57!!) national skins.
Our mate @Fuzo, one of the OG cup-car giants, has a whole list. Some of the "not-usual" highlights for me:
The Trabant 601 RS Cup , the Škoda Octavia Cup 2008
Last, but defo not least, an unexpected, but absolutely brilliant cup-car, the @Masscot (and many, many, many friends) Littlebird."

ninezeroniner:
"Alpine A310 V6 Groupe V 3.5L
Ariel Atom Mugen 2011
minimiglia
Praga r1t evo
urd radicals
Spec P71
Sprint Car Brasil
Alfa Romeo SZ pack release
Alfa Romeo SZ s2 fictional cup skinset"

ales100i:
"BMW M1 Procar (many variants available, best one IMO from Pfalzdriver found in this thread, full skinpack for 1979 season with Lauda, Piquet, Fittipaldi, Andretti,.. on Racedepartment by Johnny23)
Any of the 3 Škoda cars from Fuzo, especially the 130 RS (all found here: https://tm-modding.eu/download-category/assetto-corsa-car-mods/), skins for all on RD
Clio Cup recently released on RD, also partly by Fuzo (https://www.racedepartment.com/downloads/renault-clio-rs-cup-v.62333/, full skin pack for 2023 season: https://www.racedepartment.com/downloads/renault-clio-cup-skinpack.64595/)
URD Porsche cup car (paid mod), available on their site, full skin packs available on RD
And for something faster: Formula North America 1999 from VRC (aka Cart 1999 season), paid mod, but totally worth it. May be the best open wheeler in the game. Skins for full seasons 1999,2000,.... available on RD"

Perico Lospa:
"Another "weird" option for fun racing, specially in twisty tracks, is the Camotos Cross Car https://www.racedepartment.com/downloads/cross-car.47098/."


MasterFocus:
"And you can run a Cup series with that, Citroen 2CV belgium and uk class, 29bhp of pure madness!!
Mods from Uncle M"

RacingSounds:
"this Volvo from the Netherlands we're working on"

==============

I've got some downloading to do ;)

Cheers, guys.
 
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[SOLVED I THINK: READ THE BOTTOM OF MY POST]

Guys, I'm running into an issue with vintage GP cars. 1923 and 1937 cars.
1923
1923.jpg

1937
1937.png


I've got custom championships for the 1923 Grand Prix and also one for the 1937 Grand Prix.

The problem is, these cars never get past the first lap. They all run off the road in clumps, even on long straights. At that point, I'm the only one racing, in 1st, on the first lap. Not fun.

I have the strength and aggression the same as I do for all open-wheelers I race against. (I wish Ilja would fix those lopsided sliders, btw):
2024-03-19 21_54_42-Content Manager.png


I'm wondering if there is something I need to do to get these cars to stay on the road?

Anyone run into this? Any tips/help on this?

EDIT: I'm actually noticing a lot of weird AI behavior. I just installed Pure recently. I wouldn't think that would have any affect on AI, right? I dunno.

EDIT AGAIN: Okay, I've done some experimenting. Also, I should note that I recently installed Pure and also turned RainFX back on as I figured out how to keep the cars from pitting on the first lap with RainFX on.

The AI seem to behave better, in fact, much better, if I turn off (uncheck) Rain Awareness "Avoid sides when raining".
I think maybe the AI were all trying to scootch up into the middle of the lane and knocking each other off the track? I dunno, but unchecking that setting seems to have fixed them running off the road in clumps.

2024-03-19 22_46_38-Content Manager.png
 

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I don't actually think the box does anything if ex-2 is already there. if the car is developed with cphys (i.e., using cphys features) then the box definitely wouldn't be doing anything
This was my understanding of it as well - the checkbox implements simple rain physics and generic rain tyres for non-extended physics cars, nothing more.

It does abslutely nothing for cars that actually have proper extended physics, they will use their extended physics no matter what.
 
This was my understanding of it as well - the checkbox implements simple rain physics and generic rain tyres for non-extended physics cars, nothing more.

It does abslutely nothing for cars that actually have proper extended physics, they will use their extended physics no matter what.
I read in several forums that this famous "extended physics" box works only with car and tracks that support it...

so :confused:
 
I read in several forums that this famous "extended physics" box works only with car and tracks that support it...

so :confused:
The extended physics box is just for cars which don't have extended-1 or extended-2 as Version number (more simple: cars with vanilla physics)
It'll add some generic tyre features and fixes like csp does for changing the version number to ex-1 or ex-2
Thats why data encrypted cars crash if they don't have ex-1 or 2 as Version number but the box is ticked.
Does the car already have ex-1 or ex-2 the car normally loads ingame, because the box is obsolete for extended cars.
 
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