Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
  • 138,634 comments
  • 37,860,352 views
Hi guys, i was surfing the net for some thew mods and i found this site that has two interesting cars, the Hipole Vento LMH and the Hipole Aria GT3, but i couldn't quite figure out how to get them, if anyone is interested to have a look here is the site:

 

Attachments

  • vento_uno_preview.jpg
    vento_uno_preview.jpg
    54.2 KB · Views: 8
  • vento_aria_gt3_evo_preview.jpg
    vento_aria_gt3_evo_preview.jpg
    50.2 KB · Views: 5
Update day 2
F1 2010 4.5 End of life
Fixed renault blurred rim being messed up on the rear
Fixed version number too
Fixed some carbon shaders
Fixed lotus steering wheel being completely black
Side of bridgestone tyres are more glossy juse like real life
AND
Proper cockpit, brought the cockpit model codemaster uses for F1 2011 and onward to F1 2010 cars, instead of a big black box, you have a cockpit

1727032382299.png

1727032439828.png


And Renault steering wheel has an NM map to make it look better



F1 2013 1.0 HOTFIX

Fix Mercedes and Renault engine sound being only heard on the right speaker

Fixed Lotus having the wrong driver3D.ini (so you had default kunos driver model urk)
Added ks_ferrari_F138 folder so that when you want to play with kunos F138, you have the real helmet of Alonso and Massa
Lotus green leds are DRS, to fit real life. And also it was missing a 15th led.
 
Last edited:
I installed some update / improvement which were shared some days ago, maybe that´s the reason for. Maybe someone else can check it too, otherwise I just delete the ext_config from your skin folder.

Edit: decreased the value of the diameter from 0.243 to 0.200 and now it´s fine.

View attachment 1389967
can u maybe share ur updated ext config with us all?
 
Thanks Joe.

Just one question, since there are multiple grass skin options which one is the updated one? or are they all updated? or do you mean the skins are not needed as you have updated the original/default grass?
Technically, no track skin needs to be enabled. The included ones are optional for those that might like a different look. The Grass Darker one just makes the default grass slightly darker. The Grass Green one takes away the patchy grass look and makes everything lush and green.
 
ADAC GT Master's Ford GT "TOI TOI" livery close-ish replica


!! Choose weather you want with or without AO and drag that "content" folder over to CM and install !!



I will be honest and say i have no idea what class this is i am guessing "DTM" due to the race plate but i have no idea i just skinned it. Names are not accurate i couldnt find anything online and the pictures i was skinning from were not the best quality.

this car is mapped like pee pee but its still better than the VRC Mondeo (just)

There is an ext_config in the skin folder that takes care of the brightness adjutsment so no need to mess around with shader values (i should of done this before on other uploads)

i cannot get the number 38 visible from the inside as there is no map i also cannot cover the foglights over due to mapping

Link to GT3Masters car is in the download.


Screenshot (700).png


th-2889019742.jpg
 
Last edited:
@Peter Boese is there a way to rotate the sky dome and sun position to effectively correct an incorrectly-rotated track?
I know we can place the track anywhere on the planet with GPS coordinates, but is there a way to fake its orientation?
Rotating the track itself is often not practical due to things like animations getting broken, so it'd ironically be a lot easier to rotate the rest of the solar system rather than rotate the track.
If it's not currently possible, is it something that you and Ilja could consider at your next meeting of the Wizard's Guild?


EDIT: never mind, apparently it's already a feature of vanilla AC in lighting.ini the track's data folder.
SUN_PITCH_ANGLE: defines the height of the sun. 0 = top of the sky. 90 = horizon
SUN_HEADING_ANGLE: counter-clockwise rotation around the track

Thanks to @lux3y for finding this.
 
Last edited:
Charging money for Forza models sure is a business strategy these days it seems. Should just start extracting all the Forza models and sell them on gumroad, Would make bank it appears.

Is there an easiest alternative for road car ? It very difficult to find the best mod, with the right physic and are not convert? If only there was one place with only the best mod with an easy interface ? If i want a particular car I need to go on hundred patreon, discord, telegram, reddit, facebook, assetto world, overtake. And even them I don’t know the quality.
 
Ford GT "TOI TOI" livery close-ish replica


!! Choose weather you want with or without AO and drag that "content" folder over to CM and install !!

I will be honest and say i have no idea what class this is i am guessing "DTM" due to the race plate but i have no idea i just skinned it. Names are not accurate i couldnt find anything online and the pictures i was skinning from were not the best quality.

this car is mapped like pee pee but its still better than the VRC Mondeo (just)

There is an ext_config in the skin folder that takes care of the brightness adjutsment so no need to mess around with shader values (i should of done this before on other uploads)

i cannot get the number 38 visible from the inside as there is no map i also cannot cover the foglights over due to mapping

Link to GT3Masters car is in the download.


View attachment 1391415

View attachment 1391416
Thats ADAC GT-Masters
 
CSP uses this flag for guessing some parameters if not set explicitly (for example, for how sparks or tyres would look, or even how car is rendered in rendering queue) by default it tries to detect this value from tags in “ui_car.json”
I know about sparks & tyres, I just wonder what's with this thing still "tampering" normal tags behaviour when we live in the ext_config world. Just slap it there and call it GUESS_OPEN_WHEELER_JUNK: yes or no

anyway..."how car is rendered in rendering queue" now you got my curiosity, since I don't know exactly what you mean and I'm open for explanation.
 
Hi Guys

This should be my final update for this track.

One thing that bothered me was the track side food truck textures, have tried to update it to make them look a bit more interesting.

Have also added some more night light settings.

N.B. Deactivate skins and reactivate new skins in Content Manager for new textures to show

Update details v1.3:

  • New track side food truck texture added
  • Illuminated overhanging Liqui Moly banner (next to Grand Valley Speedway banner, main straight)
  • Illuminated Firestone banner a bit (Pit building)
  • Illiminated Gran Turismo banner a bit (Top pit building)
  • Illuminated Bilstein banner and added spot lighting (track side hill)
  • Updated bgr00 background loading screen as per new light settings

bgr00.jpg
mobile_shops_d.jpg


Update details v1.2:

  • Night lighting complete rework with several new settings
  • Fixed fps issue on main straight at night (caused by night lighting)
  • Adjusted all light colors, ranges, fade, spot, sharpness etc.
  • Adjusted all flood lights
  • Adjusted all pit building lights
  • Adjusted all grandstand lights
  • General light settings and colors adjusted, clean, crisp with balanced and good fps performance
  • Added missing light shadows around the track and set
  • Added missing light tetxures around the track and set
  • Added missing light textures and shadows in tunnels, set too
  • Illuminated all brake markes and set
  • Illuminated all turn signs and set
  • Illuminated all pit signs and set
  • Illuminated yellow and black corner direction signs and set
  • Illuminated camera man towers a bit and set
  • Illuminated tunnel entry billboard/map a bit and set
  • Illuminated blue bridge textures a bit and set
  • Adjusted bridge lighting
  • Illuminated all tents a bit and set
  • Illuminated Grand Valley Speedway banner and set
  • Illuminated all track overhanging banners and set
  • Illuminated food trucks a bit and set
  • Illuminated pit building windows a bit and set
  • New Liqui Moly concrete wall texture
  • Several material adjustments added and set

- More loading screens added

 
Ford GT fairly close replica (FIA-GT3) 4k

Drag and drop to CM to install no AO its a dark car.

some parts of this car were very hard to do so may not be 100% perfect in places however i have tried to get is as close as i can






Screenshot (701).png



maxresdefault.jpg




Quick on the fly update to the "toi toi" skin aswell i have not updated the main download i have just put a mega link up to the .dds file needed in the updates section, drag it over to the correct folder and hit overwrite, do not use CM to install that .dds file it wont work it needs to be done manually. This just turns the inside of the headlights white, i totally missed it


Screenshot (702).png
 
Last edited:
Hi everyone, I need help, some of the recent released cars have this problem, the car move the wheels, but the car dont run, Im using CSP0.1.80 prev1, is there eny fix to this bug? thank you in advance
Unfortunately for folks like us who prefer an older version of CSP, they require a newer version. Don't know if there's any way to make them compatible with v0.1.80 preview 1, which also happens to be the version I'm using...
 
Last edited:
The mod that nobody asked for, but hopefully you guys enjoy!

Land Rover Defender 110 V8:

https://www.gtplanet.net/forum/downloads/2021-land-rover-defender-110-v8.6960/

Major overhaul to Rekumi's Land Rover Defender mod, including resizing the model to accurate size, improving the physics for both off-road and on-road use, accurate ride height adjustability for off-road and on-road use (in SUSPENSION setup at the start of a session), updated factory skins, and more.

I cannot take full credit as I didn't create the base mod but I put a lot of work into fixing things that annoyed me and so I wanted to share with the community.

If you don't want to use the female driver just delete "woman_driver.kn5" under assettocorsa/content/drivers and it should load the default driver.

Some eye candy:

Screenshot_rkm_landrover_def_bella_vista_route_22-8-124-10-44-19.png


Screenshot_rkm_landrover_def_bella_vista_route_22-8-124-10-38-7.png


1727050537263.png


1727050551191.png


This is the first time I've done anything even remotely this involved, hope you guys enjoy!

 
Last edited:
Unfortunately for folks like us who prefer an older version of CSP, they require a newer version. Don't know if there's any way to make them compatible with v0.1.80 preview 1, which also happens to be the version I'm using...
There is a way to make them work on older CSP versions, but it takes a little leg work and unfortunately the data file can't be encrypted. I have to say up front that I am not a car modding guy so I have no idea if what I say here is actually factual and\or whether the car will drive the way it is intended if you do this. Also, I imagine what you have to do for each car may be different.

For this example, I will explain what I did for the recently released gadu_alfa_romeo_tz2 mod. A car I couldn't use before I did this, but now at least drives. Whether it drives the way the modder intended, I have no idea since I never had a chance to drive it before doing this.

1.) Make a copy of the data.acd file (just to be safe) and then unpack the data file for the car using CM's manage car menu.

2.) Go into the newly created data folder and open up the car.ini file. At the top you will see two entries:

[HEADER]
VERSION=extended-2

[_EXTENSION]
REQUIRED_VERSION=2744
RAIN_DEV=1

3.) Delete the entire EXTENSION section. This will eliminate the CSP crash that tells you that you need a newer CSP version, but the car still won't move so you also have to edit the HEADER section.

4.) For the HEADER part, i'm a little unsure of what to do here exactly. I changed the VERSION= part to both VERSION=1 and VERSION=2 and the car worked both ways. I didn't notice any difference in the way it drove so I'm not sure which is the right way to set it.

5.) Save the car.ini file. At this point you can do one of two things. Delete the existing data.acd file and the game will use the data folder files to manage the car. Or go back into CM and re-pack the data file and then delete the data folder.
 
Last edited:
There is a way to make them work on older CSP versions, but it takes a little leg work and unfortunately the data file can't be encrypted. I have to say up front that I am not a car modding guy so I have no idea if what I say here is actually factual and\or whether the car will drive the way it is intended if you do this. Also, I imagine what you have to do for each car may be different.

For this example, I will explain what I did for the recently released gadu_alfa_romeo_tz2 mod. A car I couldn't use before I did this, but now at least drives. Whether it drives the way the modder intended, I have no idea since I never had a chance to drive it before doing this.

1.) Make a copy of the data.acd file (just to be safe) and then unpack the data file for the car using CM's manage car menu.

2.) Go into the newly created data folder and open up the car.ini file. At the top you will see two entries:

[HEADER]
VERSION=extended-2

[_EXTENSION]
REQUIRED_VERSION=2744
RAIN_DEV=1

3.) Delete the entire EXTENSION section. This will eliminate the CSP crash that tells you that you need a newer CSP version, but the car still won't move so you also have to edit the HEADER section.

4.) For the HEADER part, i'm a little unsure of what to do here exactly. I changed the VERSION= part to both VERSION=1 and VERSION=2 and the car worked both ways. I didn't notice any difference in the way it drove so I'm not sure which is the right way to set it.

5.) Save the car.ini file. At this point you can do one of two things. Delete the existing data.acd file and the game will use the data folder files to manage the car. Or go back into CM and re-pack the data file and then delete the data folder.
Thank you, yes, that is a way for some mods that work with CSP0.2 physics based (when the suspension is not set like COSMIC), and then the car could be playeable in game, but in my side, the car loads, but the car spin the wheels, but without run... just stay burning tyres...
 
The basics were made for the "Rothmans Opel Team" skin, 1982/1983 (Ascona 400 Group B model).

If anyone is willing to make improvements to the skins and remove the details (Thrustmaster windows) and add the details corresponding to the skins (Monte Carlo 1982) and some others, I will send the file that I adapted.
 

Attachments

  • __custom_showroom_1727062448.jpg
    __custom_showroom_1727062448.jpg
    78 KB · Views: 3
  • __custom_showroom_1727062463.jpg
    __custom_showroom_1727062463.jpg
    89.7 KB · Views: 3
  • opel_ascona_vatanen-_1.jpg
    opel_ascona_vatanen-_1.jpg
    62.3 KB · Views: 3
Ford GT fairly close replica (FIA-GT3) 4k

Drag and drop to CM to install no AO its a dark car.

some parts of this car were very hard to do so may not be 100% perfect in places however i have tried to get is as close as i can






View attachment 1391443



View attachment 1391444



Quick on the fly update to the "toi toi" skin aswell i have not updated the main download i have just put a mega link up to the .dds file needed in the updates section, drag it over to the correct folder and hit overwrite, do not use CM to install that .dds file it wont work it needs to be done manually. This just turns the inside of the headlights white, i totally missed it


View attachment 1391446
Ford GT fairly close replica (FIA-GT3) 4k

Drag and drop to CM to install no AO its a dark car.

some parts of this car were very hard to do so may not be 100% perfect in places however i have tried to get is as close as i can






View attachment 1391443



View attachment 1391444



Quick on the fly update to the "toi toi" skin aswell i have not updated the main download i have just put a mega link up to the .dds file needed in the updates section, drag it over to the correct folder and hit overwrite, do not use CM to install that .dds file it wont work it needs to be done manually. This just turns the inside of the headlights white, i totally missed it


View attachment 1391446
But... but... These exist. The proper... Okay.
__custom_showroom_1727063428.png
 
Thanks very much, will test this out!
ok did some testing and I found that if I turn on BRAKEDISC_FX in CSP setting then I will see that blur lines in game, not in shown room though. If I turn it off then the disc brake looks normal when car is stationary..... but Kunos cars do not have this problem... please advise....
 
@Peter Boese is there a way to rotate the sky dome and sun position to effectively correct an incorrectly-rotated track?
I know we can place the track anywhere on the planet with GPS coordinates, but is there a way to fake its orientation?
Rotating the track itself is often not practical due to things like animations getting broken, so it'd ironically be a lot easier to rotate the rest of the solar system rather than rotate the track.
If it's not currently possible, is it something that you and Ilja could consider at your next meeting of the Wizard's Guild?


EDIT: never mind, apparently it's already a feature of vanilla AC in lighting.ini the track's data folder.
SUN_PITCH_ANGLE: defines the height of the sun. 0 = top of the sky. 90 = horizon
SUN_HEADING_ANGLE: counter-clockwise rotation around the track

Thanks to @lux3y for finding this.
But it could be also properly set in the CSP track data file.
You find it in /extension/config/track_params.ini
or track_data or something. In it you find many definitions of tracks with coordinates and rotation angles
 
But it could be also properly set in the CSP track data file.
You find it in /extension/config/track_params.ini
or track_data or something. In it you find many definitions of tracks with coordinates and rotation angles
Can't find that, the only one close in AC root is ...extension/config/track_adjustments.ini, but there's nothing in there about rotations and coordinates. I guess I'm looking in the wrong place?
Just curious why this would be the considered the 'proper' way to do it anyway, rather that in the track's own data folder?
I'm not a fan of having car or track configs split in different locations, I much prefer to keep everything in the car or track folder where it's more overt, more easily accessed for editing, and less likely to have conflicting instructions (if 'ignore other configs' isn't active).
 
Can't find that, the only one close in AC root is ...extension/config/track_adjustments.ini, but there's nothing in there about rotations and coordinates. I guess I'm looking in the wrong place?
Just curious why this would be the considered the 'proper' way to do it anyway, rather that in the track's own data folder?
I'm not a fan of having car or track configs split in different locations, I much prefer to keep everything in the car or track folder where it's more overt, more easily accessed for editing, and less likely to have conflicting instructions (if 'ignore other configs' isn't active).
It's in assettocorsa/extension/config/data_track_params.ini
But everything that is put into this file overrides anything you have set in data/lighting.ini of your track folder. So preferably I would also just put it in the trackfolder rather than in the main extension folder of AC.

For the Brno track you have been working on, the SUN_HEADING_ANGLE needs to be set to -157

A positive value rotates the track clockwise, a negative value counterclockwise.
 
Last edited:
It's in assettocorsa/extension/config/data_track_params.ini
But everything that is put into this file overrides anything you have set in data/lighting.ini of your track folder. So preferably I would also just put it in the trackfolder rather than in the main extension folder of AC.

For the Brno track you have been working on, the SUN_HEADING_ANGLE needs to be set to -157

A positive value rotates the track clockwise, a negative value counterclockwise.
Thanks!
Yes, it was Brno that flagged this up and we've already made the corrections, but thanks for looking at it. @Tyrone B noticed that the shadows were incorrect for the ToD, so initially we were considering rotating the track, but that would have broken all of the animations. Lux3y then found the way to rotate the entire solar system, rather than the track, which saved a LOT of potential reworking.
Speaking of Brno, the update is taking a little longer than planned because we keep finding more things to improve.
Current changelog is:
v2.66 updated September 2024
  • All tree textures replaced to reflect the wider variety at Brno. More trees planted. All tree shadows fixed. Tree meshes fixed. Floating trees seated. New bespoke treewall and bush textures created.
  • Animated flying birds added.
  • Animated camera jib, marshals and cameramen added.
  • Some adboard/sponsor textures updated. Some adboard meshes fixed.
  • New distance markers, pit entry signs, and marshal hut numbers.
  • New skidmarks.
  • Track rotation corrected for proper solar path and shadow casting.
  • Various other tweaks and fixes, including: alpha corrections on pit entry road markings; marshal hut number sequence corrected and missing number textures remapped; s/f gantry banner mapping fixed on the rear side; floating hillside fences fixed; various jumbotron tweaks.

We're also looking to add a brand new environment map with proper terrain contours and elevations in the surrounding countryside, which might mean we can open up sight lines to the wider world. At the moment Brno is still a walled-in island floating in space as per the Race '07 original.
 
Just a small tip for people looking for good reflections (either cockpit or outside), in CSP settings, extra FX, the results are way better using the Local reflections SSLR set as Quality : High (OLD) and you can manually set the resolution to 500% (despise the limit with the mouse being 100%). Doesn't seem to have any impact on performances. It fixes the "bulky pixellated" effect on rounded areas as well.

In case, here's a direct CSP Extra FX link : https://acstuff.club/s/Ceg9

We figured that out looking for the lack of reflections of the cockpit board on the porsche Speedster A356 from @alexlockout a friend was experiencing.

Screenshot_al_porsche_356a_speedster_racecar_bop_12_greenwood_f3ct_23-8-124-12-27-25.jpg
 
Last edited:
BMW Z3M FIA GT COUPE' - GTR QUICK UPDATE

In these days I realized that, due to an error in the front strut, the car had a wrong steering angle that led, in some cases, even to the suspension breaking. In theory now everything should be fine and the car should be less "go kart feeling" in the first degrees of steering.

EDIT: I also fixed the blur in lod A so that I no longer have strange graphic effects

 
Last edited:
Sharing a mod? Host it on GTPlanet Downloads. Free, public hosting for files up to 10GB in size.
Back