Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
  • 139,887 comments
  • 38,601,038 views
Hey Guys

Here's a track update that I never got to finish during my holidays.

Should be uploaded in a few hours :)

Screenshot_ferrari_355_challenge_ks_brands_hatch_11-9-124-23-48-0.jpg
Screenshot_ferrari_355_challenge_ks_brands_hatch_12-9-124-0-9-58.jpg
 
Last edited:
"Rivals of the Road: The 90s Grand Tourer Battle is between Porsche, BMW, and Corvette"

In the early 1990s, the grand tourer segment featured three prominent competitors battling for dominance: the Porsche 928 GT, BMW 850i, and Chevrolet Corvette (C4) Coupe.

View attachment 1396362

90s Street Rivals - Vintage Grand Tourers (Assetto Corsa Mods)

In this trio of legends, the Porsche and BMW vie for top-tier elegance, while the Corvette charges forward with pure performance in mind. As these titans face off on the road, each with its strengths and weaknesses, one can't help but wonder: who will claim victory in this battle of 90s grand tourers?

The answer lies not in words but on the track - find out for yourself by putting them through their paces, head-to-head, in Assetto Corsa.
Tried the Corvette.
So these are just other people's mods (complete with all pre-existing errors) that you've added allegedly 'real' specs to?
And we're supposed to be tempted into paying for the Porsche?

1728724719317.png


Call me cynical but I'm getting a little tired of this type of thing.
 
Tried the Corvette.
So these are just other people's mods (complete with all pre-existing errors) that you've added allegedly 'real' specs to?
And we're supposed to be tempted into paying for the Porsche?

View attachment 1396467

Call me cynical but I'm getting a little tired of this type of thing.
I think you can get the Porsche free if you wait, his Patreon says "Released 84 days early for members" about it.

Looks like his goal is just to match the performance specs with the real car, but he doesn't really seem to care how he does that... :rolleyes:
 
Tried the Corvette.
So these are just other people's mods (complete with all pre-existing errors) that you've added allegedly 'real' specs to?
And we're supposed to be tempted into paying for the Porsche?

View attachment 1396467

Call me cynical but I'm getting a little tired of this type of thing.
An easy way to fix that.
In the CM showroom press the (T)
click on suspension
click on align using data
and move the arrows to be near the wheels "not need to be perfect"
We all start by copying/pasting from other cars but you have to make changes otherwise the car handling will be messed up
oi.JPG
 
I have recently also been trying to find the cause of this. It never used to be an issue for me, and I have checked settings that should automatically turn them on and off.
I have found that just by clicking once anywhere on the Pure Config app window turns the headlights, including the AI, off instantly if it's daytime. I am running Pure LCS, but with a selection of different PP filters there is no change. I can't recall if it's the same in Gamma.
Sadly I have not found the option, Pure dosn't have any option to uncheck that.
 
An easy way to fix that.
In the CM showroom press the (T)
click on suspension
click on align using data
and move the arrows to be near the wheels "not need to be perfect"
We all start by copying/pasting from other cars but you have to make changes otherwise the car handling will be messed up
View attachment 1396530
You'd rather hope that someone offering 'real' specs would already know this... especially if signing up to a patreon and/or handing money over was required before even seeing what you might be getting.
I'm struggling to see the point of these mods beyond corralling people into a patreon and tricking them into paying for one of the cars. The base cars are terrible and the specs are half-assed.
Compare these with what somebody like @Fuzo creates (and releases for free) with no hoops to jump through and no cynical hidden paywalls.
Even checking these out has been a total waste of time.
 
Last edited:
Just an additionnal ressource post for the vintage freaks around here, and especially tracks and cars modders, since i've been digging some gems around lately. As an example i will go for something i've been trying to setup as a race lately, the Longford 1958 Grand Prix race.

I always start looking race event results on https://www.racingsportscars.com/entry/Longford-1959-03-02-19209.html
They have pictures sometimes, but most importantly they do have the grid presets and results.

Then to check for the actual versions of the car being used, especially when older cars are still being used, i would go for history stories on https://primotipo.com/2015/11/27/the-longford-trophy-1958-the-tornados-ted-gray/ or https://primotipo.com/2018/07/05/longford-lap/
Primotipo not only offers a whole bunch of pics but also get you insights and small events that happened during races. It's useful for both tracks layouts and actual racing events. It also SOURCES ITS LINKS, which will lead you to a niche inside a niche. Cannot get nerdier. I still have no idea whatr they did to the Maserati 250F for this race but i'll find it.

Now, when it comes to 20s-70s races, Lindsay Ross pics https://www.oldracephotos.com/shop/category30-15#Touring Cars 5 and you would get the actual racer's name on top of the liveries.

But if you're aiming at a particular one, your best shot is actually https://forums.autosport.com/topic/1097-australian-gp-in-former-days/ also known as "the Nostalgia Forum". Meet Ray Bell there and get absolutly insane details for anything 50s 60s 70s related. You'll probably meet a whole bunch of modders there, most of you must know about it.

Surprisingly you even find actual frames of the race cars, detailed suspension works, and engine specs for races https://forums.autosport.com/topic/222586-fred-pearse-collection-photos/?hl=+cooper++t38#entry10105492

And by then you have the whole names for drivers, cars and updates that were made on the cars, be them be mechanics or bodyworks.

Now, i think i 've been patient enough and that most of you have no idea where i'm heading, so, plot twist, it is now time to forget about all those 80s formula ones, DTMs or BTCCs, and that you guys start working on that bloody Cooper T38 i've been waiting for a whole year. It's been long enough. You can leave the douche driver model out of it still.



Screenshot 2024-10-12 at 15-07-32 438 Cooper Jaguar T38 (1955) Cooper T38 Mk.II (1955) Engin… ...png
 
Last edited:
I have recently also been trying to find the cause of this. It never used to be an issue for me, and I have checked settings that should automatically turn them on and off.
I have found that just by clicking once anywhere on the Pure Config app window turns the headlights, including the AI, off instantly if it's daytime. I am running Pure LCS, but with a selection of different PP filters there is no change. I can't recall if it's the same in Gamma.

Sadly I have not found the option, Pure dosn't have any option to uncheck that.
I might just be old and mis-remembering, but "turns the headlights, including the AI, off" is ringing a bell for me. There's a CSP setting to Turn on AI headlights automatically, and I was having my cars light turn on, unbidden, so just trying stuff, I turned that off, and I seem to remember that sorted my headlights drama. Perhaps there's some bleed in the code that makes it affect your car AND the AI?

Edit.
In WeatherFX:

1728739414777.png
 
Last edited:
I have recently also been trying to find the cause of this. It never used to be an issue for me, and I have checked settings that should automatically turn them on and off.
I have found that just by clicking once anywhere on the Pure Config app window turns the headlights, including the AI, off instantly if it's daytime. I am running Pure LCS, but with a selection of different PP filters there is no change. I can't recall if it's the same in Gamma.
You probably know that already but in the pure config, under the AI tab, you can decide whether the headlights are Pure or CSP controlled, as well as to get them working on different lighting conditions, either cubemap or ambient ent luminance.

The CSP Headlights control is in "Weather FX" settings, "turn headlights on and off automatically". I use this option checked in CSP and the "hEADLIGHTS DEFAULT" in Pure config without any issues.
 
Guys, could you try my conversion of acc Kyalami track. Big thanks to LaChub for Ai
View attachment 1396033

Thx for sharing this version.
Imo, there´s still a lot to do. A lot of trees are floating around and some of them really very high and obviously.
1728739630126.png

1728739672283.png


Power cables could be thinner, like in my screenshot above.
Power stands and some fences misses double side, too.
Terrains and mountains could blend better together, like in my first screenshot.
Imo a lot of buildings and other assets have wrong normals.

Pit building looks strange:
1728740037049.png

It should imo look more like this:
1728740194539.png


Some of these things can be done with config, but others unfortunately not.
The terrains blending is easy to change:
1728740395856.png


I can share my config changes, if you like, but before you´ve to fix the other things. :)
Unfortunately, my time is very limited lately, but I´ll try to help with hints if wanted and needed.
 
Ford Mondeo skin (Czech Republic) but what exactly the series was called i have no idea.

All i no is "RASINO" is a Ford main dealer in Czech Republic

car: https://mega.nz/file/sNAWkBCJ#OQ35pRlAh26mOZKANyWMG9TQpRkU9gByhhTP9PpN4Z4


CM drag and drop no AO (apart from front splitter and bumper insert) due to removing side repeaters and rear badge and rear plate to match real life. Of course the car i was skinning from is a early Mondeo but there is not 1 of them in the game worth skinning so i chose this. Had to make a few stickers from scratch on this one, 2 from scratch and 1 modified.

4k

Screenshot (737).png


35857717415_d4ebc02259_b.jpg
 
Last edited:
You probably know that already but in the pure config, under the AI tab, you can decide whether the headlights are Pure or CSP controlled, as well as to get them working on different lighting conditions, either cubemap or ambient ent luminance.

The CSP Headlights control is in "Weather FX" settings, "turn headlights on and off automatically". I use this option checked in CSP and the "hEADLIGHTS DEFAULT" in Pure config without any issues.
Thank you @Tetri and @andrevr for your input. After going back and forth with the options in CSP and the Pure Config lights are working properly again :) I changed so many times I've become a bit confused as to what I have changed, but I think it was the the setting under the AI tab in Pure config. I must have changed something when playing with Pure settings a while back.

@Marneus_boss I now have "Force Ai headlights" and "Turn headlights on and off automatically" checked in CSP Weather FX, and "Headlights Pure" selected in the AI tab of the Pure config and it's all sorted. Strangely if I change to "Headlights Default" my headlights and the AI both come on again, despite this setting working for Tetri.

 
Happy heads-up.
@GzeroD has posted his 1958 Vanwall GP in GTPlanet Downloads :)
The car that Stirling Moss drove, to lose the drivers championship, by being a gentleman and a legend.
Was indeed a real Gentleman.
On the other hand, while nowadays the F1 is the highest you can achieve in car racing world wide, think in the 50’s it was more diverse. Like winning the rally of Montecarlo, 24h le Mans, Targa Florio, Indy, Mille Miglia and other famous races, did have the same prestige. As most of the F1 drivers also did drive lot of other type of race classes, like Sir Stirling Moss.

Btw thanks for the notification on the Vanwall.
 
Last edited:
Glence Hill - v1.01

1728752318597.png

"Glence Hill is a small fictional club style circuit set along the Scottish coast"



features:
  • 16 pit/grid with AI
  • 2 cameras
  • CSP RainFX, VAO and otherFX™
  • some horses

credits:
  • original 3d model by @frasie, converted with permission to Assetto Corsa by @RMi_wood
  • new trees, physical road mesh and MUCH 3d rework by @pugsang (thanks bro!)
  • logo by @Fanapryde
  • beta testing by the above and @Breathe, @Masscot, @TITI, @erentuzci,



:: DOWNLOAD ::
Glence Hill - v1.01

changelog:
  • transparent fence fixed
  • start lights better visuals
  • floating skidmarks corrected / deleted
  • wheels on truck now touch the ground
  • tweaked VAO patch fix for visual glitch (no VAO is applied)

Original post updated for download ::here::
 
Last edited:
I am trying to move the position of an element, a track marshal, further away from the racing line from where track creator has placed them. I can make meshes disappear with a entry into the tracks ext_config.ini file so I thought I would try doing the same to move a mesh, without having to involve kn5 files and apps I am not familiar with, like 3dSIMED.

I came up with the idea of asking ChatGPT instead of sifting through the web for hours. What I got looked very plausible to me. And yes I can hear people laughing at me!

Sadly nothing is working yet. I’m not sure if ChatGPT got this info from somewhere creditable, or if came up with the idea on a whim based on other working ideas it found?


ChatGPT suggested:



[MODEL_REPLACEMENT_...]
NAME=YourMeshNameHere
POSITION= x, y, z ; These values shift the object in 3D space
ROTATION= x, y, z ; This rotates the object around its origin
SCALE= x, y, z ; This scales the object (optional)


and an example to raise it by 2 metres:

[MODEL_REPLACEMENT_BANNER_01]
NAME=BANNER_01
POSITION=0, 2, 0


I have tried a few combinations, based on ChatGPT suggestions, but nothing is working yet. Any idea if this is possible?

Other code variations i have tried were along the lines of:

[MESH_ADJUSTMENT_1]
ACTIVE = 1
MESHES = comipiste027_WC_MARSHAL0302
IS_RENDERABLE = 1
POSITIION = 0, 10, 5

and also

[MODEL_REPLACEMENT_...]
ACTIVE = 1
[REPLACEMENT_0]
NAME = comipiste027_WC_MARSHAL0302
POSITION = 0, 10, 5
ROTATION = 0, 0, 0
 
I am trying to move the position of an element, a track marshal, further away from the racing line from where track creator has placed them. I can make meshes disappear with a entry into the tracks ext_config.ini file so I thought I would try doing the same to move a mesh, without having to involve kn5 files and apps I am not familiar with, like 3dSIMED.

I came up with the idea of asking ChatGPT instead of sifting through the web for hours. What I got looked very plausible to me. And yes I can hear people laughing at me!

Sadly nothing is working yet. I’m not sure if ChatGPT got this info from somewhere creditable, or if came up with the idea on a whim based on other working ideas it found?


ChatGPT suggested:



[MODEL_REPLACEMENT_...]
NAME=YourMeshNameHere
POSITION= x, y, z ; These values shift the object in 3D space
ROTATION= x, y, z ; This rotates the object around its origin
SCALE= x, y, z ; This scales the object (optional)


and an example to raise it by 2 metres:

[MODEL_REPLACEMENT_BANNER_01]
NAME=BANNER_01
POSITION=0, 2, 0


I have tried a few combinations, based on ChatGPT suggestions, but nothing is working yet. Any idea if this is possible?

Other code variations i have tried were along the lines of:

[MESH_ADJUSTMENT_1]
ACTIVE = 1
MESHES = comipiste027_WC_MARSHAL0302
IS_RENDERABLE = 1
POSITIION = 0, 10, 5

and also

[MODEL_REPLACEMENT_...]
ACTIVE = 1
[REPLACEMENT_0]
NAME = comipiste027_WC_MARSHAL0302
POSITION = 0, 10, 5
ROTATION = 0, 0, 0
these positions would be from 0,0,0 of the whole model, i think, not the distance you want to move them.
BTW, did they dissappear when you tried these variations?
 
Thx for sharing this version.
Imo, there´s still a lot to do. A lot of trees are floating around and some of them really very high and obviously.
View attachment 1396587
View attachment 1396588

Power cables could be thinner, like in my screenshot above.
Power stands and some fences misses double side, too.
Terrains and mountains could blend better together, like in my first screenshot.
Imo a lot of buildings and other assets have wrong normals.

Pit building looks strange:
View attachment 1396591
It should imo look more like this:
View attachment 1396592

Some of these things can be done with config, but others unfortunately not.
The terrains blending is easy to change:
View attachment 1396593

I can share my config changes, if you like, but before you´ve to fix the other things. :)
Unfortunately, my time is very limited lately, but I´ll try to help with hints if wanted and needed.
Ok i will check it!

Corrected!
Screenshot_htrs_lada_vesta_sp_vv_kyalami_12-9-124-21-39-2.jpg


22222222222222jpg.jpg
 
Last edited:
these positions would be from 0,0,0 of the whole model, i think, not the distance you want to move them.
BTW, did they dissappear when you tried these variations?
@RMi_wood Sadly no change. I also tried entering values just a little different to what I wrote down as the co-oridinates of the mesh as detailedin the object inspector in the hope that might make it move to a random nearby position, but no effect.
 
@RMi_wood Sadly no change. I also tried entering values just a little different to what I wrote down as the co-oridinates of the mesh as detailedin the object inspector in the hope that might make it move to a random nearby position, but no effect.
I could be wrong, but as far as i know there's no way to move meshes inside of a kn5 via ext_config unless you added that specific object into another KN5.
 
Hi everyone, asking for help, how can I reduce 22 hp to the power at the wheels, but with the others values unaltered? its supossed to be a V8 Supercharged engine ( Camaro ZL1 from 2013) I modified the power.lut file but this change the torque values, that from a dynotest set this 691NM like real
 

Attachments

  • camaro.png
    camaro.png
    36.1 KB · Views: 5
Glence Hill - v1.01

changelog:
  • transparent fence fixed
  • start lights better visuals
  • floating skidmarks corrected / deleted
  • wheels on truck now touch the ground
  • tweaked VAO patch fix for visual glitch (no VAO is applied)

Original post updated for download ::here::
Cool track thanks!

Makes me wish for a historic Ingilston track someday, there is a decent looking GPL version which gives me a good excuse to install that game.
 
guys question about my late problem with CM
i reinstall the track with fresh clean installation everything working fine but !!!!! when i disconnect
and try reconnecting when i get the red screen
its like something recording in the track file .like some error and then the next time its doesn't recognize. maybe i got something wrong with CM?
Thanks for the help!
 
Sharing a mod? Host it on GTPlanet Downloads. Free, public hosting for files up to 10GB in size.

Latest Posts

Back