Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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"Lekker" is also used in both Dutch and Norwegian, meaning basically the same as in Afrikaans. :)
Well i use it also in german when i see a "properly modded female beeing" :D

When I saw this car, I was honestly surprised, from all those pictures published at their webpage I thought this is the "real deal", finally official TCR car, data based, CAD 3D model, fully optimized, carefully crafted... Thought my TCR cars are thing of a past... Then I downloaded it, opened it and... yes, it was probably made by the same guy who did Virtual TCR mod. It has the same sounds like old Virtual TCR Elantra, wheel blur is always on in CM showroom, the car glows at night, even some sponsor logos glow, I believe physics is that infamous esport physics from Virtual TCR car as well. The model is from the same source like mine, so Hum3D just with remodeled front and some details, but no LODs, no optimization, quickly put together. When I tried to drive it, it almost broke my hands for some reason with my DD wheel...

I don't think the bar for AC TCR cars is set so low that we should be happy for this kind of mods. I am not sure how I should feel about **** like this, really. I was honestly pissed for a while... Anyways, all modesty aside, if you guys want to drive proper TCR cars, avoid this one and grab proper TCR mods at my Patreon (free to download)... Especially try Cupra or Audi with new sounds and with headphones, erection guaranteed! :cool:
yeah beside your cars, there is not much (nothing?) good content in these deparment. Thats the reason i drive this class in raceroom :crazy:
 
"Lekker" is also used in both Dutch and Norwegian, meaning basically the same as in Afrikaans. :)
I've seen that. Glad the lekker has spread :)
Has it become really recognisable? If you say it, do folks immediately know where you're from?
Cos that's it for South Africans. We will immediately assume.
 
I've seen that. Glad the lekker has spread :)
Has it become really recognisable? If you say it, do folks immediately know where you're from?
Cos that's it for South Africans. We will immediately assume.
Lekker is flemish too (Northern part of Belgium)...
leeuw.png
 
Maybe a repost is allowed?

My 1998 Championship files have been downloaded over 2000 times and the video has over 6K views.



I'm quite surprised. I originally did these only for my own enjoyement and for friends here at GTPLanet but many people have found AC and its classic F1 cars through Youtube.

Biggest thanks goes to SHIN who has made an absolutely incredible 1998 track pack.

Almost full track pack and working Buenos Aires too. Melbourne 1998 is the newest. And every single track ai is very good, crash free and challenging. That man is a genius and his work doesn't get enough credit.

It's pretty cool season and prime Mika vs Michael era. I have set the championship for Schumacher as I found that it was way too easy to win races with the McLaren.

The Virtua Simulazione cars are a bit too oversteery to my liking but when piloting Schumi it definitely increases the challenge (with Hakkinen ai at 100).

Give it a shot if you already haven't. All download links in the video description.



PS: Ironically all tracks in the video have been updated by Shin already. :)
 
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I got Assetto Corsa last week solely for the SRP mod. Absolutely love it.

However, Iā€™ve been messing around with traffic planner in practice mode and Iā€™d like some help with the CarList.lua file if possible. Some cars I add only appear in one colour, and/or the headlights donā€™t work. Is there a way to fix this? Thanks.
This is the best resource I've come across for all things traffic planner related:
 
I've seen that. Glad the lekker has spread :)
Has it become really recognisable? If you say it, do folks immediately know where you're from?
Cos that's it for South Africans. We will immediately assume.
No it doesn't have that element of instant recognition, like it obviously has in SA, so I think it's safe to say it does its job best down with you guys. šŸ‘
 
Okutama Togue v2.0 from GRID2
-Downhill/Hillclimb layouts, custom road physics, original vegetation, audio effects, spectators
-vanilla AC compatible, a dozen physical drift posts in some corners
-CSP grass, rain, lights, floating leafes in that one tight Canyon
-unfortunately every addon for v1 would not work here, track was moved to be centered
MediaFire dowload
View attachment 1402642

GT Sainte Croix v1.1
-made big tents a bit nicer
-added E/E2 layouts all around the edges
--including that long stretching corner north-east of the circuit
--ai line might not be the best
MediaFire download
View attachment 1402643
Oh little mistake in version number, Sainte Croix v1.1 was latest, now behind the dl-link now is the same as i posted yesterday, just w updated version number, sorry :( .

GT Sainte Croix v1.2
-made big tents a bit nicer-added E/E2 layouts all around the edges
--including that long stretching corner north-east of the circuit
--ai line might not be the best
 
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Hey guys,

i've been Playing around with AI fast lanes and AI hints lately, notably for the 1930s combo i'm setting up.

I have managed something i'm actually happy with on the Fat Alfie bremgarten. I still don't know how to setup the ai hints properly and there's still a few crashes when going side by side on some corners, but so far the AI is 3-4 secs faster.

I would like to setup a track skin with the new AI rather than overwrite teh original one (the tests with other cars did not go super well). What's the fastest way to create a map skin folder and implement it with CM?

Anyway, i finished the AI cars for the 1934-1935-1936-1937 best cars available (HSS Maserati 8CM, HSS Alfa P3, Delage 15S8 Seaman, Mercedes W125 and Auto Union Type C). They all make a lap between 2.29 - 2.32, which is really hard to follow aftyer a few laps with overheated tyres.

I'll make a quick vid and upload the cars, but i would love to upload the AI fast lane on the Brem as well here first, to get some feedback.
 
He has returned.

James Bond Action GIF by Turner Classic Movies


Doublezero has released a new track!


View attachment 1402298
Updated today to fix a few errors.
If anyone thinks the foliage is a little bright for their PPF, add this to the end of the config:
Code:
___________________________________________________darker foliage
[SHADER_REPLACEMENT_...]
DESCRIPTION=DARKER FOLIAGE
ACTIVE = 1
MATERIALS = shader:ksTree, ?tree?, ?TREE? ;assumes 'tree' naming convention, any non-compliant will need adding manually
MESHES = ?tree?, ?TREE? ;assumes 'tree' naming convention, any non-compliant will need adding manually
PROP_...=ksAmbient, 0.15
PROP_...=ksDiffuse, 0.1

[SHADER_REPLACEMENT_...]
DESCRIPTION=ADJUST 3D PALMS AFTER GENERAL FOLIAGE DARKENING
ACTIVE = 1
MESHES = kt_palm_trunks, PALMA?
PROP_...=ksAmbient, 0.4
PROP_...=ksDiffuse, 0.1
 
Oh little mistake in version number, Sainte Croix v1.1 was latest, now behind the dl-link now is the same as i posted yesterday, just w updated version number, sorry :( .

GT Sainte Croix v1.2
-made big tents a bit nicer-added E/E2 layouts all around the edges
--including that long stretching corner north-east of the circuit
--ai line might not be the best
UI still has 1.1
 
Anyone?

It's almost like the ai cars are stuck into 6th gear and can't downshift when they start driving like a grandma. But when you crash them from behind they find their speed again.

I noticed that ASR cars never, ever have this problem. ASR cars have this in ai.ini

[GEARS]
UP=13100
DOWN=80 <<------------ !!!!
SLIP_THRESHOLD=1.1
GAS_CUTOFF_TIME=0.050

while Lotus98T based SD cars have this.

[GEARS]
UP=11500
DOWN=6400 <<-----------!!!!
SLIP_THRESHOLD=0.95
GAS_CUTOFF_TIME=0.360

Could this make the difference?

This forum is full of very experienced car modders. Surely someone has a clue, huh? Trying to solve this issue.I know the SD cars are garbage but I've managed to improve them in so many ways already. This one issue still left and it's very difficult to test because the problem only happens rarely (and mostly on the street circuits).

Is there any "patent fix" for the "injured ai cars" when they start crawling on the track 20 km/h after they hit the wall? And when they do, they create annoying traffic problems. Especially on Monaco.

Anyone has found out something during this 10 years? :)
 
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Updated today to fix a few errors.
If anyone thinks the foliage is a little bright for their PPF, add this to the end of the config:
Code:
___________________________________________________darker foliage
[SHADER_REPLACEMENT_...]
DESCRIPTION=DARKER FOLIAGE
ACTIVE = 1
MATERIALS = shader:ksTree, ?tree?, ?TREE? ;assumes 'tree' naming convention, any non-compliant will need adding manually
MESHES = ?tree?, ?TREE? ;assumes 'tree' naming convention, any non-compliant will need adding manually
PROP_...=ksAmbient, 0.15
PROP_...=ksDiffuse, 0.1

[SHADER_REPLACEMENT_...]
DESCRIPTION=ADJUST 3D PALMS AFTER GENERAL FOLIAGE DARKENING
ACTIVE = 1
MESHES = kt_palm_trunks, PALMA?
PROP_...=ksAmbient, 0.4
PROP_...=ksDiffuse, 0.1
I fall into that category of foliage aficionado. Thank you for the config solution!
 
Oh little mistake in version number, Sainte Croix v1.1 was latest, now behind the dl-link now is the same as i posted yesterday, just w updated version number, sorry :( .

GT Sainte Croix v1.2
-made big tents a bit nicer-added E/E2 layouts all around the edges
--including that long stretching corner north-east of the circuit
--ai line might not be the best
So the latest version is v1.2? Because i redownloaded it, but the ui says 1.1 @leBluem

EDIT: I missed the post of @Fall Guy about the same thing
 
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@RMi_wood (or anyone else),

I have a weird error on the GRID Washington DC track. When I click the look-back view (from cockpit view), I don't see the normal rear view. I see a drone-like flyover of the track. Screenshot below. Any solution?

I'm on the current public release of CSP 0.2.4. It's only this track. (GRID Miami Smugglers Blue is fine.) I've tried different cars, and the same error happens.

Washington_lookback_view.jpg
 
@RMi_wood (or anyone else),

I have a weird error on the GRID Washington DC track. When I click the look-back view (from cockpit view), I don't see the normal rear view. I see a drone-like flyover of the track. Screenshot below. Any solution?

I'm on the current public release of CSP 0.2.4. It's only this track. (GRID Miami Smugglers Blue is fine.) I've tried different cars, and the same error happens.

View attachment 1402994
CSP---> Track Adjustments ---> Fixes for Common Track issues ---> UNCHECK "Draw Grooves over Track, But Before Dynamic Entities"



I had this problem on one of the Autopolises and this fixed it. Hitting "Look Back" would fling the camera to a corner of the usable map.
 
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Edit: link updated to 3.1 with AI start grid fix by @twobegreen (many thanks), plus some other minor tweaks.
Please download again and perform a clean installation.


Automotodrom Brno v3.1
This release includes brand new 3D topography and tree planting based on satellite images and contour data.
Huge thanks to everyone involved, especially @pugsang and Tyrone/Nukedrop for their extensive and tireless contribution to the new 3D environment and foliage.

View attachment 1402628

Changelog v3.1 updated November 2024:
  • New 3D trackside topography and perimeter environment created using Brno satellite images and contour data.
  • Hundreds of new Y-trees and bushes planted in the correct positions. All previous X-trees have been removed. All 2D treewalls have been removed to open up sight lines.
  • New grid box and finish line markings.
  • Animated flock of birds added.
  • Animated camera jib, marshals and cameramen added.
  • Some adboard/sponsor textures updated. Some adboard meshes fixed.
  • New fence textures, distance markers, pit entry signs, and marshal hut numbers.
  • New road texture and skidmarks. Race '07 skidmarks removed.
  • Solar path corrected to enable proper shadow casting for Brno's geolocation and orientation.
  • Paddock helicopter relaced, now with animated rotors.
  • Crowd audio samples and levels adjusted.
  • 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; various texture/shader/normal tweaks, various config tweaks, fixes and additions.

Glance back camera hovering high up like heli cam... feels like a quick fix but no idea where to change parameters - anyone? thx
 
Anyone?

It's almost like the ai cars are stuck into 6th gear and can't downshift when they start driving like a grandma. But when you crash them from behind they find their speed again.

I noticed that ASR cars never, ever have this problem. ASR cars have this in ai.ini

[GEARS]
UP=13100
DOWN=80 <<------------ !!!!
SLIP_THRESHOLD=1.1
GAS_CUTOFF_TIME=0.050

while Lotus98T based SD cars have this.

[GEARS]
UP=11500
DOWN=6400 <<-----------!!!!
SLIP_THRESHOLD=0.95
GAS_CUTOFF_TIME=0.360

Could this make the difference?

This forum is full of very experienced car modders. Surely someone has a clue, huh? Trying to solve this issue.I know the SD cars are garbage but I've managed to improve them in so many ways already. This one issue still left and it's very difficult to test because the problem only happens rarely (and mostly on the street circuits).

DOWN value varies depending on the [HEADER] version of the ai.ini file
For VERSION=4, DOWN value is a percentage which would be the 1st scenario in your example, being 80%.

For versions prior to 4, DOWN value is rpm (2nd scenario in your example).

And yes, having the wrong value will cause AI to not shift properly and drive like grandmas ;)
 
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X90
CSP---> Track Adjustments ---> Fixes for Common Track issues ---> UNCHECK "Draw Grooves over Track, But Before Dynamic Entities"



I had this problem on one of the Autopolises and this fixed it. Hitting "Look Back" would fling the camera to a corner of the usable map.
I donā€™t have that setting checked. It is unchecked by default, and I never touched it.
 
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