Assetto Corsa PC Mods General DiscussionPC 

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shi
SpeedForce Raceway v1.1

View attachment 1281055
Fictional circuit.
Conversion from GTR2.

-CSP recommended
-38 pit/start
-AI, cam

Note;
Check CSP Settings→New AI Behavior→Extra options→Use safer approach for AI spline preparation
For those using older versions of CSP, the v1.0 fast_lane.ai is included.
(in the _option folder)

Credits & Thanks;
GTR2 Original Track by CodeF1
-Thank you for giving me permission

AC Converted by @shi (shin956)
AI, sidelines and ai_hints.ini by IMEAN
New Track logo textures by @Masscot
New Billboard textures by @Breathe
Crowds texture by @Kniker97
logo.png by @Fanapryde
3D mountains from Chuck_CG's Landscape pack
Terrain texture from "Free Quick terrain test" (https://skfb.ly/DXJZ) by Kris Teper is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).
marshall and some textures by kunos
Test and Feedback by @Breathe , @Masscot

Download (mediafire)

Enjoy.

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v1.1 changelog;

New AI, sidelines and ai_hints.ini by IMEAN. (Thanks!)
Smoothed white lines and kerbs.
Fixed fence mapping.
Added garage doors that open and close.
Changed tree textures.
Updated textures for Church (T1).
Updated fence shader (ext_config.ini).
Updated VAO-patch.
Updated camera_facing.ini.

v1.11 changelog;
For those using older versions of CSP, the v1.0 fast_lane.ai is included.
(in the _option folder)
Added v1.0 tree textures as skins for those who do not like the changed tree textures.

SpeedForce Raceway v1.11
The link is in the quote.

v1.11 changelog;
For those using older versions of CSP, the v1.0 fast_lane.ai is included.
(in the _option folder)
Added v1.0 tree textures as skins for those who do not like the changed tree textures.
 
and???? what cars do they run?
The DTM cars are 100% FIA GT3 homologated spec, except for some situational differences.
They're setup as sprint, not enduro, have different sensors and datalogger systems.
Teams buy/rent these systems from the organisers. DTM does not allow live radio telementry.
Before 2023 they used their own BoP, but they're back in the SRO nest now.
For AC purposes, I reckon the difference between game and reality is bigger than DTM vs GT3.
 
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Hi All, a question for the learned CM users. For a little while now after I exit a race CM closes to the desktop would there be a tick box I have missed somewhere.
Thanks
 
Hi All, a question for the learned CM users. For a little while now after I exit a race CM closes to the desktop would there be a tick box I have missed somewhere.
Thanks

I've had this problem randomly for years. It's very frustrating. Happens 1 out of 15 times or so. And there is no cure (at least I haven't found it).

It started after I "upgraded" to Windows 11 (garbage). Never happened on W10.
 
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More formula cars? Yay, i guess (i'm tired of having 300 F1 mods and 0 up to today's standard DTM mods)
so many formula cars on Assetto are very low quality. the main good ones are RSS, VRC and ASR (highly underatted because expensive, recent ones are a joy to drive and look at). ACFL and simdream suck, but recent simdream made by RTT are excellent. DTM is only really popular in Germany, just like Super Formula is only popular in Japan, and Supercars are only popular in Australia, so ofcourse there will be less DTM mods, but modern DTM=GT3, so you have plenty of choice already, apart from skins.
 
Hello, I have an issue graphically with Assetto Corsa, the cars I'm doing use ksmultimap shader, with a diffuse texture (generated by cmshowroom), AO map (diffuse map but with green at 100%) flat nm and txdetail is the car skin. I used shaders value that make the car a little glossy, but when exporting the car I don't have any sunspecular value in the shader settings. I don't really know why this setting appears sometimes in some car and doesn't in mine.

In game, the car looks good when not facing the sun. We can find some gloss on the under body, and the tyre looks good.

image.png



The side is also more glossy than the tread

image.png



But when facing the sun the car look absolutely flat, totally different than what I have when generating previews with Content manager and how the car look in cmshowroom (I know that the result by CM is not accurate, but not totally different than in game)

image.png


For the side tyre, I may understand why because I use a texture on which the alpha is 0 aside of the grove mark so that it shines more and replicate what the grove look in reality


pilote-de-formule-1-espagnol-fernando-alonso-de-renault-f1-team-rides-le-trottoir-pendant-la-deuxieme-session-de-formation-pour-le-grand-prix-2006-de-formule-1-d-espagne-a-la-piste-de-course-circuit-de-catalunya-a-montmelo-pres-de-barcelone-espagne-vendredi-12-mai-2006-2006-le-grand-prix-de-formule-1-espagne-a-lieu-le-dimanche-photo-gero-breloer-d3nh1c.jpg



But for the rest? It's not understandable it shouldn't be totally flat as if I used ksperpixel shader.

I can do something with CSP shader instead just like in this picture, it works better than vanilla shader, but I want to fix it with vanilla assetto before taking in csp shaders to fix.


image.png



Thanks
 
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Hello, I have an issue graphically with Assetto Corsa, the cars I'm doing use ksmultimap shader, with a diffuse texture (generated by cmshowroom), AO map (diffuse map but with green at 100%) flat nm and txdetail is the car skin. I used shaders value that make the car a little glossy, but when exporting the car I don't have any sunspecular value in the shader settings. I don't really know why this setting appears sometimes in some car and doesn't in mine.

In game, the car looks good when not facing the sun. We can find some gloss on the under body, and the tyre looks good.

image.png



The side is also more glossy than the tread

image.png



But when facing the sun the car look absolutely flat, totally different than what I have when generating previews with Content manager and how the car look in cmshowroom (I know that the result by CM is not accurate, but not totally different than in game)

image.png


For the side tyre, I may understand why because I use a texture on which the alpha is 0 aside of the grove mark so that it shines more and replicate what the grove look in reality


pilote-de-formule-1-espagnol-fernando-alonso-de-renault-f1-team-rides-le-trottoir-pendant-la-deuxieme-session-de-formation-pour-le-grand-prix-2006-de-formule-1-d-espagne-a-la-piste-de-course-circuit-de-catalunya-a-montmelo-pres-de-barcelone-espagne-vendredi-12-mai-2006-2006-le-grand-prix-de-formule-1-espagne-a-lieu-le-dimanche-photo-gero-breloer-d3nh1c.jpg



But for the rest? It's not understandable it shouldn't be totally flat as if I used ksperpixel shader.

I can do something with CSP shader instead, but I want to fix it with vanilla assetto before taking in csp shaders to fix.


image.png



Thanks
Doesn't look flat to me, Spec and Sunspec seems correctly reproduced. I would rise up the spec's EXP but that's mostly personal preferences in that case. Fresnels looks a bit too hard on the shadow side and not enough on the sun side, which looks like more of a map trouble.
What's your process to create that map ? Personally, I recommend putting a flat, 100% white filler on the Green channel, as "Greenythy-ing" everything on the layers tends to darken the whole and hide details. Photoshop method, I don't use any other softwares.

Send me a screen of your Material values, maybe that could help too
 
Hello, I had read here some time ago a solution to my problem but my research was in vain. For some time, systematically during the starts I have the white flag which is displayed on my iflag. how to solve it please? For info I had integrated in my content manager the nuzzi apps but I deactivated them because I also had the problem of the cars which returned to the pit as soon as the race started. thank you for your help. a grateful Frenchman ...
 
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Hi to all!

Some cars seem to have some kind of digital number right below the car (gear number).
Is there anyway to get rid of it?
View attachment 1408571
Its the dashboard number which should be somewhere in the cockpit but AC engine was unable to find reffered object to draw the number from so it placed the number to 0,0,0 coordinates. Should be fixable in digital_instruments.ini
 
so many formula cars on Assetto are very low quality. the main good ones are RSS, VRC and ASR (highly underatted because expensive, recent ones are a joy to drive and look at). ACFL and simdream suck, but recent simdream made by RTT are excellent. DTM is only really popular in Germany, just like Super Formula is only popular in Japan, and Supercars are only popular in Australia, so ofcourse there will be less DTM mods, but modern DTM=GT3, so you have plenty of choice already, apart from skins.
I did have the opportunity to drive an URD car ( no F1) in VR and the quality was the best I ever saw. Only I do not care about the modern stuff.
Further more, even if a car is lesser, as long if its acting normally and is looking like the real one it can be a great grid filler. I prefer in my off line championships to race against non fictional historical correct cars on historical correct tracks from that time period, not against 22 of the same fictional cars.
 
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Patrick Mareck https://www.overtake.gg/downloads/1998-bmw-320i-stw-btcc.32489/

1998 BMW 320i STW-BTCC 0.5.1​

bimmer-jpg.366273


by his own words is :
Work in progress !!! lot of things are not done yet
Early cockpit with no textures
LODs are not yet made for this car, will come later on
Temp driver animation

Would be great if some one here could update it, as the mod has not been touched by Patrick since April 2020.
The physic is great, the interior is in need of TLC.
 
shi
SpeedForce Raceway v1.11
The link is in the quote.

v1.11 changelog;
For those using older versions of CSP, the v1.0 fast_lane.ai is included.
(in the _option folder)
Added v1.0 tree textures as skins for those who do not like the changed tree textures.
You are the best! Many thanks for this update.
 
Thanks for the help guys. Deleting the appropriate entries fixed the issue.

On another note, watching DigitalVei 's channel on Youtube and trying to update some cars, i've found out that most (if not all) 101Creative 's cars have a generic custom paint configuration in the extension car folder.

The material for Material_CarPaint in ext_config.ini is NOT the correct one.
You should manually find the correct material (for body paint) in CM showroom and edit it in the ext_config.ini!
It will make a big difference on how the car looks!

I hope that made sence....
Give it a go if you are interested.
 
Patrick Mareck https://www.overtake.gg/downloads/1998-bmw-320i-stw-btcc.32489/

1998 BMW 320i STW-BTCC 0.5.1​

bimmer-jpg.366273


by his own words is :
Work in progress !!! lot of things are not done yet
Early cockpit with no textures
LODs are not yet made for this car, will come later on
Temp driver animation

Would be great if some one here could update it, as the mod has not been touched by Patrick since April 2020.
The physic is great, the interior is in need of TLC.
Wow great. I thought the project is dead forever and Patrik retired from modding …
 
Patrick Mareck https://www.overtake.gg/downloads/1998-bmw-320i-stw-btcc.32489/

1998 BMW 320i STW-BTCC 0.5.1​

bimmer-jpg.366273


by his own words is :
Work in progress !!! lot of things are not done yet
Early cockpit with no textures
LODs are not yet made for this car, will come later on
Temp driver animation

Would be great if some one here could update it, as the mod has not been touched by Patrick since April 2020.
The physic is great, the interior is in need of TLC.
Sheeeeeeeiiiit
... I thought there had finally been an official update to the PM3DM cars when I saw your post. But nope. Any remaining hope just died a horrible protracted death.
 
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