Assetto Corsa PC Mods General DiscussionPC 

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I also have that, but already gave up on improving it.

This one feels more annoying to me. It's actually popping up... I can see the grass "appear" as I move along the road (as if there's some aggressive clipping on the grassfx). I'm not sure if it's just being generated as I'm near it, or if it's some sort of lighting issue and it only gets illuminated in that moment. No idea what to change to prevent it, as it didn't do this in earlier versions.
Does the grass just feel bigger than usual? I have these bigs trunks, sometimes they even spawn on the roads. Reversing to 0.2.4 fixes it, try and have a look to compare. I have no idea where the changes come from. CSP 0.2.4 also helps a lot with plutonium.

Ffs i've been trying to edit all my ppfilters for 0.2.7 and going back to 0.2.4 everything is sooooo much better. God i'm so glad you pointed that out haha.
 
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Does the grass just feel bigger than usual? I have these bigs trunks, sometimes they even spawn on the roads. Reversing to 0.2.4 fixes it, try and have a look to compare. I have no idea where the changes come from. CSP 0.2.4 also helps a lot with plutonium.
The grass_fx on the latest CSP versions look horrible, IMO. Not sure why he changed the way they look, but I hope eventually he goes back to the way it was on older versions. It's the number one reason (among many other reasons) why I refuse to update my CSP version. I just can't get past how bad it looks.
 
The grass_fx on the latest CSP versions look horrible, IMO. Not sure why he changed the way they look, but I hope eventually he goes back to the way it was on older versions. It's the number one reason (among many other reasons) why I refuse to update my CSP version. I just can't get past how bad it looks.
Oh and the trees as well. They REALLY pop up now in 2D, in an uncanny way. I never paid that much attention before, now they 're just spitting their uggliness at my face. Just had a try on the Nord, CSP 0.2.4 is my go to.

I wanted to ask you, what version are you using? Your edits are still on my top list in terms of graphic immersivity, i've wondered if you let go the 1.8 since.
 
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Popping up, as in radioactive swamp? I've been looking everywhere for a way to bring this mess back to its original dark green value. The only way seems to be bringing any form of ambient light in pure to a lower level, or adding more ambient occlusion.

@racinjoe013 have been doing an amazing job to bring the values back to a perfect level in his tracks edits but lately CSP has gone over the edge and it looks overbright again. @ClimaxF1 has done, again, some edits to overcome the new brightness as well, but i can see it's back to overexposed values as well in its edits (just tried Mugello to be sure, and it's not that bad, but it was PERFECT when it came out).

It's still very tricky. I guess there's some grassfx shader or material value value we could bring down thru an extension.ini file, but it could be nice to have a little control over it directly from CM.

Here's the config basics : https://github-wiki-see.page/m/ac-custom-shaders-patch/acc-extension-config/wiki/Tracks-–-Grass-FX

Personal opinion, we have to find a way to get the tracks to look good automatically. I've been trying to play Sergio Loro's old tracks lately with CSP 0.2.7 and they look terrible for some reason. I had to edit very specific values in the ppfilters to bring them back to a decent graphic level, but i remember playing them a few months ago and they looked pretty good.

My guess is either Pure or CSP has added plenty of shaders, glare options, lighting FX and playing old tracks with no CSP updates has become a lottery. Even new versions of super neutral ppfilters, the ones you can trust, like Natural Mod or Pure, cannot render them to their past glory. And it has been mentionned here multiple times, that it's a nightmare as well for creators and modders, as with each new iteration comes new challenges to overcome, edit and add for mods to work properly.

(i'm actually trying rn to make a vid on Sergio Loro's Watkin Glens 60s, with racinjoe's edits, and none of the 30 ppfilters i have, past and new, manage to render it properly. It's a nightmare.)

Edit : it's omething since csp 0.2.5 and beyond. Reversing to 0.2.4, everything looks absolutly glorious.
There aren't many tracks to which I don't have to apply my grass and tree 'cheat code' config. Otherwise the grass and trees are often lime green in default settings.
I agree that it's possibly CSP causing this, as even OEM Kunos tracks now suffer from it.
 
Oh and the trees as well. They REALLY pop up now in 2D, in an uncanny way. I never paid that much attention before, now they 're just spitting their uggliness at my face. Just had a try on the Nord, CSP 0.2.4 is my go to.

I wanted to ask you, what version are you using? Your edits are still on my top list in terms of graphic immersivity, i've wondered if you let go the 1.8 since.
Still using 1.80preview9. Still racing and editing tracks without having to jump through hoops like I read so many people here having to do. No crashes, no problems. I know for some everything works without issues on newer CSP versions, but not for me. Grass looks bad, weird ai issues, tree shadows not as defined as before, etc., etc., etc.
 
Yeah and it amounts to nothing, the car is still locked behind a paywall lol
Pretty neat!!

manchester united GIF



Still using 1.80preview9. Still racing and editing tracks without having to jump through hoops like I read so many people here having to do. No crashes, no problems. I know for some everything works without issues on newer CSP versions, but not for me. Grass looks bad, weird ai issues, tree shadows not as defined as before, etc., etc., etc.
As @Peter Boese mentioned before, v1.80 isnt the latest stable version
 
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Popping up, as in radioactive swamp? I've been looking everywhere for a way to bring this mess back to its original dark green value. The only way seems to be bringing any form of ambient light in pure to a lower level, or adding more ambient occlusion.

@racinjoe013 have been doing an amazing job to bring the values back to a perfect level in his tracks edits but lately CSP has gone over the edge and it looks overbright again. @ClimaxF1 has done, again, some edits to overcome the new brightness as well, but i can see it's back to overexposed values as well in its edits (just tried Mugello to be sure, and it's not that bad, but it was PERFECT when it came out).

It's still very tricky. I guess there's some grassfx shader or material value value we could bring down thru an extension.ini file, but it could be nice to have a little control over it directly from CM.

Here's the config basics : https://github-wiki-see.page/m/ac-custom-shaders-patch/acc-extension-config/wiki/Tracks-–-Grass-FX

Personal opinion, we have to find a way to get the tracks to look good automatically. I've been trying to play Sergio Loro's old tracks lately with CSP 0.2.7 and they look terrible for some reason. I had to edit very specific values in the ppfilters to bring them back to a decent graphic level, but i remember playing them a few months ago and they looked pretty good.

My guess is either Pure or CSP has added plenty of shaders, glare options, lighting FX and playing old tracks with no CSP updates has become a lottery. Even new versions of super neutral ppfilters, the ones you can trust, like Natural Mod or Pure, cannot render them to their past glory. And it has been mentionned here multiple times, that it's a nightmare as well for creators and modders, as with each new iteration comes new challenges to overcome, edit and add for mods to work properly.

(i'm actually trying rn to make a vid on Sergio Loro's Watkin Glens 60s, with racinjoe's edits, and none of the 30 ppfilters i have, past and new, manage to render it properly. It's a nightmare.)

Edit : it's omething since csp 0.2.5 and beyond. Reversing to 0.2.4, everything looks absolutly glorious.
I just tried the track it it looks ok. The grassFX just adapts to the used texture under it:
1737217197179.png

Thats CSP 0.2.4
1737217330217.png
 
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Still using 1.80preview9. Still racing and editing tracks without having to jump through hoops like I read so many people here having to do. No crashes, no problems. I know for some everything works without issues on newer CSP versions, but not for me. Grass looks bad, weird ai issues, tree shadows not as defined as before, etc., etc., etc.
As a feedback, i'm going thru my replay files, and all your work is doing absolutly fine until 0.2.4.

Longford is still glorious, lemans67 is a blast, goodwood is fantastic. I'm on the watkin glens from Sergio, it's good as well.
 
As a feedback, i'm going thru my replay files, and all your work is doing absolutly fine until 0.2.4.

Longford is still glorious, lemans67 is a blast, goodwood is fantastic. I'm on the watkin glens from Sergio, it's good as well.
Yes, you're right. Since CSP 0.2.4 the GrassFX is looking really ugly.

Changelog of CSP 0.2.4:​

Grass FX:
  • New wind implementation; (no one needs this!!!)
  • fuPBR_… and ksMultilayer_objsp_nm4 shaders are compatible with grass;
  • Issue with grass missing on edges of the screen with camera rotation fixed;
  • Better compatibility with LCS; (really???)

Changelog of CSP 0.2.5:​

GrassFX: updated shading and spawn logic; (why????)

GrassFX:
  • Origin shift no longer messes up grass adjustments;
  • Color syncing misbehaving with LCS fixed;
  • Width of custom pieces fixed;

Changelog of CSP 0.2.6:​

Grass wind works in VR with Single Pass Stereo disabled; (to fix this took soooooooo long)
 
I just tried the track it it looks ok. The grassFX just adapts to the used texture under it:
View attachment 1421853
Thats CSP 0.2.4
View attachment 1421854
I see on your picture 1 that the grass is still way brighter, but to be sure would you share your CSP settings? I might isolate the issue if i can compare to a setup where everything is working as intended.

On my side, here's the results from a playing view :

Screenshot_gadu_alfa_romeo_tz2_rt_oulton_park_18-0-125-17-33-31.jpg

CSP 0.2.4
Screenshot_gadu_alfa_romeo_tz2_rt_oulton_park_18-0-125-17-35-23.jpg

CSP 0.2.7

That's the "scale" issue i'm mentioning, not to mention the brighter color. It happens on many vintage tracks, but this one in particular is interresting because the track's skin has been edited just a few months ago, meaning it should have recent values for grass shaders and materials in its config file.
 
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thank you :-)


or:

most of the skins could also work with the kunos one. haven't checked it. but the car based on the kunos 155

some WIPs, filling the DreamRace 2019 at Fuji Grid :-)
View attachment 1421808View attachment 1421807
This mod is the 1995 DTM version; the '94 DTM version is different. It comes from the '93 version, with advanced mechanics and aerodynamics. The aerodynamics are similar to the '95 version but not the same.
 

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I see on your picture 1 that the grass is still way brighter, but to be sure would you share your CSP settings? I might isolate the issue if i can compare to a setup where everything is working as intended.

On my side, here's the results from a playing view :

View attachment 1421857
CSP 0.2.4
View attachment 1421858
CSP 0.2.7

That's the "scale" issue i'm mentioning, not to mention the brighter color. It happens on many vintage tracks, but this one in particular is interresting because the track's skin has been edited just a few months ago, meaning it should have recent values for grass shaders and materials in its config file.
What track is that? Besides the giant crab grass, the rest of it looks beautiful.
 
What track is that? Besides the giant crab grass, the rest of it looks beautiful.
The Oulton Historic from Reboot team, with the _schock late 60s edit. It's one of the most beautiful track i have (video and links here oulton).

If i may add something, the road mesh feeling is insane, you should completely steal it for your edits. You should get the trees as well.
 
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The Oulton Historic from Reboot team, with the _schock late 60s edit. It's one of the most beautiful track i have (video and links here oulton).

If i may add something, the road mesh feeling is insane, you should completely steal it for your edits. You should get the trees as well.
Which one? @Breathe track list has 3 different Oulton Park tracks from Reboot Team.

EDIT: Nevermind. I need to learn to read better.
 
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I see on your picture 1 that the grass is still way brighter, but to be sure would you share your CSP settings? I might isolate the issue if i can compare to a setup where everything is working as intended.

On my side, here's the results from a playing view :

View attachment 1421857
CSP 0.2.4
View attachment 1421858
CSP 0.2.7

That's the "scale" issue i'm mentioning, not to mention the brighter color. It happens on many vintage tracks, but this one in particular is interresting because the track's skin has been edited just a few months ago, meaning it should have recent values for grass shaders and materials in its config file.
already posted it at the CSP dev. But the scale does not change with newer CSP versions on my side!
 
Yes, you're right. Since CSP 0.2.4 the GrassFX is looking really ugly.

Changelog of CSP 0.2.4:​

Grass FX:
  • New wind implementation; (no one needs this!!!)
  • fuPBR_… and ksMultilayer_objsp_nm4 shaders are compatible with grass;
  • Issue with grass missing on edges of the screen with camera rotation fixed;
  • Better compatibility with LCS; (really???)

Changelog of CSP 0.2.5:​

GrassFX: updated shading and spawn logic; (why????)

GrassFX:
  • Origin shift no longer messes up grass adjustments;
  • Color syncing misbehaving with LCS fixed;
  • Width of custom pieces fixed;

Changelog of CSP 0.2.6:​

Grass wind works in VR with Single Pass Stereo disabled; (to fix this took soooooooo long)
A conspiracy theorist might ponder whether change is being made simply for the sake of change, to demonstrate background industry towards ongoing development with a product sold under the subscription model.
But those people also wear tinfoil hats and drink their own wee.
 
already posted it at the CSP dev. But the scale does not change with newer CSP versions on my side!
Indeed, and it doesn't always act like this as well. It's like there's a setting conflict somewhere when i switch from a CSp setting to another, which i do a lot for my video edits. It would work perfectly, i adjust the sharpness in ExtraFX, and suddendly everything goes terrible. They're not Pure related as well, since Pure ppfilters get impacted as well and if i switch to the non pure weatherFX the problems persist.

I have to find the settings confilcts that get impacted from a set to another.

If i save the CSP settings, they fail after a few sessions.

For now i will reinstall CM and CSP, i'm pretty sure something is going wrong on a software level.
 
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Indeed, and it doesn't always act like this as well. It's like there's a setting conflict somewhere when i switch from a CSp setting to another, which i do a lot for my video edits. It would work perfectly, i adjust the sharpness in ExtraFX, and suddendly everything goes terrible. They're not Pure related as well, since Pure ppfilters get impacted as well and if i switch to the non pure weatherFX the problems persist.

I have to find the settings confilcts that get impacted from a set to another.
I just looked at the track and the historic layout addon and I have a question. Is the grass really high like that on all of the layouts or just the addon layout? Reason I ask is that the historic layout changes the size of the grass compared to the other layouts. He uses a size value of 5 for the shape_size where the stock layouts all use a value under 2 for the shape_size.
 
About TCR cars.
Has anybody made working wipers for "Official" TCR mod?
Also is there a fix for Tommy78 TCRs AI shifting from 4 to 5th on straights! Thanks!
this?



@G_Parrilla is there a chance for the miserable Mugello to get a wonderful AI from you?

1iqrcu.jpg
 
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I just joined the free tier, refreshed the page, opened the car-specific post and the link was in the post. No dollah
╮(╯_╰)╭
This post has the car, Which very much is not free.
This post talks about the car and the "green hell" and is free no download though.

So no, Real spec is not offering an free Porsche 911 (964) Carrera RS 3.8 and if he does you are more than welcome to link the specific patreon post.
 
I just looked at the track and the historic layout addon and I have a question. Is the grass really high like that on all of the layouts or just the addon layout? Reason I ask is that the historic layout changes the size of the grass compared to the other layouts. He uses a size value of 5 for the shape_size where the stock layouts all use a value under 2 for the shape_size.
The only thing i remember is that the "lawnmowing" value is set at 365 (so, a year). I don't know about the sahpe_size, but that might explain the overscale with the latest CSP GrassFX changes.

The WSC new layout with the chicane for historic Monza shows the same issue of overly big GrassFX and grass popping out on the roads, so i'm gonna check its extension file as well. https://www.overtake.gg/downloads/monza-1966-world-sportscar-championship-layout-extension.62856/
 
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Does the grass just feel bigger than usual? I have these bigs trunks, sometimes they even spawn on the roads. Reversing to 0.2.4 fixes it, try and have a look to compare. I have no idea where the changes come from. CSP 0.2.4 also helps a lot with plutonium.

Ffs i've been trying to edit all my ppfilters for 0.2.7 and going back to 0.2.4 everything is sooooo much better. God i'm so glad you pointed that out haha.
You may be on to something. I've tried 0.2.3 and it's definitely better. It also addresses a couple of other issues I was seeing occasionally (like pixelated black spots over side mirrors on replays in external views).

I wonder if it's really a bug or if there's some new setting that's messing stuff up.
 
You may be on to something. I've tried 0.2.3 and it's definitely better. It also addresses a couple of other issues I was seeing occasionally (like pixelated black spots over side mirrors on replays in external views).

I wonder if it's really a bug or if there's some new setting that's messing stuff up.
I was a bit worried but now i'm pretty sure CSP is just trolling me, meet HorsePooFX
Screenshot_lotus_49_watkins_f3ct_18-0-125-19-1-42.jpg
 
The Oulton Historic from Reboot team, with the _schock late 60s edit. It's one of the most beautiful track i have (video and links here oulton).

If i may add something, the road mesh feeling is insane, you should completely steal it for your edits. You should get the trees as well.
Good Evening shock_
Not sure what the problem here is but the grass on the 60's skinned track seems very overgrown to me wasn't like that last time I played the track so somethings changed ? see attached images. Any fix ?

Regards

Mark

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  • Heres the reply I got back from shock
  • Eeek, thanks for the heads-up. It looks like this is caused by the new versions of CSP (0.2.5 public, or 0.2.6-preview1). In classic style, Ilja only said this much in the patch notes:

    • GrassFX: updated shading and spawn logic;
    Which version are you running, and would you mind checking if rolling back a version brings it back to normality?

    In the meantime I'll see if there's some way to conditionally work around it, or perhaps find some sort of version-agnostic compromise config... sigh

  • I'd like to do a bit more testing before rolling out any proper updates, but for anyone affected by weird grass on new CSP as above, please feel welcome to edit the file at assettocorsa\content\tracks\rt_oulton_park\skinned-60s\extension\ext_config.ini

    Locate this section (starting at line 25):

    ; Unkempt grass
    [GRASS_FX_CONFIGURATION_A]
    MASK_MAIN_THRESHOLD = 0
    TRIM_PERIOD = 365
    SHAPE_SIZE = 5
    SHAPE_TIDY = -3

    Add this right below it, above "; Various lighting additions"

    ; Unkempt grass changed a lot from CSP 0.2.5 onwards; further override needed
    [GRASS_FX_CONFIGURATION_A]
    ACTIVE = $" read('csp/version', 0) >= 3249 "
    SHAPE_SIZE = 4
    SHAPE_TIDY = -1

    Feel free to experiment with those numbers... it's just a quick edit right now. Feedback welcome if people find values that are well-suited...

  • Hope that helps
  • Regards
  • Mark
 
I'll get something together soon. As for BOP, that's the one thing that I'm happy I don't have to do. After BOPing the crap out of WEC 2023 (lots of hp changes) and burning out on that way of not driving much, I'm liking the idea of bring-what-ya-got racing. In alot of ways that's what scca/marlboro/transam(early) was. There was enough classes that everyone could race (at the same time) and you raced the cars that were about your speed while getting in everyone else's way. Marlboro 12hr had everything from beetles to dauphines to cortinas to darts driven by Donohue, Ickx, Stewart and all the up-coming US drivers (leading into Trans-Am and Can-Am). Clearly I'm a born again 60s racer! (who doesn't have to bop...well, maybe just a little ;)) (I stashed an engine in back of this vanilla Fiat 600D and popped the lid (in 3DSimEd)... and what a hoot! (Real smooth in the corners, btw) I, or many scca drivers in the day wouldn't have been able to afford the Abarth version, so do it yourself! (still need to change the wheels)

View attachment 1421745
I had never looked at this event, the 12 Hours of Marlboro. A great discovery!
But I'm rather happy to see that not everyone is chasing a BoP. In online championships, unfortunately, you always need one because the drivers complain about not having one. But I find that the charm is crazy when several classes compete and give way to incredible races full of twists and turns! So I agree with you in your desire to drive this way ;)

I've never taken the time (or dared) to mod cars but maybe it can be a good start by trying on a small model like this Fiat! I'd be curious to drive it ;)
 
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