Assetto Corsa PC Mods General DiscussionPC 

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Track update: 1937 Tripoli v0.95
by Historic Sim Studios & Sergio Loro
Free to the public

Changelog:
1. New tarmac texture (with more details).
2. Added AGIP ad in the last corner and at start/finish.
3. Replaced and refined starting grid according to actual historical starting grids (4-3-4-3-4-3-4-3).
4. Added embankment on the left at turn 1.
5. Telephone/electrical poles & cables added.
6. New sandbag "safety" barriers.
7. Added road from southeast joining the track as seen in several maps from the time.
8. Changed position and size of flags at start/finish.
9. Added hazard signs at crossing.
10. Added more spectator 3D models around the track.
11. Revised some track edge transitions.
12. Trackside cars optimized a bit better.
13. New stairs added at start/finish.
14. Added brake meter markers at various points around circuit.
15. Revised latter half circuit foliage.
16. Added some small Buildings at start/finish and tower for the marshals in the last bend.
17. Updated crossroad sign.
18. Added new umbrellas.
1742586330298.png

I think the asphalt has too much shine
1742586626885.png

it seems a little better to me)))))
 
Good day,

Hope you are all doing fine.

Short question; Some of my cars are suffering from engine sounds quiting as of certain speeds and revs. Say, from 0 to 120 km/h all is good but after that engine sounds disappear... When i decellerate the engine sounds come back in though. Very weird. Other cars do not have this anomaly, so it should not be my system I guess.

Anyone here encountered something similar and knows how to solve this? Thanks in advance.

A possibility is that sounds being used which just don't go as high as your mods engine rpm. On the car selection tab of Content manager there is (lower middle right) a button to select the sounds from a different car. If you choose to use say the sounds from a large slow reving American V8 as replacement sound for your 2.5 liter Formula one mod then the engine sound will die well before the engine gets to Maximum revs. If you have Content Manager try selecting the sounds from a suitable mod as replacement.
hi Jeroen, if it is the case Glenn explained, that your sound only has for example till 7500rpm but your car mod goes to 8000 rpm - and thus when reaching above 7500 rpm the sound cuts off , and as soon as you go below 7501 again you have sound again,
you can use this trick with any sound :

add in extension\ext_config.ini the following:

[AUDIO_PARAMETER_TRANSFORM]
ENGINE_EXT_RPMS = (| 0=0 | 8000=7500 |) ; lower the second number for lower tones
ENGINE_INT_RPMS = (| 0=0 | 8000=7500 |)

like that you use the sound of rev till 7500 but transpose that to higher car rpms (eg on 8000rpm you will hear the 7500 rpm sound... )


Good luck!
 
Good day,

Hope you are all doing fine.

Short question; Some of my cars are suffering from engine sounds quiting as of certain speeds and revs. Say, from 0 to 120 km/h all is good but after that engine sounds disappear... When i decellerate the engine sounds come back in though. Very weird. Other cars do not have this anomaly, so it should not be my system I guess.

Anyone here encountered something similar and knows how to solve this? Thanks in advance.
This is due to a bug in the latest CSP. I'm not at my sim right now, so this is a bit imprecise, but there's a new setting in the CSP general patch settings tab that's called something along the lines of 'Silence Malfunctioning FMOD Channels'. Deselect that and you should be back in business.
 
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Hi,
How can I ensure the ai cars have a much less(but not insufficient) amount of race fuel, regardless of race length?

I usually run 15-25 lap races with the ai, in a few car types, and I’ve noticed that if for example a certain race requires 50 litres of fuel to complete it, they usually have nearly or more than double that, making them much slower as a result.

An obvious ‘fix’ is to run the same fuel load as they do, but I’d rather they’d be at 55 litres or something, instead of 110!
 
Hi,
How can I ensure the ai cars have a much less(but not insufficient) amount of race fuel, regardless of race length?

I usually run 15-25 lap races with the ai, in a few car types, and I’ve noticed that if for example a certain race requires 50 litres of fuel to complete it, they usually have nearly or more than double that, making them much slower as a result.

An obvious ‘fix’ is to run the same fuel load as they do, but I’d rather they’d be at 55 litres or something, instead of 110!
I've got the opposite problem. I run 10 lap races against the AI and sometimes they all pit after lap 2 or 3 because they started super light on fuel. I don't know if it's that particular mod that's set up that way or the track that's causing it.
 
I've got the opposite problem. I run 10 lap races against the AI and sometimes they all pit after lap 2 or 3 because they started super light on fuel. I don't know if it's that particular mod that's set up that way or the track that's causing it.
Wow both extremes but no happy medium.
I’ve tried saving my setups as ‘ai_default’ for each car with no success.
 
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Hi,
How can I ensure the ai cars have a much less(but not insufficient) amount of race fuel, regardless of race length?

I usually run 15-25 lap races with the ai, in a few car types, and I’ve noticed that if for example a certain race requires 50 litres of fuel to complete it, they usually have nearly or more than double that, making them much slower as a result.

An obvious ‘fix’ is to run the same fuel load as they do, but I’d rather they’d be at 55 litres or something, instead of 110!

I've got the opposite problem. I run 10 lap races against the AI and sometimes they all pit after lap 2 or 3 because they started super light on fuel. I don't know if it's that particular mod that's set up that way or the track that's causing it.
You can use the app "Match start fuel with AI App 1.6" by Nuzzi. This app can match the AI fuel with the player´s fuel and vice versa. But I never tested it.


And you can combine it with the fantastic app "Fuel Manager 1.2" by Damgam, that automatically calculates and adjusts the player´s fuel load. And it saves the results per track, so there's no need to recalculate the fuel load next time you use the same car/track combo.

 
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Wow both extremes but no happy medium.
I’ve tried saving my setups as ‘ai_default’ for each car with no success.
Also, I know you've been recommended a Nuzzi app, he also does a great app that forces the AI to pit on whatever lap you choose (you can also add in lap variations on that chosen lap). For example you could choose the AI to pit on say lap 9 out of 20 and then add in -2 laps or +2 laps for the rest of the AI drivers to pit. His apps have totally transformed AC for me. Obviously you can choose how many times they pit as well, 1 stop, 2 stop etc etc.
 
You can use the app "Match start fuel with AI App 1.6" from Nuzzi. This app can match the AI fuel with the player´s fuel and vice versa. But I never tested it.

Also, I know you've been recommended a Nuzzi app, he also does a great app that forces the AI to pit on whatever lap you choose (you can also add in lap variations on that chosen lap). For example you could choose the AI to pit on say lap 9 out of 20 and then add in -2 laps or +2 laps for the rest of the AI drivers to pit. His apps have totally transformed AC for me. Obviously you can choose how many times they pit as well, 1 stop, 2 stop etc etc.
I tried to use other Nuzzi apps but I couldn't understand the process to install them so I gave up. Pit stops are one thing I've never done on AC. I don't really know how they work. Since my races are only 10 laps long I usually put in enough fuel to go the distance.
 
I tried to use other Nuzzi apps but I couldn't understand the process to install them so I gave up. Pit stops are one thing I've never done on AC. I don't really know how they work. Since my races are only 10 laps long I usually put in enough fuel to go the distance.
Try again, I remember racing without the fuel app.
That feeling...middle of a small race, driving hard and then...every car fleeing to the pits because a Victoria Secret's delegation is serving free hotdogs.

(I now realize how much that sounds weird, let's say they are giving away free beer)
 
Also, I know you've been recommended a Nuzzi app, he also does a great app that forces the AI to pit on whatever lap you choose (you can also add in lap variations on that chosen lap). For example you could choose the AI to pit on say lap 9 out of 20 and then add in -2 laps or +2 laps for the rest of the AI drivers to pit. His apps have totally transformed AC for me. Obviously you can choose how many times they pit as well, 1 stop, 2 stop etc etc.
I have used the AI Pit App extensively, over many versions, and I can tell you that it still has a long way to go. It has plenty of bugs and issues. I've deleted the app - which, by the way, was not enough, as the "surfaces.ini" swapper that it uses often malfunctions - and unsubscribed from his Patreon for the medium term.

The hope is that he gets in contact with Ilja and somehow folds the integration into CSP - obviously, AI Pit strategies are important enough of a concept to be considered for "official" CSP integration, which would likely materialize a significantly more stable platform for it (especially since each new CSP, both public and preview, generally breaks the app in one major way or another).

It's a valiant and worthy crusade to work AI mandatory pit strategies in for the purpose of furthering AC as a single-player sim - and thus I'm rooting for him to figure out - but I'd say the app is not worth using at the moment.
 
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Is there anyway I can disable the excessive sparks that are flying around? Especially on Nordschleife it's a bit annoying.

/edit: Think I found it. CSP Settings > Particles FX > Sparks
 
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we need ur help/advice once again. now we wanna takle the previous clk but for that i need to know how we can paint the windows. mascot did it on several over cars and maybe some of u can help us with this one and also do u maybe know the right dds format so we can avoid milky windows?
 
Very nice litle Suzuki Swift Sport Cup GEN3 1.4 Turbo v1.1 (+ FIXED SETUP Version) by @petercrill and Davz

1742635015325.png


CSP required.
Base mod by 101Creative (Suzuki Swift Sport 2017 Track), edited by Davz, physics, skins, extension, some 3d changes, LODS...

Link: https://mega.nz/file/RJVDlYwT#0wHPWmjXbGqfAfEjOGs_NTd-vHzC33etUb5YWJ4RxIw
(the FIXED version has the setup locked for league races, so no need to install that version)
 
Very nice litle Suzuki Swift Sport Cup GEN3 1.4 Turbo v1.1 (+ FIXED SETUP Version) by @petercrill and Davz

View attachment 1437853

CSP required.
Base mod by 101Creative (Suzuki Swift Sport 2017 Track), edited by Davz, physics, skins, extension, some 3d changes, LODS...

Link: https://mega.nz/file/RJVDlYwT#0wHPWmjXbGqfAfEjOGs_NTd-vHzC33etUb5YWJ4RxIw
(the FIXED version has the setup locked for league races, so no need to install that version)
Anyone else having this download flagged as a trojan by windows defender?
 
X90
I have used the AI Pit App extensively, over many versions, and I can tell you that it still has a long way to go. It has plenty of bugs and issues. I've deleted the app - which, by the way, was not enough, as the "surfaces.ini" swapper that it uses often malfunctions - and unsubscribed from his Patreon for the medium term.

The hope is that he gets in contact with Ilja and somehow folds the integration into CSP - obviously, AI Pit strategies are important enough of a concept to be considered for "official" CSP integration, which would likely materialize a significantly more stable platform for it (especially since each new CSP, both public and preview, generally breaks the app in one major way or another).

It's a valiant and worthy crusade to work AI mandatory pit strategies in for the purpose of furthering AC as a single-player sim - and thus I'm rooting for him to figure out - but I'd say the app is not worth using at the moment.
Still having online validation issues for tracks? I hope not, that sucks.
 
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