Assetto Corsa PC Mods General DiscussionPC 

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F1 2010 V5 mod released by Cimmerian_Iter
Longest developed mod got more complete for V5, I have separated this update in 2 parts, for poor people like me who lives with a 500GB hardrive

Changelog :
  • Shader update
  • Added the 2 late season variant of Williams and Virgin from LMT
  • Increased steering lock so that you can do monaco hairpin
  • New steering wheel for the williams
  • New skin pack for every cars, showcasing every variant of drivers helmet, skins and liveries across the season. Made by GIL

Download car HERE

Download skins HERE

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Thank you so much! These are awesome!
Do you plan on creating LODs so we can use them for actual racing without impacting performance too much?
 
24H
are there any good carpacks where the cars are bop´ed nicely?

Looking for GT3, LMH, Touring Cars (except the VRC & Cyril mods) etc.

Too bad Cyril doesn´t have the BMW yet.
I drive 45 championships so i use allot of carpacks or combos. If you don´t mind manually BOPing (with ballast and restrictor)
i could surely suggest some to you.

What I can warmly recommend to you is this BOP project, which I am also a little proud of, because it is already very very good and a final update is already in the works

 
E46 M3 by Maid Cafe

Small aesthetic fix for this car: the steering wheel stitching was never mapped correctly, so was just appearing as mis-matched thick stripes with ksAmbient and ksDiffuse set to zero to try to hide it... but this just meant it appeared as thick black stripes on the inside of the rim.
Actually hiding the stitching mesh is a far better solution. Add this to the end of the ext_config.ini:
Code:
;hide steering wheel stitching
[MESH_ADJUSTMENT_...]
MESHES=78_T001
IS_RENDERABLE=0

The car is open for improvements, so does anyone know how to map the steering wheel stitching properly?
 
I drive 45 championships so i use allot of carpacks or combos. If you don´t mind manually BOPing (with ballast and restrictor)
i could surely suggest some to you.

What I can warmly recommend to you is this BOP project, which I am also a little proud of, because it is already very very good and a final update is already in the works

when you have done a manual boping with ballast and restrictor it´s possible to share these presets as well :)
 
Have you created a bop to be able to use RSS cars, URD etc etc and have balanced races?
I found this somewhere, discord probably, than adjusted the values a bit and added few others cars.
I'm grooming it :D Trying to keep it FSR-TRR-LPD free for different reasons.


Anyway NivekBS is my personal god-on-earth and his BoP projects are pure gold.
 
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24H
when you have done a manual boping with ballast and restrictor it´s possible to share these presets as well :)
I don´t get you now :boggled: What exactly do you mean? Those RSS+ gt package?(just follow the link)
Anyway NivekBS is my personal god-on-earth and his BoP projects are pure gold.
I've never read anything more beautiful, you almost made me cry 😩:D
 
shi
Manfeild v1.1

View attachment 1249672
Manfeild: Circuit Chris Amon (formerly Manfeild Autocourse) is a motor sport circuit located in Feilding, New Zealand. It was built by the Manawatu Car Club in 1973 as a purpose-built course. In 1990 extra land was acquired and the circuit extension built, bringing Manfeild up to international standards. The circuit was renamed the Manfeild: Circuit Chris Amon, in honour of former New Zealand Formula One driver Chris Amon, on 25 November 2016.
The name "Manfeild" was derived from "Manawatu" being the region the circuit is in and "Feilding" the town it is in. (Wikipedia)
Conversion from rFactor.

-CSP recommended
-32 pit/start
-AI, cam
-4 layouts

Credits & Thanks;
Original Track by Daniel Greenwood
-Thank you for giving me permission

AC Converted by @shi (shin956)
logo.png and sections.ini by @Fanapryde
some textures by kunos
background from manfeild_circuit_chris_amon
Test and Feedback by @Masscot , @Fanapryde , @Breathe

Enjoy.
Converted upon request by Patreon member john brown.

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.1 changelog;

Changed crowd textures by Kniker97. (Thanks)
Added fence config by Breathe. (Thanks)
Added 3D terrain.
Added Sand Edges.
Fixed sand mapping.
Updated AI lines and sidelines for all layouts.
Updated bk_branches.dds.
Some minor fixes.

Manfeild v1.1
The link is in the quote.

v1.1 changelog;
Changed crowd textures by @Kniker97 . (Thanks)
Added fence config by @Breathe . (Thanks)
Added 3D terrain.
Added Sand Edges.
Fixed sand mapping.
Updated AI lines and sidelines for all layouts.
Updated bk_branches.dds.
Some minor fixes.

Screenshot_abarth500_manfeild_25-2-125-20-19-58.jpg
 
I don´t get you now :boggled: What exactly do you mean? Those RSS+ gt package?(just follow the link)

I've never read anything more beautiful, you almost made me cry 😩:D
Sorry now I got what you meant :D
If you have a custom RSS-GT Championship file, maybe you could share this one? :)
 
24H
Sorry now I got what you meant :D
If you have a custom RSS-GT Championship file, maybe you could share this one? :)
Ah ok sorry too, misuderstood you. Yeah sure i can share it, but i don´t know how or if you can use it, because i run AC championships through the vanilla launcher, no content manager. Thats the reason i always just share only the balance and restrictor settings and everyone can do it themself
 
I was checking on the Morisan Tree update for Sauerlandring and it seems he has a version with proper grassFX :


My version is completely grass barebone, i wonder if it's just my version or if i ****ed up something. Can any of you gentlemen check on their version ?

The ext_config shows these lines, so there should be something :

[GRASS_FX]
GRASS_MATERIALS=Background
OCCLUDING_MESHES=1ROA0,1ROAD1,1ROA2,1ROAD3,1ROA4,1ROAD5,1ROA6,1ROAD7,1ROA8,1ROAD9,1ROA10,1ROAD11,1ROA12,1ROAD13,1ROA14,1ROAD15,1ROA16,1ROAD17,1ROA18,1ROAD19,1ROA20,1ROAD21,1ROA22,1ROAD23,1ROA24,1ROAD25,1ROA26,1ROAD27,1ROA28,1ROAD29,1ROA30,1ROAD31,1ROA32,1ROAD33,1ROA34,1ROAD35,1ROA36,1ROAD37,1ROA38,1ROAD39,1ROA40,1ROAD41, 1PPIT0
OCCLUDING_MATERIALS_ALPHA=Kart White
HEIGHT_MULT=0
EDGE_MULT = 0
COLOR_FACTOR = 1.07
TYPE_OFFSET = 0
SHAPE_SIZE=0
SHAPE_TIDY=0.6
SHAPE_CUT=0
TEXTURE = grass_fx/highlands.dds
TEXTURE_GRID = 2, 3

[GRASS_FX_TEXTURE_GROUP_0]
PIECE_0 = 4, 1
PIECE_0_CHANCE = 100
PIECE_0_SIZE_MULT = 1, 1.2
PIECE_1= 4, 1
PIECE_1_CHANCE= 100
PIECE_1_SIZE_MULT= 1, 1.2
PIECE_2 = 4, 1
PIECE_2_CHANCE = 100
PIECE_2_SIZE_MULT = 1, 1.2
PIECE_3 = 4, 1
PIECE_3_CHANCE = 100
PIECE_3_SIZE_MULT = 1, 1.2

[GRASS_FX_TEXTURE_GROUP_1]
PIECE_0 = 4, 1
PIECE_0_CHANCE = 100
PIECE_0_SIZE_MULT = 1, 0.35
PIECE_1= 4, 1
PIECE_1_CHANCE= 100
PIECE_1_SIZE_MULT= 1, 0.35
PIECE_2 = 4, 1
PIECE_2_CHANCE = 100
PIECE_2_SIZE_MULT = 1, 0.35
PIECE_3 = 4, 1
PIECE_3_CHANCE = 100
PIECE_3_SIZE_MULT = 1, 0.35

[GRASS_FX_TEXTURE_GROUP_3]
PIECE_0 = 4, 1
PIECE_0_CHANCE = 100
PIECE_0_SIZE_MULT = 1, 0.7
PIECE_1= 4, 1
PIECE_1_CHANCE= 100
PIECE_1_SIZE_MULT= 1, 0.7
PIECE_2 = 4, 1
PIECE_2_CHANCE = 100
PIECE_2_SIZE_MULT = 1, 0.7
PIECE_3 = 4, 1
PIECE_3_CHANCE = 100
PIECE_3_SIZE_MULT = 1, 0.7

[GRASS_FX_CONFIGURATION_A]
TEXTURE_BASE_CHANCE = 0
TEXTURE_GROUP_0_CHANCE = 0
TEXTURE_GROUP_1_CHANCE = 0
TEXTURE_GROUP_2_CHANCE = 0
MASK_MAIN_THRESHOLD = 0
MASK_RED_THRESHOLD = 0
MASK_MIN_LUMINANCE = -0
MASK_MAX_LUMINANCE = 0
TRIM_PERIOD = 0
SHAPE_SIZE = 0, 0
SHAPE_TIDY = 0, 0
SHAPE_CUT = 0, 0

[GRASS_FX_CONFIGURATION_B]
TEXTURE_BASE_CHANCE = 0
TEXTURE_GROUP_0_CHANCE = 0
TEXTURE_GROUP_1_CHANCE = 0
TEXTURE_GROUP_2_CHANCE = 0
MASK_MAIN_THRESHOLD = 0
MASK_RED_THRESHOLD = 0
MASK_MIN_LUMINANCE = 0
MASK_MAX_LUMINANCE = 0
SHAPE_SIZE = 0, 0
SHAPE_TIDY = 0, 0
SHAPE_CUT = 0, 0

[GRASS_FX_CONFIGURATION_C]
TEXTURE_BASE_CHANCE = 0
TEXTURE_GROUP_0_CHANCE = 10
TEXTURE_GROUP_1_CHANCE = 1
TEXTURE_GROUP_2_CHANCE = 1
MASK_MAIN_THRESHOLD = 0.2
MASK_RED_THRESHOLD = 0.09
MASK_MIN_LUMINANCE = 0.0
MASK_MAX_LUMINANCE = 1.0
HEIGHT_MULT = 1
EDGE_MULT = 0
COLOR_FACTOR = 1.0
TYPE_OFFSET = 1
SHAPE_SIZE = 1.00
SHAPE_TIDY = 10.5
SHAPE_CUT = 0.0, 0.0

[GRASS_FX_ADJUSTMENT_0]
MESHES =
MAP = A

[GRASS_FX_ADJUSTMENT_1]
MESHES =
MAP = B

[GRASS_FX_ADJUSTMENT_2]
MATERIALS = Background
MAP = 0, 0, 1[ABOUT]
 
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Thank you so much! These are awesome!
Do you plan on creating LODs so we can use them for actual racing without impacting performance too much?
+1000

I install new versions thinking they'll have LODs, and I have to delete them again :( . It's impossible to play without LODs.
 
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Hi everyone, I would need a little help to redo the "background of car meter" in high definition (because his drool is everywhere) , I searched everywhere on the net this model but I found nothing , I ask for your help! Thank you!
Well, it's not impossible to recover it. But you have to make a choice: find better textures (from other games or from the internet) and fix them on this layout, or you have to rebuild the texture. With Samsung AI I managed to improve the situation a bit and clean the texture, but for the symbols it's a disaster. On the left there is the partially rebuilt dial (see details like the bars or the 70 rpm number), on the right a replaced dial. The problem is that I couldn't find the correct white dial, it's the black one with the colors inverted. Tell me what rebuild way you would prefer more. :dopey:

1742919042502.png
 
Well, it's not impossible to recover it. But you have to make a choice: find better textures (from other games or from the internet) and fix them on this layout, or you have to rebuild the texture. With Samsung AI I managed to improve the situation a bit and clean the texture, but for the symbols it's a disaster. On the left there is the partially rebuilt dial (see details like the bars or the 70 rpm number), on the right a replaced dial. The problem is that I couldn't find the correct white dial, it's the black one with the colors inverted. Tell me what rebuild way you would prefer more. :dopey:

View attachment 1438649
thank you very much, the problem is that I can not find a better texture on the internet , the right side seems cleaner than the left , after done as you can it will probably be better than the original! I just need the 6 counters white background (picture below) is not need symbols ...

Thank you for your help !

Capture d’écran (921).png
 
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Would anyone have any need for this?

I took my additional crowds file that I made for melbourne_2019 and added what was different from mine to Pyyer's 2022+ layouts. That means there are added crowds in the tents, along other areas of the track, etc. to go along with where he already had crowds placed.
 

RMI Silverstone 1975 THR layout AI hints + AI tweaks​

The track needed a AI hints file and then I went a bit deeper and tweaked the original AI with the AI Spline Editor app.
Intended for the THR layout but it should work on the original one too.
(Tested with rss70/f1 classic 1975/acl gtr/acl gtc/berta tornado/rd1 porknose/mckeown 911)

Back-up rmi_silverstone_1975\THR\ai\fast_lane.ai before install

Thanks RMI/THR
Screenshot_ac_legends_gt_bmw_csl_rmi_silverstone_1975_25-2-125-20-39-3.jpg
 
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I'm guessing some better 2D elements, better 2D trees, bushes, GrassFX and materials/shaders and stuff could help. I heard Olaf was very enthusiastic, and since he has an account on GTplanet, he would probably be very open minded about getting new ideas and hints?
I just want to +1 that :) Any help/redo/feedback/tips are greatly appreciated. Take the track, make it better (only thing I'm asking for is acknowledgement)! It's a hobby project, I didn't earn money with it and if people think they can do better or reach out to me for coworking, it means a lot to me!
I'm past my track building knowledge, all improvements come from the community.
Greetings
 
thank you very much, the problem is that I can not find a better texture on the internet , the right side seems cleaner than the left , after done as you can it will probably be better than the original! I just need the 6 counters white background (picture below) is not need symbols ...

Thank you for your help !

View attachment 1438657
I have the project saved, I will fix everything fixable. It will take time but it is not impossible 😎
 
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