Assetto Corsa PC Mods General DiscussionPC 

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Ah, thanks. Was wondering what the latest versions were of the three Supras, as I've got a tweaked driver scale/position, improved shifting animation and timing, and have corrected the hand/wheel synch.
Quite disappointing that Chivas is still getting these basics totally wrong after many years of modding.
I also noticed these problems never updated ... If it is not a nuisance could you share these fixes? Thanks in advance

Hello guys... I have the ASR F1 1992 pack with a problem... and I don't know how to deal with.

Some cars like the Williams easily reach 330kph on the Hockenheim straight hitting the limiter in 6th gear, I don't think that these cars are supposed to... The Dallara is doing better there

Is anyone else here with the same problem and has a fix for the cars where this occurs?

Please tell me as I don't know what to edit in which way
You simply need to update the mods to the latest available version
 
2001 Panoz LMP07 Zytek and 2002 Panoz LMP07 Mugen For Asetto Corsa Version 1.1

download: https://www.mediafire.com/file/4q5t3f8kptlhl6y/

Credits

Other Lemans Prototypes: https://www.mediafire.com/folder/7g6488jsyt2ux/Lemans_Prototype_Near_Finalized

Original: SCC/RMS

Team: RMS

Conversion: NeilB1971

Model improvements: NeilB1971,Peugeot905,F302

Physics: Kamil Cader, Peugeot905, Mach-77

Sound: Fullnoise

Updates

Version 1.1

-Updates to UI and car naming
-Updates to the cockpit
Racing seats added
Seatbelt added
-Fuel consumption updated
-New rims and tires scaled correctly
-Added LODs by ATCK
-Updates to sounds thanks to Fullnoise
-Update to suspension.ini
-Update setup.ini
-Reduction in inertia
-Changes in ride height range
-Updates to steering
-Fixed digital instruments
-Different rear wing sizes for LMP07 and ALMS version

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Pittsburgh International Race Complex - v2.05

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complete overhaul of a previous release

features:
  • 6 layouts (4 circuit+2 kart)
  • 21 pit/ai for circuit + 18 pit/ai for kart
  • CSP lighting, rain, VAO and other nifty things

credits:

:: DOWNLOAD ::
Love this track and super happy to see a little update for it, thanks!

One question though, might be on my end, but anyone else having issues launching the track? I had the original which worked, then after some CSP update in the last few months, it crashed when trying to load the "Ideal line" during AI line loading (in single player). Hoped this version wouldn't do the same thing, but I'm having the same issue. Tried some other CSP versions but no dice.

Edit: Leaving this up, but it was the "new Kn5 loader" that was the issue. Ticked that off and the track worked fine. Thanks again for the track update :cheers:
 
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Gone about as far as I can go with this. While not perfect, it fits my eye better than the original look. The trees may not have as much variety, but at least they are not mirror images. The extra crowds in the tent areas and along the fences, the animated flags, live jumbotrons, etc. help to make the track feel more 'alive' to me. The grass is not quite to my liking, but i'm getting tired of fooling with it. It works for now.

I'll try to get a download put together sometime over the weekend for anyone who might be interested in trying it.

2019 layout:
2019.jpg


Pyyer's 2025 layout with my changes:
2025.jpg
 
if you dont mind can you explain what is the update about the last post ,Chivas Auto Art - Super GT 2013 GT500 March 2025 Update R1.
Sure.
Firstly, I need to be clear, apparently. I'm in their Patreon, not part of the team, yeah?
They've been polishing and updating the 2013 GT500 cars for ages now.
I have a set of these cars with "definitive" in the foldername, with file dates of 2019/09, lolz.

This appears to be a big modernisation update, with new fizix features that require the lastest CSP?
R1 seems to indicate Release 1?
 
Sure.
Firstly, I need to be clear, apparently. I'm in their Patreon, not part of the team, yeah?
They've been polishing and updating the 2013 GT500 cars for ages now.
I have a set of these cars with "definitive" in the foldername, with file dates of 2019/09, lolz.

This appears to be a big modernisation update, with new fizix features that require the lastest CSP?
R1 seems to indicate Release 1?
Thanks buddy ! r1 might be for 2013 models and maybe r2 for 2016 cars plus i think they even works on new gt300 models like the mr2 .
 
Ah, thanks. Was wondering what the latest versions were of the three Supras, as I've got a tweaked driver scale/position, improved shifting animation and timing, and have corrected the hand/wheel synch.
Quite disappointing that Chivas is still getting these basics totally wrong after many years of modding.
I've passed the message. Let's see.
Yeah, they have a bigger-than-anyone catalogue of "historic" Super GT, but details, details.
 
Sure.
Firstly, I need to be clear, apparently. I'm in their Patreon, not part of the team, yeah?
They've been polishing and updating the 2013 GT500 cars for ages now.
I have a set of these cars with "definitive" in the foldername, with file dates of 2019/09, lolz.

This appears to be a big modernisation update, with new fizix features that require the lastest CSP?
R1 seems to indicate Release 1?
I gave up years ago trying to understand their naming conventions.
SuperFinalBetaDevelopmentReleaseV0.026FinalGammaOmega6.2XAlpha
 
Finally a good 296 that isn't a conversion! Hope it gets some skinning traction, their Ford is really lacking skins compared to the (excellent) LP Design version.
Do we know why that is? I mean it wasn't like that with the Porsche 992 for example, we had way more real-life skins for it after a month from its release.

We need a lot more for the Mustang.

And surely, we are gonna need even more skins for the 296, a car that has been competing more or less everwhere since 2023.
 
shi
Corso v1.03
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Fictional circuit.
Conversion from GTL.

-CSP recommended
-2 layouts (Full/ Speed)
-30 pit/start
-AI, cam

Credits & Thanks;
GTL Original Track by @carTOON (barcika)
-Thank you for giving me permission

AC Converted by @shi (shin956)
Sections file and logo.png by @Fanapryde
Crowds texture by @Kniker97
3D terrain from Chuck_CG's Landscape pack
"Pack - Realistic - 3 Warehouse" (https://skfb.ly/osoBI) by Islide is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).
"Lowpoly Buildings" (https://skfb.ly/oCnGO) by l0wpoly is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).
tree, marshall and some textures by kunos
Test and Feedback by @Masscot

Enjoy.
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v1.01 changelog;

Fixed a problem where all vibrators on the right side of the course were upside down relative to the direction of traffic.
Included Emmissive textures and part of light config by Quark67.
Updated ext_config.ini. (tree shader)
The problem of some car mods getting stuck on the road surface has probably been fixed.

v1.02 changelog;
1WALL mesh was hidden in the relevant area. That was the cause of the crash. It has been removed.

v1.03 changelog;
Added tire wall to prevent shortcuts. (Full layout)

Corso v1.03
The link is in the quote.

v1.03 changelog;
Added tire wall to prevent shortcuts. (Full layout)

Screenshot_rbms_toyota_ae86n2_levin_corso_2-3-125-16-21-41.jpg
 
I also noticed these problems never updated ... If it is not a nuisance could you share these fixes? Thanks in advance
Here you go. The same files work on all three Chivas Autoart GT500 Supras.
- New driver scale/position; new shifting animation; new shifting timing; corrected hand/steering wheel rotation synch. -

To install:
Remove the .txt extension from this file and unzip it.
Add the two new animation files to the 'animations' folder and overwrite the existing.
Unpack 'data.acd' in the car folder (unless it's already unpacked) and add 'driver3d.ini' to the newly-unpacked 'data' folder, overwriting the existing one.
Repack the 'data' folder and then delete the 'data' folder.
 

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Here you go. The same files work on all three Chivas Autoart GT500 Supras.
- New driver scale/position; new shifting animation; new shifting timing; corrected hand/steering wheel rotation synch. -

To install:
Remove the .txt extension from this file and unzip it.
Add the two new animation files to the 'animations' folder and overwrite the existing.
Unpack 'data.acd' in the car folder (unless it's already unpacked) and add 'driver3d.ini' to the newly-unpacked 'data' folder, overwriting the existing one.
Repack the 'data' folder and then delete the 'data' folder.
Wouldn't it be better to just copy the new "driver3d.ini" to a new folder "extension/data_override". There's no need to change data.acd and you still can use the car for online races. But this only works for ini files, that can't change the performance of the car (e.g. driver3d.ini, lods.ini, lights.ini, flames.ini, mirrors.ini, sounds.ini).
 
Wouldn't it be better to just copy the new "driver3d.ini" to a new folder "extension/data_override". There's no need to change data.acd and you still can use the car for online races. But this only works for ini files, that can't change the performance of the car (e.g. driver3d.ini, lods.ini, lights.ini, flames.ini, mirrors.ini, sounds.ini).
Yep, do that if you prefer. I just tried to keep it as simple as possible.
I've also had hit-and-miss results with data_override in the past, and as you say it seems that only certain things in 'data' can use it.
Can't remember exactly what but I have tried it for some non-performance aesthetic overrides without success, and couldn't really understand why.
 
Do we know why that is? I mean it wasn't like that with the Porsche 992 for example, we had way more real-life skins for it after a month from its release.

We need a lot more for the Mustang.

And surely, we are gonna need even more skins for the 296, a car that has been competing more or less everwhere since 2023.

Did RSS ever work with community skinners?

Also, each of these cars they're releasing has a high quality version already; LP Design's Mustang is great (with a huge skin pack) and ChemFlummi's 296 is a conversion but it's top drawer. And more and more each car has multiple versions so any skin just gets a request to do it on another version too....

Maybe after ten years of AC lots of skinners are moving on too? More doing paid work (real world liveries are getting complicated!). Or just outside in the northern hemisphere springtime!

Entirely possible that the 296 will see a load; we'll see. Too soon to tell. Best thing we can do is dip our own personal brushes and contribute some :)
 
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Did RSS ever work with community skinners?

Also, each of these cars they're releasing has a high quality version already; LP Design's Mustang is great (with a huge skin pack) and ChemFlummi's 296 is a conversion but it's top drawer. And more and more each car has multiple versions so any skin just gets a request to do it on another version too....

Maybe after ten years of AC lots of skinners are moving on too? More doing paid work (real world liveries are getting complicated!). Or just outside in the northern hemisphere springtime!

Entirely possible that the 296 will see a load; we'll see. Too soon to tell. Best thing we can do is dip our own personal brushes and contribute some :)
The time that RSS (and VRC) must waste making these looky-likey fake skins that everyone probably just deletes anyway...
I've never understood why they don't just give the cars to trusted skinners a few weeks before release so that day-one packs of official liveries can be released independently on AdDepartment on the same day as the car. No copyright issues to worry about as RSS/VRC aren't including them in a paymod, and didn't even create them.
Also, RSS and VRC... how come bedroom modders with galloping acne and chronic porn addictions can make excellent refractive lights for free, yet your cars still use 2D textures from the olden days?
 
Do we know why that is? I mean it wasn't like that with the Porsche 992 for example, we had way more real-life skins for it after a month from its release.

We need a lot more for the Mustang.

And surely, we are gonna need even more skins for the 296, a car that has been competing more or less everwhere since 2023.
Because RSS's UV mapping is absolutely horrendous for livery creators. They are made for those that have access to 3D paint programs and they have completely left 2D skinners behind for no reason. It also does not help that they keep getting into arguments with a lot of them giving skinners even less reason to make skins for their cars.
 
Because RSS's UV mapping is absolutely horrendous for livery creators. They are made for those that have access to 3D paint programs and they have completely left 2D skinners behind for no reason. It also does not help that they keep getting into arguments with a lot of them giving skinners even less reason to make skins for their cars.
Word. I've tried to skin some RSS cars and the time it took... Converting a PC2 car and re-doing the skins in 4K legit took me less time than working on one RSS skin. I don't mind 3D painting (I have PS, I ain't no backwater hillbilly using GIMP) but I do mind their god-awful mapping. I've became a VRC simp nowadays anyways lol
 
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Melbourne 2019

The ACU Melbourne 2019 and Pyyer's 2025 layout made to look the way I like. It's a standalone track so it will not mess with the original and can easily be deleted if you don't care for my changes. It will come up as Albert Park in your track list.

rj_melbourne_2019

All credit for the tracks go to acu, patrikPAT, Sliderman, Pyyer and CHQ. I simply added a few extra CSP features and changed some textures to fit my eye better. The ai comes from mk-sg. If any of the creators has an issue with what i've done, I will gladly delete the download.

With regards to the 2025 layout, it will not work unless you own Pyyer's 2025 extension. Because it's a paid mod, I did not include the kn5 files needed for it to work. If you own his 2025 extension, you will need to copy all of the kn5 files (except for the flags.kn5 and people.kn5) from his 'common' folder to the 'common' folder on my track.

Notes:

-- I stole the trees from the CHQ version of the track because the original trees had this weird mirror look. Personally I don't care for the tree textures he used so I made a Trees track skin that uses some of the original tree textures. I suggest you use it.
-- Use the Live Jumbotrons skin if you want live cameras on the 2019 layout. They are on by default on the 2025 layout.
-- The Darker Road skin will make the tarmac darker on the 2019 layout.
-- The two Grass skins are optional. If you prefer the original grass look, just keep them disabled.
-- The Optional Textures skin changes the water on the 2025 layout to a more vibrant blue color.
-- I added some marker cones on a few of the turn apexes of the 2019 layout because I was having issues spotting the turns. If you don't want them, simply delete the markers.kn5 file and rename markers_original.kn5 to markers.kn5
-- One thing about all the skins. From my experience, you do not need to worry about disabling or enabling specific skins depending on the layout you are driving. For example, I did not have any issues with having the jumbotron skin enabled even when I was driving the 2025 layout. Same goes for the Darker Road. It may be a skin for the 2019 layout, but the 2025 road looked the same even with it turned on. So feel free to enable any of the skins you like and don't worry whether they are made for a specific layout.

As always, please point out any mistakes you find or suggestions you have for improvements.

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Porsche 911 (996) GT3 Track Public Release!!
Download:https://www.mediafire.com/file/0dufz9xk1et9f26/996_2001_track_101creative.rar/file
Converted From GT7
-AO inside and out
-Realistic Dashboard
-Physics
-CSP Settings
-Driver Animation
-Panoramic session Start config Daniel Nogal

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very nice mod , thx!!! only the R mirror has way too low a resolution ... pls make it same as L :bowdown:
 
good evening, the content manager has been updated(app version 0.8.2747.39678), and now I can't find the application I need "car engineer". has it been hidden somewhere, so I can't find it, or has it been deleted altogether?
upd. the question is closed, during the update the "developer apps" checkbox flew off by itself
delete the post.
 
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