Assetto Corsa PC Mods General DiscussionPC 

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Only people who want a decrypter for handmade content are those looking to benefit from others' work. I have no issue with URD encrypting the work they've created themselves. Since they made it, it's their choice whether it should be encrypted or not. It's not like you need their models anyway. Just port the LMU version to AC if you're that desperate for their cars, or use Trash Racing Rats' version. But to sit here and loudly demand a decrypter just so you can steal other people's models without permission? Absolutely hilarious.

Go ahead and do that for other games where people have already been paid for their work. But to come after people doing this in their free time? That’s straight-up thief behavior, Clown behavior in your case.
you are very funny ,but the one who makes most laugh is you and unlike you I know what I’m talking about

further I do not see what you have brought positive to the community ....

But this is neither the place nor the place to talk about it!
 

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it actually updates the car model .kn5
this wont work if the model is encrypted
First of all, thanks for the reply.
The model is not encrypted, I thought it would modify the data.acd file, instead it modifies the .kn5 file? Too bad that then in game, it goes back to the original, while if I open CM Showroom the changes remain. Is there a way in your opinion to be able to make those types of changes in real time and save them?
Thanks

I wanted to help you, but Suzuki saw your preview, and now they have a restraining order on me.... :crazy:
Seriously, that is a bit extreme .

OK, unpack the data, and rename data.acd to something like data.acd.bak
In the data folder you've just unpacked, open suspensions.ini

In [FRONT] look for BASEY. Now, mind your maths, and add whatever change you've made in the CM showroom (in this case 100mm or 0.1m cos the data in suspensions is in meters. Take care with the sign. The stock Suzuki Cup car is BASEY=-0.220. Add 0.1 = -0.120 yeah?
Do the same for the rear.

Now. Many, many people in this forum, will tell you this is a dumb idea. Because it is. BASEY is related to the CoG of the car.
A 100mm adjustment will almost certainly trash the handling, setups etc. beyond redemption.
In my experience, BASEY can be used safely for small adjustments, but 100mm (4 inches) yoink will require more suspension-ken to do properly.

Further down in suspensions.ini you will find [GRAPHICS_OFFSETS]
This is where you can move the tyres inward/outward, this time relatively free from consequence.
Have the showroom open and a text editor open with suspensions.ini so that you can see both.
Adjust the eight values (again, mind the signs, they're opposite on each side of the car). A wheel and a suspension are a pair, and the values for each pair should be the same, else, for example, the brakes will show through the rim.
When you save the suspensions.ini (just save, not close) the changes appear immediately in the showroom.

When you're happy, save an close suspensions.ini, and in the parameters pane in CM Showroom at the bottom of the "Car Params" panel (where you gave basey an all-mighty whack) There's a button to Update model. CM will make a backup of the KN5 and "burn" your changes "permanently". This will then be visible anywhere you view the car.

All of this stuff will certainly not be usable online.
Good luck.

Edit: "Update model" uses data.acd first and if not found, the unpacked /data folder. Changing the sliders in CM does not change it in either, which is why the "Update model" does not seem to "take". You have to actually change the data first ^^.
Wow, super detailed explanation, thank you so much Andre!
So I tried it and it actually works, a bit cumbersome (that's why I hoped it could be saved after editing the slides in CM Showroom) but it does what I was looking for! ;)
You are very kind :cheers:
 
Agree with you on both these points; but I was just suggesting reasons why it might take a while to get skins. And the actual conversion of the model by CF and the options/details is top notch.
I like Marco17's skins for the RSS cars. If I understand correctly, he's basically an RSS team member who - on release days, usually, already - releases some of the top real-life liveries for the RSS cars as "unofficial" add-ons.

He's behind Patreon, but very good quality skins.
 
you are very funny ,but the one who makes most laugh is you and unlike you I know what I’m talking about

further I do not see what you have brought positive to the community ....

But this is neither the place nor the place to talk about it!
If you actually knew what you were talking about, you'd just convert the LMU car instead of trying to steal URD's mod. I don't need to provide anything to point out that decrypting someone else's work is straight-up theft.
 
Agree with you on both these points; but I was just suggesting reasons why it might take a while to get skins. And the actual conversion of the model by CF and the options/details is top notch.
yes, the CF model and details visually are quite good. I was more speaking to how it drives.

In today's episode of 'CSP Has Been Possessed by the Devil':

For reasons totally beyond my comprehension, my Content Manager UI is now making decisions by itself, without any button pressing from me. When I start a session, it comes up with the normal pre-race menu, then a couple of seconds later, it just starts the driving session without me asking it to. Other times, it decides to switch to photo-mode without me asking it to. Sometimes when I finish a session, it goes back to the main UI without it asking me to.

I've checked my wireless keyboard and don't believe it's the result of sticky keys or almost flat batteries. It's possessed!

Has anyone else had anything similar happen in the past and found a solution? If so, please pass the holy water and tell me what commands I have to chant so I can banish this latest CSP/CM devil.
I have had CM crash my File Explorer in Windows multiple times over the past few weeks. I have seen that there's been more than a few updates, so I'm sure he's aware. Something has gone amiss with it recently, I'd say.
 
I like Marco17's skins for the RSS cars. If I understand correctly, he's basically an RSS team member who - on release days, usually, already - releases some of the top real-life liveries for the RSS cars as "unofficial" add-ons.

He's behind Patreon, but very good quality skins.

Not a name I was aware of, thanks
 
Try adding this to extconfig.ini
Write the windscreen mesh after "Meshes ="
Adjust "BrightnessAdjustment =" value

[INCLUDE: common/materials_glass.ini]
[Material_Glass] ; front
Meshes =
IOR = 1.5 ; index of refraction for glass, usualy, 1.5
FilmIOR = 0.42 ; redefine IOR for external film layer to increase reflections
ThicknessMult = 3.05 ; thicker glass passes less light through
ProfileFix = 0.00 ; adds thickness to glass for glazing angles
BrightnessAdjustment = 0.05

For more info:
https://www.overtake.gg/downloads/quick-easy-car-customization-for-beginners.72349/
Long time member of GT Planet and first post in this thread. I just want to say Thank You to all of you for the combined knowledge and the overwhelming amount of useful information, tweaks and fixes that is found in this 4000+ page thread. This thread is a gold mine. Thank you all.
 
Release :next weekend

BMW 320i STW
20250406-211520-industrial-f302_bmw_320i_stw.jpg

20250406-211530-industrial-f302_bmw_320i_stw.jpg



+ Audi R8 LMS Ultra (Racerroom)
20250406-212342-industrial-f302_audi_r8_lms_u1.jpg

20250314-183834-industrial-f302_audi_r8_lms_u1.jpg
__custom_showroom_1740845307.jpg


Audi A4 STW
20250406-211854-rt_daytona-f302_audi_a4q_stw.jpg
20250406-211943-industrial-f302_audi_a4q_stw.jpg
 

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Don't usually do things like this, but I just spent the better part of the last two days wasting my time re-sizing and re-saving car skins and i'm a bit frustrated.

Do car skin makers understand the concept of files sizes and GPU memory?

I noticed in MSI Afterburner that I was pushing past my 8gb of GPU memory and thought it was something I did when modding a track. Turns out it was the car skins and I wasn't even using that big of a field. Only about 25-30 cars. I started to look through the skins folders and noticed some really huge file sizes for the textures used in most of the skins. Some of it was due to larger than needed texture resolutions for silly things like chasis AO's, tyre blur textures, NM files, etc. Most of it was due to choosing the wrong dds format when saving. There were files saved in a dds format that made the file size 4 times bigger than it should be. Thankfully after a massive amount of time spent, i'm back down to 5-6gb of GPU memory for a field of 30-32 cars.

OK, rant over..... :)
 
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Don't usually do things like this, but I just spent the better part of the last two days wasting my time re-sizing and re-saving car skins and i'm a bit frustrated.

Do car skin makers understand the concept of files sizes and GPU memory?

I noticed in MSI Afterburner that I was pushing past my 8gb of GPU memory and thought it was something I did when modding a track. Turns out it was the car skins and I wasn't even using that big of a field. Only about 25-30 cars. I started to look through the skins folders and noticed some really huge file sizes for the textures used in most of the skins. Some of it was due to larger than needed texture resolutions for silly things like chasis AO's, tyre blur textures, NM files, etc. Most of it was due to choosing the wrong dds format when saving. There were files saved in a dds format that made the file size 4 times bigger than it should be. Thankfully after a massive amount of time spent, i'm back down to 5-6gb of GPU memory for a field of 30-32 cars.

OK, rant over..... :)
Co-sign, it's one of my biggest pet peeves. 8K skins, even on a 90 class GPU, is totally unnecessary and an explosion in file size for materially zero visual improvement in Photo/CM Showroom mode and a pure degradation when racing due to lower frames/LOD management. All for detail you couldn't even notice if you paused the game, hit F7 for free cam and zoomed right up to another car.

Some of these skins are hundreds of megabytes on their own (!) - and even worse, some of them fold in zipped source files for 8K interiors - which means there are technically duplicate files in each download! I've seen one skin for one of the VRC protos eclipse 500 megabytes. One skin.

Obviously Compactor helps, but it's a widespread problem - and there are some truly heinous skinners on RD guilty of this. Clearly they don't actually race the cars they skin.

I've strangely found "3K" to be my favorite mix of file size and quality - but even on an LG OLED, 2K skins when racing are perfectly fine. If I ever start skinning, I'll likely offer multiple choices between 1K and 4K.
 
X90
[edit] Clearly they don't actually race the cars they skin. [edit]
Jeremy Strong Yes GIF by SuccessionHBO

We don't race with our noses pressed hard on the car bodies so yes, 2k/3k is more than enough.
Problem is, you have to take account of the possible drama of pointing it out in a review.

I dream of a on-the-fly skin degrader/resizer in CSP.
Lately, (if I got it right) CSP is able to control (change) skins too, right?
 
So true. I resized several skins a while back.

There is no way they are doing 40+ car grids full of 4k-8k skins.
I figure most are probably nerds just driving a car around and taking screenshots.

When you are racing I find 2k is fine. I'm not trying to read the brake temperature sticker on someone else's calipers while going through the esses side by side at Road Atlanta.
 
Don't usually do things like this, but I just spent the better part of the last two days wasting my time re-sizing and re-saving car skins and i'm a bit frustrated.

Do car skin makers understand the concept of files sizes and GPU memory?

I noticed in MSI Afterburner that I was pushing past my 8gb of GPU memory and thought it was something I did when modding a track. Turns out it was the car skins and I wasn't even using that big of a field. Only about 25-30 cars. I started to look through the skins folders and noticed some really huge file sizes for the textures used in most of the skins. Some of it was due to larger than needed texture resolutions for silly things like chasis AO's, tyre blur textures, NM files, etc. Most of it was due to choosing the wrong dds format when saving. There were files saved in a dds format that made the file size 4 times bigger than it should be. Thankfully after a massive amount of time spent, i'm back down to 5-6gb of GPU memory for a field of 30-32 cars.

OK, rant over..... :)
Likewise, I almost always resize car mod skins.

When you download a car mod larger than 1GB, it generally doesn't look good for the performance of your machines.

Generally the skin, resize to 2k (2048x2048) for good racing performance. Or if the car's 3D model doesn't exceed 150,000 polygons with LODs, I leave the textures it at 4096x4096.

or rally cars which usually only have a few skins. (less than ten) or which races alone on the rally circuit/special
 
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Is anyone else getting most of the AI opponents in their races stuck on the grid during the race start? Just about every race I do now, half the cars get stuck on the line and the other half either crash into them or trickle through slowly until the stuck AI teleport to the pits.

It seems to happen with both modded and kunos content, on modded and kunos tracks. Just randomly I guess.

This is definitely a CSP issue for sure, but every recent version I try and everything I turn on and off in the new AI behavior extension doesn't change anything.

It's really making AC unplayable these days.
 
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With regards to car skins, does anyone know why RSS used a lot of png files instead of dds files for their skin textures on the rss_gtm_furiano_96_v6?
The reason hasn't been clearly articulated by RSS, but here's the TL;DR I was able to piece together, cos I was also interested. The trend is spreading btw, the HSS Matra launched in early access with PNG skins.

Pro: PNG's can be much smaller, simpler to work with, and in some cases avoid artifacting (like striation). Also, as textures get ever bigger, Photoshop (the fat Adobe crumbling tower) and whichever 3rd-party extension is chosen to make it work with DDS, on the vast majority of painter PCs, is being pushed to the edge, esp in large DDS saves.

Con: PNG doesn't support alpha channel (which is apparently responsible/capable of effects like chrome, matte and the second coming, and while I do understand the mask, I have yet to find someone who can explain that clearly, without marketing-speak), so transparency needs to be incorporated directly into the image.

Sidebar.Here's a interesting trick. Create a PNG, and then just edit the extension to DDS.
AC will convert that to an uncompressed DDS, on the fly, and use it (ymmv) :dunce:
 
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The reason hasn't been clearly articulated by RSS, but here's the TL;DR I was able to piece together, cos I was also interested. The trend is spreading btw, the HSS Matra launched in early access with PNG skins.

Pro: PNG's can be much smaller, simpler to work with, and in some cases avoid artifacting (like striation). Also, as textures get ever bigger, Photoshop (the fat Adobe crumbling tower) and whichever 3rd-party extension is chosen to make it work with DDS, on the vast majority of painter PCs, is being pushed to the edge, esp in large DDS saves.

Con: PNG doesn't support alpha channel (which is apparently responsible/capable of effects like chrome, matte and the second coming, and while I do understand the mask, I have yet to find someone who can explain that clearly, without marketing-speak), so transparency needs to be incorporated directly into the image.

Sidebar.Here's a interesting trick. Create a PNG, and then just edit the extension to DDS.
AC will convert that to an uncompressed DDS, on the fly, and use it (ymmv) :dunce:
Waaaaayyyy back in the day (yes I'm old), DDS was introduced because it was faster for the game engines to read than other formats, although I don't recall PNG being a common format back then, it was more JPG and BMP in particular. ACC works on PNGs if I recall, although it does have transparency because you create 3 seperate images which combine together on the car if I recall? :confused:

If you are a GIMP user its faster to export PNG as it combines all the layers automatically whereas with DDS you have to remember to tell it to combine. Also a ridiculous number of versions of DDS now too.

Going back to the conversation about skin sizes, I find this amusing as a modder, you really can't please everyone, plus a lot of AC users seem to have become obsessed with taking amazing screenshots rather than using it as a racing game, and that's where things have gone belly-up. I know I cannot run a grid full of RSS cars, they are just too heavy and its purely to please the screenshot nutters.
 
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Release :next weekend

+ Audi R8 LMS Ultra (Racerroom)
View attachment 1441870
View attachment 1441867View attachment 1441868

Audi A4 STW
Hi, I really like your work but isn't this R8 Ultra already made by KS on the base game? I personnally don't see the point of making another one knowing we also have CF's extension for it that gives us almost every single wing configuration etc...

There are so many cars lacking in AC so I really don't understand why modders keep making what we already have.
Maybe my way of thinking is wrong I don't know
 
Don't usually do things like this, but I just spent the better part of the last two days wasting my time re-sizing and re-saving car skins and i'm a bit frustrated.

Do car skin makers understand the concept of files sizes and GPU memory?

I noticed in MSI Afterburner that I was pushing past my 8gb of GPU memory and thought it was something I did when modding a track. Turns out it was the car skins and I wasn't even using that big of a field. Only about 25-30 cars. I started to look through the skins folders and noticed some really huge file sizes for the textures used in most of the skins. Some of it was due to larger than needed texture resolutions for silly things like chasis AO's, tyre blur textures, NM files, etc. Most of it was due to choosing the wrong dds format when saving. There were files saved in a dds format that made the file size 4 times bigger than it should be. Thankfully after a massive amount of time spent, i'm back down to 5-6gb of GPU memory for a field of 30-32 cars.

OK, rant over..... :)

X90
Co-sign, it's one of my biggest pet peeves. 8K skins, even on a 90 class GPU, is totally unnecessary and an explosion in file size for materially zero visual improvement in Photo/CM Showroom mode and a pure degradation when racing due to lower frames/LOD management. All for detail you couldn't even notice if you paused the game, hit F7 for free cam and zoomed right up to another car.

Some of these skins are hundreds of megabytes on their own (!) - and even worse, some of them fold in zipped source files for 8K interiors - which means there are technically duplicate files in each download! I've seen one skin for one of the VRC protos eclipse 500 megabytes. One skin.

Obviously Compactor helps, but it's a widespread problem - and there are some truly heinous skinners on RD guilty of this. Clearly they don't actually race the cars they skin.

I've strangely found "3K" to be my favorite mix of file size and quality - but even on an LG OLED, 2K skins when racing are perfectly fine. If I ever start skinning, I'll likely offer multiple choices between 1K and 4K.
and also sometimes there are multiple versions of a car number, eg 3 skins with number 1 , 3 with number 2 , etc.
If I do a quickrace , I don't want to have multiple opponents with the same number...

An example is the ts_peugeot908_hdi_alms_lms , with a whopping 1.6GB skins folder ,
I kept 1 of each and got the skin folder down to 400 MB that way.
Still able to enjoy the mod... even more so now! :cheers:
And I don't blame the modder / creator for sharing all the skins btw, just saying that's another way to save you some space


I also sometimes use a batch file to change the dds files (ommitting the mipmaps can reduce the size and using compression also ) , with the help of andrevr , I came to this batch file :

@echo off
setlocal enabledelayedexpansion
echo Starting the processing of folders...
for /d %%F in (*) do (
echo processing folder %%F
mogrify -format dds -define dds:mipmaps=0 -define dds:compression=dtx5 "%%F\*.dds"
)

echo Done processing all folders.
pause


Running this in the skins folder will go through each skin folder and do dtx5 compression and remove mipmaps.
EDIT:
This saves diskspace , not gpu ram though... so actually all this is not really relevant to your posts. :lol:
 
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What are the differences with the current version of the BMW 320i STW and Audi A4 STW that are available from PM3DM

 
What are the differences with the current version of the BMW 320i STW and Audi A4 STW that are available from PM3DM


They are finished unlike PM3DM
 
Don't usually do things like this, but I just spent the better part of the last two days wasting my time re-sizing and re-saving car skins and i'm a bit frustrated.

Do car skin makers understand the concept of files sizes and GPU memory?

I noticed in MSI Afterburner that I was pushing past my 8gb of GPU memory and thought it was something I did when modding a track. Turns out it was the car skins and I wasn't even using that big of a field. Only about 25-30 cars. I started to look through the skins folders and noticed some really huge file sizes for the textures used in most of the skins. Some of it was due to larger than needed texture resolutions for silly things like chasis AO's, tyre blur textures, NM files, etc. Most of it was due to choosing the wrong dds format when saving. There were files saved in a dds format that made the file size 4 times bigger than it should be. Thankfully after a massive amount of time spent, i'm back down to 5-6gb of GPU memory for a field of 30-32 cars.

OK, rant over..... :)

I usually do 4K as standard (with resizing to 2K on request), but I do take care to compress with BC1. There are some who don't compress their dds files, ending up with 40-70mb filesizes which is ridiculous!! 4K allows me to add as much detail as possible in the liveries, 8K seems overkill in general.
 
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