Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
  • 144,199 comments
  • 41,049,980 views
Could someone tell me how to increase the power of the headlights (in the "lights" file in the "DATA" folder)?In some cars, during night races, the brightness seems too low to me.Is there any way to increase it?Thanks in advance.
I do this via ext_config.ini in extension folfer. For example, add:

[LIGHT_HEADLIGHT_0]
COLOR=1.3,1.2,1,9

You can also adjust the brightness and color of the light flux.
 
Could someone tell me how to increase the power of the headlights (in the "lights" file in the "DATA" folder)?In some cars, during night races, the brightness seems too low to me.Is there any way to increase it?Thanks in advance.
To do this you need to unpack the data.
1744182712402.png

However, remember that changing data.asd will cause an error online.in this case it is better to adjust the brightness in the extension file ext_config.ini.
 
Kind of a tough question to answer and you better have a lot of free time if you have a lot of cars and skins. I used a combination of two programs, mostly Photoshop. Some textures however only open as black images in Photoshop. For those I used paint.net. Don't ask me why, but paint.net read those ones properly.

I then went through every car skin folder I have, turned on detail view setting in Windows and looked for files with extremely large file sizes. It will be obvious which ones they are. Another way is to hover over a skin's folder. If the folder size is above 100mb (I saw a few over 300mb), there's a file or two in there that's too big. I got most of my skin folder sizes down to 50mb or less. Most skins I only had to do the paint scheme file, but a lot of them had other files that had no business being as large as they were. I saw ao and map files that were 4k and 8k in size, helmet textures that were 4k, etc. Seriously, who needs a 4k helmet file.

Then I opened them in one of the two programs I mentioned above and re-sized where needed and re-saved them as BC1 (I believe) dds files. I may have lost a little bit of quality, but I much prefer having no stutters from being a gig past my GPU memory limit than seeing perfectly crisp\clear car textures.

As a note and to maybe save you some time, I would stick to newer cars you may have first. Most of the older cars (the ones from Kunos and older car mods) did not have a problem with large skin folders. I think way back then everyone was making 2k skins instead of 4k and 8k skins. Probably because back then no one had 8gb+ video cards. Seems like newer cars and skins made for them have fallen into this trap of larger files sizes.
Yep, I agree, this has to be done manually for each skin to get good results. Every car and skin is different, so automating this will usually not yield good results. Tampering with skins that are already correctly sized will only reduce their quality, and batch converting the others is also a pain, because you will still need to identify and decide which textures need to be what size and so on. This varies from car to car, depending on the UV map.

Paint.net reads every dds-file I've ever encountered. Photoshop and Gimp struggle sometimes with some compression formats. I can also recommend IrfanView, don't think that has been mentioned here yet? With the complete plugin package, it also reads pretty much anything. IrfanView is also lightning fast for viewing images, and it has batch conversion and a lot of other useful features, although not always user friendly or intuitive.
 
Please watch the install video and install it exactly like it is shown there. You must use 7zip app and its Extract button!!!
Don't use any other methods to install Pure!!!
Wow! Using 7zip fixed the problem, I was able to install it correctly. Thank you very much Peter! It's strange, because, as I said before, I've never had any problems using Winrar. Anyway, thank you again.
 
Does anyone know, if it is possible to use the new RSS cars on older versions of CSP (0.2.0)? I tried version 0.2.8, it is terrible (imho), I see various visual/sound bugs and fps losses/drops. (pure 2.57)
 
Last edited:
I really wish Pyyer would learn the basics of z-fighting and glass shaders. 😅
If you're bothered by the holographic glass in his 2025 Melbourne extension (maybe most noticeable for VR users?) then add this to the end of layout_f1_2025/extension/ext_config-pyyer-melbourne-environment-mod-2025.ini
Code:
[SHADER_REPLACEMENT_...]
DESCRIPTION= fix holographic building glass
ACTIVE = 1
MATERIALS = MEL_PIT_BUILDING_A_02!4, MEL_PIT_BUILDING_B, MEL_GRANDSTAND_LARGE_A_GLASS, MATERIAL MEL_GRANDSTAND_CANVAS_GAZEBO_A, MEL_PAVILION_BUILDING_A_02, MEL_POWERHOUSE_BUILDING_A_02
MESHES = meshnamewhatever
SHADER = ksPerPixelReflection
IS_TRANSPARENT = 1
Not tested, but it might also work for the other layouts if these same buildings are used?
 
Last edited:
X90
I hope that a timing fix for Yas Marina is still in the works.


Anyway, any notes on your "jerez_2010" in your Mega repository? Original credits, version history, etc.? What is it? Is it a reworked alex meyer version? Or from a different source?

I caught it on Breathe's list and have had a look, but upon initial inspection I can't tell where it's from.

Cheers.



EDIT: One more note, when you can, please add the tag "circuit" to each of your releases - it's required for major AC features to function.
Thanks for suggesttion.
For Jerez, I don't know the sourse either, a friend send it to me, I just update some buildings and textures.
What's the bug about Yas Marina? I didn't find bugs before.
 
I really wish Pyyer would learn the basics of z-fighting and glass shaders. 😅
If you're bothered by the holographic glass in his 2025 Melbourne extension (maybe most noticeable for VR users?) then add this to the end of layout_f1_2025/extension/ext_config-pyyer-melbourne-environment-mod-2025.ini
Code:
[SHADER_REPLACEMENT_...]
DESCRIPTION= fix holographic building glass
ACTIVE = 1
MATERIALS = MEL_PIT_BUILDING_A_02!4, MEL_PIT_BUILDING_B, MEL_GRANDSTAND_LARGE_A_GLASS, MATERIAL MEL_GRANDSTAND_CANVAS_GAZEBO_A, MEL_PAVILION_BUILDING_A_02, MEL_POWERHOUSE_BUILDING_A_02
MESHES = meshnamewhatever
SHADER = ksPerPixelReflection
IS_TRANSPARENT = 1
Not tested, but it might also work for the other layouts if these same buildings are used?
Thanks every Fenryr track is heavily undermined by Pyyer extensions. Z-fighting is crazy

@Junshen Wu
quoting X90:
"in the straight into the first hairpin after the esses, right before the 150 board, Sector 1 switches to Sector 3. The remaining duration of the lap is seen as Sector 3.

On the pit straight, right at the end of the lap, about ~150 meters before the start/finish line, the track loses position data - and resets the Sector to Sector 1."
 
Last edited:
What I have also noticed, in Sebring, is the very weird and bad quality of the big display screens around the track. I don't know if it's Pyyer's fault, but when watching replays, the eye can very easily catch it, for example at the hairpin (turn 6). The cars are huge compared to how they should look like and they just look very weird.
Also I get very strong z-fighting from the bridge before that corner and at some other places as well.
I'm using the 2025 extension for the track and used to have the 2023 one as well, both looked exactly the same...
Would be awesome if anyone could have a look 😊
 

F A R S I V E | 1980s Gen 1 Prototype Group A (Beta 0.1)
Screenshot_ks_mazda_787b_monza_9-3-125-1-0-3.png

Screenshot_fse_g1_wmac_pga_nis_pth_team_nmo_monza_9-3-125-0-59-41.png

Screenshot_fse_g1_wmac_pga_nis_pth_team_nmo_monza_9-3-125-1-0-34.png

I was wondering what happen if 1980s Prototype Cars were low as 2010s LMP 1, have a bangger design, And more diverese aero regulation.

So i made this thing well for now only 1 car, ugly i know for the current state. but will pollised it up and add many version since it's going to be a Pack Mod.

This pack mod will have it own unique Car Class & Racing Series.
Prototype Group A (PGA)
- Factory Team
Prototype Group B (PGB)
- Sattelite Team
Prototype Group C (PGC)
- Privateer Team

My Discord Server If you wanted to see more
Download Link
 
Hello, I'm having a small problem with the Porsche 992 from RSS. Almost all the skins I've found online for this car have in-game issues. Let me explain: the skins work, but the side number plates are nonexistent. However, all the skins in the showroom look normal.
Does anyone know what this could be or how to fix it?
Thanks.
 
4K here and z-fighting is very present, check Bahrain 2024 for example, 1st sector half of the banners are having a seizure.
Here's Bahrain with Pyyers 2024 extension, there is some z-fighting BUT its very minimal and (IMO) its not annoying and when playing "seriously" you dont notice it.
Worst I've seen was Tsukuba without Mascott add-on for the pylon wires.

 
Here's Bahrain with Pyyers 2024 extension, there is some z-fighting BUT its very minimal and (IMO) its not annoying and when playing "seriously" you dont notice it.
Worst I've seen was Tsukuba without Mascott add-on for the pylon wires.


:D but...huge part of the glitching comes from the other side of the pitwall, track side. :D

Anyway thanks, there's glitching in 4K and it annoys me, it's moving stuff that shoudn't move.
This father-figure thing about what is serious and what's not has to stop. You just made my point, I even mentioned it's just a part of the track.


Oh the F1 skin on the 2022 layout for rt_suzuka by EuroRacers. That is MASSIVE z-fighting.
 
Last edited:
Does anyone know, if it is possible to use the new RSS cars on older versions of CSP (0.2.0)? I tried version 0.2.8, it is terrible (imho), I see various visual/sound bugs and fps losses/drops. (pure 2.57)
yes they work with 1.79 csp. probably some features are not working
 
Thanks every Fenryr track is heavily undermined by Pyyer extensions. Z-fighting is crazy

@Junshen Wu
quoting X90:
"in the straight into the first hairpin after the esses, right before the 150 board, Sector 1 switches to Sector 3. The remaining duration of the lap is seen as Sector 3.

On the pit straight, right at the end of the lap, about ~150 meters before the start/finish line, the track loses position data - and resets the Sector to Sector 1."
Yep, that's the one.


@Junshen Wu - I'd be happy to send you an AI rework for your Yas if this timing issue is fixed - which you can fold into the official release. Cheers.
 
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.

View attachment 1441493
Config update to correct a non transparent grill over the pits. Thanks to @Quark67 for the fix.
 

Attachments

  • config_update.zip
    5.3 KB · Views: 2
Hey, thank you for the tip. You can convert an entire skin folder at once, saving hundreds of MB. Do you know what could be lost doing that?
you can choose different method of downsizing algorythm (nearest neighbor, gaussian, not for all the same algorythm will be best) !
so I would not do that in batch, you can end up with too ugly skins.

Can you tell me how you resized the skins?
I'm almost without space in my PC and I'm thinking about doing the same.
Thanks
That XnConvert seems a good way to go (but not all in batch - see my above statement).

But if you haven't done already , and wanna save huge amounts of diskspace, with practically zero downside
check out: Save a ton of diskspace

With Compactor you choose any directory that contains huge amounts of data (eg. C:\steam or D:\Assetto Corsa or any even root of a drive , like E:\) and you can compact it without any loss of quality or even loading speed (if you have a quite decent CPU it won't be noticeable). The files are stored in a more compact form but when the game wants to read them , windows automatically decompresses the file and gives the game the uncompressed file... so no risk of seeing any resolution loss like you would when you resize textures.

Ofcourse this helps you only when SSD or HDD is almost full, it does not help GPU performance during racing , because your GPU RAM is full (as the textures remain their size , they just are stored in a compressed way on disk , but when passed to the gpu they are still full size).

So you don't need to restrict Assetto Corsa content directory... you can also compact all your other games.
 
Lamborghini countach 25th anniversary V2.0

-Fixed a lot of AO issues
-Fixed 3D mesh issues
-Fixed refraction
-Fixed non working gauges
-Added ambient light both outside and inside
-Rim screw issue fixed
-Redone lods
-Added odometers
-Hotfix for the front part of the sides not looking smooth....
8/5/2022-Fixed most of the see trough gaps
8/5/2022-Fixed rear tires.
12/5/2022-some minor stuff has been improved
14/5/2022-digital clock positioned a bit more up its not as low now.
17/5/2022- The should be final update all of the meshes are now smooth there should not be anymore hard like low poly meshes...
If there are any issues with the car please inform me.
Known issues are:
rear plate may flicker


Credits:
Dragster666: conversion to ac
Polyphony Digital : 3D mesh
EA(NFS Heat):Rims
Ama FMOD: sounds
View attachment 1147881

is there a way to get a new link to download?
 
Sharing a mod? Host it on GTPlanet Downloads. Free, public hosting for files up to 10GB in size.
Back