Assetto Corsa PC Mods General DiscussionPC 

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Сan any make this skin for Bentley GT 3???
 

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hi all , I feel so stupid, but I just found out that with this url ( https://www.gtplanet.net/forum/threads/assetto-corsa-pc-mods-general-discussion.307899/unread ) I can always go to the first unread post...

For years now I've been copying and saving the bookmark of the last post I read, in order to be able to read on the next day...
(but that fails when an admin deletes that post ofcourse)

Anyway, thought I'd share the new found wisdom in case anyone else still didn't know.
I have this thread "watched" and bookmarked the "Forums" main page, so the AC threads show as first.
But I take also many many drugs so.

ryan reynolds mouth GIF
 
Thanks to your video, but I really don't know how to solve it.
For pitlane's ending, it's intentional, in order to let ai not crash in tunnel.
I've done some digging into AssettoCorsaMods.net and I've found some early documentation:


Timing:
These objects don't need the axis orientation like the spawn objects
AC_TIME_0_L
This must be placed on the LEFT side of the start/finish
AC_TIME_0_R
This must be placed on the RIGHT side of the start/finish

AC_TIME_1_L
AC_TIME_1_R
Same rule about left and right but it will became the first intermediate.
AC_TIME_2_L
AC_TIME_2_R
The second intermediate.
You can place only 2 intermediates.

The trigger will be a line drawn from the center of the object to the other side (not visible obviously)



So there are "gates" that are labeled in the .kn5 editor called AC_TIME that are incorrectly placed. These indicates sectors on a track marked as "circuit" in tags and goes from start to finish in the same place (another reminder to please add the "circuit" tag to your tracks in future updates, it is important).


I'm going to try and open it myself and see if I can find the problem, although I have no further reference and haven't opened a track in kseditor before. I'll let you know if I find the issue.






EDIT: I've found the AC_TIME variable, it's in the "grid.kn5", which needs to be unpacked after the "yas_marina.kn5" model and then opened as an FBX file in KSEditor. In here, all the timing and positioning data for the track is stored. I assume that AC_TIME 2/3/ etc. here is misplaced.


I am trying to figure out how to move these "AC_TIME" blocks in grid.kn5 (or any blocks for that matter, so pit slots, grid slots, etc.), but I can't figure it out at the moment. Any help from those in the know will be appreciated. I think it's safe to assume these elements are not created in Blender itself but in the KSEditor, I just can't figure out how to control them.




EDIT2: The sector "blocks" in the KSEditor view of grid.kn5 are definitely placed incorrectly. They're out of order (AC_TIME 2 is where AC_TIME 1 should be, hence the timing breaking) and they're not in the right place on the actual track itself. See this map for where the actual sectors should be:

Abu_Dhabi_Circuit
 
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To fix it i had to resave ai.ini with version 4 file thru ai app in game. Hope this helps...
Don't think your problem but easy to blow up the engine if...
Another idea - open the drivetrain.ini and check...
Thanks a lot for your suggestions, pals, but I can't seem to fix the AI drivers' erratic gearshifts until the engine fails seconds after leaving the pit...

One question, is the AI working well for the three of you?
 
hi all , I feel so stupid, but I just found out that with this url ( https://www.gtplanet.net/forum/threads/assetto-corsa-pc-mods-general-discussion.307899/unread ) I can always go to the first unread post...

For years now I've been copying and saving the bookmark of the last post I read, in order to be able to read on the next day...
(but that fails when an admin deletes that post ofcourse)

Anyway, thought I'd share the new found wisdom in case anyone else still didn't know.
1744658448417.png
 
I have stuttering again with CSP 0.2.8 preview 1 (with PURE 2.57 and C13Aegis 2.24).
I think It's since I had to update the shader patch to 0.2.8 P1 for the last RSS cars ...
the last time i had stuterring, I had to untick "new KN5 loader" and everything was fine, but here I have tried many things without success ...

Does someone have also issues with the last shader patch ?

L have stuttering as well, but i thin kit might have to do with my old nvidia card and new drivers. i almost always have stutters, maybe half a second long at the end of hairpins and sometimes 90 degree or more cotners. i have a 1060ti 6gb, i know, quite old butz it always worked until about 6 months or so ago
I live with stuttering all the time, I tried everything to get a smooth game but I still haven't succeeded, and by smooth I mean that 120hz image that seems real, I wish those damned orange and blue bars in render stats would become flat, instead...

Two tips if they can help, the first, I noticed that playing in 2K resolution at 120hz, if I block Riva Tuner at 119hz I have less stuttering than if I block it at 120hz.

Second, always in Riva tuner, once I found the right Frame Rate Limit, I started from 1 and went up in the Scanline Sync item, now I have the right compromise between graphics and performance and the stuttering is always there every now and then but not so annoying. Fast VSync in Nvidia panel, 3070Ti with 4K TV

Greetings

hi all , I feel so stupid, but I just found out that with this url ( https://www.gtplanet.net/forum/threads/assetto-corsa-pc-mods-general-discussion.307899/unread ) I can always go to the first unread post...

For years now I've been copying and saving the bookmark of the last post I read, in order to be able to read on the next day...
(but that fails when an admin deletes that post ofcourse)

Anyway, thought I'd share the new found wisdom in case anyone else still didn't know.
:lol: I used to do the same thing as you almost every day, thank you so much for sharing, it seems like a silly thing but it saves a lot of time!
 
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Wanted to give a try to one of the Isle of Man tracks that are available, but I see there are plenty of them. Does anyone knows which one is the best?
I would say the rainmaker one
None of them lol

Seriously. They're all terrible.
Yep, they're all terrible... But until someone takes pity and releases a decent version, the least bad ones would be two, or at least those are the ones I have in my collection: first, the aforementioned Rainmaker version, a short layout in which you'll find numerous blonde chicks, pot-bellied guys, and all sorts of objects, all cut out of cardboard.

And second, Frank1463's version, updated by ImWilde, with hideous 3D trees and their bouncing behavior and ghostly glow (how I hate 3D trees), although surprisingly, they don't affect performance as much as in other mods...

That said, none of the versions come close to current quality standards, but to get rid of the urge to race between (and sometimes, through) narrow walls and trees at breakneck speed, they fulfill their purpose. You can find the links on the Never-Enough-Praised Breathe's List.
 
Wanted to give a try to one of the Isle of Man tracks that are available, but I see there are plenty of them. Does anyone knows which one is the best?
That's like asking which dog turd tastes the sweetest. They are all equally disgusting.
A bunch of us were working hard last year trying to get the 'best of the worst' up to snuff but it was absolute torture and the project stalled.
Ideally somebody would port a more modern version from one of the Moto GP (or other bike sim) games, eg:

 
beware! the XnConvert program does not always do a good job of resizing it seems ...

I resized this DDS of a steering wheel (see attached rar file, remove .txt) ,

did a resize of 50% with XnConvert ( w Lanczos2 algorythm )
and ended up with the wheel looking like this:

1744667429694.png


still trying to find out why it didn't work well...
 

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beware! the XnConvert program does not always do a good job of resizing it seems ...

I resized this DDS of a steering wheel (see attached rar file, remove .txt) ,

did a resize of 50% with XnConvert ( w Lanczos2 algorythm )
and ended up with the wheel looking like this:

View attachment 1443820

still trying to find out why it didn't work well...
Is that particular texture tiled?Changing its dimensions would change its tiling needs. Or maybe the texture needed its alpha channel and it was lost during the conversion.
 
At the moment I am working on skinning some australian Carrera Cup 992 cars. I am using the Guerilla mod, but I also have the URD one. What do you guys think is the better or more widely used of the two mods? I can't decide, like em both, but they both have their mapping problems. As I am only starting the skins, now might be the best time to decide. Any input appreciated.
 
shi
Detroit Street Circuit 1982 v1.02
View attachment 1432274
Detroit Street Circuit with 1982 layout.
Conversion from F1 Challenge.

-CSP recommended
-36 pit/start
-AI, cam

Credits & Thanks;
F1 Challenge Track by dmarques
(Converted from Carrera.4's rF version)

Terms Of Use; (F1C)
Enjoy this mod to the fullest, that's all. If you want to convert or use this
as a base to create other cars, you're welcome in doing so as long as the
appropriate credit is given to the respective authors of the files you are
using. You can find all authors in this file

AC converted by @shi (shin956)
logo.png and sections file by @Fanapryde
window light textures and config base from detroit1988 by @rainmaker
Crowds texture by @Kniker97
marshall and some textures by kunos
Test and Feedback by @Apocalypse211

Enjoy.

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.01 changelog;
Updated ext_config.ini. (tunnel light)
Added led display animation.

v1.02 changelog;
Updated ext_config.ini. (lights performance)
Fixed fence mapping.

Detroit Street Circuit 1982 v1.02
The link is in the quote.

v1.02 changelog;
Updated ext_config.ini. (lights performance)
Fixed fence mapping.

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
Other my wip list (2025/04);
 
There's no track that refuses rainFX, only tracks where the effect is set in the wrong way or with wrong shaders applied to the materials. By the pic you shown it seems you're talking about Barbagallo for which i did my own config a long time ago, no idea on how many version are out there, but for sure, on my version the rainFX works fine as planned
Yes this is Barbagello 2000 from assettomods Im not on their paid patreon anymore so i cant ask there.
 
Hello,

I've been messing around with an issue I've had in-game for a few months now, but unfortunately have not been able to fix or even fully understand.
It is regarding the way road surfaces are rendered and reflected onto cars. Here are a few issues I have encountered, I hope that these can be fixed and I am just running a wrong setting.

-Road surface below the car being reflected inside the cockpit, coloured kerbs are reflected onto the car's glas/carbon or metal materials inside the interiour of the car.
-Road surface is reflected onto the car's body but is a little too reflective/noticeable. Again this is very noticeable with kerbs, sometimes being reflected like a mirror onto the car's carbon parts.

What frustrates me the most is that the issue will be more noticeable on some cars than others, the reflective values of the car's materials could be an explanation. The issue is however as far as I know, is present on every car but exactly how present it is varies a lot, it could just be slightly noticeable on the windshield wiper, or very noticeable on the car's carbon dashboard, or the entire carbon diffuser.

Below are some videos to illustrate the issue with reflections as best as I can.



Cheers and thanks for the help ^^
Assetto Corsa Screenshot 2025.04.15 - 13.12.17.63.png


Assetto Corsa Screenshot 2025.04.15 - 13.10.58.86.png
 
HI there. does anyone have a version of Blackwood that doesnt have stupid 3d trees. I got 2 versions and both have 3d trees that makes the game lose too many FPS. 3D trees are so pointless in Assetto Corsa game engine.
Screenshot_alfa_155_ts_1994_blackwood_2.0_15-3-125-19-3-52.jpg
 
I've been messing around with an issue... ... It is regarding the way road surfaces are rendered and reflected onto cars. Here are a few issues I have encountered, I hope that these can be fixed and I am just running a wrong setting...
You're not the only one, bro... That problem also drives me crazy, since depending on the intensity of the reflections, they can be very annoying when the reflective areas are within the sight area.

As far as I know, the source of the problem is what you point out: the parameters the modder uses for certain textures aren't adequate, rather than a problem with the game's settings... There are a couple of simple tricks that sometimes work, adding some code to the ext_config.ini, but lately, most of the time they have no effect (or I'm not able to make them work), or spoil something else...

To remove road reflection from internal glass...
[SHADER_REPLACEMENT_...]
ACTIVE = 1
MATERIALS = int_windows ;or whatever the material is named, eg GEO_IN_Glass
SHADER = ksWindscreen
[SHADER_REPLACEMENT_...]
MATERIALS = REPLACE_WITH_THE_MATERIAL_NAME
SHADER = ksWindscreen
IS_TRANSPARENT = 1
To remove from other cockpit parts...
[MESH_ADJUSTMENT_...]
MESHES = name of mesh
MOVE_TO = COCKPIT_HR
And to remove from windshield banner...
[SHADER_REPLACEMENT_...]
MATERIALS = Ext_Glass_Banner ;or whatever the benner material is named
SHADER= ksPerPixel
Unfortunately, I insist, these Jedi tricks (provided by several charitable forum members, thanks) don't always work and I suppose that definitively solve the rebel cases requires knowledge that I don't have...

Good luck!
 
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Is posible one with a black back showroom but with the same lighting?
another wall texture should be possible. Will have a look tonight.
At the moment I am working on skinning some australian Carrera Cup 992 cars. I am using the Guerilla mod, but I also have the URD one. What do you guys think is the better or more widely used of the two mods? I can't decide, like em both, but they both have their mapping problems. As I am only starting the skins, now might be the best time to decide. Any input appreciated.
for me it would be the URD one
 
HI there. does anyone have a version of Blackwood that doesnt have stupid 3d trees. I got 2 versions and both have 3d trees that makes the game lose too many FPS. 3D trees are so pointless in Assetto Corsa game engine.View attachment 1443864
ct86_blackwood_reloaded_2020 is in my opinion the best (Unless it's stupid of me to say that)



AC Tracks Listing 3.2 by Breathe
section fitive ligne 97
 
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At the moment I am working on skinning some australian Carrera Cup 992 cars. I am using the Guerilla mod, but I also have the URD one. What do you guys think is the better or more widely used of the two mods? I can't decide, like em both, but they both have their mapping problems. As I am only starting the skins, now might be the best time to decide. Any input appreciated.
Like'em both too, so urd one for popularity I guess
 
Hello,

I've been messing around with an issue I've had in-game for a few months now, but unfortunately have not been able to fix or even fully understand.
It is regarding the way road surfaces are rendered and reflected onto cars. Here are a few issues I have encountered, I hope that these can be fixed and I am just running a wrong setting.

-Road surface below the car being reflected inside the cockpit, coloured kerbs are reflected onto the car's glas/carbon or metal materials inside the interiour of the car.
-Road surface is reflected onto the car's body but is a little too reflective/noticeable. Again this is very noticeable with kerbs, sometimes being reflected like a mirror onto the car's carbon parts.

What frustrates me the most is that the issue will be more noticeable on some cars than others, the reflective values of the car's materials could be an explanation. The issue is however as far as I know, is present on every car but exactly how present it is varies a lot, it could just be slightly noticeable on the windshield wiper, or very noticeable on the car's carbon dashboard, or the entire carbon diffuser.

Below are some videos to illustrate the issue with reflections as best as I can.



Cheers and thanks for the help ^^
View attachment 1443862

View attachment 1443863

yes that is a major pain , esp in VR it can be quite immersion breaking.

You can alter the reflective properties of any material, with extension code , play around with it :

[SHADER_REPLACEMENT_...] ;improve carbon
ACTIVE = 1
MATERIALS = name_of_material_here
PROP_... = ksAmbient, 0.13
PROP_... = ksDiffuse, 0.08
PROP_... = ksSpecular, 0.5
PROP_... = ksSpecularEXP, 180
PROP_... = fresnelMaxLevel, 0.05 ;esp this one , lower is less reflection
PROP_... = fresnelEXP, 40
PROP_... = fresnelC, 0.01 ;esp this one , lower is less reflection
PROP_... = useDetail, 100
PROP_... = detailUVMultiplier, 14
PROP_... = detailNormalBlend, 1
DOUBLE_FACE_SHADOW_BIASED = 1

BUT if the material is chrome , it SHOULD reflect... but it should be made impossible to see the curb reflection from inside the car as it should be consealed by the car chassis and doorpanels ...

So anyone has a neat trick to force that via extension? (I guess that is a fault of the creator , and needs to be dealt w in 3D program, and can't be fixed w simple extension code?)

Is that particular texture tiled?Changing its dimensions would change its tiling needs. Or maybe the texture needed its alpha channel and it was lost during the conversion.
no , when I resized it w Gimp it was all good ...

the resulting dds looked very weird after having it being converted by XnConvert ...
1744726622200.png

also attached the resulting DDS (remove .txt) , maybe someone can figure out what happened?

The original dds looked like :
1744726729875.png
(and can be found in the original post if you wanna download it)

It would be good to know the case in which NOT to rely on XnConvert (esp when doing batch resizing , it could be dangerous to loose stuff - if you don't backup first that is)

settings used :
1744726472121.png
 

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