Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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New update coming for Sevilla Circuit soon (if not soon, then mid/late May) with major visual tweaks and fixing all glitches/bugs. There are also few 3d model changes (Last sector jagged corner curb is deleted, a new bump curb in last corner, etc...)

If someone know handling GrassFX and RainFX and want to help me, please let me know (yes I know there's the github csp wiki page).

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Fuzo, vernoonfs, Breathe, slider666, LaChub, Fanapryde

  • improved some additional materials
  • improved spectator platforms material (now grey as in ACC instead of green)
  • replaced default crowds with Kniker97 version
  • replaced ugly tree in the second sector with 3D tree

Very well done mod so far!

One thing which is not accurate is the curb on the exit of T5 (Barbecue). It has always been just grey, afaik at least.

Also the environment needs some tweaks here and there (trees, grass) and in my opinion the groove looks kinda strange, but I understand it's not the final version.
 

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Anyone knows at which speed the Reventon winglets and rear wing work ?
The AI says:

The Lamborghini Reventón features an active rear spoiler that adjusts to three different positions depending on speed. However, specific speed thresholds for these adjustments aren't widely documented. The car's aerodynamics were inspired by fighter jets, designed to enhance stability and performance at high speeds. If you're looking for precise details, Lamborghini's official documentation or enthusiast forums might have deeper insights.


Are you researching for a project or just a curious car enthusiast? 🚗💨
 
Dear community i was wondering if there is a way to analyse the texture of a .kn5 file or a way to extract them via content manager
In CM, right click over the top of a track image. In the popup menu, choose manage skins. Hit the plus button in the bottom left area of the manage skins screen and give your new skin folder any name you like. Then click the override textures button. It will bring up a window showing you all of the track's textures. Click the check boxes for any texture you want to extract and then click the override button. This will extract the textures that you want to mess with.
 
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In CM, right click over the top of a track image. In the popup menu, choose manage skins. Hit the plus button in the bottom left area of the manage skins screen and give your new skin folder any name you like. Then click the override textures button. It will bring up a window showing you all of the track's textures. Click the check boxes for any texture you want to extract and then click the override button. This will extract the textures that you want to mess with.
Yes but this works only for the texture of the default track not for those included into an extension
 
This lod that I have seen many times people taking about.
What do they do to improve a mod?
LODs (Level Of Detail) are lower detail versions of a 3D model (in AC, KN5).
Using multiple, progressively lower detail LODs, allows the game engine to render models at different distances, with less detail >> reduced GPU cost. This means the game can draw a 50-car field from your pov, at better, smoother FPS, cos you couldn't see the fine details of the furthest cars, anyway.
AC normally uses four LODs, like car.kn5, car_b.kn5, car_c.kn5 and car_d.kn5.
The distance switching is controlled in the lods.ini in the car's data.
 
The AI says:

The Lamborghini Reventón features an active rear spoiler that adjusts to three different positions depending on speed. However, specific speed thresholds for these adjustments aren't widely documented. The car's aerodynamics were inspired by fighter jets, designed to enhance stability and performance at high speeds. If you're looking for precise details, Lamborghini's official documentation or enthusiast forums might have deeper insights.


Are you researching for a project or just a curious car enthusiast? 🚗💨
Oh, for personal and mod related reasons (no I'm not buying one!). Finally found the relevant data... Here, over at the GT6 thread for some reason lol

__custom_showroom_1745561320.jpg

__custom_showroom_1745561328.jpg
 
Yes but this works only for the texture of the default track not for those included into an extension
For that kind, you can put the kn5 file in a temp folder, then open CM. Now go to the temp folder and click on the .kn5 file to highlight it. Next, hold down the shift key on the keyboard, and double click the kn5 file. Wait a few seconds and a folder should popup with a texture folder and fbx file for the kn5 you want to view.

For these steps to work, you may need to have the paid version of CM and have developer options enabled. Been so long that I can't remember if that is the case.
 
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For that kind, you can put the kn5 file in a temp folder, then open CM. Now go to the temp folder and click on the .kn5 file to highlight it. Next, hold down the shift key on the keyboard, and double click the kn5 file. Wait a few seconds and a folder should popup with a texture folder and fbx file for the kn5 you want to view.

For these steps to work, you may need to have the paid version of CM and have developer options enabled. Been so long tha I can't remember if that is the case.
I tried this method but Content Manager gives error
 
for me in preview they are also black ...
eg:
View attachment 1444278

without CPS it gives white-ish rims indeed.
So redo the previews with CSP option on, then you have the correct same wheels in preview as in game. :lol:

Strange though why would they turn black with CSP? I don't have the answer to that ...
Hello. I downloaded this DTM specification and copied the extension folder and it solved the problem.

 
Detroit Street Circuit 1983 v1.0

Screenshot_rtp_honda_integra_dc2_r2_detroit_1983_25-3-125-21-59-56.jpg

Detroit Street Circuit with 1983 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

Enjoy.
 
I tried this method but Content Manager gives error
kn5 is likely encrypted
also, the "temp" folder is not needed. Simply highlight the kn5, press enter and then the shift key directly after, hold shift for 5sec or so
 
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kn5 is likely encrypted
also, the "temp" folder is not needed. Simply highlight the kn5, press enter and then the shift key directly after, hold shift for 5sec or so
It's needed if you don't want to clutter up the extension folder with extra stuff. I don't like unnecessary files in the track's extension folder. It just confuses me if I go back to it weeks or months later. I forget what I need to keep and what can be removed.
 
If anyone has any idea why the game stucks when loading and because of this the gamepad cannot work properly, I would be thankful for any help. That bug doesn't produce any crash log since it stucks in the loading screen when saying "loading car metadata 100%". I have corrected the faults of car mods btw.
 
kn5 is likely encrypted
also, the "temp" folder is not needed. Simply highlight the kn5, press enter and then the shift key directly after, hold shift for 5sec or so

It's needed if you don't want to clutter up the extension folder with extra stuff. I don't like unnecessary files in the track's extension folder. It just confuses me if I go back to it weeks or months later. I forget what I need to keep and what can be removed.
That's fine guys thank you I found a workaround
 
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