Assetto Corsa PC Mods General DiscussionPC 

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I had the same bug and solved it in some way by modifying the ext-config.ini, check this post :

Thankyou, this prevents the mirror effect, but it creates a new problem, at least on my side:

spa66.webp
 
Does anyone know how to edit RainFX particle numbers?
I can't find any configuration files for it, or information online.

I'd like to reduce the amount of water droplets that stick on the car body and windows, partly for performance but partly because I think there are too many... even under "light drizzle" weather conditions it appears like a heavy downpour on the windscreen and car parts.
 
It seems that we've reached the DRM status of mod creators. Man..

And it’s exactly what many of us feared. I just came across this listing for this 1970 BRM P153. On the surface, it looks fine it’s listed as a $0.00 (Free) resource. But look closer at the blue box on the right: "DRM Protected Mod" "This mod must be downloaded and installed through the SimVendor desktop application for DRM protection." That’s right. You now need to install a proprietary desktop application and sign in just to use a free Assetto Corsa mod.
This just seems like another one of the HSS guy's silly ideas to make sure he can monetize his crappy mods. Unfortunately he has other modders who he's friendly with he manages to rope into this **** constantly. It'll fail just like his last website that tried this.
 
Hey guys! Long time lurker here.

I was wondering if anybody could help me with an issue I'm having.

I'm putting together the grid for Le Mans 1977 and while everything is perfectly fine during qualifying, in the race, some of the AI aren't using their full speed, going roughly 25 km/h slower than they could/should.

For example, I am using Yezhrod's Porsche 936 that comfortably reaches 340 Km/h during qualifying, but barely goes above 315 Km/h in the race. Same for the Renault A442 and the Mirage GR8. The latter, I modified to be more realistic (according to online sources, it should be doing around 320 Km/h with a qualifying laptime of 3:47 which is now spot on) but again, during the race they refuse to go above 295 Km/h and do laptimes around 4:02.
The Porsche 935s also suffer, barely going above 295 Km/h instead of 315-320 Km/h (there were two versions of the car on the grid, the 935/77 is from Legion, the rest is from the DRM mod).

Does anybody know how can I get the AI to use their full speed?
 
One of my most memorable races and seasons on AC.

1998 season. I was playing as Schumacher and trailing Hakkinen by 28 points before Spa. 4 races left. Won Hungaroring (which is always the easiest race of the season because for whatever reason the ai is difficult to get fast there).

Spa then, the traditional rain race. You know the chaos race that actually had one of the craziest starts in F1 history. Total annihilation.

Sure in AC the rain is just for the looks here but the spray makes it more difficult anyway. Nothing like that start, I qualified 3rd and passed Coulthard right at the start.

Okay Hakkinen got a great start but I was catching him slowly but surely. It was looking good... you know the traditional Mika vs Michael thing coming.

But then my engine blew just when I was starting the lap 6. Never before my engine blew in the 1998 mod but I made a reckless downshift just before.

That was the season. Hakkinen won and the gap was already 38 points and only 3 races left (remember in the old days points were only 10 for the win).

Sure it was annoying but it was memorable and in many ways very realistic. Check the engine explosion.

Just a cool moment in my AC playing history. Share if you have some.

 
It seems that we've reached the DRM status of mod creators. Man..

And it’s exactly what many of us feared. I just came across this listing for this 1970 BRM P153. On the surface, it looks fine it’s listed as a $0.00 (Free) resource. But look closer at the blue box on the right: "DRM Protected Mod" "This mod must be downloaded and installed through the SimVendor desktop application for DRM protection." That’s right. You now need to install a proprietary desktop application and sign in just to use a free Assetto Corsa mod.
View attachment 1512132
As if paying for skins isn't bad enough, lmao
 
It seems that we've reached the DRM status of mod creators. Man..

And it’s exactly what many of us feared. I just came across this listing for this 1970 BRM P153. On the surface, it looks fine it’s listed as a $0.00 (Free) resource. But look closer at the blue box on the right: "DRM Protected Mod" "This mod must be downloaded and installed through the SimVendor desktop application for DRM protection." That’s right. You now need to install a proprietary desktop application and sign in just to use a free Assetto Corsa mod.
View attachment 1512132
Literally thought it was an April Fools joke.

It wouldn't even let me log into the site to even have a look at how abominable the "app" is.

I have purchased from them before (Belo Horizonte bundle) and have an account - but I was placed in an eternal login loop.

The whole thing is a microcosm of the world today. More sad than anything else.
 
X90
Literally thought it was an April Fools joke.

It wouldn't even let me log into the site to even have a look at how abominable the "app" is.

I have purchased from them before (Belo Horizonte bundle) and have an account - but I was placed in an eternal login loop.

The whole thing is a microcosm of the world today. More sad than anything else.
I do have a couple of his HSS car mods, guess it’s time to shutdown the download message in CM, because before you know, you accidentally hit “update” and get stuck to his DRM crap, which eventually his next step, will need an monthly payment.
 
I do have a couple of his HSS car mods, guess it’s time to shutdown the download message in CM, because before you know, you accidentally hit “update” and get stuck to his DRM crap, which eventually his next step, will need an monthly payment.
I've never really been that impressed with his mods. I find them nearly impossible to spin, it's almost like they've got stability management built into their physics. 3D wise they look pretty good, shame about the wonky physics and DRM shenanigans.
 
Azure Coast + Cote d'Azure v1.1
-fixed grass part near highway/train crossing
mediafire or google drive

GT Sainte Croix v1.3
-fixed detail textures for electric poles
-fixed some vehicle shadow issues (via CSP config only)
-made some white lines in corners smoother
-updated crowd textures
-updated 2 pine tree textures
-more detailed/colorfull/shiny vehicle textures
-shinier water
-added some crew stuff in pits
-added more groove in pits
-added timing tower, showing top 12 of leader board
mediafire or google drive

or via CM in the next couple days
Hello. Could you please tell me how I can get traffic using the traffic tool on your version of the Cote d'Azur? I was able to find files for both maps, but traffic only works on the Azure Cost. Is there a way to combine the files to work to a whole map? Thanks in advance. Greetings from Hanover.
 
Hey guys! Long time lurker here.

I was wondering if anybody could help me with an issue I'm having.

I'm putting together the grid for Le Mans 1977 and while everything is perfectly fine during qualifying, in the race, some of the AI aren't using their full speed, going roughly 25 km/h slower than they could/should.

For example, I am using Yezhrod's Porsche 936 that comfortably reaches 340 Km/h during qualifying, but barely goes above 315 Km/h in the race. Same for the Renault A442 and the Mirage GR8. The latter, I modified to be more realistic (according to online sources, it should be doing around 320 Km/h with a qualifying laptime of 3:47 which is now spot on) but again, during the race they refuse to go above 295 Km/h and do laptimes around 4:02.
The Porsche 935s also suffer, barely going above 295 Km/h instead of 315-320 Km/h (there were two versions of the car on the grid, the 935/77 is from Legion, the rest is from the DRM mod).

Does anybody know how can I get the AI to use their full speed?

Are you adjusting your gear ratios to get to the higher speed?

Few possible options:

If you are adjusting gear ratios, then you either need to run a long practice session so the AI can tune theirs, or you can fix the 'final drive' ratio in CM's grid setup screen.

You can also change the defaults in drivetrain.ini
 
I think I finally got it except for one small section where the lines in the sand are misaligned for some reason. Not sure why because they look perfectly aligned in blender. I'm hoping it's not too noticeable when viewing a replay. I may try to fix it at some point, but honestly, it took me so long to get it to this point that I don't want to start over again.

1.webp

2.webp
 
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I've never really been that impressed with his mods. I find them nearly impossible to spin, it's almost like they've got stability management built into their physics. 3D wise they look pretty good, shame about the wonky physics and DRM shenanigans.
That’s the big advantage about car mods. Bad track mods are not useful, but as long as bad carmods have the basic essentials as shadow, working LODs etc, then these could be used as a grid filler.
Man I do hate AMs2 on that aspect, a F1 race with one fantasy F1 car model that use to have a Ferrari, a Redbull, a Haas etc skin. That’s for me one big immersion breaker, even more then racing at a 2026 circuit with only 1923 cars.
 
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That’s the big advantage about car mods. Bad track mods are not useful, but as long as bad carmods have the basic essentials as shadow, working LODs etc, then these could be used as a grid filler.
Man I do hate AMs2 on that aspect, a F1 race with one fantasy F1 car model that use to have a Ferrari, a Redbull, a Haas etc skin. That’s for me one big immersion breaker, even more then racing at a 2026 circuit with only 1923 cars.
TBF, i probably shouldnt say this - BUT - i just do a physics swap with a roughly comparable Bazza car and then that way i've got a nice 3D model with great handling physics! Win, win!
 
Hello, can you help me find the DB2 mod, which I can't find anywhere?
Thanks in advance.
Would be interested also where to get that mod?

Here is the link to the "basic skins" for the "ASTON MARTIN DB2" model.


They are for 2 different models (the skin map is practically the same).

For both, I just had to adjust some nomenclature.
1 - AM DB2 by ACLM50
2 - AM DB2 by MG421982

IMPORTANT: driver3d model used is "driver_pudding"
Hi MrLonguinha17,

Where abouts can this car be downloaded so I can use your skins?

Thanks
 
 
Thanks for pointing me to these cars, unfortunately I already have these ones but I don't believe this is the same car as posted by MrLonguinha17 preview picks. This DB2 you pointed me to is a combination of jaguar and beetle mixture so like a Frankenstein car.
1770739369931.webp
 
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k_p
Ok, so i made for other one. As i said before they aren't created for this to work so it seems to me that it is pointless even looking into next cars and I have only 3 of them, old versions, from which last one doesn't have fully modelled taillights needed for refraction to work. Its just plain texture, so cant do anything about it. Its up to them to fix that because they take the money anyway. Imo it looks like their cars are made for pre-CSP game at least on this matter.


ext_config for vrc_erc_1999_fortix and again you need to unpack data and delete lines for rear lights from light.ini

View attachment 1512063View attachment 1512064
Thanks for the Mondeo config @k_p, again it's a big improvement.
The VRC Accord having a plain texture for the rear lights explains my earlier observation about some VRC tourers having lights that look no better than NASCAR stickers... it seems that's practically what some of them are, just textures.
It's a big shame that VRC cut so many corners with the lights on these cars. Proper refractive lights still seem beyond the skills (or priorities) of the big paymod groups, even though bedroom modders have been including them for years.
 
Are you adjusting your gear ratios to get to the higher speed?

Few possible options:

If you are adjusting gear ratios, then you either need to run a long practice session so the AI can tune theirs, or you can fix the 'final drive' ratio in CM's grid setup screen.

You can also change the defaults in drivetrain.ini
I didn't adjust them ingame, rather edited the default settings in drivetrain.ini - for the Porsche 935 and the Mirage GR8 at least. I haven't touched the Porsche 936 and the Alpine A442 at all.

I even tried deleting gear ratio settings, limiting the AI to a single gear set but that didn't work either.

But it's not like the gear set is too short or too long, rather as if the AI was driving conservatively. A car that is clearly capable of reaching 315 Km/h at worst, accelerates up to around 260-270 Km/h, then seemingly eases off the throttle, slowly reaching 295 Km/h (throttle is full the whole time by the way). They are holding back, that is the issue.
 
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