Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Thom Lee
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298
Poland
Poland
Thanks - is your based on this ReWolf update?
Reason I ask is, these ReWolf cars all seem to be improvements on the cars they overwrite, adding LODs, wipers, shader updates etc etc... it's just that the Prelude had broken mirrors.

As soon as Rewolf released it, I started to improve it, I'll say again that I'm mainly into physics, but I also improve other more or less important things.There's still a lot to improve in it, but it's waiting in line....

View media item 66977
w_honda_prelude.rar - 43.0 MB

UPDATE !! New Version in the link,changed tyres to target tyres, improved engine speed limiter.
 
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593
Italy
Italy
When baking AO it is good practice to use a custom 3D model (KN5 file if you bake in CM) where you remove all transparent and unwanted objects from the model to avoid false shadowing (like the excessive effect under the headlight covers).
If you bake in CM I find it super fast to simply:

- unhide all model objects in Blender
- hide specific objects you want to not interfere with AO baking (like transparent objects as window glass, headlight covers and even problematic objects that cause nasty effects such as often some auxiliary objects such as certain exhaust objects etc)
- export FBX from Blender (make sure not to export hidden objects)
- import FBX into KSeditor
- export to KN5
- bake AO in CM

I like to work clean so these additional steps should be done but can be circumvented if you are in a hurry:

- place exported AO in proper texture slot in KSeditor and keep the files in your main texture project folder

If in a hurry you can simply replace it within CM (I found this feature in CM to be often buggy though, so double check and always safe any edits in CM before replacing textures - CM likes to crash often doing texture replacements)


May I ask where one could find this lovely Maserati 300S (or is it a 450S even ?) ?

I would sooooo love to get my hands on this one ;-)

I don't mind if it is unfinished (prefer as un-modded as possible anyway).
It does look pretty clean too.




If on certain cars wipers are not properly recognized (and don't wipe off rain drops) you have to use this additional CSP function in the car config to point CSP to the correct wiper object:

code:

[WIPERS]
FRONT_0=object_name_of_rubber_wiper_blade_1
FRONT_1=object_name_of_rubber_wiper_blade_2

Here is a great page you find ALL relevant CSP functions and coding you ever want to learn about.
If you have a CSP config related issue, simply search for the relevant term and find everything about it - or take the time to read through the very nicely written library relating all topics:

https://github.com/ac-custom-shaders-patch/acc-extension-config/search?q=wiper&type=




I am hosting online races with mods and I am absolutely allergic against BoP.
I am allergic against it so much so that when I am getting on a plane I demand the flight attendants to not let anyone open a bag of boP on the plane, ever!

BoP (with vintage cars) usually sorts itself out while I am also nudging people a little bit in the right direction:
- strictly limit number of cars available (particularly of the dominant ones) - I often allow only for 1 or 2 slots of the fastest cars
- lottery of those fastest cars with slowest people in the grid having a wildcard on those cars if they prefer (that wildcard moves up the grid as people do not choose the car - if the fastest guy gets the car in the end then so be it).
- pair cars and track selection to even the field

In the races I have hosted we had an extremely diverse grid thus far and I never had to tweak anything but be creative with the event setup itself to make the races interesting.



See post above for a fix for non-wiping wipers.
You're right about hiding objects before getting the Ao to avoid unwanted shadows casted on the body, I forgot to mention that, but your explanation is clear enough.
About the 450s, it's avaliable on discord, but since not everyone her has that: https://sharemods.com/8fvlm1df6cy8/maserati_450s.zip.html

It's a mod almost completely reworked by someone I know and I just made a config for it
 
553
Scotland
Somewhere
Is it possible to port PC1 cars to AC ? Cause these could be interesting additions :

867.jpg


896.jpg
 
238
Canada
Canada
Regarding all the requests we see here for fixing mirrors on mod cars, just what is needed to actually conduct the repair ?

I have several cars where the image in the mirror is "zoomed" - making it useless as a mirror. In that case I can easily assume the mirror.cfg in the data folder is set correctly, and it's something wrong with the model. When that's the case, just how do you "zoom out" the display ?
 
5,332
Ukraine
Ukraine
Regarding all the requests we see here for fixing mirrors on mod cars, just what is needed to actually conduct the repair ?

I have several cars where the image in the mirror is "zoomed" - making it useless as a mirror. In that case I can easily assume the mirror.cfg in the data folder is set correctly, and it's something wrong with the model. When that's the case, just how do you "zoom out" the display ?
Use BLM Car.
 
553
Scotland
Somewhere
Any car from any game is possible if you have the model, many mods avaliable for AC use a pc1 model so it's been done before, you can check on gamemodels if those two are avaliable and download them from there then converting them is definitely possible

Yeah looks like the AM hasn't been ripped yet. Shame. Found some others, deffo gonna give it a try
 
160
United Kingdom
United Kingdom
Gilles' tracks are hit and miss, mostly miss... :D
But I kept more than a few, mostly because @slider666 has put a lot of work in it.
Thanks for this list - I'd been pondering buying a couple more of Gilles tracks, and this helped me choose which 10. I know his stuff gets a lot of stick either for its quality, or his methods, but some of these are the only versions of these tracks I've found, so here's my thoughts as well.

I like (and kept):
Chimay - Solid track and lots of kerb-hopping fun. Final corner is pretty randomly jagged at the apex though.
Mettet - Alright
Gedinne - Seemed ok, not really learned it in any detail
Autodromo Peñuelas - Lot of fun. Love this one
Meadowdale 1968 - Good fun, and cool layout with heavily banked corners. Has a gigantic jump on the first straight that makes even GT3 cars do a big wheelie. Not sure if thats accurate
Pudong - Big wide open street track, decent enough
Haute-Saintonge - Short with several tight corners, but interesting little club circuit
Maison Blanche - Fun little club circuit based on part of le mans. Doesn't look amazing, but the layout is great
Autódromo Internacional Miguel E. Abed - One of those south american oval road courses. A good one though and nice layout
Fundidora Park Raceway - Alright

Not so good (and binned):
Lydden Hill - Layout is ok and it looks okish, but lydden hill has loads of gradient and this is utterly flat
Toronto - Indycar layout and very angular road and walls, so far too bumpy even in something like a touring car, which is a real shame as this track is one of the best Indycar tracks. The part after where Jeff Krosnoff died is ridiculous. Undriveable in Indycars
Edmonton - Huge car park layout. Really dull and not a good mod either
Calgary - Track itself is ok but it looks just a bit too retro
Gnoo Blas - It would be tolerable if it didn't have one edge that went down this narrow and low-res bumpy as hell single track lane. If it was smoothed a bit it'd be ok. GPL era looks, bit like Boavista/Halle Salle
Kazincbarcika - Nasty little street track. Lots of graphics glitches, and generally poor
Autodromo de Rivera - Alrightish. Bit like an inferior looking Taruma style track. Has nasty (smoothed but) angular unnecessarily multi-apex corners

All of them look like rips of older games, so some are a lot better than others. Very few are the standard of some of the track updates done by the people in this thread. Its a shame he sells them as some of them would be so much better if handed over to you guys for an update. Bear in mind that my interest is more about the layout and driving experience, than every little graphical detail being 'just-so' - if a track looks pants I usually just switch sol to an hour before sunset (5pm ish), and it makes everything look a lot better.
 
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5,332
Ukraine
Ukraine
As soon as Rewolf released it, I started to improve it, I'll say again that I'm mainly into physics, but I also improve other more or less important things.There's still a lot to improve in it, but it's waiting in line....

View media item 66977
w_honda_prelude.rar - 43.0 MB

UPDATE !! New Version in the link,changed tyres to target tyres, improved engine speed limiter.
Great job - many thanks! This car is finally getting the love the model deserves.
I boosted your FFB multi from 2.5 to 4.5 as I wasn't getting much feel to start with, but I'm in the process of setting up my FFB from scratch again on the new PC so that might be down to my current WIP settings.
If anyone has some good presets for the CSWv2.5 in AC then please let me try them - I'm currently trying to balance good weight, fine detail and sharp response while eliminating harsh jolts and rattles. It ain't easy.
 
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2,427
United Kingdom
United Kingdom
As soon as Rewolf released it, I started to improve it, I'll say again that I'm mainly into physics, but I also improve other more or less important things.There's still a lot to improve in it, but it's waiting in line....

View media item 66977
w_honda_prelude.rar - 43.0 MB

UPDATE !! New Version in the link,changed tyres to target tyres, improved engine speed limiter.

Just want to say thank you for bringing this car to my attention - I am loving this and it looks the part now it has a proper paint config too. Great fun to drive and just brings back memories of GT2.

Nice one :cheers:
 
5,332
Ukraine
Ukraine
Very cool RX-7 FD found on one of the Discords

View media item 66978
idp5th_rx7_fd_keisuke.rar - 58.2 MB
Another nice find - thanks! Attached is the missing shifting animation, just delete the .txt from the file name and drop it in the animations folder. The correct timing is already in the driver3d config.
I love these various RX-7 mods (I've currently got 26 of them - eek!) and also love how the modders do little tweaks to the cockpits. I struggle to tell a lot of them apart at times but they are such rewarding cars to drive I'm really reluctant to let any of them go.
I've got a similar issue with Skylines. Too many, but love them all.
 

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1,194
Australia
Australia
Are there any mods for FFB for AC? I have found the one in CM "ffb tweaks", and not entirely sure what it does, but, the problem I am trying to solve is that the cars stick, until they dont, then they suddenly let go.. there is no "margin" of keeping the car under control like with RF2, I am not sure I am able to explain myself properly, but in other games (rf2 being most controllable, and to a degree ams2 and then lesser so in ACC, but the least in AC), when you cook into a corner you can see and hear it starting to let go, and choose to back off the throttle/steering just a little to keep it in that "margin area" makes for far more engaging racing.

I am not a drifter, but presumably, since you can tweak AC to make a car drift, which I imagine is the closest thing I can reference to that margin between in control and out of control, perhaps its just a bad ffb setup? Or something I need to change in the car/tyres. I have tried moving to harder tyres, all it does is decrease the small margin already there to nothing, things spin out immediately?

TIA