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Discussion in 'Assetto Corsa' started by Thom Lee, Apr 28, 2014.
Do you guys know if there is an Alfa Romeo TZ3 for Assetto Corsa out there?
Is Sardian Heights the one originally from Sports Car GT? If so then that would be brilliant, I think that was my first foray into 'proper' racing games.
You need to 'look' better: https://www.gtplanet.net/forum/thre...ral-discussion.307899/page-1672#post-13231103
You think you can do that for mods i did?
Pm if interest
Anybody noticed exhaust flames constantly vomiting (even in pit) in csp 1.63 preview 47?
Curious question, is there anything wrong with the Assetto Corsa Eprix tracks that have already been done - beside the AI lines and side lines being terrible. I find the graphics acceptable for me-although I am not as fussy as some. So I like the several tracks I have for Assetto Corsa.
There is a Hong Kong version, but it is done by Sim Traxx.
The guy(shin956) that is doing most the AC Eprix converts last one done was Swiss Bern, but he hasnt ever done any updates.
Note: I also have the Eprix tracks in RF2 and yes they are good also.
Yes, same here, all the time..
It´s a bug when Ilja introduced his optimized flames. It´s known already. You can disable them completely by editing the file particles.ini in \extension\cfg folder, changing the line at flames enabled from 1 to 0.
yeah i had that too, fix for it quite easy though!
\assettocorsa\extension\config - look in this folder will be a particles.ini file
Find flames section and replace with below
Someone put this fix up on the discord and seems to work. I still get flames when they should come on too
They're just so ***** compared to the RSS V10. Nothing a wee bit of data swap can't fix, though ! And it's nice to have each car. Satisfies the collector in me ahah.
Wrong. At least not yet, unless its a free one.
OK chaps, try not to do this if i can help it, but i used to have a drift Toyota starlet, i binned it while back but can't find it anywhere in my old downloads (had a clear out).
It wasn't a pay mod, i even used the search function here and hit google, but nothing.
It looked like this with a widebody version too.
Would love to get my hands on it again if any good soul has it.
No worries if not.
Yes but you get the old stock ones, not the new ones by Ilja which look fantastic.
There's gotta be a more civil way to say that.
What´s with that Assen circuit converted by Easy? In his video he wrote RF2 to AC convert?!
still there but thank you
Too strong? I´ll tone it down then
The main laser scanned paid tracks are encrypted and I havent seen anyone trying to unlock those, Others like the free and recently updated loch drummond are "open"
Hi Teddie - it's a joyful tiny track, too many laps I think made me tiny nauseous... Here's a video with some WIP cams, hopefully done by weekend... or sooner!
FYI - CSP 0.1.63 is out (no, no rain included yet...).
Anybody know how to get IER Simulations 458 GT3?
Well, it seems that you know the numbers you want for it. Why don't you do it yourself?
If we are going that way, who are brave enough to convert Wolfenstein: The New Order 5th map.
Or Far Cry 5 1st map?
You know that 99,999999999999999% of the mods, can be asked to me. LOL, joking.
Is this what your looking for? If it is, I want your update please.
These look so cool! I'd love them as well
Found this on a FB group
Err possibly ninja'd by the one with every car out there in the wilds
I love some of these mods BUT I think it should be law to have to release a stock version
Just passing along some more things I noticed with the 400r, perhaps you can digest then input it into the nice work you do.
If you edited the engine.ini you might have overlooked the drivetrain.ini auto shifting value, it is still at 7500 while the engine limiter is at 7300, thus it never shifts on its own nor can even get to redline.
Solution would be something like the following:
Haven’t tested with AI but the ai.ini upshift is at 7100 so there shouldn’t be any issues though it could be set at 7200 to give them a bit more performance. Also, in the engine.ini the turbo damage threshold is at 7800, so with the limiter at 7300 I’m not sure if one would ever be able to cause any mechanical damage. Furthermore, there might be a discrepancy in [TURBO_2] because the reference RPM is 8000.
On the Nissan KPGC110 I corrected the shifting animation, so I’ll pass that to you!
Love that Pulsar!
Keep up the awesome work, Mike!
Already upped to v0.1.64... and it is a little underwhelming, lol.
• Cloud shadows now work properly with Grass FX;
• Issue with [DATA] DISABLE_LIGHTSINI=1 messing up headlights animation is fixed.
Changelog for v0.1.63:
Rain is not here yet, but it’s almost ready, its visual part is pretty much finished now. Just a few more things left. As for this update, mainly it’s a lot of fixes, but there are some new features too.
• New screen-space ambient occlusion mode, ASSAO;
• New shader for tyre grooves with improved look and oil spills for cars with broken engines (will be used automatically);
• New more accurate sky shader for Weather FX;
• Clutch is recorded in replays;
• Accumulation DOF;
• New photo app: slider for ƒ-number to adjust DOF intensity;
• Back to four wiper modes by default for modern cars;
• Maximum amount of lights working simultaneously is increased slightly;
• Better shadows for accumulation screenshots, with a bit of accurate distance-based blur;
• Tyres FX: reflection occlusion, to reduce reflectiveness under wheel arches;
• Option to start the race with throttle pedal, right trigger or associated button (in GUI section);
• Shader stFlow is now included thanks to @stereo;
• A couple of options to improve FPS limiter behaviour (in General section).
All the existing ones are either very poorly made or inaccurate. The Hong Kong track is playable but far from complete, RF2 one is much more accurate and complete. I do have the HK Track with updated road mesh and accurate layout based on the Simtraxx version, but it will need to be converted to AC.
In SOL config I can't change track brightness (like I used to) anymore. I get an error message that I need to alt/tab/delete.
The bad smoke/dust/particles from the recent Patreon builds seems to have made it into the latest public CSP release. I've got a horrible feeling this is going to be the new default to accommodate rain spray, but it looks so much worse than earlier builds, unless there's a tick box somewhere that I need to click?
Now, when following a group of cars that are generating smoke from braking or kicking up dust from the edge of the track, the particles seem to get generated in flat planar blocks rather than the more organic particles of previous builds.
Is anyone else seeing this? Is it maybe just a VR thing?