Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Paiky
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@damone13x Your portland is great, finally we get a working version. There appears to be an issue though, turns 1/2 chicane, transition between 1 and 2 and middle of turn 2 there appears to be little to no grip whatsoever. wondering if youd be able to look into that and fix it up for us

Yeah it's because different material and naming, you can adjust the grip in the file surfaces.ini inside the aa_portland_final\chicane\data folder.

original code

[SURFACE_1]
KEY=CARPET
FRICTION=0.7
DAMPING=0
WAV=extraturf.wav
WAV_PITCH=0
FF_EFFECT=NULL
DIRT_ADDITIVE=0.1
IS_VALID_TRACK=1
BLACK_FLAG_TIME=0
SIN_HEIGHT=0
SIN_LENGTH=0
IS_PITLANE=0
VIBRATION_GAIN=0
VIBRATION_LENGTH=0


you can change this value

FRICTION=0.97

to match the main road configured friction.


Cheers.
 
Yeah it's because different material and naming, you can adjust the grip in the file surfaces.ini inside the aa_portland_final\chicane\data folder.

original code

[SURFACE_1]
KEY=CARPET
FRICTION=0.7
DAMPING=0
WAV=extraturf.wav
WAV_PITCH=0
FF_EFFECT=NULL
DIRT_ADDITIVE=0.1
IS_VALID_TRACK=1
BLACK_FLAG_TIME=0
SIN_HEIGHT=0
SIN_LENGTH=0
IS_PITLANE=0
VIBRATION_GAIN=0
VIBRATION_LENGTH=0


you can change this value

FRICTION=0.97

to match the main road configured friction.


Cheers.

That's so much better.

I wonder if this different surface on the chicane is what's triggering the RSR Live Timing app to disqualify every lap as you turn onto the chicane.

http://www.radiators-champ.com/RSRLiveTiming/
 
Last edited by a moderator:
That's so much better.

I wonder if this different surface on the chicane is what's triggering the RSR Live Timing app to disqualify every lap as you turn onto the chicane.
I don't think so because the line "IS_VALID_TRACK=1" states that the surface is drivable .

I will send you a private link to test if renaming works.
 
Yes, it also misses some rainfx ini.

Can I send a request for creating rainfx values for the Nordschleife 1967 track, available at RD:

https://www.racedepartment.com/downloads/nurburgring-1967.28207/

There is a wet version included but this one is slippery as hell and nearly undriveable for me.

Thank you.



Only drove the nords layout and applied on it, presumably its good everywhere, only added streaming water to nords as well.

Code:
[RAIN_FX]
PUDDLES_MATERIALS = Concrete?,Road?,Curb?,karussell?
SOAKING_MATERIALS = Concrete?,Road?,Curb?,?wood?
ROUGH_MATERIALS = Grass?,?side?
LINES_MATERIALS = ?line?
STREAM_EDGE_... =1117.45, -1445.89, -4132.58,1113.51, -1445.87, -4146.32
STREAM_EDGE_... =-850.02, -1410.43, -898.89,-847, -1410.37, -893.84
STREAM_EDGE_... =-849.81, -1412.02, -897.71,-855.95, -1410.23, -888.11
STREAM_EDGE_... =-1795.15, -1377.34, 16.1,-1792.81, -1376.94, 21.52
STREAM_EDGE_... =-1674.19, -1371.01, -142.51,-1668.23, -1371.53, -139.47
 
Last edited:
Some good news for porting Gran Turismo models maybe? since i figured out how to smooth stuff properly maybe gonna rework my old Diablo GT2 after this.
Before fixing
View attachment 978897
After fixing
View attachment 978898
It can also pretty much smooth any jaggies from the model.
This old buddy could get a rework soon. Since its model is all jaggy n stuff along with AO and some other stuff reworked.
View attachment 978902

where can you find this mod?:bowdown:
 
Weekend gift as my progress this afternoon went better than anticipated.

Chevrolet Corvette C5 Z06 - Released: https://mega.nz/file/vgFDhALa#9eNo-1QgZZBk9StzUHSaSRh0A_g6zKFq1tL2FdjdK5s

I wasn't aware of the original drift car but it was apparently by EvlRabbit. The road version was then released by Ty Williams so credit goes to both of them for getting the car out into the wild.

The following has been changed:
- Full exterior rework with multiple bits added or improved
- Full physics rework with as much correct data as could easily be put together quickly, suspension based on the standard C6 and adjusted from there and aero based on the C7 Stingray and then adjusted, almost everything else put together from testing or data online. Car performs in line with how it should, more or less.
- Full overhaul of exterior lights
- Lods added
- Colliders fixed
- Skins added and body/wheels/calipers made paintable with CM
- It's lapped my test track a fraction slower than the 1999 Dodge Viper ACR which seems about right

Things that could be improved:
- Haven't bothered doing anything much with the interior, I use bonnet cam so as long as it looks okay from a distance I struggle to care.
- The model has some small issues which I couldn't fix easily, not noticeable when driving or in replays but get up close at certain angles...
- Suspension physics are probably not accurate to the car and could be improved if someone has real data (could be said of other physics as well).
- Has no CSP features other than a reverse light, mostly because I don't care for them and can't be bothered to learn how they work. Also got no bells and whistles like doors that open or wipers, again this isn't relevant to me so don't ask me to include it.

This is as far as I take it so if anyone wants to do the interior or mess about with anything else then crack on, I'm moving back to my production line now so unless there's something massively fundamental to the mod that I've somehow missed, I won't be updating.

Final note, I have my own tyre benchmarks that I use which is why the car uses Hypercar Road tyres by default, you might want to remove these and stick with the optional semi-slicks or street tyres if the car feels too quick.

Pictures:
132032760_10104098522446958_6938648404533814954_o.jpg

131999517_10104098522521808_857147572375660845_o.jpg

131973721_10104098522466918_5297297533099303190_o.jpg

132031895_10104098522571708_7825686237123257525_o.jpg


Enjoy 👍
 
I don't think so because the line "IS_VALID_TRACK=1" states that the surface is drivable .

I will send you a private link to test if renaming works.

The last track that had this issue was the Reservoir GP. Maybe these posts will help you figure it out.

Release of v1.2
https://www.gtplanet.net/forum/thre...ral-discussion.307899/page-1830#post-13264227

Update to v1.3 that fixed the issue.
https://www.gtplanet.net/forum/thre...ral-discussion.307899/page-1853#post-13268364

Thanks for looking into this.
 
Hi Everybody.
I meant to get this out 2 days ago as a Thanksgiving present for all of the folks across the pond.

Here is a link to one of the courses i've been working on, it's been available on my Patreon feed for some time now, and is practically finished.

I'd appreciate any feedback you might have before I push this to Race Department for it's official release.

The latest version has all environment details in place, as well as a whole new track extension for the 'Long' layout, which is also used in the Rallycross tracks.
AI for all 5 layouts is included, although might still need a bit of tweaking.

Cannock Chase.

1.jpg




1.jpg

View attachment 974508
View attachment 974509

Today on my Patreon
I have uploaded:

The first release of Hong Kong from Gran Turismo 4.
View attachment 974510
View attachment 974512
A very close to being finished version of Thunderhill, basically just needs AI for 6 of the 8 layouts now.
View attachment 974511

So if you fancy checking them out... shameless plug time...

https://www.patreon.com/nukedrop




AI for Cannock Chase (3 road layouts):

https://mega.nz/file/n4QQkB4D#EgEMsyYyhSJQsp3q-D1akNg4Bt-BDkTcLqUfOi0ZcSo

This is about as good as I can get it for now after several DAYS of trying. Unfortunately, bumps, unfriendly kerbs, etc., meant that I had to throttle back on the fast lane lines. Therefore, after relaxing the lines, I tried to speed them up where they are now too slow, with varying degrees of success.

I added DRS zones on the long and medium layouts. Surprisingly the RSS open wheelers had an easier time with the tracks than Kunos GT3's. I tested at 100 strength and aggression, but keep aggression in check as results can vary.

I couldn't get motivated to do the RX tracks, no idea what car to use for those anyways. Suggestions from anyone may help.

BTW @pk3r72owns if you continue to work on this track, can you space out the starting grid positions? This will speed up the slow starts and ease up on some of the congestion at the first corner.

Screenshot_ks_lamborghini_huracan_gt3_cannock_chase_extended_12-11-120-11-17-2.jpg


That is super tight... looks to be plenty of room to spread them out.

Anyway, I hope this will at least get a few of you to have some fun on the track.
Kevin
 

Hi ! :)

Is it this skin which could be a problem for you !?
By "problem" or "doesn't work", what do you mean ?
i don't have this skin for this mod but i have the skin pennzoil for another mod nissan gt 500 and don't work.. where find this skin please?
 


Only drove the nords layout and applied on it, presumably its good everywhere, only added streaming water to nords as well.

Code:
[RAIN_FX]
PUDDLES_MATERIALS = Concrete?,Road?,Curb?,karussell?
SOAKING_MATERIALS = Concrete?,Road?,Curb?,?wood?
ROUGH_MATERIALS = Grass?,?side?
LINES_MATERIALS = ?line?
STREAM_EDGE_... =1117.45, -1445.89, -4132.58,1113.51, -1445.87, -4146.32
STREAM_EDGE_... =-850.02, -1410.43, -898.89,-847, -1410.37, -893.84
STREAM_EDGE_... =-849.81, -1412.02, -897.71,-855.95, -1410.23, -888.11
STREAM_EDGE_... =-1795.15, -1377.34, 16.1,-1792.81, -1376.94, 21.52
STREAM_EDGE_... =-1674.19, -1371.01, -142.51,-1668.23, -1371.53, -139.47


Woohoo that was a quick one. Many thanks! :cheers:
 
Weekend gift as my progress this afternoon went better than anticipated.

Chevrolet Corvette C5 Z06 - Released: https://mega.nz/file/vgFDhALa#9eNo-1QgZZBk9StzUHSaSRh0A_g6zKFq1tL2FdjdK5s

I wasn't aware of the original drift car but it was apparently by EvlRabbit. The road version was then released by Ty Williams so credit goes to both of them for getting the car out into the wild.

The following has been changed:
- Full exterior rework with multiple bits added or improved
- Full physics rework with as much correct data as could easily be put together quickly, suspension based on the standard C6 and adjusted from there and aero based on the C7 Stingray and then adjusted, almost everything else put together from testing or data online. Car performs in line with how it should, more or less.
- Full overhaul of exterior lights
- Lods added
- Colliders fixed
- Skins added and body/wheels/calipers made paintable with CM
- It's lapped my test track a fraction slower than the 1999 Dodge Viper ACR which seems about right

Things that could be improved:
- Haven't bothered doing anything much with the interior, I use bonnet cam so as long as it looks okay from a distance I struggle to care.
- The model has some small issues which I couldn't fix easily, not noticeable when driving or in replays but get up close at certain angles...
- Suspension physics are probably not accurate to the car and could be improved if someone has real data (could be said of other physics as well).
- Has no CSP features other than a reverse light, mostly because I don't care for them and can't be bothered to learn how they work. Also got no bells and whistles like doors that open or wipers, again this isn't relevant to me so don't ask me to include it.

This is as far as I take it so if anyone wants to do the interior or mess about with anything else then crack on, I'm moving back to my production line now so unless there's something massively fundamental to the mod that I've somehow missed, I won't be updating.

Final note, I have my own tyre benchmarks that I use which is why the car uses Hypercar Road tyres by default, you might want to remove these and stick with the optional semi-slicks or street tyres if the car feels too quick.

Pictures:
132032760_10104098522446958_6938648404533814954_o.jpg

131999517_10104098522521808_857147572375660845_o.jpg

131973721_10104098522466918_5297297533099303190_o.jpg

132031895_10104098522571708_7825686237123257525_o.jpg


Enjoy 👍

Thanks so much, great job! Love it.
 
i don't have this skin for this mod but i have the skin pennzoil for another mod nissan gt 500 and don't work.. where find this skin please?
skin Nissan ARTA ZEXEL for the GTR GT-500
oyAI1ke.jpg
M0bFSbY.jpg
3ix6HFB.jpg
HJIpdRV.jpg

A complete skin with driver and crews suit, gloves, helmet, and some extras
FIXING MY MISTAKE FOR THE SKIN
go to skins/arta_zexel_2 and open the ext_config.ini with a text editor tool like the notepad. Go down to [material_CarPaint]
and change the "FresnelMax = 0"

Skin: https://sharemods.com/a4x4erj0gomq/arta_zexel_skin.rar.html
Car:https://chivas-autoart.wixsite.com/home

The pennzoil skin is included with the definitive edition of the gt500 pack
;)
 
A few more cars and drivers edited from the 24 Hours of Le Mans. In this case, Aston Martin DR1.300 (I just changed the name of the car). Good oil marks on the drivers' helmet and face. I used the (DRIVER_open_face), but as you don't have the glasses, pinned over the face file, it's worth the fun.
 

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