Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Thom Lee
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154
England
England
aceferrarifan1
work done by me and I am not a professional but I am more than satisfied, now it is more enjoyable and drives better
rework F1 2008 simdream mod

View attachment 987025 View attachment 987026 View attachment 987027

improvements to the physics of the mod:
Sounds
Tyres
Aero
Collider
Engine
Gears
Cams
Elettronics & Led
UI & Preview

required original mod
just overwrite file in assettocorsa\content\cars
make sure the folders have these names
f1_2008_bmw_sauber
f1_2008_ferrari
f1_2008_forceindia
f1_2008_honda
f1_2008_mclaren
f1_2008_redbull
f1_2008_renault
f1_2008_superaguri
f1_2008_tororosso
f1_2008_toyota
f1_2008_williams

download https://www.racedepartment.com/downloads/f1-2008-mod-updated-for-simdream-mod-f1-2008.39170/
enjoy
Have you done, or will you be doing physics updates for S*mD***m's other packs?
 
835
Italy
Italy
Hey guys, i've fixed and improved the Pukekohe Park conversion by @neil shaw

The question is, should i upload here the full updated track (with relatives thanks to @DaBaeda for the cams & grid fix) and for the billboard fixed by i forgot who did it, or only the files i changed?

Because it required a lot of work, included the editing of 3 KN5.

It would be amazing if someone would be able to make a proper physical mesh for the track

Changelog:

- v1.0 Base track conversion by Neil Shaw

- v1.1 Update by CrisT86
- New scratchmade EXT_CONFIG which includes RainFX, GrassFX, LightsFX
- Fixed KN5 (some fences misses the double faces)
- Fixed KN5 (modified some materials and object names in order to work properly with the new EXT_CONFIG)
- New VAO Patches
- Backgrounds images
- New UI

View attachment 983745 View attachment 983746 View attachment 983747 View attachment 983748 View attachment 983749 View attachment 983750 View attachment 983751 View attachment 983752

I never received a no (or a yes by @neil shaw) so, hoping that's not a problem for him, in order to fill the requests i had received in private, here's the updated track.

DELETE the previuos version you have on your HDD.

All the credits goes to Neil Shaw, then also to @DaBaeda for the replay cams.

https://sharemods.com/92vddal23bfa/...d___updated_by_CrisT86_for_AC_1.16.4.zip.html
 
407
United Kingdom
United Kingdom
Hi mate! Didn't have time to try it yet, but I noticed this: colliders size are normally a few kb. Your BMW Sauber's collider is 450+ mb, which is what makes the download so heavy (apart from being a possible mistake). Cheers!
I just unpacked the BMW collider. It's 4Kb
 
211
Italy
Abruzzi
They're good cars yes, but they use their own custom tyre sets meaning they don't play perfectly with the vanilla kunos DTM content.
Regarding the sound, should i change the one that comes with the 190 and the e30 with custom ones (kunos, ACFAN, Fonsecker...)?
 
176
Greece
Greece
Since I am at the down under side of things I have one more question.

All other tracks that I have use the correct time that I set on CM for the race i.e. 10am (also Australian tracks like Melbourne etc). Rainmaker & Joshuax's Hidden Valley Raceway v2.15 doesn't seen to like this and the time is wrong so 10am is night for the track. Geo-tags have been set correctly from CM content and checked also ui.json and has also the correct geo-tags, but it makes no difference with or without geo-tags it is still night at 10am.

What should I change in order for the track to have the correct time of day?
 
1,611
Finland
Helsinki
time is wrong so 10am is night for the track. Geo-tags have been set correctly from CM content and checked also ui.json and has also the correct geo-tags, but it makes no difference with or without geo-tags it is still night at 10am.
What should I change in order for the track to have the correct time of day?
rename-remove lighting.ini if it exists
 
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315
United Kingdom
United Kingdom
I actually found a way around this when I was building Carolina Motorsports Park and I have a theory as to why it happens. The start/finish line is at the end of a long straight, kind of close to the first corner on that track so when I was recording my AI, I would be starting from a dead stop and pushing hard to get up to speed, like a normal start but this corner would be treated differently on any lap but the first lap, right? Because the start/finish line is in the braking zone. When the AI should be braking, they're pushing hard and going way wide because when I recorded the AI lap I had to push hard in that particular spot.

Here's what I did to fix it. I moved the start/finish to a point on the track right in the middle of the longest straight. I recorded my AI lap. I then moved the start/finish line back to where it belongs. This fixed the AI for me. On lap 1 they push like normal, but on lap 2 they treated it properly. It didn't seem to mess anything else up either. Might be worth a try.

Interesting that moving the line, recording the AI line and then moving it back fixed the issue, until now I had the impression as @GzeroD suggested, you either need to permanently move the start/finish or use hints to slow the cars before (which I don't like as a solution).

On your bolded part, I would confidently say that this isn't the case, to my knowledge the AI pay zero attention to your acceleration/braking inputs during AI line recording, they simply use the line as their routing and then the vehicle data ai.ini determines for each particular car how and when they accelerate and brake. I also record AI as a flying lap and still have the issue where the finish is in a braking zone for turn 1.
 
1,313
Germany
Germany
Calling out for some experts:

Recently discovered the RS7 Sportback available on assettoland (https://mega.nz/file/UUMFSITB#niGJuPYAnqpSlVqXKuy5aDakLPVa7kDmDToOYoEPaqk).

Please have a look onto the 3rd brake light:
upload_2021-1-25_12-23-16.png


Is this fixable by editing the ext_config.ini? Please, would someone move the brake light bar to its corresponding place?

Thank you! :)
 
1,174
From Fecebook. It has some minor flaws--the shifting animation is a little off, and there seems to be some slight "shadow" issues. Otherwise, it's a pretty good mod, and the animated hood intake provides a unique experience, especially in VR. Good for a few laps at Bridgehampton.

Erik Wispelwey
Assetto Corsa Tuned Mods & 4k Photos

JtaSmngudpacrhcoioamylni 2m2 sieate so10rce:hdn3n5oS AMe ·

1971 Plymouth GTX 426Hemi (non-stock)
It's a bit more old school than I normally do, no electronic aids whatsoever so go easy on the throttle and in terms of braking, think ahead.
Original by DV Gamemods (possibly and even likely by SBH but I can't proof that).
https://www.mediafire.com/.../71_plymouth_gtx.../file


141567773_1961236364018132_204703599051496743_o.jpg
 
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510
Australia
Australia
Not completely :D
It still has the sections file from Imola in the data folder.
Better to replace it with the one for Kazan...

Thanks for that update Fana... Didn't even look at it to be honest, hardly use sections-app when driving... 👍
 
84
Germany
Germany
I want to use the ksPerPixelAlpha shader because I need this alpha variable but with eAlphaTest BlendMode.

It seems that ksEditor can save this combination in the persistance file but can't recreate it proper. The next time you load the fbx BlendMode is set to eOpaque and you have to change it manually back again.
It's a known problem with ksEditor. But do anyone knows a way around it?
Maybe a modded ksEditor? I know the one from x4fab but I cannot get it to work.

btw: I know that I should use ksPerPixelAT for eAlphaTest BlendMode but that's not what I want.
 
4,593
Belgium
Belgium
Thanks for that update Fana... Didn't even look at it to be honest, hardly use sections-app when driving... 👍
No prob. Some people do, others don't. I'm always interested in learning (and remembering) RL track sections, so that's always on (practice as well as race)... :D
 
510
Australia
Australia
Thank you for your work, but the AI cars are still crashing in the pitlane. I think, that the definition of the pitlane is not correct. Can you fix this?

Wish I could help but sadly not (requires 3D modelling-update), as there are other minor but crucial areas that could also do with some attention, like T3 and the downhill-esses, seems the meshes do not align favourably, and could end up bouncing off track...

Anyone with some time to review and update, please go ahead, that would be awesome... TIA
 
549
France
France
When you are using F5 cam you need to roll using F and G keys (keep shift pressed to minor adjustments with those)

If you use the slider it switches to F7 cam
I no longer have the "scene" tab in the photo mod app ! and in the options I don't have "follow nearest car" !

mod photo ac.JPG
 
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442
United Kingdom
Doncaster
Please make skins for the Dpi cars by GTPlanet Modding Team, every skin in RD is for the low quality rollovers car.


I agree, Rollovers just copy the data from several kunos cars, the suspension is from LMP1 and the engine is from GT3,.

Like I said. Use the rollovers mod then download the physics swap that is posted on here. Few people actually physic swapped the rollovers DPi with the GTP physics
 
2,427
United Kingdom
United Kingdom
I looked at the dtm 91 pack by tommy78 mainly because i'm attracted by the foxbody mustang and the omega evo 500.

is it any good? does it make a good early 90s grid filler?
They're pretty good - they might be on Rusty's bad mod list - they are better than a lot of mods on there but what do I know ;)
I'll be releasing a few skins for the Mustang and just finished this one which should be up on RD later

Screenshot_t78_mustang_gt_dtm_ks_nurburgring_22-0-121-17-29-58.png
Screenshot_t78_mustang_gt_dtm_ks_brands_hatch_22-0-121-18-20-31.png
 
334
Italy
verona
Hi guys, unfortunately I had a problem with my PC and I lost the track folder, if someone could kindly provide me with the link to the Paris and Barcelona street circuit, it would be a great gift, thank you for your cooperation.
 
693
England
England
I want to use the ksPerPixelAlpha shader because I need this alpha variable but with eAlphaTest BlendMode.

It seems that ksEditor can save this combination in the persistance file but can't recreate it proper. The next time you load the fbx BlendMode is set to eOpaque and you have to change it manually back again.
It's a known problem with ksEditor. But do anyone knows a way around it?
Maybe a modded ksEditor? I know the one from x4fab but I cannot get it to work.

btw: I know that I should use ksPerPixelAT for eAlphaTest BlendMode but that's not what I want.
The modded editor seems to suffer the same problem. Well it does for me anyway so I mainly use ksPerPixelAT but you’ve already said you don’t want that. I’m not aware of any other way around it but would be interested if there was too.
 
1,174
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243
Brazil
Brazil