Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Thom Lee
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31
France
France
In a car model, where does the origins need to be ? i know where to put them for animated objects like the wheels, but for static objects, must it be at the center of the car or at the center of the part ?
 
651
Australia
Australia
In a car model, where does the origins need to be ? i know where to put them for animated objects like the wheels, but for static objects, must it be at the center of the car or at the center of the part ?
Doesn't matter.
 
315
United Kingdom
United Kingdom
I did try this earlier but I didn't know about the x.tuned file. Thanks for clearing that up.
EDIT: Pulling my hair out now. Whatever I do it is still sluggish. What i'm trying to achieve is batmobile with quick acceleration like the x2010 redbull, same grip as x2010 but it's just not happening for me. If I alter the weight then the model jumps up higher like a monster truck. Maybe it's something else within the batmobiles files. Can more gears be added? You seem to have a bit more experience with this stuff. Maybe you could try yourself to see if you have any success, you might spot something I haven't yet. Any help muchly appreciated.

Ah, yes I should've mentioned that there's a lot more to it than just upping power, grip and brake pressure. The reason the car jumps up is that I had to significantly increase the rod length and spring rate from the donor car to accept the additional tonne of weight, what you're seeing is the suspension simply uncoiling without the extra weight. More gears are easily added by messing with the drivetrain.ini.

I don't have the Redbull X thing, but I'll swap the rest of the physics in from the 919 LMP1 car and pop the data.acd on here in a bit.

misc ramblings - encryption

Recently I was approached by someone wanting to convert my IDAS (and further works) to GTA:SA
The reason was mostly that my tracks are not encrypted. There is also a rampant pay-for-mods in that community, many are (alot) Assetto mods (that are created and distributed for free by the AC community).

So it occurs to me that (some) mods are being encrypted to stop this, and not specifically toward some of the discussion points heard in this thread. Recently I wanted to release some beta tracks semi-publicly to offer the community an early look and to draw in those interested to contribute. The first paragraph details why I decided not to public those tracks. Perhaps I would be more willing to release things if not for these activities... or release encrypted betas, work with only trusted sources with access to (watermarked if needed) development copies.

I dont know... but that GTA:SA community encounter left a bitter taste, but so does encryption.

:banghead:

What I don't really understand is, presumably cars/tracks from AC can't just be ported over to GTA:SA, there's a process like converting any car or track from another game, you need a default model format like .fbx or .obj that can be opened in something like Blender and then you go through the process to get that model edited to work in the new game. If my assumption is correct then the encryption does very little in the grand scheme of things, it just makes it more time consuming to get the raw model in the format you want as you have to use ripping software rather than just a normal converter, then go through an additional process of re-assigning textures and renaming stuff. I guess encrypting your stuff might put off your laziest converters but anyone that actually wants your 3D model is going to get it if they have the knowledge and patience.
 
315
United Kingdom
United Kingdom
I did try this earlier but I didn't know about the x.tuned file. Thanks for clearing that up.
EDIT: Pulling my hair out now. Whatever I do it is still sluggish. What i'm trying to achieve is batmobile with quick acceleration like the x2010 redbull, same grip as x2010 but it's just not happening for me. If I alter the weight then the model jumps up higher like a monster truck. Maybe it's something else within the batmobiles files. Can more gears be added? You seem to have a bit more experience with this stuff. Maybe you could try yourself to see if you have any success, you might spot something I haven't yet. Any help muchly appreciated.

Here's a data file that'll make the car much faster, just rename the extension to .acd and drop it in the car folder, it'll automatically overwrite the data folder.
 

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24
United Kingdom
United Kingdom
Hey guys hope you can help. Is there such a thing/place that lists all the track mods availible for AC that keeps upto date on new releases? I'm in the proccess of going through the forum here but as i have been away for the last 6mths its going to take a while lol....

Cheers Pete :)
 
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31
France
France
hello is someone owns the 2020 Porsche 911 RSR GTE but it works without going through Content Manager thank you

Why do you want it to work without content manager ? And i don't know any mod that needs CM, do you mean CSP ?
 
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1,607
Finland
Helsinki
upload_2021-3-27_16-18-51.png


This is the state of Calder, as its been since early February. Its in .kn5 but without any mesh assignments.
Needless to say, it is not high on my list as it will need extensive work, rework, additional meshes for missing terrain.

If you want to help, that's great. If not...
I will eventually find the time, resources mentioned and get around to seeing if they fit etc.

cheers
 
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Barbe Rouge

(Banned)
212
Afghanistan
Afghanistan
Why do you want it to work without content manager ? And i don't know any mod that needs CM, do you mean CSP ?


I want to play with the original assetto corsa launcher not with content manager because this Porsche does not work I have already tried
 
183
United Kingdom
United Kingdom
I got pretty burnt out on doing track mods after Brno 1965 and haven't really felt the motivation or interest in doing it anymore. I've got a few in-progress tracks that I just can't get into finishing, Brainerd/Donnybrooke being the most recent one. I have project files and RTB files for my previous tracks just sitting on my hard drive and I figured if I'm not going to work on them anymore I might as well see if anyone's interested in carrying on

Hey there, just a note to say thanks for the ones you've done so far and for offering those up for others to work on; both would be great choices. Unfortunately I'm not your man for that but fingers crossed there's a saint who is.
 
82
Brazil
Brazil
Here is what I do:

- after 3D export to FBX from blender:
- import fbx to kseditor (this is absolutely mandatory and unavoidable, so better get used to use kseditor with all its limitations)
- set for all objects the necessary shader and transparency (these two are essential as kseditor is THE ONLY way to set these reliably)
- set all texture files for each necessary layer (kseditor is the most reliable way to do it - with limitations this is somewhat possible in CM as well but I actually find it to be MUCH slower, more complicated and most of all very buggy - crashes often, often textures don't stick, etc)
- create instrument files
- export from kseditor to kn5
- open car in CM custom showroom (make sure you have a neutral showroom lighting setup that helps to get colours and materials to look as much as they do in game as possible)
- tweak all shader values to taste in CM custom showroom
- test drive (I like to drive the car a lot during development and combine physics tests with looking for material + shader issues that I like to tweak further and while drivining and watching replays make mental notes of changes I'd like to make)
- make adjustments to shader settings in CM custom showroom

Once I have achieved a small milestone of accomplished changes I would like to "lock in":

- repeat the cycle (export to fbx, import to kseditor, export to kn5, test in CM custom showroom, test in game, repeat)

Some people like to use the hacked kseditor from Ilja as it looks MUCH more modern with a higher resolution 3D render and especially with a library of new and wonderful shaders to use.
Apart from the access to new shaders I do not like to use it though as it does not allow to quickly build instruments and I found it to crash more often then the kseditor (pro tip: SAVE incrementally all the time when working in kseditor).

Now I remember, it was a modified version of the kseditor that I used. The default Kunos editor is pretty bad. Thank you for the tips.

I use it only to make small corrections or for personal taste, like this:

IKJrwT.png


IKJ1tb.png


IKJTfr.png


IKJRK7.png


Or when the appropriate shader for carbon fiber is not used, which lacks the normals texture. That's it, nothing professional. And how do I edit the shaders by CM? I never knew that.
 
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187
Turkey
Turkey
Now I remember, it was a modified version of the kseditor that I used. The default Kunos editor is pretty bad. Thank you for the tips.

I use it only to make small corrections or for personal taste, like this:

IKJrwT.png


IKJ1tb.png


IKJTfr.png


IKJRK7.png


Or when the appropriate shader for carbon fiber is not used, which lacks the normals texture. That's it, nothing professional. And how do I edit the shaders by CM? I never knew that.


I will be very happy if you share your work
 
182
Colombia
Colombia
ai.ini:
[GEARS]

UP= this has to be lower rpm value than in engine.ini


[ENGINE_DATA]

LIMITER=

and

[DAMAGE]

RPM_THRESHOLD= has to be higher than ai.ini UP=



These are the times where people earn by streaming live how they sleep or lick trash bins, sometimes they earn more than anesthesiologists...:rolleyes:

Thank you!!
 
114
Germany
Germany
Now I remember, it was a modified version of the kseditor that I used. The default Kunos editor is pretty bad. Thank you for the tips.

I use it only to make small corrections or for personal taste, like this:

IKJrwT.png


IKJ1tb.png


IKJTfr.png


IKJRK7.png


Or when the appropriate shader for carbon fiber is not used, which lacks the normals texture. That's it, nothing professional. And how do I edit the shaders by CM? I never knew that.
make it to alpha test and not blend, with blend the badges look weird through the windows and transparent to false
 
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314
United States
California
kkubota63
Well, I downloaded, installed the version 2 (I think I already had it but just to be sure I (re)installed it). For the F1 track, the problem persists (only used GT3 cars as whatever car I use it seems to make no difference) and the cars make some significant cuts on corners (all four wheels on grass at least on two corners, or more).
I checked the Indy GP: everything concerning AI lines is perfect. All perfect for the MotoGP course too, and all perfect for the Indy 500 oval as well :)

So it seems to only be an issue with the F1 track, ironically reflecting the Indy F1 track's controversial history ;)

Yeah that really doesn't sound right. I just re-downloaded the track, uninstalled mine, reinstalled, and did two races with RSS 2020 and 2021 Hybrids. I see none of the issues you are having.

Are you sure you did a clean install of 2.0? A few turns were altered in the final stages, so if previous ai and new track borders are mismatched, that could happen. However, I have no idea what's going on in your case.

Here's a direct new link to the track, hope @damone13x doesn't mind:

Indianapolis aa_ims_v2.0:

https://mega.nz/file/Xtw0lCRQ#NiWVqP6RHeysvOCrdXpDzjbF5NnzSTgKd2fSTsA3I8I

Uninstall the track, download this and see if there is any difference.
 
254
Jamaica
Jamaica
boesermensch
Now I remember, it was a modified version of the kseditor that I used. The default Kunos editor is pretty bad. Thank you for the tips.

I use it only to make small corrections or for personal taste, like this:

IKJrwT.png


IKJ1tb.png


IKJTfr.png


IKJRK7.png


Or when the appropriate shader for carbon fiber is not used, which lacks the normals texture. That's it, nothing professional. And how do I edit the shaders by CM? I never knew that.
- open car in CM custom showroom
- click on object you want to change shader values of
- click on menu button next to Material (3 dots)
- click on "change values"
- change values to taste and click "save"

I highly recommend to always save presets of shader settings you like to use regularly or you like the look of.
I also do have for standard objects a collection of Kunos standard shader settings (it is always best practice to stay close to Kunos standards in shader settings for best compatibility with vanilla AC and CSP, wonky shader settings because a modder thought he is cute or simply lazy shader settings are the number one cause for visual bugs with CSP as Ilja builds CSP feautures for best compatibility with Kunos standards).

Some settings used in these shader menus don't stick well when cycling through export fbx - modify in kseditor, etc.
For that reason I recommend to do all basics ALWAYS in kseditor (most reliable), then tweak shader values in CM amd then "lock in" your files in your workflow by doing a quick CM->fbx->kseditor->retest in game cycle to make sure you have clean files (this is particularly true when dealing with transparency shader settings.
 
131
Germany
Germany
Here are some W.I.P. screenshots of our upcoming GT4 cars update and our upcoming Audi R8 LMS GT2 :cheers:

Toyota Supra GT4

before:
__custom_showroom_1616862956.jpg


after:
__custom_showroom_1616862964.jpg


before:
__custom_showroom_1616863049.jpg


after:
__custom_showroom_1616863042.jpg



KTM X-Bow GT4

before:
__custom_showroom_1616863264.jpg


after:
__custom_showroom_1616863257.jpg


before:
__custom_showroom_1616863123.jpg


after:
__custom_showroom_1616863158.jpg



Audi R8 LMS GT2

__custom_showroom_1616863514.jpg


__custom_showroom_1616863559.jpg


__custom_showroom_1616863587.jpg


__custom_showroom_1616863691.jpg


__custom_showroom_1616863747.jpg


__custom_showroom_1616863781.jpg


__custom_showroom_1616863908.jpg


__custom_showroom_1616863959.jpg


and some ingame screenshots:

Screenshot_gt4_ktm_xbow_rsrc_spa_neu_27-2-121-17-25-59.jpg
Screenshot_gt4_ktm_xbow_rsrc_spa_neu_27-2-121-17-26-37.jpg
Screenshot_gt4_ktm_xbow_rsrc_spa_neu_27-2-121-17-28-42.jpg
Screenshot_gt4_toyota_supra_rsrc_spa_neu_27-2-121-17-19-19.jpg
Screenshot_gt4_toyota_supra_rsrc_spa_neu_27-2-121-17-19-36.jpg
Screenshot_gt4_toyota_supra_rsrc_spa_neu_27-2-121-17-20-49.jpg
 

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