Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Paiky
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Fanapryde, dont need your input, and as you had nothing to do with the making or editing of the track, please keep your comments to yourself, thanks. also as a major part of online races you need to have z track limits, which this awsome track desperately needs. hence my CAPS!!
This is a discussion forum, as such do not attempt to shut down conversations or tell other members they can't comment.

You also agreed to the site rules when you joined, which includes the use of basic grammar, which means no all-caps posts.
 
Going to ask the obvious question, just to eliminate the possibility.
How is your FPS at the start of the race, when the cars are pulling away from the grid? In my experience, this is when FPS are the worst because of all the smoke.
There is just a chance that something on this track, when combined with that, is causing you to have low FPS.

Generally with highest settings I have 60-90 fps. Even on tracks like Long Beach have 45-50. Here the counter shows 70 but cars are moving very slowly like they were glued to the surface. This is accompanied by lots of smoke. Then CPU hits 99% like on Monaco when there is a pile up
 
STILL NO GOOD FOR RACING!! AS YOU CAN CUT EVERY CORNER!! AND NOT RECIVE A PENALTY, WHY
IS'S ONLY THE GRASS AND SAND FOR WHICH YOU RECIVE A PENALTY??

I also think, that the Tiago Lima version of the track with some updates is better for racing. Just try it and stop screaming.

https://www.racedepartment.com/downloads/algarve-international-circuit.2874/
https://www.racedepartment.com/downloads/ai-for-algarve-international-circuit-2-6.35174/updates
https://www.racedepartment.com/downloads/algarve-track-fixes.36476/
https://www.racedepartment.com/downloads/grassfx-for-algarve-international-circuit.36725/
 
Generally with highest settings I have 60-90 fps. Even on tracks like Long Beach have 45-50. Here the counter shows 70 but cars are moving very slowly like they were glued to the surface. This is accompanied by lots of smoke. Then CPU hits 99% like on Monaco when there is a pile up

That has narrowed it down a little.

So generally, these 99% occupancy warnings are caused by such things as cars having no LODs and things like that. I usually associate it with how far into the distance things load in or how much is going on at any one time. If your CPU is trying to cope with too much at once, it causes these issues.
So my assumption here (and it is an assumption) is that maybe there are some textures used on this track that are causing issues when they load in.
The only textures that I've noticed being updated since the last version are the kerbs.
Have you tried swapping the kerb texture to see if that helps?

I'm not saying this is 100% the cause. It could also be something happening below the surface. But it might be worth a try.
 
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This is probably the best street/road track I've ever played in AC. Finally, something feels like the roads near where I live.
MzpuhFX.jpg

One of the last trips I took before the pandemic was to LA area and have had a rental(a current gen BMW 320) and drove on sections of this road. It feels very similar to memory the flow of the road and the general visual. Really only done the drive a couple times so by no means I remember the roads in detail at all, but it was really cool to see this in the game....
 
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I skinned that version last year and it was quickly dismissed for this version and I ended up doing both. The other one is the only one allowed on racedepartment. We have a database of all tracks and reviews and the acu version of Algarve which this one evolved from via @Zwiss and now @marc_13000 is deemed the preferable one. Each to their own.
 
Fanapryde, dont need your input, and as you had nothing to do with the making or editing of the track, please keep your comments to yourself, thanks. also as a major part of online races you need to have z track limits, which this awsome track desperately needs. hence my CAPS!!
Actually, I did most of the work on the mod, apart from Simbin, and your attitude is really motivating to put more energy into it. NOT.
 

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found this mod!

Great find..!
I was expecting the worst but these are terrific fun.
Also nice to see refractive lights (OK, not the best implementation, but these are always welcome), cockpit AO, switchable spotlights, working wipers, good driver position, a shifting animation that actually hits the shifter...
The cockpit leaks a little in the rain though... but the side windows are open, so... ;)
Pleasantly surprised!
(edit: wheels seem borked on AI cars?)
 
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Good find indeed !
Thanks for posting. 👍
Have you noticed these four spotlights seem to completely disappear after a lap or so..?
I guess different skins are supposed to show different spotlights or something?
Very odd..!

Screenshot_etc_escort_marcas_turbo_rmi_calder_4-5-121-17-37-0.jpg

There are more Marcas car links in his other videos.
 
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Fanapryde, dont need your input, and as you had nothing to do with the making or editing of the track, please keep your comments to yourself, thanks. also as a major part of online races you need to have z track limits, which this awsome track desperately needs. hence my CAPS!!

Your last post to Zwiss before it was/you removed it shows just how fast you will be banned. Your attitude toward others here is not beneficial to the discussion board in the least bit. I would suggest a change of attitude before being removed permanently.
 
I skinned that version last year and it was quickly dismissed for this version and I ended up doing both. The other one is the only one allowed on racedepartment. We have a database of all tracks and reviews and the acu version of Algarve which this one evolved from via @Zwiss and now @marc_13000 is deemed the preferable one. Each to their own.

I know. I have your 2020 F1 skin for the Tiago Lima version and thank you very much for your work! Of course the new updated Zwiss version 2021 looks better than the old Tiago Lima track, but with the listed updates the driving with F1 cars works much better for me on the Tiago Lima track. But it's always good to have a choice.
 
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Final update are on the Blackcelica hand, when his job is done, he release it.

Portimao Final

- Add new asphalt texture and asphalt texture detail for all materials ( run off, road, green run off, adverts on the ground )
- Animated pit entry board
- Official rolex pit exit board and light
- New Tyres wall Pirelli - Pzero on turn 13 - 14
- Add cell antenna on building turn 5
- Add rolex bridge before turn 5
- Add 2 zones drs markers - ONLY COSMETIC ( drs zones are not calibrated )
- Add starting light on start - finnish bridge
... and maybe forgetten stuffs added ...

NOT INCLUDED : extension file, vao patch... all this stuff of olders versions may dont workswith this version

Tested with CSP 1.60

If you want this track works like me on my rig, please delete olders version and install this after.

Special thanks to Blackcelica for support and for his hard work.

Screenshot_f1_2020_ferrari_portimao_4-4-121-18-17-18.png

Screenshot_f1_2020_ferrari_portimao_4-4-121-18-17-28.png

Screenshot_f1_2020_ferrari_portimao_4-4-121-18-18-11.png
 
Have you noticed these four spotlights seem to completely disappear after a lap or so..?
I guess different skins are supposed to show different spotlights or something?
Very odd..!

View attachment 1008822

There are more Marcas car links in his other videos.
No, can’t drive properly atm, so I didn’t notice, When making previews all different lights can be made to show on all skins though.
 
That could be the next joint venture. That track is seriously in need of some love. I'd be happy to do work on it. My skin last year for this track was probably the worst of them all, nothing to work with.


With the crowd back in you can't see them, however I take it you prefer a non crowd look? There are about 10 different individual seat textures / colours which are chosen to make the patterns, They could easily be all painted the same to remove old style adverts. That would be about the best it would get. Unless, a big new texture board is placed over the seats removing the crowd for good and a copy of the banners used in real life skinned on top.

Yes, I would prefer a crowd-less track! I hate these cardboard spectators.

Reg. Nürburgring:

I´ve created a 2021 skin for Nürburgring for myself, but as I already wrote, it makes no sense since the textures are all used in different areas and appear to be mirrored or stretched, so there must be a rework been done with 3DSimEd to achieve a proper look. Worst example is the area before reaching start / finish when arriving from the Nordschleife, where the BMW ad is placed, near the Dorint hotel complex.
 
Final update are on the Blackcelica hand, when his job is done, he release it.

Portimao Final

- Add new asphalt texture and asphalt texture detail for all materials ( run off, road, green run off, adverts on the ground )
- Animated pit entry board
- Official rolex pit exit board and light
- New Tyres wall Pirelli - Pzero on turn 13 - 14
- Add cell antenna on building turn 5
- Add rolex bridge before turn 5
- Add 2 zones drs markers - ONLY COSMETIC ( drs zones are not calibrated )
- Add starting light on start - finnish bridge
... and maybe forgetten stuffs added ...

NOT INCLUDED : extension file, vao patch... all this stuff of olders versions may dont workswith this version

Tested with CSP 1.60

If you want this track works like me on my rig, please delete olders version and install this after.

Special thanks to Blackcelica for support and for his hard work.

View attachment 1008829
View attachment 1008830
View attachment 1008831

Great community work here. I appreciate it. Thank you both!
 
No, it's ugly, massive anime billboards that cover all of the buildings, some giant statues, really bad tree lines. It does barely remind me of the original.
Not that Grand Valley or Trial Mountain are any better...

Fanapryde....I just watched a video of that version of Tokyo Route 246. Hmm, believe it or not, I actually LIKE the anime billboards. Maybe I'm biased because I just like all things anime lol. You're correct however, the trees leave a lot to be desired and the textures and lighting can certainly be improved. It's definitely nowhere near as spectacular as the original GT course, but that shouldn't stop us from wanting an accurate version for AC.

Would you be so kind as to tell me who exactly is this "ACF" Modding group? Are they a Japanese modding group? Do they have a discord? If so, perhaps we can encourage them to revisit and improve Tokyo Route 246 for AC, and maybe they can bring it up to GT6(which is the best looking rendition of the circuit) standards.
 

Yeah. I lived just below Mulholland (on Hollywood Hills Road) in the Seventies and jogged up there every day. He (Todd K.) may have gotten some of the details wrong, but he has certainly captured the feel of the place - the ebb and flow, the warp and woof. Great job.

I've never driven around that area but the road undulations in some parts seemed a bit overdone, like a tad unrealistic.....or is it like this irl??

Having said that, still a wonderful drive and quality mod. Glad to see another modder with very high quality standards.
 
Fanapryde....I just watched a video of that version of Tokyo Route 246. Hmm, believe it or not, I actually LIKE the anime billboards. Maybe I'm biased because I just like all things anime lol. You're correct however, the trees leave a lot to be desired and the textures and lighting can certainly be improved. It's definitely nowhere near as spectacular as the original GT course, but that shouldn't stop us from wanting an accurate version for AC.

Would you be so kind as to tell me who exactly is this "ACF" Modding group? Are they a Japanese modding group? Do they have a discord? If so, perhaps we can encourage them to revisit and improve Tokyo Route 246 for AC, and maybe they can bring it up to GT6(which is the best looking rendition of the circuit) standards.
ACF is Assetto Corsa Fanboy, who seems to have left the modding scene.
TR246 cannot easily be improved to GT6 standards, I think - there's just too much wrong with it.
The best solution would be for a proper 1:1 conversion from the source files.

There was another update here: https://www.gtplanet.net/forum/thre...ral-discussion.307899/page-1295#post-13139886

It's weird to me that you want a more accurate version, but admit to liking 100-foot high anime images plastered everywhere..?
 
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Thank you both!! Amazing work!! really appreciated your effort to make the track
as close to the reality!!
I hope you will become a team also for future tracks!!

Final update are on the Blackcelica hand, when his job is done, he release it.

Portimao Final

- Add new asphalt texture and asphalt texture detail for all materials ( run off, road, green run off, adverts on the ground )
- Animated pit entry board
- Official rolex pit exit board and light
- New Tyres wall Pirelli - Pzero on turn 13 - 14
- Add cell antenna on building turn 5
- Add rolex bridge before turn 5
- Add 2 zones drs markers - ONLY COSMETIC ( drs zones are not calibrated )
- Add starting light on start - finnish bridge
... and maybe forgetten stuffs added ...

NOT INCLUDED : extension file, vao patch... all this stuff of olders versions may dont workswith this version

Tested with CSP 1.60

If you want this track works like me on my rig, please delete olders version and install this after.

Special thanks to Blackcelica for support and for his hard work.

View attachment 1008829
View attachment 1008830
View attachment 1008831
 
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