Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Thom Lee
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1,194
Australia
Australia
And is it not better, or at least faster to retexturize the existing one? How did WilliamTRiker do with rfactor's Nurburg '67

BTW is enough for me, although it is true that the environment for assetto corsa looks a bit outdated

Asphalt feels pretty good with gary paterson's autounion v16

fb7e65cb9f34f17b472001fee94e35d5o.png


My best in first trys

I cant recall who posted up the original RF1 conversion from GPL, but it was pretty raw, polycount was tiny and the track was like driving on lego bricks ;) I rebuilt the track, but, its still roughish, but, this goes back a longish time now before i figured out how to use nurbs in rhino to rebuild track meshes (in a faster cleaner way) that fit existing meshes perfectly etc. the other issue is the palm trees, i did replace some of them, but the X-Trees dont match up at the base the tree textures are angled so some trees have two trunks etc. but yes, might be faster to retexture. the idea was to build a topographically correct base first (it is VERY wrong in the GPL convert) then some copy-pasta to bring the trackside objects over to the new base. THEN the retexturing begins. The construction folder already contsins a heap of photo and video content, new textures for the palms, and some 3D palms etc. I will upload the whole lot to my G-Drive once I am at that PC and the community can run with it perhaps.
 
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225
Mexico
Mexico
Hello, Is there a CSP extension for Baku 2019 available? Haven found it yet, but i thought long time ago i had lights on that track. Maybe i mixed my memory with another track.


I have an old unfinished one with an option to use either just the street lights or add f1 style full track fantasy lighting, stopped because I didn't feel like adding lights to all the buildings but maybe I'll give it a quick polish and post it here.
Of course, still waiting for the new version by @norms, maybe it will be easier to do the buildings there...
 
103
United Kingdom
London
Hey all, been a while since i was around (almost 30k posts ha). Just started getting back into AC. One annoyance i can't solve is the lack of water spray. I have the newest Sol & the newest RainFx patch from that Patreon. Everything seems to be working how it should; rain, wipers, sound etc. Just not the water spray from the cars. I've tried enabling/disabling smoke/dust effects, tried different PPfilters etc. but to no avail. Any help would be appreciated.
 
314
United States
California
kkubota63
to each there own I guess. I used to use it a LOT, then one day I realised that outside of perhap the start line and maybe some drips from starter lights etc, the rest of the time you are going through underpasses at 200km/h+. @KevinK2 load your perfomance graph in VR and drive slowly pasts stream_edge. For me once you add ksanims, stflow objects, good textures, tracks with no LODs , cars with no LODS etc.. they just become superflous to needs.

CM car dragging, I think since last update it stopped for me. IE. In DRIVE I used to be able to load up a preset, then drag and drop a car from the field to the active selected car window, now it just turns the car description red, and a NOPE [X] comes up. Anyone know if there is a setting that needs to be ticked/unticked to re-enable this?
View attachment 1012513

Yeah I was thinking about that, it can depend a lot on your computer and how you are using AC. I just did a retest, to make sure I'm not talking out my ass... interesting as norms and I were just talking about this. A while back I did a nutty rain fx for Macau- I did streams for every track side building and all the complex overheads, which took me about 4 days to do. It should be a worst case scenario, as I've never seen more streams in another config, yet.

So I loaded that config just now and then made another and removed all the streams. Did one lap in an MX-5 by myself. 161 fps without, 157 fps with all the streams put back in. So yes there was a little drop, but in my application not really an issue. I guess if you are in VR it could be more critical to have max fps at all times, so I agree with what you said, and totally understand your logic. In other tests I've done on other configs I've put together for other less complex tracks, I've seen no difference at all.

Now regarding visibilty, I'm also starting to wonder how much time it takes versus the visual impact. I could definitely feel a little more immersed with all the streams at Macau, but on the other hand it seems like in the latest preview, the density of the rain drops, or perhaps the way they are rendered, has changed, and it seems to make the streams less prevalent. I noticed there's a density setting in CSP now, but reducing it had little effect.

Anyway, as you say, to each is own, so that's the nice thing about AC. Removing the streams should only take a few seconds, and you're good to go.

:cheers:
 
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189
Germany
Germany
Yeah I was thinking about that, it can depend a lot on your computer and how you are using AC. I just did a retest, to make sure I'm not talking out my ass... interesting as norms and I were just talking about this. A while back I did a nutty rain fx for Macau- I did streams for every track side building and all the complex overheads, which took me about 4 days to do. It should be a worst case scenario, as I've never seen more streams in another config, yet.

So I loaded that config just now and then made another and removed all the streams. Did one lap in an MX-5 by myself. 161 fps without, 157 fps with all the streams put back in. So yes there was a little drop, but in my application not really an issue. I guess if you are in VR it could be more critical to have max fps at all times, so I agree with what you said, and totally understand your logic. In other tests I've done on other configs I've put together for other less complex tracks, I've seen no difference at all.

Now regarding visibilty, I'm also starting to wonder how much time it takes versus the visual impact. I could definitely feel a little more immersed with all the streams at Macau, but on the other hand it seems like in the latest preview, the density of the rain drops, or perhaps the way they are rendered, has changed, and it seems to make the streams less prevalent. I noticed there's a density setting in CSP now, but reducing it had little effect.

Anyway, as you say, to each is own, so that's the nice thing about AC. Removing the streams should only take a few seconds, and you're good to go.

:cheers:

Can I get the config from somewhere?
 
1,194
Australia
Australia
Yeah I was thinking about that, it can depend a lot on your computer and how you are using AC. I just did a retest, to make sure I'm not talking out my ass... interesting as norms and I were just talking about this. A while back I did a nutty rain fx for Macau- I did streams for every track side building and all the complex overheads, which took me about 4 days to do. It should be a worst case scenario, as I've never seen more streams in another config, yet.

So I loaded that config just now and then made another and removed all the streams. Did one lap in an MX-5 by myself. 161 fps without, 157 fps with all the streams put back in. So yes there was a little drop, but in my application not really an issue. I guess if you are in VR it could be more critical to have max fps at all times, so I agree with what you said, and totally understand your logic. In other tests I've done on other configs I've put together for other less complex tracks, I've seen no difference at all.

Now regarding visibilty, I'm also starting to wonder how much time it takes versus the visual impact. I could definitely feel a little more immersed with all the streams at Macau, but on the other hand it seems like in the latest preview, the density of the rain drops, or perhaps the way they rendered, has changed, and it seems to make the streams less prevalent. I noticed there's a density setting in CSP now, but reducing it had little effect.

Anyway, as you say, to each is own, so that's the nice thing about AC. Removing the streams should only take a few seconds, and you're good to go.

:cheers:

I picked up on this back when i did a similar overkill config for the FM7 Bathurst, the tyre bridge for example, because its curved you needed 4 stream_edges on each side (the legion version has reverse layouts), I did every single bustop, sign etc etc.. I think it was like 150 lines of them. In single or triples impact to FPS was marginal, but on VR where you are stressing your card to the max, the impact was quite significant. I tend to edit in some edges or stream edges now at starting positions where you are stopped anyhow so you do notice them. I since gave up on VR as the impact of graphical quality that needs to be sacrificed to get a constant 90fps is just too high, and the bit of immersion you win, is thrown away by having to drive in a minecraft-esque version of the track.
 
283
United Kingdom
United Kingdom
@Blackcelica First of all: thanks for all your efforts.
Unfortunately there seems to be a bug that shows a Stop-sign on-screen as if you're driving the wrong way in the pit lane. Occurs immediately when session starts from pit.
Also, you get a penalty when driving back to the pit. Maybe something reversed?
No idea sorry. Can't replicate it. Shouldn't be anything to do with skin. Maybe switch penalty off. Trouble with mod tracks, sometimes strange things can occur.

Experiencing noticeable FPS drop in the tunnel section. Is there a way to fix it? Thanks!

(I'm using 7700HQ+1070 on my laptop, which handles lighting at 60fps for all other tracks.)
Nothing I can suggest, it is a particularly high track model regarding buildings however just a thought did you have other cars stuck at hairpin being retired shortly afterwards?
 
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426
Spain
Spain
@Blackcelica

Im testing with 95 f1 cars in your track and some cars stuck in the hairpin, and yes they back to the pit, then go again to the track, 1st test, i take this cars because is old conversion from rf, maybe other cars do better, and if i add different ballast and restrictor to f1 95 maybe pass well the hairpin in lap 1

to set a good race in monaco cars must have the minimal problems in lap 1

edit:


'91 cars can do all track 1st lap without any problem at 100% str 92% agr, so it's must depend on car mod, but modern F1 cars ai should make a better race here, because ai line its very good.
 
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283
United Kingdom
United Kingdom
I think the easiest thing would be to make the skin for this version. In most cases it is just a case to renaming textures. Far easier to do than opening the kn5 and moving the wall haha
Hi, problem with just making the skin for the pool version is that there are lots of billboards missing to start with so it won't look as good or as near 100% perfect after my update today. The wall change to the version now would give us the definitive version with everything.

@alperen141
Yes it's supposed to be bumpy. It's not a smooth circuit by a long shot. I've walked the track, there are manhole covers and drains everywhere, you can see cars drive around them, especially down the hill heading towards the hairpin section. The actual tarmac in real life is full of patches and repairs mainly due to the sheer amount of tourists walking on it and it getting stupid hot and soft during the summers. Sister lives in Val Bonne so it's a convenient €2 bus trip to get there or €35 on the SNCF train.
 
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314
United States
California
kkubota63
I picked up on this back when i did a similar overkill config for the FM7 Bathurst, the tyre bridge for example, because its curved you needed 4 stream_edges on each side (the legion version has reverse layouts), I did every single bustop, sign etc etc.. I think it was like 150 lines of them. In single or triples impact to FPS was marginal, but on VR where you are stressing your card to the max, the impact was quite significant. I tend to edit in some edges or stream edges now at starting positions where you are stopped anyhow so you do notice them. I since gave up on VR as the impact of graphical quality that needs to be sacrificed to get a constant 90fps is just too high, and the bit of immersion you win, is thrown away by having to drive in a minecraft-esque version of the track.


Yeah those curved surfaces are murder...I will try looking at stuff again in VR, I've been away from it for a bit. BTW which headset are you using? I'm on a Rift S, haven't tried anything else yet.
 
1,194
Australia
Australia
@alperen141
Yes it's supposed to be bumpy. It's not a smooth circuit by a long shot. I've walked the track, there are manhole covers and drains everywhere, you can see cars drive around them, especially down the hill heading towards the hairpin section. The actual tarmac in real life is full of patches and repairs mainly due to the sheer amount of tourists walking on it and it getting stupid hot and soft during the summers. Sister lives in Val Bonne so it's a convenient €2 bus trip to get there or €35 on the SNCF train.

I started the job of extracting this track from a different game to get the correct swimming pool area drawn correctly not patched. (the entire track mesh is jsut better generally) there are several bumps in the AC one (just before T1 for example) that look like mesh joining glitches (cracked it open to have a look)..

but

I got side tracked by how much better the boats are in this version, still low poly, but, so many more of them and a lot of variation by some careful trickery of scaling and different texture groups. Might be worth just bringing the whole thing over.

upload_2021-5-23_8-26-19.png

upload_2021-5-23_8-26-48.png

upload_2021-5-23_8-27-24.png
 
314
United States
California
kkubota63
@Blackcelica

Im testing with 95 f1 cars in your track and some cars stuck in the hairpin, and yes they back to the pit, then go again to the track, 1st test, i take this cars because is old conversion from rf, maybe other cars do better, and if i add different ballast and restrictor to f1 95 maybe pass well the hairpin in lap 1

to set a good race in monaco cars must have the minimal problems in lap 1

edit:


'91 cars can do all track 1st lap without any problem at 100% str 92% agr, so it's must depend on car mod, but modern F1 cars ai should make a better race here, because ai line its very good.


You'll probably have to alter steering lock or ratio in data.acd/car.ini file to get the cars to work. As noted in several previous posts about Monaco.
 
1,194
Australia
Australia
Yeah those curved surfaces are murder...I will try looking at stuff again in VR, I've been away from it for a bit. BTW which headset are you using? I'm on a Rift S, haven't tried anything else yet.
have Vive and a G2. One kid has the vive now and the other has the G2. I had high hopes for the g2 at the higher resolution, but all it actually menat was the card has to work even harder, and you have to turn down more stuff. May revisit this after the 3090 releases in a TI version. Should have enough grunt then to at least approximate similar fidelity to screen.
 
426
Spain
Spain
I have it on good authority the V2 Angry F1 is coming.. with some skins addons and physics to make is a tad less insane but more race/ai friendly.
unknown.png
Good news! in race vs ai they cant do almost 1 corner without crash hahahah

Have you test the preset? i try in yas marina, jarama, watkins glen, and take good experience, but for the best, track must be little in distance, wide, and have many pit slots

BTW i can not take 3 first positions the 917k and f40 can reach +300kmh, BTW, avus 30's can be a crazy race with this cars hahah
 
24
New Zealand
New Zealand
I`m touched man. You`ve made it. AC is complete for me now. You even included the alternate WTCR layout I was asking for. Can`t describe my gratitude.

In the morning I`ll begin the testing and PM you. So, so happy.
all good . still abit ruff here and there but happy racing:cheers:

Just had a go in it. This is a very good track! Apart from some ui and texture stuff, it is mostly done. Yes, it could be improved but still, it is an essential track to have in everybody's track list. Thanks man!
good on ya . will call it a first go at it . from here it should be better textures and stuff rather than redoing entire parts of the track.
 
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1,194
Australia
Australia
No, not impossible. Just really hard word, like beyond beyond. Tracks export with no textures or maps and all roadside objects go to 0,0. Maybe better export tool will be created like they did for pCars1 but its currently not feasible.

What about tracks from the Burnout series? Criterion Games, the older titles like "Burnout Revenge" etc?

Looks like it was started some time back for paradise (would be great to have that open world in AC at that quality) but none of the tools are active anymore.
 
258
Australia
Australia
csp 1.75, sol 2.1, extended physics enabled, but don't seem to get a grip difference between dry and wet conditions. Already reinstalled both of them but no changes. anyone has a solution for this?
There should be a setting in CM to auto patch cars, other wise, assuming not encrypted you add two lines to the cars .ini I will try to find a link as work is slow AF today.

Watch this and lines are in description.

 
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