Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Thom Lee
  • 81,525 comments
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299
Spain
Spain
Such a historic track, but what a horrendous layout on this one. I drove a Clio Cup around Jarama and the layout itself it's so "different" compared to the real one. On the other hand, Valencia (Ricardo Tormo) is almost 100% like the real one (I drove there too, IRL). Let's hope for a better Jarama someday.
It is true that in the simulator the sensation of a roller coaster that you have driving in the real Jarama is lost, although I suppose you will agree with me, no circuit in any simulator is capable of offering a 100% realistic sensation.
 
185
Italy
Italy
guys, how about adding movable items like cones to a track? like the ones at laguna seca. got 3dsimed but don't know where to start to put them into the track and make them hittable. also, how to add lines (ex. exit roads to a corner for safety purposes) to a specific piece of tarmac?
 
299
Spain
Spain
wow thank you very much, I was looking for something like that but could not find it, above all this is very useful to me right now.


To be more exact, this is what I was specifically looking for

1B: Spawn & timing objects:
Depending on the type of location you are planning to make, the minimal * objects needed in order to make your track work in all modes (race, hotlap, practice) are:
For circuit-type tracks:
AC_START_0
AC_START_1
AC_PIT_0
AC_PIT_1
AC_HOTLAP_START_0
AC_TIME_0_L
AC_TIME_0_R
AC_TIME_1_L
AC_TIME_1_R
.

With this code now if I can change the configuration of the map 'Quattro' and (it should) be possible then to make functional car spam on trackday


*
Thinking about it, this now forces me to start doing everything again, in the end the rework of that map is going to be done in August 😖
 
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370
Italy
Italy
wow thank you very much, I was looking for something like that but could not find it, above all this is very useful to me right now.


To be more exact, this is what I was specifically looking for

1B: Spawn & timing objects:
Depending on the type of location you are planning to make, the minimal * objects needed in order to make your track work in all modes (race, hotlap, practice) are:
For circuit-type tracks:
AC_START_0
AC_START_1
AC_PIT_0
AC_PIT_1
AC_HOTLAP_START_0
AC_TIME_0_L
AC_TIME_0_R
AC_TIME_1_L
AC_TIME_1_R
.

With this code now if I can change the configuration of the map 'Quattro' and (it should) be possible then to make functional car spam on trackday


*
Thinking about it, this now forces me to start doing everything again, in the end the rework of that map is going to be done in August 😖

All the things explained in the first page are (at lest 75%) mandatory for a quality final work, few of them are optional to improve, but spawn points and timing are mandatory for full working conversion-modding
 
299
Spain
Spain
All the things explained in the first page are (at lest 75%) mandatory for a quality final work, few of them are optional to improve, but spawn points and timing are mandatory for full working conversion-modding
Totally agree, it is a very good beginner tutorial, it goes directly to the important thing without going around the bush and without explaining things too much, and this is good for a beginner, then you can dig as deep as you can.
 
299
Spain
Spain
@CrisT86


By the way, I'm already starting to see some basic mistakes converters make when it comes to creating a friendly AI.

A very common error (as I see it) is that pitbox spaces are not renamed correctly when converting to .kn5 format and this gives a lot of errors, AC cannot read when assigning pitbox * 01, 02, 03

AC read this * 1,2,3

And in the original source they come like this * 01, 02 ... etc



This may be because there are many tutorials to convert from XXX to AC, but finding a detailed tutorial on how to condition the track for use with AI is already more difficult, and I don't know, but I think that part would not take more than two or three hours. work (more) than basic cut and paste conversion.

* https://www.racedepartment.com/downloads/gran-turismo-trial-mountain.33845/


This track, for example, has that failure (I think) later I'll look at it, and that's why 9 cars stay on the green flag and don't come out until much later, when they go out they go straight to the wall.
 
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20
Greece
Greece
Mitsubishi Lancer GT500 (v9)
New skin: Super Sonico and some changes on the olds one
New AO map
New brakes IN/ETX
All part are now UV mapped
New collider/wheel
More paintable parts
Some other micro changes

Make sure you have the V7 first(https://sharemods.com/8ooznljett12/mitsubishi_lancer_gt500__40_v7__41_.rar.html)
Download:https://sharemods.com/ti5029d53ewo/mitsubishi_lancer_gt500_v9.7z.html
Fix (puma skin):https://sharemods.com/iqm0ww3p24iy/mitsubishi_gt500_puma_fix.rar.html
Q3i6vilm.jpg
0IiNuuKm.jpg

U86s3ccm.jpg
fTeaIx7m.jpg
2906wOWm.jpg
tZCoitjm.jpg
 
25
Antarctica
Antarctica
I have a version of Jarama, for Race Injection, that initially came from rFactor1, that I think looks quite good (for a gMotor2 game). In the hands of an experienced converter it would look rather nice, I think, maybe better than all the version we have today for AC. I sent it to _EASY_ but he disregarded it in favour of the AMS version. If someone wants to take a look at it, send me a shout...
 
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1,207
Finland
Helsinki
Midweek update madness!!!

Zurich-eprix v1.10
upload_2021-6-9_14-8-34.jpeg

v1.10 changelog by @shin956 ;
Reworked trees
Adjusted some shaders
Updated grass texture
Created overlays.ini
Adjusted ext_config.ini
Added a blinking flag light
Created a new camera

:: DOWNLOAD ::
:: mirror ::


Troyton Raceway v1.0
Screenshot_lancia_delta_intergrale_evo_rmi_troytonraceway_9-6-121-14-27-34.jpg

v1.0 changelog by @shin956 and @RMi_wood;
Create two layouts (GP, Club)
Physical mesh added
Reworked the trees
Adjusted shaders
Adjusted ext_config.ini
VAO has been renewed
New map.png
Updated grass texture
Surface adjustments
Create overlays.ini
Adjust groove.ini
New AI + cam for Club layout
Added reverberation to the tunnel
Loading screens & updated banner skin
Random small fixes

:: DOWNLOAD ::
:: mirror ::

Helsinki International Circuit v1.10
Screenshot_lancia_delta_intergrale_evo_rmi_hesinkigp_9-6-121-14-39-33.jpg

v1.10 changelog by @shin956, @CrisT86, @RMi_wood
Added barrier to the long layout before the double straight, fixed DRS zones @Shin956
Added brake markers to the end of the long layout double straight @RMi_wood
Added ambient / banner / tso lighting - @CrisT6

:: DOWNLOAD ::
:: mirror ::
 
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388
United States
United States
Mitsubishi Lancer GT500 (v9)
New skin: Super Sonico and some changes on the olds one
New AO map
New brakes IN/ETX
All part are now UV mapped
New collider/wheel
More paintable parts
Some other micro changes

Make sure you have the V7 first(https://sharemods.com/8ooznljett12/mitsubishi_lancer_gt500__40_v7__41_.rar.html)
Download:https://sharemods.com/ti5029d53ewo/mitsubishi_lancer_gt500_v9.7z.html
Fix (puma skin):https://sharemods.com/iqm0ww3p24iy/mitsubishi_gt500_puma_fix.rar.html
Q3i6vilm.jpg
0IiNuuKm.jpg

U86s3ccm.jpg
fTeaIx7m.jpg
2906wOWm.jpg
tZCoitjm.jpg
Finaly a new itasha for my collection since there isn't any new ones on RD.
 
196
United States
United States
Hello,

Does anyone have a good Mclaren Senna? The one I have looks nice but the thing is an understeer machine and with only tire pressures to adjust there's not much I can do to it.

Thank you
 
1,333
United Kingdom
Sunderland
Turns out I didn't feel like procrastinating and ended up updating the Mini. Reconverted it from scratch, and it now has the following features:
  • Working mirrors
  • Corrected steering wheel rotation
  • Fixed transparency issues on interior (although steering wheel badge is still a bit wrong)
  • Separated roof, interior parts, and wheels to allow all to be coloured individually (check out the bluered skin folder for examples)
  • Center tail light, and all pre-facelift lights now work properly
  • Corrected skins not removing the facelift/pre-facelift lights
  • Refined materials all over - parts of the interior are now using PBR, the sat nav works correctly for CSP, and paint jobs now look "more correct"
20210609-133943-gb_gedinne-ta_mini_cooper_s.png

20210609-135715-aspertsham-ta_mini_cooper_s.png

20210609-135742-aspertsham-ta_mini_cooper_s.png


For the next update I'll likely add the other rim options that it had from CSR2 with an example file showing how to replace them.

Make sure to delete and replace any previous versions.

DOWNLOAD
 
681
United States
Houston
oskierox
Onboard the 2021 Seattle Circuit.


Thoughts on the layout?

It looks fun and very well done, but I think it's a bit too long, like an endurance layout. Is it possible to release both an endurance layout and the original GT layout?
 
51
England
England
Help needed! I'm looking for someone who's willing to help me with doing a rims swap on the FunCup car. Been working on it myself, but it keeps resulting in a wobbly wheel. I found the exact rim model that's being used in the real series. Drop me a PM if you're willing to help and I'll sent you the files. Thanks a lot in advance!

Edit: deleted
Edit2: Got the problem solved myself, no longer needed! Update will come in due course

I have managed to create wiper and door animations in Blender for this car. I'm yet to figure out how to get that working in game. The animations combined with the right rims could make for a good update. Just need to figure out how to get a working Motec inside the car
 
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