Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Thom Lee
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220
Italy
Italy
I love your Brazilian circuits!! Had lots of fun in Curitiba yesterday. Do you know any good Brazilian cars? I got ones from LucasMacedo, HenriqueDrifter and 1stRacingStudio but most of them were crap conversions from GTA V
- Escort Marcas Turbo
- Opala x Maverick x Charger Divisão 3
- Uno e Gol Atualizado Marcas Turbo
- Formula Vee
http://www.mediafire.com/file/pvb24...qzTnkhTLHxK_myk9G0PoFkGuSwKrYLOSYx8lsWQjkr5ps - Copa Petrobras de Marcas
https://mega.nz/file/xJtEmQiA#Gs3O9bIJeDWBuSSdeZzvFwMMB4HV4HO6Sobwxca6x2A - Stock Car Brasil
 
2
Australia
Australia
YONGCHENG INTERNATIONAL 2020 REWORKED PROJECT (Ningbo)

Hello everyone,
I had already shared here a Youtube video of the track.
Here is a version still in beta but which allows you to race without any problems on the 2 main layouts (full track and full track with chicane).
These 2 layouts are used for the WTCC, WTCR, Blancpain GT Series Asia and Porsche Carrera Cup Asia.
The other 4 layouts (West, mini East, East and High Speed) are not operational because they need work on the pits, starting grid, ai lines.
Members of GTPlanet have already actively worked on this project, but there is still work to be done, I have very little time with my job so if any modders here are interested in helping us they are welcome and can contact me privately if needed.
This track will not be shared outside of this GTPlanet forum for now as it is a project mainly for members here so please do not share it on Racedepartment !!!!
I'm looking for modders to make the skins and animations of the track : WTCR skins, Blancpain GT Series, sponsors, flags .... to have more realism and immersion.
Thank you all in advance for your help because I am not a modder 😉
I remind you that it is a huge job and that for free !!!!!

Yongcheng International 2020 project team : a big thank you for their work !!!
(textures, VAO patch, rainfx, ai_lines, grassfx, folder structure, extension, ai files, normal map, cams, pits, starting grid ... for full and full with chicane layouts)
Without these GTPlanet members nothing is possible so thank you all already for the work done for free on your time !!!!

Modders
@__EASY__
@TheRealCeeBee
@DaBaeda
@KevinK2
@pk3r72owns
Beta testers
@macko68
@ClaudioWRC74

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BETA version here : https://mega.nz/file/UcQwjJQK#inHXYWzdVhTyQ39jycCxTk926CAMVnAz1VbpxFl7f-U

If you are interested in this project you can contact me here : @ClaudioWRC74
Is this track still available? ive looked high and low for this track and never thought of a new name!!
 
1,194
Australia
Australia
- Escort Marcas Turbo
- Opala x Maverick x Charger Divisão 3
- Uno e Gol Atualizado Marcas Turbo
- Formula Vee
http://www.mediafire.com/file/pvb24...qzTnkhTLHxK_myk9G0PoFkGuSwKrYLOSYx8lsWQjkr5ps - Copa Petrobras de Marcas
https://mega.nz/file/xJtEmQiA#Gs3O9bIJeDWBuSSdeZzvFwMMB4HV4HO6Sobwxca6x2A - Stock Car Brasil
that Opala is NICE.. in AMS1 the Opala '86 at Historic Johannesburg is my all time favorite combo, they were made for each other.. Something got lost when Reiza brought it to AMS2.. not as nice as the original in terms of feeling. pity.

The tracks we worked on together for AMS now and then, spurned me on to buy AMS1 and its become a regular now for me ;), nearly overtaking ACC for me, considering ive owned it for only a few months versus a LONG time for ACC>
1626003244936.png
 
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258
United Kingdom
United Kingdom

RSS FH 2021 - F1 2021 Full Season ‘Custom Championship​

https://www.racedepartment.com/downloads/rss-fh-2021-f1-2021-full-season-‘custom-championship.41138/

First off I appreciate there is a separate video page but want to ask for some views as the new F1 2021 (Codemasters) is due for release imminently so I put a trailer together for my F1 2021 Custom Championship
You see, despite owning a few of these (okay several!) - Some of you know that I like to put together custom championships, especially F1, but no matter how many times I try the codemaster version(s) - I keep returning to Assetto Corsa for my F1 fix.
My reasons are simple, its like a fricking Mecano set from back in the day. I can adapt the schedule at a moments notice, update specific race day skins for both cars and tracks plus when a new circuit appears on the schedule there is always a version available thanks to the brilliant community modders we have.
Add to that, this game is from 2014, yes 2014 but with Content Manager, Custom Shaders Patch, Sol, RainFX and PPfilters it has improved immeasurably both the ease of use and graphically from the vanilla version.
Or maybe Im just looking through rose tinted glasses?

EDIT: Added to this is the Bonus that if you're on a tight budget you can get the car for £3.99 and the rest is free compared to £50 for F1 2021 - Result!
 
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233
England
England
that Opala is NICE.. in AMS1 the Opala '86 at Historic Johannesburg is my all time favorite combo, they were made for each other.. Something got lost when Reiza brought it to AMS2.. not as nice as the original in terms of feeling. pity.

The tracks we worked on together for AMS now and then, spurned me on to buy AMS1 and its become a regular now for me 😉, nearly overtaking ACC for me, considering ive owned it for only a few months versus a LONG time for ACC>
View attachment 1066846

I got AMS1 at the same time as AC about 2 years ago.
AMS1 60 Hours
AC just over 2000 hours. madness.
I have all the sims and RF2 and RaceRoom are just about 200 hours each.
AC just eats my game time all up.
 
551
Canada
Canada
evilgloomy
Anyone know how to fix this? All the camera angles are offset to one side after installing the new CSP

Edit: Figured it out, it was caused by the AMD FidelityFX

Screenshot_rss_formula_hybrid_2021_hungaroring_2020_11-6-121-8-50-20.jpg
 
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1,261
Portugal
Portugal
create LOD with CM and the problem will disappear

Isn't there a need to make it with some program?

- I'm not a modder by any mean -
Downloaded Simplygon, but that's it. I'm in a dark room with no light.

Btw, why generating Lods in my car will affect the visibility of the other cars? I mean, all them are different of mine.
 
661
France
France
Anyone know how to fix this? All the camera angles are offset to one side after installing the new CSP


View attachment 1066890
I don't have this problem at home , you single screen?
EDit: my use AMD FidelityFX no have the problem

Isn't there a need to make it with some program?

- I'm not a modder by any mean -
Downloaded Simplygon, but that's it. I'm in a dark room with no light.

Btw, why generating Lods in my car will affect the visibility of the other cars? I mean, all them are different of mine.
your problem comes in the data of the car that looks for a LOD that does not exist or the value of distance without lod is too small
 
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1,261
Portugal
Portugal
your problem comes in the data of the car that looks for a LOD that does not exist or the value of distance without lod is too small
I (guess) understand what you mean, but that is not the problem.
It is not the

IN=0
OUT=2000


issue!

As I said, the cars are visible behind, left, right, mirrors on any distance.
The issue is the windshield.

Yes, got same trojan alert from Defender.
Try this one.
BMW M3 E46
 
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MisterWaffles

Ferrari Shill
Premium
5,542
Canada
Ottawa
Pyano1132
I wouldn't call my version "patched up and modern" but here it is, v1.2 from Darren Blythe (including extension folder and a Pirtek Perth 2019 skin).
The kn5 is from last year, so it must be a 'newer' version, but I can't remember where I got it from.

https://mega.nz/file/qDZ0SJJT#CVPf_o9zJ2STlOdvV9MGWU4LQ5lh-dHa5JFHeQM2uH4

Curious te hear if the grass is OK on your side (running latest SOL and CSP 0.1.75)
Yup, I'm getting the same camo grass you are. I think someone's going to need to swap the awful 2d grass texture this track has. It would look much better after that. I'm not exactly sure how GrassFX works but the 3d stuff seems to mimic the colour of whatever 2d texture it's over.

But the ground isn't ripping itself apart in ribbons anymore so I guess it's an improvement. I saw some people figured it out on the last page of this thread but nobody dropped a download link to a fixed version with the better grass texture for some reason...
 
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3,828
Canada
Ottawa
Still no rain for non-patreon plebs? 🙁
I would not expect it to be ever available outside the patreon. Why should it be available, if some one is not interested enough to send a few buck to Ilja, if only to thank him for all he has already done to improve AC, then they are not really interested.
This the only patreon I am part of, but at the same time it makes me glad I can help contribute.
The rain in AC with Rain FX is outstanding and worth the little cash outlay.

changelogs
New way to animate wipers, AMD FidelityFX Super Resolution and more (with preview build with rain)
First of all, I apologize for such a long delay. It’s silly, but I wasted three weeks working on a new way to animate wipers. Had to rewrite it a couple of times, but for most time I was working on creating a helpful tool which would allow to animate wipers easily.
1.png

Regular approach with letting car creators write an INI config could work, but setting those pivots and axis in there with nothing but trial and error is a bit too counterproductive. Plus, tool allows to animate meshes without separating pieces apart, so car creator would need a way to somehow assign different roles to different parts of a mesh. All of that is much easier to do with some UI.
1.png

Shame about time, but I think it was worth it, after all, it’s one of most noticeable parts in a rainy race. And, in my opinion, new system actually works better than the one we had before. Not only it’s much easier to set, but resulting animation is smoother and works better with RainFX. Also, wiper automatically snaps to windscreen surface, and tool has various options for more complicated constructions (like wipers of Abarth 595 with that f
1.png

In other major changes: new colored shadowing mode adds colorized shadows and ambient lighting for car interiors (only for car interiors to avoid a performance hit). Also, driver model will get a bit of fake ambient shadow in closed cars similar to Shadowed Wheels module, hopefully that would help with those glowing drivers heads. Reflections masking for interiors is also updated, now applied properly and more than to just a focused car. And default WeatherFX script got a small update as well, fixing few brightness values and improving clAMD is also available now, although in non-VR modes you would need to enable postprocessing and FXAA (in AC video settings) for it to work. In VR any combination should work. Might help with performance, its Quality and Ultra Quality presets look surprisingly good.
1.jpg

There are quite a few other changes for people creating configs. For example, track conditions now can use expressions to combine several inputs or other conditions together. And cars now can have fully scriptable interactive textures— a neat new way to create digital instruments.
As for RainFX, now whole thing should be more stable, I finally tracked down one particularly nasty bug causing a rare but unescapable crash. Thermal parameters for new rain tyres should work correctly (at least not as broken as before), and a few other annoying bugs were fixed, like cars not getting wet properly. Tyres now take into account rubberness of the surface as well as painted lines on a track. Next on the TODO-list is to finally integrate drying/wettening racing line, try to get AI to work and work more on particles and other visual aspects. Oh, also, patched acServer now can alter conditions dynamically, including weather type and rain-related parameters. I’m still working on a system which would allow to get dynamic conditions to work with original acServer too.
In other plans: I’m working on a fix for Content Manager, that last update broke some things. Also, I finally started working on TreesFX! Can’t guarantee any acceptable results yet, but at least my initial idea of generating trees with Lua scripts seems to be promising so far(it looks nasty, but it’s just something to measure performance, and it took 0.2 ms to generate, so that’s a relief).
As always, thank you so much for all the incredible support! Again, I’m very sorry for such a long delay, I’ll try to do my best to post updates more frequently. I really wanted to finish new wipers and release them in one piece though, to make sure car creators wouldn’t be turned off by a system which would be broken or too complicated to use.
 
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4,113
Belgium
Belgium
Yup, I'm getting the same camo grass you are. I think someone's going to need to swap the awful 2d grass texture this track has. It would look much better after that. I'm not exactly sure how GrassFX works but the 3d stuff seems to mimic the colour of whatever 2d texture it's over.

But the ground isn't ripping itself apart in ribbons anymore so I guess it's an improvement. I saw some people figured it out on the last page of this thread but nobody dropped a download link to a fixed version with the better grass texture for some reason...
Check your PM 🙂
 
4,884
Iceland
Iceland
I would not expect it to be ever available outside the patreon. Why should it be available, if some one is not interested enough to send a few buck to Ilja, if only to thank him for all he has already done to improve AC, then they are not really interested.
This the only patreon I am part of, but at the same time it makes me glad I can help contribute.
The rain in AC with Rain FX is outstanding and worth the little cash outlay.


New way to animate wipers, AMD FidelityFX Super Resolution and more (with preview build with rain)
First of all, I apologize for such a long delay. It’s silly, but I wasted three weeks working on a new way to animate wipers. Had to rewrite it a couple of times, but for most time I was working on creating a helpful tool which would allow to animate wipers easily.
1.png

Regular approach with letting car creators write an INI config could work, but setting those pivots and axis in there with nothing but trial and error is a bit too counterproductive. Plus, tool allows to animate meshes without separating pieces apart, so car creator would need a way to somehow assign different roles to different parts of a mesh. All of that is much easier to do with some UI.
1.png

Shame about time, but I think it was worth it, after all, it’s one of most noticeable parts in a rainy race. And, in my opinion, new system actually works better than the one we had before. Not only it’s much easier to set, but resulting animation is smoother and works better with RainFX. Also, wiper automatically snaps to windscreen surface, and tool has various options for more complicated constructions (like wipers of Abarth 595 with that f
1.png

In other major changes: new colored shadowing mode adds colorized shadows and ambient lighting for car interiors (only for car interiors to avoid a performance hit). Also, driver model will get a bit of fake ambient shadow in closed cars similar to Shadowed Wheels module, hopefully that would help with those glowing drivers heads. Reflections masking for interiors is also updated, now applied properly and more than to just a focused car. And default WeatherFX script got a small update as well, fixing few brightness values and improving clAMD is also available now, although in non-VR modes you would need to enable postprocessing and FXAA (in AC video settings) for it to work. In VR any combination should work. Might help with performance, its Quality and Ultra Quality presets look surprisingly good.
1.jpg

There are quite a few other changes for people creating configs. For example, track conditions now can use expressions to combine several inputs or other conditions together. And cars now can have fully scriptable interactive textures— a neat new way to create digital instruments.
As for RainFX, now whole thing should be more stable, I finally tracked down one particularly nasty bug causing a rare but unescapable crash. Thermal parameters for new rain tyres should work correctly (at least not as broken as before), and a few other annoying bugs were fixed, like cars not getting wet properly. Tyres now take into account rubberness of the surface as well as painted lines on a track. Next on the TODO-list is to finally integrate drying/wettening racing line, try to get AI to work and work more on particles and other visual aspects. Oh, also, patched acServer now can alter conditions dynamically, including weather type and rain-related parameters. I’m still working on a system which would allow to get dynamic conditions to work with original acServer too.
In other plans: I’m working on a fix for Content Manager, that last update broke some things. Also, I finally started working on TreesFX! Can’t guarantee any acceptable results yet, but at least my initial idea of generating trees with Lua scripts seems to be promising so far(it looks nasty, but it’s just something to measure performance, and it took 0.2 ms to generate, so that’s a relief).
As always, thank you so much for all the incredible support! Again, I’m very sorry for such a long delay, I’ll try to do my best to post updates more frequently. I really wanted to finish new wipers and release them in one piece though, to make sure car creators wouldn’t be turned off by a system which would be broken or too complicated to use.
Thanks pal!