Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Thread starter daan
  • 157,709 comments
  • 51,780,407 views
Hey guys, I am having trouble with opponents getting stuck when exiting the pit lane at Longford. How do you prevent this from happening? Is there a setting in one of the track config (.ini) files that can be changed to alter their position or how they exit their pit spots? They go to drive out but then make a sharp right turn and get stuck in the car parked next to them.
 

Attachments

  • Assetto Corsa Screenshot 2022.02.05 - 14.21.17.77.png
    Assetto Corsa Screenshot 2022.02.05 - 14.21.17.77.png
    544.4 KB · Views: 38
Hey guys, I am having trouble with opponents getting stuck when exiting the pit lane at Longford. How do you prevent this from happening? Is there a setting in one of the track config (.ini) files that can be changed to alter their position or how they exit their pit spots? They go to drive out but then make a sharp right turn and get stuck in the car parked next to them.
Not sure if this will fix your issue, but it is free trying. :cool:

If you have this box ticked, untick it and try again. :)

1644037721420.png
 
Not sure if this will fix your issue, but it is free trying. :cool:

If you have this box ticked, untick it and try again. :)

View attachment 1111582
Hey, yeah tried that but has no effect. The opponents still behave stupidly and get stuck. My theory is its how the pit spaces and parking angles are arranged along with the AI logic that is causing the issue.
A shame as I love driving on this track..
 
Hey, yeah tried that but has no effect. The opponents still behave stupidly and get stuck. My theory is its how the pit spaces and parking angles are arranged along with the AI logic that is causing the issue.
A shame as I love driving on this track..
Hi Alex! My understanding is the cars should be ghosting each other in the pitlane as long as the "PITS" are defined correctly in the "surfaces.ini" file. Check to make sure the PITS section of that file shows "IS_PITLANE=1". The file should be in the \longford_67\67\data folder.
 
Hi Alex! My understanding is the cars should be ghosting each other in the pitlane as long as the "PITS" are defined correctly in the "surfaces.ini" file. Check to make sure the PITS section of that file shows "IS_PITLANE=1". The file should be in the \longford_67\67\data folder.
I'll check that out now thanks!
 
I'll check that out now thanks!
There's several things happening there that aren't working correctly- sidelines, pit lane, pit definitions, the area necessary for pit lane not big enough to keep from interfering with ai on track, etc., IIRC. I gave up on trying to fix it a while back, sorry to say.
 
Last edited:
I'll check that out now thanks!
After taking a second look, I am using Legion's version from his blog. It has the pits correctly configured and also includes a reverse layout. I am also using the Reworked skin found on Racedepartment. I find many of my tracks frankensteined into the best version possible.
 
re: pits?

1. disable "New AI Behavior" in CSP/CM
2. delete any files in ./AI other than fast_lane.ai and pit_lane.ai
3. retest if any of the above were true

*always verify this first if experiencing pit or other issues with AI
 
Last edited:
Tyre generator update: https://mega.nz/file/TplnRaJI#e-mrMif_N1ap9u4hJnR6MkHZIO7akF1o1W1oScJ6j7E

These are custom machines that allow you to use Content Manager's built in tyre generator to get yourself a fresh set of V10 Kunos standard tyres for any car you please. There is a readme included with instructions on how to install. If anyone has any questions then please ask away. I'd previously released something similar but it was missing correct abbreviations and had a few naming oddities and useless generators.
1644042155185.png

I'm not sure what happened, but when I'm using the presets on any car, it threw out this error.
 
Hi Alex! My understanding is the cars should be ghosting each other in the pitlane as long as the "PITS" are defined correctly in the "surfaces.ini" file. Check to make sure the PITS section of that file shows "IS_PITLANE=1". The file should be in the \longford_67\67\data folder.
That worked thanks! The cars now don't get stuck with one another when leaving the pit lane.

Hi Alex! My understanding is the cars should be ghosting each other in the pitlane as long as the "PITS" are defined correctly in the "surfaces.ini" file. Check to make sure the PITS section of that file shows "IS_PITLANE=1". The file should be in the \longford_67\67\data folder.
sorry correction, this does not work properly.. when the value is set to 1 the track after exiting the pit lane remains at a pit limited speed..

re: pits?

1. disable AI Enhancements in CSP/CM
2. delete any files in ./AI other than fast_lane.ai and pit_lane.ai
3. retest if any of the above were true
I cannot see the "disable AI enhancements" option anywhere.. where can I find this option?
Also, deleting the other .AI files has no effect and the deleted files only get recreated.
 
I cannot see the "disable AI enhancements" option anywhere.. where can I find this option?
Also, deleting the other .AI files has no effect and the deleted files only get recreated.
my bad.
"New AI Behavior"
 
there is two plates in the skin folder, one for the front plate and one for the rear plate:
plate_D.dds and plate_NM.dds
and
plate_D2.dds and plate2_NM.dds
that's for certain country (eg Great Britain) where the plate colors are different for front and rear.
Yes, right. But the D and NM need to have the same capitals and numbers to show correctly. In this case they are different and it’s even visible in the picture of the car posted here.

In this case: the visible plate (D) reads as 105 BC 95, while the underlying NM reads as AA 434 AA

plates.png
NM.png

So, in game it shows like this:

ingame.png
 
Last edited:
I installed the GP 1973 mod but can't get the original helmets to work. Does anyone know what I'm doing wrong?
 

Attachments

  • Screenshot_gp_1973_731_paul_ricard1988_5-1-122-9-18-23.jpg
    Screenshot_gp_1973_731_paul_ricard1988_5-1-122-9-18-23.jpg
    210.8 KB · Views: 41
sorry correction, this does not work properly.. when the value is set to 1 the track after exiting the pit lane remains at a pit limited speed..
There you go. You just found the problem. You need to split the pitlane part from the rest of the road and name it 1PITS and define it as IS PITLANE = 1 at the surfaces.ini
 
Hi.

Did you replace the entire 'data' folder? If yes, you should be able to choose top gear up to 288 km/h.
That's why I was working on it. ;)

View attachment 1111535

I can set all gears, to what suits me better for each track.

As for the mirrors, do you have the BL Cars/BL Lights APP?

Cheers
Hi,

Yes i saw the gears settings but is it possible to save a setting to have the same on every track ? (I don't want to set gears every time I start a practice)

I will check for BL app, but I tried the tip with ext_config and I didn't succeed to solve the issue.
 
Last edited:
shi
Arctic Circle Raceway v0.5
View attachment 1104683
changelog;
-ext_config.ini updated by @slider666 .
-Smoothed the edges of the track.
-More treewall and grass area.
-Fixed tree mapping.
-fresh logo and the sections.ini by @Fanapryde .
-Fixed the hole.

Enjoy.
Arctic Circle Raceway v0.71
Screenshot_bmw_m3_e30_s1_arctic_circle_raceway_5-1-122-9-24-46.jpg

v0.6 changelog;
-Solving the problem of ghosting in pit by @pugsang .
-New AI lanes by @racealot .
-Additional Replay Cams by @racealot .
-Fixed the missing wall.

v0.7 changelog;
-ext_config.ini and texture updated by @slider666 .

v0.71 changelog;
-ext_config.ini (seasons mode) updated by @Breathe .

Known issues;.
-Treewall slowly disappears from the mirror. (Checking the Custom render distance in the Smart Mirror settings in CSP will resolve the issue.) @Breathe , thanks for reporting back.

Enjoy.
 
Last edited:
Is anyone in the business of doing Grid conversions? I'd love to see the Long Beach and Detroit tracks from the first game in AC but I wouldn't even know where to start for a conversion.
 
I still cannot find that option anywhere.. 🤷‍♂️
Longford 67 fixed pitlane. No other changes.




Original track from Tiago Lima on RD

 
Think of the mirrors from left to right as number 0,1,2 (3,4,5 etc if the car has hood mirrors or monitors).
Create an "extension" folder inside the car's folder, and inside create an ext_config.ini (or copy one from any other car's extension folder) and fill it with this:

[REAL_MIRROR_0]
FLIP=1

[REAL_MIRROR_1]
FLIP=1

[REAL_MIRROR_2]
FLIP=1

That example will flip all 3 mirrors. Like I said first, leave whatever mirror you want flipped.
Also, FLIP=2 or FLIP=3 are useful when mirrors are upside down and/or inverted, try those anytime.

(I copied all this from some older GTP post and saved it into a .txt, I'm not that smart)
Hi, it's possible to post the extension folder with the fix please ?

Thanks
 
View attachment 1111584
I'm not sure what happened, but when I'm using the presets on any car, it threw out this error.
I've not seen this error so not sure if I can help or not, there are a couple of things you could try though. Firstly may seem obvious but try restarting CM, sometimes it throws 'exception' errors when it has fudged up its memory quota. Does this error happen on every tyre machine that you try to generate with or only on some of them? The machines use Kunos tyres as a baseline for the generation so I would assume that if you don't have some Kunos content or have edited the tyre data on some Kunos cars then it might cause an issue. Also, I'm not using 'non-tested' versions of CM, in fact I'm still using 0.8.1976.36095 so can't guarantee that something in newer versions of CM won't have messed this up (your post is the first error report I've had thus far however).
 
Is anyone in the business of doing Grid conversions? I'd love to see the Long Beach and Detroit tracks from the first game in AC but I wouldn't even know where to start for a conversion.
Detroit was already converted, ages ago (sorry I have no active link).
I had thought L.B was done too but I dont seem to have it. (and could be converted fairly easily)
 
I've not seen this error so not sure if I can help or not, there are a couple of things you could try though. Firstly may seem obvious but try restarting CM, sometimes it throws 'exception' errors when it has fudged up its memory quota. Does this error happen on every tyre machine that you try to generate with or only on some of them? The machines use Kunos tyres as a baseline for the generation so I would assume that if you don't have some Kunos content or have edited the tyre data on some Kunos cars then it might cause an issue. Also, I'm not using 'non-tested' versions of CM, in fact I'm still using 0.8.1976.36095 so can't guarantee that something in newer versions of CM won't have messed this up (your post is the first error report I've had thus far however).
Okay, I ended the task for CM and it still threw out this error, but I'll try to reinstall CM again, and see if it fixes that. And for your other information yes, every preset, on every car. I haven't touched anything on Kunos cars besides some visual extension configs, but no data.

Edit: Ohhkayy...reinstalling back to 0.8.1976.36095 doesn't help either..I realized I had a non-test version ticked, I had it off now so I'll try to update to a stable version and see what happens. And still doesn't work too, this is really weird. I might need to try to make my own quick-and-dirty tyre generator preset on some random car so I can make sure the tyre machine itself isn't broken, but I don't know how to make one. If that dosen't work, I might have to find and reinstall the tyre machine plugin.

I'll be honest, I'm throwing in the towel on this one, the plugin reinstall dosen't work, reinstalling CM doesn't work and CM freezes up if I try to make my own tyres. It's probably the tyre machine plugin itself that's screwing up or my Windows 11 is making things go wonky.
 
Last edited:
Ok..as I do in packs to make it easier, I'm finishing making small adjustments to F1(61-62-63), F1(64-65), F1(66-67)...F1(70-71 is what I intend to test on the track this weekend), F1 (72-73, with the arrival of the 73 pack it gets better, the main 72 cars are almost finished). F1(68-69, I haven't started yet but we already have some cars: Lotus 49B ( 2 versions ), 1 Matra, 1 Ferrari, generics from the "perendinator" site converted from Rfactor 2 that I will use as a base. I have and do F1 1974, 1977, 1978, 1979, 1980, 1981....I'll give you a lik of a mini pack of F1 1980/1981 that I made to see how it was...on the track they are good, but surely someone could improve....because I only change some parts between cars, and often the biggest problems are in the instrument panel and rearview mirrors.

 
Sharing a mod? Host it on GTPlanet Downloads. Free, public hosting for files up to 10GB in size.
Back