Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Thread starter daan
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Work in progress. Just sorting out the gearing as stuck a V8 in it.

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Hello
A doubt
I installed Reshade + immersive, and I notice that my gpu usage was quite high (95-99%), but vram has decreased in view of the graphical settings used before Reshade.
I ask if this is normal, or is Reshade necessary for AC, because the improvement I noticed was only in the colors, and if it is preferable to use the video AC and CM settings at the maximum, instead of Reshade?
Hugs
ReShade is not at all necessary for AC and it just makes the game look worse compared to what can be done with csp
 
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Hi Peter. Thanks for sharing this car! I have a RX-8 Spirit R by Holmes Modding Team & 101 Creative, and this 2004 Mazdaspeed has the same specs as the Spirit R. Should there be differences in power, torque, suspension, etc? It looks like the only difference is the car model. I appreciate any insight you can share.
101creative and Peter Crill = same :cheers:
 
Anyone any idea how to get around this?
So far tried deleting the wheel shadows, changing for other cars ones, updated ambient shadows in cm showroom, and googled it.
Its very annoying.

I changed the wheels from a different car and now left with this shadow in the wrong place.

View attachment 1166938
I fixed it!
I was using the suspensions off sets to make the wheels tuck in, worked out I need to use the 'track' in the suspensions ini.
Same with basey to raise and lower the car (i had been using the car.ini to do that, in fairness it works ok)

Cool another thing learnt.
 
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Minor changes for my reshade mod

 
Anyone know what gets displayed typically during a race at the real life Brands Hatch on the little digital display to the right of the s\f lights? Would like to do more with that than have it display the AC logo.

Also, has anyone done a skin yet that changes all of the bridges to the black Brands Hatch look I see in some of the more recent photos of the track? Would like to get a copy if it exists.
 
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Reworked Chayka Track from FailWorx
Added GrassFX, Cameras, Ai, 22 Pits
Have Fun
DaBaeda
Turns out this is not a rework of FailWorx's 3 layout version (autodrom_chayka) listed on Breathe's track list, but of the 1 layout version found on the Vosan website that also credits FailWorx as the author (probably just one of the three layouts from the autodrom_chayka track). This one doesn't seem to be listed on Breathe's track list, unless I was too blind to find it. (edit: it now is)

Considering that there are already multiple versions of the track, I would prefer to have those enhancements added to the existing track as a new layout (as @Pyyer does with his extensions) rather than have yet another version.
 
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Turns out this is not a rework of FailWorx's 3 layout version (autodrom_chayka) listed on Breathe's track list, but of the 1 layout version found on the Vosan website that also credits FailWorx as the author (probably just one of the three layouts from the autodrom_chayka track). This one doesn't seem to be listed on Breathe's track list, unless I was too blind to find it.

Considering that there are already multiple versions of the track, I would prefer to have those enhancements added to the existing track as a new layout (as @Pyyer does with his extensions) rather than have yet another version.
That's right. I didn't have that one in the listing.
Added
 
I am preparing an updated version.... indeed it would be ready for release for a while......
I need to finish some small adjustments

praying for this release (i am a marussia enthusiast)
 
Do you know if the models from Test Drive Ferrari Legends can be converted and if the models are good?
 
Turns out this is not a rework of FailWorx's 3 layout version (autodrom_chayka) listed on Breathe's track list, but of the 1 layout version found on the Vosan website that also credits FailWorx as the author (probably just one of the three layouts from the autodrom_chayka track). This one doesn't seem to be listed on Breathe's track list, unless I was too blind to find it. (edit: it now is)

Considering that there are already multiple versions of the track, I would prefer to have those enhancements added to the existing track as a new layout (as @Pyyer does with his extensions) rather than have yet another version.
The Version is from AssettoCorsa.Club
1656593231170.png
 
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Reworked Texas World Speedway Track from Legion (9 layouts)
Added GrassFX, Balloons, Blimp and Helis from Masscot, New Cameras
Have Fun
DaBaeda
Download:

After testing it out more, one major and one minor issue...

1. The track can be cut at any time, any surface, without imposing a penalty or disqualifying a lap. Surfaces need to be renamed to correct this issue.

2. Stationery helicopters hovering above the start/finish straight. Raise and animate them for added immersion.

I appreciate your update and how you greatly improved the track. Just a couple of issues to address.
 
Since the subject of the Cayman 718 GT4 has come up, does anyone like to race the GT4 AIs? Reason I ask, it seems with the Guerilla GT4 mods, the Porsche when set to AI, the top speed only hits ~155mph while the other GT4s hit ~174mph. So when you have a full grid of GT4s they just tumble down the grid on tracks with long straights. If I drive it myself it goes just fine.

Looks like the issue is in the AI.ini file but since the mod is encrypted, I can't edit on my end to try and fix it. I brought it up on their forum months ago but never got a response. Not sure when or if they're going to release a fix

Has anyone figured out a fix or figured out an alternative Cayman 718 mod that works well? I know it's just one car but seeing the Michelin Pilot Challenge at Daytona, Porsche was wrecking shop and I feel like we're missing out
 
modified Shaun Clarke's Radical SR3

I changed a few things for our league racing:

added low pressure turbo (0.2 bar);
added push 2 pass (turbo goes to 0.4 bar);
edited final gear ratio for higher top speed;
slightly better brakes.

RIP Shaun
View attachment 1163882



Great update!

While this is being updated, could you brighten the Rev LEDs and/or add a glow around them to make them more visible and realistic? Shaun knew this was an issue, and was planning to fix them in a future update
 
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After testing it out more, one major and one minor issue...

1. The track can be cut at any time, any surface, without imposing a penalty or disqualifying a lap. Surfaces need to be renamed to correct this issue.

2. Stationery helicopters hovering above the start/finish straight. Raise and animate them for added immersion.

I appreciate your update and how you greatly improved the track. Just a couple of issues to address.
The reason for not being disqualifed when leaving the track is this line in surfaces.ini of all layouts:

[SURFACE_2]
KEY=GRASS
FRICTION=0.6
DAMPING=0
WAV=grass.wav
WAV_PITCH=0
FF_EFFECT=NULL
DIRT_ADDITIVE=1
IS_VALID_TRACK=1 <--- should be "=0" !!!!!!!!!!
BLACK_FLAG_TIME=0
SIN_HEIGHT=0.03
SIN_LENGTH=0.5
IS_PITLANE=0
VIBRATION_GAIN=0.2
VIBRATION_LENGTH=0.6

It is the same with the original track from Legion. Maybe it is that way due to the overlapping track layouts.
 
Since the subject of the Cayman 718 GT4 has come up, does anyone like to race the GT4 AIs? Reason I ask, it seems with the Guerilla GT4 mods, the Porsche when set to AI, the top speed only hits ~155mph while the other GT4s hit ~174mph. So when you have a full grid of GT4s they just tumble down the grid on tracks with long straights. If I drive it myself it goes just fine.

Looks like the issue is in the AI.ini file but since the mod is encrypted, I can't edit on my end to try and fix it. I brought it up on their forum months ago but never got a response. Not sure when or if they're going to release a fix

Has anyone figured out a fix or figured out an alternative Cayman 718 mod that works well? I know it's just one car but seeing the Michelin Pilot Challenge at Daytona, Porsche was wrecking shop and I feel like we're missing out
I love to race the GM GT4 cars. They are my favorite mod to race with because they look great and seem to be able to drive cleaner races with less pile ups than other mods. But there are a couple of the cars with bad BOP settings. Can't say I ever noticed the Cayman as one of them, but I don't even put the XBOW in a race. It is so slow that it jams everything up because it just gets in the way. I'm hoping when they get off the current GT2 set and go back to finishing the GT4's that the updates will include better AI balance for some cars that are off a little.
 
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Sliven v1.10

bgr00.jpg

bgr01.jpg

bgr03.jpg

bgr02.jpg

about:
"The Sliven International Circuit was meant to be built in the early 80s parallel to the Hungaroring (for F1),
but for various reasons, it never saw the light of day." - nikolov71


features:
  • full CSP features
  • reverb sounds
  • 20 pit/grid

credits:

:: DOWNLOAD ::
 
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@Breathe one track that isn't in your list ;)

 
I love to race the GM GT4 cars. They are my favorite mod to race with because they look great and seem to be able to drive cleaner races with less pile ups than other mods. But there are a couple of the cars with bad BOP settings. Can't say I ever noticed the Cayman as one of them, but I don't even put the XBOW in a race. It is so slow that it jams everything up because it just gets in the way. I'm hoping when they get off the current GT2 set and go back to finishing the GT4's that the updates will include better AI balance for some cars that are off a little.
Give the XBow a little boost in the power.lut and get it's power to weight ration up with the other cars. I had to do that as well to get it finishing midpack with the other cars.
 
Give the XBow a little boost in the power.lut and get it's power to weight ration up with the other cars. I had to do that as well to get it finishing midpack with the other cars.
Can you do that? I thought the cars were encrypted.
 
I love to race the GM GT4 cars. They are my favorite mod to race with because they look great and seem to be able to drive cleaner races with less pile ups than other mods. But there are a couple of the cars with bad BOP settings. Can't say I ever noticed the Cayman as one of them, but I don't even put the XBOW in a race. It is so slow that it jams everything up because it just gets in the way. I'm hoping when they get off the current GT2 set and go back to finishing the GT4's that the updates will include better AI balance for some cars that are off a little.
Agreed on the KTM, I don't even bother with that one the BOP is so bad.

The Porsche I didn't even notice right away. After the Pilot challenge I was inspired to do a GT4/TCR race on Daytona and what triggered this is TCRs passing the Cayman

Hopefully soon! I haven't heard much from them on GT4 cars in a bit even though they're still technically in beta

I did so I'm sure you can too. Models may be encrypted but not the data I believe.
This is the notification I get every time I've tried to pack the data I just changed for the GM GT4s

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Lancia Delta S4 - Gr.B 1985/1986 + Gravel Version
Mod download:
https://www.racedepartment.com/down...delta-s4-gr-b-1985-1986-gravel-version.52105/
Wipers:
https://www.mediafire.com/file/1495dsjea75qvnf/rl_lancia_delta_s4.ini/file
https://www.mediafire.com/file/604hd5tj6n9qt6h/rl_lancia_delta_s4_86.ini/file
https://www.mediafire.com/file/vwjyktqwtmqtk5e/rl_lancia_delta_s4_gravel.ini/file

Lancia Delta S4 ( Hillclimb Version)
Mod download:
https://www.racedepartment.com/down...ancia-delta-s4-hillclimb-version-v-1-0.22780/
(Alternative version with different sound and changed ai.ini, drivetrain.ini, engine.ini and final.rto: https://mega.nz/file/2DhS0S6C#dKtT2uO29r0ZCilaXS5Mg4vIIrYHfLj_bw0iw88xUQk)
Wipers: https://www.mediafire.com/file/35x2vkxpdwarys4/rl_lancia_delta_s4_hillclimb.ini/file

All configs in one pack:

Does anyone know how these elements move when the wipers are turned on, if they do at all?
rl_lancia_delta_s4_hillclimb_wipers.jpg
 
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