Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Paiky
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just curious, how does this differ from the Kunos 2012 default lid ?

what am I missing ?
2010 helmet is quite similar to Kunos 2012 except few minor details like the helmet proportion (and the fact that I use FVA driver face instead of kunos driver face), the advantage is the fact that we can use FVA skin mapping which makes using their livery easier than Kunos 2012 mapping which top helmet mapping is quite smaller

2011 is schubert helmet, like 2010 helmet but without the sub top helmet part, so it's flat. It's more like the ACSPRH schubert helmet actually.

I ported them to assetto because they were laser scanned version of alonso and massa real helmet and I could use their liveries directly. Also they feel less polygon like than the Kunos helmet which isn't really "round"


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2010 helmet is quite similar to Kunos 2012 except few minor details like the helmet proportion (and the fact that I use FVA driver face instead of kunos driver face), the advantage is the fact that we can use FVA skin mapping which makes using their livery easier than Kunos 2012 mapping which top helmet mapping is quite smaller

2011 is schubert helmet, like 2010 helmet but without the sub top helmet part, so it's flat. It's more like the ACSPRH schubert helmet actually.

I ported them to assetto because they were laser scanned version of alonso and massa real helmet and I could use their liveries directly. Also they feel less polygon like than the Kunos helmet which isn't really "round"
great explanation, appreciate it

it looks great !
 
Several attempts. And I can't figure out where the problem is.

I use my "base car"...."xxxxx.kn5" with approximately 42.5mb I add the "parts" as in the other models I made, they were usually between "45 to 60 mb".

And now I do the same procedure, when I go to "save" the car, it is around "1,605 mb"....certainly there is some error.

And just to prove the "showroom" doesn't even carry this car. Insufficient memory. I will give up for a while.
try running your new model through ksEditor ,im sure the filesize will drop
 
great explanation, appreciate it

it looks great !
Tbh the big reason I ported those helmet is because I want to have the more authentic experience possible of FVA but in assetto corsa. That's why I'm trying to port the most things from it to Assetto corsa

For now, everything comes from FVA except the driver suit and gloves, I'm not that experienced to recreate a whole 3D driver (and it's not worth it since FVA driver model is more like rfactor driver with hands added)

But still I'm trying to have most of the details there, like the driver gloves which has a texture that comes close to what FVA used

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And the fact that it's "mirrored" although in real life it's not like that

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In the end the result comes close to what FVA looked like
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Is there a way to prevent a 1990's F1 car with a semi automatic gearbox from shifting into neutral on down shifts? Can a line of text be added in one of the config files to prevent this? Other cars don't do it so I am sure it could be possible but I don't know what I would need to add to what file.

Also, is it possible to add brake temps data to a car so it shows up in the Sidekick app?
Data > drivetrain.ini ---
[DOWNSHIFT_PROTECTION]
ACTIVE=1

To prevent the shifting into neutral while moving, you need this line added:
LOCK_N=1
 
Thanks, that link is great help. But why is my plate so damn shiny?
View attachment 1187938
Well that’s interesting, and you just have the normal map from the site saved as plate_NM.dds and the regular looking plate how you want it to look saved as plate_D.dds? Looks like something might be off with the alpha channel in the normal plate_D.dds but I’m still learning a lot on how to do skins and what the different formats of DDS files mean and do as well.
 
Please note: no night lights at the moment

Adelaide 1988 update v2.0

v2.0
  • updates by DaBaeda: GrassFX, new asphalt, water and tree textures, cams, added RainFX and Ai hints by KevinK2
  • shader adjustments
  • new loading screens
  • 30 pits now


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link don't work
 
The whaaaaaattt???

RSS JUST RELEASED F1 1970!!!

Kinda of dick move to drop a March 701 unannounced, tbh. I had plans for the evening, ended up doing about 2 billion laps of vintage Monaco behind a tiny-ass 1970s steering wheel instead. /s
And in keeping with traditions, I've quickly cooked up a texture kit to replace all the fake brand logos scattered around the car with their real-life counterparts, which you can get on Racedepartment.

1661789381056.png
 
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Hi anyone have a config for disco lights? i remember there was a Nurb'ring config for disco lights knocking about.
I've converted the NEC arena and it needs jazzy lights to really work.

Not expecting it to be anywhere near the video but for clarity it gives an idea of what I'm after.

 
try running your new model through ksEditor ,im sure the filesize will drop
Today I found out what I was doing wrong. As I wanted to remake the 1981 Ligier-Matra, instead of taking the 3 basic original parts (body, rear wing and front wing), I wanted to take the "body" directly from the model I had made. The problem was there, because I didn't remember that I had eliminated the "instrument panel" that came with the model. I did the procedure again as I should have done (search for the basic parts inside the original file of the other simulator), now everything is fine.
 
My way are not so perfect, but it's fun. Still finishing the 70/71 pack
 

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I see what you mean and thanks for pointing those differences out.
The GTR2 model you posted is not bad for GTR2 but is much lower poly and less detail than the later model we have been working with. However it may not be a major job to use the later model as a basis and swap over the body shells.

View attachment 1185051
This is the BMW version. There are 4 versions in the GTR2 model, 2 main being the BMW and PTG with some variances in mapping between them. The different parts may be able to be changed via CSP.
Unfortunately the interior is horrendous. With GTR2 they have a separate cockpit object that is decent quality except in some cases they only include polygons for what you would see from the drivers view. To fix this is a lot of work so using the late model interior would be less painful.
The rear wing mounts lack a lot of detail as well.

I will have a look at this and see what we can do.
Your conversion helping @devikse has caught my interest. How has it gone?
 
Hi anyone have a config for disco lights? i remember there was a Nurb'ring config for disco lights knocking about.
I've converted the NEC arena and it needs jazzy lights to really work.

Not expecting it to be anywhere near the video but for clarity it gives an idea of what I'm after.


Wait theres a config for Nurb'ring!? Where is it!?
 
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After yesterday's problems, some "updates" and some new cars.
Updates: 126ck, RenaulRE30 (new version France Gp '81 incomplete), update Ligier-Matra
new car: Ferrai 312T5 ( Monaco '80 version and season '80 )
 

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Hi guys! I have dumb question… is there someone who is making car physics updates ( especially for tgn and mnba cars)? Like their cars look fabulous, also sounds very nice. But physics… having driven w212 e63 many times if felt nothing like mnba version of it. Their mods feel way too OP
 
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Radical SR8-RX v1.0

View attachment 1187687
View attachment 1187679View attachment 1187680View attachment 1187681
View attachment 1187688

changelog:
  • physics untouched, now packed
  • complete new remodel from PCARS2 (old skins will not work)
  • new folder will not overwrite (but you can delete the old if you wish)
  • new sounds
features:
  • dyno matched powerplant
  • real spec drivetrain
  • front canards visuals matched to wing value
  • 26 team liveries
  • complete specs and tuning documentation from Radical (./dev-info folder)
  • super fun for hotlapping, AI and hilclimb
credits:

:: DOWNLOAD ::
Lovely car!
Slight tweak to fix minor VR floaters on the MoTeC.
Swap these ITEM values in to data/digital_instruments.ini

Code:
[ITEM_0]
TYPE_EXT=OIL_TEMPERATURE
TYPE=PLACE_HOLDER
TEXT=50
PARENT=DISPLAY_DATA
POSITION=0.002, -0.011, 0.004
SIZE=0.014
COLOR=0,0,0
INTENSITY=0
FONT=led_audi
ALIGN=LEFT

[ITEM_1]
PARENT=DISPLAY_DATA
POSITION=0.0205, -0.011, 0.002
TYPE=WATER_TEMP
SIZE=0.014
COLOR=0,0,0 
INTENSITY=0
FONT=led_audi
ALIGN=RIGHT
UNITS=System


[ITEM_2]
PARENT=DISPLAY_DATA
POSITION=-0.053, 0.0104, 0.003
TYPE=SPEED
SIZE=0.013
COLOR=0,0,0
INTENSITY=0
FONT=led_audi
ALIGN=RIGHT
UNITS=MPH

[ITEM_3] ;FUEL
TYPE=FUEL
PARENT=DISPLAY_DATA
POSITION=0.014, -0.0235, 0.004
SIZE=0.015
COLOR=0,0,0
INTENSITY=0
FONT=led_audi
ALIGN=LEFT
DECIMALS=0
PREFIX=
POSTFIX=

[ITEM_4] ;SPEED
TYPE=RPM
PARENT=DISPLAY_DATA
POSITION=-0.052, -0.0235, 0.004
SIZE=0.015
COLOR=0,0,0
INTENSITY=0
FONT=led_audi
DECIMALS=0
ALIGN=CENTER

[ITEM_5]
TYPE=LAPTIME
PARENT=DISPLAY_DATA
POSITION=-0.068, -0.011, 0.004
SIZE=0.014
COLOR=0,0,0
INTENSITY=0
FONT=led_audi
DECIMALS=1
ALIGN=RIGHT

[ITEM_6]
TYPE=GEAR
PARENT=DISPLAY_DATA
POSITION=0.007,0.00,0.002
SIZE=0.02
COLOR=0,0,0
INTENSITY=0
FONT=digital_toyota_2
ALIGN=CENTER

[ITEM_7]
TYPE=GEAR
PARENT=DISPLAY_DATA_1
POSITION=-0.025,-0.014,0.002
SIZE=0.03
COLOR=5,0,0
INTENSITY=255
FONT=led_big
DECIMALS=1
ALIGN=RIGHT
 
The only good thing is the right balance between speed and stability. The first time I saw a 106 (1.6 Gr N) on three wheels I was delighted, but a mechanic of a team that had won the race told me that the raised wheel was bad because it was synonymous with instability and excessive weight load on the other wheels. (hence, higher consumption).
Obviously, it is always better than many mods that we find around - even for a fee - that have too simple physics or without making you feel when you are at the limit.

The videos of Gabriele Tarquini on two wheels, as well as those of Nannini in the DTM or of Giovanardi in the ITCC / STWC (in my opinion, much more evident than those of the BTCC as jumps) are only sporadic episodes taken from some of the races they played . Sometimes synonymous with error out of enthusiasm or because the setup itself was good for almost all the corners of the track except for those two, three or four that allowed him to make good laps, have a fast average and equally a lot of pace. We also specify that between a 155/6 and a 106 the wheelbase is longer - therefore, more stable - on the first than on the second

Exactly mate! A bit like when on Gran Turismo you chose the Abarth by processing it, mounting the supersoft and braking to make it overturn at the front (or when you chose Escudo and GT-One by modifying the setup to make them wheel up on the oval) :D
It would only be good if certain modders did such tests before releasing long-awaited mods which then turn out to be great physical disappointments.
I wanted to quote this post from a few days ago on purpose, which talked about physics and realism because, a couple of days later, I found this mod on RD made by a novice who made a really good mod.
It is not perfect and not very complete, but I find great potential in it.
Unfortunately, thanks to a padio of idiots, perhaps even envious, the author has removed it from RD and I hope he will put it back soon. (car mod: https://modsfire.com/oc3fSxMr04QE6Wh).

I was struck by the reaction of the tires based on how the suspensions were stiffened (and with the setup one as in the video, they loaded so much on the front as to show its strengths and weaknesses such as handling and overheating of the tires themselves) without being exaggerated like the Peugeot. 106 mentioned above).

I advise you to download it and try it because, even if its nature is hillclimb, it could be perfectly suitable for single-brand championships on small tracks.
If you don't want to fill your HD with a few megs or want to see it in action first, here's the link
I have this, with bigger wings, but not exactly the same as in your photos.

View attachment 1187702

And I have this:
View attachment 1187703
Where could i find these two mods?

Ceky has updated the 2023 RS to V3, and it is no longer encrypted, so you may take your own previews...


Delete the old version before installing the new one.

View attachment 1187757
I love this mod and, if really the real version has the same feeling as this one, then Porsche hit the jackpot and I will complain about how poor I am for not being able to afford it :(
 
Data > drivetrain.ini ---
[DOWNSHIFT_PROTECTION]
ACTIVE=1

To prevent the shifting into neutral while moving, you need this line added:
LOCK_N=1
Excellent! Thanks for this. Why it wasn't enabled to begin with stumps me..

Any clue how to add the brake temps data so it appears in the Sidekick app?
 
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Please note: no night lights at the moment

Adelaide 1988 update v2.0

v2.0
  • updates by DaBaeda: GrassFX, new asphalt, water and tree textures, cams, added RainFX and Ai hints by KevinK2
  • shader adjustments
  • new loading screens
  • 30 pits now


View attachment 1187644
View attachment 1187645


Detroit 1988 update v2.0
v2.0
  • updates by DaBaeda: GrassFX, new asphalt, water and tree textures, cams, added RainFX by KevinK2
  • 30 pits now
  • shader adjustments
  • new loading screens



View attachment 1187647View attachment 1187648View attachment 1187649
I just tried both tracks - it appears that the pit lane isn't configured properly on either of them - plenty of cars crashing into each other while in the pits. Can somebody please check... ?
 
Where? I don't see a link in the message...


Wait theres a config for Nurb'ring!? Where is it!?
Seems not. I'm digging into some drift tracks configs as they like the lights on those. Also will see if i can adapt the ambulance lights found on some tracks.

edit:
If i get them flashing and refined a bit, I'll be there.

Screenshot_acso_hotrod_saxo_necbirm_30-7-122-9-16-44.jpg
Screenshot_acso_hotrod_saxo_necbirm_30-7-122-9-17-11.jpg
 
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