Assetto Corsa PC Mods General DiscussionPC 

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hey guys, i have a big problem since last csp..on a lot of tracks the cars fall into the ground as soon as they leave the track/road. Do you have any solution? And furthermore the cars start flipping a lot when they drive on a curb etc. On earlier vesions this was no problem. i already reinstallesd csp. thanks for help
 
I believe one of the features of p108 is you don’t need to have the extended physics box checked for enabled cars to have rain physics but I could be wrong, haven’t had a chance to try it out myself yet.
It sure feels like that. But the same effect happens in preview1. Anyway, I'm a complete fool because the car mod came with specific rain tires available. So, don't mind me... ;)
 
Any chance of say, ... X-box and PlayStation ...? :D
Screenshot (216).png Screenshot (217).png Screenshot (219).png
 
Two versions anyway, so even those on vanilla can use them. Extended physics is for rain I'm guessing and not everyone wants or thinks rain is that great. No way would they wipe out a bunch of customers from using it.
They actually use a lot of the extended features (tyres and aero, not so much suspension) so it's not just for rain

how good they actually implemented them is anyone's guess, vrc aren't really the best on the physics side lul
 
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Could someone possibly figure out what i'm doing wrong here. I'm trying to edit the overhead map file on Longford to get rid of the red spots that don't look right in the off track areas. Kind of stand out like a sore thumb. So I mask out the red areas, do a hue adjustment and resave the file. For some reason it turns out like this when the only thing I changed were those couple of small red spots by the fence. Never had anything like this happen before and i'm stumped. I will say, it is a pretty big file (7000 x 7000), but I wouldn't think that would matter. And i'm saving it in the same format I have saved every track skin texture i've ever done.

Before:
before.jpg



After:
after.jpg
 
So it goes into each cars data and adds stuff to them. So when you deactivate it i guess it goes back in and removes those lines.... how does that work then with encrypted mods?
Any info on this I could look at?
Everything I've looked at so far says the modder has to add it in and many just do it for rain to make a car on wet tyres behave like its on ice, cause that's real.
if you activate it, watch your recycle bin. data files get dumped in it once it is through. Encrypted cars it wont work on. When VRC released their modern prototypes, I could not keep the temps and pressures where they needed to be. It was due to me using extended physics. You can go to the CSP discord and find all this out.
 
I haven't used AC very much lately and only jumped back in for the VRC touring cars.. but I have noticed the showroom doesn't show up as it did before and I cannot figure out what setting has changed!?!? All I get is this small window instead of the actual showroom. Any ideas why this happened?
 

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shi
Circuit Piddy v1.0

View attachment 1219346
Fictional circuit in Switzerland.
Conversion from GTR2.

-CSP recommended
-36 pit/start
-AI, cam
-2 layouts (SH and SAH)

Credits & Thanks;
Original Track by Fredhot & Neel Jani
-Attempts to contact them have gone unanswered. Thank you for their work.

AC Converted by @shi (shin956)
logo.png and sections.ini by @Fanapryde
Billboard textures by @Masscot
cameraman and textures by kunos
Test and Feedback by @Masscot , @twobegreen

Download (mediafire)

Enjoy.
Converted upon request by Patreon member Rainer Musch.

My God...what an absolutely fantastic circuit!
 
Not sure how this happened - or when - but my ks_praga_r1 file only contains the UI folder for some reason.
Would anyone be able to help me restore the missing files without my having to run an integrity check via Steam?
For some strange reason, this is the only car that's missing files as far as I know.
I'm grateful for any help that could be provided.
 
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Lime Rock Mountain Update

This is just a small update to Lime Rock Mountain. It doesn't make any significant changes, but has one change that may benefit some people. Please delete your previous Lime Rock Mountain folder before extracting. Might be better to keep a backup copy of the previous version until you test this out.

-- Small texture tweaks to a few tree textures.
-- Reworked the .kn5 file to remove some things that I previously hid via the ext_config. The benefit of this is the track should now look\work properly for those that don't use CSP with a few missing features that can't be done without CSP. For those that use CSP, the track should be unchanged.
-- First draft of my attempt to fix some of the terrain issues, mainly the hillside on the top of the hill, but you may notice some other spots look better as well. Basically it's a little terrain merging and smoothing to create a more natural look.

Lime Rock Mountain v2

EDIT: Just discovered that this new version has poor performance if I turn off grassfx or run without CSP, which is weird. Going to have to figure out why. If you run into performance issues, you can download the previous version below that has the same small updates minus the new terrain.

Lime Rock Mountain v1.05
I just downloaded v2 from mega and the track says it is v1.03 in CM and I keep falling through the terrain in places.
 
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Is it possible that a modder baked in extended physics for a mod car? I have extended physics turned of in CM but when I start rain in the new csp 180 version is becomes absolutely undrivable.
If you set
Code:
[_EXTENSION]
RAIN_DEV=1
in car.ini the car will use rain physics even if extended physics arent activated. That isnt a new feature of p108, already worked while I've created the files for our Procar. :)

The "undrivable" part on the other hand came up with p108 and is already reported, bc everything above wetness 40% is really undrivable.
 
Lam
Very exciting declaration from PM3DM






I do hope that PM3DM physics will be used in that case, because these VRC's (though looking nice enough) are no fun to drive. Seems like they took physics from i(ce)Racing... FFB (on my DD wheel) feels like all cars have totally worn out steering columns/parts...

EDIT: CSP and non CSP alike, which btw for some reason I need to keep all of them installed or they won't work... 🤔
 
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Is the VRC Tourers mods only compatible with the patreon version 1.80 of csp???
As said before if you go into the CSP version cars car.ini file and change version 'extended -2' to '2' it loads into game with no discernible difference in feel at all as far as I can see.

I have liked the way AC feels for years I'm not sure i really want something that is changing its feel too much. OK 5 point tyre model great, but assetto competizione has that and i don't like driving in it, in fact I've done about 2 hours in few years of ownership.

For most I'd say 5 point tyre model is a gimmick and not very relevant for their use of the game. Not to mention the bugs anyway that pop up and come back and new ones come and go.
Not sure i can trust much more of this, especially this apparent "it adds lines to data file and deletes old stuff from data file" although i think that is made up anyway.

I keep trying new CSP's but always go back to 1.77 preview 1.
 
I do hope that PM3DM physics will be used in that case, because these VRC's (though looking nice enough) are no fun to drive. Seems like they took physics from i(ce)Racing... FFB (on my DD wheel) feels like all cars have totally worn out steering columns/parts...

EDIT: CSP and non CSP alike, which btw for some reason I need to keep all of them installed or they won't work... 🤔
Interestingly I found the VRC physics to be quite a decent reproduction. While I haven’t driven the Accord or Vectra in real life, I have raced both Mondeo and Primera Supertourers, and the VRC physics is about as good as I could have hoped for (with the Mondeo and the other two a level above the PM3DM Primera) - torque steer, the wacky corner weights of a transverse FWD that invariably puts more energy through one tyre, and the need to carefully manage the tyre warmup to get the most out of them over the whole race (rather than just one lap). If there was one aspect of the VRC cars (Mondeo in particular) I would love to see dialed up it’s the sound - the Mondeo lacks that kind of throaty sewing machine sound, and the straight-cut transmission whine that makes your ears bleed.

Edit: interesting note from one of the VRC guys in their Discord:
tyre management is a lot more crucial driving the CSP version. Similiar to the FA22. You need multiple laps before the cars reaches their max peak grip. If you start sliding the first 3 laps, well the tyre is pretty much gone and you can start all over
 
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AI starts the race with different amounts of fuel(~15-95l), before the race they go through 15 minutes of training and 30 minutes of qualifying to calculate fuel, but in fact this does not happen. Is there a possibility to fix this?
Fuel consumption x1
 
Can't finish a couple of cars, talk about making a game.

Yeah that'll go down well.
Do you know how motivation works? I would imagine that Patrik CAN finish those cars because he has the skills to do so, but it's pretty obvious from his posts that he doesn't have the time or motivation to finish them. It's a completely different thing.
Perhaps people should try being less entitled about modders making them mods
 
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