Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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California Highway (pCARS port) v1.3

CALIFORNIA-HIGHWAY_1411720810.jpg


https://www.mediafire.com/file/pkgf0bksgib8yn0/rt_california_highway.7z/
(also updated via CUP system in CM)

Better powerlines/telegraph wires, some environmental fixes, tunnels darkened.
Is this the first ever Madness Engine track to make it into AC?
 
Mariazell Hillclimb Austria - rain and grass and vao and so on...

Track can be found here: https://assettorallygrb.wixsite.com/rallygrb/copia-di-spain-portugal


  • You should be able to copy the files straight into you assetto corsa folder as long as you have the track installed. It will ask to override - backup your track if you want to keep the original files.

  • If the new grass still won't show check your assetto corsa folder: extension/textures/grass_fx. You should have a "highlands.dds" file in there, otherwise no grassFX.

snap.jpg
 

Attachments

  • Mariazell Hillclimb.zip
    627.2 KB · Views: 12
Barber Motorsportspark from Terra21 updated DaBaeda
Thanks to Rainmaker for Ai and Sidelines and Fixes
Helicopters from BJ911
GrassFX,RainFX and Cams
Have Fun
DaBaeda

Download:
View attachment 1260775View attachment 1260776View attachment 1260777View attachment 1260778View attachment 1260779View attachment 1260780

Crashes for me with CSP 0.1.79

AC\interpolatingspline.cpp (478): InterpolatingSpline::loadGrid
AC\aispline.cpp (654): AISpline::loadVersion7
AC\aispline.cpp (366): AISpline::loadFast
AC\aispline.cpp (341): AISpline::load
AC\aisplinerecorder.cpp (238): AISplineRecorder::loadPitLaneSpline
AC\aisplinerecorder.cpp (326): AISplineRecorder::load
AC\aisplinerecorder.cpp (26): AISplineRecorder::AISplineRecorder
AC\track.cpp (125): Track::initAISpline
AC\trackavatar.cpp (439): TrackAvatar::initPhysics
AC\trackavatar.cpp (60): TrackAvatar::TrackAvatar
AC\sim.cpp (1066): Sim::loadTrack
 
Col de Riccia Rally Italy - rain and grass and vao and so on...

Track can be found here: https://assettorallygrb.wixsite.com/rallygrb/copia-di-spain-portugal


  • You should be able to copy the files straight into you assetto corsa folder as long as you have the track installed. It will ask to override - backup your track if you want to keep the original files.

  • If the new grass still won't show check your assetto corsa folder: extension/textures/grass_fx. You should have a "highlands.dds" file in there, otherwise no grassFX.

snap.jpg
 

Attachments

  • Col de Riccia Italy.zip
    2 MB · Views: 9
Hi Guys & Girls

I've made an updated Wiper animation for paid mod rss_gt_shadow_v8 only because the driver's wiper sat up a little too high in the rest position when driving on tracks with high elevation changes. Please make a back up of the existing extension config in case you want to revert to original file.

Regards Shysterz.
 

Attachments

  • ext_config.ini
    5.8 KB · Views: 9
Yes, it crashes here too. The model is not great, though, and is poorly optimized. A pity since I've been chasing an R170 SLK since ever to recreated NFS:SE race fields. For that the SLK and the E36 Z3 pre-facelift are the only cars missing on AC right now...
Completely Delete the "extension" folder inside the car folder and try again - it contains an empty.ini.
Worked for me.
 
Extension files for Kunos Alfa Romeo Giulietta QV and Alfa Romeo Giulietta QV Launch Edition

Adds arranged interior lights and interior dashboard symbols.

Copy the DDS file on every skin you want this internal features.

Greetings!
Cant we just unpack the car and put the .dds file directly in the textures folder?
 
Hopefully this doesn't just mean adding engines to crappy old mods.
No idea why this is a thing, really. It's hidden under normal driving conditions and unnecessarily increases the model's tri count.
It's one of gaming's great ironies that adding an engine to a car actually decreases its performance.
To rectify, I'm improving upon a mod I converted from GTA V years ago and someone else released it for me since it was my first time modding for AC, it was scratch modeled by Carface80, hence why it already comes with an engine and I didn't model it myself. Obviously I won't be adding engines modeled by me to ALL cars in AC as there aren't tons of engines with lots of references online and generally I still need to learn modeling myself, just those that come with one from Forza and CSR2 or those sold in Turbosquid and similar sites.
 
Hi Guys & Girls

I've made an updated Wiper animation for paid mod urd_egt1_darche_evo_97 only because the wipers sit up a little too high in the rest position when driving on tracks with high elevation changes. Please make a back up of the existing extension config in case you want to revert to original file.

Regards Shysterz.
 

Attachments

  • ext_config.ini
    1.9 KB · Views: 9
Completely Delete the "extension" folder inside the car folder and try again - it contains an empty.ini.
Worked for me.
Odd. Never had his issue before. It worked. Thanks. The model still is't very good and has garbled normals on the boot. I can usually fix these issues but this model gives an error of too many polygons for one of the parts and KSEditor refuses to load the FBX. I don't know of an alternative way of packing KN5 files.
 
Crashes for me with CSP 0.1.79

AC\interpolatingspline.cpp (478): InterpolatingSpline::loadGrid
AC\aispline.cpp (654): AISpline::loadVersion7
AC\aispline.cpp (366): AISpline::loadFast
AC\aispline.cpp (341): AISpline::load
AC\aisplinerecorder.cpp (238): AISplineRecorder::loadPitLaneSpline
AC\aisplinerecorder.cpp (326): AISplineRecorder::load
AC\aisplinerecorder.cpp (26): AISplineRecorder::AISplineRecorder
AC\track.cpp (125): Track::initAISpline
AC\trackavatar.cpp (439): TrackAvatar::initPhysics
AC\trackavatar.cpp (60): TrackAvatar::TrackAvatar
AC\sim.cpp (1066): Sim::loadTrack
I've checked the track and it loaded fine for me in any variation (with csp ai, v1.79, 180p115, 180p218). So it's hard for me to tell if it's fixed. Could you please test this lines?
 

Attachments

  • db_barber_motorsports_park.zip
    314.6 KB · Views: 17
I've checked the track and it loaded fine for me in any variation (with csp ai, v1.79, 180p115, 180p218). So it's hard for me to tell if it's fixed. Could you please test this lines?
Still crashes:

LOADING SPLINE: content/tracks/db_barber_motorsports_park/ai/pit_lane.ai
Loading AI Spline: content/tracks/db_barber_motorsports_park/ai/pit_lane.ai
AI SPLINE VERSION 7
LOADING VERSION 7
Points count: 0
BUILDING GRID FOR PERFORMANCE

CRASH in:
OS-Version: 6.2.9200 () 0x300-0x1
ERROR: SymGetSymFromAddr64, GetLastError: 487 (Address: 00007FFB1BF5CF19)
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFB1BF5CF19)
00007FFB1BF5CF19 (KERNELBASE): (filename not available): (function-name not available)
ERROR: SymGetSymFromAddr64, GetLastError: 487 (Address: 00007FFAC5649A68)
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFAC5649A68)
00007FFAC5649A68 (DWrite): (filename not available): (function-name not available)
ERROR: SymGetSymFromAddr64, GetLastError: 487 (Address: 00007FFAC555ADF6)
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFAC555ADF6)
00007FFAC555ADF6 (DWrite): (filename not available): (function-name not available)
ERROR: SymGetSymFromAddr64, GetLastError: 487 (Address: 00007FFAC4B457E0)
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFAC4B457E0)
00007FFAC4B457E0 (DWrite): (filename not available): (function-name not available)
ERROR: SymGetSymFromAddr64, GetLastError: 487 (Address: 00007FFAC4B55E0A)
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFAC4B55E0A)
00007FFAC4B55E0A (DWrite): (filename not available): (function-name not available)
ERROR: SymGetSymFromAddr64, GetLastError: 487 (Address: 00007FFAC4BA373E)
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFAC4BA373E)
00007FFAC4BA373E (DWrite): (filename not available): (function-name not available)
d:\dev\dev_pc_master_race\kml\interpolatingspline.cpp (478): InterpolatingSpline::loadGrid
d:\dev\dev_pc_master_race\ksphysicsac\ai\aispline.cpp (654): AISpline::loadVersion7
d:\dev\dev_pc_master_race\ksphysicsac\ai\aispline.cpp (366): AISpline::loadFast
d:\dev\dev_pc_master_race\ksphysicsac\ai\aispline.cpp (341): AISpline::load
 
MONDAY EVENING AI-FIX-ARMA

Here are some Ai lines (mostly side lines) I did for personal use while using some tracks that are around. I think it's quit useful for some so I want to share it with you. Mostly I corrected the rumbling at the curbs or senseless moving on none main track side lines. I did mostly the main layouts.

In front of the naming is the track name and in round brackets the track author. You can find the tracks in Breathe's list here:


Before you count, it's 19.


EDIT: I removed Suzuka, the latest version has better AI.

updates thanks to Breaths PM:
For the new version from their website + the old one on RD
I removed Suzuka, there is a newer version from RT with better lines.


To Barber it maybe seems a problem with the pit lane. Another possibility is to remove the "db_" in front of the track folder. Please try this.
 

Attachments

  • db_barber_motorsports_park.zip
    650.8 KB · Views: 45
Last edited:
hi to all , as I understood it would now be possible to crack the encrypted KN5 , it interests me a lot to know how to do (in mp of course), or if you do not want to communicate to me how to do here are the 2 kn5 that I seek to decrypt , thank you!!

 
I've checked the track and it loaded fine for me in any variation (with csp ai, v1.79, 180p115, 180p218). So it's hard for me to tell if it's fixed. Could you please test this lines?
Just tested Barber on my system... no problem at all. Notable perhaps that I don't use ExtraFX since it was crashing cars way back when. Those with crashes try it without ExtraFX?
 
Last edited:
Yes that would be nice
I have done some updates to the Dome S101 Judd. Please keep in mind this is still WIP so there is more improvements to come.
Model wise, winglets are removed but available to be added back in via ext_config which is setup for the fictional skins. Some shaders and textures are improved so the lights should be sharper and car will show damage if damages are on.
Data and Physics changes:
  • dive planes (winglets) are turned off by default but you can turn these on in setup but they won't show on the LM skins
  • front end will distort and move out of alignment in an accident if damages are on
  • lods are removed for the moment until they can be improved.
  • emissive position lights are now controlled by CSP but still only show on the fictional skins
  • you can adjust the amount of force feedback feel through setup
  • body inertia adjusted.
  • fuel consumption calculation adjusted.
  • automatic shift should be fixed now.
Skins: LM05 skin adjusted some winglet shadows are not showing.
preview.jpg


https://mega.nz/file/iaBCSLKR#fKlm8gPHocOfPEkNJQQ94Ay5zpu21ORI9JoGvEz2M8g
 
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