Assetto Corsa PC Mods General DiscussionPC 

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Calder Park Raceway, Melbourne.
Free download

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If anyone is in touch with this Brodie chap, some cones to delineate the different routes would be nice.
And AI needs a lot of work.
And hot lap starts are too close to the timing gate.
Yeah I saw this earlier this week. Yeah the ai need some work. But the detail is amazing. And the oval is awesome to drive on, but like mentioned the ai needs some work.
 
Thank you!



Sad Cry GIF by SpongeBob SquarePants
Does look good tho

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Honda Civic type R (EK9) Touring Public Release!!
Download: https://sharemods.com/46vdvuxn6ynu/civic_ek9_touring_1.0_101creative.zip.html
Converted From GT7
-AO inside and out
-Realistic Dashboard
-Physics
-CSP Settings
-Driver Animation by Mascot
-Panoramic session Start config Daniel Nogal
-Beta testing and help ,@norms,@Mascot,and others

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You make me hesitate to go back doing race skins... :drool:
 
I too got ill at first ... you really gotta ease into it , and start slowly with for example just 10 minute sessions w alot of time in between (you need to get your 'VR legs' as they say).
I definitely recommend starting with the lock to horizon option, and refrain from tracks that have too much elevation changes or banks (eg no 30's Golden Age Sitges by Sergio Loro or Eiger Nordwand).

Also very important that you keep a steady fps !! (any drops in fps - stutters or whatnot will make you sick)
So that is why best to put to 72HZ for example and have it smooth, rather then 90Hz but have the occasional drop in frames.
Also , always keep ASW turned off !
and I also put on FOV limiter (I use 0.75; 0.6) , to gain a lot of headroom to always guarantee a steady frame rate

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So what this does is render only .75% horizontal image , and 60% vertically, giving your GPU less work and you the added immersion of seemingly having a helmet on! (win-win :lol: )
this for the Quest (3) ... but I guess other headsets have similar options and would benefit equally

But once you are there (having the VR legs and you have a good setup), it is absolute bliss and no way you will ever want to go pancake again!
(all the people that stick to their triples gave up early and are missing out big time... plain and simple ;))
Nah , seriously , I can totally understand if some ppl just can't or don't want to go through that initial phase of getting some motion sickness ... but I personnally am glad I endured it!

talking about nausia , looking at this GIF for over 2 seconds gives me more motion sickness then driving for an hour in VR on Everest for example :)
Thank you very much, I appreciate you!
 

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URD launched their new GT500 Z car. They mentioned more will be coming with Super GT so you gotta assume its the new Honda Civic Type R GT500 car...

I have the previous 3 and there were some visual issues but the main thing that stopped me from using them a whole lot was it sometimes crashes the game for me.
 
This an update to my mod for Legion's Lime Rock Mountain. It was one of the first track's I ever tried to edit so the mod really wasn't that good. Since then i've learned a lot so I tried to make the mod better. It's still not great, but better than before. For the record, this is not supposed to be a period accurate mod. It's more of a 'what if' had the track existed today.

Lime Rock Mountain v3.0

Additional credits besides what's listed above:

AI tweaks and fixes to the terrain from @cammel
Sections file from @Fanapryde
Cable fix from @Masscot
Thanks to @Quikslvr , @Perico Lospa and @Fanapryde for testing and feedback.

There is a boat load of changes, but i'm only going to mention a handful because they are important.

-- I made changes to a bunch of objects. Some I made myself, some were borrowed from rt_lime_rock_park. I did not get permission to use the objects because honestly, I don't know who's involved in that team to ask. If it becomes a problem and they ask, I will pull the mod immediately.

-- The tree objects on this track are terrible and very hard to work with. I would love to replace all the trees with Y trees, but I have no clue where to even begin to do something like that for as many tree objects as this track has. So you will have to live with some goofy looking trees and trunks in some spots. Maybe some day i'll learn how to replace them all.

-- I added a raceday layout that is not really true to life. The real Lime Rock Park doesn't have grandstands as far as I could see in pictures, but the track seemed empty when I ran a race so I made a second layout with added grandstands so it didn't feel so empty.

-- You can use the track without any of the track skins enabled and it will be fine. The Grass skins are self explanatory as to what they do. The Trees skin just changes a couple of the tree textures. The Seasonal skins will change the trees too look like they should for the time of year.

As always, please let me know of any problems so I can try and fix them.
Link updated with two small changes.

-- Tweaks to the grass saturation. Lowered it significantly. If you prefer the old more saturated version, send me a PM and i'll send you the original file to bring back the saturation level.
-- Corrected the path names in the Seasonal Textures track skins so that they work on newer versions of CSP.
 
So I've just realized that pretty much all brake lights in my game are extremely hard to see.

Tested with the RSS Lanzo V2, the URD Bayro EGT, and the VRC Touring cars.

It's almost like they're a texture change, the brake lights emit no actual light at all. I thought they were broken on the EGT until I got into the back of an AI car and saw that it was just extremely difficult to see.

Latest Pure, latest CSP preview. Tested at Mosport at night with all three cars.

Is there a fix for this? I looked through the Pure Config app and found nothing.

Cheers to anyone who may know.
 
X90
So I've just realized that pretty much all brake lights in my game are extremely hard to see.

Tested with the RSS Lanzo V2, the URD Bayro EGT, and the VRC Touring cars.

It's almost like they're a texture change, the brake lights emit no actual light at all. I thought they were broken on the EGT until I got into the back of an AI car and saw that it was just extremely difficult to see.

Latest Pure, latest CSP preview. Tested at Mosport at night with all three cars.

Is there a fix for this? I looked through the Pure Config app and found nothing.

Cheers to anyone who may know.
Try setting glare to maximum.
 
Try setting glare to maximum.
Whoops, forgot to post relevant video settings. All post-processing is set to Maximum. First port of call with headlights and such, from what I understand.

I'm going to have a dig through CSP settings tomorrow.
 
Is this real life or a game from 2014?

Any feedback on what to adjust to make it look more realistic is appreciated!

Set quality to 1080p for best visual fidelity, keep in mind YT reduced the quality of the source video.

for starters, loose the map display in the upper right corner! (anything that you don't see irl, so all HUD must be off in order to trick your brain it is real... )

o no , yet another site to monitor daily for new cars... :banghead:
 
Hello, having some last minute 'all the LoDs' panic. I am aware there are 'proper' solutions for this, but currently outside my skillset.

I'm having some issues with trying to keep lights active on cars with refraction effects and wondering if there's a way to combine a lights.ini fallback for LoDs B/C with the full refractive object separation on the top LoDs. Adding every blub, cover and reflector to the priority/exceptions list in CM gives them priority but doesn't seem to guarantee them being included on LoD B or C.

Backup plan is to either rename the light objects for the further LoDs so they can have their own lights.ini assignments or to just copy the full objects over from the detailed version (which would increase LoD object count for no real value).

Is there best practice on how to combine the complex refraction effects possible with CSP with LoDs?

Thanks for any advice.
 
for starters, loose the map display in the upper right corner! (anything that you don't see irl, so all HUD must be off in order to trick your brain it is real... )

It is a saved replay so easy to remove those apps and record it again or make a new video, but yes that would help the overall effect.

Anyone can suggest a better quality NeckFX for open wheel cars than the one used in the the video, please let me know.

Thanks. :)
 
X90
Whoops, forgot to post relevant video settings. All post-processing is set to Maximum. First port of call with headlights and such, from what I understand.

I'm going to have a dig through CSP settings tomorrow.
Have you tried other ppfilters?
 
T
After some time in a race, I get these odd performance dips where the frame rate doesn't drop, but the animation stutters temporarily. Seems to happen most often in slow speed sharp turns and\or with multiple cars in the scene. It does not happen with older versions of CSP so I imagine it's some new option in CM\CSP but there's so many options to go through that I don't know where to begin.
If it's the same problem I had, there's a tick box somewhere in the settings (can check when I'm home later if you can't find it) called something like "extract car state properly” - turning that off cured my stutters!
 
T

If it's the same problem I had, there's a tick box somewhere in the settings (can check when I'm home later if you can't find it) called something like "extract car state properly” - turning that off cured my stutters!
You mean "Extrapolate car state properly" under "CSP/General Patch Settings/Physics Experiments"?
 
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