Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Paiky
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Nice one!
Btw, could you provide link to your latest Yas Marina with 4 layouts?
This is the yas marina with 4 layout, I reupload it. If the plane can't fly under your csp version,delete the airplane.kn5.
bgr02.jpg
 
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Here is a mod you guys should enjoy

2010 Norma M200P Judd LMP2 1.0 For Assetto Corsa

(delete previous versions if you have it.)

Download: https://www.mediafire.com/file/ktqtcwiesbqo27e/RMS_Norma_M200P_Judd_version_1.0.7z/file

Other Lemans Prototypes: https://www.mediafire.com/folder/7g6488jsyt2ux/Lemans_Prototype_Near_Finalized

Version 1.0 changelog

-Changes to suspension BASEY
-Changes to ai.ini braking hints
-10kg in mass
-reduction of interia

Credits

Team: RMS

Conversion: RMS

Model: Kamil Cader, Fullnoise

Physics: Fullnoise, Peugeot905

Sound: Fullnoise, Peugeot905

ScreenShots: AndyGTR

preview.jpg

4VZ32L.jpg

C5ObXq.jpg

oGhk1d.jpg

Wjl8Uj.jpg
 
Hi,

have a question to the FFB specialists. So i moved from a belt wheel to a DD wheel these days and i have still "problems" to find correct ingame per car ffb settings.
I have 7 sims installed right now and within every one except AC i had to dial the ffb per car way down (by 10-30) That makes sense.

But somehow it doesnt work the same way in AC. Earlier with a bel driven wheel the rule was --> set the car ffb highest possible, just before the clipping begins. That was the golden rule.

So now with the DD wheel i could even crank up every car to 120+ ffb strenght without beeing clipped, but i have the feeling like the power of the wheel overlapp the detailed effects if i go near
100. So right know it´s just guessing car-per-car and some cars feels already great and some other feel bit worse then before...

So the question is - what is the rule with a DD wheel? Should i still aim 100% per car ? or is this obvious it´s gonna be way to much..
Like said it´s a guessing game more then ever because every mod is different. I did not feel these big differences with my belt wheel before.
 
Hey, what does everybody think about the 3D trees from CSP? I like them especially if a track's 2D trees aren't very good, but I feel like opinions might be mixed.

Anyway, I've had some downtime at work again. I had no idea how good looking the Mk1 Laguna was until that VRC pack.
polaroid.png

This one's nearly finished and I hope to upload it before the weekend is over. By the way, does anybody have any tips for making black cars pop a little more? It looks like it's painted with vantablack under certain lighting conditions.
 
Hi,

have a question to the FFB specialists. So i moved from a belt wheel to a DD wheel these days and i have still "problems" to find correct ingame per car ffb settings.
I have 7 sims installed right now and within every one except AC i had to dial the ffb per car way down (by 10-30) That makes sense.

But somehow it doesnt work the same way in AC. Earlier with a bel driven wheel the rule was --> set the car ffb highest possible, just before the clipping begins. That was the golden rule.

So now with the DD wheel i could even crank up every car to 120+ ffb strenght without beeing clipped, but i have the feeling like the power of the wheel overlapp the detailed effects if i go near
100. So right know it´s just guessing car-per-car and some cars feels already great and some other feel bit worse then before...

So the question is - what is the rule with a DD wheel? Should i still aim 100% per car ? or is this obvious it´s gonna be way to much..
Like said it´s a guessing game more then ever because every mod is different. I did not feel these big differences with my belt wheel before.
AC has a "per car" integrated already as each car have different ffb (Kunos at least)
 
:D yes i am playing AC since the begining. That was not the question.
100% all the time then!
You can activate FFB Post Processing in Settings - Assetto - Controls and it will amplify the FFB a bit so you can feel little details better. The lower the setting, strounger the details. I'd say minimum 100%, under that its too shacky. I'm at 120%
 
Hi,

have a question to the FFB specialists. So i moved from a belt wheel to a DD wheel these days and i have still "problems" to find correct ingame per car ffb settings.
I have 7 sims installed right now and within every one except AC i had to dial the ffb per car way down (by 10-30) That makes sense.

But somehow it doesnt work the same way in AC. Earlier with a bel driven wheel the rule was --> set the car ffb highest possible, just before the clipping begins. That was the golden rule.

So now with the DD wheel i could even crank up every car to 120+ ffb strenght without beeing clipped, but i have the feeling like the power of the wheel overlapp the detailed effects if i go near
100. So right know it´s just guessing car-per-car and some cars feels already great and some other feel bit worse then before...

So the question is - what is the rule with a DD wheel? Should i still aim 100% per car ? or is this obvious it´s gonna be way to much..
Like said it´s a guessing game more then ever because every mod is different. I did not feel these big differences with my belt wheel before.
As i said before, 100% on the Fanatec app but 60% strength for me is ample. I have never had to increase feedback strength. In fact, often have to lower a lot with some mods. If the modder has a low end wheel you will get very strong feedback with your DD, and i have to wind back a lot at times.
 
As i said before, 100% on the Fanatec app but 60% strength for me is ample. I have never had to increase feedback strength. In fact, often have to lower a lot with some mods. If the modder has a low end wheel you will get very strong feedback with your DD, and i have to wind back a lot at times.
Yeah I usually run around 70% and it's fine but I've got a V8 Supercars mod pack that I had to turn down to 40%. They were just too strong to run at 70%.
 
X90
Hey mate, just gave the Zolder 1.2 update a run in my league tonight. It's still as fantastic as ever, one of my favorites in AC for years now.

If you still plan on updating the track, we had a few quick notes.

  • Like a lot of Fenryr's tracks, a few of the cars near the exit of the pit lane rolled backwards towards pit entry when in "setup mode". I didn't have this problem personally, but I did see them rolling backwards and through cars. I assume this is fixable.

  • There is a line/track limits issue at the end of the pit lane, in the long barrier left hander on pit exit - it seems as if the track thinks that some cars are going the wrong way. Everyone (except me, I have all HUD disabled) in the group reported that there was a "wrong way" warning triggering at the beginning of that pit exit corner, and one driver even reported getting penalized and frozen in their pit box. This is probably the thing that requires the most attention, I'd say - I had to restart the practice session to unlock him.

  • Far less of a pressing issue, and my final note - is the "rubber marbles" texture on the side of the tarmac around the lap a stylistic choice? I don't mind the idea of this, but the issue is you can very clearly see the seams and angles of the textures themselves. It looks very blocky and unnatural. If there's a way to disable this, I'd recommend doing it - and if this is indeed an aesthetic you're aiming for, is there a way to remove it on my end?

That's it - everything else is still fantastic, and except for the one guy with the pit exit penalty, the event went off without a hitch. One of AC's finest.

Cheers.
hi, thx for the feedback... some remarks to your points...

1. no idea what exactly you mean by that, is there a hole in mesh? What is a "setup mode"?
2. well this is an AC engine issue, there was a workaround "multiplayer layout" in older versions but since now you can disable that sign with CSP server options, I thought I can get rid of that layout.

[EXTRA_RULES]
ALLOW_WRONG_WAY = 1 ; Allow cars to drive either way

3. I will look on the marbles. Since it is a multiplied texture on a mesh, I need to cut the mesh probably and make it more uneven. I will see.
 
Looks like an Opel Kadett reminds me of this old Continental advert from SA.
Does anyone know if there is a good Opel GSi 16V Super Boss Mod for AC?


I doubt many people on here would know what a Super Boss was. 🤣 That was a homologation special for our Group N racing.
 
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hi, thx for the feedback... some remarks to your points...

1. no idea what exactly you mean by that, is there a hole in mesh? What is a "setup mode"?
2. well this is an AC engine issue, there was a workaround "multiplayer layout" in older versions but since now you can disable that sign with CSP server options, I thought I can get rid of that layout.

[EXTRA_RULES]
ALLOW_WRONG_WAY = 1 ; Allow cars to drive either way

3. I will look on the marbles. Since it is a multiplied texture on a mesh, I need to cut the mesh probably and make it more uneven. I will see.
Sorry, I mean when you're in the pit box, and adjusting your setup. So when you first boot into an AC instance, and you have the menu in front of you. See the first picture attached. When you're in this menu, the cars at the front of the pit lane roll backwards slowly over time. They're not fixed in their box.

So the penalty and "Wrong Way" signals are unavoidable? I'll have to look into this CSP server option that disables this. I could have sworn these type of errors were a pitlane/AI line problem, as I had a similar one with a line I'm working on. If that's not the case, no worries - I'll look through my Emperor client to try and find a way to disable it.

As for the rubber texture, I've added some screenshots to show you what I mean. It's a nice idea, but in my opinion, it's too angular and unnatural.

Cheers.
 

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you should really drop 3Dsimed. And use blender, it might be a little hard getting used to the UI, but it makes modding a lot more easier. Aligning mirrors and instrument pannel is a lot easier as you can just move it precisely with the mouse to the location you want instead of modifying the XYZ coordinates manually on 3Dsimed for every little changes
It is much better to work with but you do get weird things like now I can't get it to export my rev counter textures. It just assigns it the carbody texture, even though I've assigned it the rev texture in blender, it just changes it to the carbody texture in KSeditor.
 
I doubt many people on here would know what a Super Boss was. 🤣 That was a homologation special for our Group N racing.
Oh yeah I forgot it was limited mainly to SA and built mainly to beat the BMW 325is.

I own few including a rare 1 off factory Pearl one which I sold when I left the country.
It actually belong to Toby Venter. Well that's what the guy who sold it to me said. lol

Use to race a Tarlton when it was open way back in the days. Good memories would be nice to have a good Supie in AC.

For those that dont know what a Super Boss is...
 
X90
Sorry, I mean when you're in the pit box, and adjusting your setup. So when you first boot into an AC instance, and you have the menu in front of you. See the first picture attached. When you're in this menu, the cars at the front of the pit lane roll backwards slowly over time. They're not fixed in their box.

So the penalty and "Wrong Way" signals are unavoidable? I'll have to look into this CSP server option that disables this. I could have sworn these type of errors were a pitlane/AI line problem, as I had a similar one with a line I'm working on. If that's not the case, no worries - I'll look through my Emperor client to try and find a way to disable it.

As for the rubber texture, I've added some screenshots to show you what I mean. It's a nice idea, but in my opinion, it's too angular and unnatural.

Cheers.
Those rolling cars appear in multiplayer or singleplayer? How can I reproduce it? What settings? which session type? Could you maybe do a video of it?

Wrong way pops up sometimes when road and pits are very close to each other and AC sometimes thinks you are in wrong direction even though you are not. This happens in Monaco as well for example. You can't stop in this zone, you simply need to get out of it as soon as possible. In MP if you will stop in the Wrong way zone you will be teleported to the pits. CSP fixes this in server settings. If you are using Emperor servers, just use CSP section to configure it. There is a lot of nice stuff, like manual pit limiter, different pit speed, I suggest using this feature.

1713646958554.png
 
Hi everyone!

Recently I added more pit spaces at a brazilian track called Velo Città made by @VheEth because we are racing it on our league.
Thught that more people would be interested, that's why I'm sharing.


All credits goes to VheEth, all I did was addind more pits. Feel free to contact me if it needs to be taken down.

Cheers!

anyone got a working link to this? need it for rainmakers championship and the link is down

Edit: found it https://mega.nz/file/2IdTSLrb#iZxVrQ_Dm0xBTSMxaL-IKVXB_wEOymZiqMVEEnt53ao

@Breathe i dont think its on the spreadsheet
Amazing! I've thought about exactly that same concept... 🤔


Michael Knight, possibly?
got excited, went to check and its similar but completely different 😢
 
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It is much better to work with but you do get weird things like now I can't get it to export my rev counter textures. It just assigns it the carbody texture, even though I've assigned it the rev texture in blender, it just changes it to the carbody texture in KSeditor.
that's because KSeditor thinks he knows best and will force the texture associated to the material the object had based on what's written in the .ini file. So you need to locate the part in the ini file associated to your object/material, and remove that part from the ini

It is very irritating when things like that happens, out of rage I just delete the entire ini and redo everything from kseditor for all materials sometime
 
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Anyone else getting the infinite CSP loading screen today? The first time I let it sit there for over 10 minutes and it never cleared so I just started skipping it for the rest of the session.

Screenshot 2024-04-20 1605.png
 
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