Assetto Corsa PC Mods General DiscussionPC 

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Does anybody know what is causing the disco lights on the gear indicator its also doing it on the rear lights?

I've eventually found in extra fx unticking temporal anti aliasing stops this not sure why
tbh I dont know what most of these settings do lol should I have it ticked ?
 
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Ive tried the pit ai app, and it seems to make my AI not want to start at all during races on certain tracks. They just sit there. Depends on track really, and if I turn on/off new ai behavior. Not sure maybe I'm doing something wrong?

On tracks the app does work it's pretty cool, seeing some cars pit before others etc.
Might not be the app causing cars to not move at start. Pretty common. Just restart the session to fix.
 
we are working on this beauty right now

Zytek 04s and DBA 03s.

Thanks to @F302 and @Fullnoise for the excellent work.
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bhj,hvk,vk.JPG

kuuyjkc.JPG
 
I've eventually found in extra fx unticking temporal anti aliasing stops this not sure why
tbh I dont know what most of these settings do lol should I have it ticked ?
This happens if color values are negative. Temporal Antialiasing blends frames over time, but if color values are negative, values are converted to huge numbers inside the code, because it uses unsigned variable types.
 
Nice thank you shin! Are you able to do this also for Tyrone´s track Thermalito?
You're welcome.
Already posted.
shi
Alternative billboards skin for Thermalito 2023
View attachment 1305275

Thermalito 2023 by Tyrone ( @pk3r72owns );

Alternative billboards skin Download (mediafire)

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Alternative Road Skin for Kazincbarcika
View attachment 1305276

Kazincbarcika by Barcika ( @carTOON ), converted by @RMi_wood

Alternative Road skin Download (mediafire)

Enjoy.
 
Miami Bayside v2.0 release

View attachment 1352469View attachment 1352475View attachment 1352473View attachment 1352472View attachment 1352471View attachment 1352470View attachment 1352474

LINK UPDATED
Sorry folks, spotted a transparency error with the s/f gantry.

Originally converted from Need For Speed: Shift 2 Unleashed by ACU & LSM.
Updated to v2.0 April 2024, including contributions by (in no particular order):
  • Climax F1: major texture overhaul and additions, plus new lighting and Grass FX configs (full skin available at Race Department/Overtake).
  • The Usual Suspects: camera-facing crowds; VAO patch; various tree/gantry/adboard clashes fixed; building window lighting added; start/finish gantry added; grandstand screen fixed; z-fighting fixed; various other fixes.
  • Mascot: animated flag-waving spectators, balloons, blimp, helicopters, jets and airliners; crowd/pits audio & flares; bandstand lights and audio; CSP flag sponsor skins; many ClimaxF1 textures baked in, many sponsor texture replacements/filters; fixed flashing turn signals; some truck textures changed to fix symmetry issues; new preview pics; Kaseya Center entrance sign changed to 'Miami Heat'; various tree artefact fixes; various shader adjustments.
  • Fanapryde: sections files and loading logo.
  • Shi: CSP flags added to flagpoles with unique flag skins.
  • lux3y: groove adjustments and fixes.
  • Nukedrop: skyring lights.
  • Various: config compiled and refined by several members and from several sources, including comprehensive Rain FX config by Zuno Toto.

Sweet news, do you know if perhaps skins for the original conversion are still viable on this rework?

(Camtool files are still working)
 
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This happens if color values are negative. Temporal Antialiasing blends frames over time, but if color values are negative, values are converted to huge numbers inside the code, because it uses unsigned variable types.
Thanks Peter where would I find these colour values?
 
Had some time left for polishing a little side project..

Legion did an initial release many moons ago, from there I started updating the physics to an initial update in 2022.

In this 2024-05 update the following is changed:
  • Updated tire model
  • Revised suspension kinematics, as close as possible to the real cars.
  • Altered sfx (stock kunos sources by lack of better 4 cylinder engines)
  • Credits to Legion for initial conversion

Note:
  • these cars run open diffs, so you need to be gentle on inputs / throttle releases
  • starting point in setup: lower braking force and move balance more forward, for less agressive weight shifts, making the car more manageable/ stable on corner entry.

How to drive by Dickie Meaden:


Download: https://www.mediafire.com/file/jst8tu52khykzuo/2024-05-08+Formula+Ford+1600+Mod+-+Update+r1.rar/file
Note: I added an EXTRA folder to the archive, containing a lot of PDF's on setting up and driving a Formula Ford.
preview.jpg

preview.jpg
 
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Man, guys, I thought I had this figured out, but now my OCD is all angry again.

So, I thought "SHUFFLE" as opposed to "RANDOM" for AI grids would make it so it wouldn't pick a skin twice if there were enough skins for it to pick from. ('shuffle' does seem to work sometimes, I dunno...)

For instance:
Chevy: 4 skins
Ford: 4 skins
Dodge: 4 skins

Grid of 12 cars set up like this:
Chevy quantity of 4
Ford quantity of 4
Dodge quantity of 4

Track, 13 pit slots. 12 for AI, one for me.

Race... I end up seeing two or more cars with the same dang skin. There are 4 very different skins for each of the 12 cars, but it ends up putting the same skin on two or more cars.

I've been running races with "SHUFFLE" and not seeing an issue until tonight, so I was thinking maybe I just fubar'd this particular car grid preset, but I've tried everything and it still happens.

Am I fighting a losing battle here? What do you guys do or know or what about keeping AC from picking the same skin for more than 1 AI car when there are absolutely more than enough available to choose from?

I know I can manually set the skin for each car in a grid, but I run huge grids, usually around 40 cars, different makes throughout the grid, it's a huge PITA to have to do that.
 
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I guess the car mod uses a script for this display. It could be that in this script colors could get a negative value.
Sorry to hijack, but I was wondering if there could ever be a way to alter the height and for/aft positioning of a car’s steering wheel model, in a similar way how we can alter the driver model positions?
Not by a radical amount, just by a maximum of a virtual 6-12” inches or so?
 
Hi guys,

Currently we're busy finishing a massive update for AC Legends Pack, bringing it to v3.0. The last half year, all cars have been reworked extensively in model, texture and physics dept. You will be able to do 24 hour races in the wet
icon_e_smile.gif
Besides that a new GTC pack will be introduced in phase 2. This pack will include many of the great GT cars from the 60's.

The update includes:

GT-R pack
Physics from scratch:
  • Rebuilt tiremodel
  • Rebuilt suspensions from scratch for all cars
  • Improved AI
  • Improved FFB

Models, lots of upgrades:
  • Up to 2020 standards with CSP
  • all cars will have (refracting) headlights, wipers, improved shaders
  • many 4k skins added
  • all cars will have LoD's for better VR/ multiplayer/ big grid AI racing
  • Reworked 3d colliders

Later to be released GT-C pack:

View attachment 966017 View attachment 966018
View attachment 966016 View attachment 966015

GT-R pack:

View attachment 966010 View attachment 966011 View attachment 966012
where can i find this
 
where can i find this
This looks like the official page with download links.

 
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Had some time left for polishing a little side project..

Legion did an initial release many moons ago, from there I started updating the physics to an initial update in 2022.

In this 2024-05 update the following is changed:
  • Updated tire model
  • Revised suspension kinematics, as close as possible to the real cars.
  • Altered sfx (stock kunos sources by lack of better 4 cylinder engines)
  • Credits to Legion for initial conversion

Note:
  • these cars run open diffs, so you need to be gentle on inputs / throttle releases
  • starting point in setup: lower braking force and move balance more forward, for less agressive weight shifts, making the car more manageable/ stable on corner entry.

How to drive by Dickie Meaden:


Download: https://www.mediafire.com/file/jst8tu52khykzuo/2024-05-08+Formula+Ford+1600+Mod+-+Update+r1.rar/file
Note: I added an EXTRA folder to the archive, containing a lot of PDF's on setting up and driving a Formula Ford.
View attachment 1353869
View attachment 1353870

Bazzas mods can also be found on https://www.f1classic.net/viewtopic.php?f=24&t=409 Not sure but I think it needs a registration to show the topics.
.
 
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Had some time left for polishing a little side project..

Legion did an initial release many moons ago, from there I started updating the physics to an initial update in 2022.

In this 2024-05 update the following is changed:
  • Updated tire model
  • Revised suspension kinematics, as close as possible to the real cars.
  • Altered sfx (stock kunos sources by lack of better 4 cylinder engines)
  • Credits to Legion for initial conversion

Note:
  • these cars run open diffs, so you need to be gentle on inputs / throttle releases
  • starting point in setup: lower braking force and move balance more forward, for less agressive weight shifts, making the car more manageable/ stable on corner entry.

How to drive by Dickie Meaden:


Download: https://www.mediafire.com/file/jst8tu52khykzuo/2024-05-08+Formula+Ford+1600+Mod+-+Update+r1.rar/file
Note: I added an EXTRA folder to the archive, containing a lot of PDF's on setting up and driving a Formula Ford.
View attachment 1353869
View attachment 1353870

Hi. Great news but the sound bank won’t copy over into game. It then gives an error to fix on both cars. Just thought I would let you know. Cheers.
 
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Hi. Great news but the sound bank won’t copy over into game. It then gives an error to fix on both cars. Just thought I would let you know. Cheers.
hello @Ken134 I installed the cars directly on the ac paste, and there are no sound errors!!!!
Try desinstalling the cars and dragging and dropping the folders directly on ac paste.
 
Sorry to hijack, but I was wondering if there could ever be a way to alter the height and for/aft positioning of a car’s steering wheel model, in a similar way how we can alter the driver model positions?
Not by a radical amount, just by a maximum of a virtual 6-12” inches or so?
I think you ask the wrong person. I don't have any clue of car modding.
 
hello @Ken134 I installed the cars directly on the ac paste, and there are no sound errors!!!!
Try desinstalling the cars and dragging and dropping the folders directly on ac paste.
Hi. Yes dragged the car file from download straight into cars folder. Error occurs when dropping file into game. 😎All sorted now damaged file
 
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Might not be the app causing cars to not move at start. Pretty common. Just restart the session to fix.
Yeah I know sometimes that does happen, but after 5+ restarts they still do not move, idk I may have to copy the ai INI files from a newer car (I was using the old f1 86 mod which hasn't been updated in ages).
 
Help needed, I’m in the middle of a 1950 Grand prix F1 campaign, modified from @Cozy61 ‘50 campaign.
While trying to close another annoying app, I did made a mistake, by closing also the actual and unfinished race, and CM went to the next circuit leaving me at the last place. :banghead:
Is possible to edit this campaign mode while you are in the middle of the F1 season? Or where is the file stored to delete or restart you last accidentally closed race.
 
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Nice! I advise you not to skin the mirrors: I redid them respecting the original shape more and they have a dedicated texture (larger and with the elements mapped differently). Unfortunately I had several commitments that took me away from TVR but now I'm back at work. I hope to make it by the end of May.

In any case, they are yellow, despite one of both had the DEWALT logo in them
 
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Screenshot_rss_gtm_mercer_v8_fln_montreal_9-4-124-12-40-30.jpg


Hi everyone.

Does anyone know if ''FAL9000's'' Circuit Gilles Villeneuve version ever got or will get an update? Or is it just abandoned? Currently on Breathe's list it's on version 0.9, but if you download the track, in ''ui'' folder it says version 1.0.

It is a really good looking track but the road mesh has some serious issues... it's as the car is flying a couple of centimetres above the tarmac at many different parts of the track.

Or has anyone here ever made a fix for it? I would really appreciate any help. Thanks.
 
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