Assetto Corsa PC Mods General DiscussionPC 

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Simple question so I have some idea moving forward of how to make my mods. This comes as a result of a recent texture update track skin put out by ClimaxF1 for my Lemans 67 track. I tried it and honestly don't care for it, but most people are praising it. It makes everything entirely too dark for me. In the middle of the day, it looks like dusk or dawn. But it did get me thinking that maybe I make my tracks too bright for most people and I should start going for a more darker look.

So my question is, do most people find the track updates I do are too bright on their end? Should I be going for a more darker appearance for my textures or shader values?
try to keep your ambient/diffuse values between 0.30-0.20 and specular no higher than 0.1 (preferably 0.05)

this is my general rules for tracks
 
Hi everyone, I'm trying to fix the pits speed limit with PeterFlaggs Rafaela. AI won't brake for the speed limit in pitlane and even AI cars are crashing with each other. I've checked surfaces.ini and everything looks like it should with pit values.
 
Hello!. I wanted to ask if anyone knew of any lines I could add to the engine.ini to limit the use of push to pass to only one use per lap. I'm trying to modify the cooldown of a DTM 2020 mod that I saw but I only see the possibility of limiting it with a time cooldown (for now I put the average time of various circuits but the ideal would be the first). Thank you very much in advance
 
damn I lost overview about LMP (1+2) but would like to test as much as possible. sorry for this poor question, but is there any summary of all the existing LMP mods or at least must haves?
 
damn I lost overview about LMP (1+2) but would like to test as much as possible. sorry for this poor question, but is there any summary of all the existing LMP mods or at least must haves?
Shame on you for the poor question :) (You get a pass for "lauda" 😥)

Usual suspects. RSS, VRC.
URD (at the moment) for the Toyota and the LMP2 Loire (altho Yezhrod has a pretty good Oreca with ALL the skins)
SIMDream has a ALOT to look at and (politics aside) they're not nearly rubbish. Let your own sensibilities guide you.
TRR Discord has pretty much everything, but there, provenance is questionable. Again, your sensibilities. BoP is consistent at least.
That's at least a starter for you. Good luck with BoP from the scattered sources :)
There's always Le Mans Ultimate, but RF2 fizix spits on ground
 
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Not mod related. I just thought this was a nice picture (except for the cutoff background treeline)....

View attachment 1372870
same as this nice photo of took of Longford (csp lcs)
Screenshot_atcc_ford_falcon_xd_grpc_v2_longford_67_8-3-124-20-29-36.jpg
Screenshot_atcc_ford_falcon_xd_grpc_v2_longford_67_8-3-124-20-27-52.jpg
 
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Simple question so I have some idea moving forward of how to make my mods. This comes as a result of a recent texture update track skin put out by ClimaxF1 for my Lemans 67 track. I tried it and honestly don't care for it, but most people are praising it. It makes everything entirely too dark for me. In the middle of the day, it looks like dusk or dawn. But it did get me thinking that maybe I make my tracks too bright for most people and I should start going for a more darker look.

So my question is, do most people find the track updates I do are too bright on their end? Should I be going for a more darker appearance for my textures or shader values?
I like yours better.. ClimaxF1's last few efforts have been very dark, silverstone looks terrible and too much saturation, looking cartoon like instead of realistic. Yours look natural, and LCS makes the trees and long distance look more natural. even the comparison photo he posted on the overtake download link page, it just looks cartoonish almost, while your drier colours look natural
 
Shame on you for the poor question :) (You get a pass for "lauda" 😥)

Usual suspects. RSS, VRC.
URD (at the moment) for the Toyota and the LMP2 Loire (altho Yezhrod has a pretty good Oreca with ALL the skins)
SIMDream has a ALOT to look at and (politics aside) they're not nearly rubbish. Let your own sensibilities guide you.
TRR Discord has pretty much everything, but there, provenance is questionable. Again, your sensibilities. BoP is consistent at least.
That's at least a starter for you. Good luck with BoP from the scattered sources :)
There's always Le Mans Ultimate, but RF2 fizix spits on ground
its not like i didnt recognized the most obvious mods from sim developer teams, but there are so many hidden gems, especially on gtplanet which I would never ever discover again.
still thx for your answer!
 
Simple question so I have some idea moving forward of how to make my mods. This comes as a result of a recent texture update track skin put out by ClimaxF1 for my Lemans 67 track. I tried it and honestly don't care for it, but most people are praising it. It makes everything entirely too dark for me. In the middle of the day, it looks like dusk or dawn. But it did get me thinking that maybe I make my tracks too bright for most people and I should start going for a more darker look.

So my question is, do most people find the track updates I do are too bright on their end? Should I be going for a more darker appearance for my textures or shader values?
You did/we did a lot of configs. Many people downloaded it, none reported any overexposed issue even by using pure instead of sol. Maybe are only ClimaxF1 settings sets too bright which requires a darker texture and not viceversa? Don't think you ever had to change anything on your side if looks right on your system and and on many many others based on the feedback here on GTP.
 
We released the 1987 WTCC race grid for Spa a while ago. It is in that pack

This is very good, thank you for your great work!
 
I like yours better.. ClimaxF1's last few efforts have been very dark, silverstone looks terrible and too much saturation, looking cartoon like instead of realistic. Yours look natural, and LCS makes the trees and long distance look more natural. even the comparison photo he posted on the overtake download link page, it just looks cartoonish almost, while your drier colours look natural
Thanks for posting this because it helped me figure out something for what i'm doing on Mugello. I couldn't place my finger on what I didn't like about the changes I made, but after reading this, it hit me what was wrong. I had way too much contrast in the grass and trees and the track looked cartoonish. Lowering the contrast (and a little less saturation) on all of the grass and tree textures made a world of difference.
 
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Simple question so I have some idea moving forward of how to make my mods. This comes as a result of a recent texture update track skin put out by ClimaxF1 for my Lemans 67 track. I tried it and honestly don't care for it, but most people are praising it. It makes everything entirely too dark for me. In the middle of the day, it looks like dusk or dawn. But it did get me thinking that maybe I make my tracks too bright for most people and I should start going for a more darker look.

So my question is, do most people find the track updates I do are too bright on their end? Should I be going for a more darker appearance for my textures or shader values?

I don't think there's a right and wrong, with this many PP Filters, CSP settings and monitors around, but your tracks are spot on for me - I find the Climax ones too dark for my current settings, but I have seen other PP Filters where they work very well. I'm using C13 Aegis which is already a lot more 'contrasty' by default, but this also works really well with Sergio Loro's circuits and Zwiss' Crystal Palace (and frankly, your reworks, Sergio's and FatAlfie's are 90% of my time in game).

Some of the upscaled textures are a nice touch though.
 
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Hi guys. Question: Is there any way to turn off these headlights that are on by default on the Abart 500 esse esse AI cars? Those are always on, no matter the settings.
20240717183428_1.jpg
 
That's what I initially thought (force AI headligths), but I have it disabled and it only happens with this car.
Could be they are set to always be on in the lights.ini file or possibly the ext_config file. Is that a stock car?

On another note, on newer versions of Content Manager, what happened to the Apps heading under settings? This screenshot is taken from an older CM version, but on newer versions, it's not there for me. Did it get removed or moved somewhere else in CM?

Image1.jpg
 
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While on a Weekend, is there a way to reset time between each session?
So when I restart a race session time rewinds to the time I set in the DRIVE page...

I see there's the csp-weatherfx option for quick races, but I can't remeber if it can be done in weekends too.
Was it a Sol Planner option? Was there an app for that? Damn I'm fuzzy on the subject.


Another thing... since Rare, do you people even do Weekends anymore?
 
You can use the newest release. It is splitted into Pure Gamma and Pure LCS.
So latest Pure Gamma 1.02 is the newest with all bugfixes, but with "Gamma shader" support.
Yes. I'm having high FPS drops. I don't know if it's PURE or CSP.
 
Simple question so I have some idea moving forward of how to make my mods. This comes as a result of a recent texture update track skin put out by ClimaxF1 for my Lemans 67 track. I tried it and honestly don't care for it, but most people are praising it. It makes everything entirely too dark for me. In the middle of the day, it looks like dusk or dawn. But it did get me thinking that maybe I make my tracks too bright for most people and I should start going for a more darker look.

So my question is, do most people find the track updates I do are too bright on their end? Should I be going for a more darker appearance for my textures or shader values?
I have the same issue, some followers find my graphic filters too bright. I love your edits and find them to be the most realistic tracks to actually drive on.

I read from Peter a few pages ago that the way AC engine managed the "burnt out" colors at noon was to apply a black filter on the whole image. It makes sense to me, as i've always fought against it to regain a normal brightness in my edits.

Still from Peter, LCS should finally get rid of it and allow the game to run without any darkening trick.

If i were you, i would wait for those LCS updates to get mainstream and see what we get with a normal color brightness/color adjustment, rather than throwing away what is, to my opinion, some of the most natural looking edits i've seen in AC.

I know i will try to tweak some ppfilters using LCS once the Pure skydome are back, and i will def use either your Longford or Spa 66 edits to see if i spot glitches.

With so many mods, screens, ppfilters, edits and ****, i rather work on something i have control on and feel good with than applying an unknown brightness that won't satisfy me in the end.

Also, i suppose people got really used of darker/contrasty sceneries with Aegis or Purelife, and it takes time to get used to a new look. I still see pics and vids on reddit/youtube where i can't see **** on neither my phone nor pc and they seem to be praised by the community, so it's definitly trending.

Not related, but people are still dl from my mediafire to get your Longford 67 and Spa66 edits (respectivelly 1400 and 1500dls by the way🤩), would you like me to edit the yt pages with your latest links?
 
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I have the same issue, some followers find my graphic filters too bright. I love your edits and find them to be the most realistic tracks to actually drive on.

I read from Peter a few pages ago that the way AC engine managed the "burnt out" colors at noon was to apply a black filter on the whole image. It makes sense to me, as i've always fought against it to regain a normal brightness in my edits.

Still from Peter, LCS should finally get rid of it and allow the game to run without any darkening trick.

If i were you, i would wait for those LCS updates to get mainstream and see what we get with a normal color brightness/color adjustment, rather than throwing away what is, to my opinion, some of the most natural looking edits i've seen in AC.

I know i will try to tweak some ppfilters using LCS once the Pure skydome are back, and i will def use either your Longford or Spa 66 edits to see if i spot glitches.

With so many mods, screens, ppfilters, edits and ****, i rather work on something i have control on and feel good with than applying an unknown brightness that won't satisfy me in the end.

Also, i suppose people got really used of darker/contrasty sceneries with Aegis or Purelife, and it takes time to get used to a new look. I still see pics and vids on reddit/youtube where i can't see **** on neither my phone nor pc and they seem to be praised by the community, so it's definitly trending.

Not related, but people are still dl from my mediafire to get your Longford 67 and Spa66 edits (respectivelly 1400 and 1500dls by the way🤩), would you like me to edit the yt pages with your latest links?
not a black filter. They just used lower values for sun and ambient light.
 
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12 cars Free release!! ɛ̃fini RX-7 & Mazda RX-7 (FD3S) "Model-IV" from

Danbowlghini Modding Project​

1721323406019.png

7. Juli
This release includes 12 units RX-7 FD! It's available for free. *Not encryption
今回のリリースは12台のRX-7 FD !! 無料で利用出来ます。※暗号化無し
※English
This new MOD is the FD3S type ɛ̃fini RX-7 & Mazda RX-7, which was produced from January 1996 to January 1999. It is based on the ɛ̃fini RX-7 MOD created by Mr.Switch Pro. In Japan, the models released during this period are called "Model-IV(Yon-Gata)". The grades of the MOD I produced this time are Type RB, Type RB Bathurst, Type RB Bathurst X, Type RS, Type RS-R, and Type RZ produced as Model-IV, all grades except Touring X I have prepared. Due to the discontinuation of the ɛ̃fini brand, RX-7s produced from October 1997 changed from the ɛ̃fini emblem to the Mazda emblem. For this reason, the models produced during this period had two versions of the same grade: ɛ̃fini version and Mazda version. Also, regarding the steering, at the beginning of production it had a 3-spoke steering wheel, but in later production models it was changed to a 4-spoke steering wheel equipped with an airbag. This time, I created an ɛ̃fini version and a Mazda version of this Model-IV RX-7 for each grade. For these reasons, I have released a large number of 12 units this time. Furthermore, the steering wheel has 3-spokes in the ɛ̃fini version and 4-spokes in the Mazda version. Type RB Bathurst X, which is only available in ɛ̃fini specification due to its production period, and Type RS-R, which is only available in Mazda specification, are available in both 3-spoke and 4-spoke versions while retaining the badge.
When reproducing differences in manufacturers' standard equipment and specifications, we referred to genuine Mazda vehicle catalogs and valuable information from real vehicle owners. Therefore, these productions are well-founded and unwavering.
EXTRA features,
EXTRA A: Front fog lamps on/off
EXTRA B: Defogger indicator lights on/off
EXTRA C: A/C light on/off
EXTRA D: Inside air/outside air circulation light switching
EXTRA E: Room light on/off
The above functions are assigned. Some grades are not equipped with fog lights or air conditioners, so of course the corresponding extras will not work for those models. In order to prevent misunderstandings and incorrect operations by not complicating operations, I leave the extra operation assignments unchanged, even if there are grades with non-functional extras. If anyone wants to change the assignment of operations, please change the extension description yourself. In addition, body colors that don't originally exist as genuine are stored in separate files, so if you need them, please feel free to apply them yourself.
The parts that I edited of the base MOD for Mr.Switch Pro are wide-ranging(Too much to write here...)
For this production,
Switch Pro: I received permission to edit and publish it as a base MOD.
Rotari : He is a co-producer of this project and provided us with parts such as wheels and emblems, as well as valuable catalog information on the actual car.
Sakamod : He actually owns an RX-7 FD Type 4, and as an owner, he provided valuable information and 3D parts.
chmcl : for his instruction on custom normals and vertex merging in Blender.
なんだこぱんだ : for the edited "Tyres.ini" to bring the lap times closer to the actual car.
shin956 : for the correction and the instruction about the shadow of the vehicle.
I have received a great deal of cooperation from the above people. I would like to strongly state that the fact that I was able to create a convincing production and release this work was due above all to the generous cooperation and efforts of the people listed above. Thank you very much again!!
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Current version : 1.4
Car Download : https://sharemods.com/pycjr0777tbp/RX-7_FD_Model4_Pack_Ver1.4.rar.html
Discord server : https://discord.gg/ZZ5XGwRmq3
X (Twitter) account : https://twitter.com/Danbowlghini
 
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