Assetto Corsa PC Mods General DiscussionPC 

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View attachment 1379276
Released : Audi R10TDI´06
Author:F302
3D Model Car ,3D Model: Polyphony Digital
Texture Update : F302 (rework)
Skins: Polyphony Digital Orginal ,F302
3d work: F302
Physics: RMS
Lod´s: ACTK
Tweaks ACTK
hope u enjoy the Car
ps : send feedback ,bugs ,missing things
tested on CSP 0.2.4-preview1
PP filer PURELIFE EVO GT
have fun!
To install, move folders to "...\SteamApps\common\assettocorsa" or simply
drag'n'drop archive to Content Manager
Good mod! But a simple question. Why is the body split into 2 parts? and why is all the sponsor decals their own object on the car? Would it not be better to merge the entire car model into 1 part??? I'm so confused. I shall leave this UV mapping as a final question
image_2024-08-08_162240029.png


Please dont see this as an direct attack or anything, I'm just trying to figure out if this is better than the common route i have seen from other creators.
 
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Good mod! But a simple question. Why is the body split into 2 parts? and why is all the sponsor decals their own object on the car? Would it not be better to merge the entire car model into 1 part??? I'm so confused. I shall leave this UV mapping as a final question
View attachment 1379304

Please dont see this as an direct attack or anything, I'm just trying to figure out if this is better than the common route i have seen from other creators.
That's because the original car was like that, I just split something so that you could also make the number 7
the original uv map was empty
 
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Be careful using BaseY to adjust height, unless it is at an unrealistic height for the suspension geometry of the car. If it is just a graphics issue it is much better to use the adjustments in car.ini to adjust height, position, and pitch. Only use BaseY if the CoG is inaccurate with respect to the suspension geometry (the suspension tool in CM showroom or standalone KnSusEditor are both helpful with visualizing this).

That unfortunately is going to need some modeling fixes. The wheel positions are based off of the physics, and if the car body doesn’t fit the wheelbase then the car body is too long. Hopefully the entire model is too big and can just be scaled down X% but that’s the only way I know how to fix that but I’m not very knowledgeable in that department.
Yeah I just need to scale it down from 2.925 to 2.87 wheel base relative to it's size, the car side by side with the others in the pack is larger for some reason.
On a related note the Grand Prix is scaled to a 2.75 wheel base so yeah, fun times await me in blender.
 
Alright so it of course changes wildly depending on anyone’s particular screen/setup but for me (in VR on an HP Reverb G2) but both of the filters are rather whitewashed to me, but I also don’t use reshade because it was not available in VR when I set up my system (and still may not be).

One thing I can comment on is they are both pretty resource heavy, especially TB2. I ran three sessions doing the exact same thing just changing filter (warm up lap followed by hot lap followed by a few donuts at the Andretti hairpin to get some graphic intensive tire smoke) and TB2 had the lowest average frame rates, with TB3 about 4% better, both using skydomes. I then tried the same with my normal setup (“Natural Mod” albeit with 3D clouds, which should’ve handicapped it further) and I averaged 5% better FPS than TB3.

This again is solely based on my system, which is very much resource limited because of VR, LCD screens in my headset (which will look very different from, say, OLED screens) and my admittedly aging machine. Keep it up though and thanks for sharing!

Edit: sorry for taking so long to respond, spent most of the weekend at the emergency vet for my pup so I didn’t have a chance to try until late last night.
Yeah i had the issue for the gamma being too high as well. They're actually not really good in terms of overall looks, they work either great in niche tracks and very poorly on the average. Going back and forth with Natural Mod i could spot the issues.

It's related to my settings. Best way to adjust it is to right-click on the ppfilter ingame, edit, tonemapping and adjust gamma to a better feeling : since i'm doing youtube vids i need high gamma for details, which usually brings me around 1.2 to 1.3, but for a more realistic look i would go between 1.05 and 1.15.


As for the perf hit, i never really realised it was so intense, but you made me have a closer look and i got rid of most of the useless stuff. It's still heavier than Nat Mod.

thanks for the feedback anyway, that was exactly what i needed👍

Here are the final sets i'm using for my vids now, just letting them here in case someone wants to try the whole bunch (the reshade presets are included as well):


Edit 23:34 : added color grading LUTs missing for Sad reality cam ppfilter
 
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Good mod! But a simple question. Why is the body split into 2 parts? and why is all the sponsor decals their own object on the car? Would it not be better to merge the entire car model into 1 part??? I'm so confused. I shall leave this UV mapping as a final question
View attachment 1379304

Please dont see this as an direct attack or anything, I'm just trying to figure out if this is better than the common route i have seen from other creators.
GT and FM models all have the decals as a separate objects, nothing much you can do about it - just gotta hide them when you start making skins...
 
Anyone able to help? I seem to be having a brain fart or something...I can't remember how to hide these damn numberplates. I can "alt+h" to hide them in showroom but I've not been able to hide them in game. Thanks in advance!
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[MESH_ADJUSTMENT_...]
MESHES = some_mesh
; MATERIALS = some_material ; all objects using same mat would be affected
IS_RENDERABLE = 0
 
just an example
Unfortunately, for this mod I could only use car mods that don't have Extended Physics
Since I drive against AI and in rain
When it rains, the AI with extended physics has a total chaos(no fun)
so i hope in future more modmakers think of offline-players and do two versions of their mods (with and without Extended physics)
or dont encrypt their mods
VRC do this with their mods(FerrenzoP49 and Pageau 9T8)
they release two versions (for CSP or not CSP)
If the driving-physics are real or not I don't care.
When i want ultra and over ultra real driving-physics i drive ACC or other games.
I only want to have fun putting someting together and give life to other peoples work(skinners, track-texturemakers and so on)
When you want to do a project like this,
where you want to have the whole racing series of cars
it is a nightmare to put everything together when more and more mods are encrypted
I understand the modmakers, yes encrypt your 3D models but when possible dont encypt the Data-Files or give other alternatives.
I enjoy the freedom of Assetto corsa to putting, setting and regulating what I need for such projects.
encryped things kill this freedom
thanks for listening
enjoy my videos
https://www.gtplanet.net/forum/threads/assetto-corsa-video-thread.290887/post-14311112
 
Presentation T88.png


EDIT - apologies, error in the driver model, the link has been updated.

Released - Lola T88/00


The first of our 1988 Indycars is now available on our Patreon page for free. Link below

A big thank you to the ISO team of David Sabre, Jason White, Richard Wilks, Richard Coxon and Alberto Ibanez for their permission to convert this mod to AC. ISO still runs a very active series of leagues which is worth checking out -https://intlsimracingforum.boards.net/

Car Link:

Screenshot_bd_lola_t88_judd_ks_laguna_seca_8-7-124-21-27-41.jpg


Screenshot_bd_lola_t88_judd_long_beach1998_8-7-124-21-30-34.jpg
 
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Chrysler LMP, Doran-Lista Dallara SP1's LMP900's Version 1.1

download: https://www.mediafire.com/file/9dn7jg2fku2zi8w/RMS_Chrysler_LMP%2C_Doran-Lista_Dallara_SP1%27s_Pack_version_1.1.7z/file

Please delete earlier versions.

Credits

Team: RMS

Model: PerfectDark, Unknown

Converstion: Marneus_boss

Model Scaling and Model Work: Marneus_boss, Peugeot905, Kamil Cader,

Physics: Peugeot905,Kamil Cader

Sound: RMS

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

Screenshots: AndyGTR

Version 1.1 Updates

-Updated sounds for the Chrysler LMP, Doran-Lista Dallara SP1 GV4 and GV5
-Updated drivetrain for GV5 Doran-Lista Dallara SP1
-Updated onboard setting's and inertia for the Chrysler LMP, Doran-Lista Dallara SP1 GV4 and GV5
-Correct naming for Doran-lista cars
-Increased drag on both Doran-Lista Dallara SP1's
-Updated fuel consumption for Doran-Lista GV4, Chrysler LMP and Doran-Litsta GV5
-Chrysler LMP lower consumption
-Doran-Lista Dallara SP1 GV4 and GV5 higher consumption
-slight changes to ai.ini file.
-Updated flame/backfire position for Chrysler LMP, Doran-Lista Dallara SP1's
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24H
Maybe you can have a look here :)

The 430 Challenge does not even have a modelled wiper. Anyway.

@racinjoe013 using your latest Spa_2022 and Pyyer´s extension, do you know a fix for these white digital flags? I suppose they should be green during hotlapping, shouldn´t they?

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The 430 Challenge does not even have a modelled wiper. Anyway.

@racinjoe013 using your latest Spa_2022 and Pyyer´s extension, do you know a fix for these white digital flags? I suppose they should be green during hotlapping, shouldn´t they?

View attachment 1379597
Since I have never used a hotlap session on any track, I wasn't aware that they were white. I will look into it and see how to fix it.

EDIT: I just tried a hotlap session on the WEC 24H layout and my digital lights are green like they should be. Can anyone else confirm whether they are seeing white or green lights on a hotlap session?
 
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Since I have never used a hotlap session on any track, I wasn't aware that they were white. I will look into it and see how to fix it.

EDIT: I just tried a hotlap session on the WEC 24H layout and my digital lights are green like they should be. Can anyone else confirm whether they are seeing white or green lights on a hotlap session?
did you change anything on pyyer´s ini files? or just copy-paste into your folders, since this is what I did and you advised.
 
Since I have never used a hotlap session on any track, I wasn't aware that they were white. I will look into it and see how to fix it.

EDIT: I just tried a hotlap session on the WEC 24H layout and my digital lights are green like they should be. Can anyone else confirm whether they are seeing white or green lights on a hotlap session?
which CSP version do you use?

Because i just copied Pyyer's extension to the spa track and i have this too, but with all CSP versions from 0.2 to 0.2.5p1

So it must be something different. And it also doesn't matter if Spa 2022 is used or Pure or default weather style (gamma or lcs)

I did not install your changes on top of it yet...
 
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Since I have never used a hotlap session on any track, I wasn't aware that they were white. I will look into it and see how to fix it.

EDIT: I just tried a hotlap session on the WEC 24H layout and my digital lights are green like they should be. Can anyone else confirm whether they are seeing white or green lights on a hotlap session?
I just checked a couple (of the many, many 🤪 ) layouts, and they're all green and good ovah heya.
CSP 0.2.5-preview1, WeatherFX default (no Pure), LCS, Modern PP.

Disregard. I was in Practice mode. Switching to Hotlap makes white panels. Pardon me.
 
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did you change anything on pyyer´s ini files? or just copy-paste into your folders, since this is what I did and you advised.
AH, in a race those are green when the cars wait for the start, but soon after the start lights, they become white again.
Idk, realy strange bug. I tested with all combinations of default wfx or Pure / LCS or Gamma. They are always blown out white.

1723211572570.png

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This is with Pure LCS (newest dev 0.56) btw


So maybe this is a bug. Like they go to a negative color and this will switch to the brightest color possible in CSP.
 
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did you change anything on pyyer´s ini files? or just copy-paste into your folders, since this is what I did and you advised.
I did change some of Pyyer''s extension files, but if you followed my instructions correctly, you should have the files I needed to edit.

Proper steps (if using the standalone version):

1.) Install the track\mod.

2.) Install Pyyer's Spa extensions into the newly created spa_2022 track folder.

3.) Install the files from the 'Files_for_Pyyer_extensions' folder in my download package into the spa_2022 track folder and overwrite anything it asks.
 
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