Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Thread starter daan
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Logbook - I've lost count of how many I've done.

The z3 is almost finished, I just have to do some fixes, finish the sound and do some km on the track to see if everything is ok (hoping that the summer heat decreases a bit). Unfortunately, I had to put aside the idea of doing everything on a single model due to several problems, including the shadows that disappear when I perform the rim swap via ext_config. They are not exactly the same, the aerodynamics and power change slightly between the two versions. I think I can finish everything by mid-September, I want to check and try everything calmly, balancing it compared to other cars.

The other thing I had to give up on are the tyres: I'm not good at making them from scratch. I kindly asked for some tires from a team that runs an MC12 GT1. I interpreted their silence as a "yes" 🙄 😂
You mean the modelling or the physics ? Because first one is probably one of the easiest part to do on a car model, in my opinion, so I would be kind of surprise with what you already can do :)

If it's about physics, well hum... I'm not convinced I should be the one giving any advice on it :lol:
 
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You mean the modelling or the physics ? Because first one is probably one of the easiest part to do on a car model, in my opinion, so I would be kind of surprise with what you already can do :)

If it's about physics, well hum... I'm not convinced I should be the one giving any advice on it :lol:
I would like it to be adequate in terms of performance compared to other FIA GT cars. The z3, at least on GTR2, is a bit of a water heater, but I would still like to ensure that it is neither too much like a shopping cart nor as fast as a 575 (at the beginning she was even faster LOL)
 
You mean the modelling or the physics ? Because first one is probably one of the easiest part to do on a car model, in my opinion, so I would be kind of surprise with what you already can do :)

If it's about physics, well hum... I'm not convinced I should be the one giving any advice on it :lol:
Do you mean your P70 i've spent hours driving, that i believe turned me into an actual racer and that i was going to base my next grocery shopping trip on is a lie?
 
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Help who knows! On some tracks, the display screen looks very light. Is there a general setting for all tracks or is it necessary to adjust the brightness of the displays in each track? CSP 0.2.5 - 1.
1724349653354.png
 
is there to sort skins alphabetically inside cntent manager?
 
Help who knows! On some tracks, the display screen looks very light. Is there a general setting for all tracks or is it necessary to adjust the brightness of the displays in each track? CSP 0.2.5 - 1.
View attachment 1383187
Are you using SOL or PURE ?
Because both need a different brightness setting in the ext_config.ini.
@shi offers two configs in his tracks, one for Sol, one for Pure.
But you can look in the config for Jumbotron settings and experiment with brightness, e.g.:
image.png
 
Probably hidden system folder. You can type %appdata% in the address field in file explorer. It will take you to AppData\Roaming, so you'll have to navigate up to find AppData\Local, but it's an easy starting point.
Still couldn't find it. Anything else?
 
In Windows Explorer, go to the View tab at the top, find the box for View Hidden Files and Folders, make sure it's ticked, then you should be able to see the app data folder.
I have done this, but unfortunately it still doesn't pop up. Thanks for the suggestions so far.
 
I have done this, but unfortunately it still doesn't pop up. Thanks for the suggestions so far.
type this into your explorer and hit enter...

C:\Users\YOUR_USERNAME\AppData

replace "YOUR_USERNAME" with your actual user name

(you are welcome)
 
Updated.
Thanks Masscot for noticed an issue.

Corrected cam_facing.ini, surfaces.ini
Despite the update I still get the lap invalidated at this point on the Hairpin Fast layout.

1724398992091.png
 
So, here it goes nothing.

I love obscure racing series, cars that make no one say "yes, I would surely like to compete in one of these", and deep inside we know tin tops are the best; also, I'm quite patriotic.

The long dead V8 Superstars/Euro V8 serie touches all of the points above.

Some already know there were a couple of games covering this series, from which the 3D files and yesterday I've managed to cram this barge into AC. Still, sounds are temporary stolen from the E92 GT2, physics are all over the place, nulls are wrong, materials have random values because I wanted to see this E60 in AC and give me some motivation.

Unfortunately modding isn't really my thing: I can skin and fix some problem physis wise, but 3D modelling is my enemy and I've never even dig into sound.

But I've found almost all of the homologation sheets of the entire field, I have a lot of photos/magazines/media in general to obtain the needed reference and I think I can manage to track down some cars and some drivers, if needed; testing the mod isn't a problem because at work I have very high end motion syms (remember the Pagani Huayra R Simulator? That one, but with a less fancy body).

The idea was to use the old 3D model as a base/template and in a latter stage switch to newer base car (e.g GT/Forza/CSR/whatever derived), redoing all of the various racing parts one piece at the time.

I don't want to release the car if the 3D remains the old since there are already too many lower quality mods around, same goes for the physics.

I'm not promising anything, for now this is just for personal use until it will reach an acceptable quality state.

I know somebody already converted this car, but I don't think is still active here to this day (?)
 

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So, here it goes nothing.

I love obscure racing series, cars that make no one say "yes, I would surely like to compete in one of these", and deep inside we know tin tops are the best; also, I'm quite patriotic.

The long dead V8 Superstars/Euro V8 serie touches of the points above.

Some already know there were a couple of games covering this series, from which the 3D files and yesterday I've managed to cram this barge into AC. Still, sounds are temporary stolen from the E92 GT2, physics are all over the place, nulls are wrong, materials have random values because I wanted to see this E60 in AC and give me some motivation.

Unfortunately modding isn't really my thing: I can skin and fix some problem physis wise, but 3D modelling is my enemy and I've never even dig into sound.

But I've found almost all of the homologation sheets of the entire field, I have a lot of photos/magazines/media in general to obtain the needed reference and I think I can manage to track down some cars and some drivers, if needed; testing the mod isn't a problem because at work I have very high end motion syms (remember the Pagani Huayra R Simulator? That one, but with a less fancy body).

The idea was to use the old 3D model as a base/template and in a latter stage switch to newer base car (e.g GT/Forza/CSR/whatever derived), redoing all of the various racing parts one piece at the time.

I don't want to release the car if the 3D remains the old since there are already too many lower quality mods around, same goes for the pysics.

I'm not promising anything, for now this is just for personal use until will be in an acceptable quality state.

I know somebody already converted this car, but I don't think is still active here to this day (?)
This series definitely needs to be in another game like AC.

For sounds if you can extract them from an original game its not hard to use FMOD to convert them to AC. There was an official game for this series, which I see is available on abandonware, might be worth hacking them from there.

As for models being done in high quality, something that has crossed my mind is the Blender retopology method, where you remodel over an existing model, but whereas the general Blender usage is to reduce the number of polys used on a model, you could do it to increase the number of polys and would probably be a lot faster than modelling from scratch again.

Just my thoughts really.
 
So, here it goes nothing.

I love obscure racing series, cars that make no one say "yes, I would surely like to compete in one of these", and deep inside we know tin tops are the best; also, I'm quite patriotic.

The long dead V8 Superstars/Euro V8 serie touches of the points above.

Some already know there were a couple of games covering this series, from which the 3D files and yesterday I've managed to cram this barge into AC. Still, sounds are temporary stolen from the E92 GT2, physics are all over the place, nulls are wrong, materials have random values because I wanted to see this E60 in AC and give me some motivation.

Unfortunately modding isn't really my thing: I can skin and fix some problem physis wise, but 3D modelling is my enemy and I've never even dig into sound.

But I've found almost all of the homologation sheets of the entire field, I have a lot of photos/magazines/media in general to obtain the needed reference and I think I can manage to track down some cars and some drivers, if needed; testing the mod isn't a problem because at work I have very high end motion syms (remember the Pagani Huayra R Simulator? That one, but with a less fancy body).

The idea was to use the old 3D model as a base/template and in a latter stage switch to newer base car (e.g GT/Forza/CSR/whatever derived), redoing all of the various racing parts one piece at the time.

I don't want to release the car if the 3D remains the old since there are already too many lower quality mods around, same goes for the pysics.

I'm not promising anything, for now this is just for personal use until will be in an acceptable quality state.

I know somebody already converted this car, but I don't think is still active here to this day (?)
I have in my garage 31 E60, some are diesel tho.
Let me know if you are interested and in what kind.
 
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Links for both versions have been updated with fixes for two small but important issues. Use the links in the quote above to get the updated versions. Thanks to @MasterFocus , @Masscot and @leBluem for the help with how to fix the problems.

I believe you can simply extract the update into your current track folder and overwrite when it asks, but it might be best to make a backup just to be safe. If you have all of Pyyer's Spa F1 and WEC extensions, don't forget to also extract and overwrite the files in the 'Files_for_Pyyer_extensions' folder. If you have problems after installing the new version (especially for the standalone version), you will have to start from scratch. I'm hoping that doesn't happen for those with all of the Pyyer extensions installed because I would hate for you to have to go through the hassle of reinstalling them.

Fixes\Additions:

-- Fixed the missing shadows when a car is over the white lines.
-- I think I fixed the floating skid\groove marks.
-- Added a SeasonalTrees track skin to the standalone spa_2022 version. It will make the trees look like the small video I posted yesterday.
-- One suggestion, if you have a lighting.ini file in any of the layouts data folders, you should consider deleting or renaming it to get the proper sun pitch and heading angle.

Please let me know if you run across any problems with this new update. It was very hard making sure I applied the fixes to all of the layouts and I probably didn't test it thoroughly enough so I could have easily overlooked something. Thanks...
Link down for spa_2022
 
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