Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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The "only thing" it does is using csp physics feature. Which includes wet physics, but also other physics feature enabled by CSP like a change of the braking physics in which we can use additional features with lua scripts. And bypassing some limitation of original assetto physics engine
Ok? The only thing enabling the checkbox really does, is adding VERSION=extended-1 to car.ini for cars not that aren't already enabled to use extended physics. For cars that are actually made with extended physics, it really does nothing.

If you have used any of the extended physics functions you mention, why haven't you set VERSION=extended-2 already, removing the need for using the checkbox?

 
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The "only thing" it does is using csp physics feature. Which includes wet physics, but also other physics feature enabled by CSP like a change of the braking physics in which we can use additional features with lua scripts. And bypassing some limitation of original assetto physics engine
I believe what the checkbox actually does is alter the header to extended-2 in the car ini, which at its most basic level activates rain physics in cars that don't have them by default, yes it will also allow the in depth stuff to work but only if the relevant code / luts/ inis files are placed in the data folder by the modder.

IMO if you are using extended physics the you need to change the header manually and force it on all the time rather than relying on the end user to check the box to make the car work...
 
Ok? The only thing enabling the checkbox really does, is adding VERSION=extended-1 to car.ini for cars not that aren't already enabled to use extended physics. For cars that are actually made with extended physics, it really does nothing.

If you have used any of the extended physics functions you mention, why haven't you set VERSION=extended-2 already, removing the need for using the checkbox?

Because I forgot for this car, I usually do it on the others but I apparently missed it for this car, and I'll change the cars.ini in the next update, so for now yes people have to use extended physics checkbox.
 
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CSP wipers animation for DJM McRae R4 by Koldo83 & Verdes Garage:

[BASIC]
DISABLE_WIPER_KSANIM = 1

[ANIMATED_WIPER_...]
DEBUG = 1
MESHES = details_plastic_wiper_root_fl, details_plastic_wiper_arm_fl, details_plastic_wiper_blade_fl
UNDERLYING_SURFACE = window_f

[MESH_ADJUSTMENT_...]
MESHES = details_plastic_wiper_root_fl, details_plastic_wiper_arm_fl, details_plastic_wiper_blade_fl
MOVE_TO = modelRoot:y

[ANIMATED_WIPER_0]
DEBUG = 1
MESHES = details_plastic_wiper_root_fl, details_plastic_wiper_arm_fl, details_plastic_wiper_blade_fl
UNDERLYING_SURFACE = window_f
GROUP_0 = 'details_plastic_wiper_arm_fl@A=', 'details_plastic_wiper_blade_fl@A=', 'details_plastic_wiper_root_fl@A=*'
GROUP_0_ANGLE_TO = 120
GROUP_0_AXIS = 0, 0.70710677, 0.70710677
GROUP_0_AXIS_OFFSET_0 = 0, 0.70710677, 0.70710677
GROUP_0_AXIS_OFFSET_1 = 0, 0.70710677, 0.70710677
GROUP_0_END = -0.61537105, 0.88570845, 0.80237395
GROUP_0_PIVOT = -0.0005005256, 0.86883974, 0.99790514
GROUP_0_RUBBER_FROM = -0.16276932, 0.8642578, 0.9353409
GROUP_0_RUBBER_OFFSET_AMOUNT = 0.012209037
GROUP_0_RUBBER_OFFSET_POS = 0.4984983
GROUP_0_RUBBER_TO = -0.6131856, 0.8759965, 0.79744613
GROUP_0_BASE_AXIS = 0, 0.7071068, 0.7071068
GROUP_0_BASE_PIVOT = -0.0005005256, 0.86883974, 0.99790514


before copying and pasting, disable the automatic translator of the web page (if it is active)
 
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Because I forgot for this car, I usually do it on the others but I apparently missed it for this car, and I'll change the cars.ini in the next update, so for now yes people have to use extended physics checkbox.
Fair enough, that makes sense. In this case, checking the box will probably fix it and your script.lua should run. I can't find any other use of extended physics there, but because your script.lua contains a lot of brake logic, I understand what's going on and why the brakes aren't working properly.

But that's because of an error in your car, not because the checkbox really makes any magical difference in normal cases. It should generally be left unchecked, unless you have really specific needs.
 
Friends, the dashboard of the cars has been looking very dark for a while now. I can't see the dashboard unless the sun hits it directly. It wasn't like this before. What could I have changed?
 

Attachments

  • Screenshot_no_996c4_chang_10-10-124-23-47-40.png
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anyone has the SEAT CORDOBA WRC EVO2 by Koldo83 & Verdes Garage with a working Center mirror?

I've got v0.7 and it's Center (rearview) mirror completely black , other then that it's a wonderfull mod...
 
shi
F1 1998 - ROUND 14 - Monza v1.0

View attachment 1403700
Conversion from rFactor.

-CSP recommended
-30 pit/start
-AI, cam

Credits & Thanks;
rFactor Track by Grand Prix Team (1998 Track Pack)
-Thank you for giving me permission

AC converted by @shi (shin956)
AI and sidelines by Thockard
logo.png and Sections file by @Fanapryde
Crowds texture by @Kniker97
some textures by kunos
Test and Feedback by @Breathe

Download (MEGA)

Enjoy.

I'm getting errors trying to download this track. Initially I got some sort of PNG error so I told it to skip it and now this one came up.

Screenshot 2024-11-10 154259.png
 
I think that I've found an easter egg in Chem-Flummi's Chevrolet Camaro GT3.

Add the following lines to ext_config.ini and press the key assigned to "Extra option C" in "Settings\Assetto Corsa\Controls\Patch"

; Celebrate good times
[ANIMATION_...]
INPUT = EXTRA_C
INPUT_LUT = (| 0=1 | 1=0 |)
TIME = 1.5
FILE = celebrate.ksanim
INPUT_AS_PROGRESS = 0
LOOP_WHILE_ACTIVE = 0 ; if set to 0, animation would go to 0% if not triggered, and
; to 100% otherwise; if set to 1, animation would play in
; a loop if triggered and stop otherwise
LOOP_KEEP_UNTIL_DONE = 0 ; only for “LOOP_WHILE_ACTIVE”: set to 1 to make animation
; go to 0% if stopped (like wipers would do, for example)
TICK_TOCK_MODE = 1 ; only for “LOOP_WHILE_ACTIVE”: loop as 0% → 100% → 0% instead
; of jumping from 100% to 0%
AFFECTS_INTERIOR_SHAPE = 0 ; force to update interior reflections mask if animation is
; playing (slower)

There is also a claim.ksanim, works also with your code, just change the filename (maybe changing time as well).
Looks good on other cars too. 😉

Does anybody know if there is a Vettel Finger Animation? Yesterday I watched "Last and Furious" (Documentation about Andrea Moda at Vimeo) and they used the Assetto Corsa ASR 1992 Mod with this winning animation to have something to show while talking about the qualifying in Monaco (because of missing footage).
 

Attachments

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CSP wipers animation for Toyota Corolla E10 1966 (Custom) by Lucas Macedo :

[BASIC]
DISABLE_WIPER_KSANIM = 1

[ANIMATED_WIPER_...]
DEBUG = 1
MESHES = windshield_wiper_part9, windshield_wiper_part8, windshield_wiper_part7, windshield_wiper_part2, windshield_wiper_part1, windshield_wiper_part, windshield_wiper_part3, windshield_wiper_part10
UNDERLYING_SURFACE = window_part3

[MESH_ADJUSTMENT_...]
MESHES = windshield_wiper_part9, windshield_wiper_part8, windshield_wiper_part7, windshield_wiper_part2, windshield_wiper_part1, windshield_wiper_part, windshield_wiper_part3, windshield_wiper_part10
MOVE_TO = modelRoot:y

[ANIMATED_WIPER_0]
DEBUG = 1
MESHES = windshield_wiper_part9, windshield_wiper_part8, windshield_wiper_part7, windshield_wiper_part2, windshield_wiper_part1, windshield_wiper_part, windshield_wiper_part3, windshield_wiper_part10
UNDERLYING_SURFACE = window_part3
GROUP_0 = 'windshield_wiper_part2@A=', 'windshield_wiper_part@A=', 'windshield_wiper_part3@A=', 'windshield_wiper_part1@A='
GROUP_0_ANGLE_TO = 90
GROUP_0_AXIS = 0, 0.70710677, 0.70710677
GROUP_0_AXIS_OFFSET_0 = 0, 0.70710677, 0.70710677
GROUP_0_AXIS_OFFSET_1 = 0, 0.70710677, 0.70710677
GROUP_0_END = -0.529931, 0.8915192, 0.6895586
GROUP_0_PIVOT = -0.06829834, 0.8529968, 0.83735657
GROUP_0_BASE_AXIS = 0, 0.70710677, 0.70710677
GROUP_0_BASE_PIVOT = -0.06829834, 0.8529968, 0.83735657
GROUP_1 = 'windshield_wiper_part9@A=', 'windshield_wiper_part8@A=', 'windshield_wiper_part7@A=', 'windshield_wiper_part10@A='
GROUP_1_ANGLE_TO = 89.7
GROUP_1_AXIS = 0, 0.70710677, 0.70710677
GROUP_1_AXIS_OFFSET_0 = 0, 0.70710677, 0.70710677
GROUP_1_AXIS_OFFSET_1 = 0, 0.70710677, 0.70710677
GROUP_1_END = -0.044160962, 0.8906977, 0.75913155
GROUP_1_PIVOT = 0.43673706, 0.84434843, 0.79159546
GROUP_1_BASE_AXIS = 0, 0.70710677, 0.70710677
GROUP_1_BASE_PIVOT = 0.43673706, 0.84434843, 0.79159546


before copying and pasting, disable the automatic translator of the web page (if it is active)
 
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Pity, those droplets are brutal.
I've never seen anything like this in real life.
It should be more of a cloud, instead of big droplets flying in all directions.

View attachment 1404195
It behave in that way when the track is extremely wet and the rain is extremely intense and at high speed. At slower speed, with less wet track and less rain, the behave is similar to the one we have. This is still a under-construction feature, developed by one man and it behave on a 10 years old game engine... and its still a game, real life is another thing.
 
CSP wipers animation for Toyota Corolla E10 1966 (Custom) by Lucas Macedo :

[BASIC]
DISABLE_WIPER_KSANIM = 1

[ANIMATED_WIPER_...]
DEBUG = 1
MESHES = windshield_wiper_part9, windshield_wiper_part8, windshield_wiper_part7, windshield_wiper_part2, windshield_wiper_part1, windshield_wiper_part, windshield_wiper_part3, windshield_wiper_part10
UNDERLYING_SURFACE = window_part3

[MESH_ADJUSTMENT_...]
MESHES = windshield_wiper_part9, windshield_wiper_part8, windshield_wiper_part7, windshield_wiper_part2, windshield_wiper_part1, windshield_wiper_part, windshield_wiper_part3, windshield_wiper_part10
MOVE_TO = modelRoot:y

[ANIMATED_WIPER_0]
DEBUG = 1
MESHES = windshield_wiper_part9, windshield_wiper_part8, windshield_wiper_part7, windshield_wiper_part2, windshield_wiper_part1, windshield_wiper_part, windshield_wiper_part3, windshield_wiper_part10
UNDERLYING_SURFACE = window_part3
GROUP_0 = 'windshield_wiper_part2@A=', 'windshield_wiper_part@A=', 'windshield_wiper_part3@A=', 'windshield_wiper_part1@A='
GROUP_0_ANGLE_TO = 90
GROUP_0_AXIS = 0, 0.70710677, 0.70710677
GROUP_0_AXIS_OFFSET_0 = 0, 0.70710677, 0.70710677
GROUP_0_AXIS_OFFSET_1 = 0, 0.70710677, 0.70710677
GROUP_0_END = -0.529931, 0.8915192, 0.6895586
GROUP_0_PIVOT = -0.06829834, 0.8529968, 0.83735657
GROUP_0_BASE_AXIS = 0, 0.70710677, 0.70710677
GROUP_0_BASE_PIVOT = -0.06829834, 0.8529968, 0.83735657
GROUP_1 = 'windshield_wiper_part9@A=', 'windshield_wiper_part8@A=', 'windshield_wiper_part7@A=', 'windshield_wiper_part10@A='
GROUP_1_ANGLE_TO = 89.7
GROUP_1_AXIS = 0, 0.70710677, 0.70710677
GROUP_1_AXIS_OFFSET_0 = 0, 0.70710677, 0.70710677
GROUP_1_AXIS_OFFSET_1 = 0, 0.70710677, 0.70710677
GROUP_1_END = -0.044160962, 0.8906977, 0.75913155
GROUP_1_PIVOT = 0.43673706, 0.84434843, 0.79159546
GROUP_1_BASE_AXIS = 0, 0.70710677, 0.70710677
GROUP_1_BASE_PIVOT = 0.43673706, 0.84434843, 0.79159546

before copying and pasting, disable the automatic translator of the web page (if it is active)
Thank you for this -- for some reason, though, I hear the wipers but they don't move. Any idea why this might be?
 
Fooling around with Pacific Raceways. I realize none of this is accurate to real life, but I really don't care. It's a fun track and needs a little bit of life put into it. So I created a camera_facing setup for the grandstands, added some flags here and there and began adding some pole lights for night racing. I'll eventually add some marshalls, tents, cars in the parking lots, etc.

Disregard the grass and trees. They were thrown together quickly and are a bit oversaturated. I'm not even sure they will be the ones I end up using yet. The flags will eventually have more variety as well, but at least the track doesn't feel as empty during a race.

pacific1.jpg


pacific2.jpg
 
CSP wipers animation for Toyota Corolla E10 1966 (Custom) by Lucas Macedo :

[BASIC]
DISABLE_WIPER_KSANIM = 1

[ANIMATED_WIPER_...]
DEBUG = 1
MESHES = windshield_wiper_part9, windshield_wiper_part8, windshield_wiper_part7, windshield_wiper_part2, windshield_wiper_part1, windshield_wiper_part, windshield_wiper_part3, windshield_wiper_part10
UNDERLYING_SURFACE = window_part3

[MESH_ADJUSTMENT_...]
MESHES = windshield_wiper_part9, windshield_wiper_part8, windshield_wiper_part7, windshield_wiper_part2, windshield_wiper_part1, windshield_wiper_part, windshield_wiper_part3, windshield_wiper_part10
MOVE_TO = modelRoot:y

[ANIMATED_WIPER_0]
DEBUG = 1
MESHES = windshield_wiper_part9, windshield_wiper_part8, windshield_wiper_part7, windshield_wiper_part2, windshield_wiper_part1, windshield_wiper_part, windshield_wiper_part3, windshield_wiper_part10
UNDERLYING_SURFACE = window_part3
GROUP_0 = 'windshield_wiper_part2@A=', 'windshield_wiper_part@A=', 'windshield_wiper_part3@A=', 'windshield_wiper_part1@A='
GROUP_0_ANGLE_TO = 90
GROUP_0_AXIS = 0, 0.70710677, 0.70710677
GROUP_0_AXIS_OFFSET_0 = 0, 0.70710677, 0.70710677
GROUP_0_AXIS_OFFSET_1 = 0, 0.70710677, 0.70710677
GROUP_0_END = -0.529931, 0.8915192, 0.6895586
GROUP_0_PIVOT = -0.06829834, 0.8529968, 0.83735657
GROUP_0_BASE_AXIS = 0, 0.70710677, 0.70710677
GROUP_0_BASE_PIVOT = -0.06829834, 0.8529968, 0.83735657
GROUP_1 = 'windshield_wiper_part9@A=', 'windshield_wiper_part8@A=', 'windshield_wiper_part7@A=', 'windshield_wiper_part10@A='
GROUP_1_ANGLE_TO = 89.7
GROUP_1_AXIS = 0, 0.70710677, 0.70710677
GROUP_1_AXIS_OFFSET_0 = 0, 0.70710677, 0.70710677
GROUP_1_AXIS_OFFSET_1 = 0, 0.70710677, 0.70710677
GROUP_1_END = -0.044160962, 0.8906977, 0.75913155
GROUP_1_PIVOT = 0.43673706, 0.84434843, 0.79159546
GROUP_1_BASE_AXIS = 0, 0.70710677, 0.70710677
GROUP_1_BASE_PIVOT = 0.43673706, 0.84434843, 0.79159546

before copying and pasting, disable the automatic translator of the web page (if it is active)
Thanks for creating this, however I cannot quite get it to work. I can hear the wipers moving, but I have no animation. I pasted your text at the end of the mod's ext.config file.. would that be right?
 
Thanks for creating this, however I cannot quite get it to work. I can hear the wipers moving, but I have no animation. I pasted your text at the end of the mod's ext.config file.. would that be right?
It doesn't work for me either with the same result... Is something missing?
 
Thanks for creating this, however I cannot quite get it to work. I can hear the wipers moving, but I have no animation. I pasted your text at the end of the mod's ext.config file.. would that be right?
This car does not have car_wiper.ksanim in the animations folder.
I don't even understand what this command means.
That's why I think the wiper doesn't work.
 
It behave in that way when the track is extremely wet and the rain is extremely intense and at high speed. At slower speed, with less wet track and less rain, the behave is similar to the one we have. This is still a under-construction feature, developed by one man and it behave on a 10 years old game engine... and its still a game, real life is another thing.
Thank you.
It would just be nice to have the opportunity to turn it off. That would already be so much better.
 
I'm trying to import an .fbx file to blender but get an error saying that "ASCII FBX files are not supported". What am I missing/doing wrong?

Edit: Nevermind, I figured it out.
 
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btw, i like these technical guys around the car, where can i find them ? Does it work with all cars like pit stop guys ?
IIRC SD use it as car_door_l or something, they disappear when you drive a bit, like the door closing on some mod cars.

Clever but still SD-quality in the end lol
 
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