Assetto Corsa PC Mods General DiscussionPC 

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AHHHHHHHHHHHH Guys I ve find the problem !!!!!!!!!! just untick the FXAA in AC setup

View attachment 1490371

So this problem was just an antialiasing correction which already taken out from CSP , so no need to have it in ac setup i presume ?

@Peter Boese thank you ! you ve put me on the way ^^
This must be activated! It is the entry point for many shaders. So there must be something without your settings. Like in CSP graphics adjustments. What AA settings do you use there?
 
Sorry but this cannot be any solution. I have this ticked and don´t have these issues. Some months ago it was a must to have this ticked, otherwise CSP did not properly work, but Ilya also forced it with another settting to be on by default, which is now hidden. So something must be wrong with your whole CSP setup Ben. I would recommend for all folks who encountered these issues to reset your csp config as many times described by Peter and try once more if the problem is solved.

Same here, rocket booster intense front brake discs, visible from hundreds of meters in abnormal angles.
CSP reset was done.

I think this issue is visible if you have Brake Disc FX off, and you rely in your car mod on AC original brake glow and you finetune disc glow with original AC without Brake Disc FX effect in mind. And after that the new CSP Brake Disc FX is switched on and the effect gets exaggerated. Will try to check if my hypothesis is ok.
 
Twitter.webp
 
Hi, I wanted to ask: has anyone ever thought about building this car?
Jaguar E-Type Low Drag Coupé 1962

Also: is the "fuel_cons" file essential? Can I copy it from another similar car? (e.g., from a Porsche 962 "Kunos" to a Porsche 956 mod)

I do know a very talented that had created a body for one and gotten a version in game, but seems to have disappeared a while back. I'll reach out and ask if there's anything on that front.


24H

Shocked, SHOCKED I tell you.

Has anyone posted the pic from RSS of their Adonis (Aston) GT3 from their email update?
 
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I do know a very talented that had created a body for one and gotten a version in game, but seems to have disappeared a while back. I'll reach out and ask if there's anything on that front.




Shocked, SHOCKED I tell you.

Has anyone posted the pic from RSS of their Adonis (Aston) GT3 from their email update?
Him?
 
Its crazy that URD was the first of the 3 big mod teams and are so far behind in every way compared too RSS and VRC .
Rss dont use cosmic physics. only VRC use that. the model if you compare it to the rss one looks better, also possibilty of having lights config incluiding postion like the wec who in the rss dont. For me the list is: VRC , URD and RSS
 
I've had this issue ever since the new UI came out for AC. When I do a weekend and qualifying is done, this button doesn't work when I want to check what the quali times were. It clicks but instantly goes back to race. Do you guys have the same issue and/or have you found a fix for it?

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Have you guys seen this? This may be a game changer. I have made a track for Assetto using RTB, this looks WAY better..
He also has another video creating a AC track in ten minutes. It looks promising. I dunno...maybe something worth looking into.

 
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Hi @Thockard , thank you for the test !

It could be also possible in the future to manage fuel level at start, but it seems quite hard to predict fuel consumption for a lap, hence you'd have to run one lap before gathering the data and apply, or use saved data from former races. Maybe we could use data from qualifying for example, that would be a nice way to tackle the problem for the race? But in theory, you can set up a particular tyre compound with a particular fuel level with different kind of pit stops later.
Citing myself because I noticed there was a "between sessions" fuel consumtion estimate for the car available in the settings screen/ fuel. Don't know if it was there before CSP 0.3.0.140. But if it is on screen, it must be stored somewhere ;-)

And also there is a fuel per lap value in the lua sdk which is commented: "@Uses original AC fuel estimation. Zero until value is available."

So there is some hope to propose automatic strategies :-)
 
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Hi gents,
Finally, I think I've found the right method to fix the ground clearance issue without altering other parameters. Indeed, many mods (including some Kunos models) have values that are unrealistic. I took Maidcafé's Porsche 964 as an example, modifying it to become the Porsche 965. The suspension geometry was completely redone, and the ground clearance was adjusted: 95mm (https://zeperfs.com/fiche638-porsche-911-turbo.htm). You can install this mod without worry; it won't delete any of your other mods. Compare Maidcafé's Porsche 964 to this Porsche 965 and tell me if this transformation is worthwhile. Personally, I think the handling is significantly improved. Also, let me know if you'd like me to adjust the ground clearance of a car you like that deserves this adjustment. Some mods have a ground clearance of 20 or 30 centimeters.

porsche.webp


DOWNLOAD:
https://mega.nz/file/Ro01XR7L#hudfWHKvnna-MY38Gt8zrTRReTxWtve_rMZUgdgiplU
Have fun, Mike
 
Its crazy that URD was the first of the 3 big mod teams and are so far behind in every way compared too RSS and VRC .

Excited, if it drives like their Aston with the cosmic update it's going to be the best version we'll ever get, + all the extension that bonny was showing off for it was insane.
It's crazy to see these two messages almost directly below each other.
 
A "typical" friday night problem, could someone help me?

So I have a mod that could easily go over 260 km/h in Fuji. Now it won´t drive past 230 km/h. And that 260 km/h was with ballast applied and with TC on and regular aero value. I have tried to turn the TC off and move the aero slider all the way to the left, and of course remove the ballast, but it won´t make any effect. This car has also fixed gear ratios so that can´t be the problem as well. I have also reset the setup to default (which could attain the 260 km/h) but it won´t reach said speed again. Now that I think I had this problem yesterday with another mod, AI trashed me in Imola and they had same car as mine. They were much faster in the straight sections of the track. I really hope CSP has not messed up something in my game, but I haven´t touch anything in settings lately :confused:

ChatGPT is telling me all sorts of weird stuff and invented CSP settings when asked about this, but only one thing he could be right is that latest CSP builds are so buggy :lol:
 
Good day all. Has anybody have a decent AI fastlane for the Rabbit Field track. Its an excellent track, but turn 1 is a nightmare. I have tried different AI lines myself with the aid of AI hints. But turn 1 being so close to the start line at high speed, i cannot improve it.
The faster cars just overshoot the chicane.
Thanks
 
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Good day all. Has anybody have a decent AI fastlane for the Rabbit Field track. Its an excellent track, but turn 1 is a nightmare. I have tried different AI lines myself with the aid of AI hints. But turn 1 being so close to the start line at high speed, i cannot improve it.
The faster cars just overshoot the chicane.
Thanks
For tracks where Turn 1 is close to the Start/Finish line, there's a little trick.
AC detects the Start/Finish line using AC_TIME_0_L/R.

When creating the AI line, place AC_TIME_0_L/R slightly away from Turn 1.
Then create the AI line.
After that, place AC_TIME_0_L/R back in its original position.
This ensures the timer starts at the intended location.

This explains why rabbit_field_timing.kn5 is in the Track folder.
I'm attaching rabbit_field_timing.kn5, slightly offset from Turn1.
Improvements to the AI are welcome. I'm not a very good driver, so I can't create a fast AI at this time.
 

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shi
For tracks where Turn 1 is close to the Start/Finish line, there's a little trick.
AC detects the Start/Finish line using AC_TIME_0_L/R.

When creating the AI line, place AC_TIME_0_L/R slightly away from Turn 1.
Then create the AI line.
After that, place AC_TIME_0_L/R back in its original position.
This ensures the timer starts at the intended location.

This explains why rabbit_field_timing.kn5 is in the Track folder.
I'm attaching rabbit_field_timing.kn5, slightly offset from Turn1.
Improvements to the AI are welcome. I'm not a very good driver, so I can't create a fast AI at this time.
Thanks so much for the reply & explanation. ive learned something new .
 
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