Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Paiky
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It depends on your system. For some people a certain version works, for others it has issues.
Best try it out yourself. It's no big deal, in CM it takes about 2 seconds to change version.
Just close and restart CM after that to be sure the new chosen version is applied.
I'm using 0.1.36 atm, but for night riding it poses problems with lighting, that I don't have when reverting to 0.1.32, which seems to be the most stable on my (triple screen) system.

Thanks for the info man! Well , after I did the update on my CSP , I was able to finally get Kyalami 2016 working. It wouldn't load at all in my old version. The track and the Ai look beautiful on it too.......but It's done something else to most all my other tracks. The tracks still look great , but the shadow effect on the Ai isn't right. At a certain heading they look ok , then they turn a corner and the reflection is either dim , or as bright as the sun if they turn the other way. Also , my " go to " test track is Kuno Silverstone.....which is now permantley stuck in night time. No matter where I adjust the time table above , it's still dark. Any ideas?

Edit : One more thing. I bought the new IER P13c car today as well.......pretty simple install , but crashes the game. Just a black screen and and have to shut down AC.
 
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Right my current personal project is getting a few cars into the TCL classes. I am simply playing with the data files and engine swaps etc.

Done the Mini 1970's from the simdream pack and just getting this Escort into it and about to do some skins then it's ready.
Obviously if anyone wants to try when i've finished then just ask.

Really enjoying dipping my toes into engine swaps and very simple physics swaps. Also sorting out the Hot rod fords too...

View attachment 878020 View attachment 878021 View attachment 878022
Is your TCL different than Bazza’s recently released 1960s/70s Touring Car Legends pack?
 
Is your TCL different than Bazza’s recently released 1960s/70s Touring Car Legends pack?

Well yes, i love that pack and wanted to introduce some more options. Not claiming to be any sort of modder but got a few cars into the category and felt if i stuck up some pics i didn't want go all 'just for personal use' etc.
Just looks pretty cool to have other types of cars in the mix.

From the basics i have worked out i can take a rally car and swap in a race cars physics and then that is a race car.
So yeah...very basic level here.
But on a personal level it adds yet another layer to this which will keep me using it well into this new decade. I can not not believe the amount of stuff you can do and learn in AC...
 
Right my current personal project is getting a few cars into the TCL classes. I am simply playing with the data files and engine swaps etc.

Done the Mini 1970's from the simdream pack and just getting this Escort into it and about to do some skins then it's ready.
Obviously if anyone wants to try when i've finished then just ask.

Really enjoying dipping my toes into engine swaps and very simple physics swaps. Also sorting out the Hot rod fords too...

View attachment 878020 View attachment 878021 View attachment 878022

I've been having fun adding cars to the TC Legends pack too. Adjusting suspensions and BoP'ing power and weight to match the existing cars. I think I'm right around 40+ cars in the pack now. A few might not be exactly true to the cars that ran with the pack but the more the merrier I say.
 
I've been having fun adding cars to the TC Legends pack too. Adjusting suspensions and BoP'ing power and weight to match the existing cars. I think I'm right around 40+ cars in the pack now. A few might not be exactly true to the cars that ran with the pack but the more the merrier I say.

cool, could you give me a quick rough guide on how you BOP them? I think i need to be adding weight. cheers.
 
cool, could you give me a quick rough guide on how you BOP them? I think i need to be adding weight. cheers.

One of the things you need to look for is the power to weight ration on the car and match that. What you'll have to do is recalculate the BHP and Torque in CM using the "recalculate curves using data" setting. Also recalculate the weight by right clicking on the weight number. These number are usually represented by a slew of different factors and modders can put any number they want there even though it may be wrong. I've seen cars that say they have 400 horsepower written there but when you calculate from the data, the car actually has close to 600.

So the TCL pack is somewhere around 200 hp/tonne, that's what you're aiming for give or take 25 or so hp in either direction. If a car has turbo, you can usually lower the multiplier a bit, if not I just lower the numbers in the power.lut by a factor and of course a little of both to get the desired effect.
The weight of the car is in car.ini under total mass. I like things to be realistic but at the same time having all the cars BoP'd close gives for great racing and you don't get that always same car in front of the pack. If the weight is a little high for a certain car or if the power is a little low for a certain car to their real life counterpart, so be it.

When adding cars, they might not have the feel of the TCL pack because the suspension is too tight. I usually have to raise the ride height, loosen the springs and loosen the dampers. This helps to give it that body roll of weight distribution that you feel in the original TCL cars. They did a great job on that. Oh, check the anti-roll bars too and make sure there isn't any wacky high numbers there too.
 


edit: happy new sim year!
On my phone I can't really tell what this video is showcasing. I find the anti-glare strip on the windscreen a little distracting if I'm supposed to be checking out the clouds. Maybe it'll make more sense on a bigger screen.
 
On my phone I can't really tell what this video is showcasing. I find the anti-glare strip on the windscreen a little distracting if I'm supposed to be checking out the clouds. Maybe it'll make more sense on a bigger screen.
Same here, I guess we will need to read the release notes to find out what it is about.
 
The SOL update 1.4 looks really good. Playing around with the sun dazzle right now to see what it does.
So far looks super sharp. One weird thing is some tail lights reflect on the ground midday with the sun out which is a little weird.
 
Happy New Year fellows!

New WIP update pics to share...

I found this 29 years old photo from the family album hahaha

1991 Macau Cup by Charles Kwan
49A9F480-1310-4AB6-91BE-5AE58E71F304.jpeg

BMW E30 M3 Group A
FB20DC23-020F-4AAF-A976-3DF22FDE76AC.jpeg
594B0485-783B-4C95-A9FE-164B741342A0.jpeg
 
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Ok here it is, at 4am in the morning im finally finished with possibly the best car ive ever done. (my favorite atleast)
https://mega.nz/#!8d9AhK7C!OznGVxhTAzi59Fdep2EsKT4khVldgo1Y9U8HWLG-IfA
Aston Martin Vantage V8 AMR Pro!! (i did a little 3D work on it too for bigger splitter/tires)
d4f887533bd0e699dcee74ed502bcf93.png

upload_2020-1-2_4-14-10.png (here's the real car for reference i did my best to make it like that)
Details: Its a completely different car than the GT12, i built a new motor from scratch to get the exact horsepower (with drivetrain loss) as aston listed it as. new suspention/ very new drivetrain/ best tire model ive done yet/ new aero and more!
Plz give feedback good or bad!
 
Hey fellas, is there a way to turn off fireworks, balloons and planes in certain modes? These are fine for a race but when I'm hot lapping, they're a bit extravagant. I'd rather not delete all the 'blimp', 'helifly*', and 'jouxplane*' from the tracks. And I haven't a clue how to turn off the fireworks. Basically this is what I want; Hot lap and Track day, nothing in the air. Qualify and Race, all the things in the air. Thanks!
 
Hey fellas, is there a way to turn off fireworks, balloons and planes in certain modes? These are fine for a race but when I'm hot lapping, they're a bit extravagant. I'd rather not delete all the 'blimp', 'helifly*', and 'jouxplane*' from the tracks. And I haven't a clue how to turn off the fireworks. Basically this is what I want; Hot lap and Track day, nothing in the air. Qualify and Race, all the things in the air. Thanks!
For balloons, blimps and planes just create a new layout called 'hot lap' or whatever and in the models.ini for that layout just rename (or delete) any references to stuff you don't want. That way, the kn5s can remain in the track folder and get referenced properly for the other layouts.

For fireworks I guess set the driving date in CM to a benign non-holiday one, or edit the fireworks config. Proper editing tools for fireworks will probably come in the next CSP update.
 
UPDATE !

McLaren Honda MP4/6 - 1991 by ASR Formula V1.26 (01/01/2020) - Free Download...............

;)

I noticed some oddities with optimization.
On my computer, Mclaren and Tyrrel get low FPS.
I checked lods.ini, and saw that lod 0 was displayed from 0 to 1500. This effectively means that LODs are not used, so if you create a large starting grid of these cars - FPS will be low.
upload_2020-1-2_16-20-12.png


I edited the value - 15 instead of 1500. This solved the problem - LODs began to appear, FPS increased. However, some elements, such as the rear wing strut, and wheel rim, seem missing in the lod files. As a result, I get holes in the wheels.

Mclaren late version, LOD 1 is probably from the regular version - without windscreen. This is noticeable when replacing LOD0 with LOD1

Tyrrel has the same problem with wheels. Other cars I haven 't looked at yet.
upload_2020-1-2_16-20-0.png


In addition, 3Д models have become very glossy, it is beautiful from a close distance, but bad on TV repeat - thin surfaces strongly flicker.
Previous versions do not look so brilliant, but do not have flickering.
 
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For balloons, blimps and planes just create a new layout called 'hot lap' or whatever and in the models.ini for that layout just rename (or delete) any references to stuff you don't want. That way, the kn5s can remain in the track folder and get referenced properly for the other layouts.

For fireworks I guess set the driving date in CM to a benign non-holiday one, or edit the fireworks config. Proper editing tools for fireworks will probably come in the next CSP update.
fireworks?!? how do i get fireworks in my game? ive never seen fireworks on any map of mine and ide love to see that.
 
See that you have latest CSP installed and you'l have fireworks on all tracks (at least, I have them on all tracks I drove these days) by day and by night.
Yeah, track indepentend you can see it now with newest CSP near Start/Finish or pit lane.
Some one posted a clip here some days ago, but I didn´t found it anymore.


upload_2020-1-2_14-53-59.png upload_2020-1-2_14-55-14.png
 
For balloons, blimps and planes just create a new layout called 'hot lap' or whatever and in the models.ini for that layout just rename (or delete) any references to stuff you don't want. That way, the kn5s can remain in the track folder and get referenced properly for the other layouts.

For fireworks I guess set the driving date in CM to a benign non-holiday one, or edit the fireworks config. Proper editing tools for fireworks will probably come in the next CSP update.

Thanks Masscot. I hoped changing an .ini somewhere would fix it, I never thought of adding a new layout just for hot lapping though. Brilliant! Thanks very much.
 
is it possible to edit a ksanim? Wanted to turn the wing_1.ksanim animation on the slr Mclaren into a spoiler that pops up at 80 km/h and keep the air brake animation too. wing_1.ksanim for the aero and wing_2.ksanim as a air brake.
like in gt4 where the aero just pops out at 80 km/h.

2:48
 
I noticed some oddities with optimization.
On my computer, Mclaren and Tyrrel get low FPS.
I checked lods.ini, and saw that lod 0 was displayed from 0 to 1500. This effectively means that LODs are not used, so if you create a large starting grid of these cars - FPS will be low.
View attachment 878202

I edited the value - 15 instead of 1500. This solved the problem - LODs began to appear, FPS increased. However, some elements, such as the rear wing strut, and wheel rim, seem missing in the lod files. As a result, I get holes in the wheels.

Mclaren late version, LOD 1 is probably from the regular version - without windscreen. This is noticeable when replacing LOD0 with LOD1

Tyrrel has the same problem with wheels. Other cars I haven 't looked at yet.
View attachment 878201

In addition, 3Д models have become very glossy, it is beautiful from a close distance, but bad on TV repeat - thin surfaces strongly flicker.
Previous versions do not look so brilliant, but do not have flickering.
Hi !

I didn’t tested them yesterday, I was close to go to bed ! ^^

Thank you for the feedback and your Hawkeye, there are some serious points.

It must also depends on the system and some AC 3rd parts, I only use CM... without SOL installed and with the "recommended version" of CSP after testing next versions.

Anyway, I’m aware about some issues with ASR cars, sometimes beta versions seem (and feel) better than the releases, It’s a personal thought.

It seems, but I’m not really involved in rFactor 2, the ASR cars match much better than in AC following other thoughts.

;)
 
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Thanks Masscot. I hoped changing an .ini somewhere would fix it, I never thought of adding a new layout just for hot lapping though. Brilliant! Thanks very much.
You don´t have to make a new track layout, you just can duplicate the models.ini and delete all the [DYNAMIC_OBJECT_...] blocks or rename all *.kn5 objects there to, for example *.kn5_ or just try replacing PROBABILITY=** to PROBABILITY=0. Afterwards just rename the ini you want to models.ini or the models_tracklayout_name.ini you need and start hotlapping. :)

Oh, or just move the dynamic objects to a subfolder should do it too (or renaming them). As long they aren´t found, they aren´t loaded. If you want them back, move them back to original destination. :)
 
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Hi !

I didn’t tested them yesterday, I was close to go to bed ! ^^

Thank you for the feedback and your Hawkeye, there are some serious points.

It must also depends on the system and some AC 3rd parts, I only use CM... without SOL installed.

Hi!
And I use pure AC, without Sol and CM.
However, other ASR mods do not cause such problems. For example Ferrari F2004 - works normally.

Another problem I meet with Mclaren and Tyrrel is the appearance of the Warning CPU Occupy 99% message. I read about the fact that this is related to the FFB, and that you need to checkbox the steering wheel settings, but it doesn 't produce a result. There is no such connection with other cars.
 
You don´t have to make a new track layout, you just can duplicate the models.ini and delete all the [DYNAMIC_OBJECT_...] blocks or rename all *.kn5 objects there to, for example *.kn5_ or just try replacing PROBABILITY=** to PROBABILITY=0. Afterwards just rename the ini you want to models.ini or the models_tracklayout_name.ini you need and start hotlapping. :)

Oh, or just move the dynamic objects to a subfolder should do it too (or renaming them). As long they aren´t found, they aren´t loaded. If you want them back, move them back to original destination. :)
I think he wanted the option of keeping everything for racing but having less 'extras' for hot lapping - that's why I suggested an extra layout so either option could easily be chosen. Your method is fine if anyone wants to get rid of them altogether.
:)
 
is it possible to edit a ksanim? Wanted to turn the wing_1.ksanim animation on the slr Mclaren into a spoiler that pops up at 80 km/h and keep the air brake animation too. wing_1.ksanim for the aero and wing_2.ksanim as a air brake.
like in gt4 where the aero just pops out at 80 km/h.

2:48

Mclaren P1 gets around this by making two rear wings. so you make a second rear wing in the aero file, and make it so it does nothing unless its at the wing angle that it pops up at @80kph say 20 degrees or w/e it is. so it does 0 drag and 0 downforce unless at 20 degrees. and then you make a few values at 18-22degrees so when the car tips around and the wing angle changes you have some values to compensate that. and this way you can just use the one ksanim file. same animation for both.
 
I think he wanted the option of keeping everything for racing but having less 'extras' for hot lapping - that's why I suggested an extra layout so either option could easily be chosen. Your method is fine if anyone wants to get rid of them altogether.
:)
Oh, thats what I thought he wanted too. That´s because I meant: duplicate the models.ini and in this duplicated ini revome, rename it or change PROBABILITY. So you have in the end 2 different models.ini.
For example:
  • models_race.ini
  • models_hotlap.ini
Renaming the wanted one back to models.ini and you should be done. The same moving or renaming the dynamic objects should work as intended. Move them to a subfolder for hotlapping and you get rid of them. Moving back for race and ... voilà. ;)
My other suggestions should work the same.
For sure, making an extra track layout for hotlap for each track would do it too. But don´t forget, you have to make new data and ui structure too. If anything on track should be updated, the extra track layouts MUST be updated manually too, if you want them fixed too. :)

Edit: But like often, many roads lead to rome. ;)
 
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