Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Paiky
  • 129,761 comments
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Update to track folder.
http://www.mediafire.com/folder/drn2rpx8h1tvo

Mid-Ohio v2.0 - no change
Auto24ring v1.8 - no change
Algarve v 2.0 - no change
Nogaro v2.6 - no change
Spielberg (Oesterreichring) 1974/1977 v2.5 - no change

Hockenheim 1988 v2.6 UPDATE

It was a blood sweat and tears job, but I succeeded in reducing the number of faces in the trees.kn5 from 1,600,000 to 84,000.
Apparently all the trees had been doubled about 4 times...
I really hope the FPS are much better for most of you now.
There will be some minor updates in the future, but this one was urgent :)

Since March 11th I have been a professional bass player without a gig... thanks to corona.
So if you buy me a beer on Paypal, that would really keep me motivated :)
But also if you don't: enjoy the tracks!

https://paypal.me/moddingmusician

wow fantastic version!!! many many thanks....
now, with some cameras, a camera's camtools, a circuit skin ,, it becomes 100% perfect
 
Thanks again, I am just starting out on this road, found the csp github, but not sure what I should be reading, in regards to this.

I think I need change a material applied to mesh object [GEO_Wing_SUB0] via an ext.config file, but really no clue on how to make it, any pointers in the right direction would be appreciated!

Goal is to have the same aluminium finish for the end plate as the wing support strut in the below image.

View attachment 952067 via an ext.config to get the
First of all you need templates to the materials you might want and you can find them here:
https://github.com/ac-custom-shader...ter/config/cars/common/materials_interior.ini
You don't need to write all of the values but only those you want to edit, the ones not written will keep that material's standard values.

Here is an example to better understand how to write it in an ext_config.ini file that you must create into a folder called "extension" inside the car folder. So Assetto Corsa/content/cars/extension/ext_config.ini and with a text editor you write the config inside the file.
Code:
[INCLUDE: common/materials_interior.ini]
[Material_Aluminium_v2]
Materials = INT_Alu
Metalness = 0.35
BrightnessAdjustment = 0.5
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0
DetailScale = 30
DetailNormalBlend = 1
DetailNormalPBRSmoothnessGamma = 2
OcclusionMap = 0.8

Detailtexture=1 when added means that the material will keep the texture it already had just with a different shading. If that is removed it will use that "pbr_metal.dds texture instead.

You always need at the beginning of the config the INCLUDE line
After "Materials0 " you need to write that material's name from the model
 
Lilski updated Road America to v. 1.0
https://www.racedepartment.com/downloads/road-america.32732/updates#resource-update-62824

  • Lights added
  • John been messing with CSP stuff so who knows what he has added ;)
  • Moto layout added which I doubt anybody will use but it's there (it's terrible)
  • Typos fixed in surfaces.ini
  • Many more details added
  • Fixed lines and road edge not receiving shadows
  • Land elevations fixed around carousel and kink and missing foliage added
  • Road to land gaps fixed
  • Curb sounds fixed
  • Many shader and texture tweaks
  • Brake markers added for the kink
I'm happy to confirm that the Moto layout is, as stated, terrible.
Fantastic update though. It's very cool indeed watching the portable lights deploy or retract during day/night transitions. I love little details like this.
And (LTTP I know) but holy feck at dynamic shadows. I hadn't tested these before because CSP builds after 0.1.61 have terribly borked particles, but wow... just wow.
 
Hi ladies and gentlemen,
Two production cars (my favorite in AC)

BMW M5 E28:

282hp
340Nm
1430kg
248km/h
5.4s 0-100
5.07 kg/hp


50263613392_e4cc4d31b7_b.jpg

Download:
http://www.mediafire.com/file/1dv9rbrc8q23izg/bmw_m5_e28.7z/file

Nice job with the M5 (not tested the AMG yet).
I do like these older analogue cars. So rewarding to drive.
I tweaked the shifting animation timing and preload for a more natural feel in VR (to me, anyway). If anyone wants to try it, just paste this text over what's in the data/driver3d config:
(back up the original first as always, just in case)

Code:
[MODEL]
NAME=driver_80
POSITION=0, 0, 0
[STEER_ANIMATION]
NAME=steer.ksanim
LOCK=360
[SHIFT_ANIMATION]
BLEND_TIME=97
POSITIVE_TIME=306
STATIC_TIME=11
NEGATIVE_TIME=306
PRELOAD_RPM=6492
INVERT_SHIFTING_HANDS=0
[HIDE_OBJECT_0]
NAME=DRIVER:HELMET1985
[HIDE_OBJECT_1]
NAME=DRIVER:GLASS_1985
[HIDE_OBJECT_2]
NAME=DRIVER:Driver_Body_SUB0
[HIDE_OBJECT_3]
NAME=DRIVER:GEO_Driver_FACE
 
Last edited:
Just realised the offside wing mirror wasn't active on that M5 (a couple of posts up).
Paste this into the data/mirrors config to fix it, overwriting everything in there.

Code:
[MIRROR_0]
NAME=bmw_m5e28_88_cockpit_mirrorL_mirrorLeft_
[MIRROR_1]
NAME=bmw_m5e28_88_cockpit_mirrorR_mirrorRight_
[MIRROR_2]
NAME=bmw_m5e28_88_cockpit_interior_mirrorMiddle_
 
First of all you need templates to the materials you might want and you can find them here:
https://github.com/ac-custom-shader...ter/config/cars/common/materials_interior.ini
You don't need to write all of the values but only those you want to edit, the ones not written will keep that material's standard values.

Here is an example to better understand how to write it in an ext_config.ini file that you must create into a folder called "extension" inside the car folder. So Assetto Corsa/content/cars/extension/ext_config.ini and with a text editor you write the config inside the file.
Code:
[INCLUDE: common/materials_interior.ini]
[Material_Aluminium_v2]
Materials = INT_Alu
Metalness = 0.35
BrightnessAdjustment = 0.5
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0
DetailScale = 30
DetailNormalBlend = 1
DetailNormalPBRSmoothnessGamma = 2
OcclusionMap = 0.8

Detailtexture=1 when added means that the material will keep the texture it already had just with a different shading. If that is removed it will use that "pbr_metal.dds texture instead.

You always need at the beginning of the config the INCLUDE line
After "Materials0 " you need to write that material's name from the model

Well that has an impact!, thanks for taking the time to explain the basics.

Like I expected it applied the change to a lot of places where it is unwanted, all the trim on the car is now chrome! So is it possible to apply and existing material from the car to a different mesh via an ext_config.ini? Sorry my terminaology might be bad, i Know exactly what I want to do, but just don't know how to do it :dunce:

Edit: Something like this, just need to figure out how to make Aluminium v2 look like EXT_Carpaint_Aluminium now... It sucks that these changes can't be seen in the CM showroom which threw me off a bit.

Code:
[Material_Aluminium_v2]
Meshes = GEO_Wing_SUB0
BrightnessAdjustment = 0.04
DetailScale = 700
 
Last edited:
Even non-VR racing can be nutty-green at times...
For those that like to race many laps on this epic track, here's a non-sore-eyes skin version... very much alike the concrete wall colour in the pit area with a slighter dark shade.

View attachment 952024
Thank you for sharing this. Can TheRealCeeBee's WallCement003.dds file simply be added to your cm_skins folder for ease of use?
 
Thank you for sharing this. Can TheRealCeeBee's WallCement003.dds file simply be added to your cm_skins folder for ease of use?

The short answer to your Q is a resounding Yes... doing so though, will overwrite the existing file... If your intention is to have more then one colour for the sidewall (say keep both), then best to have cm-skins separately, by copying & renaming the folder \sidewalls... Then replacing/overwriting it with TheRealCeeBee's WallCement003_dds file.

Now you'll have two sidewall skins with different colours that can be activated in CM, and the original colour of course.
 
Anyone knows why most of my custom showrooms stopped working ? They're all in the right folder yet don't show up in CM showroom :

fTQS8se.png


R6j6jcX.png


I have no clue.
You must first go into showroom and then open up visual settings an Gear icon in the cm showroom settings and then click on Scene on top
and there should be you'r showrooms.
2020.08.25-16.36.png
 
There was recently an Evo 5, once the Touge Workshop made a great EVO 6.5 Tommi Makinen, but there was no EVO 6 GSR.
It already is :cool:

View media item 67236
Mitsubishi Lancer Evolution 6 GSR

acrm_mitsubishi_evo6_gsr.rar - 59.3 MB

-changed bumper to GSR
-changed rims to GSR
-removed decals Tommi Makinen
-changed engine sound
-added yellow skin
-changed track width
-changed suspension settings
-changed tyres settings
-changed engine rpm's
-changed engine power & torque
-revised tyre shaders
-revised car shaders
-tinted rear windows

Have fun !!! :gtpflag:
Thanks!
This has the same weird yellow brake lights as the original car - any chance of a fix?
Here's tweaked shifting animation timing - unfortunately, the 'static time' interger doesn't seem to affect how long he holds the gearstick, even with a value as low as '1'. Any idea why? This happens with a few mods.
Paste this over what's in data/driver3d. Backup first, just in case.
Code:
[MODEL]
NAME=driver_no_HANS
POSITION=0, 0, 0
[STEER_ANIMATION]
NAME=steer.ksanim
LOCK=360
[SHIFT_ANIMATION]
BLEND_TIME=92
POSITIVE_TIME=943
STATIC_TIME=1
NEGATIVE_TIME=972
PRELOAD_RPM=7126
INVERT_SHIFTING_HANDS=1
[HIDE_OBJECT_0]
NAME=DRIVER:HELMET
[HIDE_OBJECT_1]
NAME=DRIVER:GEO_Driver_FACE

I get a lot of harsh FFB wheel 'rattling' under heavy braking with this car (but not on the original). Any idea why? I'm in the process of tweaking my FFB from a fresh setup but can't seem to tune this rattle out with a few cars (CSWv2.5).
 
Bahrain International Circuit has just been updated at RD

https://www.racedepartment.com/downloads/bahrain-international-circuit-all-layouts.35001/
  • Global shaders tweaks.
  • New asphalt texture and shader settings.
  • New skid marks texture.
  • The oval layout now has night lighting.
  • Glass is now reflective.
  • Some windows are now transparent.
  • The grass has been darkened.
  • All trees are now correctly modelled 'Y' trees - same goes for the bushes.
  • The off-track surface is no longer sand, but still has less grip than the asphalt. (Tarmac runoff has its own surface properties similar to the asphalt)
  • Custom Shaders Patch bounced Light has been added.
  • The Custom Shaders Patch config is written on 0.1.52, but I have made some tweaks that should improve the experience on newer versions.
  • Added in a few Tyre Barriers that I had previously deleted.
  • Tyre Barriers are now textured.
  • Normal mapping applied to more meshes.
  • The small lakes now have animated water.
  • Fixed some Z fighting.
  • All textures are now DDS format (Might improve performance?)
 
CM update is fine, nothing broken.

However, CSP+CM... (on a side note) *after editing .kn5 files that I cant distribute because paymod*

seems the CMshowroom, (CM)showroom and AC showroom do not honour per-car texture or shader replacements in
.\your_car\extension\ext_config.ini with CSP. Changes are only seen on-track.

can someone confirm this behaviour?
 
Hello folks,

Anyone got this CM update? Buggy or ok?

knyx.png
Hi Paulo ! :)

I got the update yesterday evening (in France).
I didn't noted something's wrong but with the billions of hardware and software combinations, who knows !?

As usual (!?), the release note isn't inside CM, It stills only previous and useless notes for now.

Cheers ! :cheers:

EDIT
Thanks to @MrB00 for the direct link about the release note ! 👍 ;)

Version : 0.8.2149.36611
  • New setting to change Assetto Corsa language;
  • Controllers management reworked, now relies on instance GUIDs;
  • Support for CSP-only servers (for Custom Shaders Patch v0.1.62 or newer);
  • Support for cars having custom camera trajectories for Custom Showroom;
  • Message showing after successfull link sharing (optional, enabled by default);
  • Rating and notes in context menus for cars and tracks;
  • Skip executable with FTP upload;
  • New items in main menu to download or install from a downloaded archive;
  • New “acmanager://launch” command for simply launching Content Manager;
  • Steam ID changing uses Steam API again;
  • Custom Shaders Patch: share a link to settings in a certain section only;
  • More encrypted KN5s are now supported;
  • Fixed:
    • CM downloading CSP configs even if it’s not active or even installed;
    • Objects toggling getting stuck;
    • Missing items in “entry_list.ini” causing issues with original manager;
    • Scrolling in installation section of the menu;
    • Saving of shared post-processing filters;
    • AC version check for CSP;
    • Servers packing into a single executable;
    • Sorting by name online;
    • Nationality in race grid table got a dropdown list (still editable);
    • Some of crashes;
    • Few UI issues here and there.
 
Last edited:
Hi Paulo ! :)

I got the update yesterday evening (in France).
I didn't noted something's wrong but with the billions of hardware and software combinations, who knows !?

As usual (!?), the release note isn't inside CM, It stills only previous notes useless for now.

Cheers ! :cheers:

Changelog can be found here

https://acstuff.ru/f/d/10-content-manager-detailed-changelog/246

I'll probably update mine after I finish my latest skin - don't want anything to break whilst i'm half way through :D
 
Anyone else notice that if you spend a while editing a few mods in CM (even just deleting cars and tracks, or changing previews) then things very soon slow down to a crawl? CM gets extremely unresponsive and takes ages updating its UI.
Signs of a significant memory leak perhaps? Any way to check this?
Restarting CM doesn't even clear it, the whole PC has to be restarted.
(not related to the new CM update, it's been like this for as long as I can remember. Not a PC issue either, it did this on my old PC too)
 
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