Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Paiky
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Already upped to v0.1.64... and it is a little underwhelming, lol.
• Cloud shadows now work properly with Grass FX;
• Issue with [DATA] DISABLE_LIGHTSINI=1 messing up headlights animation is fixed.
.../...

In SOL config I can't change track brightness (like I used to) anymore. I get an error message that I need to alt/tab/delete.
 
The bad smoke/dust/particles from the recent Patreon builds seems to have made it into the latest public CSP release. I've got a horrible feeling this is going to be the new default to accommodate rain spray, but it looks so much worse than earlier builds, unless there's a tick box somewhere that I need to click?
Now, when following a group of cars that are generating smoke from braking or kicking up dust from the edge of the track, the particles seem to get generated in flat planar blocks rather than the more organic particles of previous builds.
Is anyone else seeing this? Is it maybe just a VR thing?
 
You're welcome!


Just passing along some more things I noticed with the 400r, perhaps you can digest then input it into the nice work you do.

If you edited the engine.ini you might have overlooked the drivetrain.ini auto shifting value, it is still at 7500 while the engine limiter is at 7300, thus it never shifts on its own nor can even get to redline.

Solution would be something like the following:

Drivetrain.ini

[AUTO_SHIFTER]
UP=7300
DOWN=4000
SLIP_THRESHOLD=0.95
GAS_CUTOFF_TIME=0.3



Haven’t tested with AI but the ai.ini upshift is at 7100 so there shouldn’t be any issues though it could be set at 7200 to give them a bit more performance. Also, in the engine.ini the turbo damage threshold is at 7800, so with the limiter at 7300 I’m not sure if one would ever be able to cause any mechanical damage. Furthermore, there might be a discrepancy in [TURBO_2] because the reference RPM is 8000.



On the Nissan KPGC110 I corrected the shifting animation, so I’ll pass that to you!

Code:
http://www.mediafire.com/file/jfihi4wjwtltneh/Nissan_KPGC110_Animations.rar/file

Love that Pulsar!

Keep up the awesome work, Mike!

argh ... I read all the files over and over again and finally I didn't notice these errors. thank you very much DBag. They are easily fixed but however if anyone has any problems for this let me know and I will send you the corresponding .txt files, I am too lazy tonight to upload again and very busy with an update of a british monster.
 
Well, it seems that you know the numbers you want for it. Why don't you do it yourself? :rolleyes:



If we are going that way, who are brave enough to convert Wolfenstein: The New Order 5th map.
Or Far Cry 5 1st map? :rolleyes:



You know that 99,999999999999999% of the mods, can be asked to me. LOL, joking. :lol:

Is this what your looking for? If it is, I want your update please. ;)

vcyr.png

ekq9.png

7t44.png


:gtpflag:


Thank you @mrboo

This is the plan....

995543b9d5492c2deb30616b8854b994.jpg
 
All the existing ones are either very poorly made or inaccurate. The Hong Kong track is playable but far from complete, RF2 one is much more accurate and complete. I do have the HK Track with updated road mesh and accurate layout based on the Simtraxx version, but it will need to be converted to AC.

Thanks @EvilGloomy You know more about the Eprix tracks then myself. Look Forward to more accurate Eprix tracks in the future. I thought maybe this guy was converting them over from RF2.

Anyway, take care,
Dave
 
FYI - CSP 0.1.63 is out (no, no rain included yet...).
Thanks for the info. It made me discover a weird thing. Do you all have CM exe file in the root AC folder? I for some strange reason had in on another drive in my documents. But I read the comment today on the csp update page, that it should be placed in the AC root folder. I moved it, run it as administrator, and boy what a difference this makes. AC just runs better in every aspect. It's smoother, ffb is better, input lag is noticeable lower,.. Fps are not higher, but are a lot more stable.

At first I thought it was a placebo effect, but then I shaved more than a second off my lap record in Bathurst with the Mustang V8 without breaking a sweat. It definitely is not a placebo.

If you don't have CM exe in your AC install folder, just copy it there and see the difference. Wow.
 
Thanks for the info. It made me discover a weird thing. Do you all have CM exe file in the root AC folder? I for some strange reason had in on another drive in my documents. But I read the comment today on the csp update page, that it should be placed in the AC root folder. I moved it, run it as administrator, and boy what a difference this makes. AC just runs better in every aspect. It's smoother, ffb is better, input lag is noticeable lower,.. Fps are not higher, but are a lot more stable.

At first I thought it was a placebo effect, but then I shaved more than a second off my lap record in Bathurst with the Mustang V8 without breaking a sweat. It definitely is not a placebo.

If you don't have CM exe in your AC install folder, just copy it there and see the difference. Wow.

Really?..I remember reading that it shouldn't be placed in the AC install folder :S..
 
Thanks for the info. It made me discover a weird thing. Do you all have CM exe file in the root AC folder? I for some strange reason had in on another drive in my documents. But I read the comment today on the csp update page, that it should be placed in the AC root folder. I moved it, run it as administrator, and boy what a difference this makes. AC just runs better in every aspect. It's smoother, ffb is better, input lag is noticeable lower,.. Fps are not higher, but are a lot more stable.

At first I thought it was a placebo effect, but then I shaved more than a second off my lap record in Bathurst with the Mustang V8 without breaking a sweat. It definitely is not a placebo.

If you don't have CM exe in your AC install folder, just copy it there and see the difference. Wow.

I thought that you weren't meant to put it in your main AC root folder because occasionally attempting to start a race from CM cancels it immediately then boots you back into the vanilla client.
 
Really?..I remember reading that it shouldn't be placed in the AC install folder :S..
I don't know. It doesn't make much sense to me. Try it. Copy the exe file over and run it from there and see. Keep the original where you have it now, so you can delete the copied one, if you don't see the difference. Maybe it's just my computer. Don't know.
 
The bad smoke/dust/particles from the recent Patreon builds seems to have made it into the latest public CSP release. I've got a horrible feeling this is going to be the new default to accommodate rain spray, but it looks so much worse than earlier builds, unless there's a tick box somewhere that I need to click?
Now, when following a group of cars that are generating smoke from braking or kicking up dust from the edge of the track, the particles seem to get generated in flat planar blocks rather than the more organic particles of previous builds.
Is anyone else seeing this? Is it maybe just a VR thing?
I've noticed the blocky particles in 1.61 and 1.60 in VR, on a monitor it's fine.
 
Thank you @mrboo

This is the plan....

View attachment 958337

962 Ormond Christie five times world Hot Rod champion https://www.pressreader.com/uk/motorsport-news/20191016/282411286085760

Fondly remember Friday nights at Aghadowey and Ballymena. Great times with Norman Woolsley (950) Davy Evans (932) also world champions in that era. Always looked forward to see Barry Lee and Mick Collard visit for the British and European Championships. Remembering Leslie Dallas(915) European Hot Rod Champion murdered by IRA terrorists in 1989.

Here's a wee Youtube of the International Teams event at Ballymena.
 
Already upped to v0.1.64... and it is a little underwhelming, lol.
• Cloud shadows now work properly with Grass FX;
• Issue with [DATA] DISABLE_LIGHTSINI=1 messing up headlights animation is fixed.

Changelog for v0.1.63:
Rain is not here yet, but it’s almost ready, its visual part is pretty much finished now. Just a few more things left. As for this update, mainly it’s a lot of fixes, but there are some new features too.
• New screen-space ambient occlusion mode, ASSAO;
• New shader for tyre grooves with improved look and oil spills for cars with broken engines (will be used automatically);
• New more accurate sky shader for Weather FX;
• Clutch is recorded in replays;
• Accumulation DOF;
• New photo app: slider for ƒ-number to adjust DOF intensity;
• Back to four wiper modes by default for modern cars;
• Maximum amount of lights working simultaneously is increased slightly;
• Better shadows for accumulation screenshots, with a bit of accurate distance-based blur;
• Tyres FX: reflection occlusion, to reduce reflectiveness under wheel arches;
• Option to start the race with throttle pedal, right trigger or associated button (in GUI section);
• Shader stFlow is now included thanks to @stereo;
• A couple of options to improve FPS limiter behaviour (in General section).


Still broken just like all version after 0.1.60. Go to Nordschelife and load a modded car with a full grid of 18 cars, boots me at random to content manager screen and cancel the race while I am adjusting settings. Something is causing it to crash but it's not showing any crash message. So frustrating...guess back to 0.1.60 it is..
 
The bad smoke/dust/particles from the recent Patreon builds seems to have made it into the latest public CSP release. I've got a horrible feeling this is going to be the new default to accommodate rain spray, but it looks so much worse than earlier builds, unless there's a tick box somewhere that I need to click?
Now, when following a group of cars that are generating smoke from braking or kicking up dust from the edge of the track, the particles seem to get generated in flat planar blocks rather than the more organic particles of previous builds.
Is anyone else seeing this? Is it maybe just a VR thing?

In Discord people seems to have problems in VR like getting different shadows in each eye. Better roll back with VR I suppose.
 
Well, it seems that you know the numbers you want for it. Why don't you do it yourself? :rolleyes:



If we are going that way, who are brave enough to convert Wolfenstein: The New Order 5th map.
Or Far Cry 5 1st map? :rolleyes:



You know that 99,999999999999999% of the mods, can be asked to me. LOL, joking. :lol:

Is this what your looking for? If it is, I want your update please. ;)


:gtpflag:

Wolfenstein is known for having great driving roads, you have a great point.

In case people didn't realise the size of the map in True Crime New York and it's amazing roads:


I truly think it'd be a great addition for AC.
Who here hasn't thought about speeding through NY.
 
if you mean is it linked to SOl weather type yet? nope, it comes on if you turn it on in CM, irrespective of eather type, I doubt we will see these things linked for a long time yet. maybe 1.66 1.67

I meant if it rains no mather the weather you chose. Although you can set rain off in the debug app, if you drive a car without working wipers, you are ****ed, the rain drops are in the windshield and you see ****
 
Wolfenstein is known for having great driving roads, you have a great point.

In case people didn't realise the size of the map in True Crime New York and it's amazing roads:


I truly think it'd be a great addition for AC.
Who here hasn't thought about speeding through NY.


Just checked some of this video and I think the world map looks better/more detailed than GTA 3! Would be so cool to be able to drive around maps like this. Wish there were more freeroam maps with traffic.
 
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