Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Paiky
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Not sure exactly what this is, but I have been looking to complete the major winners from 1966. The one car that won quite a bit was the Alpine 210, which doesn't seem to be modeled in any sim.

Yes friend, if someone was willing to cover the wheels and change the rear "silhouette" of the Alpine-Renault A110 (1968), we could have fun with 2 more fictional models. Alpine M63 (it was one of those in 1963 at Le Mans, that a promising Brazilian driver, Christians Heiz, died), and Alpine A210.
 

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Hi all!

I'm looking for 2 mods at the moment:

First is the mazda mx-5/eunos Jimmy Broadbent edition, which one was on Racedepartment but I can't download it anymore.

Second is a Trabant rally car. It's a DDr special once I had it but nowadays can't find a link for it anymore.

Any help would be appriciated.
 
Ferrari P4/5 2006

3D MODEL BY : KUNOS & 90s
UV WRAPPED BY : KUNOS & 90s
SOUND BY : KUNOS P4/5 Competizione 2011
HANDLING & PHYSICS BY : KUNOS P4/5 Competizione 2011, edited by Dragster666 & patched by FileMissing
SKINS BY : 90s

Description : The car made for free 100% parts like the rims form the non s1
and the both exhaust are from scratch made by me and the rest were kunos
Problem on the car was the digital instrument are missing.
View attachment 971933 View attachment 971934
join to download.

https://top.gg/servers/772835313759944716

invalid invite link! do you have another link for the server??
 
[Quote = "flyingsaucer, de la publicación: 13283895, miembro de: 313868"] Por favor, hacer más !!!!!! ¡Creo que los necesitamos tanto!:salud:

¿PUEDES Hacer algo de Como ESTO?

https://racecarsdirect.com/Advert/Details/83243/porsche-964-cup-car-1990

[ATTACH = full] 971955 [/ attach]

[ATTACH = full] 971961 [/ attach] [/ QUOTE]

I hope I can do some in the next few days, this was simple :D, although according to the photo you attached it needs other rims:D:D

View attachment 972040

https://mega.nz/file/DIxClDBJ#hIG-t82JRyqrcI186g1MAqp5YDMJ_m9qzyrMaXP1h7E

But you are impressive my friend!!!!!! You are real talent.

Thanks a lots for time and effort.

When you can.


Porsche-911-Cup-Racecar-88.jpg



https://www.elferspot.com/de/fahrzeug/porsche-964-cup-1991-205814/
 
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well, I am quite upset about Imola...
some performance issue has come into it, and it only gets worse the more I try to fix it.

I really wanted to release it today, but I dont think I can.

update: after deciding to try a CM track extract and load ksEditor, many of my shadow edits (3dSimed) did not "take", lets see how it goes...
you are doing a great job ..... you have to make this track perfect
 
Ferrari P4/5 2006

3D MODEL BY : KUNOS & 90s
UV WRAPPED BY : KUNOS & 90s
SOUND BY : KUNOS P4/5 Competizione 2011
HANDLING & PHYSICS BY : KUNOS P4/5 Competizione 2011, edited by Dragster666 & patched by FileMissing
SKINS BY : 90s

Description : The car made for free 100% parts like the rims form the non s1
and the both exhaust are from scratch made by me and the rest were kunos
Problem on the car was the digital instrument are missing.
View attachment 971933 View attachment 971934
join to download.

Hi @K E N N E T H

Joined, went into 'not Toprace' - 'annoucements' and 'releases', haven't see the car in there.

Where is it?
Thank you.
 
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Nice track. It does lack a bit of roadfeel. This is buttery smooth (even on my direct drive setup).
If you could change that a bit ?

@shi Exactly, just wanted to say the same. Very nice track, but flat like a pool table

The track is smooth but there is road movement affecting the suspension as it clearly felt trough my tactile.
Tactile is much better at reproducing road bumps than ffb trough the wheel. :D
 
shi

shi
I'm still learning 3d so I can't scratch.

Nice track. It does lack a bit of roadfeel. This is buttery smooth (even on my direct drive setup).
If you could change that a bit ?

RF1 tracks are usually quite low poly and yes, very "smooth" or alternatelingly very rough from too little poly's. No idea what 3d application you are using, but, if its Blender, I usually:

1. Merge all the road meshes and immediately bordering roadside meshes into one mesh (ctrl-j to join, in edit mode, mesh/cleanup/mergebydistance)
2. Rename to "1ROAD_Physical_Mesh", CTRL-I to invert selection, and delete everything else)
3. In edit mode, Tri-to-quad, then subdivide to taste, usually once is oneough, if really old track, twice or more.
4. Smooth laplacian a few times to correct chunky joins
5. Now the magic bit, edit mode, select Mesh/Transform/Randomise
(tweak the popup setting tools to taste, in this case ~0.0002)
6. Object mode, in the mesh properties, lift the mesh 0.0003 upwards.
7. Export fbx, in kseditor set IsRenderable property to false, save KN5
(depending on how bad the import was if you used 3dsimed, you may want to use the purgetool first to clean out all the dissasociated textures it creates, they will make this file far larger than it needs to be and also kill FPS)
8. Load the physical mesh in your models.ini file. (so if you dont like it your original track is not screwed up)

ONCE you happy, and cars dont float (reduce number in step 6 if they do),

9. convert the quads back to triangular mesh, using the mesh rebuild modifier, will add a good shot of extra randomness as it tries to minimise mesh size.
10 In original track remove the naming 1ROAD from any of the underneath parts, just in case the poke though causing jolts, i usually name them VisibleRoadMesh, save out the KN5.

I did this with this track to add some roadfeel back into it, works well. dont overdo the randomise tool, it should be very subtle, also the more you subdivide before the better the effect, but eventually mesh will get quite large.

In game all your original geometry remains visible, no changes the car simply drives on an invisible mesh.


upload_2020-11-16_6-50-17.png

upload_2020-11-16_7-1-57.png
 
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I was driving around Twin ring Motegi today from M. Bonca. And the curbs are slippery beyond belief. Looked at surfaces.ini and indeed grip on curbs is set to 0.92. That is the lowest I've seen on any track. I raised it to 0.95 and now it's far more natural. Just FYI to anyone loosing their mind every time they spin just by looking at a curb. Thought I booted PC2 by mistake at first. :lol:

But beware, if you change this, you won't be able to drive the track on online servers before changing back to 0.92.
 
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A quick fix without editing the *ini is to check the section in SOL config, track exposure config value; set it from default 100 to something around 50 or similar.

Yeah. Sol's default brightness settings make a lot of colors go white on a sunny day.
 
RF1 tracks are usually quite low poly and yes, very "smooth" or alternatelingly very rough from too little poly's. No idea what 3d application you are using, but, if its Blender, I usually:

1. Merge all the road meshes and immediately bordering roadside meshes into one mesh (ctrl-j to join, in edit mode, mesh/cleanup/mergebydistance)
2. Rename to "1ROAD_Physical_Mesh", CTRL-I to invert selection, and delete everything else)
3. In edit mode, Tri-to-quad, then subdivide to taste, usually once is oneough, if really old track, twice or more.
4. Smooth laplacian a few times to correct chunky joins
5. Now the magic bit, edit mode, select Mesh/Transform/Randomise
(tweak the popup setting tools to taste, in this case ~0.0002)
6. Object mode, in the mesh properties, lift the mesh 0.0003 upwards.
7. Export fbx, in kseditor set IsRenderable property to false, save KN5
(depending on how bad the import was if you used 3dsimed, you may want to use the purgetool first to clean out all the dissasociated textures it creates, they will make this file far larger than it needs to be and also kill FPS)
8. Load the physical mesh in your models.ini file. (so if you dont like it your original track is not screwed up)

ONCE you happy, and cars dont float (reduce number in step 6 if they do),

9. convert the quads back to triangular mesh, using the mesh rebuild modifier, will add a good shot of extra randomness as it tries to minimise mesh size.
10 In original track remove the naming 1ROAD from any of the underneath parts, just in case the poke though causing jolts, i usually name them VisibleRoadMesh, save out the KN5.

I did this with this track to add some roadfeel back into it, works well. dont overdo the randomise tool, it should be very subtle, also the more you subdivide before the better the effect, but eventually mesh will get quite large.

In game all your original geometry remains visible, no changes the car simply drives on an invisible mesh.


View attachment 972049
View attachment 972055
Thank you for writing the detailed procedure!
I mainly use 3ds max, but I can use blender a little too. I will try it now.
Nice track. It does lack a bit of roadfeel. This is buttery smooth (even on my direct drive setup).
If you could change that a bit ?
@shi Exactly, just wanted to say the same. Very nice track, but flat like a pool table.
The track is smooth but there is road movement affecting the suspension as it clearly felt trough my tactile.
Tactile is much better at reproducing road bumps than ffb trough the wheel. :D
I will post it as v1.0 when the problem is solved.
 
grip on curbs is set to 0.92. That is the lowest I've seen on any track. I raised it to 0.95
But beware, if you change this, you won't be able to drive the track on online servers before changing back to 0.92.

Never tried this online (as I dont race AC online, only those boring as bat**** v8's on all the servers here), but, if you have option to monitor ini files realtime in CM, can you start a track on 0.92, once you in at start lights change to 0.95. Are the AC ini files included in the realtime refresh offered by CM?
 
shi
Thank you for writing the detailed procedure!
I mainly use 3ds max, but I can use blender a little too. I will try it now.

The idea with step 6 is to induce random shifting of vertices in XYZ (pos and neg), to take the dead flatness out of the mesh. As i recall the 3dsmax version of this function can be limited to any one of the axis, as well as a spherical "influencer" that allows you to slect less points, but pull the points with influence in Nth diameter, I used to use this tool a lot in jewellery to add a slightly "worn" look to jewellery renders with a dust and scratch map and depending on how you imported (YUP or ZUP) limiting to just the up direction would probably yield a better result.

Another way I do these is to overkill subdivide, and put a harder randomise in, then hit it with laplacian smooth to get it subtle, then rebuild the mesh downwards, more time consuming and slightly more difficult to control, but generally adds a much better feel with far more subtle road movements.

SUBTLE is the key with this, otherwise track can go pogo-matic on you.
 
Never tried this online (as I dont race AC online, only those boring as bat**** v8's on all the servers here), but, if you have option to monitor ini files realtime in CM, can you start a track on 0.92, once you in at start lights change to 0.95. Are the AC ini files included in the realtime refresh offered by CM?
I don't race AC online as well. I use acc for that. So I don't know how it works. But I read multiple times, this to be the case. As it should be. You could gain quite an unfair advantage, if this was not the case.
 
A quick fix without editing the *ini is to check the section in SOL config, track exposure config value; set it from default 100 to something around 50 or similar.

Where would I find that ? Sorry mate. I'm such a boomer when it comes to this stuff ahah.
 
Hi ! :)

Thanks a lot, It's a great work about this compilation with some great additions and It stops as well the "mess" about this track which be recently again in the spotlights about the return of Formula 1 cars on it.
It's, in my opinion, the best track designed by Herman Tilke in the modern era of racing.

I wanna just focus on the great cameras done by @safi hellie which obviously work perfectly on this version 1.3.
https://www.racedepartment.com/downloads/acus-istanbul-park-gp-track-cameras.32728/

Cheers and thanks a lot again ! :cheers:
Hi ! :)

I forgot to give you the link for the correct DRS Zones for the F1 2020 !
Beware !
This is for the "acu_istanbulpark_osrw" but you just have to replace the file into the "data" folder for the last version available here.

https://www.racedepartment.com/downloads/istanbul-park-f1-2020-drs-zones.37062/



Cheers ! :cheers:
 
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Wanted: Videographer
Gig: Live action
Model: Famous Italian sports figure
Location: Near Imola, Italy
Genre: Outdoor full action scenes against backdrop of classic motor circuit (may or may not involve "porn")
notes: prefer experience with custom video work and global Youtube simracing following

Serious offers only, inquire within ;)
 
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