Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Paiky
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I had this same doubt. Is it because everyone uses the shutter speed function combined with the F5 key to take pictures? This function takes a fixed point (in this case, the car) and creates a blur effect on everything that is in motion, such as the wheels. Since this function was implemented, I think that mod developers do not want to have more work to create a texture that simulates a blur on the wheels.
How do I enable this feature? I can't find it, there's tons of CSP options now.
 
Hello guys, im looking for some help here....

I have been experiencing issues with CPU Occupancy 99% out of nowhere, this also makes the game run in slow motion.

I have been using the exact same pc setup snce the start of the year and I was able to do literally everything (running a lot of AI, heavy mods, rainfx, everything) with no problem whatsoever

Now, out of nowhere i have this issue, no new mods either, only updating Sol 2.1 and CSP 0.1.75 to try and fix this and it didnt worked.

Has anyone experienced something similar ? Im so frutrated, this happened to me once before in a older pc setup, I could never fix it so I build a new pc and now its happening again :ouch::ouch::ouch::ouch:

Hello guys, me again. I havent been able to come with a solution after trying literally everything I can find of. Lastly, I made a clean reinstall of AC, COntent Manager, CSP and SOL, and slowly installing and testing. Ive realised the stuttering problem starts when Installing SOL, but even after I delete SOL, the problem stays. It doesnt matter which version of SOL (either 2.01, 2.02, etc). Before this issue, I used SOL 2.02 with no issues whatsoever.

Im attaching some pictures of the render stats performance comparison without SOL and with (and after) SOL. As you can see there are some uneven spikes in the frame time with CPU and GPU, I dont know what to make of this.

Im really hoping somebody can help me, im so frustrated and I dont know what else to do.


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Is there anyway for me to turn down the lighting or exposure on certain tracks? I downloaded a High Speed Ring mod and it's way too bright; the road is almost white and it just ruins the immersion for me.
 
Is there anyway for me to turn down the lighting or exposure on certain tracks? I downloaded a High Speed Ring mod and it's way too bright; the road is almost white and it just ruins the immersion for me.

Not quite sure, but I do believe one of Sol's config last pages gives you the opportunity to custom adjust certain track's colors.
 
Is there a way to force the AI to NOT use wet tires? Seems 8 out of 10 times they will always use wet tires and then are much slower than the ones using slick tires. I can't find anyway to stop this. I am using CSP 0.1.74. Thanks in advance!
 
Very early work in progress, welcome to the car park of the Castellet ;) no bad joke inside, i live in Cassis town 25 km near Paul Ricard Circuit ;)
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Nice, I flew over Paul Ricard Circuit the other day while in route to Marseille :D

I think they aren't needed anymore due to latest CSP builds generating them automatically with the rim meshes themselves I guess like a modder on facebook told me long ago

Could you please enlighten us, how exactly is CSP "generating" a rim blur mesh along with textures from a wheel model? Have you actually taken a good look at a car in motion that has no blur mesh? I have been using CSP for years and am running the latest version and still see mods with no rim blur mesh that look like skipping crap and CSP has never made it any better. Perhaps it does if you play AC by looking at screenshots. lol

I mean, no offense intended... just curious. :cheers:
 
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The only 'eyes' in this Sim are when using the on board view and although you can see other car's wheels I'm usually far too busy to notice if they have blur or not.
Every other view is a camera, and cameras have a frame rate thus causing the 'stepping' we see.
The lack of wheel blur is more 'correct' than having it.
20 years ago the wheels didn't turn at all so blur was needed to simulate them rotating.
10 years ago a nicely detailed wheel could be modeled but having to compute all those polys in rotation was too expensive so wheel blur was used to save resources.
Today, whilst Potato users may appreciate the resource saving, it is otherwise not needed.
Screenshots need not be rendered in realtime and any amount of processing can be applied.
 
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MIAMI - Hard Rock Stadium GP F1 2022

https://jackshepherdmod.square.site/product/miami-f1-circuit-for-assetto-corsa/1?cs=true&cst=custom

Has anyone bought this track ??? I can't to pay with my credit card and I'm not the only one, I find it silly not to be able to pay with Paybal like all mods in general ... Is there another version ? I read that APEX is preparing a version of this track
Anyone have this track ?

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Yes I have it. I was sent it to do an F1 skin on it. Didn't realise it was a pay mod.

anyone got 2019 version of Baku? the one made by patrikPat. the link on the ac tracks list is dead
Yes, I am currently skinning it for 2021. I will release a link to it when finished. There is a working link to it somewhere in this forum because that's where I got it from originally. Maybe that link is dead now.
 
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Alright, since sharing Patreon mod isn't forbidden here's TonyB's collection so far :

https://drive.google.com/drive/folders/17V1YntDLv40FQYaOi91BZeayhFrabMwV

If anyone wants to improve those, go ahead. They certainly deserve more love that what they've been given so far. (Better textures for starters...)

edit : also doing what should've been done since the beginning, aka sharing these conversions for free - since the OG modders did it for free for the rFactor / GTR2 community.
And the GTR2 crew is rightly pissed off about their mods being ported without their consent in exchange of money.
 
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So those are SIM to you? Well they are not to me. To each his own
I would peg BeamNG as being more pure sim than AC could ever hope to be for sure, real tyre models, soft body physics, functional join physics, damage etc etc, the rest are kinda here and there, same as AC is also kinda here or there when compared to things like AMS2 or RF2 (or even its newer sibling ACC). it really is to each there own as to who calls what a sim, try reversing one of those double trailers into a parking slot to make a delivery in ATS for example ;),

but the question was why AC cannot have traffic that works,

the answer is simple the tracks are not built with a centre line like BeamNG forcing that traffic to stay on their side of the road, because AC was primarily built for track racing not real road driving, so its generally designed to go in only one direction.
 
Removing rim blur means 4 less objects and so better optimisation and without looks more natural than with it 9/10 times. If you want to paint rims, for example using blur object too, you would need to paint both the RIM and the blur or making a new blur texture which implies mapping the rim in a very specific way that isn't the best for optimisation. AC rim blur also keeps working if you're in photo mode and set shutter speed to zero, making the car look still but with blurred rims. There are many reasons why it's better to just avoid it now that csp can replicate the same effect
 
As I keep running laps on one of my favorite tracks, now updated by the Reboot Team (and updated again today), I keep thinking...

LONG BEACH

LONG BEACH

LONG BEACH

LONG BEACH from the Reboot Team is going to be awesome!

Anywho, no matter what keeps popping up in my head, Macau is another fantastic release.

I just noticed the casino across from the pits now lights up correctly after updated by Content Manager.

DSC_0342-med.jpg
Yeah, as you can see, we do listen to remarks... :) ... not that we automatically fulfill all wishes though... :lol:
And I agree, Oceanus Casino looks better now.
 
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Fact is, we have total control over AI in AC, the limiting factor is not the artificial intelligence, it is the other type.:lol:
Then how come the AI in this game is still so garbage? It's almost impossible to race the AI in this game without having them constantly pit maneuver you.
 
I'm wondering if theres a way to simulate engine weight by creating something like a fueltank physics dummy with correct dimensions and weight that could be placed at right spot in the car to simulate weight distribution.
 
.../...but the question was why AC cannot have traffic that works,

the answer is simple the tracks are not built with a centre line like BeamNG forcing that traffic to stay on their side of the road, because AC was primarily built for track racing not real road driving, so its generally designed to go in only one direction.

You already answered it yourself but anyway:

ACRS.jpg

And I'm not stating that there are no other sims that may even simulate racing better, but as a total package, it's hard to beat AC.
I do have several other sims installed, but I always tend to return to AC.
 
MIAMI HARD ROCK GP TRACKSKIN 2022
Guesswork fictional skin based on current sponsors for the Miami circuit pay mod for those who have it.
The track itself lacks a lot of detail at the moment but hopefully the mod evolves quickly with updates because it's a fluid fast drive.
I'll add the skin to my 2021 pack as a bonus skin.
Here is a link for just the track skin (the track itself is not mine to share so don't ask)

https://www.mediafire.com/file/3o810e9hvplxddd/Miami+Hard+Rock.rar/file

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The track is on sale... you'll find it with a Google search
 
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MIAMI HARD ROCK GP TRACKSKIN 2022
Guesswork fictional skin based on current sponsors for the Miami circuit pay mod for those who have it.
The track itself lacks a lot of detail at the moment but hopefully the mod evolves quickly with updates because it's a fluid fast drive.
I'll add the skin to my 2021 pack as a bonus skin.
Here is a link for just the track skin (the track itself is not mine to share so don't ask)

https://www.mediafire.com/file/3o810e9hvplxddd/Miami+Hard+Rock.rar/file

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Thank you, the usual great job, even though I think that almost no one has the track..
 
I'm gonna try to ask again.

Why are car modders moving away from blurred rims? The Mazda Furai suddenly got its blurred rims removed from one version to another and a lot of newer car mods just don't have them outright.

To echo what others have already said, I've removed blurred rims from almost all cars I've edited for the following reasons:

- It's added complexity, leaving it in means I need to make sure the blurred_objects.ini is correct, make sure all the materials/textures/shaders are set right and then most annoyingly, edit the textures in photoshop to colour them when creating new wheel colours in the CM showroom. Deleting everything to do with them takes 1-2 minutes, making sure everything works with them, probably about 5-10 minutes depending. That may seem trivial but a 3 minute difference when applied to 1,000 cars is 50 hours...

- There's little if any visual benefit, often the transition between blurred/non-blurred state is jarring even at a distance in replays. This is of course subjective.

- Performance gain isn't needed on my setup, in fact it's often better to reduce the object count, sometimes blurred wheels can be 6 or 7 objects per corner.

- The main argument for them seemed to come from photographers and now the CSP photo mode has rendered that argument redundant.

Then how come the AI in this game is still so garbage? It's almost impossible to race the AI in this game without having them constantly pit maneuver you.

I came to AC from Forza and Gran Turismo, I can say that compared with those games, the AI in AC is fantastic. If you're getting constantly spun out by the AI then you might want to either have a look at your settings or your driving style, you can't be too aggressive with the AI, much like real people you need to leave space for them. I needed a bit of adjustment at first as well, but coupled with Helicorsa, I have better races against the AI in AC than any other racing game I've played, either on or offline (with the exception of one organised league with my car club).
 
Then how come the AI in this game is still so garbage? It's almost impossible to race the AI in this game without having them constantly pit maneuver you.
Odd, as I regulalry race in AC and don't find them contently doing this. Now back at the original console launch I would have 100% agreed, but its not the case now and certainly not on PC with CSP's improved AI.

Is it perfect? Nope, of course not, but constant PIT maneuvers? Nope.
 
Then how come the AI in this game is still so garbage? It's almost impossible to race the AI in this game without having them constantly pit maneuver you.

The reason you are getting pit manoeuvred "constantly" is that you in the words of Alonso "Always have to leave the space" I have the same issue I'm not gonna lie. But I recognise that it's my error to fix not the ai error. I often have near misses. As often I'm in a faster car and think I'll be clear but am not.
 
I would peg BeamNG as being more pure sim than AC could ever hope to be for sure, real tyre models, soft body physics, functional join physics, damage etc etc, the rest are kinda here and there, same as AC is also kinda here or there when compared to things like AMS2 or RF2 (or even its newer sibling ACC). it really is to each there own as to who calls what a sim, try reversing one of those double trailers into a parking slot to make a delivery in ATS for example ;),

but the question was why AC cannot have traffic that works,

the answer is simple the tracks are not built with a centre line like BeamNG forcing that traffic to stay on their side of the road, because AC was primarily built for track racing not real road driving, so its generally designed to go in only one direction.
Although the road is one way, it is totally possible to have two directions, it is true that circuits have a predefined direction, but if it is wide enough, it can be done.

Yesterday I did not get out because after marking the two lines with enough space so that they do not collide, in the end the cars tend to go in the middle of the road, especially in curves.

This has a solution if hints are added but first you have to do a lot of tests to see how the ai behaves in those precise areas, because there are many factors that can alter the process.

For example, now that I have the route already thought out, I have to start over again to make the path adding the hints.

It takes a ton of patience to do this.

Odd, as I regulalry race in AC and don't find them contently doing this. Now back at the original console launch I would have 100% agreed, but its not the case now and certainly not on PC with CSP's improved AI.

Is it perfect? Nope, of course not, but constant PIT maneuvers? Nope.
A race against ai can be interesting in AC.

But you have to make some adjustments to make it work well, you have to add yes or yes, in the list of 100 ballast cars and 50 restrictor cars, this prevents the worst bug it has, which is premature braking, among others.

Try this preset for example and you will see that the difference, between making a good set of grid.

https://www.mediafire.com/file/pccpir983oa0buc/IMSA_multiclass_GTP-GTO_Macau.cmpreset/file


With a good grid preset, even GTPs can run perfectly on layouts like macau.
Here you have a demo made by me of ai running alone in Macau and running like clock



Try to do this with the same cars without preparing the list, and you will see that it is impossible for them to do a good lap in Macau, the difference is very big.
 
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Any idea why this might be happening? I use CSP 1.75 preview 1. This happens in cars vao, tracks configs, tracks vaos and backgrounds.
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I finished this, all working perfectly on my side. Lights working and no texture problems. BUT, the error which other people are getting while joining the server states that LODs list is missing. So, what can I do to fix this and make it properly work also on other people machines? Runs fine on my system tho

https://mega.nz/file/wRAFjaqS#h1NfIid-mozKjEljJkYWut8HUBha8jjHrvY7la8t3gM link for whoever wants to analyze it. I'm nowhere near as good at modding but know just little bits
 
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