Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Paiky
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Looks great gutbomb... but something is seriously eating my FPS, which dips and dives all over place (64fps sitting in the pits, then 100fps for a bit, then suddenly down to 54, then continually up and down like a mad woman's breakfast throughout the lap, etc). Anyone else?

(P.S. On most tracks I get anywhere from 90 to north of 140fps with my setup and settings.)
 
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I'd stick with the 'Official' version, mine was a quick rework of a leaked earlier version of the same.
Both versions however are just rips from the FIA game so I'm not sure how the mod is 'Official', and the rip is only the second level of detail. I'm guessing they used Ninja Ripper but only captured the external camera view that did not include the cockpits.

For myself I use the FIA game to get my fix although it insists on telling me to cool my brakes even with that setting turned off, and/or Automobillista.

In this context, when i say 'official' i mean it was used by the ETRC official championship in their digital races etc, which was very well done and can be found on youtube.

I guess if they own the brand they can effectively 'steal' from their own licensed game the models, which is what they did.

Any mention of official just means they were behind it.

Personally i like the VTRC ones as they provide a nice experience to race, but i now have all variations.

I have the actual game the FIA one and i think i have about 3 hours in it.... I must revisit, just remember the FFB annoyed me.
 
There it says that I need version 2.8, but I have the most up-to-date 2.9, the files won't open, what could it be?

Welcome to the biggest dpwnside of opensource platforms, bizarre compatibility issues.. when new version gets released it often breaks old code, the biggest complaint on their forums.. same as the ninjaripper script, I had to basically rewrite most of that as well. (as well as adding in XYZ positional fixes for items at 0,0,0 and proper duplicate removal etc)

Just install a portable version of 2.8, open what you need , save as fbx and reopen in 2.9 if you need anything new from 2.9 (probably you do not)... so maybe just use 2.8.. (wait till they release 3.. in my beta very few plugins work..)

If you any good at reading python its usually small errors that need fixing and generally the console will list which line number etc for you and you can fix yourself, I dont use that particular plugin you listed as part of my flow so no idea really?
 
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Oow, good news :)
The track (if well made) is indeed a joy to drive. But with all versions I know of, the graphics are really poor, especially the surroundings. That is reason enough not to have the track installed in my case.

asked for official permission to port, from the the RF2 version.. to bypass the G-uu-yee-lees craptrap syndrome.

@RMi_wood so we dont trip over each other, is this rf2 conversion already in your list?
 
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asked for official permission to port, from the the RF2 version.. to bypass the G-uu-yee-lees craptrap syndrome.

@RMi_wood so we dont trip over each other, is this rf2 conversion already in your list?

Hope you get it. Would love good version of this track. Many thanks for your work.

Edit: I'm currently using RD verison which I found the best of the bunch right now. Still its visuals could be much better
 
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this is a bit random, but i decided to try to edit a ppfilter so it fit my own taste and i wanted to know what you guys thought of it and what i could improve on, sadly i used the default supra kunos model to test it since i had to reinstall ac as a whole, but i'll post other pics with better cars soon!View attachment 1015805
god the discolouring on the kunos models really pisses me off
20210607-105724-Shutoko Revival Project 0.9.1 - Tatsumi PA-Toyota Supra MKIV AbFlug S900.png

opinions?
 
I had the same issue and contacted them. Do the following to resolve the issue.

In every skin folder of the car edit the ext_config file and remove this block.
Code:
[WIPERS]
...
...

Looking at this more, I decided to look at VRC's new prototype. Its wiper vibration is really well done. I took the numbers from it and applied it here. It works well.

[WIPERS]
WIND_THRESHOLDS_KMH = 60, 150 ; speed for wipers to start vibrating and for maximum vibration
WIND_AMPLITUDE_MULT = 1 ; multiplier for amplitude
WIND_FREQUENCY_MULT = 1 ; multiplier for frequency
WIND_OFFSET = 0.03 ; base animation progress to vibrate around
 
asked for official permission to port, from the the RF2 version.. to bypass the G-uu-yee-lees craptrap syndrome.

@RMi_wood so we dont trip over each other, is this rf2 conversion already in your list?

Hope they will give you the green light. To be honest i had worked on a conversion and improved it with all the known things (Rain, Light, Grass and so on) but the sorround was a bit (LOT) weird and also i had a problem with the tarmac which put the update on hold. Let's hope, as said, they give you the green light so we can have this track in AC (count on me if you need help for the known things if you want (if you will work on it)) :D
 


Guys I already have something playable, but I'm not convinced, the only way to do this on this map has been with a very long pit line, because whatever I do, the cars when they reach the end they just stand there.

this makes it impossible for this to be possible on trackday with car spam.

In the video you can see 40 cars making a certain pattern, they are like npc or bots, they DO NOT SEE YOU, neither you nor the other cars, which causes the cars to be constantly crashing by rear reaches, since they go so close together that does not give the car time to brake, it also causes car trains.

Any ideas to solve this? Playable is with about 20 cars there are no trains and there are no accidents, but that is not the idea, that does not create a sensation of traffic like with 40 or 50 cars, or car spam on trackday

Can the game be '' tricked '' into reading the pit line as a race line? that would be a possible solution ....
 
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I'm a little bit confused with the Detroit Belle Isle Tracks

Detroit Belle Isle 1988 by Rainmaker v1.01 http://www.mediafire.com/file/l4x9lyy5sdq9c5n/Detroit_1988_v1.01_by_SBB_project.7z/file
Detroit Belle Isle 1988 by Rainmaker - Updated by ? v1.01 https://www.mediafire.com/file/vyoby0tyn8lf2pi/detroit1988.rar/file
I can't find this layouts on www.racingcircuits.info, so which track is this one ?

Detroit Belle Isle 2012 v1.3 by Rainmaker - Updated by Assetto-fr.tk https://sharemods.com/babaz2de5g25/detroit_belle_isle2012.7z.html (same layout as the 2017 version)
Detroit Belle Isle 2017 v1.0 by Enders and Rainmaker http://www.mediafire.com/file/5nhb2sd5535qmf7
Detroit Belle Isle 2017 by Enders and Rainmaker - Updated by ? https://mega.nz/file/Dg8ShI4T#nkue5kX9EtfCNqXPWIP-zOUsLGJLKu39hwHVvH1KJrI
Detroit Belle Isle 2017 v1.1.1 by Enders and Rainmaker - Updated by Assetto-fr.tk https://sharemods.com/x4c1vdj27gux/detroit2017.7z.html

Wich one is (or are) the best ?



Guys I already have something playable, but I'm not convinced, the only way to do this on this map has been with a very long pit line, because whatever I do, the cars when they reach the end they just stand there.

this makes it impossible for this to be possible on trackday with car spam.

In the video you can see 40 cars making a certain pattern, they are like npc or bots, they DO NOT SEE YOU, neither you nor the other cars, which causes the cars to be constantly crashing by rear reaches, since they go so close together that does not give the car time to brake, it also causes car trains.

Any ideas to solve this? Playable is with about 20 cars there are no trains and there are no accidents, but that is not the idea, that does not create a sensation of traffic like with 40 or 50 cars, or car spam on trackday

Can the game be '' tricked '' into reading the pit line as a race line? that would be a possible solution ....


I can't access to the video (Private Video)
 
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Looks great gutbomb... but something is seriously eating my FPS, which dips and dives all over place (64fps sitting in the pits, then 100fps for a bit, then suddenly down to 54, then continually up and down like a mad woman's breakfast throughout the lap, etc). Anyone else?

(P.S. On most tracks I get anywhere from 90 to north of 140fps with my setup and settings.)

It´s probably the 16k background texture (ignore the 30fps, that´s the cap in the settings I was using.)

buf.PNG
 
I'm a little bit confused with the Detroit Belle Isle Tracks

Detroit Belle Isle 1988 by Rainmaker v1.01 http://www.mediafire.com/file/l4x9lyy5sdq9c5n/Detroit_1988_v1.01_by_SBB_project.7z/file
Detroit Belle Isle 1988 by Rainmaker - Updated by ? v1.01 https://www.mediafire.com/file/vyoby0tyn8lf2pi/detroit1988.rar/file
I can't find this layouts on www.racingcircuits.info, so which track is this one ?

Detroit Belle Isle 2012 v1.3 by Rainmaker - Updated by Assetto-fr.tk https://sharemods.com/babaz2de5g25/detroit_belle_isle2012.7z.html (same layout as the 2017 version)
Detroit Belle Isle 2017 v1.0 by Enders and Rainmaker http://www.mediafire.com/file/5nhb2sd5535qmf7
Detroit Belle Isle 2017 by Enders and Rainmaker - Updated by ? https://mega.nz/file/Dg8ShI4T#nkue5kX9EtfCNqXPWIP-zOUsLGJLKu39hwHVvH1KJrI
Detroit Belle Isle 2017 v1.1.1 by Enders and Rainmaker - Updated by Assetto-fr.tk https://sharemods.com/x4c1vdj27gux/detroit2017.7z.html

Wich one is (or are) the best ?

I've combined the one from Easy with the track mesh from the NAGP version. I'm at work at the mo, but can upload it later on if you want?
 
I've combined the one from Easy with the track mesh from the NAGP version. I'm at work at the mo, but can upload it later on if you want?

Yes, please. With your version I'll be on the dark side of the moon :dunce:

try now

look at 2:56 ai can do circulars better than almost people :D

Better as the french people for sure :lol:
 
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I'm a little bit confused with the Detroit Belle Isle Tracks

Detroit Belle Isle 1988 by Rainmaker v1.01 http://www.mediafire.com/file/l4x9lyy5sdq9c5n/Detroit_1988_v1.01_by_SBB_project.7z/file
Detroit Belle Isle 1988 by Rainmaker - Updated by ? v1.01 https://www.mediafire.com/file/vyoby0tyn8lf2pi/detroit1988.rar/file
I can't find this layouts on www.racingcircuits.info, so which track is this one ?
This is the Detroit F1 Grand Prix circuit, used in the 80s, not located on Belle Isle but Downtown Detroit
https://en.wikipedia.org/wiki/Detroit_street_circuit
 
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Looks great gutbomb... but something is seriously eating my FPS, which dips and dives all over place (64fps sitting in the pits, then 100fps for a bit, then suddenly down to 54, then continually up and down like a mad woman's breakfast throughout the lap, etc). Anyone else?

(P.S. On most tracks I get anywhere from 90 to north of 140fps with my setup and settings.)

It´s probably the 16k background texture (ignore the 30fps, that´s the cap in the settings I was using.)

View attachment 1015924

Yeah I was worried about this. I have a 9900k and a 3080 and I tested in VR and on a 4K monitor and was above 100FPS all the time so I thought it was fine, but didn’t have lower end hardware to test on, unfortunately. Like @Mitch9 said it could be the 16k ground texture. Other culprits might be the 3D crowd models I’m using, or the fact that all of the textures are dds except one which I kept as PNG. Race Track Builder uses a huge texture as the base, and it’s a PNG, and then it uses another texture as a mask map for where you can fine tune the details on that background texture. Usually I convert both to DDS but when I converted the mask map to DDS it made really ugly blocks (compression artifacts) so I left it as a PNG where these didn’t show up. Also the file size as PNG is about 4MB while the compressed (lol) DDS was 65MB. I did still convert the giant base texture to DDS. The PNG was 500MB while the DDS is 260ish MB.

I’m going to put together a skin package that replaces the huge 16k texture with an 8k one, and replaces the mask map with a DDS as well and send that over to you and see if that improves the performance, and if it does I’ll issue an update. I don’t think we will lose much detail by switching from 16k to 8k (8k is what I usually use) so I’ll get to putting that together sometime today.

In order to test if it’s the crowds can you go into content manager, go to settings->custom shaders patch->track adjustments and check the box that says something about turning off the crowds? This might fix that issue for you, but maybe not. This was the first track that I’ve built myself that has crowds in it (fake crowds are so hard to get right and not look weird) and I’m not in love with the ones I used here.
 
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