Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Paiky
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@Breathe and anyone else that wants it...

This is Rainmaker87's Detroit Belle Isle 2017 with EASY's updates. It has Lilski's track mesh from the NAGP version. All stuck together with superglue and bits of sticky tape by me.

https://www.mediafire.com/file/zw6b9xus0i2d5al/detroit2017.7z/file

Extract with 7-Zip.
Not to start the crazy Detroit fiasco that happened here on GTP over a year ago, but can I assume that this is yet a further updated version from the ones that were worked out in the first Detroit session? I'm going to install it tonight and will probably have to rename one or the other seeing as it shares the folder name.
 
Or you can look at it in another light, and realise how the approach you defend leads to confusion, duplicated work, wasted bandwidth, wasted time.
To summ up, a lower quality, inneficient process, as the follow up messages on this make clear.

Or if you want donation's then apply more effort first time?
 
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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.


Also if you look on steam for the percentages of what players are using hardware wise, contrary to what you imagine by how much you hear talk of NASA PC builds, its a very low percentage that use these rigs.
I can't remember the numbers but it was a YT linus tech video.
Point being.......... well you get my point.

edit:

https://store.steampowered.com/hwsurvey/Steam-Hardware-Software-Survey-Welcome-to-Steam

40% of steamers have 4 cores
8% (highest) run 1060's.
over 20% have 2 cores!
0.26% running rtx 3060's
 
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Ugly neon-green trees? Can you show me a pic? I don't have noticed them too, maybe it depends on the PP used?



@TonySSS @Masscot 99% is the french track of circuit du laquais

See here please:
upload_2021-6-7_20-41-47.png


Of course, only my opinion...
 
Does anyone have a description of what every kn5 files on kunos tracks contains? I remember to see a link somewhere not sure in what forum but i cant find it anywhere now. Im looking in specific for nords kn5 files. My PC cant afford a lot of stuffs so i would like to remove unnecessary objects like marshals, ballons and other stuff by editing the models files and keep only the necessary for my trackday sessions.
 
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I'm the mechanic/ pit crew for Praga Fellner Motorsport and I drive the EGA Racing Division Acura Integra (Owner). I've been sim racing for about 2 years now and have a pretty basic setup. We just came back from Homestead-Miami Speedway this weekend and our team filled the Podium. I'll definitely compare the track to real life. We are getting ready to build a badass sim rig for our drivers so once that's complete I'll let them compare as well.

Has anyone made Homestead-Miami Speedway for AC yet? My home track is Sebring so I'm trying to learn these tracks down in south FL.



Hello, I finished the version that contains the road courses and the 1995 version looong ago. I tought i upload it but it seems not hahaha.

here are them sorry.


https://mega.nz/file/LfAUARpL#q5gsDTJL5fCPEY91zjy2DvPSin8VDJCqQBwNEzSY9HU

Homestead Miami 6 Layouts.

Oval, road course, roval course, road reversed, roval reversed and 1995 oval.

Many thanks to Coby Hill, KevinK2 and macko68,
 
Use object inspector and hold alt and click on the object and it will tell you its name.
Thanks for helping me but ... i have no idea what object inspector is ... i dont what to open or edit the kn5 files ... just what to know what is inside them so i can remove them on the models.ini files. Im sure i saw that description somewhere a long time ago but i just cant find it
 
Since they are all nicked from the same place I tested the 8K skin for the porsche 911 GT3 Cup 2021.. lo and behold it works fine.
rename the 8K to 4K and drop in to skin 00. Its big so beware, but good for photos maybe? Gets much nicer definition of the track maps.

upload_2021-6-8_5-18-3.png
 

Attachments

  • Body_texture_01_DM_8k.zip
    3.1 MB · Views: 36
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Not to start the crazy Detroit fiasco that happened here on GTP over a year ago, but can I assume that this is yet a further updated version from the ones that were worked out in the first Detroit session? I'm going to install it tonight and will probably have to rename one or the other seeing as it shares the folder name.

This is Belle Isle. If you have Easy's Detroit Belle Isle 2017 installed, this is exactly the same but with the improved road mesh from the NAGP version.
 
That's OK.. Object inspector is exactly as its named. It's a tool for inspecting objects and finding out all sorts of info. Basically load up nords and open the sidebar menu. Then scroll down and look for dev tools (I think) and click on it. Once that opens you should see a new menu and you hold alt+left click on something - like a balloon or a tree or whatever and it will tell you the name and some other info about that object.YYou can then find that object in models.ini and remove it.
Just eating my dinner but shout if you need help and I'll assist when I've finished stuffing my face!

Many thanks for explanation :cheers:... i will try that app and see if i can find the kn5 files i need to remove. I will come back to you if i cant manage it. Enjoy your meal ;)
 
Hi aher21,
Thanks for you kind words and welcome to GTP.

Regarding Aragon, the version I uploaded was done by pitsch83, I did not have anything to do with the track itself, or it's visuals. Because I have no 3d skills, I only work on ai. Maybe one of the track conversion specialists could look at the track. The road surface could use smoothing, grandstands and other objects could use some work, and there is also the possibility of adding the other layouts. I think there is a lot of potential there.

Anyone?

I did some updates for Aragon a while back. I don't have a link at the moment, but it has been shared on here before. If you do a search, you should be able to find it.
It has a LOT of problems, but the basics are all there. Maybe someone could continue my work.

May I re-ignite this subject with another noobish RainFX config for the Motorland Aragon track (DL #43684). Omitted GrassFX for obvious reasons, not a lot of trees around to optimize this time either...
 

Attachments

  • motorland_aragon_ext_config.ini.txt
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Also if you look on steam for the percentages of what players are using hardware wise, contrary to what you imagine by how much you hear talk of NASA PC builds, its a very low percentage that use these rigs.
I can't remember the numbers but it was a YT linus tech video.
Point being.......... well you get my point.

edit:

https://store.steampowered.com/hwsurvey/Steam-Hardware-Software-Survey-Welcome-to-Steam

40% of steamers have 4 cores
8% (highest) run 1060's.
over 20% have 2 cores!
0.26% running rtx 3060's
This is true, but we can't expect devs/modders to continue building games/mods targeting pc hardware from 2006. You'll find that the majority of people with specs like that have accepted that they can't run newer games, and they are happy playing games like Counter Strike, League of Legends, Runescape etc. It's a reasonable expectation that if you want to run newer games on the highest settings you should be upgrading your hardware at least every two-three years, and four-five if you're happy playing on lower settings.
 
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sadly i get a reg error when starting 3dsimed, with the reset keys method

its worth buying. if you going to be doing this a lot. For me its an IN-OUT format translator on the way to Blender and back, because its interface for 3d is simply horrendous. I have been waiting to see if the author ever adds the ability to pan normally by mouse and especially if he will ever add a translate/scale/rotate gizmo or even plain old copy-paste ability under mouse.. with these elementary 3d controls added it might be a VERY powerful piece of software in its own right.

-BUT- again, buy it. Give him the support to keep building it, this is one of those things we need to support. What it does well, it does well.
 
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Thanks guys, I've released an update over at racedepartment that replaces the 16k texture with an 8k one, and replaces the one PNG texture with a DDS. Please let me know if this clears up the performance issues! For me, I fluctuate between 125 and 144fps at 4k with a full 16 car grid now, but it was pretty much the same with the old version as well.

https://www.racedepartment.com/downloads/circuit-antoine-schmit.43086/

Well I´m also surprised the texture change didn´t have much effect, besides alleviating the buffer... did some testing, shadows off, grass fx off, spectators off (probably better to do it through model replacement btw) and some of the 3d grass off...
The crowd and grass fx seems to have the most impact, but there were a few places where I was still getting some big fps drops, couldn´t find an ovbious reason yet.


Does anyone have a description of what every kn5 files on kunos tracks contains? I remember to see a link somewhere not sure in what forum but i cant find it anywhere now. Im looking in specific for nords kn5 files. My PC cant afford a lot of stuffs so i would like to remove unnecessary objects like marshals, ballons and other stuff by editing the models files and keep only the necessary for my trackday sessions.

If you have 3dsim editor, you could open the kn5s and see for yourself. However kunos might just push an update through steam again, which will restore all the kn5s you edit or delete. If you´re using CSP, you could also delete any kn5s in the extension folder and turn off auto-download.
 
No worries. I've used it a couple of times before when I wanted to hide some trackside buildings but it's been a while and it might not be in the dev section of the sidebar. I'll fire up AC and check for you in a bit if you can't find it.
And thanks.. My dinner was tasty :cheers:

If you have 3dsim editor, you could open the kn5s and see for yourself. However kunos might just push an update through steam again, which will restore all the kn5s you edit or delete. If you´re using CSP, you could also delete any kn5s in the extension folder and turn off auto-download.


Thanks for the fast replys. I had to activate the object inspector on CSP GUI cause i have almost everthing deactivated there and it show up in the end of the apps menu under csp apps. Its easy to work with ... i just have now to look for the right files. Thanks again ... really helpfull ;)
 
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