Assetto Corsa PC Mods General DiscussionPC 

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Somebody just posted a Lego McLaren Senna on FB, are there any other Lego mods out there?

Lego HotRod
https://www.racedepartment.com/downloads/lego-hot-rod.21669/

Skins for the Hotrod
https://www.racedepartment.com/downloads/lego-hot-rod-more-colors.21678/

Lego Speed Champions Raceway
https://www.racedepartment.com/downloads/lego-speed-champions-raceway.30635/

However the finest is on AMS, the Lego Technic 8865, with accurately modelled Lego physics, including an accurate tyre model for the Lego tyres and accurate (recorded) audio! Oh and as its Niels who created it, it's basically official content.

https://www.racedepartment.com/down...-bit-of-holidays-fun-yet-realistic-mod.38065/
 
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Here my 'fast' lap with Lotus88
Well, it seems something to reality, I am only talking about the feeling of the track, in fact it changes so much for me that I am not able to find the right line, I enter the curves through its place but I exit through a very different one.
 
Try unloading the coast-side of the diff.

Yep, woulda if I coulda (and I do that with most cars which have it available to adjust).
This 2019 only has adjustment for preload though (and why I thought it was weird that maxing it helped rather than hindered; or at least it helped on the sprint version with the Bimmer's softs and 26degC track temp).
Guess that's another reason why it's a mod with room for improvement.

Edit: That said, in the modder's defence ACC doesn't bother giving 'power' and 'coast' adjustments either.

Edit 2: Since we're talking diffs, here's a couple of my recent columns explaining what 'coast' and 'power' do. Might help anyone wondering what we're on about.
https://www.westernadvocate.com.au/...th-your-lsd-is-better-than-a-trip-without-it/
https://www.westernadvocate.com.au/...l-lsd-does-the-same-thing-in-a-different-way/
 
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Lego HotRod
https://www.racedepartment.com/downloads/lego-hot-rod.21669/

Skins for the Hotrod
https://www.racedepartment.com/downloads/lego-hot-rod-more-colors.21678/

Lego Speed Champions Raceway
https://www.racedepartment.com/downloads/lego-speed-champions-raceway.30635/

However the finest is on AMS, the Lego Technic 8865, with accurately modelled Lego physics, including an accurate tyre model for the Lego tyres and accurate (recorded) audio! Oh and as its Niels who created it, it's basically official content.

https://www.racedepartment.com/down...-bit-of-holidays-fun-yet-realistic-mod.38065/

Thanks, already had these mods including the ones for AMS. I'm wondering if the Lego Speed Champions cars from Forza Horizon 4 have made it into AC yet.
 
Lego HotRod
https://www.racedepartment.com/downloads/lego-hot-rod.21669/

Skins for the Hotrod
https://www.racedepartment.com/downloads/lego-hot-rod-more-colors.21678/

Lego Speed Champions Raceway
https://www.racedepartment.com/downloads/lego-speed-champions-raceway.30635/

However the finest is on AMS, the Lego Technic 8865, with accurately modelled Lego physics, including an accurate tyre model for the Lego tyres and accurate (recorded) audio! Oh and as its Niels who created it, it's basically official content.

https://www.racedepartment.com/down...-bit-of-holidays-fun-yet-realistic-mod.38065/
ty
Maybe they will make a good couple with the ChoroQ, miniF1, minikarts ... I'm going to try hahah
 



here the original circuit, it is clearly seen how the conversion to RF is very bad and loses all the geometry, it is the closest jarama to real life, or at least I feel that way, because the driver's point of view and how he perceives everything is very well done.

In the conversion it is seen how it loses the heights, and the degrees of inclination of the curves.


I see the solution clear, convert directly from grid1 to AC


Quick shout out to codemasters there, looks pretty fine for an aged game that.
 
Lego HotRod
https://www.racedepartment.com/downloads/lego-hot-rod.21669/

Skins for the Hotrod
https://www.racedepartment.com/downloads/lego-hot-rod-more-colors.21678/

Lego Speed Champions Raceway
https://www.racedepartment.com/downloads/lego-speed-champions-raceway.30635/

However the finest is on AMS, the Lego Technic 8865, with accurately modelled Lego physics, including an accurate tyre model for the Lego tyres and accurate (recorded) audio! Oh and as its Niels who created it, it's basically official content.

https://www.racedepartment.com/down...-bit-of-holidays-fun-yet-realistic-mod.38065/

Just to add to this, AmplifiedNL made a fun sound mod for the Hotrod!

https://www.racedepartment.com/downloads/amplifiednl-lego-engine-soundmod.22538/

 



here the original circuit, it is clearly seen how the conversion to RF is very bad and loses all the geometry, it is the closest jarama to real life, or at least I feel that way, because the driver's point of view and how he perceives everything is very well done.

In the conversion it is seen how it loses the heights, and the degrees of inclination of the curves.


I see the solution clear, convert directly from grid1 to AC


GRiD1 vs GRiDAS is no contest.
GRiDAS uses a few base elements of the similar tracks in GRiD1. My w.ip SanFran from GRiDAS looks nothing like CQ version and nearly all elements are higher res models and textures. They do share some material names, but a fresh convert will not be compatible with old skins.

lets see what some fresh eyes can do to the "Jarama corundum", this will be a new w.i.p now and is already started.
note: no timeline on this... be patient 'yall.
 
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GRiD1 vs GRiDAS is no contest.
GRiDAS uses a few base elements of the similar tracks in GRiD1. My w.ip SanFran from GRiDAS looks nothing like CQ version and nearly all elements are higher res models and textures. They do share some material names, but a fresh convert will not be compatible with old skins.

lets see what some fresh eyes can do to the "Jarama corundum", this will be a new w.i.p now and is already started.
note: no timeline on this... be patient 'yall.

ayup... interesting way they developed this, i think the shaders blend texture runtime at gameplay, those bits of sand+gtrass+dust+bledned tarmac etc.. in the source geometry are one mesh and and as many as 20+ materials...
 
GRiD1 vs GRiDAS is no contest.
GRiDAS uses a few base elements of the similar tracks in GRiD1. My w.ip SanFran from GRiDAS looks nothing like CQ version and nearly all elements are higher res models and textures. They do share some material names, but a fresh convert will not be compatible with old skins.

lets see what some fresh eyes can do to the "Jarama corundum", this will be a new w.i.p now and is already started.
note: no timeline on this... be patient 'yall.
In codemasters there are very good hands, but they are also known for recycling, this recycling saves a lot of time, but people who look at the details can see it

By the way, preset for minicars, I have included the trackmania car and the lego car to the old list, many cars because my test track is watkins glen and it has 42 pit spaces, you can kick any car it would not change the way of play.

https://www.mediafire.com/file/jm5smi3hmyh6rmy/ChoroQv3.cmpreset/file
 
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race preset for btcc 80-90s

NOT ALL MODELS are Btcc, I have decided to add from other categories because only the cloned Btcc models do not give a good race and some are far behind, this list of cars is very well balanced and they are categories in line, that is, they have the same power, they match.

If you only want to run with the btcc models you can do one thing, kick the models that you don't want from the grid, then clone the models that you do want, separate them from each other by 4 spaces, there you would already have the balanced race, but leave the amount of restrictor pre-assigned because if not on long straights some cars gain too much advantage over others.

here: https://www.mediafire.com/file/hqfapgskwy4vapn/btcc80-90.cmpreset/file

demo video here:



With this configuration all the races should be as seen in the video, I have tried to make it look like a real race in that category where two or three cars always go ahead, then the race body follows and the tail a little further back
Edit:

By the way 100% in str and agr is recommended, it is challenging and the cars are not going to have accidents.

I have 1988-1991 cameras for this track(and a few others), if you need them. Link is in the signature. :)
 
VRC Alabama GrassFX/RainFX. Simple, but its all it needs.

upload_2021-6-9_20-14-18.png


Code:
[GRASS_FX]
GRASS_MATERIALS = grass,outerland,roadtr
SHAPE_SIZE = 1.0
SHAPE_CUT = 0.5
SHAPE_WIDTH = 1.5
TEXTURE = grass_fx/highlands.dds
TEXTURE_GRID = 8, 3
[RAIN_FX]
PUDDLES_MATERIALS = road,kerb,roadpatches
SOAKING_MATERIALS = road,roadpatches
ROUGH_MATERIALS = grass
LINES_MATERIALS = line
 
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I pulled in the Gilles version to have a looksee...
Its fixable, needs new terrain map, a new phy_mesh, and a lot of those holes through the terrain to be fixed, all the textures replaced, trees fixed etc.
Is it a wanted track because feels like might be simpler to start from scratch on this one.

View attachment 1015479

Such a historic track, but what a horrendous layout on this one. I drove a Clio Cup around Jarama and the layout itself it's so "different" compared to the real one. On the other hand, Valencia (Ricardo Tormo) is almost 100% like the real one (I drove there too, IRL). Let's hope for a better Jarama someday.
 
Such a historic track, but what a horrendous layout on this one. I drove a Clio Cup around Jarama and the layout itself it's so "different" compared to the real one. On the other hand, Valencia (Ricardo Tormo) is almost 100% like the real one (I drove there too, IRL). Let's hope for a better Jarama someday.
It is true that in the simulator the sensation of a roller coaster that you have driving in the real Jarama is lost, although I suppose you will agree with me, no circuit in any simulator is capable of offering a 100% realistic sensation.
 
guys, how about adding movable items like cones to a track? like the ones at laguna seca. got 3dsimed but don't know where to start to put them into the track and make them hittable. also, how to add lines (ex. exit roads to a corner for safety purposes) to a specific piece of tarmac?
 
wow thank you very much, I was looking for something like that but could not find it, above all this is very useful to me right now.


To be more exact, this is what I was specifically looking for

1B: Spawn & timing objects:
Depending on the type of location you are planning to make, the minimal * objects needed in order to make your track work in all modes (race, hotlap, practice) are:
For circuit-type tracks:
AC_START_0
AC_START_1
AC_PIT_0
AC_PIT_1
AC_HOTLAP_START_0
AC_TIME_0_L
AC_TIME_0_R
AC_TIME_1_L
AC_TIME_1_R
.

With this code now if I can change the configuration of the map 'Quattro' and (it should) be possible then to make functional car spam on trackday


*
Thinking about it, this now forces me to start doing everything again, in the end the rework of that map is going to be done in August :banghead:
 
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