Assetto Corsa PC Mods General DiscussionPC 

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!!Released!! Update / Bugfixes for Formula 1600 Mod

Changelog: Version 2022-04
  • updated tyremodel: adjusted to Medium Compound, for longer stints, less wear. Slightly lowered grip (both lat/ long) and slightly reduced rear load index
  • BoP: reduced weight for Van Diemen (equal to Mygale) at 415 kg dry
  • updated cams (Dash, F6) by Jonah Hax
  • updated driver model for Mygale by El Locho (fixed misaligment)


Hope you like it! Enjoy and may the downforce be with you!

Download: EDIT - AI got screwed, sorting now
Only tried the Van Diemen for now... feels great ! I can drive it with even more confidence. Nice job 👍
 
When someone has a chance, can they give this very early test skin a try on SL's Watkins Glen. Don't expect great results. I just need an opinion on a couple things before I get too far into it. To see the grassfx, you need the ext_config add-on Breathe has listed on his track list. Forgot to add it.

1.) Am I heading in the right direction on the colors? Too much yellow\warmth, needs more yellow\warmth, up\down on saturation, darker\lighter, etc.

2.) I see this kind of blue\green haze over everything (not just the textures I adjusted) and can't figure out why. Anyone else see it or could it just be my ppfilter\monitor combo.

SL Watkins Test

Thanks for any feedback
I think your skin gives the vegetation a more natural look. Sergio uses (imo) a too wide colour palette.
I don't see any blue/green haze on my system.
If possible, I'd like to see the grass a bit darker.
All in all certainly an improvement.
 
Yes. I may do my own eventually or just add season stuff to his. For now, i'm only interested in the textures because how I setup the seasons plays off the look of the textures.

I think your skin gives the vegetation a more natural look. Sergio uses (imo) a too wide colour palette.
I don't see any blue/green haze on my system.
If possible, I'd like to see the grass a bit darker.
All in all certainly an improvement.

Thanks for the quick check. Guess the blue\green is on my end. Grass darker, but trees are ok on darkness? Any suggestions on where to go from here other than cleaning up some of the bad alpha channel edges on the trees. My thinking is the trees could use a little more green and less blue\yellow, but also take the brightness out of the green with a little added magenta to the green tones.

I actually have another version of the trees that keeps kind of a washed out blue\red vintage look. I may include that when done as an alternative.
 
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Hi guys, I've a problem with CamTool2, I've downloaded and installed it, but I don't have it in game. I have it in CM/assettocorsa/app, but not in CM/assettocorsa/appwindows and CM/app

(see 3 attached images)

Any suggestion?
Camera Tool should definitely be in your second picture.
I installed it manually, what about you? Drag'n'drop in CM?
 
IIRC I'm pretty sure I just added rainfx to the existing config, didn't touch grass.
You did more than that I think. The download had two new vao patches as well, unless someone else did those.

I think I figured out what's bugging me about the track. I can't find the sun, even when using no clouds. That's why everything looks so dull and blue to me. There's no good shadowing effect so everything looks flat. There are faint shadows coming from the trees, but if I look around all angles of the sky with a free cam, I can't see the sun anywhere. It's like the sun is not high enough in the sky even in the middle of the afternoon to cast proper shadows.
 
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You did more than that I think. The download had two new vao patches as well, unless someone else did those.

I think I figured out what's bugging me about the track. I can't find the sun, even when using no clouds. That's why everything looks so dull and blue to me. There's no good shadowing effect so everything looks flat. There are faint shadows coming from the trees, but if I look around all angles of the sky with a free cam, I can't see the sun anywhere. It's like the sun is not high enough in the sky even in the middle of the afternoon to cast proper shadows.
Oh yeah, I forgot about that, but I was only thinking about the extension file. Weird find regarding the sun...
 
Oh yeah, I forgot about that, but I was only thinking about the extension file. Weird find regarding the sun...
Took me by surprise when I realized what was going on. Never seen it before on another track. Unfortunately I don't know enough to try and fix it. I have no clue what determines where the sun is placed or how shadows get rendered in AC.
 
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Yes. I may do my own eventually or just add season stuff to his. For now, i'm only interested in the textures because how I setup the seasons plays off the look of the textures.



Thanks for the quick check. Guess the blue\green is on my end. Grass darker, but trees are ok on darkness? Any suggestions on where to go from here other than cleaning up some of the bad alpha channel edges on the trees. My thinking is the trees could use a little more green and less blue\yellow, but also take the brightness out of the green with a little added magenta to the green tones.

I actually have another version of the trees that keeps kind of a washed out blue\red vintage look. I may include that when done as an alternative.
Your "Full" skin looks really good to me, including tree and ground coloring/brightness. The biggest thing was changing those little tuft bushes (that show up here and there) to a darker green. Those things looked like aliens. And generally, the trees are great for a summer scene. I like Sergio's for the fall too though (except the aliens), and the Spring skin (whose?) as well. Thanks for this!
And thanks to Sergio for this track! It has his typical ambiance... (and he keeps the audience farther away from the cameras... so much more immersive!)
 
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Your "Full" skin looks really good to me, including tree and ground coloring/brightness. The biggest thing was changing those little tuft bushes (that show up here and there) to a darker green. Those things looked like aliens. And generally, the trees are great for a summer scene. I like Sergio's for the fall too though (except the aliens), and the Spring skin (whose?) as well. Thanks for this!
And thanks to Sergio for this track! It has his typical ambiance... (and he keeps the audience farther away from the cameras... so much more immersive!)
Thanks for testing and the feedback. I have a new version that I think I like better. Has a little bit deeper, richer colors.

Note about the shadows. I do all my testing with no clouds so I can get a true sense of the colors. I happened to use Windy conditions tonight and got some better tree shadows casting on the roads. So it seems like the bland, shadowless look is mainly using No Clouds. I'll have to remember not to use that when I drive this track in the future.
 
How is v0.1.77?
I'm on 178p1 atm which is basicly 177 and the only new bug I've found are trees not swaying in the wind anymore. But Ilja is informed and tmk it should already be fixed for the next release.

Also I didnt notice a significant drop in performance but I'm using a single screen with FullHD only. Maybe higher resolutions and/or VR have more problems.
 
Took me by surprise when I realized what was going on. Never seen it before on another track. Unfortunately I don't know enough to try and fix it. I have no clue what determines where the sun is placed or how shadows get rendered in AC.
I have the sun. If I drive on October 4th 2021 at 16:30, the Sun is visible in turn 5 (outer loop), half-way through the turn, at around 20 degrees elevation. On November 4th at same time, it's half-orb, setting on the horizon.
Your "Full" skin looks really good to me, including tree and ground coloring/brightness. The biggest thing was changing those little tuft bushes (that show up here and there) to a darker green. Those things looked like aliens. And generally, the trees are great for a summer scene. I like Sergio's for the fall too though (except the aliens), and the Spring skin (whose?) as well. Thanks for this!
And thanks to Sergio for this track! It has his typical ambiance... (and he keeps the audience farther away from the cameras... so much more immersive!)
Concur about the tuft bushes. They used to be like little Caspers, dotted around.
 
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!!Released!! Update / Bugfixes for Formula 1600 Mod

Changelog: Version 2022-04
  • updated tyremodel: adjusted to Medium Compound, for longer stints, less wear. Slightly lowered grip (both lat/ long) and slightly reduced rear load index
  • BoP: reduced weight for Van Diemen (equal to Mygale) at 415 kg dry
  • updated cams (Dash, F6) by Jonah Hax
  • updated driver model for Mygale by El Locho (fixed misaligment)


Hope you like it! Enjoy and may the downforce be with you!

Download: Formula Ford F1600 Mod update 2 (version 2022-04)
(small hotfix, Mygale AI fixed (typo in tyre file)
You are true hero.
Yestrerday i have tested them for a long time. Pure pleasure. But tyre compound felt too grippy, and both models had 1-1.5 sec lap time differrence. And my thouths were heard.
 
Dunno if helping or spreading a bit more chaos, but I'm on 1.77p1 & pure 0.75, and I have no thunders during thunderstorms.
Tried on several tracks and several moments of the AC day.
 
guys i need help. flags and trees are not affected by the wind on any runway. Changing the speed of the wind does not help. Where is the setting that affects this?
 
Out of curiosity.. is anyone here using the Real Steering forces output option in the csp ffb tweaks ?

Does is make any difference?
Wich cars do supports this ?
 
I worked on the track ai- more than likely it is a problem with the car's ai IMO. Send me the exact cars you are having problems with via PM and I will check it out when I get a chance. In the meantime, try some other cars out on the track and see if they have a problem at the same corner.
That corner is very tricky and i don't think that the ai of the track itself can be improved much. Not all the cars have this problem, so i tried, as KevinK2 proposes, to alter the car's ai and increased the steer-lock in the car.ini of the affected cars. For me this works not bad.
 
RSS FH X 2022 - F1 2022 Full Season ‘Custom Championship' 1.4
03_australia_gp22 v1.1 update
bgr03.jpg

Based on the base track: melbourne_2019_v1.5.7z by acu and updated by , patrikPAT, Sliderman

2022 Modifications of Circuit
(DOES NOT INCLUDE NEW LAYOUT - YET)
GDrive: https://drive.google.com/drive/folders/15IHYdj24xd3fbgrvkVv5ZdTO2LrH-0VT?usp=sharing
 
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RSS FH X 2022 - F1 2022 Full Season ‘Custom Championship' 1.4
03_australia_gp22 v1.1 update
View attachment 1131168

Based on the base track: melbourne_2019_v1.5.7z by acu and updated by , patrikPAT, Sliderman

2022 Modifications of Circuit
(DOES NOT INCLUDE NEW LAYOUT - YET)
GDrive: https://drive.google.com/drive/folders/15IHYdj24xd3fbgrvkVv5ZdTO2LrH-0VT?usp=sharing
just to share with the forum another incredible track conversion made by CHiQuiFReaKy:

Melbourne 2019 (released nov.2021)



definitely the best melbourne track for assetto ATM and luckily this is already very good optimized.
Hope @Pyyer could use this for his upcoming works!

please @Cozy61 , use this version, is way better
 
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I have the sun. If I drive on October 4th 2021 at 16:30, the Sun is visible in turn 5 (outer loop), half-way through the turn, at around 20 degrees elevation. On November 4th at same time, it's half-orb, setting on the horizon.

Concur about the tuft bushes. They used to be like little Caspers, dotted around.
Well good to hear it's there somewhere. 😀 Wish it was as easy fix so I could try and fix it, but I imagine it involves cracking into the track file which I know next to nothing about. There's a lighting file in the data folder with sun angle settings I fooled with, but that didn't make any difference.
 
please @Cozy61 , use this version, is way better
I will see which direction Pyyer and Daniel Paez go first - I have tried it and it is a good version but we do need someone with the skillset to update them to the 2022 layout hopefully

This is the first full season that we will hopefully see Pyyer's wonderful extensions and Daniel Paez textures for all the circuits
image.png
 
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please @Cozy61 , use this version, is way better
I agree. But I have a question...
How is it that my lap times on the CHiQuiFReaKy version are considerably slower than on the acu, patrikPAT, Slider666 version.
After recalculating track length in CM I see that the CHiQui version is 8m longer, but that doesn't explain a 8-10" difference in lap times I have at the moment, which goes for several cars I tried on both tracks...
Anybody else noticed this ?
Also gazing at the different trees (especially the much better looking palm trees in the CHiQui) wouldn't cost so much time I presume :sly:
 
There was literally, two posts above, saying that latest CSP has a bug with the trees and wind.
Not sure how he, or you both missed it.

So actually question should be "which CSP are you on?"
Alright mate, settle down. Was just a suggestion. 😤
 
I will see which direction Pyyer and Daniel Paez go first - I have tried it and it is a good version but we do need someone with the skillset to update them to the 2022 layout hopefully

This is the first full season that we will hopefully see Pyyer's wonderful extensions and Daniel Paez textures for all the circuits
View attachment 1131179
I hope @Pyyer will a. continue and b. use the Chiqui version for Australian extension hence the PatrikPat one has already animated (when outdated) displays on it which also look very good.
 
Regarding RT Sebring Bumps (physical track mesh)

I just wanted to post this as I thought it might be a interesting discussion point.

I have been having a interesting discussion today about RT Sebring being 20% too bumpy..it's is claimed by a well known scratch track maker that the original source material (the s397 laser scan data untouched in the conversion) when compared to the lidar (presumably) data is approx 20% higher in elevation.

I'm super interested in all your opinions on this...why would s397 tamper with what must have been a fairly expensive and expansive in accuracy laser scan data set?.. would this not undermine the superior physics engine claims for rfactor2. Do they do this with other laser scanned tracks?

Also on a side note I remember driving the conversion of Nord's from AC to rfactor2 and not thinking it felt underwelmingly bumpy.

Lastly what are your gut feelings on how rtsebring currently feels...to me imo..and comparing footage from real life on board cams..I'd say it's about right

Also last side note.. surely a professional locally scanned data set would represent a better feeling of the surface intracasies than lidar data ever could, regardless of the claimed 20% increase

I look forward to hearing your thoughts on this

Jim
From my perspective, I would tend to trust publicly available data over proprietary data, as a general rule.
Doesn't mean it HAS to be right, but it's very likely, IMO.

As to why s397's data would be incorrect, it could be any number of reasons.
It could be a mistake, or it could be on purpose.
Perhaps it was felt that the "real" data didn't properly convey the bumpiness of the track.
We all know that the current generation of racing physics engines are not perfect 1:1 representations of reality.
Some data need to be "fudged" in order to get a good output result, and some aspects will remain lacking no matter what.
I.E. the correct input won't necessarily result in the correct output.

As a sim-enthusiast, I'm firmly of the belief that it's the output that matters. If it behaves as it's real-life counterpart (or as close as) in the game, it's good, and if it doesn't, it's not. Regardless of how correct the input data is.

Unfortunately, that doesn't really help in knowing what would be the best approach in this case.
I would tentatively suggest that going with the, presumably correct, lower bumpiness would be advisable.
While the physics engines, as mentioned, aren't perfect, they're still robust, and I suspect an overly bumpy track
would affect the car's behavior, and/or how to setup the car for such a track, in an unrealistic manner.
Perhaps.
This is all conjecture, of course, but at least that's my two (slightly belated) cents!
 
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