Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Thread starter daan
  • 157,268 comments
  • 51,147,899 views
Some more shots of my work on the ST Evo2.

Skins, exhaust, engine and lights textures and first lights config settings

291423729_4601437329959446_5986149660516252380_n.jpg
293465247_4614430775326768_2967533398555954185_n.jpg
289873330_4575020642601115_3250603141111321096_n.jpg
289870540_4575020539267792_2540557015195101561_n.jpg
290311802_4590813194355193_2018206791041971010_n.jpg
292221080_4614887701947742_4314266685014433783_n.jpg
292442727_4614887818614397_7198685489365251645_n.jpg
292474512_4614887545281091_8657325879105300021_n.jpg
 
I stumbled across these two tracks, they were on drifting forum, both are short ovals like proper short UK ovals.
Thing is they are set up for drifting so don't have any AI or start line it seems so i can't do an AI line or make cameras or race.

Could anyone fix them for racing? Is it quick to do?
Or alternatively give me or point me towards a tutorial as i've search for one but to no avail.
I have blender, 3dsim etc.

Happy to chuck a few beers over to whomever could get AI working on these.
Cheers.



Sorted it!
It already had all the pits and starts set up just needed track left and right set up.

Screenshot_mk1_escort_70s_hr_ccxw_smeatharpe_stadium_13-6-122-23-47-49.jpg
 
One more thing about this track and the Imola 88 AMS conversion, Does anyone know how can I enable the team's pit wall boxes to show their team logos(like on Kunos' tracks for example), instead of the generic AC logo?
I've been looking into doing something similar on SimHub actually: Trying to write in code to get it to recognize the brand logo in the F1 TV towers/graphics that have been made, so if I was to do a 1960s race for example, it would show the Lotus logo, or Brabham logo, or BRM logo, etc, instead of either (depending on the overlay being used) being blank, or having an FIA logo
 
So in 3dsim I can remove objects, add pits add start slot.
I followed instructions to create separate file, then go to export and save as kn5 but it does nothing?
 
So in 3dsim I can remove objects, add pits add start slot.
I followed instructions to create separate file, then go to export and save as kn5 but it does nothing?
The separate file has to be started with models.ini, so make a new code block and put there the file name of the kn5 file in.
If it don´t have a models.ini, copy one from a different track and replace kn5 file names... :)
 
Last edited:
The separate file has to be started with models.ini, so make a new code block and put there the file name of the kn5 file in.
If it don´t have a models.ini, copy one from a different track and replace kn5 file names... :)
Do i have to be on the same computer as where my assetto corsa install is?
I mod on a different computer so i don't have to be sat in a race seat fumbling around with my keyboard.
I have SDK and everything on another system and simply take track from my main rig and install them on the other system?
Shouldn't cause an issue right?

Its really annoying anything i do on 3dsim it won't export in any format.
 
Last edited:
Do i have to be on the same computer as where my assetto corsa install is?
I mod on a different computer so i don't have to be sat in a race seat fumbling around with my keyboard.
I have SDK and everything on another system and simply take track from my main rig and install them on the other system?
Shouldn't cause an issue right?

Its really annoying anything i do on 3dsim it won't export in any format.
The models.ini is just a text file you can edit with every text editor.

If you want to test your changes on the computer you are modding on, AC should also be installed there, that might help... ;)
You can install AC on different computers if you like. As long, Steam is installed, too. :)

3DSimEd has various export formats. What export format do miss? What do what to achieve?
 
Thank you for this one. Awesome to see more LMP900s out in the wild! You guys have done a great job making such an old model stand up pretty well in the modern age. Looking forward to really sitting down with it and giving it a proper go soon. Also looking forward to seeing the updates and maybe further LMP900s. :)
You we're saying?

Screenshot_dlc_audi_r8_lmp_sx_lemans_17-5-122-18-30-42.jpg

Screenshot_dlc_audi_r8_lmp_lemans_2017_25-5-122-14-27-26.jpg


and this isn't all of them either.
 
I really like this one, but I like anything Monza no mater what era. I can see me using this track a lot. Would you mind if I made the lights work? Maybe the real 1988 track didn't have lights, but i'd still like to have them since there are light posts on it.

EDIT: Got to work on the light intensity a bit in some spots, but the track looks great at night. I might do something with the two towers and s/f lights eventually.

View attachment 1172294
I am curious about it, so I will stay out of it as far as the lights are concerned. :)

But for me at least, some objects on the track are far too bright and thus over-illuminated.
I have "dimmed down" that only a bit and still screwed on the rain_fx. But otherwise, I didn't change anything else. Maybe you want to adopt at least part of it?
I have attached the config. :)

Thx, also @Rainmaker87 and @DaBaeda for sharing your work!!! :)

Before:
1657802322059.png


now:
1657802227721.png
 

Attachments

Realistic F1 DRS activation at last!!!

Just when you thought AC had gone as far as it could with F1 then @Schmawlik pops up with this Gem!!!

Thank you so much for this and your hard work in bringing it to us.

https://www.racedepartment.com/downloads/f1-regulations.52534
BTW it also works when you're on a blue flag - Excellent!

I asked them how easy would it be to adapt to other F1 car Mods?

Authors Answer: As for other cars working with the script, just add the script.lua file that is in the RSS data folder to any vehicle of your choice. The biggest potential issue is the AI might be a little slower than acceptable. If that is the case I can help you adjust it till it works as desired.
 
Last edited:
@slider666 judging on your pic you also fixed the horizon line here
1657805142743.png


May I ask what causes this? Since I got this line now on a regular base when using latest Pure along with the Highres 2D clouds, even at newer tracks like Zwartkoops. Maybe @Peter Boese you could have a look if you can fix that issue as well?

Thank you.
 
@slider666 judging on your pic you also fixed the horizon line hereView attachment 1172473

May I ask what causes this? Since I got this line now on a regular base when using latest Pure along with the Highres 2D clouds, even at newer tracks like Zwartkoops. Maybe @Peter Boese you could have a look if you can fix that issue as well?

Thank you.

Hi @Fall Guy,
in Monza 1988 I just tinted the horizon a little darker and applied the [Material_Horizon] settings to horizon objects, as I usually do.
Nothing more, as mentioned before, because @racinjoe013 is working on config too.

Do you mean this for example in Zwartkops?
1657806502335.png


This can be changed to this:
1657806623249.png


I have changed a few more settings, but have not fine-tuned them yet. That's the reason why I'm not sharing it at the moment.
But the easiest way of achieving this for PURE is to disable FOG_SHAPE or better to set it correctly.

Currently, I am still looking for the correct values, like the average humidity there, etc.
So I just deactivated it at the moment to show the effect in the quickest way.
Code:
[PURE]
ACTIVE= 1
FOG_SHAPE = -1.0
There are a few more settings and there should also be SOL and SOL2 settings for better backwards compatibility, but as I said, for now, this should be enough. :)
Unfortunately, the original configuration has none of these settings.
 
Last edited:
Just a remind. These steering wheel add-ons are not RSS official. Don't ask them, don't publish them in RSS discord server. Use at your own. I'm gonna update the wheels in the same respective post I've already made. In the coming days I might update all of them with correct LEDS, so stay tune.

Alpine Steering Wheel


View attachment 1171251
Some times it seems like the escreen is broken, you know why? I tryed on both cars (normal and S version) and i have the same issue.
 

Realistic F1 DRS activation at last!!!

Just when you thought AC had gone as far as it could with F1 then @Schmawlik pops up with this Gem!!!

Thank you so much for this and your hard work in bringing it to us.

https://www.racedepartment.com/downloads/f1-regulations.52534
BTW it also works when you're on a blue flag - Excellent!

I asked them how easy would it be to adapt to other F1 car Mods?

Authors Answer: As for other cars working with the script, just add the script.lua file that is in the RSS data folder to any vehicle of your choice. The biggest potential issue is the AI might be a little slower than acceptable. If that is the case I can help you adjust it till it works as desired.
I've tried it with the Kunos SF15-T and SF70H, acr SF71H and SF90, and the Sim Dream SF1000 and F1-75. I made sure to copy the script.lua file into all their respective data folders before packing the data. It worked with none of them.
 
Hi @Fall Guy,
in Monza 1988 I just tinted the horizon a little darker and applied the [Material_Horizon] settings to horizon objects, as I usually do.
Nothing more, as mentioned before, because @racinjoe013 is working on config too.

Do you mean this for example in Zwartkops?
View attachment 1172478

This can be changed to this:
View attachment 1172479

I have changed a few more settings, but have not fine-tuned them yet. That's the reason why I'm not sharing it at the moment.
But the easiest way of achieving this for PURE is to disable FOG_SHAPE or better to set it correctly.

Currently, I am still looking for the correct values, like the average humidity there, etc.
So I just deactivated it at the moment to show the effect in the quickest way.
Code:
[PURE]
ACTIVE= 1
FOG_SHAPE = -1.0
There are a few more settings and there should also be SOL and SOL2 settings for better backwards compatibility, but as I said, for now, this should be enough. :)
Unfortunately, the original configuration has none of these settings.
I finished what I wanted to do with my config and sent it to @DaBaeda to use if he wants. It was to add working lights. I won't be posting it here though because it was a little more than a few config tweaks. Needed an additional model. I figure he can re-release the track with my changes if he wants to. I do need to send him a small update though because I made one small change to get lights on the back side of a couple of the bridges. Also realized today that there are no seasonal changes, but someone else can do those. If no one wants to, i'll do them.

EDIT: I just put my lights into your config and i'm going to have to adjust the intensity values if @DaBaeda wants to use a combination of your config and mine. The lights are not as bright with your config probably because of the adjustments you made to the texture brightness and illumination. Back to work. :)
 
Last edited:
I've tried it with the Kunos SF15-T and SF70H, acr SF71H and SF90, and the Sim Dream SF1000 and F1-75. I made sure to copy the script.lua file into all their respective data folders before packing the data. It worked with none of them.
I tried it with VRC FA22 and RSS FH22 - Both worked - Maybe older mods don't as the lua script requires CSP 1.78 or higher?
 
Sharing a mod? Host it on GTPlanet Downloads. Free, public hosting for files up to 10GB in size.
Back