Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Thread starter daan
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Looks like we are finally getting the rest of the GT500 cars from URD. The Nissan is one of the best mods in AC imo.
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Sveg Raceway, watched a replay in VR and could not believe how real the water was. It looked like water was wet!
i will give that one a try as well ... thanks for the tip:)
and I didn't know this but it seems installing tracks via CM (as i always did) is not a good idea, esp if you like immersive water... :)

install instruction from Sveg Raceway RD page:
"The recommended way to install this track is to manually copy and paste the "content" and "system" folders into the ".../assettocorsa/" root folder and overwrite when asked. Installing it via drag & drop into Content Manager will not install the flowing water shader."
 
It's from rFactor (part one not two)

I'm not a modder, I have no idea about Blender.
I just want to give something back, even if it's not good.

I'm fine and I only have a 980Ti


can you take picture of ?
yeah, it should just say it's not done.
So Testgame = ACF ?
In that case I have quite some tracks installed that carry the ACF name in it, all better than this one :D
Performance depends also on the used system. In my case I run a 1080ti (on triple screen setup). But I just compare to other (much more developed and detailed) tracks that give me a much higher fps (40 to 60 and even higher than this one).
Alone on track (SOL few clouds) I get 76.8 fps AVG (which is on the low side for a track like this)

fps.png


Pictures of the squashed logo's on the billboards (I just piched some random ones, upper image is the one on track, below the real one). May be trivial, but for me, doing a lot of testing, it's very obvious.

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goodyear.png


mobil1.png


cocacola.png


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And some pics of the 'telegraph wires' that are al arount the track over the tree lines - some strange background too:

wires.png


wi_bg.png


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And then we have enchanted grass that pops up when closing in. Same spot:

enchanted.png


But thanks for the x-mas gift anyway :P

And while I'm at it, happy x-mas to you and everyone here !!!

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Merry Chirstmas and happy holidays.

Version 2 of my "Brand Badges for CM" mod has finally came, this time, focusing on classic, modern and obscure vehicle brands from all over the globe.

Installation: Extract to User/AppData/Local/ACTools Content Manager/Data (User)

Here's the list of logos added and updated in this new version:

Added Logos:

Tucker
Packard
De Soto
Carbon Motors
Daewoo
Ssangyong
XPENG
Renault-Samsung
Nardi
Olsbergs MSE
Lotec
HPD
Prince Motor Company
Toyopet
Tushek
MAZ Trucks (Named as Minski Autamabilny Zavod to avoid confusion with Mazda or Mazzanti cars)
Belgee
Geely
Troller
Santa Matilde
Brasinca
JPX
Lobini
Farus
Hofstetter
Acadian
Studebaker
Meteor
Bricklin
IAME
Bricklin
DAF
Scion
AlphaTauri
Meteor
Studebaker
Sbarro
Mitsuoka

Updated Logos:

Aston Martin
Citroen
Lancia
Racing Point


Version 3's prolly gonna involve a lot of custom car makers, and motorcycle brands (following the advancement of motorcycle mods in AC)
 
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Can someone suggest a track that has good looking CSP water effects that I can look at to learn how to make proper looking water?

Thanks and Merry Christmas to all. Thanks for all the gifts throughout the year.
Bannochbrae, Lake Garnett?
I second Bannochbrae. The water is excellent there at this time of year. :embarrassed:
Totally agree with the above suggestions...

Here's a YT video snippet showcasing replay cams with the lake view in the background... And the track-file-link in case it's not on your must-have collection.

YT-video-link
Bannochbrae-link
 
URD made a GT500 Nissan? The really nice current gen Super GT Nissan was by Natsuki (AVR500 or whatever). I know there was a in progress Supra but was not by the same person neither....
Yes. The Shiro jt5 2016:


It's a 2016 version, an excellent drive. Much more realistic than the one from Natsuki. But I know many disagree.
 
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haven't these been in development for like 1000 years at this point lol? I remember seeing the toyota previews years ago
Same as the BTCC cars from PM3DM. Cars looked ready-like in... Bloody 2019. And now they're talking about AC2, talk about teasing us lol. Thank jeebus JK released his GRID Legends port Laguna and A4.
 
Did anyone else got a Simplygon update recently?
I just did an hour ago and now CM's LOD Generate no longer works. I'm getting a message "Index was outside the bounds of the array"

Just wondering if anyone else having this problem?

Edit: In case anyone wondering it's Simplygon update version 9.2.7000.0
ive bee having this issue too did you fix this?
 
Got a stupid pit_lane.ai question. When you start recording the pitlane line, can you start from a dead stop or do you need to be moving before you hit the record button?

I recorded mine from a dead stop and now when the ai wants to pit, it gets to the start point and stops before it starts moving again. The video I watched on doing ai said that it didn't matter how fast you drove that line so I thought I could just start from a dead stop to make sure I was lined up right at the start.
 
Wave 1/4 of the "SUV Cup" super-low-quality liveries pack for my custom championship is ready. Get it while it's hot.

The rest most likely won't be coming until after christmas. Wave 2 might come before if I have time, but it's looking like it'll be done probably in January. Until then feel free to suggest brands, there are 15 slots left to fill. At the end I'll also post my own championship I'm using these in for others to download and try.


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Really interesting idea, it will certainly make me use those SUVs for the first time ever in AC
 
Merry Christmas everyone and stay safe those in America with that crazy weather.
And to the Ukrainians "shchaslyvoho Rizdva"
And obviously all the other horrendous stuff that happens all over the world day in day out.... wishing people a safe time. (but not Putin)

Sorry, yes Merry Christmas.
Joy to the world and all of that.
 
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New CSP Preview Out on Patreon... has Ilja just changed AC again ??? look at this :

Most important change is the update for the way tyre contact works. Thanks to Jackson Papageorge tyres now use multiple rays per cast properly, taking into account car tilt, moving contact point and more (update for Tyres FX taking it into account is coming soon). And I have to thank Intel for their Embree library allowing us to cast a lot more rays per tyre at once without a major performance hit.

(By default unless specified in car data extra rays per tyre are only added longitudinally for now, but server configs can override that option adding more latitudinal rays to keep things fair — cars do behave a lot better on curbs with extra rays.)
 
New CSP is out:

Merry Christmas and Happy New Year!
Barely managed to finish the update in time, and unfortunately the public update will have to wait for another day or two, I need to do more testing and fix a couple of small issues first. There are quite a lot of new additions, and some of them might need more work.

Most important change is the update for the way tyre contact works. Thanks to Jackson Papageorge tyres now use multiple rays per cast properly, taking into account car tilt, moving contact point and more (update for Tyres FX taking it into account is coming soon). And I have to thank Intel for their Embree library allowing us to cast a lot more rays per tyre at once without a major performance hit.

(By default unless specified in car data extra rays per tyre are only added longitudinally for now, but server configs can override that option adding more latitudinal rays to keep things fair — cars do behave a lot better on curbs with extra rays.)

Another key change is a major RainFX rewrite. There were plenty of issues with the way rain worked, but the main one was that water thickness was too uneven, stopping aquaplaning and making driving in the rain too boring. So now the puddles generation has been redone, new version pays a lot more attention to natural height differences in laser scan for more accurate puddles arrangement and more even water distribution. Also, the logic of rain control has changed: now wetness parameter controls overall amount of water on a track, and water parameter controls puddles, allowing to simulate case with a small rain starting with large puddles left from the previously happening heavy rain. And the rain intensity is more linear and accurate now, with regular rain being around 15%, heavy rain around 30% and everything above 40% is pretty much undrivable. Old WeatherFX controllers, server plugins and replays should still work with a simple conversion function though.

A lot of visual RainFX features got an update too, to be able to better incorporate new rain intensity (trying to create that undrivable feel visually as well), fix long lasting like malfunctioning drops from wheels, as well as improve overall visual quality. Oh, and things now get wet in reflections and mirrors (although without rain drops yet, going to fix it soon).

If you’re using Dualsense or Dualshock gamepad (or one of Nintendo ones), new update adds proper gyroscope and accelerometer steering allowing to control the car more accurately and precisely. Dualshock also got improved support with functioning glowing bar and tuned feedback, and Dualsense now can do proper haptic feedback (basically, generating some extra audio stream to be used for feedback). Seeing how nice gyroscope works I also added a silly feature allowing to control the car with gyroscope of your Android or iOS mobile phone — still not quite as convenient as a gamepad, but maybe it would work better than steering with a mouse? You can activate it in GamepadFX settings, just switch AC input mode to gamepad, use script “Mobile” and start the race, and AC will show you how to set things up (due to how experimental it is, instead of making a proper app and trying to convince Apple to publish it I just used an expo.dev snack, but it seems to work, at least with an iPhone).

If you’re using a 4K monitor and find AC HUD too tiny and performance too low, there is an option now to scale the whole of AC in the fastest way (pretty much leaving scaling up to Windows composer). Can help a lot if you’re using a laptop. Oh, and also CSP now can handle change in AC window size live, as it should have been from the start (for some reason I never thought about resizing AC before).

Those are the most interesting changes, but there are more, here are a few:

• Sun shadows now can affect road temperature (can be enabled in general settings for offline or in a server config for an online race). Wouldn’t be a big difference on most tracks, but some tracks, such as Monza, can be fully shadowed for a half and lit by sun for another half, so it might be a noticeable difference.

• Triple screen mode now supports Extra FX (although in a limited way; TAA, for example, not quite working yet; and it would still be a major performance hit so you need to enable it separately in Extra FX settings).

• Anticheat part has been improved, now hopefully it should be a bit trickier to be able to hack into CSP itself.

• Mesh-based masking culling: tracks now can prepare a low-poly mesh that can be used for hiding things behind it without all the complications of arranging vertical walls with a config.

• A lot of fixes of all sorts, like improved rendering for new trees, fixes for ExtraFX emissive, fixes for advanced culling, a bunch of performance and stability improvements, better Wine support for Linux users. Ah, and Lua GIF player now supports animated WEBP as well (along with other improvements for Lua too).
:)


As always, thank you so much for all the support! Public update is coming very soon, right after a bit more testing. Merry Christmas and Happy New Year!
 
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