Assetto Corsa PC Mods General DiscussionPC 

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I'd love a decent version of the wtcc cars because they look butt ugly, especially the volvo
there´s an unfinished attempt of this from BE_modding with new interiors, rims, launch control, skins for all Tc1 seasons (2014-2017) a great soundmod too. But I don´t think it will be public. Maybe one day we can have a Raceroom conversion.


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@racinjoe013 Word of gratitude and appreciation for all the work you've put into historic Spa, sir. The results are just fantastic.

Just had to drop you a note to say the same, @racinjoe013 -- very, very appreciative of all the time and care you've put into historic Spa (all versions) and for all of the other track updates you've given us!

Yep, seconded. Big improvements across the board. Thanks!
Thanks guys. Means a lot to know the time was worth it. But don't forget @Fall Guy @slider666 and @CrisT86 for their help. The tracks wouldn't be what they are without them as well.

A little house cleaning work on the Spa tracks. Update your configs with these ones. I missed a comma on a winter material adjustment so the dirt field didn't look snow covered. The full track links have been updated to include this fix if you ever need to download the tracks again in the future.

I also forgot a few sponsor objects on the Spa 1938 Race Day layout. You can download the 1938 track again if you want. Really not necessary because it already had enough sponsor objects to look like a race day.

Lastly, there may be an ai_hints update in the future. As I drive other era specific cars for the 1930's layouts, i'm finding some that can't handle some of the turns and just drive off the track. I did all my 1930's ai testing with the Delage 15S8 and it worked fine so I assumed other cars would as well. Now that I switched to some other cars from that era, things are getting sketchy. I don't know how people get the ai to work with so many different cars and I can't.
 

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This picture, trackmodders is a very good sample on how to mark the change of direction on a race track. Longfort'67, Las Vegas and lots of other tracks do suffer from this, "direction problem" when using VR. While here you see brake marks, direction sign boards and a different tarmac colour. Maybe not in monitor mode, but in VR it's very difficult to determine this kind of sharp bent in a split second at full speed and every marking is helpfully to avoid driving in a straight line to the wrong section. So track modders, I know most do not have VR, please introduce the markings for VR users, very helpfully for VR enjoyment.
Thanks
Longford67 was a road course, how can you expect a racing groove to give you a guide on a track that is used once in a year? Part of the realism/immersion, is working out brake points based on what is available track side, and learning the track, the same way real drivers do it. Sounds like you should turn the racing line help from gamer mode on :/
 
Nice to see more of my era of mods been done. VRC did pick a harder mod to procedure being there were only five mk6 Honda Accord built by Fosstech / JAS Motorsport. The two cars at the end of video the first one of them is definitely Prodrive V6 Mondeo more than likely MK2 version. For second one there are some options there being Peugeot 406, Vauxhall Vectra early Gen & Laguna.
I do love Supertouring. I was born just when it was about to end and when BTC was starting including the revived DTM.
I'm also with you on the first one being the MK2 Mondeo (facelift gen 1). I ruled out the Audi A4 however ACFAN thinks it's that (source: Video comments). I also ruled out the Primera, S40 and the E36 due to us already getting them from Patrik. I do have a feeling we are getting the Laguna as that is more iconic but i would love the MK5 Accord to be in that debut'd in '96
 
shi
La Dehesa v1.2
The link is in the quote.
View attachment 1218745
v1.2 changelog;
-Added flying stuff and flagmen by @Masscot . (Thanks!)
-Added bushes.
-Smoothed skidmarks.
-Fixed hole.
-Added groove.
-Added logo by @Fanapryde . (Thanks!)

Known Issues: GrassFX is not applied under the bridge.
Big thanks to everyone who contributed to this update, but especially @shi. You've brought us a lot of excellent track updates throughout 2022 and I've appreciated them a lot. :)
 
The AI in this game can be weird sometimes.

I mentioned in an earlier post that I thought I might have to work on the Vintage Spa AI again because I was finding cars that just didn't work right. I made that post because I tired about 10 different races with a bunch of different cars and it was a wreck fest with most of them. After taking a break and watching a hockey game, I decided to get back to work on it. This time every race I ran the ai worked perfectly with all cars just like it did when I decided to release the tracks.

I just don't get it. I changed nothing and the AI went from unusable to perfect simply by turning the computer off for a few hours. Sorry, just had to vent my frustration.
 
re SWDC:

I had once unpacked the data from the arcade version, but I ran out of workable HD space at the time if I recall.
Maybe I will try again in the future...
(i did successfully export IDA0 and converted some of those to AC however)
Oh...guess you can have some time finishing up the Cyber Formula tracks first before moving on to SWDC.

We should start a convo for this stuff though...
 
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Question regarding physics, is there a way to add more downforce on high speed without having to add more downforce in general? Low speed downforce is good but highspeed still has lot of understeer and i'm not sure how to tackle this issue
 
Question regarding physics, is there a way to add more downforce on high speed without having to add more downforce in general? Low speed downforce is good but highspeed still has lot of understeer and i'm not sure how to tackle this issue
Short answer. Without movable aerodynamic surfaces, no.

Long answer. The classic way of dealing with high-speed understeer is perhaps counter-intuitively, to reduce REAR downforce, which moves the the aero Center of Pressure forward, helping front grip.
Of course, less rear aero is a pathway to high-speed oversteer, so carefully :)
It's all a balance. The good news is that that low-speed front grip is probably mostly mechanical, anyway, so you won't hurt that as much as you might think.
 
I'll see about changing it and post a new ext_config for you if I can. Could you grab a screenshot for me so I can see what it looks like on your end.
@multilaf About the smoke at the chimneys think it's more about being to white and bit of transparency is needed. Right?
Further the smoke is constantly start popping out the chimneys when I enter some houses, not a big deal, but is there an adjustment in CM to avoid that.

About the flags not moving; I have notice, its looks like if I nearing the grandstand, these flags are not moving directly, but when braking full to watch them they are moving, maybe a similar as why smoke from some houses are popping up when nearing, not a big problem.
#1Little fault in the 1938 track when starting you see an missing house (the 1938 race day track is OK) btw.
#2 at the 1934 is the direction arrow not pointing in wrong direction?
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Merry Christmas

Link

Added
-Pit box light
-Pitbox objects
-Monitor light (pit box)
-New Ambulance Cars
-New cars
-Reverb sound

Fixed
-Telegraph wires, removed above the tree lines
-Grass was too long
-Gravel had the wrong materials
-Rock had the wrong materials
-wall fix

Removed
-Horizon


What I can't fix
-The road network in the corners
-The logos on the billboards

Thanks Fanapride and J.Chaim for feedback.
 
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Merry Christmas

Link

Certainly improvements, but now I drove into a massive sinkhole that swallowed my car :lol:

sinkhole.png
 
Anyone else notice an issue in the latest CSP (1.80 p108) with the section of track just ahead of you appearing dark, then suddenly switching to a lighter colour as you approach it? It seems to happen on any track. I thought it had to do with Ilya's new shadows having lower track temps, but I tried switching that off and still have this behaviour. I wondered if any of you had the issue and a solution for it. Thanks and happy holidays!

Update: I might have resolved this by clicking on Use newer DDS loader. I'll check a couple more tracks and/or weather scenarios to confirm.
 
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Question regarding physics, is there a way to add more downforce on high speed without having to add more downforce in general? Low speed downforce is good but highspeed still has lot of understeer and i'm not sure how to tackle this issue
[DYNAMIC_CONTROLLER_7]
WING=1
COMBINATOR=ADD
INPUT=SPEED_KMH
LUT=wing_controller_speed_front.lut
FILTER=0.98
UP_LIMIT=40
DOWN_LIMIT=0

in this case the wings reduce angle with speed, your case is the opisite. Also be sure to know where the center of downorce is. Recommend no higher than 51% front prefer 35-46 or so to avoid med-speed snap oversteer.

see my Porsche 917 Living Legend for details
 
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@multilaf About the smoke at the chimneys think it's more about being to white and bit of transparency is needed. Right?
Further the smoke is constantly start popping out the chimneys when I enter some houses, not a big deal, but is there an adjustment in CM to avoid that.

About the flags not moving; I have notice, its looks like if I nearing the grandstand, these flags are not moving directly, but when braking full to watch them they are moving, maybe a similar as why smoke from some houses are popping up when nearing, not a big problem.
#1Little fault in the 1938 track when starting you see an missing house (the 1938 race day track is OK) btw.
#2 at the 1934 is the direction arrow not pointing in wrong direction?
View attachment 1218990View attachment 1218991
Some of the smoke issues could be settings related depending on how your smoke quality is set. Having said that, try this on the Spa 1938 track. It's a little more transparent and a little less white. Let me know if I need to adjust before I make the change to all the tracks.

As for the arrow, I do believe it is set the way THR wanted it to be. I don't think the arrow is supposed to point in the direction of the turn. I think it's supposed to indicate that the turn is in a different spot than the 1966 layout since that version of the track has two layouts. I could easily flip it, but I left it the way THR had it.
 

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