Assetto Corsa PC Mods General DiscussionPC 

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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?
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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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Sometimes the vegetation (bushes and grass) is flickering. In the screen shot you see a sample, that I have dark vegetation layer and that is flickering. What causing this flickering of dark vegetation and how to solve?
1672241055849.jpeg
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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.

I’ll try to check which setting this was, but for me I can either have it render shadows in the distance properly OR some car surfaces with PBR shaders have some weird lines if you focus on them.
 
Sometimes the vegetation (bushes and grass) is flickering. In the screen shot you see a sample, that I have dark vegetation layer and that is flickering. What causing this flickering of dark vegetation and how to solve?
View attachment 1218996View attachment 1218997
Probably VAO patch related. I notice too that some of the road edges grass can look extremely dark depending on where the sun is. No way around that except to not use the vao patch or remake it. Is that on the 1938 version? If so, I probably know why and might have to remake the vao but exclude the road from being included in the vao. The other tracks have separate kn5's for the road so it was easy to keep the road out of the vao.
 
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.
Hi, Many thanks to try to find a solution...unfortunately the problem is still there even by applying your new ext_config file.
Question: you refer to the smoke settings...where can I find it in Content Manager?

Thanks, multi
 
Hi, Many thanks to try to find a solution...unfortunately the problem is still there even by applying your new ext_config file.
Question: you refer to the smoke settings...where can I find it in Content Manager?

Thanks, multi
There's two places I know of that have smoke options.

Under CM\Assetto Corsa\Video, there is a smoke generation option. Also, Custom Shaders Patch\ParticlesFX there is New Smoke and Dust options.

Got a question myself for someone. On some of the CM options, say for instance 'Distance for Interior' under Smart Shadows, there are three values you can change. What do those three values represent?
 
hi, i downloaded this cool kart mod from a server (download via CM - missing content), and it has esp. nice skins,
but the ai is flawed so can't use them in offline races (opponents stay put). Anyone here can remedy that?
A copy is here for anyone who wants to try...
 
Certainly improvements, but now I drove into a massive sinkhole that swallowed my car :lol:
I can't fall through the map all meshes have physical surfaces.

Just downloaded but... every time I go out track, fall into the void... 😰

EDIT: Ok, I have the answer... Don't be a dumb like me and install this marvelous mod manually, not with Content Manager... 😅
Maybe that's it Fanapryde
 
I can't fall through the map all meshes have physical surfaces.


Maybe that's it Fanapryde
Certainly not since I ALWAYS install manually.

EDIT: re-installed - again manually: easy to reproduce with the BAC Mono (same car as first time), better pic now:

sinkhole2.png


Maybe it doesn't happen with all cars, will try some others to check.
 
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Maybe it doesn't happen with all cars, will try some others to check.
@Testgame
Tried a few other cars and none of them fell through at that spot. But in all of them, I can feel that there's something wrong with the road mesh, starting there and going on all along the length of the tunnel. After that it's really smooth again until the next turn.
If you know someone who can do something about that staircase thumb...thumb...thumb... feel in corners, it would help a lot.
No idea if it is that disturbing for all wheels, but on a DD wheel it's no fun.
I should add that I always use the BAC Mono for testing on all tracks and have no issues like this one here (that hole I mean).

EDIT: it just occured to me that I already had a High Speed Ring from ACF stashed in my storage and that it is totally different from this one.
So - since you overlooked/haven't answered my earlier question - I assume you are not ACF, right ?
 
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For those of you having issues or don't like the smoke on the Spa Vintage tracks, try these configs. Basically, the smoke will get pretty non-existent except maybe in the winter. There will be instances where the smoke is between you and the light source and it will glow pretty hard. Nothing I can do about that.

If it's still not to your liking you can try a batch change on this line using Notepad++. Should tell you 82 lines per file have been changed if you do it right.

COLOR = 0.5, 0.5, 0.5, 0.035

The first three 0.5's are the color. Lower them equally to make the smoke greyer. The last one will impact transparency. Lower will make the smoke less visible. You could try COLOR = 0.5, 0.5, 0.5, 0.025. You might like that better.
 

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@Testgame
Tried a few other cars and none of them fell through at that spot. But in all of them, I can feel that there's something wrong with the road mesh, starting there and going on all along the length of the tunnel. After that it's really smooth again until the next turn.
If you know someone who can do something about that staircase thumb...thumb...thumb... feel in corners, it would help a lot.
No idea if it is that disturbing for all wheels, but on a DD wheel it's no fun.
I should add that I always use the BAC Mono for testing on all tracks and have no issues like this one here (that hole I mean).

EDIT: it just occured to me that I already had a High Speed Ring from ACF stashed in my storage and that it is totally different from this one.
So - since you overlooked/haven't answered my earlier question - I assume you are not ACF, right ?
The problem should be too many polygons in a mesh, this is why it's better when you transition to another part (mesh) of the track. I'm really not the expert but I had the same problem whilst trying around. The limit might differ for different computers, not sure. The only solution I know of is to open the mesh and divide it, there might be quicker ways I'm unaware of though.
 
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Thanks for help. Well, it helped somehow, now they look better but don't cast shadows. Are they placed randomly by system? It looks like they seat in different locations.
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That one I can't help you with. The new spectator method has it's pluses when doing an actual race and for track creators, but it has issues if you are doing a practice session. That's why I turn it off and try to overlook the lack of shadows and why i'll never use it on any of my mods until he fixes the black cutouts when are in a session with no crowds. I can deal with not seeing shadows more than I can the black cutouts.

Just throwing this out there. I wanted to take a break from track stuff and do some actual driving. That didn't last long. Hoped onto Longford_67 for the first time and on my system everything was completely washed out. So I threw this together real quick. Don't expect anything special. I only spent about a half hour on it altering some textures and adjusting shader values. At least it gets rid of the washed out look on my system for now. Sometime maybe i'll do a btter job on it and do some things like animate the flags and stuff. It looks best if you set the date to July or August.

I forgot to backup the original ext_config so make a copy of that before you extract this. I didn't touch anything else so no need to worry about overwriting anything.

Longford 67 mod

Before:
longford1.jpg


After:
longford2.jpg
 
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