Assetto Corsa PC Mods General DiscussionPC 

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Interestingly I found the VRC physics to be quite a decent reproduction. While I haven’t driven the Accord or Vectra in real life, I have raced both Mondeo and Primera Supertourers, and the VRC physics is about as good as I could have hoped for (with the Mondeo and the other two a level above the PM3DM Primera) - torque steer, the wacky corner weights of a transverse FWD that invariably puts more energy through one tyre, and the need to carefully manage the tyre warmup to get the most out of them over the whole race (rather than just one lap). If there was one aspect of the VRC cars (Mondeo in particular) I would love to see dialed up it’s the sound - the Mondeo lacks that kind of throaty sewing machine sound, and the straight-cut transmission whine that makes your ears bleed.

Edit: interesting note from one of the VRC guys in their Discord:
tyre management is a lot more crucial driving the CSP version. Similiar to the FA22. You need multiple laps before the cars reaches their max peak grip. If you start sliding the first 3 laps, well the tyre is pretty much gone and you can start all over
Interesting to read. Must admit that I have done only a couple of laps in all six cars yesterday (Brands Indy), driving like I would drive any FWD car in AC and it is totally different. The car (with softs well into temp window) would slide as on a dusty track and throttle correction always made the fronts spin immediately and produce tons of smoke, obviously without actually helping the car keeping on track.
Steering (FFB) feels pretty bad too as it is worn or taken from a historic car. My daily cars were mostly FWD's (Audi TT atm) and if the steering would feel like that, I'd instantly go to the workshop to get it fixed :lol:
Now, I have never raced supertourers, (only karts, cross cars and track days with all kinds of cars - RWD, AWD and FWD) but I have hardly missed watching BTCC races from that era. Never seen these cars act like these VRC's though.
I'll keep the note from VRC (missed that) in mind an d give them a try again, but as it is now, I really don't like the drive/feel.
 
AI starts the race with different amounts of fuel(~15-95l), before the race they go through 15 minutes of training and 30 minutes of qualifying to calculate fuel, but in fact this does not happen. Is there a possibility to fix this?
Fuel consumption x1
If a car has a fuel_cons.ini file in data folder, then it will always start (even in quick race) with the correct amount of fuel to finish the race. Because this file defines to the ai the amount of fuel, car burns on average per km. If the file does not exist, you can create iz yourself. Not at the rig now to give you the exact content of the file, but it's just two lines (you can copy a file from another car that has it, and change the value). You can go into car.ini and take the values there to then calculate the usage per km an write that info in the fuel_cons.ini. Or if you want a very accurate calculation, you go into a race, you can leave the ai to drive 3,4 laps and bring up fuel consumption widget to get the value of fuel used per lap and then calculate how much that is per km and write that into the said file.
 
I do hope that PM3DM physics will be used in that case, because these VRC's (though looking nice enough) are no fun to drive. Seems like they took physics from i(ce)Racing... FFB (on my DD wheel) feels like all cars have totally worn out steering columns/parts...

EDIT: CSP and non CSP alike, which btw for some reason I need to keep all of them installed or they won't work... 🤔
The KN5's are only in the base version of each car. The lods.ini in the CSP version refers to the (base) parent, so if only the CSP version is installed, it will fail.
 
The KN5's are only in the base version of each car. The lods.ini in the CSP version refers to the (base) parent, so if only the CSP version is installed, it will fail.
Indeed. But I wonder why VRC has chosen for this method. I'm struggling enough as it is to keep my car count within limits and having to keep 6 cars in stead of 3 isn't really helping.
 
Indeed. But I wonder why VRC has chosen for this method. I'm struggling enough as it is to keep my car count within limits and having to keep 6 cars in stead of 3 isn't really helping.
100% mirrors my sentiment. Gratefully not encrypted, so I just went and fixed it like I want it.
 
If a car has a fuel_cons.ini file in data folder, then it will always start (even in quick race) with the correct amount of fuel to finish the race. Because this file defines to the ai the amount of fuel, car burns on average per km. If the file does not exist, you can create iz yourself. Not at the rig now to give you the exact content of the file, but it's just two lines (you can copy a file from another car that has it, and change the value). You can go into car.ini and take the values there to then calculate the usage per km an write that info in the fuel_cons.ini. Or if you want a very accurate calculation, you go into a race, you can leave the ai to drive 3,4 laps and bring up fuel consumption widget to get the value of fuel used per lap and then calculate how much that is per km and write that into the said file.
In all cars running AI there is a fuel_cons.ini file, dont understand why in this case, at the race start , everyone has an absolute different amount of fuel ..
 
... and I thought I was a lot with AC!
1672489417067.png
 
On any track? Which cars?
I tested on several tracks (minimum 5). Cars from Kunos and mods: Mercedes C9, Porsche 962c, Mazda 787b, Lancia LC2, Jaguar XJR9, Nissan R89c, etc.
Here's what i noticed, if the number of laps is such that there would be enough fuel to go through the race without refueling, AI does the correct calculation of fuel, but if the number of laps is more (refueling will be needed), AI does not calculate the correct fuel.
 
Guys I have a problem :boggled:
Today I noticed the showroom (cm and vanilla) is really laggy. Usually I use "industrial" preset with 60 fps without any problem. Today it randomly started going at 12 fps. I haven't changed any settings... what can I do?
 
I tested on several tracks (minimum 5). Cars from Kunos and mods: Mercedes C9, Porsche 962c, Mazda 787b, Lancia LC2, Jaguar XJR9, Nissan R89c, etc.
Here's what i noticed, if the number of laps is such that there would be enough fuel to go through the race without refueling, AI does the correct calculation of fuel, but if the number of laps is more (refueling will be needed), AI does not calculate the correct fuel.
Ah, OK. I never drive such long races. This then seems like a bug. Don't have the answer sadly. Only way I see it fixed is to go inside every car data setup.ini and change default fuel amount.
 
Do you know how motivation works? I would imagine that Patrik CAN finish those cars because he has the skills to do so, but it's pretty obvious from his posts that he doesn't have the time or motivation to finish them. It's a completely different thing.
Perhaps people should try being less entitled about modders making them mods

Entitled ? Nah. But talking about a dedicated racing game when he has a track record of not finishing things, let me be skeptical a bit.

Doesn't have time or motivation, so be it. It happens. But don't start talking about other projects then.
 
Ah, OK. I never drive such long races. This then seems like a bug. Don't have the answer sadly. Only way I see it fixed is to go inside every car data setup.ini and change default fuel amount.
You probably meant the car.ini file, it contains default fuel values, unfortunately, AI ignores this. In any case, thanks for the tip for fuel_cons.ini, ill try to experiment.
 
The KN5's are only in the base version of each car. The lods.ini in the CSP version refers to the (base) parent, so if only the CSP version is installed, it will fail.
That's as easy as making each car not need a 'parent' via CSP.
I know you've already fixed it but was using your post as a marker.

I was thinking about the extended physics going into each car and removing or adding lines, and that encrypted cars it doesn't work on. So if that is true, which I'm doubting, then it works in direct conflict with allowing encryption.
I very much doubt Ilija would do that.
 
Interestingly I found the VRC physics to be quite a decent reproduction. While I haven’t driven the Accord or Vectra in real life, I have raced both Mondeo and Primera Supertourers, and the VRC physics is about as good as I could have hoped for (with the Mondeo and the other two a level above the PM3DM Primera) - torque steer, the wacky corner weights of a transverse FWD that invariably puts more energy through one tyre, and the need to carefully manage the tyre warmup to get the most out of them over the whole race (rather than just one lap). If there was one aspect of the VRC cars (Mondeo in particular) I would love to see dialed up it’s the sound - the Mondeo lacks that kind of throaty sewing machine sound, and the straight-cut transmission whine that makes your ears bleed.

Edit: interesting note from one of the VRC guys in their Discord:
tyre management is a lot more crucial driving the CSP version. Similiar to the FA22. You need multiple laps before the cars reaches their max peak grip. If you start sliding the first 3 laps, well the tyre is pretty much gone and you can start all over
that cant be....csp extended physics only works to make the tires slide in the wet.
 
Nice. Quick question about the tires on this mod. Where do they compare to the standard racing tires in game ? Ie more or less grip than H, M, S, SS say
I'm pretty sure the tyres reverted to the originals after some experimentation with different compounds, so (like the physics) remain pretty much as per the original car albeit with minor tweaks, ie like hot glue on sandpaper in a treacle factory. So, probably, grippier than supersofts. Not sure how to quantify it though.
A MoTeC is coming in the next update, BTW.
edit: updated fonts and MoTeC badge, Littlebird logo added, best lap to 3 decimals.

1672506630901.jpeg
 
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Anyone else having issues with the latest CSP preview, namely moving around the setup with the G27's d-pad? It just won't come out of "Drive", everytime I move it it just pops into "Drive" instantly. Is there a fix or should I revert to previous?
 
that cant be....csp extended physics only works to make the tires slide in the wet.
You were suggesting that every single car and mod in AC now automatically has data files added if you click extended physics. I don't believe this is true. If one mod by VRC has it then fine, great, I'm not disputing that.

I found myself after sitting down to hammer the super tourers, trying out a skoda mod I found on another forum (sorry can't link it here) and spent a silly amount of time with those, not sure how accurate to the skodas they are based on and i don't really care, but they felt ace to slam around with and seem to be custom physics, certainly no kunos in there.
 
That's as easy as making each car not need a 'parent' via CSP.
I know you've already fixed it but was using your post as a marker.

I was thinking about the extended physics going into each car and removing or adding lines, and that encrypted cars it doesn't work on. So if that is true, which I'm doubting, then it works in direct conflict with allowing encryption.
I very much doubt Ilija would do that.
As easy as copy the KN5s over, unpack the ACD, edit the lods.ini, and then make the car independent, yes.
Are we 100% sure about this on-the-fly-rewrite story? In the context of multiple fast-moving objects fizix (and everything else AC, CSP, PP are doing), disk writes would be hella costly. I'd be much happier to "buy" the idea of parameter injection into objects loaded into memory? And at that point, the data is decoded already. (NB ALL.speculation.on.my.part)
 
Entitled ? Nah. But talking about a dedicated racing game when he has a track record of not finishing things, let me be skeptical a bit.

Doesn't have time or motivation, so be it. It happens. But don't start talking about other projects then.
Did I say you were being entitled? no. I said "people" but the attitude remains the same throughout the community.
Have you never started something then decided you cant be arsed to finish it or you have no motivation but would rather start something else.
 
Quick VRC Supertourer impression, honestly this is just first pass, a quick run at Donington Park 2018 with basically the default setup then tweak a few things for one more run. Tried all 3 cars then tried the Primera to compare. Handling balances are pretty similar between the new VRCs vs the Nissan car. But VRCs are even twitchier than the Nissan which is interesting. There seems to be more going on with the VRC cars that causes them to move around more especially at the last stage of coming off brake then getting some steering input it. You kinda have to try pretty hard to manage the brake to not lock up to jerk the car into over or understeer. Nissan was like that, but this just seems more so. I tried the Mondeo first then Vectra than Accord. I ran the best time with the Vectra for whatever reason, but I think I need to go back to try the Mondeo again. I used the CSP version of the cars and their tire temps take longer to come up vs the Nissan. Nissan just felt easier to start really pushing. Note I also did not have any setup for the Nissan since I haven't used it since I switched PC so its still relatively blind comparison. Nissan ended up being ~1.5 sec faster for me given the similar amount of running(<10 laps for each car).
Not many "modern" ish cars have this kind of knife edge balancing the car to get them to go around the corner vs these touring cars and its really fun to drive. Need to spend more time in them....
Also can't wait to see all the period skins for the VRCs...
This also affirms how good the PM3DM cars are, consider they are free. Yes VRC cars are their usual HQ selves but it was really good to drive the Nissan again to compare.
 
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that cant be....csp extended physics only works to make the tires slide in the wet.
I believe ticking the check box in the content manager will add rain physics to a car in the game, but there is a far greater range of possibility when you look at the Trello which contains the code that can be added to the ini files to alter the physics... Look and read each section under physics extensions to see how it can be used.
 
I wish people would stop saying extended physics is only rain physics. It's like 10 things, if not more (camber changes, tyre heating, cooling, tyre wear, tyre falloff, chassis flex (sort of),....). This are the lut files from a vrc car (picture 1 - 148 in total), and in picture 2 is a normal car from rss with no extended physics (46 lut files in total). So over 100 aditional files just for rain?

Anyway the PM3D cars are around 2 seconds a lap faster. What I did was make a copy of both PM3D cars with car tuner, added all the lut files from VRC (cause I don't know which are for tyres) and replaced the tyres with VRC ones, and added extended-2 to car.ini. I also edited the minimum ride height of the Volvo and the Primera from 0.0045 to 0.0055 (as in VRC cars), and adjusted ride heights accordingly (don't know which is more correct, so I went with VRC). And that is it, all the cars now run within a second of each other.

Meanwhile this is truly BTCC as I remember it from the 90s :). Last lap of a 10 lap race at Knockhill (you have to put the AI at 100% agression. You just have to, no way around it :) ):

 

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