Assetto Corsa PC Mods General DiscussionPC 

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Lola B2k/10 for Assetto Corsa Pack 1

Part of the January Month release's alongside the B2k/10 pack 2 and the Reynard Pack.

cars

Lola B2K/10 Judd V10
Lola B2K/10 Judd V10 2003
Lola B2K/10 Ford V10

Download link: https://www.mediafire.com/file/wjfd2z3sn18lqek/Lola_B2K10_Pack_1_Judd_and_Ford.7z/file

Other updated Lemans prototypes: https://www.mediafire.com/folder/p05kc571r5thj/Lemans_Prototype_Updates

Pack 2 coming soon which will have

Lola B2K/10 VW

Lola B2K/10 Porsche

Original from Legion

Updated by Peugeot905,kamil cader,Mach-77,fullnoise

physics: Peugeot905

minor scaling/graphical: Peugeot905, Kamil cader

sound: Mach-77,Fullnoise

rework
-New Physics
aero, tires, suspension,setup, ai, brakes, etc
-Update to model(mainly Tyres)
-New sounds for each engine type.
rescaled tires

Pics by

Miguel Angelo Silvia
.
View attachment 1222093
View attachment 1222094
View attachment 1222095
View attachment 1222096
View attachment 1222097
Bonus car is going to be added to the second pack.
 
Phff.... tree-hugger! ;)

Great work btw.


Are those flat textures or did you add the leafs a bump map too?
Hey mate,

the trees are basically the ones also used by Mike08´s Autopolis (provided by Ilja).
I haven´t yet figured out to add self made ones (any help in this regards would be appriciated), so this is the solution for now...

Only thing I really did, was to invest some time and patience to replace the original trees one by one.

This is the first project for me, so I still have to figure out all of the bells and whistles of AC-extension-work.
Still, it´s fun to learn new stuff 👍
 
Can anyone tell me where to find the parameter that determines the height of the rear-camera view (ie, the view straight behind the car that you get when you hold both the "look left" and "look right" buttons)?
 
Quick question. Does anyone how to stop the camera from moving outside the car while on the grid pre race? is it a CSP setting?
 
If I ever find documentation on how to it I will be joining you.
It makes life way more easy 👍
 
If I ever find documentation on how to it I will be joining you.
The documentation is here: https://github.com/John5i4/Shutoko-Revival-Project/wiki/CSP-3D-Trees

TreeIt is a free software that allows you to generate/customize trees that can then be exported as (ascii) FBX. There's a free tree library available: http://www.evolved-software.com/treeit/treelibrary
1673550455632.png
  • Convert the ascii fbx to binary fbx via Autodesk FBX converter (2013)
  • Import into Blender, merge all meshes together if the tree consists of multiple meshes and make sure the textures/shading/uv-mapping is set up correctly
1673550876193.png

- Export as fbx and load it into Content Manager's tree converter tool
1673550968399.png

- The resulting bin files can then be listed inside one more more text files that's will be referenced inside the ext_config.ini
1673551102476.png

Bonus: baking track AO via accbakery-optix (Nvidia only) outputs an optimized compiled_trees.bin from the text files that you can reference instead of the tree lists.

Update:
Most of TreeIT's trees have around 5-10k tris, which is a reasonably small number. LODs can be created in blender using the decimate modifier and then exported together with the model, CM should then be able to identify the LODs based on the poly count. Unlike in the photo below, all trees (and LODs) should be located at the world origin (0,0,0) before exporting.

1673552642813.png
 
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Quick question. Does anyone how to stop the camera from moving outside the car while on the grid pre race? is it a CSP setting?
Are you talking about when it does a slow pan shot around the car, basically showing off the car visually? I think that's definitely csp related.
 
The documentation is here: https://github.com/John5i4/Shutoko-Revival-Project/wiki/CSP-3D-Trees

TreeIt is a free software that allows you to generate/customize trees that can then be exported as (ascii) FBX. There's a free tree library available: http://www.evolved-software.com/treeit/treelibrary
View attachment 1222380
  • Convert the ascii fbx to binary fbx via Autodesk FBX converter (2013)
  • Import into Blender, merge all meshes together if the tree consists of multiple meshes and make sure the textures/shading/uv-mapping is set up correctly
View attachment 1222381

- Export as fbx and load it into Content Manager's tree converter tool
View attachment 1222382

- The resulting bin files can then be listed inside one more more text files that's will be referenced inside the ext_config.ini
View attachment 1222384

Bonus: baking track AO via accbakery-optix (Nvidia only) outputs an optimized compiled_trees.bin from the text files that you can reference instead of the tree lists.

Update:
Most of TreeIT's trees have around 5-10k tris, which is a reasonably small number. LODs can be created in blender using the decimate modifier and then exported together with the model, CM should then be able to identify the LODs based on the poly count. Unlike in the photo below, all trees (and LODs) should be located at the world origin (0,0,0) before exporting.

View attachment 1222392
Thanks a lot mate!
Great and highly appreciated Informations!
 
Was the 2022 Alpine A480 livery ever made for VRC's R13 / A480 ? I know the 2021 is there and think I had a 2022 skin with it at some point - or maybe it was just a daydream lol.
 
The evolution of how closer and closer we are to getting the spec II as accurate as the ACTUAL spec II in GT. Remembering something like this happening with the MW M3 GTR. Its weird to me how they keep changing the wheels for recent spec II mods like the one in the first picture up front and the other one in the 2nd picture below.

My questions is what's with the change in rims? Is it hard to get there hands on the concept wheels like on the original spec II? I would like to know and why is the one in the first picture is missing the front canards, antenna and front tow hook not to mention the lack of good year tires that they should have. I managed to put good year tires on my car despite the car is encrypted.

ford_gt_lm_race_spec_ii_bst_japan2_14_29_43.jpg
qoc3gtd635281.png
 
The evolution of how closer and closer we are to getting the spec II as accurate as the ACTUAL spec II in GT. Remembering something like this happening with the MW M3 GTR. Its weird to me how they keep changing the wheels for recent spec II mods like the one in the first picture up front and the other one in the 2nd picture below.

My questions is what's with the change in rims? Is it hard to get there hands on the concept wheels like on the original spec II? I would like to know and why is the one in the first picture is missing the front canards, antenna and front tow hook not to mention the lack of good year tires that they should have. I managed to put good year tires on my car despite the car is encrypted.

View attachment 1222401View attachment 1222406
These pictures are like heaven for me, damn I love the GT so much 🤩
 
which car is it? I assume it's the bmw lmdh. If this is it, there is a problem with the inner windshield mesh (transparency not set).

[MESH_ADJUSTMENT_...]
MESHES = GEO_INT_GLASS
IS_ACTIVE = 1
IS_TRANSPARENT = 1


Add this to the ext_config.ini file, at the bottom :cheers:
Is there anyway to get the wipers working Please.
 
Is it possible guys to have a lost of all the official car mods similar to the recnet RSS P91 Hybrid? At the moment I have only the new Ferrari 499p and this RSS one, what other cars can I download?
 
The documentation is here: https://github.com/John5i4/Shutoko-Revival-Project/wiki/CSP-3D-Trees

TreeIt is a free software that allows you to generate/customize trees that can then be exported as (ascii) FBX. There's a free tree library available: http://www.evolved-software.com/treeit/treelibrary
View attachment 1222380
  • Convert the ascii fbx to binary fbx via Autodesk FBX converter (2013)
  • Import into Blender, merge all meshes together if the tree consists of multiple meshes and make sure the textures/shading/uv-mapping is set up correctly
View attachment 1222381

- Export as fbx and load it into Content Manager's tree converter tool
View attachment 1222382

- The resulting bin files can then be listed inside one more more text files that's will be referenced inside the ext_config.ini
View attachment 1222384

Bonus: baking track AO via accbakery-optix (Nvidia only) outputs an optimized compiled_trees.bin from the text files that you can reference instead of the tree lists.

Update:
Most of TreeIT's trees have around 5-10k tris, which is a reasonably small number. LODs can be created in blender using the decimate modifier and then exported together with the model, CM should then be able to identify the LODs based on the poly count. Unlike in the photo below, all trees (and LODs) should be located at the world origin (0,0,0) before exporting.

View attachment 1222392
I've found this very useful ->
I have done some tests with M08 "zip tree file" and it works perfect... I'm currently working on Long Beach just as a PoC, but I don't have palms and other bushes....

//
hint: use to hide 2d trees

[MESH_ADJUSTMENT_0]
MESHES = 2d trees
IS_RENDERABLE = FALSE

//

-> a quiestion about this "hide"... Im saving resources (GPU CPU) using "IS_RENDERABLE = FALSE" or it is just the same?

-> It would be very interesting if someone could share diferent but most common trees ready to use..
1673573141951.png
 
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Did anyone get the BMW? There's a guy using the guerilla mods BMW car and doing BTCC skins for it which is what I've been using, but it's not the same.
What BMW are you looking for?

Also, i realized that the Colt DTM Edition would be from Mirage Cup from the late 1980s.
 
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Looking for a physics guru to help. Have a model in game, physics are borrowed currently, to get it working. Data is unlocked, graphics appears to be encrypted.
Have a technical manual from the manufacturer, that I hope will provide the information required for someone who knows what they are doing. That person isn't me.
This model is a currently used single seater. A professional race driver that has raced these cars at the pointy end of the grid and has a sim rig is willing to help with feedback on how the mod feels.
If this interests you, and only if you can help on the physics, flick me a pm.
Not looking for beta testers at the moment
 
Looking for a physics guru to help. Have a model in game, physics are borrowed currently, to get it working. Data is unlocked, graphics appears to be encrypted.
Have a technical manual from the manufacturer, that I hope will provide the information required for someone who knows what they are doing. That person isn't me.
This model is a currently used single seater. A professional race driver that has raced these cars at the pointy end of the grid and has a sim rig is willing to help with feedback on how the mod feels.
If this interests you, and only if you can help on the physics, flick me a pm.
Not looking for beta testers at the moment
I might be behind the 8 ball, but is that the series formerly known as Toyota Racing Series???
 
Looking for a physics guru to help. Have a model in game, physics are borrowed currently, to get it working. Data is unlocked, graphics appears to be encrypted.
Have a technical manual from the manufacturer, that I hope will provide the information required for someone who knows what they are doing. That person isn't me.
This model is a currently used single seater. A professional race driver that has raced these cars at the pointy end of the grid and has a sim rig is willing to help with feedback on how the mod feels.
If this interests you, and only if you can help on the physics, flick me a pm.
Not looking for beta testers at the moment
well, I explained exactly what is wrong in your PM after you had me have a look.
 
I might be behind the 8 ball, but is that the series formerly known as Toyota Racing Series???
Yes. Have the 2020 season liveries done, thanks to help. 4 were missing from the rfactor season, one being championship winner Fraga. I started it by working on the SVG car more so I can create decals. I was able to get the model into the CM showroom but not into the game. Found the fsr Tatuus f3 t318 which is the same body. Have edited car ini to show TRS car in game, but it's physics are very wrong.

well, I explained exactly what is wrong in your PM after you had me have a look.
Not the same mod mate. I'm talking about the car here. What I pmed you about is something different
 
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Lime Rock Mountain Update

This is just a small update to Lime Rock Mountain. It doesn't make any significant changes, but has one change that may benefit some people. Please delete your previous Lime Rock Mountain folder before extracting. Might be better to keep a backup copy of the previous version until you test this out.

-- Small texture tweaks to a few tree textures.
-- Reworked the .kn5 file to remove some things that I previously hid via the ext_config. The benefit of this is the track should now look\work properly for those that don't use CSP with a few missing features that can't be done without CSP. For those that use CSP, the track should be unchanged.
-- First draft of my attempt to fix some of the terrain issues, mainly the hillside on the top of the hill, but you may notice some other spots look better as well. Basically it's a little terrain merging and smoothing to create a more natural look.

Lime Rock Mountain v2_1

EDIT: Just discovered that this new version has poor performance if I turn off grassfx or run without CSP, which is weird. Going to have to figure out why. If you run into performance issues, you can download the previous version below that has the same small updates minus the new terrain.

Lime Rock Mountain v1.05
Sorry guys, but I have to do an update to the update I posted yesterday. There was a creek that ran down the left side of the front stretch on the original track. It wasn't flat and I didn't know how to make it flat so I removed it. Some how it is there again or was there again. It's now removed.
 
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