Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Thread starter daan
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Did you try compressing files with CM / Content / tools / Compress Files?

I would add, if you aren't a modder or don't plan on it, you can save a fast amount of space also by deleting some files that you won't use.

In your Assetto 'cars' folder in Windows, if you do a search in that folder for .psd, backup, and template....all these type files can be deleted.

If you've never deleted them, you'll find many GB's to be found.
 
Hi,

as "promised" i have tested some time and BOPed some of the East-European vintage cars to make them race together in a fake "East European Vintage Racing" Championship.
Note: i`ve only used ballast and restrictor, so don`t expect "professional BOPing"

Note: I created the championship with the vanilla launcher (as always) put all the necassary files together and uploadet it. Including only free content posted here already and a readme how to easily install. I never used CM but i think the procedure should not "bite each other"
The pack includes the BOPed (v.0,33 ;)):

Fiat 126 race hellie ballast":90,"restrictor":0
lemax Yugo_hibrid ballast":145,"restrictor":2
Skoda 120cr1 (sade742_120_ur1) ballast":200,"restrictor":95
tmm_trabant_601 ballast":25,"restrictor":0
zizh_azlk412 "moskvitch" ballast":125,"restrictor":20
zizh_gaz2410_406 "volga" ballast":130,"restrictor":25
zizh_lada2105_a2 "Lada 2105" + a tuned duplicate no ballast or restrictor

including the 2 tracks i have used for BOPing so far:

Mondello Park "l2"
TT Assen North

As "bonus" i have also named the drivers like real ones from that decade, driving these cars, so far except the soviet drivers, i did not found so far.
Maybe someone able of reading russian can help me out here ?!


 
o no, I found out you can put "cameleon" paint on the cars... there goes another year of my life implementing this color scheme to my most favorite cars! ;)
I just finished a first one, and I wanted to share with you here this skin.
As it requires adding stuff to the extension\ext_config.ini file I can't post a seperate rar just with the skin..
Anyone know how to put it in the skin folder? Or is it mandatory to be put in the general ext_config.ini file?

Here a copy of this Dan Busca's marvelous NSX including this cameleon skin , and with the sound swapped from Siim Anouk's NSX, which is better imho (original sound is backed up in the sfx folder if you wanna switch back to it).

1676324302802.png


EDIT: since a pic doesn't really do it justice, here a small vid preview
 
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edit: I think it's time to start throwing away some bad cars (instead of before buying a bigger SSD)
but it is HARD for a hoarder to hit that delete button... :banghead:
Grab an external USB 3.0 hard drive or two (they're pretty cheap these days) and back up those cars and tracks before deleting. Then you'll still have them if you should want to revisit them in the future. I had to start doing that a while ago...just hate to permanently delete anything (well, with some exceptions...). :)
 
New adapted cars, based on others.
Alfa 33 "Periscopica" Spider '67
Alfa 33 Spider Coda-Lunga '67
Ferrari 312P Spyder '69

The 3 went to the track (but the Alfas really did (not removing any parts from the original car, just changing the scale, and leaving them hidden in a part of the car)) when I'm on the track, I "pause" and try to go back to the "menu", the screen is "frozen", so I have to resort to the old "CTRL + ALT + DEL".

And the "turn counter" screen in the "GT3 HUD App" is "buggy" unlike the original model that everything is normal. The rest is fine. Unfortunately, I don't know how to "modify" more things in the "skin" to leave it with better texture and shine, maybe someone will do it later.

On the Ferrari 312p ( I couldn't get the windshield wiper off" )


The models are "imported" from the "Evolution GTR2" mod pack in a very simple way, that is, just the main body, because I don't know how to convert completely. The objective is to have more cars on the "grid", which made history in Endurance racing. All "credits go to the Evolution GTR2 group modders".
 

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New adapted cars, based on others.
Alfa 33 "Periscopica" Spider '67
Alfa 33 Spider Coda-Lunga '67
Ferrari 312P Spyder '69

The 3 went to the track (but the Alfas really did (not removing any parts from the original car, just changing the scale, and leaving them hidden in a part of the car)) when I'm on the track, I "pause" and try to go back to the "menu", the screen is "frozen", so I have to resort to the old "CTRL + ALT + DEL".

And the "turn counter" screen in the "GT3 HUD App" is "buggy" unlike the original model that everything is normal. The rest is fine. Unfortunately, I don't know how to "modify" more things in the "skin" to leave it with better texture and shine, maybe someone will do it later.

On the Ferrari 312p ( I couldn't get the windshield wiper off" )


The models are "imported" from the "Evolution GTR2" mod pack in a very simple way, that is, just the main body, because I don't know how to convert completely. The objective is to have more cars on the "grid", which made history in Endurance racing. All "credits go to the Evolution GTR2 group modders".
Wow, i hope in the future you can share more of your cars, nice.
 
Physics, really?
Yes, as some have already pointed out.

extended physics extends AC's realism beyond what vanilla provides and even higher than other sims

ofc not every car actually utilizes all ext features because a.) people don't even know they exist and b.) a lot of the features require irl data to actually be used (which good luck finding for a race car lmao)
 
Yes, as some have already pointed out.

extended physics extends AC's realism beyond what vanilla provides and even higher than other sims

ofc not every car actually utilizes all ext features because a.) people don't even know they exist and b.) a lot of the features require irl data to actually be used (which good luck finding for a race car lmao)
Yeah, understood, that's right. What I meant to be the lack of rain puddles effect , which [rain] looks incredibly good, but hopefully will be made in future, if the game engine allows it

Btw, any idea, how to make snow "dust" white, instead of gravel color? I remember it was white in some of old build , but last versions seems like not to have
 
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Hi Masscot
Thanks for your feedback on extensions 🙂

Regarding Z fighting issues, I am trying to correct them in all new extensions.
2023 versions should remove all of these issues and the corresponding 2022 extensions updates will be corrected progressively
For example, watch the new Magny Cours extension, I think it doesn't have any noticeable Z-fighting at all

Regarding black intensity on Bathurst, you are right it should be less intense and I will give it a look to reduce it in next update 😉
Hi @Pyyer love the extensions absolutely Awesome is there any chance you could add Paintable Garage Boards above each of the Garages at Bathurst would be cool immersion and pop off the pit lane some more :)

Like Pictured they do it for the 12Hour aswell :)

310531401_10159060613393652_6246882555925055032_n.jpg
 
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Hi @Pyyer love the extensions absolutely Awesome is there any chance you could add Paintable Garage Boards above each of the Garages at Bathurst would be cool immersion and pop off the pit lane some more :)

Like Pictured they do it for the 12Hour aswell :)

310531401_10159060613393652_6246882555925055032_n.jpg
would be cool if those pit garage signs took the texture from the crew textures per skin, but not quite sure if a track could take the texture from a specific car skin folder, but ultimately that is how they should work.
 
here we go with absolutely amazing car - Lotus 56B F1 1971.
Based on pcars indy car with 3d modelled body work for F1 versions and new correct physics. it was made by us for Christmas, but just want everyone can enjoy the beauty of the car.

Three specs. All have appropriate historic skin for it

-> Monza version - with ducktail and lower downforse (E.Fittipaldi) with ducktail. Special for lower downforce and higher max speed.
Screenshot_lotus_56_ducktail_ks_monza66_21-11-122-0-44-10.jpg


-> Gold Leaf version - Silverstone (R.Wisell), Dutch GP (D.Walker) with wings

Screenshot_f1_1971_ferrari312b2_ks_silverstone1967_21-11-122-22-29-39.jpg


-> Int.Trophy Silverstone version with nice rear and front wings (E.Fittipaldi)
Screenshot_lotus_56_wide_5_l_showroom1_16-11-122-22-41-10.jpg


about the mod

  • Version 1.0
  • 3d model from pCars originally converted by elgione who also credited himself for our open-to-all Stowe circuit without any improvements even.
  • zero modelled wings (rear and front wings, air intakes wide body) => so the model is Encrypted (so haters can get lost), requires CSP to run (!)
  • historic livery
  • close to real specs (as it was possible), tested on Silverstone and Monza and other tracks.
Download MEGA

Screenshot_lotus_56_f1wide_ks_silverstone1967_21-11-122-22-3-27.jpg
Screenshot_lotus_56_ducktail_ks_monza66_15-11-122-22-20-46.jpg
 
Since CPS180p115 or maybe even since 180p105 puddles are heavily affecting the cars. Already affected the cars before but that wasnt always comprehensible. With the new RainFX its just amazing, at least imho. :)

I see, maybe I have some wrong settings, but have not noticed it as good as in acc for example, or comparing to irl racing
 
would be cool if those pit garage signs took the texture from the crew textures per skin, but not quite sure if a track could take the texture from a specific car skin folder, but ultimately that is how they should work.
Our track modder in my AMS League did this for our version of Bathurst works as just 1 texture with Garage Board for Garage 1 from left to right all the way to last garage this would work the best so you can add it too Specific Track Skin Year of the Race :)
 

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Our track modder in my AMS League did this for our version of Bathurst works as just 1 texture with Garage Board for Garage 1 from left to right all the way to last garage this would work the best so you can add it too Specific Track Skin Year of the Race :)
still isn't car specific though, but I would think to be car specific, it would require a recoding of the game. Usually cant be bothered faffing around for something like that, that Im not going to pay attention to while driving anyway
 
Yeah, understood, that's right. What I meant to be the lack of rain puddles effect , which [rain] looks incredibly good, but hopefully will be made in future, if the game engine allows it

Btw, any idea, how to make snow "dust" white, instead of gravel color? I remember it was white in some of old build , but last versions seems like not to have.
The latest CSP does have 'puddle physics'. I posted a video on it in the vid section here showing me trying it out in a Countach around LAC.
It makes a huge difference and the feeling is pretty much spot on.

 
still isn't car specific though, but I would think to be car specific, it would require a recoding of the game. Usually cant be bothered faffing around for something like that, that Im not going to pay attention to while driving anyway
I never asked for it to be car specific ? lol and I never asked you to do anything either..... as i explained you can make it all on one template to each garage board its been done before was just asking if 'Pyyer' could do it too add to the immersion of his Bathurst update doesnt matter if you see it while driving it adds to the immersion and why his stuff is so great.....
 
Try to keep your total car collection at under 200 cars or you'll suffer from choice paralysis.
Be brutal.
Only keep AAA mods.
Yeah right. Considering that the Kunos content is already 178 cars, I don't see how staying under 200 while keeping AAA mods would be possible.
 
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