Assetto Corsa PC Mods General DiscussionPC 

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Chassis 6071
Customer: Haberthur
Delivery: 14. May 1993
Color: Grand-Prix White

On the one hand Switzerland had a long time ban for motorsport events, but on the other hand there have always been strong Swiss drivers and teams. Team Haberthur or Scuderia Chicco d'Oro is no exception. The white RSR with the typical Swiss banner and the almost exclusive Swiss driver lineup was typical for the coffee sponsored team.

The car was delivered with enough time to prepare it for 1993 Le Mans 24H race. The car finished 18th overall and 4th in class.

LM24 1993, Scuderia Chicco d'Oro #77, GT2
__custom_showroom_1683231335.png


In the same year the team competed in the Spa 24H race. Sadly the result was a DNF this time.

Spa 24H 1993, Scuderia Chicco d'Oro #40, ProGT
__custom_showroom_1683231518.png


In 1994 Haberthur decided to take part in the new born BPR Global GT Series. In its first run at Paul Ricard the Swiss team finished 6th overall and 4th in class.

BPR 1994, Paul Ricard 4h, Scuderia Chicco d'Oro #31, GT3
__custom_showroom_1683231754.png

to be continued......
 
I'm now on with Sergio Loro to do the AI for his new tracks (next will be probably Vaca Valley or Suzuka 60s). I feel honored. :-)

Zolder 1967 project is progressing well and is a blast to drive, I did 1200 km already on it. However we a struggling for the optimization of the road mesh. If you able to do one feel free to contact me.

Great news on both counts, some of Sergio's tracks would benefit from faster AI; likely just because I'm racing with a different style of car to the one he made it for.

Fingers crossed you find help with Zolder, what sort of work are you doing on it?
 
That's the changelog for Zolder at the moment:

v3.0 complete overhaul of the track by Rainmaker, DaBaeda, ludwig6666:
-shader transparencies checked
-new cams + GrassFX and RainFX by DaBaeda
-new loading screens with photo effects
-removed skybox and groove
-new AI
-fixed some trees
-made crowds with normals up for better looking
-new UI and data
-new hotlap start point
-new overlays for Time Attack mode
-checked and redone surfaces in .kn5 and surfaces.ini
-fixed double sided objects
-made track icon
-fixed thin lines on some textures
-added GPS
-added extras folder with additional info material like original program
-added first floor im the main tower
-dirt grass material changed for better shader in rain
-added some retextured materials from the "Zolder 1967 Skin pack v1.6" by ClimaxF1
etc.

BTW: Kuwaku17 was very satisfied with my work for the Grindelwald AI :cheers:
 
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Hi all guys, one question.

In your opinion, with the new version of the CSPs, haven't they exaggerated a little with the level of the opponents' strength?

I explain.

I did some tests, with 100% AI in the race with identical cars on an oval circuit, from a standing start, the other cars go much faster than me.

In my opinion, with this update they have changed the performance of the cars, not the skill of the driver. Impossible that with the same car and standing start, in a short time I have a gap of 2/3 seconds.

Another test I did was on a winding track, always with the same AI car, exiting corners much faster strong of the AI and facing a straight line, I am recovered and overtaken very easily.

By lowering the AI level of the opponents I get an equal speed in the straight line, but in the corners they are much slower and I overtake them very easily.

Has anyone noticed this thing? Your opinion?

Thanks.
 
Hi all guys, one question.

In your opinion, with the new version of the CSPs, haven't they exaggerated a little with the level of the opponents' strength?

I explain.

I did some tests, with 100% AI in the race with identical cars on an oval circuit, from a standing start, the other cars go much faster than me.

In my opinion, with this update they have changed the performance of the cars, not the skill of the driver. Impossible that with the same car and standing start, in a short time I have a gap of 2/3 seconds.

Another test I did was on a winding track, always with the same AI car, exiting corners much faster strong of the AI and facing a straight line, I am recovered and overtaken very easily.

By lowering the AI level of the opponents I get an equal speed in the straight line, but in the corners they are much slower and I overtake them very easily.

Has anyone noticed this thing? Your opinion?

Thanks.
My experience has been completely different. I've had the best races against AI I've ever had with the new CSP version. And I'm definitely not an Alien!
 
Does anyone know what could be causing this? It happens to me when I want to see the replays and it started after installing the latest version of CM (0.8.2467.39678)

error.png
 
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Does anyone know what could be causing this? It happens to me when I want to see the replays and it started after installing the latest version of CM (0.8.2467.39678)

View attachment 1253694
Did you already try to install CSP manually? idk which version you have.
If you use the public version, then download it here:

Open the zip and copy the dwrite.dll and the extension folder to AC root folder.
Do the same, if you have a CSP preview version.
 
So when are we going to get this track into AC? The version made by Beast lacks any proper lighting on the buildings though, where as this port is more like a straight up port from the WMMT to GTA V.
https://www.gta5-mods.com/maps/nagoya-expressway-ring-route-add-on-fivem-sp

Oh & yes it needs to be a straight port rather porting from the GTA 5 mod.
This guy has Nagoya running but no DL link sadly.


He also has Osaka running too, again no link.


All of the raw files were already extracted but buried in this thread somewhere. We just need someone to actually do the conversion and put it out in public. The guys at Shuto Revival Project discord were supposedly working on it but it's been years and nothing has been released.

We have almost all the other tracks from WMMT in AC already apart from these 2 + Hiroshima and Kobe (but these last 2 are a bit hard as they are only found in the newer games and hasn't been extracted yet).
 
As is but with a Merkur logo up front!!
That was the US version of the XR4i, wasn't it? Still had a biplanar rear spoiler (like the XR4i), but not as extreme as the Cossie's whale tail.
Its biggest spoiler was the extra pillar in the rear windows... the Cossie has much cleaner lines.
Be good to get this Cossie up to spec with the whale tail then have a 'proper' XR4i... if a decent doner model exists in another game? Can't ever remember seeing one.
 
So I've been using the new feature in CM that lets you make car previews using CSP's showroom, which is awesome because you can now make previews for encrypted cars.

However, some cars, not necessarily encrypted, throw an error saying the "model is damaged, or files are missing". If I go on "DRIVE" and use these cars they're faultless.

Anyone bumped into this issue as well?
 
... new feature in CM that lets you make car previews using CSP's showroom, which is awesome because you can now make previews for encrypted cars...

Almost... there's still a few mods that the system can't do previews. I guess they will be mods with the most complex encryption.
 
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Did you already try to install CSP manually? idk which version you have.
If you use the public version, then download it here:

Open the zip and copy the dwrite.dll and the extension folder to AC root folder.
Do the same, if you have a CSP preview version.
Thanks for the answer but I have solved it, apparently it was something related to Soft Lock (?). I don't know what it would be exactly, but I disabled it and now everything works normally.
So I've been using the new feature in CM that lets you make car previews using CSP's showroom, which is awesome because you can now make previews for encrypted cars.

However, some cars, not necessarily encrypted, throw an error saying the "model is damaged, or files are missing". If I go on "DRIVE" and use these cars they're faultless.

Anyone bumped into this issue as well?
Where exactly is that option? I can't find it anywhere.
 
Thanks very much for these updates!
In the SF-R the baffle at the base of the windscreen (from the cockpit view) reflects the road, so flashes all sorts of colours depending what you are driving over. Be good if this was fixed as it can be quite distracting in VR.
In the BMW the super-reflective carbon door linings in the cockpit also reflect the road outside. Need moving to cockpit HR maybe? Or the reflectance of the CF reducing? Try driving through gravel, it's like the cockpit is full of the stuff. ;)
Cheers.
A quick fix for the reflective strip at the base of the windscreen on the SF-R.
Add this to the config:
Code:
[SHADER_REPLACEMENT_...]
ACTIVE = 1
MATERIALS = plastic_black
SHADER = ksPerPixelAT
Darkens the strip and stops the annoying road reflection strobing when driving over road markings, kerbs, gravel etc.

1683277157665.jpeg

@DaWallace there's a rogue poly glitch on the outside of the a-pillar on the driver's side, if and when this lovely little beast gets an update.

1683277307446.png
 
Almost... there're still a few mods that the system can't do previews. I guess they will be mods with the most complex encryptions.
That's the interesting part: mods WITHOUT encryption are throwing this error. It happened to a couple of URD mods actually. For example, URD's Ford GT brings two variants, IMSA and GTE, one throws the error and the other doesn't.

These aren't the only examples, but they were the most interesting ones since they have no encryption.

Thanks for the answer but I have solved it, apparently it was something related to Soft Lock (?). I don't know what it would be exactly, but I disabled it and now everything works normally.

Where exactly is that option? I can't find it anywhere.
Oof, somewhere in CM's settings. You need to have the latest CM version that came with the last CSP preview though (I think).
 
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shi
Road One International v1.01

Conversion from rFactor.
Fictional track in Canada.

View attachment 1141097
-32 pit/start
-CSP required
-AI, cam

Credits & Thanks;

A fantasy track made by Alexandre Ulleri for NR2003.
Converted to GTR2 by DeHAwk.
Updated by Khan1670.
Converted and updated for rFactor by @Zwiss and Thank you for gave me permission

Converted to AC by @shin956
AI, camtool by @Viola Seven
AI (reverse layout) by @KevinK2
.lua and font by @gunnar333
Extra object placement, fence texture by @CosmiC10R
Background texture edit, sky objects by @Masscot
Background texture edit by @twobegreen
Some object and textures by kunos
logo.png by @Fanapryde
cam by @DaBaeda
Test and Feedback by @Breathe , @Masscot , @twobegreen, Jonah Hax

Enjoy.
note:
If you want to remove tar lines repeatedly, go to the end of ext_config.ini and set ACTIVE to 1.

Patreon-only track requests are now being accepted.

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.01 changelog;
-Fixed incorrect order of starts. Thanks Jonah Hax for the report.
-Changed tracks maps by Jonah Hax.

Road One International v1.3

Screenshot_wrc_subaru_impreza_gravel_1999_road_one_international_10-3-123-16-17-16.jpg

Converted from rFactor.
Fictional circuit in Canada.

-CSP recommended
-32 pit/start
-AI, cam
-2 layouts
-camtool

Credits & Thanks;

A fantasy track made by Alexandre Ulleri for NR2003.
Converted to GTR2 by DeHAwk.
Updated by Khan1670.
Converted and updated for rFactor by @Zwiss and Thank you for giving me permission

Converted to AC by @shin956
AI, camtool by @Viola_seven
AI (reverse layout) by @KevinK2
.lua and font by @gunnar333
Extra object placement, fence texture by @CosmiC10R
Background texture edit(v1.0), sky objects and textures by @Masscot
Background texture edit(v1.0) by @twobegreen
Some object and textures by kunos
logo.png by @Fanapryde
Background Mountain and dam by Tyrone
physics mesh by @pugsang
cam by @DaBaeda
Test and Feedback by @Breathe , @Masscot , @twobegreen , @slider666 , Jonah Hax
Tracks maps by Jonah Hax

Enjoy.

note:
If you want to remove tar lines repeatedly, go to the end of ext_config.ini and set ACTIVE to 1.

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.1 changelog;
-Added Background Mountain and dam by Tyrone.
-Rework Trees (Removed Treewall).
-Added physics mesh by pugsang.
-Added animated flag-waving spectators.
-chopper and balloon have been updated by Mascot.
-Smoothed out the edges of the road.
-Some textures were upscaled with AI.
-Changed the billboard texture to the one made by Mascot.
-Made it possible to select the logo texture created by Mascot as skins.
-Original billboard textures are included as skins.
-Updated preview.

v1.2 changelog;
Added AI lines and sidelines created by IMEAN to the normal layout. (Thanks!)
Fixed a hole in the grass.
Fixed flickering on billboards.
Added sand edges.
Reworked groove and skidmarks.
Updated flags.
Changed crowd textures by Kniker97. (Thanks)
A few other minor fixes.
Even when CSP settings → General Patch Settings → CPU optimizations → Chunks optimizations are set to Advanced, ground objects are no longer hidden. (Tested with CSP 0.2.12-preview1.)

v1.3 changelog;
Updated camera_facing crowds mesh and config.
Updated ext_config.ini. ( jumbo screen)
Added ‘countdown’ markers by Mascot. (Originals are in the skin folder)
Replaced fence texture from Mascot.
 
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