Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Thread starter daan
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Hey Peter, I believe I do have it ticked. Should I uncheck it?
that could make it realy blurry as designed:
1684014558336.png


Esp. heat distortion if its realy hot and there is no wind...
 
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that could make it realy blurry as designed:
View attachment 1256215

Esp. heat distortion if its realy hot and there is no wind...
Hi Peter, something we discussed a while ago but did you have any more thoughts about a 'season' option in Sol/Pure where you can elect to always drive in, say, midsummer no matter what hemisphere you are in or what your longitude is? At the moment, having June as the default month means that northern hemisphere tracks are in midsummer but southern hemisphere tracks are in midwinter, etc etc.
A 'season' option would automatically adjust the date based on global positioning so that the player could elect to always be driving in midsummer when the sun is highest and light is optimum.
 
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My current opinion on TreeFX... for those that want to add them to your tracks...

While I think TreeFX is a cool and exciting addition to Assetto Corsa, remember to not go overboard when adding them. If you do add them, limit their use--maybe only add them very close to the track, and use the standard trees behind them. Also, provide an option for a user to override them and use the regular tri (or quad) trees. A separate no TreeFX ext_config.ini could be set up as an option? Could TreeFX be managed with a skin?

I am using VR with a pretty good GPU. I've set it up so the render resolution is at the highest setting, while I settled on 72Hz. This produces the best experience for me in VR at this time. I've tested a few tracks that had TreeFX on only portions of the track. When I was on a part of the track without any trees in view, I could easily maintain 72 FPS. However, when I turned to face a cluster of TreeFX trees, my FPS cratered.

Again, TreeFX is a cool advancement, and all the other modeled trackside elements are excellent in most mods... but for me, trees are only in my periphery. A detailed road surface, track edges, and kerb detail are probably the most important thing in a track mod, because that's what I'm looking at most of the time.
 
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My current opinion on TreeFX... for those that want to add them to your tracks...

While I think TreeFX is a cool and exciting addition to Assetto Corsa, remember to not go overboard when adding them. If you do add them, limit their use--maybe only add them very close to the track, and use the standard trees behind them. Also, provide an option for a user to override them and use the regular tri (or quad) trees. A separate no TreeFX ext_config.ini could be set up as an option? Could TreeFX be managed with a skin?

I am using VR with a pretty good GPU. I've set it up so the render resolution is at the highest setting, while I settled on 72Hz. This produces the best experience for me in VR at this time. I've tested a few tracks that had TreeFX on only portions of the track. When I was on a part of the track without any trees in view, I could easily maintain 72 FPS. However, when I turned to face a cluster of TreeFX trees, my FPS cratered.

Again, TreeFX is a cool advancement, and all the other modeled trackside elements are excellent in most mods... but for me, trees are only in my periphery. A detailed road surface, track edges, and kerb detail are probably the most important thing in a track mod, because that's what I'm looking at most of the time.


I think the idea is really good, but unfortunately the implementation is lacking for me.

I find good 2D trees and bushes much prettier than these ugly 3D skeletons, which also cost computing power and are hardly noticed when driving. It's even annoying sometimes because trees and countless variations come along, shape, color, height, structure, tree species, leaves and so on, I can't really represent that at all and therefore always seems a bit clumsy, you can't really have an ecosystem in a racing game. Dirty mammon, as we say to ourselves here.


The tree story can say goodbye, I find it annoying and ugly.
 
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My current opinion on TreeFX... for those that want to add them to your tracks...

While I think TreeFX is a cool and exciting addition to Assetto Corsa, remember to not go overboard when adding them. If you do add them, limit their use--maybe only add them very close to the track, and use the standard trees behind them. Also, provide an option for a user to override them and use the regular tri (or quad) trees. A separate no TreeFX ext_config.ini could be set up as an option? Could TreeFX be managed with a skin?

I am using VR with a pretty good GPU. I've set it up so the render resolution is at the highest setting, while I settled on 72Hz. This produces the best experience for me in VR at this time. I've tested a few tracks that had TreeFX on only portions of the track. When I was on a part of the track without any trees in view, I could easily maintain 72 FPS. However, when I turned to face a cluster of TreeFX trees, my FPS cratered.

Again, TreeFX is a cool advancement, and all the other modeled trackside elements are excellent in most mods... but for me, trees are only in my periphery. A detailed road surface, track edges, and kerb detail are probably the most important thing in a track mod, because that's what I'm looking at most of the time.
As long as the modder provides you with a standard trees option, I don't mind them even if they go overboard. That's what I'm gonna do myself for El Capitan remaster, I'm using a lot, tons of 3D trees, because I personally like them in the way I set them up, but I will provide an equivalent option with standard Y shaped trees, also the 3D trees are still quite new, many of the 3D models used in some TreeFX are poorly made or set up, with wrong colors, brightness, etc.
 
Hi Peter, something we discussed a while ago but did you have any more thoughts about a 'season' option in Sol/Pure where you can elect to always drive in, say, midsummer no matter what hemisphere you are in or what your longitude is? At the moment, having June as the default month means that northern hemisphere tracks are in midsummer but southern hemisphere tracks are in midwinter, etc etc.
A 'season' option would automatically adjust the date based on global positioning so that the player could elect to always be driving in midsummer when the sun is highest and light is optimum.
While we're at it, it would also be nice to have a "random time" option that's random day or random night.
 
As i try to recreate the Hasseroeder Skin for the 406 i was quite unhappy with the Tyre/Rim Texture. I created new ones in 2K.
If somebody is working on Skins for the BTCC 406 i can share my PSD File of the Rims.
View attachment 1256092Credits for the Tyre Textures go to Italya from RD. Took the Textures from the VRC Supertourers and adjusted them.
Yea, me
I'm working on the model now and I need something like this
 
I think the idea is really good, but unfortunately the implementation is lacking for me.

I find good 2D trees and bushes much prettier than these ugly 3D skeletons, which also cost computing power and are hardly noticed when driving. It's even annoying sometimes because trees and countless variations come along, shape, color, height, structure, tree species, leaves and so on, I can't really represent that at all and therefore always seems a bit clumsy, you can't really have an ecosystem in a racing game. Dirty mammon, as we say to ourselves here.


The tree story can say goodbye, I find it annoying and ugly.
And what track does have the good 2D trees in your opinion?
Because from what I do see, its also a matter of putting 2D trees (counting for all 2D objects) to close to the track or putting the same repeating 2D trees in a straight row, parallel to the track.
 
Daimler Teststrecke Track from Rainmaker updated DaBaeda
GrassFX,RainFX,TreeFX and Cams
30 Pit Extension from Foxeway
Have Fun
DaBaeda

Download:

View attachment 1256217View attachment 1256218View attachment 1256219View attachment 1256220View attachment 1256221View attachment 1256222View attachment 1256223

These trees really do look fantastic, very GT Sport-like, and somehow while hotlapping I'm getting around 8fps MORE with this update than with the original track (which admittedly had pretty poor performance to begin with).
There's no mention of any optimisations so assume none were done?
 
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Hi guys, I have a problem with the latest CSP 1.80. When I try to take a picture from game, except for some filters, I obtain overexposed images.

Screenshot_fx_porsche_718_spyder_rs_magione_14-4-123-10-12-43.jpg

I've tried both the CSP photo tool and the AC tool to take pictures, but the result is the same. That's a CPS bug, or some new settings that I have to check? I never had this problem with the previous version.
 
Daimler Teststrecke Track from Rainmaker updated DaBaeda
GrassFX,RainFX,TreeFX and Cams
30 Pit Extension from Foxeway
Have Fun
DaBaeda

Download:

View attachment 1256217View attachment 1256218View attachment 1256219View attachment 1256220View attachment 1256221View attachment 1256222View attachment 1256223

Nice surprise! I've added the update (slightly changed) to my archive.



Change log since v1.5 from 2017:

v2.1
  • updated Read Me
  • renamed folder to original "daimler_teststrecke"
  • reduced to one layout only (30 pits)

v2.0
reworked by DaBaeda:
  • GrassFX, RainFX, TreeFX, Cams
  • added 30 Pit Extension layout by Foxeway
  • added balloons
  • added loading screens
  • added background horizon
  • some shader rework
  • added ambulances with lights

Thank's again!
 
Hi there guys!! Last night I was helping my brother to install CM and some mods from FSR's Patreon. As me and other guys are using these mods without reporting any problem, my bro's cars looked like this in track:
WhatsApp Image 2023-05-14 at 00.17.25.jpeg

We have updated cars, skins and CSP, but this still appears.

Why is he experiencing this problem?
What should we do?
 
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Hi Forum. I would like to share my little wip mod for generic F1 lollipops!
I know...lollipops is out of time today for F1 but always present in AC...so why not customize?
There is also a plan for other F1 seasons or other series.
For now a generics (fictionals?) lollipops for 2023 F1 team.

Screenshot_rss_formula_hybrid_2023_miami_f1_14-4-123-11-20-44.jpg


Screenshot_rss_formula_hybrid_2023_imola_14-4-123-11-48-51.jpg


Screenshot_rss_formula_hybrid_2023_imola_14-4-123-12-3-49.jpg
 
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Hi i'd like to know where i look to get the model so i can put a helmet on him, or even change the whole face, could you help?
I'm guessing it wasn't here then?
(I answered a week ago)

The pitcrew.kn5 is in there, along with a bunch of other stuff.

1684057379038.png
 
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RELEASE!

Elaintarharata 1960s
by
Sergio Loro
and
Rainmaker

This tiny track was the Grand Prix of Finland in the 50s and 60s. "Eltsu" was even hosting two Formula 1 GPs in 1952 and 1953. It has a nice flow and is great to drive with slow and small cars. Sergio gave me the permission to update his old track. Thanks!


Changelog:
  • complete new AI
  • shader overhaul
  • faced up normals of the trees, made them brighter
  • added GrassFX and RainFX by DaBaeda
  • new extra cams by DaBaeda
  • new hotlap starting point
  • added dirt animation to pit lane
  • added loading screens
  • new UI and track map, corrected track length
  • added track description by Fanapryde
  • fixed some lods
  • corrected position of sector timers
  • fixed some missing walls
  • added four new pit positions
  • corrected some object keys

UPDATE v1.2
  • improved AI

Thanks for enjoying my track projects! Eltsu has already over 2000 downloads, personal best here (record is over 5000 downloads in one week with Isle of Man years ago). Zolder also was very successful with over 700 downloads in only two days.
 
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shi
Meadowlands Grand Prix v1.01

View attachment 1255833
The Meadowlands Grand Prix was a CART IndyCar race held at the Meadowlands Sports Complex in East Rutherford, New Jersey from 1984 until 1991. The event was the first major auto race in the New York City metropolitan area since the 1937 Vanderbilt Cup. (Wikipedia)
Conversion from rFactor.

-CSP recommended
-26 pit/start
-AI, cam

Credits & Thanks;
rFactor Original Track by AR rFactor Tracks
-Thank you for giving me permission

AC Converted by @shi (shin956)
logo.png and sections.ini by @Fanapryde
marshall, cameraman and some textures by kunos
Test and Feedback by @Breathe

Download (mediafire)

Enjoy.
Converted upon request by Patreon member Denver Thurston.

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.01 changelog;
-Skyline building textures edited by Alfred Wayne. (Thanks!)
-Fixed objects in skyline buildings not repeating.

Meadowlands Grand Prix v1.01
The link is in the quote.

v1.01 changelog;
-Skyline building textures edited by Alfred Wayne. (Thanks!)
-Fixed objects in skyline buildings not repeating.
Screenshot_meadowlands_14-4-123-8-57-48.jpg
 
While we're at it, it would also be nice to have a "random time" option that's random day or random night.

And random wind direction would be good too, so flags aren't always flapping in the same direction unless you adjust it manually.
RANDOMIZE ALL THE THINGS!!!
X-All-The-Y.jpg

Hi guys, I have a problem with the latest CSP 1.80. When I try to take a picture from game, except for some filters, I obtain overexposed images.

View attachment 1256320

I've tried both the CSP photo tool and the AC tool to take pictures, but the result is the same. That's a CPS bug, or some new settings that I have to check? I never had this problem with the previous version.
Screenshot 2023-05-14 075802.png
 
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