Assetto Corsa PC Mods General DiscussionPC 

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FFB centerspring is much too strong and the clutch is too weak. Going from 3rd to 4th it can't cope with the power and just slips.
Which was also the issue in the previous version. Not sure what has changed over v1.0.
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Change clutch MAX_TORQUE to 330 in drivetrain.ini. Or in essence the maximum torque the car produces. Good to keep it around the max the car produces and not just throw in say 1000 so it keeps it realistic with the ability to slip some.

The center spring strength maybe a bit harder to fix seeing as I'm not at the rig and can't look at the geometry.
 
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Tashi's Reference Center 0.4 (The Weekend Wrap-up Update 2)
^^ THIS IS A LINK ^^

Not much, just some Ferraris, Hyundais, Lexus, a Beetle and a Vette.

Specific Data

  • Added 1994-1995 Chevrolet Corvette C4

  • Added Ferrari 458 Italia
  • Added Ferrari F40 (US Spec)
  • Added Ferrari 308QV/328GTS/328GTB
  • Added Ferrari Mondial t Cabriolet
  • Added Ferrari California (2008)

  • Added Hyundai Tiburon
  • Added Hyundai Genesis Coupe 2.0T & 3.8

  • Added Lexus CT200h

  • Added Volkswagen New Beetle
 
As we don't have enough (original) cars to compose the grids of the 30's, but we have others that already did (like this Mercedes SSK by Velo and Legion), I decided to take advantage (drivers who ran the Grand Prix races from 1932 to 1938) and created the "fake" Mercedes Team for the Le Mans races.

Taking advantage of the idea and having new car designs at the end of the 30's, I decided to "invent" the Mercedes 540 spinne (fake) to run the LeMans and other races from 1937/1938, as usual, then I'm going to do some tests on tracks to a "Bop" with Bugatti, Ferrari, Alfa-Romeo...etc...


With small details adjusted on the Mercedes 540 spinne ( fake )...new steering wheel, removed the side mirrors, put new windshields and also added the characteristic Mercedes emblem on the front.
 

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Change clutch MAX_TORQUE to 330 in drivetrain.ini. Or in essence the maximum torque the car produces. Good to keep it around the max the car produces and not just throw in say 1000 so it keeps it realistic with the ability to slip some.

The center spring strength maybe a bit harder to fix seeing as I'm not at the rig and can't look at the geometry.
Thanks for the tip. After trying the Velo v1.1 I deleted it and kept the RMi version, which is much better.
hmm... I have a complete physics rework in a WiP, I wonder how it compares
 
FFB centerspring is much too strong and the clutch is too weak. Going from 3rd to 4th it can't cope with the power and just slips.
Which was also the issue in the previous version. Not sure what has changed over v1.0.
Just sent him a message and he will answer. He did also on my request, published, a grand prix Mercedes SSK version, without lights and fenders, after I contacted him.
 
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Hi, does anyone know of the Mclaren and Lotus skins for the 1986 RSS car, looks like they have all been done on RD apart from these 2 to complete the season

Thanks
I’m also looking for these two.
Now before anyone says “but there’s already a Kunos Lotus 98T!” - there is, but it’s very hard to BoP it sufficiently enough, where it competes with the RSS 1986 on all tracks. Sometimes it’s on a par, other times it’s too OP and at others it’s too slow.
 
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Updated link here

Where does the ext_config file need to be put

Thanks

I’m also looking for these two.
Now before anyone says “but there’s already a Kunos Lotus 98T!” - there is, but it’s very hard to BoP it sufficiently enough, where it competes with the RSS 1986 on all tracks. Sometimes it’s on a par, other times it’s too OP and at others it’s too slow.
Looks like the Benetton download link has been removed from RD now if anyone has this one to please

Thanks
 
Hi folks! I'm working on a project at the request of a friend of mine but the engine I found on the internet is very lean and edgy. i'm talking about a 3-litre v8 toyota 300hp on a 1970 toyota 7. i'm not very good at 3d modeling can anyone help me out and work it out?

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:bowdown::bowdown::bowdown:
 

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I’m also looking for these two.
Now before anyone says “but there’s already a Kunos Lotus 98T!” - there is, but it’s very hard to BoP it sufficiently enough, where it competes with the RSS 1986 on all tracks. Sometimes it’s on a par, other times it’s too OP and at others it’s too slow.
there is some irony with that. If you replace the ai.ini file with RSS's Ai they are literally on Par with each other it's the same boat with scamdreams 1986 (which is just the lotus 98T physics anyways)
 
I havent tested myself as most times your upgrades give better performance but 3d trees are the worse thing to happen to AC in recent times.

Is there not a way to reduce or delete the 3D trees? In my case I dislike emphatically visible low poly and 2D objects, so I always try to delete or replace them with more realistic objects.

In the modern flysim games they have tackled the 3D trees and 3D clouds performance issues, so eventually that will also happen in AC.
 
Is there not a way to reduce or delete the 3D trees? In my case I dislike emphatically visible low poly and 2D objects, so I always try to delete or replace them with more realistic objects.

In the modern flysim games they have tackled the 3D trees and 3D clouds performance issues, so eventually that will also happen in AC.
in flight sims the issue is solved by the fact 3d trees arent often rendered in full detail as your usually many kms above them. hence people complaining of frames taking a hit when close to the deck.

you can remove the 3d trees via the ext config but if the original 2d ones from the model have been removed things start to look weird.
 
in flight sims the issue is solved by the fact 3d trees arent often rendered in full detail as your usually many kms above them. hence people complaining of frames taking a hit when close to the deck.

you can remove the 3d trees via the ext config but if the original 2d ones from the model have been removed things start to look weird.
yeh i have been trying to get indianapolis by 13x to work with "3d tree's and prm" by ludwig. and i cant seem to just get the prm without the 3d tree's. everytime i put the bits in the folders for prm i have no tree's at all. i am guessing the new kn5 model has either 3d tree's that work with the extension folder or nothing at all. i dont no i am guessing. it does get a little frustrating as a prm shouldn't have anything to do with tree's.....should it?
 
Then its good to know GPU’s are always getting better, like the RTX4070ti is better then the old king of the hill the RTX3090 and the RX6950XT https://tweakers.net/reviews/10744/...-gedegradeerde-4080-prestatiescore-games.html So its just a matter of time.
I only do hope the development will not be stopped because of some issues that can be solved or by upgrading your hardware. I’m in 2023, absolutely not a fan of the famous 2D objects and low poly models, we still see in some of the new to release tracks. For a more 3D, happily I will lower the graphical adjustments in CM to get a realistic view in VR.
in flight sims the issue is solved by the fact 3d trees arent often rendered in full detail as your usually many kms above them. hence people complaining of frames taking a hit when close to the deck.

you can remove the 3d trees via the ext config but if the original 2d ones from the model have been removed things start to look weird.
Thats the difficulty in flysims if you get higher in the air the 3D trees are indeed not that important, but in exchange of that you get the 3D clouds.
For the judgement reducing FPS by the 3D trees on this specific track I have to look, only my man-cave is a bit hot in summer time.
 
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Then its good to know GPU’s are always getting better, like the RTX4070ti is better then the old king of the hill the RTX3090 and the RX6950XT https://tweakers.net/reviews/10744/...-gedegradeerde-4080-prestatiescore-games.html So its just a matter of time.
I only do hope the development will not be stopped because of some issues that can be solved or by upgrading your hardware. I’m in 2023, absolutely not a fan of the famous 2D objects and low poly models, we still see in some of the new to release tracks. For a more 3D, happily I will lower the graphical adjustments in CM to get a realistic view in VR.

Thats the difficulty in flysims if you get higher in the air the 3D trees are indeed not that important, but in exchange of that you get the 3D clouds.
For the judgement reducing FPS by the 3D trees on this specific track I have to look, only my man-cave is a bit hot in summer time.
An almost €1.000 graphics card as recommended "solution"???
Wow, gift me one, and I will fix 10 tracks to be Tree_FX compatible, but for sure with workaround for the ones don´t being gifted... ;)
 
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