Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Thread starter daan
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I was always wondering, is there a one-size-fits-all solution for cars that have the exact same bug / issue - the car gets into 2nd gear, and then starts bogging down and constantly switching between 3rd and down to 2nd, then 3rd then 2nd again. If I manually shift it to 3rd, it starts doing the same between 3rd and 4th, constantly sputtering.

I use automatic gearing, since I've been on controller for a while, no room for the T300 at the moment.

Is there a "this one simple trick" kind of fix that sorts out this issue? I've had this on a good number of cars, especially rally cars, that I really like otherwise and in videos where they don't do this.
 
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If it wasn't for CSP/CM I think Assetto Corsa would be a dead donkey floating in a sea of horse crap right now. Pretty much 90% of mods released are crap converts with copy pasted physics and any scratch built mods get slated because they aren't what a handful of people here want or think should be released.

So AC2 can do no worse than to release with a new engine, new graphics, new weather system, rolling starts and working yellow flags - and most importantly working AI, and even if it released with minimal mod support it would already be a winner.

I'm gonna go and play AMS2 or Grid:Legends because at least those work straight out the box and provide a decent race experience
 
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Made some fictional chameleon skins for a recent garage find which came with only 1 skin...

preview.jpg
preview.jpg
preview.jpg
preview.jpg


you can download the extra skins here (included is an altered extension\ext_config.ini, in which I removed the paint part and moved it to the individual skins. So backup in case you added stuff in there already!)

The car mod can be found here
 
(you should probably paste files as a universe format like .fbx rather than just a max file)

CM ao baking will show seams like if you tried baking a forza rip it will be completely visible. If you bake with something like substance painter you can get a nice bake without the visible seams (unless you're texturing)
Thanks for your reply! So I guess it is related to surface weight normals? So if I try to bake AOcs in 3ds max, the seams would not be visible? Sorry what do you mind by the seams will not be visible in Substance Painter unless if your are texturing? So if you texture a say Forza model in Substance painter, and render it in Substance painter, you will still see the UV seams?
 
Dropping this here. I don't have real modding skills but I do have a lot of free time and I wanted to give something back to this great place. Hope you find it useful!

22 brand / series / class badges, 256x256 transparent PNGs

Preview:
View attachment 1291982
First time posting here, been following for a while (thanks for all the great content and tips :cheers:), but just wanted to say thank you for these! and if you (or others wanted) here's a few more car class icons. Feel free to add it to your download if you want. I found the class icons on the RaceRoom web store worked well if you open the image in a new tab then change the extension to png and download. I also included a paint.net/photoshop file where you can edit your own.


Screenshot 2023-10-02 200235.jpg


I have them paired with this add on from race department. Easily customizable .json files and pngs like those posted above (for both cars and tracks). I can share my custom sorting files if anyone wants

Screenshot 2023-10-02 201158.jpg
 
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Thanks for your reply! So I guess it is related to surface weight normals? So if I try to bake AOcs in 3ds max, the seams would not be visible? Sorry what do you mind by the seams will not be visible in Substance Painter unless if your are texturing? So if you texture a say Forza model in Substance painter, and render it in Substance painter, you will still see the UV seams?
I should clarify

Seams won't cause a break in reflections on the model when using a shader other than perpixel multimap (or perpixel nm) e.g., perpixel reflection (for glass) or even multimap damage dirt for whatever reason

example

seams.png

every edge is a seam

hood.png

Same uv's for both models, top is multimap damage dirt bottom is just multimap. not really sure why damage dirt works fine but not regular multimap (i think it's a texture reason?)

As for CM AO vs elsewhere, when you bake with CM, the resulting AO will have visible seams (tho maybe you can find a configuration that minimizes it) e.g.,
mustang seam.png

forza rip of a mustang

vs. baking the ao in substance painter. I'm not sure how 3ds baking is like so can't really say for sure if it would give the same results
Screenshot 2023-10-02 204632.png


tbh i think substance could probably handle texturing fine (idk for sure), but the common approach of ao in diffuse and tiling a texture over it (like with carbon parts) there'll be a visible break where the seams are located
 
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I DON'T THINK WE HAVE THIS.........

ISLE OF MAN TT



i am just sharing a link i tried this track and after a while to load as it is pretty big i noticed a physical road mesh or (bumps in the road) whatever terminology floats your boat, and i am sure the others i have tried did not have a prm. here is the post:

track release: isle of man converted from rf2​

renderTimingPixel.png


Track Mod Share
my conversion Isle of man from rf2 finished (original gpl track by jim pearson)
tested with gp 1923 1937 and f1 1967 and some kunos abarth and alfa romeo cars. created 2 ai "layout" one generic and one for 1937 cars
for cars with wings, due to many jumps, almost every car requires its own ai_hints.ini. and it's obvious a meaningless task to create a separate "layout" for each of them


new link: https://sharemods.com/lo4ddc2ixmmv/isle_of_man_tt.7z.html


@Breathe if this is indeed an upgrade
 
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I should clarify

Seams won't cause a break in reflections on the model when using a shader other than perpixel multimap (or perpixel nm) e.g., perpixel reflection (for glass) or even multimap damage dirt for whatever reason

example

View attachment 1292120
every edge is a seam

View attachment 1292121
Same uv's for both models, top is multimap damage dirt bottom is just multimap. not really sure why damage dirt works fine but not regular multimap (i think it's a texture reason?)

As for CM AO vs elsewhere, when you bake with CM, the resulting AO will have visible seams (tho maybe you can find a configuration that minimizes it) e.g.,
View attachment 1292122
forza rip of a mustang

vs. baking the ao in substance painter. I'm not sure how 3ds baking is like so can't really say for sure if it would give the same results
View attachment 1292123

tbh i think substance could probably handle texturing fine (idk for sure), but the common approach of ao in diffuse and tiling a texture over it (like with carbon parts) there'll be a visible break where the seams are located
I hope you are not tired of seeing me saying thank you! but Thank you, that's great info! I was scratching my head so badly and had no clue.... I tried it with the ksPerPixelMultiMap_damage_dirt (I originally thought the problem was fixed.... but I looked closer again.... the seam still seem to be there and it's not like it was a texturing issue, it seems like the normal is actually affect and the reflection is separated by that seam still.... although not as obvious but still visible.
1696318798079.png

So, I guess if I really want to get rid of it, I will need to use a program other than CM to generate the AO? But I feel like the UV is still actually affected, but just because of the AO map. As your mentioned, *.fbx now attached for reference.

*updated

Update again, tested with generating AO in Max.... does not eliminate the seam.... I believe it is a shader problem? It seems that you don't get the seam if you go with one of those simple shaders with single texture I noticed.
 

Attachments

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I DON'T THINK WE HAVE THIS.........

ISLE OF MAN TT



i am just sharing a link i tried this track and after a while to load as it is pretty big i noticed a physical road mesh or (bumps in the road) whatever terminology floats your boat, and i am sure the others i have tried did not have a prm. here is the post:

track release: isle of man converted from rf2​

renderTimingPixel.png


Track Mod Share
my conversion Isle of man from rf2 finished (original gpl track by jim pearson)
tested with gp 1923 1937 and f1 1967 and some kunos abarth and alfa romeo cars. created 2 ai "layout" one generic and one for 1937 cars
for cars with wings, due to many jumps, almost every car requires its own ai_hints.ini. and it's obvious a meaningless task to create a separate "layout" for each of them



@Breathe if this is indeed an upgrade
Really, really hope Jim Pearson authorised this use of his work, else this release may jeopardise the in-progress work of some top-tier, legit AC track modders for this, and Dundrod. The fact that this dropped on Reddit does not bode well :(
 
Hi Guys need your help,

i am totaly running of disc space on my AC exclusive ssd. I have everything compressed wth the GUItool to its maximum. Every time something new is comming i am fiddeling around what to delete instead...
Now i have about 1,5gb left and don`t want to loose something more.

Long story short - i mean there was a topic earlier with the possibility to source content out to a second drive in AC ?! Am i right or just dreaming? I could not find it again.
 
via a recent garage discovery, the Jaguar XKSS 1957 by Velo , a nice vintage cabrio, but it
has skins with some sort of artefacts...
1696323936536.png

And I do not think it was done intentionally to simulate ageing paint... (or is it?)
Anyway it looks awefull (and can't be unseen once noticed).

Has anyone made some clean skins for this one?
If not I will volunteer to make the most horrible ones look nicer.(but it will be quite the work so if it was done already... )

I could not find any on RD... and no earlier mention in this thread of XKSS either.
Cheers!



EDIT: I couldn't wait , and did a fix already myself... you can find it here.
 
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shi
Sendai Hi-Land Raceway v1.01

View attachment 1287317
Sendai Hi-Land Raceway was a 4.030 km motor racing circuit in 12 Hayasaka, Shinkawa, Aoba-ku, Sendai, Miyagi Prefecture, Japan.
In the 1990s, Sendai hosted rounds of the Japanese Touring Car Championship and Japanese Grand Touring Championship.
The raceway was damaged by earthquake in 2011 until it was closed in September 2014. As of today the former raceway is now a solar-power park. (Wikipedia)

Conversion from rFactor2.

-CSP recommended
-2 layout (gp/kart)
-30 pit/start
-AI, cam

Credits & Thanks;
rFactor2 Original Track by Soramame
-Thank you for giving me permission

AC Converted by SON and @shi (shin956)
v1.0 update by @shi (shin956)
logo.png and sections file by @Fanapryde
Crowds texture by @Kniker97
"Powe Poles" (https://skfb.ly/6DBnO) by Gunnar Correa is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).
tree, marshall and some textures by kunos
Test and Feedback by @Masscot , @Fanapryde

Download (mediafire)

Enjoy.

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.0 changelog;

-Added the cart layout that was in the original rF2 version.
-Added groove/skidmark.
-Added working scoreboard. (.lua based from gunner333)
-Added readme.
-Added logo.png and sections file by Fanapryde.
-Added camera facting crowds.
-Added terrain.
-Fixed a hole in the wall.
-Fixed normals on some objects.
-Updated shaders.
-Updated ext_config.
-Updated some textures.
-Updated VAO-patch.
-Updated UI.
-Changed poles and wires to new objects.
-Changed trees.
-Merge objects with the same material.
-Smoothed original terrain.
-Replaced Marshalls.
-Pit building window transparency.
-Other minor fixes.

v1.01 changelog;

-Adjusted the tint of the grass.
-Reduced number of utility poles.
-Added new AI by Viola_seven. (Thanks)

Sendai Hi-Land Raceway v1.01
The link is in the quote.

v1.01 changelog;
-Adjusted the tint of the grass.
-Reduced number of utility poles.
-Added new AI by Viola_seven. (Thanks)
Screenshot_ks_glickenhaus_scg003_sendai_hiland_28-8-123-18-19-22.jpg
 
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I DON'T THINK WE HAVE THIS.........

ISLE OF MAN TT



i am just sharing a link i tried this track and after a while to load as it is pretty big i noticed a physical road mesh or (bumps in the road) whatever terminology floats your boat, and i am sure the others i have tried did not have a prm. here is the post:

track release: isle of man converted from rf2​

renderTimingPixel.png


Track Mod Share
my conversion Isle of man from rf2 finished (original gpl track by jim pearson)
tested with gp 1923 1937 and f1 1967 and some kunos abarth and alfa romeo cars. created 2 ai "layout" one generic and one for 1937 cars
for cars with wings, due to many jumps, almost every car requires its own ai_hints.ini. and it's obvious a meaningless task to create a separate "layout" for each of them



@Breathe if this is indeed an upgrade
Jesus... those tree normals.
The track has bigger problems than just the trees (half of the island seems to have fallen into the Irish Sea, for one) but replace the entire config text with this and the experience should be a lot more pleasant. It'll also stop the (why on earth?) occasional giant radioactive Tree FX tree-cabbages from appearing too.

Code:
;[TREES]
LIST_0=trees\trees.txt

;fix borked tree normals, should work if ksTree shader is used
[ALTER_NORMALS_...]
MATERIALS = shader:ksTree
ALTER = 0, -1, 0
[SHADER_REPLACEMENT_...]
ACTIVE= 1
DESCRIPTION= lighten trees after normal fix above
MATERIALS = shader:ksTree
PROP_... = ksAmbient, 2.85
PROP_... = ksDiffuse, 0.2
 
Jesus... those tree normals.
The track has bigger problems than just the trees (half of the island seems to have fallen into the Irish Sea, for one) but replace the entire config text with this and the experience should be a lot more pleasant. It'll also stop the (why on earth?) occasional giant radioactive Tree FX tree-cabbages from appearing too.

Code:
;[TREES]
LIST_0=trees\trees.txt

;fix borked tree normals, should work if ksTree shader is used
[ALTER_NORMALS_...]
MATERIALS = shader:ksTree
ALTER = 0, -1, 0
[SHADER_REPLACEMENT_...]
ACTIVE= 1
DESCRIPTION= lighten trees after normal fix above
MATERIALS = shader:ksTree
PROP_... = ksAmbient, 2.85
PROP_... = ksDiffuse, 0.2
NOOOOOOOOO i love tree cabbages lol

heard the link was down so i will post my own link incase anyone missed it

 

carTOON gave me permission for a little update of his new track!

Changelog:
-fixed missing ocean
-AI side lines + ideal line
-GrassFX, RainFX


Screenshot_yzd_porsche_rs_spyder_evo_colline_de_la_mer_3-9-123-17-57-24.jpg
 
enjoy that beautiful scenery more with the top down!

updated and improved my MNP skin for the 2004 Porsche Carrera GT by MNBA
(you can now uncomment again the paint config lines in the main ext_config.ini if you had this skin installed already - from my previous post)

New download here

1696359494996.png
 
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you no, i have absolutely no issue's with having something taken down that i maybe should not of posted i get that, but for sharemods to then go and delete ALL MY OWN PERSONAL WORK aswell...............**** you sharemods like literally **** YOU!.....its not like you deleted all of my files......why leave the ones you left?? for what reason? you remove 60% of my files why leave the other 40%?

lesson learnt never ever use an external hosting site like sharemods. simple as that :) :)

re uploaded the seat skins updates are still visible as i have thanked people on there and dont want to remove that or tag them again, the skins available are only in 6k now and have all the fixes from the previous updates.
 
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