Assetto Corsa PC Mods General DiscussionPC 

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Updated my preview settings. Now almost all cars are aligned correctly.But you will have to adjust the FOV for bigger cars.
The problem with "only 8 previews possible" still exists. It has to do something with the showroom.

Maybe someone will find a solution.

V2
preview.jpg
 

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Thanks mate... but i can't select all the textures at once. It is also possible in 3DSimED one by one, but it takes an awful lot of time and I end up going crazy.
There is one more way with the ks editor. If you save the persistence file you can edit this file in notepad++. If all the shader that you want to edit have the same values you can change that with the ctrl+f search and replace.
 
There is one more way with the ks editor. If you save the persistence file you can edit this file in notepad++. If all the shader that you want to edit have the same values you can change that with the ctrl+f search and replace.
Uhhh mate, persistence what?
I think an easier solution is to pack sunglasses in the zip... :cheers:

If you might be interested... but wait for the eclipse. :)
https://www.gtplanet.net/forum/downloads/citta-di-aorta-wip.6698/
 
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Friends, over the weekend I tried again to mimic IMSA and do some practice with 53'ish cars with their real-life skins at Road Atlanta, but the '99% cpu' message and lag seems to always be there regardless of what I turn down. I race in VR and have an i7-9700/32GB/3080ti but my question is, will throwing more hardware make this problem go away, or will there always be "99% cpu" issues trying to run 50+ cars? Same thing happens at Le Mans.
 
Friends, over the weekend I tried again to mimic IMSA and do some practice with 53'ish cars with their real-life skins at Road Atlanta, but the '99% cpu' message and lag seems to always be there regardless of what I turn down. I race in VR and have an i7-9700/32GB/3080ti but my question is, will throwing more hardware make this problem go away, or will there always be "99% cpu" issues trying to run 50+ cars? Same thing happens at Le Mans.
you have to make sure each and all the cars have their lods and don't have any kind of error
 
Guys, I have a problem...
Hundreds of buildings, 4-5 textures per building.
In game the textures are too bright...
I would like to specify the ambient, diffuse, specular parameters at the same time in 3DSimED.
In other cases, there is a User Variables section, option.
In this case, it doesn't appear, I can't find it.
Maybe someone knows the solution? Thanks!

View attachment 1295681

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With CSP the textures are not too bright btw.

Screenshot_shelby_series1_citta_16-9-123-17-50-5.jpg
 
in the data directory edit the car.ini and under

[PIT_STOP]
FUEL_LITER_TIME_SEC=0.6 ; time spent to put 1 lt of fuel inside the car

here you can edit how much gas you add in ...until the tank is full

like 0.6 sec for 1 liter (metric power!)

or you can edit it to 0.01 xD
 
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Another finished pack, several versions of Alfa Romeo (late 60s, early 70s) with improvements in textures/shadows, where possible, from our mate "MrHunt".

Three of them, just skins (as most already have the base car and what's more to avoid problems). Below are prints of some versions of the pack.An "IMPORTANT" reminder.

The version of "lm70.75_Alfa Romeo_t33tt3 1972_leMans.targa_f" has 2 ".kn5" files...
when racing at Targa Florio and Brands Hatch change the "lods" file to the corresponding version "tf72_f"

Good fun!!!

ALFA ROMEO - Several versions ( '60-'70 )


Always remembering that the "imported" models are from the "Absolute Le Mans Modding Team" group of the GTR2 simulator

Antoniog7772
Jempy
Marco1990
Saxony
matteo
Der_jaguar
Commodore
Joeschmoe
Prostriker92
almafera
nickM

Another important quote ... cars "ARE NOT COMPLETCONVERSIONS", but "PARTIAL", most of them are imported only the "main body" in the mechanical part (wheels, engine, instrument panel, etc.) , of a "base car".Many skins had to adjust/adapt, because there were not in the original models .... so I researched some photos on the internet and adapted.
Can you reupload the link? It gaves me privacy error
 
in the data directory edit the car.ini and under

[PIT_STOP]
FUEL_LITER_TIME_SEC=0.6 ; time spent to put 1 lt of fuel inside the car

here you can edit how much gas you add in ...until the tank is full

like 0.6 sec for 1 liter (metric power!)

or you can edit it to 0.01 xD
Thank you 😁
 
Friends, over the weekend I tried again to mimic IMSA and do some practice with 53'ish cars with their real-life skins at Road Atlanta, but the '99% cpu' message and lag seems to always be there regardless of what I turn down. I race in VR and have an i7-9700/32GB/3080ti but my question is, will throwing more hardware make this problem go away, or will there always be "99% cpu" issues trying to run 50+ cars? Same thing happens at Le Mans.
As far as I know, VR is a GPU killer - this problem only gets worst since AC is a terribly optimized game (as everyone knows). If you want to play with that many cars with it you would probably need a NASA computer or downgrade a little your graphics (especially things like lights and shadows).
 
Friends, over the weekend I tried again to mimic IMSA and do some practice with 53'ish cars with their real-life skins at Road Atlanta, but the '99% cpu' message and lag seems to always be there regardless of what I turn down. I race in VR and have an i7-9700/32GB/3080ti but my question is, will throwing more hardware make this problem go away, or will there always be "99% cpu" issues trying to run 50+ cars? Same thing happens at Le Mans.
I'm not sure any current CPU could cope with 50+ cars and VR with a smooth experience

I also have the i7-9700k/3080, you would definitely see an improvement upgrading your CPU, but would mean new Motherboard and ram too

Not even sure a 4090 teamed with the best CPU would be enough?
 
this problem only gets worst since AC is a terribly optimized game (as everyone knows). If you want to play with that many cars with it you would probably need a NASA computer or downgrade a little your graphics (especially things like lights and shadows).
You're only partly right, my friend.

The problem with AC isnt the power of a modern GPU, the problem is the CPU. AC has a veeeeery old engine, dont forget it was released in 2014 and it was necessary that it didnt require the latest hardware. Due to that the engine calculates everthing related to physics at one core of the CPU, all the others are bored to hell, just working on regular background tasks.

So if you want a big grid in AC offline, you require a decent GPU but more important you require a CPU with an incredible good singlecore performance.

Just as an example, I'm currently running a 4070Ti at 3440x1440 and 70% power target, combined with a 5600x, graphics is nearly maxed out, no FSR or TAA in use. The version of the Nords I'm using is heavily modded too, with a (reworked) extension from Pyyer, my own additions and 8k textures. I'm still able to put 37 different (!) cars on track to max out this one core, with constant 90+ fps. Except at the exit of the parking lot, there is always a drop to ~70fps, but watching the render stats clearly states this is related to the CPU too.

Dont forget, the Nords is per se very heavy on both CPU and GPU.

Until this summer I've used a 1070, non Ti, and I was able to archive 60 fps at 1920x1080, same amount of cars and same optimisations of the Nords. So imho AC isnt that bad optimised, with the 1070 I personally had more problems in ACC ... which is according to some collegues really bad optimised to play with VR.
 
Friends, over the weekend I tried again to mimic IMSA and do some practice with 53'ish cars with their real-life skins at Road Atlanta, but the '99% cpu' message and lag seems to always be there regardless of what I turn down. I race in VR and have an i7-9700/32GB/3080ti but my question is, will throwing more hardware make this problem go away, or will there always be "99% cpu" issues trying to run 50+ cars? Same thing happens at Le Mans.
I'm not sure any current CPU could cope with 50+ cars and VR with a smooth experience

I also have the i7-9700k/3080, you would definitely see an improvement upgrading your CPU, but would mean new Motherboard and ram too

Not even sure a 4090 teamed with the best CPU would be enough?
Car mod optimization is a major factor too. I enjoyed large grid racing, but I'm gaming on a ancient potato PC (i7-4790k/1070ti) so I will go out of my way to optimize any modded cars I download. (and why I'm heavily against encrypted mods...) There's a huge laundry list of things you need to do to properly optimize modded cars, but for now I will show you how to analyze cars, so you can see for yourself how poor optimized cars can heavily effect your gameplay.

First you need to enable developer mode in content manager. On the top right side click "About" below "Content Manager" you'll see a version number. Spam-click the version number until a prompted ask to turn on developer mode. (Correct me if i'm wrong, but I think you need a paid version of Content Manager) Once development mode is enabled, go to the car list in the "Content" menu you see analyze button has appeared on the bottom. Click on it will show a list of statistic such as Numbers of triangles, LOD's, textures size, skin size, etc, and color grading system so to show how optimized the car is.

The Goal here?... You want nothing less than all green A rating for smoother gameplay. (although the "COCKPIT_HR is missing" may be ignored. I don't have much problem with it personally.) Another good way to test if this true is to fill the grid with all kunos cars vs your current modded car, since all kunos cars are optimized.


1697526296634.png


As for optimizing modded cars? Well you may wanna put aside a hour or so because as I mentioned earlier it involves many steps, such as going into CM showroom to "Unpack LOD KN5" so you can downsized each dds images, which can be done by using a free paint editor such as Gimp. afterward you'll have to imported the car model and save it over with ksEditor.

You may to use CM's LOD generator, but first you need to download Simplygon. (it's not pretty looking, but it gets the job done plus it has many adjustable settings) and for some odd reason many modders like to create 4K skin textures (Cool for replays, but not good for gameplay!) so you may want to downsize each 4k skins to 2k at least. I may give a proper tutorial one day, but at least this will give you a general idea.
 
Whilst I agree, I appreciate that things like these could take a lot of work, so I can understand not undertaking this.
The only problem I have with Montreal is the ai line through the fast sweepers after the hairpin.
The ai cars lift off the gas there(maybe even hit the brakes!), when it should be comfortably flat-out.
I created an AI that does not slow down on the corner after the hairpin you are talking about. Please try it out. It is not perfect.
 

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Can You also improwe Ai throu Maggots-Becetts-Chappel on Silverstone?
Ai looses over a second there
Thanks for the report.
I am not good at creating AIs.
I can create AI itself, but I am not a good driver and cannot find the best line.
It would be great if someone could create a better AI than I have now.
However, if I have time, I will try Silverstone's AI creation.
 
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