Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Thread starter daan
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I think it is more or less one of these settings
View attachment 1296682

Delete the payloads.bin files from the ai folder and try again if it makes a difference.
Just to add/ concur, I get the same issue with many tracks and it only happens if I have the extension active when I first install and load the track, seemingly generating corrupt lines... Disabling it (and renabling if req'd once the track's been used once) always seems to fix things permanenty!
 
My system keeps flagging this as containing Trojan:Script/Wacatac.H!ml. Is anyone else having the same issue?
10/10 for vigilance. Less for DIY :)
https://www.virustotal.com/ is your friend.

1697894325782.png

Clean and clear here with Kaspersky guarding the door.

Semi-related. The GTPlanet file-hosting really IS the biz. Fast-fast.
 
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hello
I have something I would like to ask you.

F1 1992 - ROUND 10 - At Hockenheimring
The texture in the red circle is completely missing.
I've tried many things, but I can't figure out the cause.
I think it can't be helped if it can't be fixed.
I am using CSP 1.80 preview 428
asr_owc_1992_round_10_3.png
asr_owc_1992_round_10_.jpg
asr_owc_1992_round_10_2.jpg
 
A quick (non-VR, using ai only) comparison between the Fenryr and RT versions shows very little difference between the two. In non-VR I lock the framerate to v-refresh (60hz) and the Fenryr was 59.9 fps to RT's 60fps (with no visible stuttering in either). Visually there a few flickering artifacts in the Fenryr (scoreboard stand on main straight flickers until you're close, and the end of the overhead display there flickers too). Notable that the Fenryr is 850 MB (installed) to RT's 512.
So given the choice, since I don't do F1 (and don't need pyyer's F1 extension) I choose the RT version because it looks better overall (colours, textures), and the Hypercars don't blow it in turn 1 so much. And at that size, Fenryr's gone. (I9/64GB/2080ti)
 
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hello
I have something I would like to ask you.

F1 1992 - ROUND 10 - At Hockenheimring
The texture in the red circle is completely missing.
I've tried many things, but I can't figure out the cause.
I think it can't be helped if it can't be fixed.
I am using CSP 1.80 preview 428View attachment 1296981View attachment 1296982View attachment 1296983
I don't have that. Full road texture there. Maybe change PP filter? Or a manual track re-install?

Also.
Re: Colline de la Mer -- just wanted to give a shout-out and thank-you to @carTOON and @CrisT86 for this great track and great atmosphere!

View attachment 1296979
100% seconded.
 
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I hope you find out what is wrong with the odometer, and that it sheds some light to explain the Odometer font error I've been getting alot with multiple mods, also with your Porsche 356 (which is golden!).
It’s hard for me to say anything about this, since I’ve never had such problems, especially since I use a stable version of csp, since the last three “paid” versions give me wild artifacts on the driver’s gloves, and it’s impossible to use. and my problems, resetting the odometer data, were solved by simply shortening the name of the mod's root folder.
 
I don't have that. Full road texture there. Maybe change PP filter? Or a manual track re-install?

Also.

100% seconded.
Thank you for your reply
For truck and car mods, we do not use Content Manager drops.
It is easy to overwrite and cause errors.
Deleting all old files and installing new mods
It's possible that the original file was corrupted during download.
 
Apart from the graphical artefacts already listed, the optimisation is terrible. It runs at very low framerates.
Basically, unplayable in VR for me compared to a solid 90fps for the Reboot version.
I've just tried it (not in VR though) and I have no performance problems whatsoever. It runs very well, above the 110fps mark at all time.

Not sure if it is specific to VR but I would suggest people give it a try (since it's free anyway) rather than assuming de facto that it has a genuine optimisation problem.
 
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Tried v1.0: was pretty bad.
Tried v1.1 and it still looks pretty bad on my system.
  • Performance isn't good,
  • complete grandstands are flickering/moving diagonal shadows from a distance, moirée effect when closing in until you are quite close, then it turns to normal,
  • US and Texan flags look bad,
  • teardrop flags are static,
  • all digits on the timing towers, S/F bridge flicker badly,
  • spectators popping
  • jumbotrons are too dark (for Sol use, maybe OK for Pure)

OK found it. You probably posted it while I was making the update post and I could not see it. Well I don't have any graphically issues nor I have a bad framerate. I have over 140 FPS single and 70-80 FPS in a 25 GT3 grid (for comparison in Kunos Monza there is 250 FPS single). In my tests for F1 and GT I had no issues at all, maybe AI could be faster. I don't have VR.

cota.jpg
 
hello
I have something I would like to ask you.

F1 1992 - ROUND 10 - At Hockenheimring
The texture in the red circle is completely missing.
I've tried many things, but I can't figure out the cause.
I think it can't be helped if it can't be fixed.
I am using CSP 1.80 preview 428View attachment 1296981View attachment 1296982View attachment 1296983
Set CSP Settings→ General Patch Settings→ CPU optimizations→ Chunks optimizations to Basic (default).
2023-10-12 154211.jpg
 
More handy UI for the GTPC (Virtua_LM) conversion by GTsupreme


What happened to the Virtua_LM GTPC mod? Many old sim racers will know that this kind of vapoware was a bit of a disappointment when it finally came out for rFactor. Later TonyBarracuda and GTsupreme took on a conversion to AC simply called "Group C 80s". The latest version is now free to have and this mod is finally worth a try. The physics might not AAA+, but it finally makes fun to drive this unique experience of early 80s prototype cars.


Patreon link:

direct link to the cars:

here is the Le Mans 1982 track (original Virtua_LM)


This add-on patch wants to help to get the best possible experience from the status we have at the moment.

What it does?

All cars now in one brand "GTPC (Virtua_LM)" to have them all together.
They splittet into two categories by tags. One for cars with lights "#gtpc_virtua_lm" and one without "#gtpc_virtua_no_lights", so there will be no cars that have no lights while driving at night.

The tags give you the opportunity to drive them all together:
For cars with "#gtpc_virtua_no_lights" use "Grid type → Random → Same brand & class" to run with all.
For night races use a "#gtpc_virtua_lm", car with lights, and choose "Grid type → Random → Same subclass only" and you wont have cars without lights in the grid.

PS: I also had to create a third category "#gtpc_smoker" for cars with a physics bug that makes them do heavy smoke from the wheels.




View attachment 1284596
UPDATE More handy UI for the GTPC mod

v2.0
-fixed missing entry in drivetrain for traction type that made some cars to do heavy smoke from the wheels

 
Released : Courage-Oreca FLM09 Chevrolet
Author:
3D Model: Turn 10
3D Model Wheels :Kunos (R8LMS)
Skins: Turn 10
hope u enjoy the Car
ps : send feedback ,bugs ,missing things
tested on CSP 0.1.80-preview115
PP filer GT Sport 1.4

have fun!

To install, move folders to "...\SteamApps\common\assettocorsa" or simply
drag'n'drop archive to Content Manager.
Download:
https://www.mediafire.com/file/ciz8e7x0z8idl8m/f302_oreca_flm09.zip/file

__custom_showroom_1697821591.jpg
 
windsadash.png


I need your help, a mod I'm working on has the same file as Diffuse and Map, not bad with light colors but the shine is completely lost in dark ones.

That's stupid in that they don't have shiny paint, I can't open the FBX with the KS Editor, it crashes, I'm looking for someone to replace a duplicate file for me so that I don't have a duplicate name and the same file used for 2.

Yes, I know it's stupid to explain, it's not my native language, so who can help me?
 
View attachment 1297057

I need your help, a mod I'm working on has the same file as Diffuse and Map, not bad with light colors but the shine is completely lost in dark ones.

That's stupid in that they don't have shiny paint, I can't open the FBX with the KS Editor, it crashes, I'm looking for someone to replace a duplicate file for me so that I don't have a duplicate name and the same file used for 2.

Yes, I know it's stupid to explain, it's not my native language, so who can help me?
Click the small dotted icon to the right of the txMaps: file, then click the arrow next to replace and click 'fork texture for material xxx' and then rename said texture. You can now change that texture without impacting the txDiffuse texture.

Side note, if a car doesn't load in KS Editor it's almost always because you don't have a particular shader installed correctly. You either need to download the missing shaders from the CSP github or go into the fbx.ini in your 'unpacked' folder and change the shader types of those that aren't standard to the game, just by editing the text. For example you might change 'ksPerPixelMultiMap_emissive' to just 'ksPerPixelMultiMap'.
 
Does anyone have an idea what I can do? With the right light, the light cone is cut off - not always, but sometimes or is this a CSP problemView attachment 1296855
Yes, the same thing happens to me with this Lexus from RSS and I have not been able to solve it, it only happens in some sections of the tracks that appears and disappears, it is very annoying.
 
Click the small dotted icon to the right of the txMaps: file, then click the arrow next to replace and click 'fork texture for material xxx' and then rename said texture. You can now change that texture without impacting the txDiffuse texture.

Side note, if a car doesn't load in KS Editor it's almost always because you don't have a particular shader installed correctly. You either need to download the missing shaders from the CSP github or go into the fbx.ini in your 'unpacked' folder and change the shader types of those that aren't standard to the game, just by editing the text. For example you might change 'ksPerPixelMultiMap_emissive' to just 'ksPerPixelMultiMap'.
Thank your for the tips the one thing is that some textures which will be replaced automatically with the other one that has the same name. And it's a real shame that v6 of the ks editor doesn't have a ksbrakedisc shader and other missing ones

__custom_showroom_1697926673.jpg__custom_showroom_1697926763.jpg__custom_showroom_1697926778.jpg
Now it worked, I did it with 3dsimed, completely forgetting that it even existed.
Now I can continue working, I'm looking forward to publishing it for you all.
 
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Le Mans 1967

Le Mans 1967 v1.02

This is my take on the le_grand_circuit_1967 track done by Terra21 and updated by WooChoo and Virtua_LM. All credit for the track goes to those guys. I simply added some CSP features and altered a few textures\meshes to give it a look I prefer. It is a standalone track so as not to mess with the original and will come up as Le Mans 1967 in your track list. If you have a preferred ai you use with the original track, just copy it over to this version if you decide to use this. I'm not sure which ai version the track currently has right now because I was swapping out different versions.

Additions:

-- Seasonal changes.
-- Animated flags.
-- Animated CSP smoke in the fall and winter.

-- Reworked sand areas to give them some character and eliminate the monotonous look. I took some creative liberties with this so it's not 100% accurate to the real track at that time. There are two ways you can have the sand areas look on the Mulsanne Straight. By default it has more green grass than it probably should, but it helps to break up the look. The second way has less grass and more of a brown tint. To enable the alternate version, open up the models.ini file and in the [MODEL_2] section, change the line that reads FILE=le_grand_circuit_1967_terrain.kn5 to FILE=le_grand_circuit_1967_terrain2.kn5.

-- New pine trees texture. This one has some faults because the trunks don't quite line up with the uv mapping correctly. The original pine tree texture had slightly curved trunks. Mine doesn't so you can see some double trunks in spots if you are really looking for them. It doesn't bother me, but if it does for you, just enable the Original Trees track skin.
-- The Green Grass track skin does just what it says. Makes the grass look greener. Nice for a spring race.
-- The Misc track skin doesn't need to be enabled. It's a skin created by Instevs36 that I got from RD that I use at times. As mentioned.

-- If you find the ambient feel is a bit dark, you can go to the track's extension folder and rename the ext_config_lighter file to ext_config. It's not a drastic increase in brightness but enough to make a difference. It's actually the one I use.

View attachment 1248085
View attachment 1248086
Link has been updated with a new version. You can thank or blame @Rodger Davies for the quick turnaround. Just kidding. He shared some info with me that makes the track more accurate for the time period so I think it's worth it. Please delete or backup your existing version until you are sure you like the changes.

Changes:

-- Added white to the bottom of the tree trunks at the start of Mulsanne Straight.
-- Added period correct flags for Spain and South Africa.
-- Darkened the tree trunks for the pine trees. They kind of stood out too much.
-- Fixed Esso advert coming down the front stretch so it doesn't look like a billboard.
-- Increased the LOD_OUT value for homes along Mulsanne Straight to eliminate the homes popping into view.
-- Added an alternate terrain folder that might be worth trying. It changes the look of the areas along Mulsanne Straight. Basically, it makes them a little darker and a little browner. Personally, I like it better because it doesn't look so bright. To try it, copy the contents of the Alternate_Terrain folder to the main track directory and overwrite when it asks. Might be smart to make a backup of the files that get replaced so you can revert back if you don't like the new look.
-- Still has the lighter ext_config alternative from the last update in case you preferred that one. Just need to rename the file.

I think that's it...

lm67.jpg
 
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Link has been updated with a new version. You can thank or blame @Rodger Davies for the quick turnaround. Just kidding. He shared some info with me that makes the track more accurate for the time period so I think it's worth it. Please delete or backup your existing version until you are sure you like the changes.

Changes:

-- Added white to the bottom of the tree trunks at the start of Mulsanne Straight.
-- Added period correct flags for Spain and South Africa.
-- Darkened the tree trunks for the pine trees. They kind of stood out too much.
-- Fixed Esso advert coming down the front stretch so it doesn't look like a billboard.
-- Increased the LOD_OUT value for homes along Mulsanne Straight to eliminate the homes popping into view.
-- Added an alternate terrain folder that might be worth trying. It changes the look of the areas along Mulsanne Straight. Basically, it makes them a little darker and a little browner. Personally, I like it better because it doesn't look so bright. To try it, copy the contents of the Alternate_Terrain folder to the main track directory and overwrite when it asks. Might be smart to make a backup of the files that get replaced so you can revert back if you don't like the new look.
-- Still has the lighter ext_config alternative from the last update in case you preferred that one. Just need to rename the file.

I think that's it...

View attachment 1297091

Legend, that white paint on the trees might seem like a small detail but it's a huge improvement to the immersion level for me personally. The other improvements (especially the rotation of the flags) are great too, looking forward to trying the other updated textures and details tomorrow. Thanks again!
 
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