Assetto Corsa PC Mods General DiscussionPC 

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that new csp preview update has serious issue with AI

they don't know how to leave the pits and just try to go through wall to make it to track and get stuck.

the track that they do work

like poster above said they leave on top of each other

Ilja needs to create AI test features section in Content Manager so these changes can be turned off when things are not working correctly.

Like on this new update

..................

what setting causes this when you take screenshots?
 

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For me car no 4 on the grid fails to launch and the other AI cars seem to then home in on it causing impressive pile ups. Back to previous version for a while I think.
 
The Cavalier sticks out a bit because it doesn't have a rear spoiler like the rest of the field.

Ah, yes the spoiler drama launched by Alfa 155 in 1994 comes to AC as well. :)

An interesting read if anybody is interested (https://www.touringcartimes.com/2009/03/15/road-cars-of-touring-car-racing-alfa-romeo-155/) what happened and how rear wing got from forbidden in 1994 to compulsory in 1995. The Cavalier being a car that launched in 1994 and lived through the drama looked like this in 1994 (photo 1) and than had an aftermarket totally out of place spoiler fitted in 1995 (photo 2). Front spoiler was added as well. So somebody should make a home garage totally out of place version of the spoiler for the car to make it homologation worthy for 1995 and onwards :)

Version from here has these modifications:

 

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in Shibuya Street at night it appears white (using pure)
Same with the matte skin, but the first glossy skin does not
 

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Who is behind these beautiful skins?


I searched all over the place but I couldn´t find anything about them (like a link or smt). I'm really interested in those skins for the 914s and the Alpine.
 
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Is anybody else experiencing this silliness when you have AI control the CSP versions of the VRC touring cars?
View attachment 1312532

I suppressed the warning by unpacking the data file and deleting some stuff in script.lua... so if you're experiencing the same, open that file up and search for 'missing' and you should find the bit you need to delete.
Is that a modern version of the Monza Junior course? Where do you find that?
 
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that new csp preview update has serious issue with AI

they don't know how to leave the pits and just try to go through wall to make it to track and get stuck.

the track that they do work

like poster above said they leave on top of each other

Ilja needs to create AI test features section in Content Manager so these changes can be turned off when things are not working correctly.

Like on this new update

..................

what setting causes this when you take screenshots?
Set SSLR to this

1702841465776.png
 
I want to try something with a track skin where I use a type of ext_config file in a track skin folder that only takes effect when that skin is enabled. I've seen it done before so I know it works by giving the file a name of whatever.ini.dds. In that config file I want to reference a folder in the track's extension folder. Problem I have is i'm not sure how to make the path to point from the skins\default folder (where the config file is when that skin is enabled) back to the track's extension folder.

If this makes sense to anyone who would know how to set the reference path back to the extension folder, i'd appreciate some help. Thanks...
 
I want to try something with a track skin where I use a type of ext_config file in a track skin folder that only takes effect when that skin is enabled. I've seen it done before so I know it works by giving the file a name of whatever.ini.dds. In that config file I want to reference a folder in the track's extension folder. Problem I have is i'm not sure how to make the path to point from the skins\default folder (where the config file is when that skin is enabled) back to the track's extension folder.

If this makes sense to anyone who would know how to set the reference path back to the extension folder, i'd appreciate some help. Thanks...
In the windows filesystem, ".." refers to the parent of the current folder, so try "..\..\..\extension\ext_config.ini"
So the current folder is the named skin. "..\..\..\" gets you to "cm_skins", "skins" and then the track folder.
 
In the windows filesystem, ".." refers to the parent of the current folder, so try "..\..\..\extension\ext_config.ini"
So the current folder is the named skin. "..\..\..\" gets you to "cm_skins", "skins" and then the track folder.
Thank you. I will try that and see what happens.
 
Hi everyone.

I'm new here so I must apologize if my cuestión was solved too many times before.

These days I'm trying to make a DTM Championship of The middle 90s. Using the Kunos 155V6 and the Klass C/ Calibra from modders. I'm using de Nurburgring GP Track as a time test track and I'm very dissapointed.

Mercedes 2:05:xxx
Calibra 2:07:xxx
Alfa 2:17:xxx

I've tryed these differences using the ballast and the restrictor, but for me something doesn't work because I've to put 600kgs of ballast and restrictor 100/70 for Merc and Opel.

Please, can anyone tell what I'm doing wrong? Is there any way to make the Alfa fast enough to fight with the others rivals?

Thank you very much!

Edit: Finally I've found a Evo versión of The Alfa and it's faster thank the others, not mucho, maybe a half of second but for me that's a reasonable different. If anyone want to try this car you'll find the download in The description of this video.

 
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*** Sorry if this has been answered, i really dont have time to read 16 pages to catch up - BUT, are you talking about having skins that are, for example, BTCC 1998? The way I got around that was cloning the car, going back into content manager finding the cloned car, removing the irrelevant skins that weren't 1998 (in this example). Then I would go into the content tab for each cloned car and changing the brand to BTCC 1998 and making a brand tag for that group of cars. So when you look in the menu's they are all catagorised and in one place. Like this...
Your logos are great! Are you the creator?
 
Is any one else having soft lock issues with thrustmaster wheels.
soft locks stopped working on my T500 in AC and automobilista.
So I connected my TSPC wheel and still no soft locks.
Tried older drivers nothing helps.
TIA
 
Hi everyone.

I'm new here so I must apologize if my cuestión was solved too many times before.

These days I'm trying to make a DTM Championship of The middle 90s. Using the Kunos 155V6 and the Klass C/ Calibra from modders. I'm using de Nurburgring GP Track as a time test track and I'm very dissapointed.

Mercedes 2:05:xxx
Calibra 2:07:xxx
Alfa 2:17:xxx

I've tryed these differences using the ballast and the restrictor, but for me something doesn't work because I've to put 600kgs of ballast and restrictor 100/70 for Merc and Opel.

Please, can anyone tell what I'm doing wrong? Is there any way to make the Alfa fast enough to fight with the others rivals?

Thank you very much!

Edit: Finally I've found a Evo versión of The Alfa and it's faster thank the others, not mucho, maybe a half of second but for me that's a reasonable different. If anyone want to try this car you'll find the download in The description of this video.


both tires and aero can make very big diffrences, you might want to try playing with lower aero drag
 
Hi everyone.

I'm new here so I must apologize if my cuestión was solved too many times before.

These days I'm trying to make a DTM Championship of The middle 90s. Using the Kunos 155V6 and the Klass C/ Calibra from modders. I'm using de Nurburgring GP Track as a time test track and I'm very dissapointed.

Mercedes 2:05:xxx
Calibra 2:07:xxx
Alfa 2:17:xxx

I've tryed these differences using the ballast and the restrictor, but for me something doesn't work because I've to put 600kgs of ballast and restrictor 100/70 for Merc and Opel.

Please, can anyone tell what I'm doing wrong? Is there any way to make the Alfa fast enough to fight with the others rivals?

Thank you very much!

Edit: Finally I've found a Evo versión of The Alfa and it's faster thank the others, not mucho, maybe a half of second but for me that's a reasonable different. If anyone want to try this car you'll find the download in The description of this video.


I am running something similar, a fake mid90s DTM Championship.

Including this Kunos Alfa the Calibra, Mercedes and Audi TT gen.1

Have not managed to achieve very tight times so far, but have always pretty mixed up results at various DTM tracks.

Can Post my balance/restrictor settings later

Btw. I doing so with many cars put together to a championship but these cars put together is a tricky one.
 
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Thanks for your answers and advices.

Like I said in my edited last post, I found an Alfa quick as the others two cars, that's great!! Yesterday run a five laps Race and the first six drivers finished on a 3 seconds pace! Really hard to overtake the CPU cars (99% of strenght) and for me, a very realistic Race.

Now I want to try to setup the strengh of every driver separately, to make the real champions be faster thank the others, many things to try, but for me, AC IS a Life Game, no need to be hurry.

See you on Track!!
 
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Do
Hi everyone,
does anyone know how to set the Acfl f1 2000s for cleaner driving? Car physics are pretty weird. Thanks in advance
Don’t exactl know what you mean, but first of all - Open wheelers - do not set aggressiveness to high …
Try about 70%
 
I have some stuff I am releasing over the next week. If you like older cars, Pessio's stuff is pretty good. I have just added some CSP textures to a few. I also am working on some updates for some camtool sets.




Y'know, this whole thing about CSP texture replacement upgrade stuff has been bugging me for a whole time ever since I started modding, how exactly does it work? Does it replace existing textures on a car with its own set or do I still need to provide my own ones (like I did with my upcoming Honda City Turbo II converted from GTA V) and adjust them all with ext_config from there?
 
Thanks for your answers and advices.

Like I said in my edited last post, I found an Alfa quick as the others two cars, that's great!! Yesterday run a five laps Race and the first six drivers finished on a 3 seconds pace! Really hard to overtake the CPU cars (99% of strenght) and for me, a very realistic Race.

Now I want to try to setup the strengh of every driver separately, to make the real champions be faster thank the others, many things to try, but for me, AC IS a Life Game, no need to be hurry.

See you on Track!!


You might want to try this. it includes some other BOPed cars as well.
 
Here's the results of the Trackday BOPing for Laguna Seca: Under half second spread for the top 10, under a second for the top 15, under 2 seconds for top 20. (and only 27 tests to get there! ;) )

RESULTS-GT3-TST27-Trackday_FINAL-MidView-1920.jpg


  • kept the new mustang in there even though it's slow. ** Noticed an improvement when I upped that car's skill level to 100 (from 95ish for others) and 50% aggression (from 30ish for others). I will test to quantify that.
  • tried that same boosts with the chemflummi 296... helped a bit.
  • I like to have two creator's versions of a car in the field. Kinda simulates what two different teams might achieve with the same car. (chemflummi/fsr 296 and urd/fsr 992 for example. I will get the fsr huracan evo ii back in for that reason.)
  • Added the Astons. How could I forget the Astons? Took alot to tame it down though. (I think when a car is added late, the system fumbles to integrate it. Something to do with only a certain # of cars can be front runners...)
  • it's necessary to stop trying at some point. That one next adjustment sometimes resets the order completely... surprise surprise. Under a half second top ten is when to quit.
  • I'll do the same for Sebring and Spa. I know they should be quite different BOP, but I will run this Laguna Seca BOP at those tracks first. Maybe it's good enough, which works better if it's an ac championship (can't change BOP midway)
  • Recommendation to car creators: With your car release, put versions with 2% & 5% more power in with it. BOP'd versions because there's no freaking way your car's power level will match everbody's setup. (and that leaves you out)

Of course I wonder if this will translate to qualifying... That's next. (spoiler: Things change.) (RESULTS~BigView.zip below has a few more details of this test.)

______________________________________________________________________________________________________________________________________________________________
I see Sylana has released DTM 95 on youtube...

 

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Here's the results of the Trackday BOPing for Laguna Seca: Under half second spread for the top 10, under a second for the top 15, under 2 seconds for top 20. (and only 27 tests to get there! ;) )

View attachment 1312788

  • kept the new mustang in there even though it's slow. ** Noticed an improvement when I upped that car's skill level to 100 (from 95ish for others) and 50% aggression (from 30ish for others). I will test to quantify that.
  • tried that same boosts with the chemflummi 296... helped a bit.
  • I like to have two creator's versions of a car in the field. Kinda simulates what two different teams might achieve with the same car. (chemflummi/fsr 296 and urd/fsr 992 for example. I will get the fsr huracan evo ii back in for that reason.)
  • Added the Astons. How could I forget the Astons? Took alot to tame it down though. (I think when a car is added late, the system fumbles to integrate it. Something to do with only a certain # of cars can be front runners...)
  • it's necessary to stop trying at some point. That one next adjustment sometimes resets the order completely... surprise surprise. Under a half second top ten is when to quit.
  • I'll do the same for Sebring and Spa. I know they should be quite different BOP, but I will run this Laguna Seca BOP at those tracks first. Maybe it's good enough, which works better if it's an ac championship (can't change BOP midway)
  • Recommendation to car creators: With your car release, put versions with 2% & 5% more power in with it. BOP'd versions because there's no freaking way your car's power level will match everbody's setup. (and that leaves you out)

Of course I wonder if this will translate to qualifying... That's next. (spoiler: Things change.) (RESULTS~BigView.zip below has a few more details of this test.)

______________________________________________________________________________________________________________________________________________________________
I see Sylana has released DTM 95 on youtube...


Thanks for your study.
Yes, there must be some anti-clogging code here and there. Been bopping 7 cars and them racing all together is just 10% or less of testing the pack since there's this kind of magic field that keeps more cars from approaching the first cars.

The "when to quit" point is what I wanted to read, precisely today. :lol:
In a few days I'll leave for a vacation and it is good to know the pack runs glued, there's nothing more I should do.
 
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