Assetto Corsa PC Mods General DiscussionPC 

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the P201 has some weird issue with tyres when your start moving , they suddenly become pitch black, and when you stop they are greyish with sunlight bouncing off them...

To fix this I added this at the end in extension\ext_config.ini :

;fix reflection from tyres which dissappears when wheels start turning
[SHADER_REPLACEMENT_...]
ACTIVE = 1
MATERIALS = Tyre
SHADER = ksPerPixel ;was ksTyresFX
PROP_... = ksDiffuse, 0.3 ;was 0.4
PROP_... = ksSpecular, 0.01 ;was 0.35
PROP_... = ksAmbient, 0.3 ;was 0.5
 
PBR TEXTURE ON TRACK

Good evening everyone and best wishes for the new year, I would like to include some PBR textures in my works, but looking around and exploring the TIANMEN path I hope it is written like this I was unable to understand which shader I have to work on with kseditor, some who are working on this type of file is here in the forum, could you explain to me how to do it??
 
Made some progress on the GT4s again:
Today I have something about the 570s for you
View attachment 1316673

I remade the Door anim, so the piston is now included and it looks way more naturalView attachment 1316672

In addition to that i reworked the dashboard, so every light should do someting now😄View attachment 1316671
A little extra is the odometer:
It shows the distance you travelled with the car in general.
Journey shows the distance of the current session and trip is an odometer that resets after every pit stop.View attachment 1316670
View attachment 1316669
HELLO

Is this the 0.99 version of the guerrilla mod?

I currently have version 0.99, but there is the problem in the picture on the dashboard. can you verify?
 

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    Adsız.png
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VARIANT 2 BTCC HONDA INTEGRA TYPE R SKIN
This livery came in 2 variants, i wasn't going to release the second variant but thought why not choice is never normally a bad thing. Same driver same number, this skin i believe to be used a bit later in the season. I have also tweaked some stickers while i was there to get them nearer perfect i won't update the first upload as they were not horrendous but as i was there for this variant............

This is a standalone download so just the skin if you need the car aswell see my previous upload.

choose the res and drag and drop the "content" folder into CM




Screenshot_rtp_honda_integra_dc2_cup_ks_brands_hatch_6-0-124-19-24-10.jpg
 
Anyone know if any of the Nascar content from the shutdown facebook group is available anywhere? Xfinity, COT, ect.
The group never shutdown, they are just private now. You could probably join them. However, after someone shared the G56 car outside of the group, there was some turmoil. Whether warranted or not, I don't know. I know they do a lot of their own work to model cars so they take their rules a bit seriously. If you were to join the group, I would recommend not sharing what's in there, outside of there.
 
This has always bugged me on Imola:
View attachment 1317181

So I changed it to this:
View attachment 1317185

I think it's a pretty good match to the regular grass areas. Even if it's not perfect, it's better than that lime green. I'll make it available for anyone interested once I make sure these changes didn't impact some other part of the track.
As promised, here is the track skin needed to make the grass in the center of the track match better. I don't believe it impacts anything else on the track, but please let me know if it does. If you are only interested in changing the grass, just extract and enable the Grass skin from the skins\cm_skins folder. It should work fine with the CM\CSP config for the track.

I also included the my own fork of the CSP config because as usual, I needed things darker than the CSP config. To try my modifications, also extract the files in the extension folder. You can make adjustments to anything I changed if you need things brighter or darker by editing the values for materials in the Shader Stuff section of the config. If you like those changes, then you can extract the files for the two f1 layouts so that those layouts will look the same as the regular track with my config.

Imola Mod
 
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View attachment 1316928
Porsche 963 real steering wheel for SDD Porsche 963 (or the same Porsche that TRR or Thegost use) add-on

I struggled so much trying to put it in the kn5. The rim were invisible on CM Showroom for unknow reason, and there's a red cube for the KERS_CHARGE thing that doesn't show (the first one). Black magic I guess huh


Instructions: Drag the files inside the .rar into the extension folder of the car.

Thanks for your work.
Two things to maybe revisit/make clear.
1. The ext_config code is specific about the kn5 to work with: "trr_porsche_963_lmdh.kn5", so that needs user editing to work with the SDD version: "lm_hypercar_963_lmdh.kn5"
2. Seems like you might have shipped the original kn5?

963-wheel.jpg


Or have I just missed the bus completely?
 
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Hitchin Town v1.01

Screenshot_ks_alfa_romeo_gta_hitchin_town_7-0-124-19-30-26.jpg

Fictional street circuit in England.
Conversion from GTR2.

-CSP recommended
-24 pit/start
-AI, cam

Credits & Thanks;
GTR2 Original Track by Richard Lovewell
-I tried to contact them but could not find their contact information. Thank you for his work.

AC Converted by @shi (shin956)
logo.png by @Fanapryde
Crowds texture by @Kniker97
some textures by kunos
Test and Feedback by @Breathe

Download (mediafire)

Enjoy.

Converted upon request by Patreon member Steven Barnes.

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.01 changelog;
Added spectators. (Thanks Alguecool for the suggestion.)
 
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shi
Hitchin Town v1.0

View attachment 1317326
Fictional street circuit in England.
Conversion from GTR2.

-CSP recommended
-24 pit/start
-AI, cam

Credits & Thanks;
GTR2 Original Track by Richard Lovewell
-I tried to contact them but could not find their contact information. Thank you for his work.

AC Converted by @shi (shin956)
logo.png by @Fanapryde
Crowds texture by @Kniker97
some textures by kunos
Test and Feedback by @Breathe

Download (mediafire)

Enjoy.

Converted upon request by Patreon member Steven Barnes.

I really liked this in the good old GT Legends... I'll watch it now, thanks!
 
.kn5 Converter not working

I want to create a 3d render of a car on Hakone Nanamagari right, and i used kn5conv.exe to convert the .kn5 files to .obj. Everything works except the textures - all of them are blue for some reason? any suggestions how to fix this? I also tried EK Nanamagari but its not use either.
1704629488373.png
1704629506231.png
 
As promised, here is the track skin needed to make the grass in the center of the track match better. I don't believe it impacts anything else on the track, but please let me know if it does. If you are only interested in changing the grass, just extract and enable the Grass skin from the skins\cm_skins folder. It should work fine with the CM\CSP config for the track.

I also included the my own fork of the CSP config because as usual, I needed things darker than the CSP config. To try my modifications, also extract the files in the extension folder. You can make adjustments to anything I changed if you need things brighter or darker by editing the values for materials in the Shader Stuff section of the config. If you like those changes, then you can extract the files for the two f1 layouts so that those layouts will look the same as the regular track with my config.

Imola Mod
Just a small update to this. I realized this morning that the Kunos default grass is very yellow tinted, at least on my end. So I added a greener grass variant. Just use the link in the quote to get the update with the additional greener grass track skin.
 
shi
Hitchin Town v1.0

View attachment 1317326
Fictional street circuit in England.
Conversion from GTR2.

-CSP recommended
-24 pit/start
-AI, cam

Credits & Thanks;
GTR2 Original Track by Richard Lovewell
-I tried to contact them but could not find their contact information. Thank you for his work.

AC Converted by @shi (shin956)
logo.png by @Fanapryde
Crowds texture by @Kniker97
some textures by kunos
Test and Feedback by @Breathe

Download (mediafire)

Enjoy.

Converted upon request by Patreon member Steven Barnes.

Many thanks for this, It looks brilliant, but I have to say, it feels really odd seeing the town totally empty. A track in the middle of nowhere without spectators is not surprising, but a downtown... straight from "28 Days later" movie.
 
i need some help with the urd dtm 2018 cars.
i installed some skins with real tires and the skin works fine but the tires are still the "stock" urd. can someone maybe say whats wrong? as seen here the car should have dunlop tires but has manrood tires instead
preview.jpg
 
Can I disable the interior enduro light bar for the GT-M Lanzo V10 Evo2?
With Extra_D the enduro bar and the lights turns complete off.
May there is a quick fix ( e.g. "skin" ext_config.ini?).
Thx!
 
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Throwing this out there. In running some races to test my recent Imola skin, I found that some ai cars really struggle on this track because the stock ai lines really cut the kerbs pretty deep. That may be realistic for real life, but in the sim world that can cause chaos for some mod cars. So I recorded a new ai line and sidelines. Feel free to try it out if you want. I think it has the makings of a nice ai line but could use someone who's more of an expert. It needs a better hints file because they brake a little too hard in a couple of spots.

It's just for the base track but can be copied to any alternative layout if you like how the ai races. I also included the original ai line and hints file so you can easily revert back to stock.
 

Attachments

I just rode Lemalands from lemax again. Then I noticed that the blades of the windmill don't turn at all. So I thought I'd just try to do it myself. It worked. For anyone who is interested, simply copy the code and paste it into the configuration file. If you want to adjust the speed, just play around with the speed multiplier.


Code:
[WRAP_MESHES_...]
NAME = windmill
MESHES = ROTATEZ8.0_mlinrot
PIVOT_POS = -175.46, 5.84, -353.34


[ANIMATED_...]
NODE = windmill
WINDMILL_DIR = 1, 1, 1      ; direction of wind to which windmill would react
WINDMILL_DIR_EXP = 0.5         ; increase to decrease spinning from almost-sideways wind¹
WINDMILL_DIR_BOTH_SIDES = 1  ; set to 0 to make wind blowing from the back to have no affect
SPIN_AXIS = 0, 0, 1          ; spinning axis
WIND_SPEED_KMH_MIN = 0.5     ; wind speed at which windmill starts to spin
WIND_SPEED_KMH_MAX = 50      ; wind speed at which windmill spins at its highest speed
WIND_SPEED_KMH_STOP = 0      ; wind speed at which windmill forcefully stops²
LAG_UP = 0.999               ; lag for speeding up
LAG_DOWN = 0.999             ; lag for spinning down
LAG_BRAKING = 0.98           ; lag for forceful stop
SPEED_MULT = 0.4              ; spinning speed multiplier*
 
I just rode Lemalands from lemax again. Then I noticed that the blades of the windmill don't turn at all. So I thought I'd just try to do it myself. It worked. For anyone who is interested, simply copy the code and paste it into the configuration file. If you want to adjust the speed, just play around with the speed multiplier.


Code:
[WRAP_MESHES_...]
NAME = windmill
MESHES = ROTATEZ8.0_mlinrot
PIVOT_POS = -175.46, 5.84, -353.34


[ANIMATED_...]
NODE = windmill
WINDMILL_DIR = 1, 1, 1      ; direction of wind to which windmill would react
WINDMILL_DIR_EXP = 0.5         ; increase to decrease spinning from almost-sideways wind¹
WINDMILL_DIR_BOTH_SIDES = 1  ; set to 0 to make wind blowing from the back to have no affect
SPIN_AXIS = 0, 0, 1          ; spinning axis
WIND_SPEED_KMH_MIN = 0.5     ; wind speed at which windmill starts to spin
WIND_SPEED_KMH_MAX = 50      ; wind speed at which windmill spins at its highest speed
WIND_SPEED_KMH_STOP = 0      ; wind speed at which windmill forcefully stops²
LAG_UP = 0.999               ; lag for speeding up
LAG_DOWN = 0.999             ; lag for spinning down
LAG_BRAKING = 0.98           ; lag for forceful stop
SPEED_MULT = 0.4              ; spinning speed multiplier*
Thanks, is it possible to do the same on the windmill from @Gilles75 Beez track.
I never could that thing rotating.
https://www.racedepartment.com/threads/carrieres-de-beez-1-0.153850/
 
Well, seems like that for me on CSP 0.2.3p1 (SOL 2.29 + Pure 0.225) AI is completly broken.
Several tracks + cars combos = AI drivers stuck on start an if I drive throu them - then they slooooowly start to ride, one-by-one.
Any thougts what could caused that?
 
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Thanks for your work.
Two things to maybe revisit/make clear.
1. The ext_config code is specific about the kn5 to work with: "trr_porsche_963_lmdh.kn5", so that needs user editing to work with the SDD version: "lm_hypercar_963_lmdh.kn5"
2. Seems like you might have shipped the original kn5?

View attachment 1317279

Or have I just missed the bus completely?
It's the same steering wheel from ACF, which is widely used in every Porsche 963 in the scene (as far as I know), but the chassis tweaked. Everyone is up to use it in whatever car, just changing the kn5 on the ext_config which I intend that everyone know how to do and maybe it only works in the TRR and ACF car. I only recommend TRR as the ext_config is for that car, but for whoever aware of it then just add the MODEL_REPLACEMENT code of the ext_config of that car to the other config file of the car. Also it depends on whether the car has the same digital instrument scheme or not.
 
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Hi everyone and happy new year!

Has anyone tried a weekend and had trouble with the AI when in qualifying? In some circuits they are unable to leave the pitlane. And it happens in several circuits. Does anyone know if it has to do with the latest CSP version? I'm on the 0.2.3 preview 1. Should I just go back to an older version? Or should I totally turn off the new AI behaviour?
 
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