Assetto Corsa PC Mods General DiscussionPC 

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I keep seeing people mention they are using CSP 2.3-preview1, but his Patreon page only lists 2.2. Am I missing something on the page or is CSP 2.3-preview1 private and not even for Patreon members?
 
I keep seeing people mention they are using CSP 2.3-preview1, but his Patreon page only lists 2.2. Am I missing something on the page or is CSP 2.3-preview1 private and not even for Patreon members?
Check his post on December 22nd, seems a relatively minor update but should have all of the fixes and updates that come with public CSP 2.2:

 
Skin for the TVR Sagaris. Inspired by the Speed 12 that raced in British GT before the makeover.

Mapping is kinda all over the place so don't expect anything other than 'meh'. Won't correct potential errors

__custom_showroom_1707641149.jpg

__custom_showroom_1707641160.jpg


 
View attachment 1326929
Released : TVR Sagaris GT
Author:F302
3D Model: The Crew2
Texture Update : F302 (rework)
Skins: F302
3d work: F302
hope u enjoy the Car
ps : send feedback ,bugs ,missing things
tested on CSP 0.2.3-preview1
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
The original car was a street car and I converted it into a racing car for the GT4 class

Not sure if you're aware, but the digital dash digits float a couple of inches off the face of the screen.

1707647838463.jpeg

Was the Crew 2 doner car just the normal street version, and you added all the canards, wings, splitters etc?
If so, there are some much better base models of the Sagaris that have been ported to AC, seemingly much more detailed and higher poly. Just wondering why you chose this one?
 
I don't remember if I had shared this "Cadillac 49/50" with the skins adapted by our comrade "Aleroy".

I had just changed the wheels on the model.
Unfortunately the other model from 1950 is very difficult to adapt (for now I have given up).

Aleroy helped on these? I didn't even know he knew you, he's a good friend of mine.
 
The cars in question have lowercase lettering and are within 32 characters in length (I'm pretty sure another requirement) but still not tracking
Make sure the skin in use has only lower case in the "skinname" field of ui_skin.json.
 
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What are the requirements for for Content Manager to track distance? Cause I have a couple of cars that simply won't their distance.
In many cases you must rename the car folder to only lower cases letters like: AD_Maserati_ghibli_s to ad_maserati_ghibli_s

in other cases the folder name is to long, max 32 is allowed
 
Donington Park 2018 Mod

This is an updated version of the test mod I put out a few days ago. Because of the number of changes, it got difficult to do it as a mod to the original track. I made it a standalone track so as not to fool with the original version. All credit for the track goes to the original author Brun. It will come up as Donington Park 2023 in your track list, but the year is not indicative of how the track is represented. I just needed some way to recognize which track was which. You can edit the ui files and give it whatever name you want.

Please let me know of any problems or suggestions so I can try and make it better.

Donington Park 2023

Changes from past version:

-- Added original author's name and version number to the track ui files.
-- Made the 40 pit layouts from Paprika work with my changes.
-- Added geo tags to the ui files.
-- Animated all of the flags that were not animated. I'm not real happy with the new flags, but at least they are animated. I wanted flags that were attached to the pole and did not arc in heavy winds, but I couldn't figure out how to make them. Plus they have an odd shading. In some directions, they are very bright and in other directions they are darker. Most likely a fault in the way I made them from lack of knowledge. If I ever find a way to fix these issues, I will update the flags.
-- Some tweaks to the night lighting and also enabled the lights to turn on when it rains.
-- Incorporated my grass changes directly into the kn5 file so it would be easier for people to make their own track skins.
-- Little tweaks to the ai sidelines to keep them off the raised kerbs. If you use a 3rd party ai already, then you may not need this.
-- Re-made the starting position file for the 40 pit GP layout from Paprika. Thanks to @Quikslvr for pointing it out to me. It must have been created for online use because he had the cars lined up in a position of the road that wasn't part of the track. This caused the ai cars in the back not to move at the start. It's not perfect and the tail end cars take some time to get moving, but at least they move now.
-- Fixed blurry Paddock area texture
-- Added semaphore lighting to start lights

One thing I still want to do is find a way to bring back the mow lines that the real track has. I've got some ideas on a way to do it, but I didn't want to hold up the release just for that.

View attachment 1286295
Small optional update. Delete or backup your old version first to be safe.

-- Added two Mask track skins just for fun to give the grass areas a little less pristine look. Each one gets progressively more burnt out looking.
-- The other two Grass track skins don't need to be used. They just change the tone of the grass. The default grass textures are a little more blue tinted. The grass skin textures are little more yellow tinted. For the record, these pics were taken with Grass2 enabled.

No Mask Skin:
1.jpg


Mask Skin:
2.jpg


Mask2 Skin:
3.jpg



EDIT: Attached the correct 'Grass' skin for those that downloaded the update already. The original link had the wrong texture in it. If you are just getting the update, you don't need the attached file. The correction has already been made in the mod itself.
 

Attachments

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My first post here so hi to everyone :)

I have a question about VRC Peugeot, is it normal that FFB is so strong in this car? I had to turn down FFB strenght from 100 to like 15-20 for this car, in higher values wheel is so stiff that its almost impossible to turn it, even @ low speed corners. Its only a thing with this car, every other car is ok with my ingame FFB settings and 100 ffb (with small adjustments to specific cars form about 75-125), other VRC, RSS and URD cars are also ok. With Peugeot lowering FFB to 15 and steering stiffness is comparable to other prototypes, but the road feeling on straights is missing with such low FFB. So is it normal with this car or am I missing something? I always have extended physisc on but I tried turn it off and its the same. Thanks!
 
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My first post here so hi to everyone :)

I have a question about VRC Peugeot, is it normal that FFB is so strong in this car? I had to turn down FFB strenght from 100 to like 15-20 for this car, in higher values wheel is so stiff that its almost impossible to turn it, even @ low speed corners. Its only a thing with this car, every other car is ok with my ingame FFB settings and 100 ffb (with small adjustments to specific cars form about 75-125), other VRC, RSS and URD cars are also ok. With Peugeot lowering FFB to 15 and steering stifness is comparable to other prototypes, but the road feeling on straights is missing with such low FFB. So is it normal with this car or Im missing something? I always have extended physisc on but I tried turn it off and its the same. Thanks!
Which car: the tourer or the 9t8?
 
My bad, got it today 15:02 on my other mail address.
already downloaded and installed, now adding my collected info and skins... ;)
Hi Fana,

What is your "collected info"? Other than the real names for UI, is there anything else? It has been some time since I last added anything to these cars, and I've forgotten any important add-ons.
 
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