Assetto Corsa PC Mods General DiscussionPC 

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EDIT: I have a lucky hand for fixing cars today. I also could fix the missing monitor shader for the Ferrari 296 GT3 by ChemFlummi.
Is this fix current to version ChemFlummi 1.7 or is this for older versions ?
 
Hi everyone,
but what happened to RaceDepartment? did it become paid? :-(
rd.jpg
No, still has a free option as before.
 
are you talking about the UI_track.JSON file in the UI folder. :confused:
ok I just checked CM you have to go to content, track and then the starting grid number is there, with other informations. Or if you're in drive menu you can click "manage track" (the tools icon inside the picture)
 
I've always said my mods are not for everyone. If the track looked on my end the way it does on your end then I wouldn't have to waste my time on making changes. Unfortunately, most tracks look nuclear for me with the CSP configs. That's why I always have to make changes. Honestly, when I see a pic like yours, I can never understand why everything is so nuclear for me. I can adjust my gamma and exposure settings to make the trees and grass darker, but that also impacts the ambient light and then day time looks too dark ambient wise. I just find it easier to make a track mod and then share it in case anyone else has the same problem I have.
It might be worth reminding people that you use Reshade, as that might explain why some people get vastly different standard results to you and why your adjustments might not suit their settings.
 
Hi everyone,
but what happened to RaceDepartment? did it become paid? :-(
See I am not the only one who did not know.

If you had an account on RD use that to login or do a password reset and you should be able to use OverTake / RaceDepartment.
 
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It might be worth reminding people that you use Reshade, as that might explain why some people get vastly different standard results to you and why your adjustments might not suit their settings.
True, but what I use reshade for wouldn't make that big of a difference. I don't use reshade to adjust colors or lighting. I use it for things like AA, bloom, etc.
 
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New Cadwell Park just surfaced on RD. Worth a try!

View attachment 1339591

View attachment 1339593


Also here, the author uses some really weird screenshots to promote it, so better just give it a try, the ingame look may differ (see my screenshot above)!

View attachment 1339592
Agreed, it's an excellent version. He really should consider changing the pictures in his release announcement though. I'm afraid they will turn some people off and make them not try the track and that would be a shame. In game it looks tremendous.
 
Agreed, it's an excellent version. He really should consider changing the pictures in his release announcement though. I'm afraid they will turn some people off and make them not try the track and that would be a shame. In game it looks tremendous.
I have a few reasons to not try it out, but the preview pictures are not one of them:
1. the quality of his previous tracks
2. his attitude when someone points out the errors
3. I already have an excellent Cadwell Park, why would I need this?
 
Hey guys, I'm running out of space and I'm thinking about doing the Content Manager compression thing. Any reason I would not want to do that? Is it still easy to just go into a track folder and modify, for example, the ui_track.json, modify a skin texture, etc. Or after I compress will it be difficult to make changes. What issues might I run into? Who has done this?

Perfect, thanks man.
hi Teddie , and everyone
don't use the CM compress, use Compactor instead (you can see details here on why I recommend this)
Do it. No downside besides you'll have to do it more often afterwards (every few months on my end). Which is normal, cause you'll have more content on a disk that the disk can handle uncompressed. You understand how it works? It compresses everything, but when you again use something (track, car) it uncompressed that part. So in theory when you use every car and every track, everything is uncompressed again.

It takes a couple of hours though. So do it when you don't plan on using the computer.

But do it, it can save up to 50% of space.
hmmm, as far as I understood files do not get decompressed on disk when they are merely used. They are decompressed in memory to be used by the game, but they stay compressed on the disk I would imagine. Unless ofcourse they are changed/altered and thus rewritten to disk.
Only files that get written back to disk are then uncompressed on disk (eg. when you make a new preview in CM, CM makes a new preview.png file and the old one is overwritten. CM does not know it was compressed to begin with.)
So a regular new run of Compactor needs to re-compress the 'new' and changed files only.
If you were to not install new cars or make any changes to your cars , you could drive them all and your complete car directory would still all stay compressed on the disk afaik.

And even if I would be wrong in assuming that , it is even better to use Compactor, as it will take less time and save more space then CM compress. :)

EDIT : as a test I compressed my carfolder, leaving 0 files uncompressed. Then I drove at least 10 different car mods on several tracks , and did an analyze afterwards with Compactor, giving me this result:

1711206336053.png


So this tells me that not all files that were used got decompressed (only the ones that got altered, like ini files when positioning mirrors etc. )
otherwise I would have several hundreds of Megabytes compressible after having driven 10+ mods
 
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I have a few reasons to not try it out, but the preview pictures are not one of them:
1. the quality of his previous tracks
2. his attitude when someone points out the errors
3. I already have an excellent Cadwell Park, why would I need this?
I can't comment on that because I have no experience interacting with him. I just know that it's a nice version of the track. Whether it's better or worse than the previous version is up to the end user.
 
You're right about that and I agree. But sometimes I miss being able to start a title without thinking about the thousand factors that could create various types of problems. Obviously being moddable infinitely broadens the horizons of a title, AC1 is more alive than ever after about 10 years. Well, maybe sometimes there's a lack of peace of mind for me, that's all.
The can of worms is more than open and flooding, who know what's next.
Fixing? Breaking? Randomly implementing things? More free betatesting?

To me that peace of mind has a long, long name:
"Be a decent man, stop development, announce a long season of fixes, let the scripting be to only way to add small things to AC, move to something else, it's been a good ride, you don't need our money, goodbye."



Has anybody been able to achieve valid results with L.B.'s Infineon's AI?
I'm getting tons of crashes on most cars...
 
hi Teddie , and everyone
don't use the CM compress, use Compactor instead (you can see details here on why I recommend this)

hmmm, as far as I understood files do not get decompressed on disk when they are merely used. They are decompressed in memory to be used by the game, but they stay compressed on the disk I would imagine. Unless ofcourse they are changed/altered and thus rewritten to disk.
Only files that get written back to disk are then uncompressed on disk (eg. when you make a new preview in CM, CM makes a new preview.png file and the old one is overwritten. CM does not know it was compressed to begin with.)
So a regular new run of Compactor needs to re-compress the 'new' and changed files only.
If you were to not install new cars or make any changes to your cars , you could drive them all and your complete car directory would still all stay compressed on the disk afaik.

And even if I would be wrong in assuming that , it is even better to use Compactor, as it will take less time and save more space then CM compress. :)
I also definitely recommend using Compactor to compress rather than CM, the size difference was massive for me
 
It should work with the latest version.
What exactly do I need checking ? I'm on v1.4 and I couldn't find anything looking different before /after ?
Installed v1.7 now and I see nothing different vs v1.4 (with or without update) either... maybe I should buy some glasses...😎
 
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About the clouds, no, the Sol clouds are not compatible with Pure. Pure also have a 3d clouds option. You can set this in Pure Config clouds tab. But the decision was to focus on skydomes, because those saving the most fps for other things in AC now. And imo they look much better than those billboard clouds.
There’s no doubt the skydomes are a better solution for 98% of users but I still love the 3D clouds, especially in VR with the depth of them. I haven’t been able to recreate it but one time I was cruising up the brilliant Pikes Peak by @Lernatix listening to music, and driving into, through, and above the clouds was one of the coolest things I’ve ever experienced in AC!

So ultimately thank you for giving us the option and continuing to make this game more amazing!
 
What exactly do I need checking ? I'm on v1.4 and I couldn't find anything looking different before /after ?
Installed v1.7 now and I see nothing different vs v1.4 (with or without update) either... maybe I should buy some glasses...😎
It only changes the shader setting of the monitor in the car + better support for automatic shifting.
 
About the clouds, no, the Sol clouds are not compatible with Pure. Pure also have a 3d clouds option. You can set this in Pure Config clouds tab. But the decision was to focus on skydomes, because those saving the most fps for other things in AC now. And imo they look much better than those billboard clouds.
I would have to respectfully disagree and hope that some time down the road you will revisit the 3D clouds to try an improve their look so that they resemble the quality of the 3D clouds in Sol. I just can't get past how fake the skydome clouds look in a 3D environment. Don't get me wrong, they look great. They are very crisp and clear, but that is the problem. They look too much like an image in the sky rather than actual clouds in the sky.

The best way I can describe it is the way someone making a video puts an image behind them so that it looks like they are doing the video from a beach and not from their office. You can always tell it's fake because the two 'worlds' don't blend together right. That's how I view the skydome clouds.

But this is just one man's opinion. Please don't take offense. I'm still in awe of what you do and couldn't drive AC without it.
 
hi Teddie , and everyone
don't use the CM compress, use Compactor instead (you can see details here on why I recommend this)

hmmm, as far as I understood files do not get decompressed on disk when they are merely used. They are decompressed in memory to be used by the game, but they stay compressed on the disk I would imagine. Unless ofcourse they are changed/altered and thus rewritten to disk.
Only files that get written back to disk are then uncompressed on disk (eg. when you make a new preview in CM, CM makes a new preview.png file and the old one is overwritten. CM does not know it was compressed to begin with.)
So a regular new run of Compactor needs to re-compress the 'new' and changed files only.
If you were to not install new cars or make any changes to your cars , you could drive them all and your complete car directory would still all stay compressed on the disk afaik.

And even if I would be wrong in assuming that , it is even better to use Compactor, as it will take less time and save more space then CM compress. :)

EDIT : as a test I compressed my carfolder, leaving 0 files uncompressed. Then I drove at least 10 different car mods on several tracks , and did an analyze afterwards with Compactor, giving me this result:

View attachment 1339681

So this tells me that not all files that were used got decompressed (only the ones that got altered, like ini files when positioning mirrors etc. )
otherwise I would have several hundreds of Megabytes compressible after having driven 10+ mods
Ok. I didn't know. I always just get back to full disk after a few months. If I install new things or not. So I assumed.
 
hi Teddie , and everyone
don't use the CM compress, use Compactor instead (you can see details here on why I recommend this)

hmmm, as far as I understood files do not get decompressed on disk when they are merely used. They are decompressed in memory to be used by the game, but they stay compressed on the disk I would imagine. Unless ofcourse they are changed/altered and thus rewritten to disk.
Only files that get written back to disk are then uncompressed on disk (eg. when you make a new preview in CM, CM makes a new preview.png file and the old one is overwritten. CM does not know it was compressed to begin with.)
So a regular new run of Compactor needs to re-compress the 'new' and changed files only.
If you were to not install new cars or make any changes to your cars , you could drive them all and your complete car directory would still all stay compressed on the disk afaik.

And even if I would be wrong in assuming that , it is even better to use Compactor, as it will take less time and save more space then CM compress. :)

EDIT : as a test I compressed my carfolder, leaving 0 files uncompressed. Then I drove at least 10 different car mods on several tracks , and did an analyze afterwards with Compactor, giving me this result:

View attachment 1339681

So this tells me that not all files that were used got decompressed (only the ones that got altered, like ini files when positioning mirrors etc. )
otherwise I would have several hundreds of Megabytes compressible after having driven 10+ mods
jac0, very freakin' cool, man. I'm currently compressing my cars folder. I'm wondering how my backups will go. So at the moment, when I do a nightly backup of my assetto folder, it's about 3.75 Terabyte. With it compressed at half the size, I'm wondering if it will stay compressed when I do my nightly backup. Or will it uncompress it on the target backup drive. I'm hoping it will stay compressed in the backup because I'm running out of space on the backup drive as well. We'll see.
I'm currently working on an editor to customize the shader for the tracks. By default it modulates the effect via altitude and randomness. But in the final version there will be an editor in Pure Conifg to edit and manage this effect ingame and

Actually all stayed the same on Overtake. Just another name on the surface.

About the clouds, no, the Sol clouds are not compatible with Pure. Pure also have a 3d clouds option. You can set this in Pure Config clouds tab. But the decision was to focus on skydomes, because those saving the most fps for other things in AC now. And imo they look much better than those billboard clouds.
Actually, I had a few races last night and sometimes the new skydomes are absolutely beautiful. No complaints in the end. Your new skydome implementation might also be why I don't get random hitches like I did with Sol. @Peter Boese , one thing I wouldn't mind seeing in a future version is hover-over tooltips on the planner screen that has the weather type cards/buttons. Not really a big deal, because I will eventually learn what each one is. Just something I was thinking about last night.
 
are you talking about the UI_track.JSON file in the UI folder. :confused:
Not that easy. Yes, one of the steps is to modify the JSON, but before that you have to edit the track to assign new pit boxes and add more starting grid places with 3Dsimed
 
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Okay, here's the 1984 F1 season with mandatory pitstops. Races are

1. Jacarepagua (20 laps)
2. Kyalami 1967-1985 (20 laps)
3. Imola 1988 (15 laps)
4. Zolder 1967 (20 laps) masterpiece by Rainmaker
5. Dijon-Prenois 1979 (25 laps) masterpiece by Rainmaker
6. Monaco 1988 (20 laps)
7. Montreal 1982 (20 laps)
8. Detroit 1988 (20 laps)
9. Dallas 1980's (20 laps)
10. Brands Hatch vintage (25 laps)
11. Hockenheim 1988 (15 laps)
12. Oesterreichring (20 laps)
13. Monza 1988 (15 laps)
14. Nurburgring (20 laps)
15. Estoril 1988 (20 laps)

Two classic memorable races.

1984 Monaco that Senna almost won with a Toleman-Hart in torrential rain (video). Legendary Stefan Bellof was also having a great race.

1984 Dallas street circuit that Keke Rosberg won in a crazy heat

Dallas is a decent track conversion. It might have some crashes and DNF's but so had the real GP. Watch that real race when you can... one of the best races I've ever seen.

Zandvoort is missing on purpose (again). There is a vintage Zandvoort AC track and we rigorously tested that track but no matter what, these cars will not work with it. They crash everywhere and drive like maniacs. All other races should have very accurate layout and the cars work nicely most of the time. Osterreichring can have crashes but then again many races of this era did.

Top ai drivers are Lauda (the eventual champion of 1984 (ai level 100) and Prost (ai level 100). Only half a point divided them at the end of the season.

The user is driving Keke Rosberg (Williams) but of course this can be easily changed to your liking. I like to drive with a top driver but an underdog car. Williams got Honda Turbo in the Kyalami 1983 (last race of the season) but their turbo in 1984 was still considerably slower and unreliable. McLaren and Brabham have better boost and more power on the straights.

Yes, they are SimDream cars and I know people don't like them. But the physics are pretty much Lotus98T Kunos. And there is no other option for 1982, 1983 and 1984 seasons. In their default form they're completely useless as they are slow in the races with their race tyres. But I have removed all other tyremodels but supersoft and now they're competitive. I also slowed down the refueling process. Sure it's not realistic to race with QF tires but beggars can't be choosers. I also fixed all wrong driver names, nationalities and driver pictures in the skins folder (they were mostly wrong on the SimDream package).

Every car will pit, in every race. You will have to pit too. This is achieved simply by adjusting the max. fuel of each car and the fuel consumption. Again, no apps or Content Manager settings are needed. It's no rocket science but it works. The ai cars will pit somewhere around the halfway of the race. There is some variation and randomness though but that just keeps it interesting.

I also removed the cockpit adjustable turbo and it's now automatic 100% for practice/QF and 70% for race. Makes it more challenging. No engine failures. Also slowed down the refueling time process.

All you have to do is to adjust your pitstop preset during the practice or qualifying and the process will be automatic when you enter the pit during the race.

I don't share any commercial stuff but if you need the cars, PM me. I might know where they can be found.

All links only in the video description. Not because I want likes and views (nobody bothers to like them anyway) but if I edit something I only have to edit them from one place. LOL.

I've done mandatory pitstop seasons for:

1983 SimDream
1984 SimDream
1987 ACFL
1990 RSS
1991 ASR
1992 ASR
1994 ACFL
1998 Virtua Simulazione

Here's the playlist.
youtube.com/watch?v=oPR7GLDDojk&list=PLC2pgSbZ1PFeKXMKFfwZ1tUnmSUYh6tRy

There's a lot of time invested. But I've done them for myself too. I love to drive these seasons and I try to get them as good and authentic as possible. And I think pitstops really gave them a "new life".

Enjoy! And if you need something for these seasons don't hesitate to pm.

 
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