Assetto Corsa PC Mods General DiscussionPC 

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lets support him guys. this is great news: https://www.patreon.com/posts/102166516
which track this is?
1712869615788.png
 
lets support him guys. this is great news: https://www.patreon.com/posts/102166516
Interesting car. For the sake of VR users everywhere I hope the cockpit ergonomics are overhauled.
It puts a whole new meaning to the term 'seat belt'.

Screenshot_dg_isdera_commendatore_112i_beta_piddy_11-4-124-22-23-43.jpg

There's absolutely nowhere for the driver's (or passenger's legs) to go either.
Still a beta so some hope exists.... but something isn't right.

Seems like the real car has pretty normal footwells.

1712871138353.png
 
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I finished my Hungaroring ACC mod, but I have a bit of a problem with regards to sharing it. I 'borrowed' all the trackside objects (things like lights poles, safety trucks, etc.) from the Fenryr version because I didn't see a reason to reinvent the wheel so to speak. Problem is, releasing it with his work would kind of be a d@@k move. I could easily strip them, but then the track looks really empty.

I actually converted the Fenryr version to look like this because honestly, his version is tremendous with the separate GT and F1 layouts. I just didn't like his choice for tree and grass textures, but changing them wasn't possible as a simple track skin. I needed to alter shader types and values, tree models, etc. Basically, I had to make new kn5 files. Because of this, I can't make that one available either because that would also be a d@@k move.

So i've got a bit of a decision to make on what to do. Anyways, this is how it would look compared to the original. Maybe you like it or maybe you prefer the original.

Original:
View attachment 1345709

New:
View attachment 1345710
Fenryr track is a conversion, so you will "stole" nothing that is not already "stolen" (stole and stolen words volountarly in the "" to underline the less value of the words itself). If you want to be extremely honest and polite, just credit him for the "original conversion" of the assets then go ahead on your road. Let me know if you want the asset i reworked as said weeks ago on the first post.
 
This is at 15 degrees.
View attachment 1345732


Still broken on my end.
Seems like for now, the best solution is to leave the steering lock alone and keep it at 0.

preview.jpg


Unfortunate, but appears to be the fix on my end for now.

I do wonder if its certain settings within CSP that are causing it, perhaps if someone is willing to send their CSP preset (where its working fine on their end with steering lock) I can try and have a look?
 
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Interesting car. For the sake of VR users everywhere I hope the cockpit ergonomics are overhauled.
It puts a whole new meaning to the term 'seat belt'.

View attachment 1345785

There's absolutely nowhere for the driver's (or passenger's legs) to go either.
Still a beta so some hope exists.... but something isn't right.

Seems like the real car has pretty normal footwells.

View attachment 1345786
its a first beta. and a strach build car. so imporewenemts will come surely. just lets give positive feedback please. this is a legend car for all nfs2 fans.
 
its a first beta. and a strach build car. so imporewenemts will come surely. just lets give positive feedback please. this is a legend car for all nfs2 fans.
Yeah, let's pretend the cockpit ergonomics are just fine so they stay exactly the same for the final release.
You do know that betas are released for testing so that all feedback, positive and negative, can be fed back to the creator?
There's absolutely no good reason to "just lets give positive feedback please", it's pointlessly one-sided and doing this won't help the creator at all. Constructive criticism about objectively bad things is incredibly important.
Ignoring issues won't lead to a better car.

And no, that's not Port Newark.
 
it is a WIP but unfortunately the AO mapping....

Is bad....and i mean Really bad....
Hmm... Interesting. I almost want to take a swing at the project, as specially creating this beauty.

default.jpg

But I already have my hands full with other project, so I wish you good luck.
Release this weekend
View attachment 1345737



------------------------------------------------Audi VGT-----------------------------------------------------------------------------
GR.1
View attachment 1345740
GR.3
View attachment 1345739
GR.2
View attachment 1345738
This is cool! Any updates on the S7.R Evo?
 
To complete the 1976 season (non-existent versions) in the mod (original), being that of the Spanish GP (an adaptation that did not exist).

The 5 models are:
Brazil Gp-Emerson / USA Long Beach Gp-Ingo
France GP
Spain GP
USA Long Beach GP-Emerson
Season (which comprises the car used in most GPs of the 1976 season).

COPERSUCAR FD04 - 5 VERSIONS ( 1976 )

***Always remember, it's not 100% perfect (but to complete the season's grid I believe it's worth the fun).
The texture improvements, as most of the time, were left to the mate "MrHunt"...


****If there is something wrong with the sharing, it is at the discretion of the moderators.
do u maybe have a link where we can find all of ur mods?
 
Seems like for now, the best solution is to leave the steering lock alone and keep it at 0.



Unfortunate, but appears to be the fix on my end for now.

I do wonder if its certain settings within CSP that are causing it, perhaps if someone is willing to send their CSP preset (where its working fine on their end with steering lock) I can try and have a look?
As soon as the steering is not at 0, I have the same problem again and again. But mostly with mod cars. Kunos vehicles normally work without any problems.
So far I haven't found a general solution for all cars
 
24H
As soon as the steering is not at 0, I have the same problem again and again. But mostly with mod cars. Kunos vehicles normally work without any problems.
So far I haven't found a general solution for all cars
Its bizarre becuase I did not previously have this issue before, unless this has become a more recent problem introduced in the newer CSP builds (I'm on the latest, 0.2.3 preview211 for context).

I thought I had broken something when I moved my installation over to a new SSD, but even a fresh install hasn't fixed this, so I ain't sure what's going on.

That on top of the overly high camera view when looking behind in third person, still haven't found a proper fix for that either.
 
Positive feedbacks are always welcome, heart warming, but useless.
Negative feedbacks are harsh, heart breaking, but useful.

Both is good.
Wise words, it’s not pure the verdict only on a mod but also an honest and fair FEEDBACKS on what’s good/bad. Give a 5 star review on a razorsharp 2D track full of floating objects, like Brno’66, Mexico’67 or another unfinished projects that been published on Overtake, will never challenge the modder for going to an higher level.
BTW here on this forum it’s the same story, reading some hallelujah reactions about bad made tracks. Come on members, hay bales looking like concrete blocks, high/low poly models near each other, big amount of 2D objects near the track/pits, floating objects etc etc. great for 2005 nostalgia purpose only.
 
Positive feedbacks are always welcome, heart warming, but useless.
Negative feedbacks are harsh, heart breaking, but useful.

Both is good.
agreed... on that note,

@Raceforever40 the bunch of BE_modding cars you shared here the other day, it contains a lot of unfinished mods , some actually not worthy of a beta release (not even having SFX for example, or having the driver head stick through the roof!)
So maybe it was a cry for help or feedback?
I assume you are (part of) BE_modding? Is it the intention we help modify them and then re-share them here?
Or do we just point out to you the flaws, and you (and rest of BE_modding) will fix it in a next version?

I'm currently working on improving the Chrysler Viper GTS R ... It has great handling, sound and gives good sense of speed, so it's quite immersive, but digital instruments texts are floating , it has only 1 (plain white) skin, and interior materials are giving all sorts of bad reflections... Once I've overhauled it, I will share it here (unless you say it's not allowed, and you'd rather receive the fixes yourself so you can incorporate them in a newer version).
(I will not be doing real livery skins, only plain fictional skins)

@All : I noticed with this one when using Default weather and LCS with your newest _PureLife_LCS filter, that the brightness went up too much. When switching to chase cam , that went away and all looks good ...
So I darkened the glass texture , and now it's fine in cockpit view , but my preview now sucks big time:
1712905315083.png

Anyone knows the good solution ?
 
agreed... on that note,

@Raceforever40 the bunch of BE_modding cars you shared here the other day, it contains a lot of unfinished mods , some actually not worthy of a beta release (not even having SFX for example, or having the driver head stick through the roof!)
So maybe it was a cry for help or feedback?
I assume you are (part of) BE_modding? Is it the intention we help modify them and then re-share them here?
Or do we just point out to you the flaws, and you (and rest of BE_modding) will fix it in a next version?

I'm currently working on improving the Chrysler Viper GTS R ... It has great handling, sound and gives good sense of speed, so it's quite immersive, but digital instruments texts are floating , it has only 1 (plain white) skin, and interior materials are giving all sorts of bad reflections... Once I've overhauled it, I will share it here (unless you say it's not allowed, and you'd rather receive the fixes yourself so you can incorporate them in a newer version).
(I will not be doing real livery skins, only plain fictional skins)

@All : I noticed with this one when using Default weather and LCS with your newest _PureLife_LCS filter, that the brightness went up too much. When switching to chase cam , that went away and all looks good ...
So I darkened the glass texture , and now it's fine in cockpit view , but my preview now sucks big time:
View attachment 1345845
Anyone knows the good solution ?
Feel free to share i quit moding but i ,share what i stil have maybe you guys can do something wit thé mods
 
It's release Friday again! :)

IMOLA 1972 release (only here)

This track was made by Reiza for Automobilista. It was converted to Assetto Corsa by Terra21. Later is was updated by third. This is a overhaul done by Rainmaker in 2024.


v2.0 changelog:
-shader overhaul
-new loading screens
-new AI
-fixed trees
-new UI and data
-new overlays for Time Attack mode
-fixed double sided objects
-added new sections file by Fanapryde
-added vintage spectators
-deleted some double objects that made mismatches
-debug for key objects
-fixed some lods
-moved spectators on pit building to correct position
-added geo location
-fixed walls
-fixed some normals
-wider starting grid for better starts
-added option to removed 2d crowds: open the ext_config.ini in the extension folder scroll down to last ";remove 2d crowds" and set ACTIVE = 1


Get always the latest version here:



bgr00.jpg

bgr02.jpg

bgr03.jpg
 
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Hi, nice addition to AC, please can someone message him, the interior maybe needs a fix, the dashboard is a bit far of the seats, take a look to this for reference: https://autoblog.rs/gallery/108/209783-Isdera 1111.jpg
Yep, as can be seen from the images I posted, the seat needs to be a LOT closer to the steering wheel, and the footwells need to be a lot deeper. It'll be impossible trying to get a natural driver posture otherwise.
Hopefully the modder already realises this and the car isn't just intended for chase cam driving... or photographing.
 
It's release Friday again! :)

IMOLA 1972 release (only here)

This track was made by Reiza for Automobilista. It was converted to Assetto Corsa by Terra21. Later is was updated by third. This is a overhaul done by Rainmaker in 2024.


v2.0 changelog:
-shader overhaul
-new loading screens
-new AI
-fixed trees
-new UI and data
-new overlays for Time Attack mode
-fixed double sided objects
-added new sections file by Fanapryde
-added vintage spectators
-deleted some double objects that made mismatches
-debug for key objects
-fixed some lods
-moved spectators on pit building to correct position
-added geo location
-fixed walls
-fixed some normals
-wider starting grid for better starts
-added option to removed 2d crowds: open the ext_config.ini in the extension folder scroll down to last ";remove 2d crowds" and set ACTIVE = 1


Get always the latest version here:

View attachment 1345874
View attachment 1345875
View attachment 1345876
Oh, how I've missed the Rainmaker release Fridays :)
 
Hmm... Interesting. I almost want to take a swing at the project, as specially creating this beauty.

View attachment 1345799

But I already have my hands full with other project, so I wish you good luck.

This is cool! Any updates on the S7.R Evo?
wellll....

that's something you're gonna like.....it's in the pack (this isn't the car but pretty much all of the gen 1s are roughly in.

Screenshot_dp_crawford_type4_rt_daytona_18-3-123-23-19-54.png
 
@Rainmaker87

If you ever make update to Detroit 1988, it COULD be 1-1.5 seconds faster. Montreal 1982 also could be 1-1.5 seconds faster. It's now relatively easy to get a pole and win on both. Montreal 1988 is probably 2-2.5 seconds too slow. The ai cars lose time in the Casino chicane on both tracks (they lift too excessively).

All are incredible track conversions. No other changes have to be done. Even SimD cars work perfectly on those tracks. LOL.

Detroit 1988 is definitely the best done street circuit I've driven. SO polished. Well Adelaide 1988 too (but that has superfast ai already).

Detroit 1982 had a weird tunnel/hairpin which was removed 1983 because the drivers hated it. I guess that version have never been done.
I had a look for those tracks. In Detroit the AI was 10 sec faster then me. And for the Montreals I could get 2 sec. faster but the cars did started to crash in tight corners. So no update one those tracks planned.
 
Morrison Race Park v1.0

Screenshot_ks_ferrari_488_gt3_morrison_race_park_6-3-124-16-26-56.jpg

Fictional circuit.
Conversion from GTL.

-CSP recommended
-30 pit/start
-AI, cam

NOTE; If you are using Sol and the track screen is dark, rename ext_config_for_sol.ini to ext_config.ini in the extension folder.

Credits & Thanks;
GTL Original Track by @carTOON (barcika)
-Thank you for giving me permission

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

Download (mediafire)

Enjoy.
 
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