Assetto Corsa PC Mods General DiscussionPC 

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... My brother-in-law has done a fair share of actual racing. And he refuses to drive my simulator, even if I buy him beer...
Mother of beautiful Love! Another assignment for the hitman... 😭

(NOTE TO SELF: stop making hitman jokes already).
...Incomprehensibly while driving AMS2 he says that’s much closer to the real thing 😔
(EDITED: to add NivekBS's friend to the assignment).
 
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As for the middle car, there's a GT7 model of it which finally got dumped weeks ago, hope you're capable of converting it to AC as it requires mesh smoothing and booleaning all around it as with all GT models in general.
Oh no I definitely ain't capable of that lmao. I leave it to the good modders, not me tinkering with FM and PC models in my corner
 
Totally smooth on my system like csps before
A question for anyone who is running the latest CSP build (0.2.4 Preview 1) with LCS on, along with PURE:

I seem to have a really substantial drop in FPS with this latest CSP build. Is anyone else experiencing that?
 
There's one thing that is preventing me from installing the new CSP preview build, in the 0.2.3p211 build there was the black screen bug that happened after starting a race, someone already knows if this was fixed with the new preview?
I'm having the same problem. After black sceen for 1 or 2 seconds it goes back to game, but Esc button dosen't work anymore and I must Ctrl-Alt-Del to get out of game. Any ideas?
 
Mother of beautiful Love! Another assignment for the hitman... 😭

(NOTE TO SELF: stop making hitman jokes already).

(EDITED: to add NivekBS's friend to the assignment).
I think you need a new avatar
images
 
I wasn't trying to be rude. My point was this: I assume that you, like the rest of us here, are a casual gamer/simracer. If a casual gamer can do similar laptimes in the car as the professional F1 drivers, the car obviously does not perform the same. I'm pretty confident that the professional F1 drivers are the only ones in the entire world that can actually do the laptimes they do in a real F1 car.

Driving a real F1 car on a real F1 track will obviously be the benchmark for realism.

If AC was 100% realistic, I mean so realistic that Max Verstappen himself wasn't able to tell the difference between driving the real car and playing the game, it probably wouldn't be much fun for most of us, because it would be too complicated and difficult.

And we wouldn't be able to do laptimes even remotely close to what the professional drivers do.

I remember seeing a car celebrity trying an F1 car for the first time in his life, and he was absolutely no rookie with cars. He was barely able to take it around the track because it was so hard to manage.

I also play DCS on a regular basis, which is generally known for being one of the most accurate combat flight simulations available for consumers. It is so complicated that I'm not sure if I can call it fun. Satisfying, absolutely, but fun? Not sure. And can I do even remotely what the professional combat pilots do? By no measure!

Repeat my point: Being able to match real laptimes is no benchmark of realism, often rather the opposite.

And disagreeing isn't the same as trolling.
On the King's defense. I also agree that the RTT's rendition of the F1 mods are pretty good. I own both VRC and RSS complete library, and they're really high quality mods, most likely the highest in AC. Having said that, for me personally where the RTT F1 mods have an upper hand over the VRC and RSS rendition is in the handling and feeling (maybe it is a subjective thing?) maybe the King and I have the same taste, I am sure we're not the only ones. I find myself driving the RTT mod more lately than my previous favorite (VRC). Where VRC and RSS beats RTT IMO is in the features of the car and all the fine details that they put in, but at the end of the day for me it comes down to feeling; when I drive the RTT I just feel connected to the road and just enjoy it.

I don't agree on the laptimes argument. Rememenber we're driving a digital car in a simulator which allows us to push the car way more without any consequences. If you push too hard the most it could happen is that you crash the pixel car and all you need to do is reset and presto. A lot of people dedicate hours upon hours drvinig these digital cars which of course translate into insane laptimes even beating real life records. So the laptimes argument could go either way. A sim driver will by no means push the car in real life the same way he pushes it in the sim; therefore he will be much slower in real life, alternately a real life driver may suck at sim racing and be crushed by someone who has put a lot of hours behind the cockpit.
 
IMO the one from f302, though it's the early version from like 1995, for the newer one that later competed in GT1 class there is only the GTR2 model from like gtsupreme, maybe it can get the T400R treatment in the future
I am convinced that with a little patience most old models can be improved and brought to new life. Maybe yes, one day (me or anyone who wants to take care of it). :cheers:
 
darn, I did a stupid thing and updated CSP (in order to be able to run the new IER P13b) and also Meta software (to v65)
at the same time (without trying AC in between) :banghead:

Now my AC is no longer rendering in Oculus mode...
Also I see a window from SteamVR saying a component of SteamVR is not functioning correctly.
Before I believe it didn't use SteamVR (rather Oculus Dash)...


So now I don't know is it the new Oculus update, the CSP update or SteamVR that is at fault...

Anyone same issue w Quest Link and was able to fix? Thanks in advance!
 
darn, I did a stupid thing and updated CSP (in order to be able to run the new IER P13b) and also Meta software (to v65)
at the same time (without trying AC in between) :banghead:

Now my AC is no longer rendering in Oculus mode...
Also I see a window from SteamVR saying a component of SteamVR is not functioning correctly.
Before I believe it didn't use SteamVR (rather Oculus Dash)...


So now I don't know is it the new Oculus update, the CSP update or SteamVR that is at fault...

Anyone same issue w Quest Link and was able to fix? Thanks in advance!
Does it work again with the older CSP version?
 
Final update.
I hope it's final)

 
I am convinced that with a little patience most old models can be improved and brought to new life. Maybe yes, one day (me or anyone who wants to take care of it). :cheers:
I was mostly impressed with the number of skins that car has, like everything from 1997-2002, so watching your work with TVR made me think that maybe the model could be improved around the edges (headlights, rearlights, exhaust, interior details...), so it's still usable in AC... or maybe just RSS to make one for GT pack ;)
Anyway, also looking forward to your interesting projects, that Matech Ford was my go-to car in Shift 2
 
As for the middle car, there's a GT7 model of it which finally got dumped weeks ago, hope you're capable of converting it to AC as it requires mesh smoothing and booleaning all around it as with all GT models in general.
Can I ask what the reason is that the GT7 models requires booleaning? I understand mesh smoothing, but usually when I use boolean it's just to cut out pieces of other complex meshes. What operand parameter is used, is it for combining instead of subtracting? Just trying to learn more about the AC modding process as I'm starting to dabble a bit more.
 
hi, I'm trying to add a digital mirror to the Saleen made by RSS with the CSP ext_config but it's not working. The texture is called 'mirror.dds' like the pipeline says. Is it possible to make it work? If so, how?

here is the code in the ext_config:

[MODEL_REPLACEMENT_...]
ACTIVE = 1
FILE = shadow_v8.kn5
HIDE =
INSERT = mirror.kn5
INSERT_IN = COCKPIT_HR
; Options to transform inserted model:
SCALE = 1,1,1
ROTATION = 0, 0, 0
OFFSET = 0, 0, 0


61741e23-57b9-415c-a751-87ba7941d8c3.png
 
Dude, why search for bad pizello mod when there is a perfect autopolis already on overtake.
Because PieZello's is a direct rip of the PCARS 2 version. Whether you consider it more or less accurate is up to you, but the mesh for PieZello's Autopolis was done by Slightly Mad themselves.

It is a good conversion worth having, with good visuals and quality AI - and it doesn't have the ludicrous amount of 3D trees Mike08's version does.
 
Imola 2024 beta version

rj_imola_2024

This is a standalone version of Fenryr's Imola 2024 track. It will come up as Imola Circuit 2024 in your track list. It was a request from a member that i'm working on while I recover. It is unfinished, but far enough along that I think some people might still get some use out of it. Basically all I did was restore the tree textures from the original Kunos version of Imola, changed the grass texture setup and improved the ai a bit. There's also a bunch of smaller changes in there that you may notice. I wouldn't suggest driving the track at night yet because i'm not a night light expert and they don't seem to work right. For some reason they are turned off until your car gets close to an area with lights and then they just turn on out of nowhere. Not sure what I did wrong.

There is one additional track skin that will make the grass areas more saturated.

imola2024.jpg
 
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X90
(PieZello's Autopolis) ... doesn't have the ludicrous amount of 3D trees Mike08's version does.
When someone mentions in the forum a track (or car) that I haven't visited in a while, I like to do a couple of laps to refresh it and I didn't remember that Autopolis 2009 by Zwiss and Mike08 had 3D trees (in fact, I don't think I realized it when I installed it), which I routinely criticize fiercely, since that its implementation usually involves a significant drop in fps, a strange behavior appearing and disappearing suddenly, unusual color changes, etc, etc...

Well, the surprise is that when driving on this track again, almost no of those problems have been reproduced; apart from some cases of lighting not very integrated with the rest of the landscape, the general impression is quite good... Here it does seem that they have made good use of 3D trees with hardly any counterparts, or at least, that is my experience .
 
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Imola 2024 beta version

rj_imola_2024

This is a standalone version of Fenryr's Imola 2024 track. It will come up as Imola Circuit 2024 in your track list. It was a request from a member that i'm working on while I recover. It is unfinished, but far enough along that I think some people might still get some use out of it. Basically all I did was restore the tree textures from the original Kunos version of Imola and changed the grass texture setup. There's also a bunch of smaller changes in there that you may notice. I wouldn't suggest driving the track at night yet because i'm not a night light expert and they don't seem to work right. For some reason they are turned off until your car gets close to an area with lights and then they just turn on out of nowhere. Not sure what I did wrong.

There are three grass track skins you can use if you want. One will make all of the grass more saturated. This can be used in combination with the other two. The other two will make the outer grass areas either greener or more burnt out looking.

View attachment 1355996
Sounds like the lights are "popping in" rather than turning on out of nowhere. I see this all the time.

I'm interested in seeing if there's a solution for this too - a ton of tracks have this problem for me, including Fenryr's Bahrain and sx_lemans. I never got a concrete answer the last time I asked many months ago - there's a "distance" or "fade" value in ext_config.ini that I was pointed to that ultimately had little effect.
 
X90
Sounds like the lights are "popping in" rather than turning on out of nowhere. I see this all the time.

I'm interested in seeing if there's a solution for this too - a ton of tracks have this problem for me, including Fenryr's Bahrain and sx_lemans. I never got a concrete answer the last time I asked many months ago - there's a "distance" or "fade" value in ext_config.ini that I was pointed to that ultimately had little effect.
The strange thing is that not all the lights do it. It's only a handful of them. I thought maybe it was a LOD_OUT issue and the object assigned a light was not rendering until you got closer to it, thus the light wasn't rendering. After changing some LOD_OUT values, it didn't make a difference so i'm back to not knowing what is the cause.
 
The strange thing is that not all the lights do it. It's only a handful of them. I thought maybe it was a LOD_OUT issue and the object assigned a light was not rendering until you got closer to it, thus the light wasn't rendering. After changing some LOD_OUT values, it didn't make a difference so i'm back to not knowing what is the cause.
I think it is a CSP issue.
I tried to investigate the issue notably on bahrain_2020 track because it is a track where the light pop-in effect is highly visible onsome grandstands.
The weird thing I found is that it only "pops in" on interior cameras. If you set camera to F5, lights are OK
Also if I remember wel, the issue doesn't occur on CSP 0.1.79 and 0.1.80 first releases
 
darn, I did a stupid thing and updated CSP (in order to be able to run the new IER P13b) and also Meta software (to v65)
at the same time (without trying AC in between) :banghead:

Now my AC is no longer rendering in Oculus mode...
Also I see a window from SteamVR saying a component of SteamVR is not functioning correctly.
Before I believe it didn't use SteamVR (rather Oculus Dash)...


So now I don't know is it the new Oculus update, the CSP update or SteamVR that is at fault...

Anyone same issue w Quest Link and was able to fix? Thanks in advance!

Does it work again with the older CSP version?
no, it seems an issue with SteamVR... I can't start steamVR itself...
But I'm quite sure before the Oculus Rift rendering mode didn't involve SteamVR (it always loaded Oculus )

So it's probably a Meta issue , or a SteamVR issue (or both) and not a CSP issue.
 
darn, I did a stupid thing and updated CSP (in order to be able to run the new IER P13b) and also Meta software (to v65)
at the same time (without trying AC in between) :banghead:

Now my AC is no longer rendering in Oculus mode...
Also I see a window from SteamVR saying a component of SteamVR is not functioning correctly.
Before I believe it didn't use SteamVR (rather Oculus Dash)...


So now I don't know is it the new Oculus update, the CSP update or SteamVR that is at fault...

Anyone same issue w Quest Link and was able to fix? Thanks in advance!
This is why I shouldn't update and I did. Haven't tried it yet so I'm nervous.
 
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