Assetto Corsa PC Mods General DiscussionPC 

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is there any good mod to use these skins for example?
 
Le Mans 1967

Le Mans 1967 v1.04

This is my take on the le_grand_circuit_1967 track done by Terra21 and updated by WooChoo and Virtua_LM. All credit for the track goes to those guys. I simply added some CSP features and altered a few textures\meshes to give it a look I prefer. It is a standalone track so as not to mess with the original and will come up as Le Mans 1967 in your track list.

Additions:

-- Seasonal changes.
-- Animated flags.
-- Animated CSP smoke in the fall and winter.
-- New pine trees texture. This one has some faults because the trunks don't quite line up with the uv mapping correctly. The original pine tree texture had slightly curved trunks. Mine doesn't so you can see some double trunks in spots if you are really looking for them.
-- The Green Grass track skin does just what it says. Makes the grass look greener. Nice for a spring race.
-- The Misc track skin doesn't need to be enabled. It's a skin created by Instevs36 that I got from Overtake that I use at times.
-- The Original Trees skin will reduce how brilliant green the trees look. Give them more of a faded (vintage) feel.
-- New ai and pitlane files from @TITI. The new pitlane file eliminates the ai slamming on the brakes going by pitlane when another ai car is moving slowly in the pits. It will still happen on rare occasions when two ai cars are side by side going past a slower car in the pits. The inside car will still hit the brakes hard.
-- Moved the start positions for the lm start layouts so that all the cars move at the start of the race. Thanks again to @TITI for telling me what was wrong. In order for this to work right, their start positions are not accurate to real life. If you use the track for online races, you might want to keep the old lm start timing files if you prefer a more accurate start position.
-- Some tweaks to the ext_config file settings. Various shader and track light adjustments.
-- Consolidated all the track kn5 files into one file and renamed the main kn5 file to allow for non-CSP users to use the track. I make no promises on how it will look for non-CSP users as the track is really designed for CSP.
-- Added optional VAOs and ext_config file from @TITI. His config file will make everything a lot brighter so you may prefer it if you find the track looks too dark with my config. For my personal ppfilter, his renders a little too bright for me.

View attachment 1248085
View attachment 1248086
Link updated to new version with a small update I made for myself and figured I would share it for anyone interested. Please delete your old track folder before extracting the new version.

-- Color correction to the tree textures to reduce the amount of magenta and add a little more green to the trees. If you prefer the old tree colors, there is an Original Trees track skin that will enable the old tree textures.
 
Howdy racing-folks, it's been a while...

Been keeping busy with another set of liveries for the TVR Sagaris GT mod from F302...
View attachment 1350133
Hope everyone is well and enjoying the game... This livery project is going well, sometimes slow, other times bit too slow, but we'll get there, eventually... Here is a few more WIP pics.

tvr_sagaris__motul.png

tvr_sagaris__mobil.png

tvr_sagaris__marlboro.png

tvr_sagaris__dhl_w.png

tvr_sagaris__bosch.png


On another note, have been testing new livery styles on other mods with a bit more success - and have come to realise the skinning workflow is far more effective when the mapping layout is done well (symmetrically dissected, no mesh-stretching, reversed, incomplete or simply just non-existent).

A good example is the mapping for the Mosler MT900 GT3, skinning this baby took far less time. There were literally far fewer adjustments to make... So to that end, here's the whipped up result. A few more grid-fillers...

Denso Team Liveries (fictional)
mosler_denso_1.png

mosler_39_4.png
mosler_denso_3.png


Download

Happy racing!
 
Hey!

Can't decide between the URD or the Guerilla 992 (i think maybe FSR has made one too, but i havent bought that) for a friendly summercup between friends(inspired by this weekends Carrera Cup Scandinavia). Which one would you choose? Most haven't bought any of them yet so i need to decide for them :P (HELP)
 
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Hey!

Can't decide between the URD or the Guerilla 992 (i think maybe FSR has made one too, but i havent bought that) for a friendly summercup between friends(inspired by this weekends Carrera Cup Scandinavia). Which one would you choose? Most haven't bought any of them yet so i need to decide for them :P (HELP)
Personally, I prefer the Guerilla version (I "bought" both, GUE through Patreon sub, URD as direct purchase).
Sidebar. Funny how the two dropped so close to each other, and have almost not been spoken about since, right?

Tyres are more like I'd expect (NOT ice-skating equipment), shaders return better results in my previews, the 2022 Porsche Supercup skins pack is available (RD iirc), and I like the Guerilla folks.

I'm aware that these are largely subjective reasons :)
 
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24H
is there any good mod to use these skins for example?
Visit gtsupream´s patreon. There is a huge wtcc carpack from those years. Not exactly what you looking for and cars are possibly just race07 rips... so nothing i would call really good.
But i must say he improved them allot in the meantime. And the racing can be enjoyable. It´s free so worth trying
 
Hey, question there :

Piper is nearly ready, should be good to go tonight or tomorrow (or close to), but I do have one teeny weeny problem for which I'm not skilled.
I made a Default setup for Le Mans as a base, so full on top speed, as the car was originally built for. My car, driven by me or AI, reach up to 270km/h, but the other AI-driven Piper cars are far behind. They seems to use only one of the other 2 gearset I made (shorter ones, for shorter tracks). Even after 5/10 laps, no care, they don't "adapt".

Where in data folder am I suppose to bodge to "force" the AI on the longer gearset (which is supposed to be the default one)? At least for Le Mans.
 

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Ferrari F40 '92(v1.6) by F40 LM Lover

It is tested in CSP 2.4 Preview1
You need CSP latest Version

Change Logs
1) The overall size has been reduced to fit the actual size.
-. Dimension 4,358 X 1976 X 1,124mm,
-. Wheelbase 2,450mm
-. Track 1,594/1,610mm
-. But This car has 18 inch rims and tyres

2) Dummies and objects related to phyics are matched to their alignments
3) Broken meshes are fixed(Front Nose/Rims and so on)
4) Tyre textures are changed(1987's Pirelli PZero asimmetrico)
5) Driver's animation are little bit improved.
6) Engine Start/Off function is added.

Features
1) Extra Animation
-. EXTRA A : Left Door Open/Close
-. EXTRA B : Right Door Open/Close
-. EXTRA C : Rear Cawl Open/Close
-. EXTRA D : Engine Start/Off
-. EXTRA E : Fog Lights On/Off
-. EXTRA F : Frunk Open/Close
-. EXTRA G : Left Window Open/Close
20240602-215225-vulk_olsztyn_center_college-ferrari_f40_92-__Sol_Extra.jpg

20240602-215314-vulk_olsztyn_center_college-ferrari_f40_92-__Sol_Extra.jpg

 
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Hey!

Can't decide between the URD or the Guerilla 992 (i think maybe FSR has made one too, but i havent bought that) for a friendly summercup between friends(inspired by this weekends Carrera Cup Scandinavia). Which one would you choose? Most haven't bought any of them yet so i need to decide for them :P (HELP)
As andrevr, got both of them. The URD is not a bad car per se (nice lift off) but Guerilla feels much more alive.
Sadly the URD got more skinsets, but there's a few for the GUE as well.

Now I'll just patiently wait for a decent Porsche Cup AI for Azure.
 
Hey, question there :

Piper is nearly ready, should be good to go tonight or tomorrow (or close to), but I do have one teeny weeny problem for which I'm not skilled.
I made a Default setup for Le Mans as a base, so full on top speed, as the car was originally built for. My car, driven by me or AI, reach up to 270km/h, but the other AI-driven Piper cars are far behind. They seems to use only one of the other 2 gearset I made (shorter ones, for shorter tracks). Even after 5/10 laps, no care, they don't "adapt".

Where in data folder am I suppose to bodge to "force" the AI on the longer gearset (which is supposed to be the default one)? At least for Le Mans.
IF i dont remember wrong you need to make an actual setup for the ai to use and name it properly.

iirc it's default_ai as the tune's name and the ai should default to that. But i'm not 100% sure the name of it is correct. but it should make it easier for you to google it.
 
IF i dont remember wrong you need to make an actual setup for the ai to use and name it properly.

iirc it's default_ai as the tune's name and the ai should default to that. But i'm not 100% sure the name of it is correct. but it should make it easier for you to google it.
Thanks for the tip, unfortunatly it had no effect for me.
For testing purpose, I ended up forcing the setup by leaving only one gear set on both the setup and the drivetrain files, The "Le Mans" one, to get the best top speed (270 km/h for me).

The result : 318 km/h. For the AI and for me, too. I don't know what I did but something's fishy :lol:
 
Hi guys, just wanting to ask if there is anyone who would be interested in helping update the physics or sounds on the Cart 1990 mod?
 
Ferrari F40 '92(v1.6) by F40 LM Lover

It is tested in CSP 2.4 Preview1
You need CSP latest Version

Change Logs
1) The overall size has been reduced to fit the actual size.
-. Dimension 4,358 X 1976 X 1,124mm,
-. Wheelbase 2,450mm
-. Track 1,594/1,610mm
-. But This car has 18 inch rims and tyres

2) Dummies and objects related to phyics are matched to their alignments
3) Broken meshes are fixed(Front Nose/Rims and so on)
4) Tyre textures are changed(1987's Pirelli PZero asimmetrico)
5) Driver's animation are little bit improved.
6) Engine Start/Off function is added.

Features
1) Extra Animation
-. EXTRA A : Left Door Open/Close
-. EXTRA B : Right Door Open/Close
-. EXTRA C : Rear Cawl Open/Close
-. EXTRA D : Engine Start/Off
-. EXTRA E : Fog Lights On/Off
-. EXTRA F : Frunk Open/Close
-. EXTRA G : Left Window Open/Close
View attachment 1361233
View attachment 1361234

1717349387172.png


I noticed that both rear wheels stick out of the wheel arch 😵
 
I have a stupid issue and need any tips u guys can have

The helmet is fine in game on my pc

image.png


The helmet is fine in cm showroom on someone else PC

JcKs800.png


And in game for that guy PC the wing is black for every driver who has a wing part on the helmets I converted

X2Q9V21.png



How is this possible?????
 
Thanks for the tip, unfortunatly it had no effect for me.
For testing purpose, I ended up forcing the setup by leaving only one gear set on both the setup and the drivetrain files, The "Le Mans" one, to get the best top speed (270 km/h for me).

The result : 318 km/h. For the AI and for me, too. I don't know what I did but something's fishy :lol:


What's the order of the gear sets? The AI always uses the first one in the list I think but will go check the notes and confirm.

318kph is about what the three litre protos were doing in 1969!
 
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What's the order of the gear sets? The AI always uses the first one in the list I think but will go check the notes and confirm.

318kph is about what the three litre protos were doing in 1969!
What can I say, it's a sleek body :sly:

All jokes asides, It was the order's list : longest on top, shortest below.
I'm scratching my head trying to comprehend the gears, hoping to get something close to what I hoped for in the end.
 
Thanks for the tip, unfortunatly it had no effect for me.
For testing purpose, I ended up forcing the setup by leaving only one gear set on both the setup and the drivetrain files, The "Le Mans" one, to get the best top speed (270 km/h for me).

The result : 318 km/h. For the AI and for me, too. I don't know what I did but something's fishy :lol:
I had problems trying to get Ai to use a specific setup. Naming is specific and I'm not at my pc to check but I think it's ai_default not other way around. Had to do it for the Toyota racing series Tatuus cars when I was working with G0D on the mod. Create the setup with your car as you want them to run, save the setup as ai_default. I'll confirm naming when I get home in a few hours.

Edit just checked and can confirm naming the ai setup needs to be ai_default
 
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Don't know if this has been done before or if there is a way to do it thru Content Manager (I couldn't find it if there is) but I just added a mod in the Download section to remove the start lights and lap indicator from the top of the screen for more realism especially in open top cars.
 
I want to thank @Rainmaker87 and @Alguecool for their great job on respectively the Snetterton 1964 and the De Tomaso P70.

Alguecool, it's a freaking fun car. It's beautiful, and it's a pleasure to ride. Can't wait for your next pick.

Rainmaker, i really appreciate the noise on the road mesh. I would enjoy even more, and a few patches on the road would make it glorious. You did quite an impressive job considering what you got your hands on at first! If anything : the cardboard people on the straight are packed in group of 5 people, it's really disturbing to see the pattern repeating at 200mph, and as much as i appreciate the grass, a slight band of dirt on the side of the road and some more objects around could add some immersivity. The AI needs a big boost on the fast corners as well, but i know those are tricky business.

Thanks to you both:cheers:


As i am really going further with Reshade i think i 'm starting to get a good grip on a few things, especially the immersivity.



As you can see even with the ****** youtube compression, the grass is shadowy and thick, thanks to the screen space directionnal occlusion shader. I'm still getting a grip on its little friend MXAO from Marty as it would drastically improve forest sceneries as i just tried to achieve here (video is still private) :



It works well in sunny conditions, but until i manage to script everything per weather condition, it's still WIP.

As for other things, i now know how to apply effects to restricted areas, avoiding to bloom the sky or to sharpen the far trees, and all i need is to get to work. Time's the key, and those shaders are... Mysterious sometimes.

The links for trying everything are in the videos' description. I updated the ppfilters as i completely forgot that i had the gamma up the roof on the previous link, it's fixed.
 
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