Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Thread starter daan
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Hi Simracers and Modders
Has anyone seen or heard of a talkthrough for tracks similar to Rally games?

For example; Next corner is a left in 200m use 3rd gear

I was trying to familiarise myself with the Nordschleife (what a mess!! :D:crazy:) which is what made me think this could make a good training tool for unfamiliar tracks

I dont always have time to familiarise myself by lapping for hours so any help appreciated

Thanks in advance
Cozy
Co Driver is what you need. You can download it on their page here.
 
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
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Great work, many thanks!
The only thing I'd change would be the internal glass texture. The one you've used looks like a frosted shower screen when driving into low sun because the dust/dirt layer is perfectly even and consistent. It gives a weird 'mist' effect. Try this one, it gives a more random dirt/smudge effect.
(remove the .txt extension to convert back to DDS)
 

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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
Yep, that's what I did (with the correct naming), and it didn't changed anything because the problem was in the drivetrain, first. Well, apparently.

Since then, I tried many different things, I'm getting close. Still a lot of testing needed, but it's going better (considering the car, I'm aiming for the AI to end up in the middle of the "small engine" range of the WSC cars, with around 270 kph top speed. I think it's a fair range).

I'm also considering doing the (unfinished and never raced IRL) 3 liters version of the Piper. No idea for the power figures, for I would say competitive with the top dogs of the era. What do you think of that, guys ? It is a fictional version after all, but could be a fun one. And I don't want it to shadow the original Piper and making it kind of obsolete...
 
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bit more progress. completely scrapped the "revised" bumper from the last set of pics and spent hours cutting and fixing this entirely new one. now new rear bumper is 99% correct.

time to revise the skins to reflect the new mapping, do shadows etc.

above pic how the car is as of today.

bottom pic is how it was when I started


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bit more progress. completely scrapped the "revised" bumper from the last set of pics and spent hours cutting and fixing this entirely new one. now new rear bumper is 99% correct.

time to revise the skins to reflect the new mapping, do shadows etc.

above pic how the car is as of today.

bottom pic is how it was when I started


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It looks awesome dude, good job. Waiting for what you know to lend a helping hand.
 
At first i will send a big thank you to all who give me support, report bugs and who are doing all these great skins for the cars. :bowdown: 😍 🤘💪

Atm i'm taking a short pause, but here is a short status report of what I have planned for the future:

  1. I'm not really happy with the behavior of the cars. Too much understeer at all and on all of the cars. I will work on this at first, so that driving of these cars will get a lot more fun.
  2. Then i will look at the bugs and do some fixing.
  3. I will add new cars to the package. I think our Guerilla Mods BMW E46 M3 GTR will be part of it too. Then following cars could also be available for selection: Aston Marting DBRS9, Porsche 997 GT3 Cup or Dodge Viper Competition Coupè. Which would you choose?

am_dbrs9.jpg


porsche_997_gt3_cup.jpg


dodge_viper_competition_coupe.jpg
 
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At first i will send a big thank you to all who give me support, report bugs and who are doing all these great skins for the cars. :bowdown: 😍 🤘💪

Atm i'm taking a short pause, but here is a short status report of what I have planned for the future:

  1. I'm not really happy with the behavior of the cars. Too much understeer at all and on all of the cars. I will work on this at first, so that driving of these cars will get a lot more fun.
  2. Then i will look at the bugs and do some fixing.
  3. I will add new cars to the package. I think our Guerilla Mods BMW E46 M3 GTR will be part of it too. Then following cars could also be available for selection: Aston Marting DBRS9, Porsche 997 GT3 Cup or Dodge Viper Competition Coupè. Which would you choose?

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I would suggest DBRS9 to go with RSS GT1 version.
 
At first i will send a big thank you to all who give me support, report bugs and who are doing all these great skins for the cars. :bowdown: 😍 🤘💪

Atm i'm taking a short pause, but here is a short status report of what I have planned for the future:

  1. I'm not really happy with the behavior of the cars. Too much understeer at all and on all of the cars. I will work on this at first, so that driving of these cars will get a lot more fun.
  2. Then i will look at the bugs and do some fixing.
  3. I will add new cars to the package. I think our Guerilla Mods BMW E46 M3 GTR will be part of it too. Then following cars could also be available for selection: Aston Marting DBRS9, Porsche 997 GT3 Cup or Dodge Viper Competition Coupè. Which would you choose?

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Viper.
The Aston and the Porsche have already been done to death in various guises, and familiarity breeds contempt.
:)
 
At first i will send a big thank you to all who give me support, report bugs and who are doing all these great skins for the cars. :bowdown: 😍 🤘💪

Atm i'm taking a short pause, but here is a short status report of what I have planned for the future:

  1. I'm not really happy with the behavior of the cars. Too much understeer at all and on all of the cars. I will work on this at first, so that driving of these cars will get a lot more fun.
  2. Then i will look at the bugs and do some fixing.
  3. I will add new cars to the package. I think our Guerilla Mods BMW E46 M3 GTR will be part of it too. Then following cars could also be available for selection: Aston Marting DBRS9, Porsche 997 GT3 Cup or Dodge Viper Competition Coupè. Which would you choose?

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The viper. Not because it's better than the other (it's called taste, my dear), but because I think there are enough Porsche GT3 around already. And the DB9RS has been made brilliantly already (does it ? I'm lost in the AM line-up, I have to admit...). The viper competition is also available, but definitly not to a matching quality, I'd say there is a gap in the line-up for it more than the others.
 
Viper.
The Aston and the Porsche have already been done to death in various guises, and familiarity breeds contempt.
:)
This is the only version of the Viper I'm aware of: https://www.overtake.gg/downloads/69-accent-racing-team-viper-competition-coupe.67247/

And while it isn't a bad base it can certainly use (a lot of) work.

Also thanks a lot for the work you're doing @DaWallace, I love this era of GTs and touring cars.

If anyone is interested I made some liveries of for a BMW E90 a while ago, as raced in both Belcar and VLN. This car however needs some future tlc as well for it to be worth it. I don't have the time to do so, but if anyone ever wants to pick that up let me know. Some examples:

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I feel your pain, back in the days when Grand Prix Legends was the go to sim, that was the one track I couldnt get sorted. There was a tool devised that allowed us to start at a section of the track and you learned that section before moving onto the next section. I couldnt really get into learning it that way, the way I learned the track was to take a low powered car that had good grip and do lap after lap until you knew what was coming next. It's one of those tracks that when you can finally get into it and know what turn was next and complete a lap, let alone a race at full pace, it feels like you conquered the world. Is there a modern app to do what was available back in GPL days, I dont know. It's been so long I wouldnt remember my way around the track and i'd feel like I was cheating if I used pace notes. I'm not sure how the pace notes work on rally tracks, but surely there is a way to do it, just takes time and effort. I hope you can find what you are looking for, but the sense of achievement of nailing the green hell is something unreal if you can learn it the same way you would any other closed circuit.
Haven't tried this app myself, but it allows you to jump to any section of the track. @Cozy61 It's not pace notes, but it could be useful for learning those tricky sections of the green hell

App - https://www.overtake.gg/downloads/jumpailine-lua-app-csp-only.68828/

I don't have any experience with app making, so I'm out of the loop if there's been any big "changes" recently on the scene, but in the last 6-7 months? there seems to be a big growth in lua apps that allow for features that previously were never in AC, and it's been great :cheers: . Rolling starts offline, in game skin making, individual car audio settings in game (saved per session) "Unbound", basically a virtual button box (all wheel inputs too) etc. This camera app has been one of my most used (great for tracks without cameras
 
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Red Bull Ring Mod v2.1

Red Bull Ring Mod v2.1

Please make a backup copy of your ks_red_bull_ring folder to be safe because this replaces or adds files to the track folder. Also delete any track skins from my previous version. CSP is required to work properly. If you don't use CSP, the track skins will still work, but you will have to copy the files to the default folder in the skins directory.

Credit for the ext_config goes to the CSP guys who did the original config used as the base and @CrisT86 for the changes to the config to make it work better.
Track skins are a combination of my own edited textures with a few textures from a skin I already had (don't know the author) and @Peter Boese ac-color-corrections texture pack.
Additional kn5 files for the stock track done by me.
Two additional track cams done by me.
Special thanks to @CrisT86 for all the help with the config and @andrevr , @Peter Boese , and @xNAPx for testing things for me along the way. And @ales100i for the pictures of the area to help me get the season changes somewhat accurate.

All decisions on texture colors and brightness were made based on watching Youtube videos of the recent F1 race. To be honest, one set of trees should be brighter to be more accurate, but they looked out of place as brighter textures. If I hear enough complaints, i'll adjust the texture and make it available.

View attachment 1212404

Any and all improvement suggestions are welcome. I did the best I could, but i'm sure there are mistakes to be fixed.
Link has been updated to a new version. If you have any previous version, please disable and delete any 'Textures' track skin you currently have before extracting. Everything else can be overwritten.

-- Color correction on the grass and tree textures to remove some magenta and introduce more green in the grass and trees. I must have been on a magenta kick when I did this mod and Le Mans 67 because both of them had too much magenta in the texture colors.
-- Included two alternative config files that will lighten or darken the ambient feel of the textures if you don't care for the default look. You just need to rename the files.

rbrnew.jpg
 
Hey, cool that you enjoyed them!!!

Which settings did you use from the listing? They really are car dependent, what works for one won't do for the next one.

If you wanna change the vertical head tilt (head going down on braking) : reduce tilt with Z-force %
Forward-backward head tilt on braking/acceleration : reduce Fast-response multiplier 3rd value (ie from -0.17 to -0.12) and reduce Slow response gain 3rd value as well (ie from 0.17 to 0.12).

For the lateral head the best way is to modify Slow Response Gain first value (it's often the only negative value : ie from -0.24 to -0.12). You can then adjust the Tilt with X G-Forces %.

A good way to play with NeckFX is to start a replay in windowed mode and adjust the values on the go until complete utter satisfaction. What works greatly for a replay is often over the top for playing still:boggled: but we are people of adventure.
I had no idea I could adjust neckfx on the fly. I'll try it tomorrow. thanks for the tips!
 
Recently I had to put aside conversions for a bit (and dedicate some time to track testing to relax).

In addition to the USAC/Indy/CART models (1980s)...work is still open on adding cars from 1976 (shared in part, Copersucar and Tyrrell P34), mod pack 1977, 1978, 1979, 1980, 1981, addition of cars (1982, 1983), adjustments to the 1989 mod pack (which was a little out of size, in all cars, which required a lot of work), the same will have to be done (1985 and 1987)

As I saw in the posts, a lot of new things in the CART/Indy mods.

You can see my versions (both in videos that I already made to test on the Indianapolis track) and in pints.

We try to do our best, it's not always possible, first because I don't know how to convert a car completely (I always do a partial conversion), then I pass the models on to our mate "MrHunt" to try to improve the textures whenever possible (sometimes there are problems that don't work. are solvable ), upon return I make possible changes to the "DATA" folder to make the car "competitive", similar to the "Indy 500" race in which it ran.

Below is a print of the cars from the USAC pack (70-73), which includes the McLaren M16B version (by HSS), where I made a small modification for myself (in the width of the front and rear axles, according to what I saw and I analyzed the photos, I could be wrong, but I think it was a little narrow (for those who have the original model).

Most of the models are from other simulators, the 1971 McLaren version (85 and 86) (I had to adapt it), as I saw it nowhere.

**Chaparral 2k Indy 500 model (1979-1981), in print a skin from 1980, basically converted by "lorelord" after updates were made by "MrHunt".
It remains to adjust the physical "DATA" folder and test with possible "adversaries" of the car between (1979-981), to be done (which will be adaptations), as there is no model from that year.

**Pack CART (84-86), we still need to adjust tire textures and try to adapt many missing skins (1984). Then go to 85 and 86.

**USAC Pack (1964-1966)Most are adaptations of the Lotus 38 model (Eagle and Lola), as well as the skins of these modelsLotus 34 (1964) also an adaptation, as is Watson (1964)Lotus 38 (1965/1966) original by Legion

**Pack CART (87-88-89).Cars from the 1988 pack (Lola, March and Penske "Oval"), but the road corse version is also ready.Then, perhaps adapt the 1990 and 1988 model (and recreate the 1989 season).1987 models can be adapted from 1986/1988 models
 

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