Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Thread starter daan
  • 148,996 comments
  • 44,984,238 views
In the GTC60's update I think it broke the sound on the Cobra that is open top as I have no engine or tyre sound and neither did like 5 of my friends who were running it online.

Download and install this, was an error in packing so will be fixed next update

 
After investigation it seems that it's not a RARE issue that the display of 2008 cars doesn't work, but simply that 36_big font, we thought was kunos default font, wasn't in everyone game files. So no font, no display. Will provide that font in next udpate

I noticed when I made all those leaderboards that it's not enough when people install the font on Windows. The font also has to be in /content/fonts AC folder in order to work. At least this with the leaderboards.
 
Alright, I'll not touched it any further but it is in a good place. Decals aren't 100% accurate but I won't bother, it's not my mod anyways lol

List of things fixed / altered :

  • Edited windows so decals could be painted on them. Resulted in 10 texture files but not my problem :)
  • Driver names on the right windows
  • Added Peugeot Lease decals in lieu of Sevel
  • Removed some Michelin logos
  • Added Kronos logos here and there
  • Moved the Peugeot 806 badges (these were too low compared to the real car)
  • Removed the AutoTrader plaque inside cockpit
  • Added external_glass to cockpit_hr (am I ACTK/EASY ? Oh crap...)

KN5 provided due to the changes


View attachment 1418886

View attachment 1418887
merci :)
great work
just a note : the blurred rims doesn't work
 
Last edited:
I had a MK3 2.0S V6 and MK2 2.0S V6 irl, loved the cars with the V6 engine

Lovely cars. Mine was a 3.0 S, silver with black vinyl roof and those orange/black OEM Recaros. That was my dream car when I was a kid and I worked my butt off in order to purchase one (old and used of course). Opel Manta and Ford Capri were the s**t. We didn't even dream of Porsches or Ferraris back then, those were from different planet (and even old 924's and 944's were way out of anyone's budget). But those two cars were hottest. And chicks thought we were cool. :D

And they still look amazing even today. They never imported 2.8 injection to Finland which is a shame because it had some 15 hp extra power compared to that old Essex V6. People think 8.5 secs 0-100 km/h is slow now but back then it was very fast car. Faster than something like BMW 635i automatic or Merc 500 automatic (and those cost like 5x more).

Too bad our road salt in winter rusted mine quite badly and I traded it eventually. But man Ford did some desirable cars back then. Even Granada 2.8i was a cool car. Then they released Scorpio which felt just like a big Sierra. It didn't have the same appeal anymore. Cheers.
 
Last edited:
Hey guys,

For last CSP/ PUre versions (2.6 and 2.38) : after intensive tweaking and for the record, for those like me who went crazy about the car shadows disapearing behind small windshields, it's in CSP Fake shadows, uncheck "properly project shadow on the ground".

A ground breaking improvment if you ask me.

Also, and that's another shadow related bug, if you see some reflections flickering especially with CSP Light.sun.speculars and Pure, it's in "CSP SMART SHADOWS", make sure automatic splits is checked.

That was my participation this week, thanks for your attention.
1736168271950.png
cool, what should I choose?:lol:
 
Download and install this, was an error in packing so will be fixed next update

This adds the same sfx as is already present, but still no sound.
So I changed it for the sfx of the Kunos car.
 
Last edited:
The 2 update for Legends mods are incredible, really it's a major addition for AC1, all this work, we can enjoy plenty of 60's cars now in good quality.
The plan to make the late 60 early 70 is again under the radar or it have been trashed? For exemple, early 917, 512, the Kunos GT40, various Porsche 908 etc

It got a bit sidelined due to the scope creep of this update, but if you check the bottom of the WSC manual you'll see a couple of new pics ;)
 
I've had the same flickering shadows in the cockpit in VR (Oculus Rift CV1) with CSP 0.2.4-preview1 and Pure 2.16 LCS. I could solve the problem by deactivating "Automatic splits" under "Smart shadows" and setting "Distances for interior" to "2.6, 120, 400". It seems, that the first shadow split was causing the flickering in the cockpit. By increasing the first value from 1.3. to 2.6, the flickering was gone. But with the latest version CSP 0.2.6-preview1 and Pure 2.38 LCS the flickering was back with this settings. After changing the value back from 2.6 to 1.3 the flickering was gone now. That's very strange. Even with activated "Automatic splits" and all values for "Smart Shadows" reset to default, I have no shadows flickering in the cockpit anymore.
Thanks. This didn't solve my particular problem but it did highlight the fact that the last CSP update had reset my tickbox to use automatic splits, so I've now changed it back.
I was also reminded of this post which might be useful to someone:

Edit: @Peter Boese you'll be pleased to know the shadows issue isn't to do with Pure, the problem is with Smart Shadows. If I deactivate Smart Shadows entirely then the problem goes away. It looked like the shadows were changing resolution between pin-sharp and low-res in a weird metronomic cycle while driving along. Very weird behaviour.
Maybe there are Smart Shadow settings that will cure it while enabling SS to be used. I'll do more experimentation.

Edit 2: well, that didn't take long. Unticking 'Custom shadow matrices' seems to have fixed it.
 
Last edited:
OK.
Can somebody please explain in words of one syllable what the FUUUUU the various Smart Shadows settings mean and what they do and how best to adjust the bastards?
I can stop the flickering, but not without introducing horrendous shadow banding on the environment.
CSP is how many years old now?
And STILL the vast majority of settings have no (or next-to-useless) descriptions of what they actually do, and what adjustments have what effect.
It's more than a little bit frustrating at times.
 
Last edited:
It got a bit sidelined due to the scope creep of this update, but if you check the bottom of the WSC manual you'll see a couple of new pics ;)
Thank you, haven't seend that^^ Let's hope they will include the Kunos cars to fill the grid^^. and some Legion-HSS work
Anyway their work is amazing, at the level of RSS easily
 
I recently digged out Jerez (Alex Meyer version) and Jeez, how bad this track looks. A shame we don´t have a better one around. My question is, is somebody already aware of a reworked one or is there something proper planned (reboot team)? And, if not, do we at least have a possibility to re-work the horrendous looking background mountains? I´ve added the file here.
 

Attachments

Last edited:
Window Adjustments

Just joined up the edges from the glass to the body of the car

rear window done and bunny ears done on the side rear windows nothing else touched and no upscaling or anything

if you dont have ocd then probs ignore this

nothing trailblazing here and not perfect but tidied up a bit

!! before dragging and dropping you need to change the end of the file name on each file from "txt" to "dds" !!

I removed what i uploaded yesterday as this is much better from DAWAFFLE!



Screenshot (842).png
 

Attachments

I recently digged out Jerez (Alex Meyer version) and Jeez, how bad this track looks. A shame we don´t have a better one around. My question is, is somebody already aware of a reworked one or is there something proper planned (reboot team)? And, if not, do we at least have a possibility to re-work the horrendous looking background mountains? I´ve added the file here.
try circuito_de_jerez_2010 on Breathe's database
 
Very nice, thanks. When using CSP for final render, it's just pitch black though. Regular render works fine. Anyone know if that's fixable?
Retrolux was made before CSP became standard. So it's not made with CSP in mind. You have to disable CSP for final render in the custom showroom tab if you want it to work.
 
OK.
Can somebody please explain in words of one syllable what the FUUUUU the various Smart Shadows settings mean and what they do and how best to adjust the bastards?
I can stop the flickering, but not without introducing horrendous shadow banding on the environment.
CSP is how many years old now?
And STILL the vast majority of settings have no (or next-to-useless) descriptions of what they actually do, and what adjustments have what effect.
It's more than a little bit frustrating at times.
Maybe this helps: https://github.com/ac-custom-shaders-patch/acc-extension-config/blob/master/config/smart_shadows.ini. At least as a thought.
 
When you have time, can you give this updated spa66_phy file a try and tell me if you still have hole issues in those spots you mentioned. Also, let me know if you notice any difference in how the track feels for better or worse. Like I said above, this was a quick and probably incorrect attempt to fix the holes, but if it works and the track feels the same, i'm good with that. Then I can move on to trying to tone down the road feel.

Thanks for the help...

spa66_phy_update
Thank you very much for the reply and the work! I only came now to this but I see you have a second link here as a reply to Bazza a bit later so I will give it a test, attempt to recreate the issue and see if this fixes it
 
1736189415703.png
1736189616646.png


Hey @racinjoe013 thanks for this, I didn't find the mentioned road holes with this new file so I think this fixed that.

However watch out with these two surfaces at the s/f straight on the pictures as they are hollow and the car falls through. Although grass terrain besides it is there. Maybe check similar such joining roads/surfaces in other places if they do have terrain.

I found here one extra TV cameras file that I made some time ago if you want it

Btw do you think something can be done with the haybales? I don't know why track makers stick with them but it is annoying to race with them around acting like cinderblocks since they don't move. Would it be possible to make them non-collidable and instead underneath a haybale to put a curb-like bump that would make the car hop when running over it and upset a car just enough? Similar solution was with the buried tires at Bridgehampton or Sergio Loro what he implemented at his 60s Stardust with also buried tires.

Cheers
 

Attachments

Update 1.0 for MNBA BMW E91 320d LCI Touring

View attachment 1418758

View attachment 1418759

View attachment 1418760

-Reworked engine values (correct BHP and NM now)
-Reworked suspension
-Updated interior textures and speedometer (correct for E90 LCI)
-Fully working dash display with a working analog fuel gauge

DOWNLOAD: https://mega.nz/file/zYUlibBT#tNn9bGe_6ROIjxSjJMzVvcGJsTlQP4cc9ztVzH0aUas
(just drag&drop and overwrite the old files)

Unfortunately the car itself is encrypted, so you have to put the new textures into each new skin folder.
Download link updated!
 
Sharing a mod? Host it on GTPlanet Downloads. Free, public hosting for files up to 10GB in size.
Back