Assetto Corsa PC Mods General DiscussionPC 

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When driving at night at sx_lemans (version 2.9 with Pyyer 2024 3.0 extension), you get these helicopters flying around.
I recently discovered that at night the light beams coming from these is no light beam anymore but instead a white 'smear' on the screen. I'm pretty sure it worked before (I'm tinkering with Pure and CSP as little as needed but do always run latest versions).

Schermafbeelding 2025-01-06 204904.png


Schermafbeelding 2025-01-03 235208.png


I've already tried rolling back to previous CSP versions, which did not help.
Does anyone know what could be causing this and/or how to fix this?
 
I have reset Pure in main Pure config and in PP app as per PB advised. Not tried resetting CSP though. Are you using VR or flat screen. I’m on VR so have tried Pure PP and Pure VR filter.


Has this car ever been ported over to AC. Thanks
I don't think the 1990/1991 version of the Peugeot 905 is available in AC.
 
When driving at night at sx_lemans (version 2.9 with Pyyer 2024 3.0 extension), you get these helicopters flying around.
I recently discovered that at night the light beams coming from these is no light beam anymore but instead a white 'smear' on the screen. I'm pretty sure it worked before (I'm tinkering with Pure and CSP as little as needed but do always run latest versions).

View attachment 1418973

View attachment 1418974

I've already tried rolling back to previous CSP versions, which did not help.
Does anyone know what could be causing this and/or how to fix this?
Have you tried to disable the heli kn5 file?
 
View attachment 1418965View attachment 1418966

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
Try it now. I added a second version with a tiny bit of road noise in some areas to at least give the road a little more feel in your hands. The straights felt lifeless to me on my weaker wheel. If it's too much, just delete the spa66_phy.kn5 file and rename the spa66_phy_no_noise.kn5 file to spa66_phy.kn5.

spa66_phy_update

As for the haybales, not sure I want to make them passthrough because of the ai issues that would cause and how unrealistic that would be. I'll see if there is a better way to do it so the impact is not so harsh.

Thanks for the cam. I'll add it too the track for the next update when I feel like the road is fixed.
 
Try it now. I added a second version with a tiny bit of road noise in some areas to at least give the road a little more feel in your hands. The straights felt lifeless to me on my weaker wheel. If it's too much, just delete the spa66_phy.kn5 file and rename the spa66_phy_no_noise.kn5 file to spa66_phy.kn5.

spa66_phy_update

As for the haybales, not sure I want to make them passthrough because of the ai issues that would cause and how unrealistic that would be. I'll see if there is a better way to do it so the impact is not so harsh.

Thanks for the cam. I'll add it too the track for the next update when I feel like the road is fixed.
OK great stuff! Honestly I got used to all the rumble and I only have a G27 and not a DD wheel. But trying out this 'no noise' feels actually nicer and yet again with enough of the dips and road undulations so the car's steering is still quite lively around the track. I think I like personally that one more. Maybe just this last straight section after La Carriere and before the Blanchimont is without any dips at all it seems.

1736197015630.png



Don't forget about the missing terrain on the joining roads at the s/f line and pits exit section, the cars fall through there 🙏


Oh and someone a while ago mentioned that they noticed this zeppelin is moving backwards :D maybe just rotating it 180deg
1736197145471.png
 
OK great stuff! Honestly I got used to all the rumble and I only have a G27 and not a DD wheel. But trying out this 'no noise' feels actually nicer and yet again with enough of the dips and road undulations so the car's steering is still quite lively around the track. I think I like personally that one more. Maybe just this last straight section after La Carriere and before the Blanchimont is without any dips at all it seems.

View attachment 1418979


Don't forget about the missing terrain on the joining roads at the s/f line and pits exit section, the cars fall through there 🙏


Oh and someone a while ago mentioned that they noticed this zeppelin is moving backwards :D maybe just rotating it 180deg
View attachment 1418980
Crap, forgot about that one. Be right back with the fix. Not sure about the Zeppelin. I'm typically not looking up when I race so I never paid attention to how it moves.
 
When driving at night at sx_lemans (version 2.9 with Pyyer 2024 3.0 extension), you get these helicopters flying around.
I recently discovered that at night the light beams coming from these is no light beam anymore but instead a white 'smear' on the screen. I'm pretty sure it worked before (I'm tinkering with Pure and CSP as little as needed but do always run latest versions).

View attachment 1418973



I've already tried rolling back to previous CSP versions, which did not help.
Does anyone know what could be causing this and/or how to fix this?
Pure Gamma/Pure linear PP / latest CSP, this is what I get to see at sx_lemans and Pyyer's 2024 v3.0:

heli2.png
 
Pure Gamma/Pure linear PP / latest CSP, this is what I get to see at sx_lemans and Pyyer's 2024 v3.0:

View attachment 1418985
That is what I used to see, too.

Have you tried to disable the heli kn5 file?
Of course I can try and get rid of the helicopters altogether but that is beside the point. Something somehow changed along the way and made them look like this.
Everyday is an opportunity to learn so I'm trying to figure it out ;)
 
EDIT...I had the wrong update.


It feels pretty good on my G923 but I fell off the map just in front of the start line.(left side)


On a related note...my G923 has started chattering when the steering wheel is centered and am going above 125 mph.Its in the game because you can see it onscreen as well.Its on all tracks and some cars are worse than others.
gain 100. Filter and min force 0. Effects all at 33 percent. Post processong 0.

It didnt seem to be this way before.Changing CSP versions dosnt have any affect.Game files verified.
 
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It feels pretty good on my G923 but I fell off the map just in front of the start line.(left side)


On a related note...my G923 has started chattering when the steering wheel is centered and am going above 125 mph.Its in the game because you can see it onscreen as well.Its on all tracks and some cars are worse than others.
gain 100. Filter and min force 0. Effects all at 33 percent. Post processong 0.

It didnt seem to be this way before.Changing CSP versions dosnt have any affect.Game files verified.
Really? Damn, guess I have to check it again. I didn't see any holes so i'm not sure why.

EDIT: You're going to have to show me where because i'm not seeing it. Are you sure you got the updated version of the updated version. I originally forgot to do the area left of the s\f line.
 
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Really? Damn, guess I have to check it again. I didn't see any holes so i'm not sure why.

EDIT: You're going to have to show me where because i'm not seeing it. Are you sure you got the updated version of the updated version. I originally forgot to do the area left of the s\f line.
OK its good now....sorry,didnt know there was an update of an update. :boggled: Love the track.Thank you very much.(I only crashed 2 times first time around :D )
 
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Try it now. I added a second version with a tiny bit of road noise in some areas to at least give the road a little more feel in your hands. The straights felt lifeless to me on my weaker wheel. If it's too much, just delete the spa66_phy.kn5 file and rename the spa66_phy_no_noise.kn5 file to spa66_phy.kn5.

spa66_phy_update

As for the haybales, not sure I want to make them passthrough because of the ai issues that would cause and how unrealistic that would be. I'll see if there is a better way to do it so the impact is not so harsh.

Thanks for the cam. I'll add it too the track for the next update when I feel like the road is fixed.
Erf just so its clear to me, you just did a new road mesh with LESS feeling? Cause if anything i would actually enjoy to have more 🤪. Those old tracks and their bumps are why i stick to AC.
 
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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".
Many thanks! This has been driving me nuts for ages. FYI, it also applies to older versions of CSP (in my case, 0.1.80 preview 9)...
 
Erf just so its clear to me, you just did a new road mesh with LESS feeling? Cause if anything i would actually enjoy to have more 🤪. Those old tracks and their bumps are why i stick to AC.
Sort of. The track is still plenty bumpy, but might not be as bumpy as it originally was. What this was meant for was to fix the holes in the road mesh that apparently caused people some issues. Personally, i've been driving this track for the last two years and never ran across one of the holes, but if they are there, I wanted to fix them. To fix the holes required me to lose some of the bumpiness because I used the visual road mesh as the base for the physical road mesh since it was the easiest way to fix all the gaps. The visual road mesh did not have as much life as the old physical one. So I tried to compensate for that by adding some 'noise' to the new one. For me, where I ended up works well, but its' an easy enough thing to add more for people who would prefer it. At the moment i'm only concerned with the holes. I'll play around with the road feel once I know the holes are gone.

I'm still wondering where the holes came from to begin with and if the original spa66 track had them as well. I never touched the road mesh so if the original doesn't have the same holes then I don't know how what I did caused them to appear.
 
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Sort of. The track is still plenty bumpy, but might not be as bumpy as it originally was. What this was meant for was to fix the holes in the road mesh that apparently caused people some issues. Personally, i've been driving this track for the last two years and never ran across one of the holes, but if they are there, I wanted to fix them. To fix the holes required me to lose some of the bumpiness because I used the visual road mesh as the base for the physical road mesh since it was the easiest way to fix all the gaps. The visual road mesh did not have as much life as the old physical one. So I tried to compensate for that by adding some 'noise' to the new one. For me, where I ended up works well, but its' an easy enough thing to add more for people who would prefer it. At the moment i'm only concerned with the holes. I'll play around with the road feel once I know the holes are gone.

I'm still wondering where the holes came from to begin with and if the original spa66 track had them as well. I never touched the road mesh so if the original doesn't have the same holes then I don't know how what I did caused them to appear.
I hate to disagree with peeps that want it bumpier but its plenty bumpy IMO.You will never please everyone so ya gotta please yourself. :cool:
 
That does kind of help to deconstruct things. I think.
From this text...
Code:
; Shadow cascades for interior cameras. unfortunately, with only three splits,
; not much can be done, so if you want to increase quality or distance for shadows
; outside, you can go full Gran Turismo and set it to something like 25, 75, 200
; (that game has incredibly bad interior shadows, but with dark interiors, it’s not
; really noticeable). Also, if needed, original Kunos values are 1.3, 80, 250.
INTERIOR_SPLIT=1.3, 40, 200 ; Distances for interior; text; hidden with AUTOMATIC_SPLITS
... it seems that the first value was the distance in metres that the highest-quality shadow would be rendered (then cascading down to the second mid-quality split then the third lowest-quality split), which Kunos had at 1.3m but Polyphony Digital set at 25m.
So, with a beefy PC you should be able to set the first split distance quite high and get (probably totally unnecessarily) cockpit-quality shadows off into the environment at whatever distance you set. But this only seems to work if you have Custom Shadow Matrices ticked, and even then results aren't great, and cockpit shadows flicker. Seems I also need to have shadow resolution set to 4096x4096 in AC video settings to avoid reduce shadow banding in the environment.
 
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  • create a new folder named "data_override" inside "ac_legends_gtc_tvr_griffith_200\extension"
  • create a new text file with notepad and name it "lods.ini"
  • paste the following lines

[COCKPIT_HR]
DISTANCE_SWITCH=8

[DRIVER_HR]
DISTANCE_SWITCH=25

[LOD_0]
FILE=tvr_griffith_200.kn5
IN=0
OUT=20

[LOD_1]
FILE=tvr_griffith_200_LOD_B.kn5
IN=20
OUT=60

[LOD_2]
FILE=tvr_griffith_200_LOD_C.kn5
IN=60
OUT=200

[LOD_3]
FILE=tvr_griffith_200_LOD_D.kn5
IN=200
OUT=1500


You can follow a similar procedure for Alfa Romeo Giulia TZ2.
You have to edit also "hide_plate.ini" in a similar way.
NOTE: this car for now doesn't work. It gives an encryption error.
for which cars can this work for now aswell?
 
shi
Mountain Ring Circuit v1.1

View attachment 1196772
Fictional circuit in Austria.
Conversion from rFactor.

-CSP required
-28 pit/start
-2 layouts (With/without chicane)
-AI, cam

Credits & Thanks;
Original Track by AR rFactor Tracks
-Thank you for gave me permission

AC Converted by @shi (shin956)
AI by Eren Tuzci
rolex clock by @gunnar333
terrain by @pk3r72owns
edit texture, tweak ext_config by @Mike08
logo.png by @Fanapryde
trees, some textures by kunos
Test and Feedback by @Masscot , @Breathe , @Fanapryde , @twobegreen

NOTE: If you want to use the 2D trees, change 3dtree.kn5 to 2dtree.kn5 in models_layoutname.ini.

↓2dtree
View attachment 1196773
Enjoy.

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.1 changelog;

The aspect ratio of the billboard logo has been fixed.
Smoothed kerbs and white lines on chicanes.
Added opening and closing garage doors.
Updated VAO-Patch and ext_config.ini.

Mountain Ring Circuit v1.1
The link is in the quote.

v1.1 changelog;
The aspect ratio of the billboard logo has been fixed.
Smoothed kerbs and white lines on chicanes.
Added opening and closing garage doors.
Updated VAO-Patch and ext_config.ini.
Screenshot_ks_alfa_romeo_155_v6_mountain_ring_7-0-125-20-17-27.jpg
Screenshot_ks_alfa_romeo_155_v6_mountain_ring_7-0-125-20-34-44.jpg
 
for which cars can this work for now aswell?
So the data override trick works for all the files? even the physics one?
  • create a new folder named "data_override" inside "ac_legends_gtc_tvr_griffith_200\extension"
  • create a new text file with notepad and name it "lods.ini"
  • paste the following lines

[COCKPIT_HR]
DISTANCE_SWITCH=8

[DRIVER_HR]
DISTANCE_SWITCH=25

[LOD_0]
FILE=tvr_griffith_200.kn5
IN=0
OUT=20

[LOD_1]
FILE=tvr_griffith_200_LOD_B.kn5
IN=20
OUT=60

[LOD_2]
FILE=tvr_griffith_200_LOD_C.kn5
IN=60
OUT=200

[LOD_3]
FILE=tvr_griffith_200_LOD_D.kn5
IN=200
OUT=1500


You can follow a similar procedure for Alfa Romeo Giulia TZ2.
You have to edit also "hide_plate.ini" in a similar way.
NOTE: this car for now doesn't work. It gives an encryption error.
So the data override trick works for all the files? even the physics one? Because if we can alter all data.acd for all cars like that, it would be amazing
 
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@racinjoe013 @Felix789
Awesome that you try to fix the mesh problems at Old Spa.

I remember a deadly one on the far left side of the Holowel Straight.
If I remember correctly it is at around the 100 Meter Sign before Stavelot.

Spa_Bump_Holowell.png


I guess you found it already. If not and if needed a can make a picture when I am back at my PC.




As for the haybales, not sure I want to make them passthrough because of the ai issues that would cause and how unrealistic that would be. I'll see if there is a better way to do it so the impact is not so harsh.
Onto the haybales. I agree with Felix.
It would be great for online racing to have them passthrough or better slightly touchable, like they behave at 60s Zeltweg (https://www.overtake.gg/downloads/zeltweg-1966.67840/).
The reason is that the haybales are often the last thing drivers see before they end their race in a fatal crash, when they only touch them a bit while passing them fast.

To cover both (AI and Online), two different layouts might be and idea.

Many thanks for your effort @racinjoe013
 
Sort of. The track is still plenty bumpy, but might not be as bumpy as it originally was. What this was meant for was to fix the holes in the road mesh that apparently caused people some issues. Personally, i've been driving this track for the last two years and never ran across one of the holes, but if they are there, I wanted to fix them. To fix the holes required me to lose some of the bumpiness because I used the visual road mesh as the base for the physical road mesh since it was the easiest way to fix all the gaps. The visual road mesh did not have as much life as the old physical one. So I tried to compensate for that by adding some 'noise' to the new one. For me, where I ended up works well, but its' an easy enough thing to add more for people who would prefer it. At the moment i'm only concerned with the holes. I'll play around with the road feel once I know the holes are gone.

I'm still wondering where the holes came from to begin with and if the original spa66 track had them as well. I never touched the road mesh so if the original doesn't have the same holes then I don't know how what I did caused them to appear.
I'll give it a try. There was a few spots where i was missing some rumbling while driving, but otherwise it's always been one of my favourite tracks, including the very bumpy parts you actually had to pay attention for.

I'm not worried too much, you've always done a great job:)
 
Hi @All

Some days/weeks ago someone posted about guerilla´s GT4 possible AI problems ? Can someone confirm that? Someone made the same experience?
I am worried about replacing my current good worjing 0.9 grid with a possibly faulty 1.0 ? :confused:

Another question. Did someone already tested bazza´s updated GTC, WSC cars on older CSP versions (like 179p...) Should everything be fine....

Thanks
 
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