Assetto Corsa PC Mods General DiscussionPC 

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Could it be the new topography? I personally didn't like the look of the new topography, so I kept Brno v2.5.1... its grass looks perfectly fine with LCS and Pure PPF on my single monitor setup.
If you prefer the older Brno with the perimeter treewalls and the original topography, you might as well use this v2.68 version that was never made public because we made the decision to change the topography before it was released.
I've given it a new folder name so you can also download the latest v4.0 'new topography' version as well (it'll overwrite your version 2.5.1, but this v2.68 will supersede it anyway) and run them separately, to easily compare or contrast (or just if you want to drive the reverse route).
This v2.68 version doesn't have the reverse route that v4.0 has, but it does have these changes from v2.5.1 which should be notable improvements:
v2.68 updated September 2024
  • All tree textures replaced to reflect the wider variety at Brno. More trees planted. All tree shadows fixed. Tree meshes fixed. Floating trees seated. New bespoke treewall and bush textures created.
  • Animated flying birds added.
  • Animated camera jib, marshals and cameramen added.
  • Some adboard/sponsor textures updated. Some adboard meshes fixed.
  • New fence textures, distance markers, pit entry signs, and marshal hut numbers.
  • New road texture and skidmarks. Race '07 skidmarks removed.
  • New balloon textures.
  • Solar path corrected to enable proper shadow casting for Brno's orientation.
  • Various other tweaks and fixes, including: new animated paddock helicopter; alpha corrections on pit entry road markings; marshal hut number sequence corrected and missing number textures remapped; s/f gantry banner mapping fixed on the rear side; floating hillside fences fixed; various jumbotron tweaks; various texture/shader tweaks.


1737138148944.png


(Automotodrom Brno is now at v4.0, but the message link you posted above was for the older v3.1. You might not have tried v4.0?)
 
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Just took one of the existing C1s (the one with the most separated meshes) and stripped off the extra bits. For my scca stuff I have hacked up every car from the 50s & 60s to remove as much chrome as possible (or un-chrome it with csp), replace wheels with simpler steels, added roll cages, replaced seats, hide radios... but I haven't determined how to distribute this stuff. I have scca seasons with reasonably accurate grids, Marlboro 12hr, early TransAm (under/over 2L), Marathon de la Route (nurburgring) (love those Tatra 603s!), Bathurst...(etc.) I'll release Marlboro 12hrs first, probably with a list of cars to acquire with and an array of .kn5 updates to strip them down. (That way credit remains with the original creators...?) And although documentation linking car numbers to drivers (and to liveries) is quite sparse, a full set of skins will come with. Plug & Play 60s SCCA is the plan.View attachment 1421650View attachment 1421652View attachment 1421653
Damn...

these screens are magic :)

i want to run this race!
i want a Bop for these cars and make a championship! :D

that's it, i'm in love!
 
dms
In CM->select car->go to 'unpack data'->in the created data folder go to 'car' and then alter the second number (y) in GRAPHICS_OFFSET (the higher the number, the lower the car goes).

Then save file and in CM 'pack data' . You can check the height in showroom by clicking 'align using data' (you can save that too, for a correct preview showroom picture).
Thank you so much for this info. It has/will transform quite a few mods visually! :cheers:

The only thing I need to research now, is how to raise/lower the position of some car’s steering wheels.
ChatGPT has only served to lead me up a few dead and streets.
 
If you prefer the older Brno with the perimeter treewalls and the original topography, you might as well use this v2.68 version that was never made public because we made the decision to change the topography before it was released.
I've given it a new folder name so you can also download the latest v4.0 'new topography' version as well (it'll overwrite your version 2.5.1, but this v2.68 will supersede it anyway) and run them separately, to easily compare or contrast (or just if you want to drive the reverse route).
This v2.68 version doesn't have the reverse route that v4.0 has, but it does have these changes from v2.5.1 which should be notable improvements:
v2.68 updated September 2024
  • All tree textures replaced to reflect the wider variety at Brno. More trees planted. All tree shadows fixed. Tree meshes fixed. Floating trees seated. New bespoke treewall and bush textures created.
  • Animated flying birds added.
  • Animated camera jib, marshals and cameramen added.
  • Some adboard/sponsor textures updated. Some adboard meshes fixed.
  • New fence textures, distance markers, pit entry signs, and marshal hut numbers.
  • New road texture and skidmarks. Race '07 skidmarks removed.
  • New balloon textures.
  • Solar path corrected to enable proper shadow casting for Brno's orientation.
  • Various other tweaks and fixes, including: new animated paddock helicopter; alpha corrections on pit entry road markings; marshal hut number sequence corrected and missing number textures remapped; s/f gantry banner mapping fixed on the rear side; floating hillside fences fixed; various jumbotron tweaks; various texture/shader tweaks.


View attachment 1421684

(Automotodrom Brno is now at v4.0, but the message link you posted above was for the older v3.1. You might not have tried v4.0?)
Based on your response, there is a chance that I'm not using the word topography correctly. :confused: I remember seeing obvious grid layout weird textures on distant hillside grass in Brno v3.1. Likely the reason I didn't try v4.0. In addition to obvious treewalls, I don't like seeing grid patterns in distant grass on tracks. I don't mind treewalls as long as they are not obviously noticeable. (See Rainmaker's Solitude for obvious treewalls.)

I've downloaded v4.0 and v2.68. 👍 Will give them a try.
 
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Sorry, off the wall question. I'm trying to help a friend with something and I can't remember how I did this for myself a few years ago. I know we have some IT guys here you might know what i'm talking about and remember the command prompt commands I need to type.

He changed his motherboard and CPU and needs to reactivate windows. The typical ways are not working for some reason. Years ago I was able to do it by typing some command prompt commands that gave my a long list of numbers. I believe it was 9 blocks of 5 numbers. Then I had to call microsoft and give them those numbers and verify the license was only installed on one PC. Then they gave a new list of numbers to type back in. Problem is, I can't remember the exact command. I believe it started with slmgr and then something else.

Anyone know what i'm talking about?
 
Thank you so much for this info. It has/will transform quite a few mods visually! :cheers:

The only thing I need to research now, is how to raise/lower the position of some car’s steering wheels.
ChatGPT has only served to lead me up a few dead and streets.
ChatGPT, the Ai chat bot that tells you that drinking asbestos is good for your health?

What's next, Using ChatGPT to find out if its raining outside? :eek:
 
update: Alfa Romeo 155 TS BTCC 1995

v1.1
Add LODs - by ACTK
physics revised - avoid rollovers
corrected driver name - #5 Giampiero Simoni

original mod: F302
1995 specs: MS6Driver



View attachment 1416451
Beautiful, congratulations. Let's hope someone makes all the useful liveries: BTCC, Italian Superturismo Championship etc etc

Need a 155 DTM 1994 mod: there is no 1994 version
 
I'm having a problem with KSEditor right now. I'm trying to port the Polestar Synergy concept to AC.

It's fine in blender
Screenshot 2025-01-17 212211.png


But in KSEditor
Screenshot 2025-01-17 212309.png


parts of the body are flat out missing. exporting the separate meshes to a separate kn5 causes CM to crash.

I don't want likes. I want help for this one.
 
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I'm having a problem with KSEditor right now. I'm trying to port the Polestar Synergy concept to AC.

It's fine in blender
View attachment 1421737

But in KSEditor
View attachment 1421738

parts of the body are flat out missing. exporting the separate meshes to a separate kn5 causes CM to crash.

I don't want likes. I want help for this one.
What's the material ? which shader for rendering ?

Scale's correct ? Faces orientation ? No negatives ?

What does the frame look like ? Nothing wrong with the polys' shape ?

It can be a lot of things, will need more than those 2 screenshot for debugging, but checking that would be a start.
 
Sorry, off the wall question. I'm trying to help a friend with something and I can't remember how I did this for myself a few years ago. I know we have some IT guys here you might know what i'm talking about and remember the command prompt commands I need to type.

He changed his motherboard and CPU and needs to reactivate windows. The typical ways are not working for some reason. Years ago I was able to do it by typing some command prompt commands that gave my a long list of numbers. I believe it was 9 blocks of 5 numbers. Then I had to call microsoft and give them those numbers and verify the license was only installed on one PC. Then they gave a new list of numbers to type back in. Problem is, I can't remember the exact command. I believe it started with slmgr and then something else.

Anyone know what i'm talking about?
@racinjoe013:

open (as admin) the windows powershell (not CMD even that one works too) and wrote

slmgr /dti

a script will prompt the Installation ID

Call Microsoft, provide them the Installation ID and they will provide you a confirmation ID. Worte in the same powershell this

slmgr /ato

and insert the ID they gave you.

Hope this helps, if not, DM me
 
Damn...

these screens are magic :)

i want to run this race!
i want a Bop for these cars and make a championship! :D

that's it, i'm in love!
I'll get something together soon. As for BOP, that's the one thing that I'm happy I don't have to do. After BOPing the crap out of WEC 2023 (lots of hp changes) and burning out on that way of not driving much, I'm liking the idea of bring-what-ya-got racing. In alot of ways that's what scca/marlboro/transam(early) was. There was enough classes that everyone could race (at the same time) and you raced the cars that were about your speed while getting in everyone else's way. Marlboro 12hr had everything from beetles to dauphines to cortinas to darts driven by Donohue, Ickx, Stewart and all the up-coming US drivers (leading into Trans-Am and Can-Am). Clearly I'm a born again 60s racer! (who doesn't have to bop...well, maybe just a little ;)) (I stashed an engine in back of this vanilla Fiat 600D and popped the lid (in 3DSimEd)... and what a hoot! (Real smooth in the corners, btw) I, or many scca drivers in the day wouldn't have been able to afford the Abarth version, so do it yourself! (still need to change the wheels)

600D-01.jpg
 
Here's the link for the Mini Pack (1980-1981), some prints of the cars and a preview of the Mini Pack (1979, we already have the Lotus 79 and the Ferrari 312 T4), for those who just want to have a little fun, don't mind with the perfection of official games.

They are just "simple" conversions, just some parts of the cars, that we have in other simulators but that Assetto Corsa gives a different "face" by virtue of being more current than rFactor and GTR2.

is it possible to have a new link for this package?
 
@Masscot

This makes sense now why you were using materials instead of meshes.It has fewer gpu calls.
Thanks again for your help.

(from csp github)
[SHADER_REPLACEMENT_...]
ACTIVE = 1 ; set to 0 to disable the whole section (default value is 1)
SKINS = red? ; list of skins to use replacement with (only for cars)

; First, targets, either materials or meshes (one thing to consider:
; for altering material properties, each mesh in MESHES would get its own material, thus
; increasing number of GPU calls, so it’s better to use MATERIALS where possible):
MATERIALS = tree?, texture:grass?.dds
MESHES = mesh_bush_?
 
If you prefer the older Brno with the perimeter treewalls and the original topography, you might as well use this v2.68 version that was never made public because we made the decision to change the topography before it was released.
I've given it a new folder name so you can also download the latest v4.0 'new topography' version as well (it'll overwrite your version 2.5.1, but this v2.68 will supersede it anyway) and run them separately, to easily compare or contrast (or just if you want to drive the reverse route).
This v2.68 version doesn't have the reverse route that v4.0 has, but it does have these changes from v2.5.1 which should be notable improvements:
v2.68 updated September 2024
  • All tree textures replaced to reflect the wider variety at Brno. More trees planted. All tree shadows fixed. Tree meshes fixed. Floating trees seated. New bespoke treewall and bush textures created.
  • Animated flying birds added.
  • Animated camera jib, marshals and cameramen added.
  • Some adboard/sponsor textures updated. Some adboard meshes fixed.
  • New fence textures, distance markers, pit entry signs, and marshal hut numbers.
  • New road texture and skidmarks. Race '07 skidmarks removed.
  • New balloon textures.
  • Solar path corrected to enable proper shadow casting for Brno's orientation.
  • Various other tweaks and fixes, including: new animated paddock helicopter; alpha corrections on pit entry road markings; marshal hut number sequence corrected and missing number textures remapped; s/f gantry banner mapping fixed on the rear side; floating hillside fences fixed; various jumbotron tweaks; various texture/shader tweaks.


View attachment 1421684

(Automotodrom Brno is now at v4.0, but the message link you posted above was for the older v3.1. You might not have tried v4.0?)
Thanks for sharing v2.68.
  • I like the variety of trees.
  • The variety of trees opened line of sight to treewalls. :(
Now I remember what I don't like about v3.1, and it still exists in v4.0. There is a distinct change of texture and color on the hillsides because there is no grassfx. As I'm driving, it looks odd to me and I don't like it. Is this the Gamma vs LCS issue that you're experiencing?

20250117-170858-Automotodrom Brno-Pagani Utopia.jpg


20250117-171102-Automotodrom Brno-Pagani Utopia.jpg
 
Does anyone know why sometimes the car name shown in-game is the same as SHORT_NAME in car.ini but sometimes it just ignores car.ini (packed and/or unpacked) and shows the name from cm-content-cars? What is it that trips it up?
NameProblem01.jpg

The yellow boxers use the name from cm-content-cars, even though in cars.ini (and data.acd) that name is changed, like all the other cars... hmmmm.
 
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Why are you using ChatGPT in the first place when we exist lol
Well to be fair I've asked the question here a few times before, and the reaction was... crickets, so, yeah.:D

ChatGPT, the Ai chat bot that tells you that drinking asbestos is good for your health?

What's next, Using ChatGPT to find out if its raining outside? :eek:
I assume you know the answer to my initial query then? :D
 
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Just took one of the existing C1s (the one with the most separated meshes) and stripped off the extra bits. For my scca stuff I have hacked up every car from the 50s & 60s to remove as much chrome as possible (or un-chrome it with csp), replace wheels with simpler steels, added roll cages, replaced seats, hide radios... but I haven't determined how to distribute this stuff. I have scca seasons with reasonably accurate grids, Marlboro 12hr, early TransAm (under/over 2L), Marathon de la Route (nurburgring) (love those Tatra 603s!), Bathurst...(etc.) I'll release Marlboro 12hrs first, probably with a list of cars to acquire with and an array of .kn5 updates to strip them down. (That way credit remains with the original creators...?) And although documentation linking car numbers to drivers (and to liveries) is quite sparse, a full set of skins will come with. Plug & Play 60s SCCA is the plan.View attachment 1421650View attachment 1421652View attachment 1421653
Plug & Play SCCA... I like the sound of that! Looking forward to it! I happen to be working on a SCCA skinpack for the newly-released 1963 Corvette from the GTC Legends pack. Here's a sneak-peek of what I'm cooking up. I have 8 skins done already, I'm targeting at least 20 before release.
Screenshot_ac_legends_gtc_corvette_63_tulln_13-0-125-19-18-52.jpg
Screenshot_ac_legends_gtc_corvette_63_southport__gold_coast_1954_16-0-125-20-47-4.jpg
 
Plug & Play SCCA... I like the sound of that! Looking forward to it! I happen to be working on a SCCA skinpack for the newly-released 1963 Corvette from the GTC Legends pack. Here's a sneak-peek of what I'm cooking up. I have 8 skins done already, I'm targeting at least 20 before release.
Love it. Will the skins be for specific events (with driver names)? I have found it hard to link (or find) historic liveries with associated drivers (The Marlboro 12hr races have all the numbers but not liveries, and Donna Mae Mimms seems always properly documented :)). I usually take the driver name and fake the livery with proper class markings...
DonnaMae@marlboro-05.jpg
Stardust, not Marlboro, btw.
 
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Love it. Will the skins be for specific events (with driver names)? I have found it hard to link (or find) historic liveries with associated drivers (The Marlboro 12hr races have all the numbers but not liveries, and Donna Mae Mimms seems always properly documented :)). I usually take the driver name and fake the livery with proper class markings...View attachment 1421778Stardust, not Marlboro, btw.
All of my skins do have accurate driver names and are listed for specific events. The documentation/entry lists from this era are super inconsistent, most of my time is spent researching instead of painting!
 
Beautiful, congratulations. Let's hope someone makes all the useful liveries: BTCC, Italian Superturismo Championship etc etc


Need a 155 DTM 1994 mod: there is no 1994 version
thank you :-)


or:

most of the skins could also work with the kunos one. haven't checked it. but the car based on the kunos 155

some WIPs, filling the DreamRace 2019 at Fuji Grid :-)
__custom_showroom_1737191792.jpg
__custom_showroom_1737191687.jpg
 
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minor update of Lotus Type 23 pack.
correction of wing skin on climax.
correction of tire temperature/pressure (bots, on some tracks, suffered from overheating and increased pressure in the front tires, as a result, understeer and crashes).
correction of brake temperature curve on climax.
correction of basic car settings, more aggressive (bots on some tracks suffered from understeer and crashes).
gearbox on the correct (right) side, (useful for those who use VR, the hand gets into the lever).
constructive criticism is welcome.
 
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Thanks for sharing v2.68.
  • I like the variety of trees.
  • The variety of trees opened line of sight to treewalls. :(
Now I remember what I don't like about v3.1, and it still exists in v4.0. There is a distinct change of texture and color on the hillsides because there is no grassfx. As I'm driving, it looks odd to me and I don't like it. Is this the Gamma vs LCS issue that you're experiencing?

View attachment 1421752

View attachment 1421753
Edit: after checking, these middle distance areas DO have GrassFX, but perhaps you aren't seeing it due to distance or because the grass is quite short and patchy?
If so, maybe try adjusting the GrassFX for those areas?
This shot was taken deep into the trees.

1737198332210.png

@shi has provided new models-based VAO patches that eliminate the cockpit flickering so the track might be ripe for a little update soon anyway.
 
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If you're even half as much a lover of older Porsches as I am, I'd like to suggest you have a look at this one:

preview.jpg


It's the Porsche 911 (964) Carrera RS 3.8 from 1993, and it's free from Luso Real Specs on his/their Patreon
Gratefully that's free to join.

Now. I know there have been some cars from this source in the past.. that we weren't unanimous in our praise of.
This one is not in that ilk. I can highly recommend taking a look at this little yellow jewel.
 
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If you're even half as much a lover of older Porsches as I am, I'd like to suggest you have a look at this one:

View attachment 1421818

It's the Porsche 911 (964) Carrera RS 3.8 from 1993, and it's free from Luso Real Specs on his/their Patreon
Gratefully that's free to join.

Now. I know there have been some cars from this source in the past.. that we weren't unanimous in our praise of.
This one is not in that ilk. I can highly recommend taking a look at this little yellow jewel.
Define 'free'. Cause in my world free means 0 bucks, unless in some parts of the world 0 equal 2 lol

Capture d'écran 2025-01-18 125100.png


Also his Patreon is funny in that regard - you have to... Pay... to gain access to free posts ? That's next-level grifting lmao

And it suspiciously looks like the old mod from Shokeus which was free to begin with...
 
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