Assetto Corsa PC Mods General DiscussionPC 

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the Porsche 911 Carrera RS 3.8 by RealSpecs (rs_porsche_911_964_38_rs_93) , found in the Garage
is quite enjoyable but only comes with 1 skin, so here some extra (fictional) skins :
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(original skin was also made less reflective by adding a config ini file inside the original skin folder)
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While you were editing the message I was doing tests and indeed, the code you posted solves the grid pattern issue... but other problem appears to me, as you mentioned; some elements, like the black edge of the inside of the windshield, that overlaps the rest of the windows...

View attachment 1426535

I think for now I'll stick with the ACTK version with pugsang's main .kn5 and Den_88's ex_config.ini, which adds, among others, the reversing light and it looks great with this gorgeous skin reworked by StoffelWaffle...

View attachment 1426537

All that's left to implement in this Frankestein combination is the antenna woble and Masscot's lightening of the rear lenses, and I think it would be pretty good... if it weren't for the front tires clipping on the fenders... 🥳

[SHADER_REPLACEMENT_...]
ACTIVE = 1
SHADER = ksPerpixel
MATERIALS = INT_WINDOWS_2
BLEND_MODE = ALPHA_BLEND
IS_TRANSPARENT = 1
CAST_SHADOWS = 0
 
Hello everyone.
Is it possible to move or delete an object on a track using ext_config?
Move, i'm not sure about. Delete, not really, but you can hide it one of two ways. First you need to know the object mesh name. That you can get with the Object Inspector app. Then you can use either of these two methods to hide the object.

1.) Can sometimes cause problems if the object has collision physics. If you drive where the object was, you can still bounce off of it like it was still there.

[MESH_ADJUSTMENT_...]
ACTIVE = 1
DESCRIPTION = Not really needed, but you can put something here if you want.
MESHES = 'Mesh name you got from the object inspector app'
IS_RENDERABLE = 0

2.) Try this one first

[MODEL_REPLACEMENT_...]
ACTIVE = 1
FILE = ?.kn5
HIDE = 'Mesh name you got from the object inspector app'
 
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This should fix it

[SHADER_REPLACEMENT_...]
ACTIVE = 1
SHADER = ksPerpixel
MATERIALS = INT_WINDOWS_2
BLEND_MODE = ALPHA_BLEND
IS_TRANSPARENT = 1
CAST_SHADOWS = 0
Now I'm really lost... I don't know whether to cut my veins or let them grow... 🥴 This code is to use the ACTK version removing the windscreen grid pattern without having overlap problems...?

(I think you all are plotting to drive me completely bananas. I'm going to sleep and tomorrow will be another day...)
 
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Regarding the recent release of the Fairlady 2000 (road and club versions) :

We received enough feedbacks about the pretty bad behaviour of the car to undergo some serious changes about it. So, If anyone of you have also reasons to complain about the physics of the car (you can say it, I think it drives awful too), I have made a new version of the data for the clubman version. Should be way more forgiving in coast and braking clearance (still careful tho, it's a 60's sportcar), at least enough to make it "fun to drive". There have been changes mostly on tyres and suspension, but a bit here and there too, so : whole new data.


I would gladly receive feedbacks about it before update release. Don't hesitate to PM for the feedbacks (like a before/after, for exemple). Replace data.acd by this one, don't forget to remove the .txt of course.

For the clubman version only, for now.

Thanks much :cheers:
 

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Move, i'm not sure about. Delete, not really, but you can hide it one of two ways. First you need to know the object mesh name. That you can get with the Object Inspector app. Then you can use either of these two methods to hide the object.

1.) Can sometimes cause problems if the object has collision physics. If you drive where the object was, you can still bounce off of it like it was still there.

[MESH_ADJUSTMENT_...]
ACTIVE = 1
DESCRIPTION = Not really needed, but you can put something here if you want.
MESHES = 'Mesh name you got from the object inspector app'
IS_RENDERABLE = 0

2.) Try this one first

[MODEL_REPLACEMENT_...]
ACTIVE = 1
FILE = ?.kn5
HIDE = 'Mesh name you got from the object inspector app'
Unfortunately, that doesn't help. But thank you.
 
Driving wise how does the F302 A4 feel compared to the Cyril Cherry A4?
Hi there,
Apart from the fact the jk1977 A4 STW looks way better, I feel (might be I should drive this one differently?) it is changing directions too aggresively. As if changing directions is not over the actual front wheels, but somewhere more to the middle of the car. Meaning; it changes directions on a different pivot point? Might be my personal feeling though, but noticable to me for some reason.
 
Morning guys hopefully someone will know in here. What do I need to edit to get the gamma slider to work when using a filter? Is it the filter ini file or the lua file? Cheers Pete
 

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I use Grass FX's ORIGINAL_GRASS_MATERIALS/ORIGINAL_GRASS_MESHES -lines to hide any material or mesh in tracks via config-file. Not the most obvious solution, but it works.
 
I use Grass FX's ORIGINAL_GRASS_MATERIALS/ORIGINAL_GRASS_MESHES -lines to hide any material or mesh in tracks via config-file. Not the most obvious solution, but it works.
Hiding non-physical objects is not a problem, but with physical objects it doesn't work that way. You need to change .kn5.
 
Hiding non-physical objects is not a problem, but with physical objects it doesn't work that way. You need to change .kn5.
I'm pretty much 100% sure I've managed to hide any desirable object with ORIGINAL_GRASS_MESHES -command. Done it with editing .kn5-files too. Deleting stuff is my specialty, and that grass fx -thing does work. Not that is the "proper" or "recommended" way to do it.

EDIT. Got what you meant, I'm a moron.
 
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Updated the Nissan Fairlady 240ZG GTS-II "GT-L Edition" original post, here's the new link.
The original car sounds seems work...



On another subject, about this sweet Spagna's skinset on OT:

I'm trying these ballast BOP settings on Riverside to keep the pack tight, let me know how they work for you on other tracks.
Charger 125
Chevelle 220
Mustang 0
Road Runner 150
 
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Hi there,
Apart from the fact the jk1977 A4 STW looks way better, I feel (might be I should drive this one differently?) it is changing directions too aggresively. As if changing directions is not over the actual front wheels, but somewhere more to the middle of the car. Meaning; it changes directions on a different pivot point? Might be my personal feeling though, but noticable to me for some reason.
I havent tried it yet, but it mught be because the toe is too agressive in the setting, try to get it near 0.0 front and back.
Negative front and positive rear will help the car rotate, but if its too agressive it'll be twitchy
 
Hiding non-physical objects is not a problem, but with physical objects it doesn't work that way. You need to change .kn5.
After hiding the meshes via [MODEL_REPLACEMENT_...] or [MESH_ADJUSTMENT_...] in extconfig.ini,
you have to edit surfaces.ini file for the invisible collidable wall meshes:

  • copy the surface [SURFACE_xx] with the ROAD surface.
  • paste it at the end
  • edit the number xx with the following one
  • edit "KEY=" with the mesh of the invisible collidable wall (NOTE: mesh only CAPITAL letters)

To find the invisible collidable wall meshes you have to:
  • unpack the track KN5 file (click on the .kn5 to highlight it and then hold shift while you double click the .kn5. This will automatically unpack it to a new folder)
  • open the track FBX with Blender
 
I havent tried it yet, but it mught be because the toe is too agressive in the setting, try to get it near 0.0 front and back.
Negative front and positive rear will help the car rotate, but if its too agressive it'll be twitchy
others parameters you have to check:
Caster: around 6/7 (easy to change in CMShowroom)
KPI: around 13 (idem)
Have fun, Mike
 
After hiding the meshes via [MODEL_REPLACEMENT_...] or [MESH_ADJUSTMENT_...] in extconfig.ini,
you have to edit surfaces.ini file for the invisible collidable wall meshes:

  • copy the surface [SURFACE_xx] with the ROAD surface.
  • paste it at the end
  • edit the number xx with the following one
  • edit "KEY=" with the mesh of the invisible collidable wall (NOTE: mesh only CAPITAL letters)

To find the invisible collidable wall meshes you have to:
  • unpack the track KN5 file (click on the .kn5 to highlight it and then hold shift while you double click the .kn5. This will automatically unpack it to a new folder)
  • open the track FBX with Blender
Very interesting, thank you!
And what values should be in surface.ini for an invisible collidable wall?

I just tried it, the car doesn't bump as much anymore, but the invisible obstacle is still there.

But this is progress for me anyway, thank you.
 
So I made a Prinz 4L 600 out of the NSU 1000 TT (for the upcoming Marlboro 12hr). As per specs, shortened it (not the full 14") (but didn't bother narrowing since the change was negligable). Seemed to go quite smoothly, until in-game, where the translation of the back wheels got lost. If it's anything like changing the track width in suspensions.ini, I can't find it. Anyone know where wheelbase is adjusted?

Blender-All-Good-02.png
- All good in Blender.

Showroom-All-Good.png
- All good in CM showroom.

InGame-Not-All-Good.png
Translation of back wheels is lost...

I tried "apply transformation" in Blender, but it wonked other things...
ApplyTranslationInBlender.png
ApplyTransformBad.PNG


- HELP :)
 
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So I made a Prinz 4L 600 out of the NSU 1000 TT (for the upcoming Marlboro 12hr). As per specs, shortened it 14" (but didn't bother narrowing since the change was negligable). Seemed to go quite smoothly, until in-game, where the translation of the back wheels got lost. If it's anything like changing the track width in suspensions.ini, I can't find it. Anyone know where wheelbase is adjusted?

View attachment 1426672- All good in Blender.

View attachment 1426673- All good in CM showroom.

View attachment 1426674Translation of back wheels is lost...

I tried "apply transformation" in Blender, but it wonked other things...
View attachment 1426676- HELP :)
1738779618454.png

maybe there is a problem here?
 
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