Assetto Corsa PC Mods General DiscussionPC 

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what I really do not understand is why he refuses to use the alpha blend since it is not making any problems
It causes problems for me, and I can't be the only one.

No issues with ACTK v1.0.5 on CSP v0.1.80p9 out of the box.
 
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I agree but NVIDIA driver was upgraded for another game ... Not for AC.
The last time I had problems, restoring CSP settings was a solution, but here no change ...
This game make me crazy
On the one hand I'm safe, this year Nvidia will stop supporting the GTX 16 series, so I no longer have anxiety about driver updates.

I played it down with my joke, but unfortunately I don't really know how to help you. AC really has a life of its own :(
 
it's for the inner glass that it's not for the badges it's got nothing to do with it

for cars with inside windows + separate badges, kspixelAT can be used.

take the Alfa Romeo Giulietta Veloce TCR from WSC as an example, there is the interior window in ksWindscreen and the interior badges in kspixelAT, many mods work this way.

View attachment 1427385View attachment 1427387
I hope that ACTK understands that our problem is int_glass. We all see the pixel at the glass NOT at the stickers. Even the veloce above uses kswindscreen for the int_glass with Alpha Blend
 
Guys, does anyone know if there is a good (preferably a camtool) camera for Phoenix 1991 by Rainmaker? Has @Gregz0r worked his magic on this one?
 
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I hope that ACTK understands that our problem is int_glass. We all see the pixel at the glass NOT at the stickers. Even the veloce above uses kswindscreen for the int_glass with Alpha Blend
I showed you an example with another car, the kswindscreen is for the window only and not for the badges which is another mesh apart, the kswindscreen is also used for the rain CSP, if the badge was in kswindscreen the rain would go through the badge which would be awful.

and no, we don't see this pixel in those who don't have this problem.
 
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By the way nice try adding this at line 460 in ext_config, so anyone editing the window will be reverted back to the original settings.

[SHADER_REPLACEMENT_...]
ACTIVE = 1
SHADER = ksPerpixel
MATERIALS = INT_WINDOWS_2
BLEND_MODE = ALPHA_TEST
IS_TRANSPARENT = 0
CAST_SHADOWS = 0
 
INT_WINDOWS_2 is the badge material, not the glass:

badge.jpg
 
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What issues do you have?
With INT_WINDOWS_2 set to Alpha Blending, everything looks kind of "wavy" and indistinct through the windshield glass. When I change it back to Alpha Testing, it looks fine. Never actually seen it happen before.

On another note, here's some proper RainFX for SMP Esports' ADM Raceway -- just replace the RainFX code in the ext_config.ini with this.
 

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I changed mine like in your picture and it did nothing until i edited the ext_config file in the extension folder to what is below and it cleared right up. Hope this helps everybody now with the windscreen issue

[SHADER_REPLACEMENT_...]
ACTIVE = 1
SHADER = ksPerpixel
MATERIALS = INT_WINDOWS_2
BLEND_MODE = ALPHA_BLEND
IS_TRANSPARENT = 1
CAST_SHADOWS = 0
Yep, the grid pattern disappears, but returns the problem of the frame and the badge on the windshield overlapping the exterior stickers when looking at the car from the outside...

Screenshot_f302_audi_a4q_stw_ks_barcelona_8-1-125-20-40-39.jpg


(This is starting to become a question of honour... 🤦‍♂️)

EDIT: By the way, AMD card here... although I don't think it has anything to do with the problem.
 
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dms
Guys, does anyone know if there is a good (preferably a camtool) camera for Phoenix 1991 by Rainmaker? Has @Gregz0r worked his magic on this one?
Thanks. :) I’ve been a Phoenix GP nut basically since the first race took place in the summer of 1989 and then in F1GP in 1992, so my fascination with it is beyond normal, as I had been following its development since 2019.

That’s why I bought EKO Simracing’s version regardless of the price(I know, I know). :D

The rainmaker one is EKO’s old rF1 track, converted. If EKO’s current one didn’t exist, I’d be all over the rainmaker version, but the EKO one is much, much more accurate and I made cams for that.
 
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Thanks. :) I’ve been a Phoenix GP nut basically since the first race took place in the summer of 1989 and then in F1GP in 1992, so my fascination with it is beyond normal, as I had been following its development since 2019.

That’s why I bought EKO Simracing’s version regardless of the price(I know, I know). :D

The rainmaker one is EKO’s old rF1 track, converted. If EKO’s current one didn’t exist, I’d be all over the rainmaker version, but the EKO one is much, much more accurate and I made cams for that.
Much more accurate yet still looks like a track from a PS3 era game lol

They've lost the plot, you cannot tell me they couldn't optimise their track - it doesn't even look that good compared to shin's rfactor ports (now now I know I've set the bar quite high!)
 
Much more accurate yet still looks like a track from a PS3 era game lol

They've lost the plot, you cannot tell me they couldn't optimise their track - it doesn't even look that good compared to shin's rfactor ports (now now I know I've set the bar quite high!)
It is what it is. :)
 
No changes here on latest invidia driver so far, hope it helps.

General rule: if your AC is working well, don't touch anything, even a single fart can destabilize the cosmic balance 😂
After literraly 1 entire day of testing, I don't really know why, but my stuttering issue was solved by disabling "New KN5 loader" on CSP "General patch setting" that it is enable by default ...
If it could help someone, this option may affect stability of performances ...

1739050645840.png
 
Yep, the grid pattern disappears, but returns the problem of the frame and the badge on the windshield overlapping the exterior stickers when looking at the car from the outside...

View attachment 1427417

(This is starting to become a question of honour... 🤦‍♂️)

EDIT: By the way, AMD card here... although I don't think it has anything to do with the problem.
NVIDIA card, F302/ACTK 1.0.5 out of the box:

easy_audi.png
 
Is this F302 Super Touring Car - Audi A4 Quattro STW the most tweaked car ever?

To lighten the rear light lenses which can look extremely dark at times:

Code:
;lighten rear light lenses
[SHADER_REPLACEMENT_...]
MATERIALS = LIGHT_GLASS
PROP_0 = ksAmbient, 0.5
PROP_1 = ksDiffuse, 0.1

Also, add Material #42 to the doublesided mesh config to stop sunlight coming through the dashboard and lighting up the footwells.

Attached is a rescaled/repositioned driver to solve his slight dwarfism and for better pedal reach, and better steering wheel & shifter grip.
(remover the .txt extension and put in the animations folder)

Edit: this car has such a prominent antenna on the roof, it's a shame it's not a separate mesh that can be animated as cars corner, accelerate and brake.
We have the code for it, but it needs to be a separate mesh.
Anybody?

Code:
[WOBBLY_BIT_0]
NAME = antenna ; name of the node to move
CONNECTED_TO = X, Y, Z ; point to which node is attached to, and around which it will rotate
MAX_RANGE = 0.003 ; max range node can move from its original position
DAMPENING_LAG = 0.99 ; think of it as usual AC lag value, trying to zero node s speed
G_GAIN = 1 ; how much G-forces affect node s speed
GRAVITY_GAIN = 1 ; how much gravity affects node s speed
OFFSET_GAIN = 2000 ; how strong is returning force
STIFF_AXIS = 0, 1, 0 ; optional higher stiffness axis to reduce movement along it
STIFF_AXIS_STIFFNESS = 0.2 ; now stiff is optional stiffness axis
G_FILTER = 0 ; temporal filter for G-forces
DEFAULT_GRAVITY_INCLUDED_ALREADY = 1 ; either `0` or `1`; set it to `1` if you don t want gravity to skew your stuff when car is in neutral position
Just a reminder about the rescaled driver for VR users, not included in the Garage ACTK version. He clips through the back of the seat a little but for me is a much better fit for the wheel, shifter and pedals.
I still need the config to lighten the rear lenses too (Pure LCS, Natural_Mod PPF).
 
Made a little investigation on the model in Blender

All the parts that you see as artifacts in the side windows are the internal carbon mesh coming out of the window.

If this part is properly fixed by the original modder then no problems should arise
 

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Made a little investigation on the model in Blender

All the parts that you see as artifacts in the side windows are the internal carbon mesh coming out of the window.

If this part is properly fixed by the original modder then no problems should arise
Yeah, I tried doublesiding them a while ago because they weren't visible through the glass from the outside but it kind of made things worse.

BTW, back to the long wait while loading AI splines that a few people are experiencing, has anyone tried the various new CSP options in 'New AI Behaviour' to see if some tickbox combo is responsible?
 
Yeah, I tried doublesiding them a while ago because they weren't visible through the glass from the outside but it kind of made things worse.

BTW, back to the long wait while loading AI splines that a few people are experiencing, has anyone tried the various new CSP options in 'New AI Behaviour' to see if some tickbox combo is responsible?
I'm curious about something. I experience long ai spline loading times on High Force so I had a look at the ai file. It's a huge file size. Something like 103kb. Most ai files under 10kb with some longer tracks (like Nords) pushing 20kb. What's the file size of the fast_lane file on the tracks you are having problems with? I'm wondering if you are seeing the same issue I am on High Force, an overly large ai file.
 
I'm curious about something. I experience long ai spline loading times on High Force so I had a look at the ai file. It's a huge file size. Something like 103kb. Most ai files under 10kb with some longer tracks (like Nords) pushing 20kb. What's the file size of the fast_lane file on the tracks you are having problems with? I'm wondering if you are seeing the same issue I am on High Force, an overly large ai file.
It seems to affect most, if not all, tracks (and every layout on every track), but only the first time I load it after updating CSP. The next time it seems to load quickly.
Makes me think that CSP is creating a file the very first time, which is then instantly accessed the next time.
Or something.
I don't really know..!
 
It seems to affect most, if not all, tracks (and every layout on every track), but only the first time I load it after updating CSP. The next time it seems to load quickly.
Makes me think that CSP is creating a file the very first time, which is then instantly accessed the next time.
Or something.
I don't really know..!
Same here...slow first load and then fine after that.

I did see something under General Patch settings called Optimisations Smoother loading (disable if it takes too long).
Havnt tested it but it sounds about right.
 
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If the few of us would also have time for just a few laps with the brand new physics data I gently proposed for MY Fairlady asking for feedback, for which NO ONE HERE answered, That would be great.

Just Saying Come On GIF by A Little Late With Lilly Singh


What, vexed ? Me ? Nooo
Please don't feel your work is underappreciated Alguecool. Sometimes it's simply that life gets in the way and people don't have enough time for everything. I've still got about 75 folders of mods I downloaded all through 2024 that I haven't got around to installing yet!

Having said that, your DeTomaso and Piper mods got moved to the front of the queue and installed on the day I downloaded them, because they're among my most favourite types of cars. :cheers:
 
If the few of us would also have time for just a few laps with the brand new physics data I gently proposed for MY Fairlady asking for feedback, for which NO ONE HERE answered, That would be great.

Just Saying Come On GIF by A Little Late With Lilly Singh


What, vexed ? Me ? Nooo
I was just about to give them a thumbs up, funnily enough. But it's understandable you'd feel vexed - the car as a whole is an absolutely lovely piece of modding that will not get the attention it deserves simply because there's not enough of us vintage metal lovers around.

I'd say it's definitely an upgrade that takes care of the jarring softness of the suspension and tendency of the engine to stall as soon as you got off the throttle the 1.0 physics had.
The car still feels like I imagine it should (going from understeer to snap oversteer, and requiring a very "muscular", yet somewhat precise driving style), but it's not as punishing, and I see the AI fumble a lot less around Sergio Loro's vintage Suzuka (where before I saw a lot of three-wheel action at the Degner and hairpin!) as well. With the old physics it was pretty hard to compete against the S800 RSC; now they feel evenly matched, with the Honda having the advantage in the corners, and the Datsun obviously being faster on the straights. Fun-wise it's a solid 7/10 - I still think the front end could be a bit neater, a bit sharper, but I honestly have no idea how an old, fiberglass-bodied Fairlady would handle at race speeds, and I assume that the physics were based off visual references and technical literature, and that it achieves the goal of blending historical accuracy and driving pleasure perfectly.

Can't really talk about FFB, tho, as I'm a filthy controller casual.
 
After literraly 1 entire day of testing, I don't really know why, but my stuttering issue was solved by disabling "New KN5 loader" on CSP "General patch setting" that it is enable by default ...
If it could help someone, this option may affect stability of performances ...

View attachment 1427429
Nothing good can come from the "New KN5 Loader", it should be nuked to a death only reserved for most evil of things.
(I disabled this the moment I saw it in the settings, it felt wrong and evil and deserves a horrible destruction)
I tried to warn you...
 
Good evening.
Here is the link to two more cars.

1977-COPERSUCAR FD04 + F5 ( 6 versions )

1977-BRABHAM BT45B


This time from 1977:

  • Copersucar FD04 ( 3 versions )
  • Copersucar F5 ( 3 versions )
  • Brabham BT45B

I hope to be able to upload tomorrow:

1977 - Tyrrell P34 ( 4 versions )
1978 - Shadow DN8 ( 3 versions DN9 ):

Textures to be finished:
1977 - March 771
1977 - Ferrari 312T2
1977 - McLaren M26 (slightly different from the 1978 version)

In progress:
1977/1978 - Arrows/Williams/Surtees
The physics of the 1977/1978 cars are similar to the Lotus 78 (by legion) and Lotus 79 (by rss) There would be no reason to deviate from this.

If possible:
1968 - Brabham Bt26 (3 versions - see prints)
1968 - McLaren M7A (5 versions - see prints)
1968 - Lotus 49B (4 versions - see prints)
1968 - Matra MS10 (6 versions - see prints)
1968 - Ferrari 312 (download the version by Legion)
1968 - Honda RA301 (download the version by Emil_1988)

For now, we'll be missing:
BRM and Cooper Then, with these models, make the 1969 versions Physics of the cars (all based on the Matra MS10 by Legion)

IMPORTANT
Always remembering that these cars are not 100% perfect because I don't know how to convert them completely (only partially). Then, with the help of other colleagues (MrHunt, Aleroy, marneus_boss) in improving the textures (the car's appearance will improve).
 

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The track loading hangs when generating the AI spline according to CM, but that might be a red herring. Worth a try!

Oh, I don't think that's an issue with the AI spline generation in the latest one, I think it's genuinely doing something - as a test, for a track that's already done it hold 'shift' for a few seconds on the loading screen and see if it initiates it. My theory is that it's baking side lines or something to do with the improved start procedure. Either way, AI is fine for me in the latest version so I don't mind waiting 5s extra to load.

But yes, the new KN5 loader is the devil. Burn that with fire.
 
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