Assetto Corsa PC Mods General DiscussionPC 

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this is a marvelous job, congrats to you,
Do you think it would be possible to make these 2 layouts?
Sebring 1998, with the original hairpin turn
Sebring12H-98.png



and the 1997 Fia Gt one? 1998 layout but with the alternative sunset bend?
SebringFIAGT97.png
 
this is a marvelous job, congrats to you,
Do you think it would be possible to make these 2 layouts?
Sebring 1998, with the original hairpin turn
View attachment 1442957


and the 1997 Fia Gt one? 1998 layout but with the alternative sunset bend?
View attachment 1442958
Legion already did it (and it doesn't sacrifice performance either, unlike reboot's track) (not the 1998 one, the FIA GT 97)

 
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Oh didn't remember legion did that one, on the reboot version?
It predates the reboot version (but they do look similar in some places, might be based on the same version - although Legion's is far less ressource intensive, idk why the RT version eats up my FPS like candy on the start/finish straight).
 
It predates the reboot version (but they do look similar in some places, might be based on the same version - although Legion's is far less ressource intensive, idk why the RT version eats up my FPS like candy on the start/finish straight).
If anyone knows how to remove the excessive audio echo reverb when also passing the pits there, pls let us know. It sounds like you're in a tunnel.
 
1744400236540.png

1744400295834.png


Can someone help explain to me why when I am creating a skin for the RSS V12-R that I am getting these red areas on transparent parts of my alpha? I think the red is coming from TxDetail which is chassis_paints_0.dds, which is indeed a red color. But I'm looking at other skins, like the McLaren, who also has the red Chassis Paint as the TXDetail but shows its transparency as carbon fiber

I am not great at dealing with Alphas and I am stumped

EDIT: ok wow nevermind. It's just truly bright red, they had the carbon fiber on the skin itself.
 
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<snip>

Doesn't removing the mipmaps cause the skins to go white or black when seen in the distance?
no , it doesn't ...
as for explanation : I recalled someone saying that the game makes the mipmaps on the fly when there are none stored in the DDS.


EDIT : I tried switching CSP off , and still no black/white in the distance ... so I don't know why, but not having mipmaps in the skin DDS file is not giving me any issues (even with CSP off).

EDIT2:
I esp used no mipmaps in the skins I made for this Sandero variant I'm currently havin a blast with... and the colors remain even far far away...

Have a question (unrelated to the mipmaps thing) : can someone fix the steering animation for this one please?
(the hands don't move in the same pace as the steering wheel, and it is quite the immersion breaker) @Masscot maybe ?

DOWNLOAD (it's a seperate tuned version of an original by Unknown... )
1744408118301.png
 
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shi
Colorado 24 v1.1
View attachment 1193250
Fictional circuit in USA.
Conversion from GTR2.

-CSP recommended
-44 pit/start
-AI, cam
-2 layout (1990/2013)

Credits & Thanks;
Original Track by Edobot (Edoardo Bottin)
-Thank you for giving me permission
GTR2 Converted by by LaChub

AC Converted by @shi (shin956)
AI lines and ai_hints.ini by mk-sg
Additional cams by DaBaeda
logo.png by @Fanapryde
permissions obtained from parallel effort by @RMi_wood
some textures by kunos
Test and Feedback by @Breathe , @twobegreen , @Masscot

Enjoy.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.01 changelog;

New AI and sidelines.
Fixed normals and shaders.
Fixed floating skidmark.
Fixed flickering tree.
Updated ext_config.
Updated terrain texture.
Added cam by DaBaeda.
Updated preview.

v1.02 changelog;
Fixed billboard mapping.(Thanks for the report by Mascot.)

v1.03 changelog;
Changed normal map texture of rocks.(Thanks for the report by Mascot.)

v1.1 changelog;
New AI lines and ai_hints.ini by mk-sg. (Thanks!)
Added sand edges. (1990 layout)
Updated ext_config.ini. (fence and tree)
Updated semaphore.ini.

Colorado 24 v1.1
The link is in the quote.

v1.1 changelog;
New AI lines and ai_hints.ini by mk-sg. (Thanks!)
Added sand edges. (1990 layout)
Updated ext_config.ini. (fence and tree)
Updated semaphore.ini.
 
Not sure if I've posted this here, but does any steering/shift.ksanim experts have a steering and stick sequential shift animation for this lad, who's reviving the old URD DTM mod?








Judging from how many posts I've scrolled through on this topic for 101Creative/F302 cars and the like, I know some of you are out there. ;)
 
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no , it doesn't ...
as for explanation : I recalled someone saying that the game makes the mipmaps on the fly when there are none stored in the DDS.


EDIT : I tried switching CSP off , and still no black/white in the distance ... so I don't know why, but not having mipmaps in the skin DDS file is not giving me any issues (even with CSP off).

EDIT2:
I esp used no mipmaps in the skins I made for this Sandero variant I'm currently havin a blast with... and the colors remain even far far away...

Have a question (unrelated to the mipmaps thing) : can someone fix the steering animation for this one please?
(the hands don't move in the same pace as the steering wheel, and it is quite the immersion breaker) @Masscot maybe ?

DOWNLOAD (it's a seperate tuned version of an original by Unknown... )
View attachment 1443068
file replaced and you'll be fine :)
 

Attachments

I'd love to use your work. I checked the grid and data then tried many times on my own computer, I can't find the problem......
Crappy video from Clip Tool because Steam Record failed hilariously with AC:





Disregard my statement on the Start/Finish line - there are two Start/Finish towers, and I am accustomed to the second one. The Formula 1 tower is indeed the first one, and it looks like it works properly.

Note the sector times issue in the video above - at around 20 seconds into the lap. The sector jumps from 1 to 3 - without logging a sector time.

The position data around the start-finish line is also still broken - perhaps fixing this sector issue will fix that, it often does (it has on Fenryr tracks that I've worked with in the past). If not, I can screen-record an example of that as well.


Oh, and one more note - I noticed that the pit lane doesn't actually end until after the tunnel. In reality, it ends at the white line, before the downward hill towards the left hander into the tunnel. Not sure if that's intentional, but I think it's best if it ends at the white line on direct pit exit.

Cheers.
 
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Tracks listing update

Note to modders: more and more links are no longer available. I'm sharing them on my sharemods, but it goes without saying that if you provide me with a new “official” link, I'll make the change to your link.



As always, thanks to all the modders who amaze us every day.

Thank you guys


ACTL v3.2 by Breathe


To make sure you don't miss any more updates, join my Patreon
I take advantage of the wonderful work of Breathe to ask if anyone has a working link for bahrain_2020_1_12 , unfortunately the link is dead and I can't find it anywhere..
Thanks guys
 
no , it doesn't ...
as for explanation : I recalled someone saying that the game makes the mipmaps on the fly when there are none stored in the DDS.
Yes, it was me. I had a longer discussion with ClimaxF1 at the Overtake Forum about the best way to save textures as DDS files.


At the end the well known track modder Johnr777 said, that the DDS files with DXT1, DXT3 or DXT5 compression don`t need mipmaps as AC will create the missing mipmaps for these files and only the loading time will be a little bit longer. Only if you use the better BC7 (linear, DXT11+) compression with less distortions and artifacts in the textures, you have to create mipmaps as the game can`t do this for DDS files with BC7 and will crash. Johnr777 is only using BC7 compression for his tracks anymore, as it's the best compromise between file size and quality. But don`t forget, these files must be saved with mipmaps to work.
 
of late I'm getting one (approx. 0.5 second) freeze each session about 5 seconds after launch of each race (and then it's smooth as butter..)

pretty annoying as you can imagine.

Anyone here recognizes this and found a solution or has a suggestion for me to try?
I managed to find a workaround : Switching weather style from Pure LCS back to Pure Gamma fixed it for me!
1744447044638.png


@Peter Boese

a good test track for this is Circuit Zolder by reboot team, v1.3
which gave me consistently the 0.5 second freeze every first time I went in the first corner (standing start w 5 opponents, same car, me starting last). (but I have seen that freeze on other tracks as well , so maybe it's even on all tracks , I'm not sure)

So after restarting the race in the same session, it would not do that freeze anymore , you have to exit the session and start a new one to experience the freeze again...

I hope you can use this to find and eliminate the cause of that freeze which is occuring when I'm using LCS (and no longer when switching to Gamma - no other settings changes)
:cheers:

EDIT: Ps: also the jumbo screens look much better w Gamma vs LCS (where hey were too bright to a point where you could hardly see what was playing on them)
 
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X90
Crappy video from Clip Tool because Steam Record failed hilariously with AC:





Disregard my statement on the Start/Finish line - there are two Start/Finish towers, and I am accustomed to the second one. The Formula 1 tower is indeed the first one, and it looks like it works properly.

Note the sector times issue in the video above - at around 20 seconds into the lap. The sector jumps from 1 to 3 - without logging a sector time.

The position data around the start-finish line is also still broken - perhaps fixing this sector issue will fix that, it often does (it has on Fenryr tracks that I've worked with in the past). If not, I can screen-record an example of that as well.


Oh, and one more note - I noticed that the pit lane doesn't actually end until after the tunnel. In reality, it ends at the white line, before the downward hill towards the left hander into the tunnel. Not sure if that's intentional, but I think it's best if it ends at the white line on direct pit exit.

Cheers.

Thanks to your video, but I really don't know how to solve it.
For pitlane's ending, it's intentional, in order to let ai not crash in tunnel.
 
I managed to find a workaround : Switching weather style from Pure LCS back to Pure Gamma fixed it for me!
View attachment 1443111

@Peter Boese

a good test track for this is Circuit Zolder by reboot team, v1.3
which gave me consistently the 0.5 second freeze every first time I went in the first corner (standing start w 5 opponents, same car, me starting last). (but I have seen that freeze on other tracks as well , so maybe it's even on all tracks , I'm not sure)

So after restarting the race in the same session, it would not do that freeze anymore , you have to exit the session and start a new one to experience the freeze again...

I hope you can use this to find and eliminate the cause of that freeze which is occuring when I'm using LCS (and no longer when switching to Gamma - no other settings changes)
:cheers:

EDIT: Ps: also the jumbo screens look much better w Gamma vs LCS (where hey were too bright to a point where you could hardly see what was playing on them)
Could you please check, if its not the first corner, but maybe the first time you see the sun on the screen or the first time sun is in front of you?

And its only 1 short freeze?
 
I managed to find a workaround : Switching weather style from Pure LCS back to Pure Gamma fixed it for me!
View attachment 1443111

@Peter Boese

a good test track for this is Circuit Zolder by reboot team, v1.3
which gave me consistently the 0.5 second freeze every first time I went in the first corner (standing start w 5 opponents, same car, me starting last). (but I have seen that freeze on other tracks as well , so maybe it's even on all tracks , I'm not sure)

So after restarting the race in the same session, it would not do that freeze anymore , you have to exit the session and start a new one to experience the freeze again...

I hope you can use this to find and eliminate the cause of that freeze which is occuring when I'm using LCS (and no longer when switching to Gamma - no other settings changes)
:cheers:

EDIT: Ps: also the jumbo screens look much better w Gamma vs LCS (where hey were too bright to a point where you could hardly see what was playing on them)
Hmm. need to test this. ran a local time attack at work with my rig, and everyone got this freeze at the first corner of (DDM)tsukuba at the first lap. Maybe the same thing. Thanks for the hint!
 
I managed to find a workaround : Switching weather style from Pure LCS back to Pure Gamma fixed it for me!
View attachment 1443111

@Peter Boese

a good test track for this is Circuit Zolder by reboot team, v1.3
which gave me consistently the 0.5 second freeze every first time I went in the first corner (standing start w 5 opponents, same car, me starting last). (but I have seen that freeze on other tracks as well , so maybe it's even on all tracks , I'm not sure)

So after restarting the race in the same session, it would not do that freeze anymore , you have to exit the session and start a new one to experience the freeze again...

I hope you can use this to find and eliminate the cause of that freeze which is occuring when I'm using LCS (and no longer when switching to Gamma - no other settings changes)
:cheers:

EDIT: Ps: also the jumbo screens look much better w Gamma vs LCS (where hey were too bright to a point where you could hardly see what was playing on them)
Yessssssssssssss.
I was too lazy to make tests with LCS...overall performance seems better, Gamma seems to have some kind of bottleneck that results in more freezes on intensive car/track combos.

My example is the freebie version of Maneking's SUGO with the dreaded treefx add-on, 24 gt3 cars (mixed RSS/Kunos/URD grid), I was getting many freezes in cockpit view with Gamma, all gone with LCS.
F3 cams/replays are still intensive and jittery at times, that track has so many gpu spikes (don't even know why I'm keeping it).

Not enough tests, but now everything seems smoother "just because".
 
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Yessssssssssssss.
I was too lazy to make tests with LCS...overall performance seems better, Gamma seems to have some kind of bottleneck that results in more freezes on intensive car/track combos.

My example is the freebie version of Maneking's SUGO with the dreaded treefx add-on, 24 gt3 cars (mixed RSS/Kunos/URD grid), I was getting many freezes in cockpit view with Gamma, all gone with LCS.
F3 cams/replays are still intensive and jittery at times, that track has so many gpu spikes (don't even know why I'm keeping it).

Not enough tests, but now everything seems smoother "just because".
I'll just gently point out that although you've quoted @jac0 and said "Yesssssssssss", your solution is EXACTLY the opposite of his. He went LCS > Gamma, and you went Gamma > LCS.

@Peter Boese in the corner trying to troubleshoot, and thinking "Man! I wish these guys would just use the same drugz."

:lol: :lol:


Related: Yes @Peter Boese, I have it too, single 1 sec-odd pause, on multiple tracks exiting the pit-lane, and now that you ask, I seem to remember getting it as I face the sun for the first time. CSP latest, Pure latest, LCS, pure pp.
 
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