Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Thread starter daan
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If someone has skills in blender animation, I could use some help.

2 problems. The hand movement isn't quite smooth when it moves there's some position delta that makes the hand wobble a little between frames. And when the steering wheel start reaching 180°, the hands automatically goes into the moment where you leave the hands from the steering wheel, switch place to take the wheel on the rest position after the round wheel turned 180°. On the case of a Formula Steering wheel we don't do that and the hand needs to be kept on the steering wheel past 180°. Unforuntately on the RIG, the cubes past these frames doesn't move the hands anymore and we have to wait until the next rest pose frame for the cubes to have an effect on the hands.

One "hefty" solution would be that during these frames where the cube has no effect on the placement of the hand, we instead move the bones, but I think there's another thing supposed to do this job
I do have a little bit of knowledge of doing animations in Blender for AC, so I'll give this a proper look later, but there are some driver animation experts floating around here.


but I don't know how to make the Hand_target object active.

If anyone can improve the animation I did and tell me how I can make the animation smoother it would be great
Its greyed out because its parented to another empty further up. When you click on the greyed object, you'll see in the square highlight on the parents above where the item is now placed. But when it comes to the hand rotating past 90deg and leaving the wheel, you'll have to select animation at the top and reposition the bones at the specific keyframes needed.

Having a quite dabble with the file you sent, it does seem like you need to adjust the hand cube at a few keyframes like 13, so move the timeline to 13, move the cube where you want the hand to be and then press "I" and it'll save the new position of the hand at that keyframe (or whatever object you have selected at the time), then adjust the rest to suit. If you need another keyframe in between just move the timeline to that spot, adjust the hand and then press "I" again to add the new keyframe. But I generally find the less keyframes you can get away with the better and smoother the animation.

I need help from track modder.
I would like to see how you make the export from blender working.

Me I use knconvert_x64 to convert the kn5 to fbx
I convert the Fbx to a readable format with autodezsk fbx converted
I import the fbx into blender with these options
View attachment 1460436

I edit what i have to

and when I want to export I select the "magione_grassbank" assembly in collection folder and export in fbs with these options.
View attachment 1460437


But when I open kseditor, there are material error and the hierarchy is totaly ****ed up i can't even lanch the track ingame.
And Into kseditor I ave this root
View attachment 1460438View attachment 1460439
What did i do wrong?

Can someone help me please?
I believe your importer is messing you about here. 17kb is way too small for an fbx file track, and your tree structure within Blender seems very small. AC tracks need the roads, walls, pits, etc to be set as specific names (common example is 1ROAD, 1WALL, 1PIT, etc). These names correspond to the settings in the surfaces.ini file in the data folder of the track. You also need at least 1 pit box, start lines, etc, and I'm not sure the importer is doing this correct.

Try to download the trial of 3dSimEd, import the kn5 file into that (you should see the whole circuit), then export it from there using File->Plugin Export, the settings for AC at the bottom and change the FBX option to the top one). This will create an fbx file and texture folder, import the fbx file in blender, and this should have the textures assigned too. Then do what you want to do with the track and export the FBX. I use the following settings:
1750924285427.png


The error you are getting in KSeditor is because the texture gras-shad hasn't been assigned in kseditor. Go into materials, find the gras-shad material and assign the correct texture. However if you do the steps I mentioned above then kseditor usually finds all the textures correctly, the trick is to always have the Blender file and a folder called "texture" with it that contains all the textures the track uses. So long as you do that your life is a lot easier in kseditor.
 
shi
Thanks for enjoying Track!

I have put adding flag-waving spectators on my list of things to do.
(Or maybe you could work on it, that would be great)
I've done so many of these in the past I find it hard to find the motivation to do any more.
Placing them on any track should be a lot quicker now using the @leBluem Track Decoration app but I've not really had a chance to delve into it properly.
 
shi
Bahrain F1 2004-2008 v1.01

View attachment 1423386
Add-on to recreate the Bahrain F1 2004-2008.
Add a new layout.

The reason for the 2004-2008 period is that the road surface has been painted since 2009.

-CSP required

How to install:
Drag and drop into the folder name: fn_bahrain

Credits & Thanks;
Bahrain v1.0.1 by Fenryr

Add-on by @shi (shin956)
The billboard texture base is taken from Bahrain (F1C, CTDP's rFactor version base) by dmarques.
Test and Feedback by @Breathe

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

Added physics_alt.kn5.
Updated surfaces.ini.
Updated ext_config.ini for each layout. ([DIRT] section)
- Thanks M1GHTYM4VS for the suggestion.

Hi, thanks for the circuits you give us and your great work...I want to report a bug for this circuit in all 4 versions; if you go off the track on turn 11, an AC crash occurs...can it be solved?
 
Hi, thanks for the circuits you give us and your great work...I want to report a bug for this circuit in all 4 versions; if you go off the track on turn 11, an AC crash occurs...can it be solved?
fn_bahrain is required.
I've done so many of these in the past I find it hard to find the motivation to do any more.
Placing them on any track should be a lot quicker now using the @leBluem Track Decoration app but I've not really had a chance to delve into it properly.
Yes, I was trying to use that App.
I hope that motivation for AC comes back to you again!
 
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shi
fn_bahrain is required.

Yes, I was trying to use that App.
I hope that motivation for AC comes back to you again!
Hi thanks for the feedback, but I already have the original Fenyr circuit as you see. If you try to go off the track at turn 11 in your versions, a loop occurs and the car goes back to the pits...thanks

1750943499600.png
 
Hi thanks for the feedback, but I already have the original Fenyr circuit as you see. If you try to go off the track at turn 11 in your versions, a loop occurs and the car goes back to the pits...thanks

View attachment 1460640
You are using Bahrain v1.1.
I have created for Bahrain v1.0.1.
I was not aware that Bahrain had been updated.
That is the cause of the problem.

To fix it, change
FILE=physics_alt.kn5 to FILE=physics.kn5 in [MODEL_1] in models_f1_2004/05/06/07/08.ini in the fn_bahrain folder.
 
shi
You are using Bahrain v1.1.
I have created for Bahrain v1.0.1.
I was not aware that Bahrain had been updated.
That is the cause of the problem.

To fix it, change
FILE=physics_alt.kn5 to FILE=physics.kn5 in [MODEL_1] in models_f1_2004/05/06/07/08.ini in the fn_bahrain folder.
OH thank you 🙏
 
How do you set the "BoP" values so precisely? Do you do a lot of testing over a long time?
I have a car pack. Or some Chosen Cars i want race together. Then I take it and let the AI drive a few laps on different tracks. I write down the results. Then I roughly adjust the weights by estimation. Let them drive again. Once I’m satisfied with the lap times, I simply start a season. The season takes quite a long time because I’m also running other seasons and other sims in parallel.

At the end of the season, I look at the results and see which cars were too strong, and which ones maybe didn’t score any points at all. Then I adjust the weights or restrictors again.


Sometimes, on fast tracks like Monza, you can also see that some cars need a bit of a restrictor because they’re too powerful. That can be adjusted directly, subjectively. It’s a bit of trial and error, and quite time-consuming.

It can last even a whole year to achieve very good results. But after a while the experience helps allot
 
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Hi, I was wondering if anyone would be able to confirm if they're having the same issue I'm having. I was doing some hotlaps at Canberra 400 by Rmi, and when I get to a certain corner, if I get anywhere near the curb, the car slows down to a crawl. It's like quicksand.
Here's a picture of the specific corner -
sed.jpg
 
Hi, I was wondering if anyone would be able to confirm if they're having the same issue I'm having. I was doing some hotlaps at Canberra 400 by Rmi, and when I get to a certain corner, if I get anywhere near the curb, the car slows down to a crawl. It's like quicksand.
Here's a picture of the specific corner -
View attachment 1460701
1750967552173.png

1750967601977.png


It's simple, this section of the road has too much damping
 
I have a car pack. Or some Chosen Cars i want race together. Then I take it and let the AI drive a few laps on different tracks. I write down the results. Then I roughly adjust the weights by estimation. Let them drive again. Once I’m satisfied with the lap times, I simply start a season. The season takes quite a long time because I’m also running other seasons and other sims in parallel.

At the end of the season, I look at the results and see which cars were too strong, and which ones maybe didn’t score any points at all. Then I adjust the weights or restrictors again.


Sometimes, on fast tracks like Monza, you can also see that some cars need a bit of a restrictor because they’re too powerful. That can be adjusted directly, subjectively. It’s a bit of trial and error, and quite time-consuming.

It can last even a whole year to achieve very good results. But after a while the experience helps allot
Wow, even a year of testing... 😮
Do you think it is possible to make a BoP on the weight/power ratio of the cars? I see the weight in "Car.in/total mass", the power in "power.lut", and then I adjust ballast and restriction to have a similar weight/power ratio between the cars.
 
I have a car pack. Or some Chosen Cars i want race together. Then I take it and let the AI drive a few laps on different tracks. I write down the results. Then I roughly adjust the weights by estimation. Let them drive again. Once I’m satisfied with the lap times, I simply start a season. The season takes quite a long time because I’m also running other seasons and other sims in parallel.

At the end of the season, I look at the results and see which cars were too strong, and which ones maybe didn’t score any points at all. Then I adjust the weights or restrictors again.


Sometimes, on fast tracks like Monza, you can also see that some cars need a bit of a restrictor because they’re too powerful. That can be adjusted directly, subjectively. It’s a bit of trial and error, and quite time-consuming.

It can last even a whole year to achieve very good results. But after a while the experience helps allot
Very cool. Do you know how the ratio of ballast and restrictor work? In other words, how an increase in those numbers corresponds to how a car will drive?
 
Wow, even a year of testing... 😮
Do you think it is possible to make a BoP on the weight/power ratio of the cars? I see the weight in "Car.in/total mass", the power in "power.lut", and then I adjust ballast and restriction to have a similar weight/power ratio between the cars.
Well, it just takes so long because I’m also driving a lot of other things. If I were to focus on one specific pack, it would only take a few weeks at most to get a good result.

And using the same power-to-weight ratio doesn’t really work. Every car has different aerodynamics, different suspension geometry, different gear ratios — so even with the same numbers, you end up with completely different results.

There’s no way around it: test, test, test.
 
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Very cool. Do you know how the ratio of ballast and restrictor work? In other words, how an increase in those numbers corresponds to how a car will drive?
I’m not sure if I understood the question correctly, but ballast adds weight to the car, which mainly makes it more sluggish — it reduces cornering performance and also affects acceleration.

The restrictor, on the other hand, takes away power — especially noticeable in acceleration on straights. I’m not exactly sure if it directly reduces horsepower, but I believe it does. In any case, it slows the car down on the straights.

You can achieve a similar effect with ballast, but with the added downside that the car also becomes slower in corners.
 
FULL 2008 F1 season, with co-operation with CIMMERIAN ITER.
=======================================


First co-operation project with a fellow GTPlanet member Cimmerian Iter/Kakauiyt. His 2008 cars are masterpieces and FREE. They {really drive well and are comparable to VRC 2005/2007 cars.

Video has a commercial track (2010 layout of Singapore). The downloadable track is the free version. I don't spread paid mods.

I created all new track skins with period correct ads for genuine 2008 season experience. I also did new 2008 TV graphics used (Used Vuluth's 2022 leaderboard as a base).

User is set to Kimi (King of cool) Raikkonen who actually had a bad season. Hamilton at McLaren with AI level 100 and Massa/Ferrari at 99 are extremely hard to beat and title will be decided between them (unless you make outstanding performances).

Of course you can easily change the season to play with anyone you want from the champs files.

100% correct schedule and extremely realistic results/performance. Video description has all the downloads.

I worked for days to get the correct 2008 sponsors to each track. Monaco was the biggest job. I don't have the modding skills of the experts but I work hard and I actually love to play these seasons. That's my only motivation, I love F1 and AC is the only platform that enables us to make F1 gaming history like this, at this level.

I want TV graphics, I want the correct atmosphere.

All tracks are carefully hand picked and the absolutely best there is to offer. Great AI, only Magny Cours 2011 is an easy(ish) pole (for me). Very challenging season but the cars don't do any idiotic things at all (great job) and the track ai's are great.

BRIDGESTONE is the main sponsor for all tracks so it goes without saying all BRIDGESTONE banners are there of course.

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TzIwF6A.jpeg


6bODWH7.jpeg


vMPz10F.jpeg


Jx1Yj1y.jpeg


7ciOfTv.jpeg


HqM2PLP.jpeg


rfD9COQ.jpeg


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F0vTrqw.jpeg


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VIDEO (ALL TRACKS HAVE TIMESTAMPS), video description has links to all the downloads.




PS feel free to use/modify my 2002, 2005, 2007 etc. track skinpacks anywhere you want. I don't want to see any AC classic F1 videos with ARAMCO, SALESFORCE, Crypto.com and HEINEKEN ads anymore. Now there's no excuse to use them (or DRS signs) anymore in your classic F1 vids. Those are just horrible to watch for a HC fan like me. :D

I am angry or disappointed with you.
The reason is about your handling of download links in your videos.
You have thanked me several times for my help. If you are so grateful to me, why do you not use the original links and distribute them second hand? Why can't you do something simple?
Despite my previous warning in a PM, you broke it.
I am considering banning the use of Tracks I have released in your content in the future because the same mistake is being repeated.

This is my subjective opinion, but it seems that you only care about how well the AI is done and not about the layout or billboard logo. For example, you use melbourne_1998 for the 2005,2007,2008 seasons, but the shape of the pit entrance is different from the 1996-2003 layout, which can be easily seen by looking it up on racingcircuits.info etc.

Below is a list of links to the secondary distribution in the description section of your video. (Only Tracks/Addons that I have released)
Assetto Corsa F1 2008 Season files, All Cars and Tracks
melbourne_1998
fn_bahrain (My layout includes)

Assetto Corsa F1 1994 Season Downloads
okayama(My layout includes)
asr_owc_1992_round_09

Assetto Corsa F1 2005 Season Files, All Cars and Tracks
melbourne_1998
fn_bahrain (My layout includes)
imola_1998
indianapolis2001
suzuka_1998

Assetto Corsa F1 2007 Season files, All Cars and Tracks
melbourne_1998
fn_bahrain (My layout includes)
indianapolis2001

Assetto Corsa F1 1993 Season Files, all Cars and Tracks
asr_owc_1992_round_09
asr_owc_1992_round_15
asr_owc_1992_round_16

Assetto Corsa F1 1990 Season Downloads
asr_owc_1992_round_11

Assetto Corsa F1 1991 Season Downloads
asr_owc_1992_round_09
asr_owc_1992_round_16

Sorry for polluting the thread.
 
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Tracks listing update

A few change to the listing

I'm really sorry but adding Add-ons to the listing takes too much time and will no longer be added to the listing, but will be posted every Saturday on my Patreon as a list.



Red Bold
: news and updates (tracks) from 23/05/2025 --> 26/06/2025

Yellow Bold : news and updates (tracks) from 27/06/2025 --> TBA


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


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