Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Thread starter daan
  • 146,818 comments
  • 43,697,335 views
hmmm.jpg
 
For people experiencing Frame Rate issues with the Current CSP I have found a fix for my issues with the Indy Lights car and that was to turn the new KN5 loader off. Also hot take but the Legion's Indianapolis at least the oval is much more accurate than the 13x version. Less major bumps and more correct banking to at least how it felt in real life from my own experience. Of course it is an older version so road course is off now but still.
 
I did some testing with your AI files for the Magnificent Park - International layout with the same cars you used and I have no stopping cars in the middle of the back straight at all. I've tested with RACE and WEEKEND mode. I'm using CSP 0.2.12-preview1.
I don't use the additional AI files (*_payloads.bin, pit_lane_with_grid.ai) created by CSP and always delete them in the AI folders. if they exist.

Here are my settings for "New AI behaviour":

View attachment 1463333
Unfortunately I have neither of these files in my AI folder for the International circuit.

Tested again with these New AI Behavior settings (I already disabled the whole extension completely in the previous test), no change.
 
X90
Unfortunately I have neither of these files in my AI folder for the International circuit.

Tested again with these New AI Behavior settings (I already disabled the whole extension completely in the previous test), no change.
I know it's a PITA, but you have turned off any/all apps like Nuzzi's and/or the rolling start, safety car ilk that mess with the AI?
 
I know it's a PITA, but you have turned off any/all apps like Nuzzi's and/or the rolling start, safety car ilk that mess with the AI?
I only have his Match Fuel app installed - and it was also installed when I made the AI on 0.2.8.

I can't imagine that is the culprit.


I've also tried to pull out the hint for the kink a bit down the road (it only said "take it flat out", no danger zones or sideline issues). No change there either.

Kind of dispiriting to see my lines get mulched by spaghetti code.
 
Last edited:
@gtrNL how did you find the kosei emblem? what was the process you went through? i looked everywhere for this and found nothing even near........

Most welcome!
Developer tools in your browser and the Wayback Machine (especially when I suspect something is an old logo of the company) are my best friends.

Right clicking a website (usually the /about page) and diving into the 'inspect'/'developer tools'/whatever your browser calls it and rummaging through the html and 'sources' finds you all kind of images that are not necessarily visible on the website, but are uploaded should they be needed.

Digging through social media accounts (of the teams) also works, they usually love to spam the sponsor logos. The teams' drivers social media is also great, especially posts from the beginning of the season.
 
It's much more easy and less time consuming.

1) Navigate to 'Content', then 'Cars'.
2) Click on any car on the left.
3) Click the tiny arrow next to 'Update Previews' at the bottom of the window, then click 'Options'.
4) Select the new preview you'd like to use at the bottom of the preference window, then click the 'Update Selected Skin (without confirmation)' button (box with a + in it).
This tells Content Manager that this is the default skin to use.
5) Quit the preview, and select all cars in the left list (click one, then CTRL+A).
6) Click the drop-down at the bottom and select Look > Update Previews.
7) Click 'Update XXX cars' when you're ready. This may take a few hours depending on the number of cars.


Or
1) Go to 'Content', then 'tools'.
2) Click 'Launch' button of the 'Update previews' tool
3) Click 'Autoselect' button at the bottom
4) Click 'Update Previews' at the bottom of the window

View attachment 1462359
Has anybody ever got this to work for a large number of cars? I set it running overnight only to find that it'd stopped after a short while because it came across a car with a lods.ini issue. Not sure why CM cares about lods when generating a preview from the main kn5, but trying to understand CM or CSP logic is a well-trodden path towards madness. It'd be good if cars that CM doesn't like are simply flagged and skipped, rather than halting the whole process.
 
Hi, is it possible you can share the preview that you use? It's quite good
Hello yeh sure i have not done this before so i may have done it wrong: https://acstuff.club/s/QfNJ
Most welcome!
Developer tools in your browser and the Wayback Machine (especially when I suspect something is an old logo of the company) are my best friends.

Right clicking a website (usually the /about page) and diving into the 'inspect'/'developer tools'/whatever your browser calls it and rummaging through the html and 'sources' finds you all kind of images that are not necessarily visible on the website, but are uploaded should they be needed.

Digging through social media accounts (of the teams) also works, they usually love to spam the sponsor logos. The teams' drivers social media is also great, especially posts from the beginning of the season.
thankyou for the explanation
 
Last edited:
I have a request for @Apocalypse211 : could you, pretty please, make a 2008 skin for RT's infinitely better version of Fuji ? MTS' is pure unoptimised **** lol

Send me the track link and I will check.

If I remember correctly I ran into some issues with that Fuji version with VRC cars. Not sure though. I always had good races at MTS Fuji in my seasons though.
 
Last edited:
shi
Montreal 1994 - 1995 v1.2

View attachment 1419707
Circuit Gilles Villeneuve with 1994 - 1995 layout.
Conversion from F1 Challenge.

-CSP recommended
-2 layouts (Only change billboards)
-38 pit/start
-AI, cam

NOTE; If you are using Sol and the track screen is dark, rename ext_config_for_sol.ini to ext_config.ini in the extension folder.

Credits & Thanks;
F1 Challenge Track by dmarques
(Based on the default F1C circuit with major upgrades to buildings and surroundings)

Terms Of Use; (F1C)
Enjoy this mod to the fullest, that's all. If you want to convert or use this
as a base to create other cars, you're welcome in doing so as long as the
appropriate credit is given to the respective authors of the files you are
using. You can find all authors in this file

AC converted by @shi (shin956)
Pit tent from F1-S-R's 1994 Track Pack
AI and sidelines by IMEAN
logo.png and Sections file by @Fanapryde
Crowds texture by @Kniker97
cone and some textures by kunos
Test and Feedback by @Breathe

Enjoy.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.1 changelog;
Removed broken trees.
The billboard logo is now closer to the video of the time. (Both layouts)
Updated ext_config.ini. (video screen)
some minor fixes.

v1.2 changelog;
Added Penalty to Chicane. (Suggestion by Apocalypse211. Thanks.)
Fixed missing pit building meshes.
Updated ai_hints.ini, semaphore.ini, groove.ini. and cameras.ini.
Updated ext_config.ini.

Montreal 1994 - 1995 v1.2
The link is in the quote.

v1.2 changelog;
Added Penalty to Chicane. (Suggestion by @Apocalypse211 . Thanks.)
Fixed missing pit building meshes.
Updated ai_hints.ini, semaphore.ini, groove.ini. and cameras.ini.
Updated ext_config.ini.
 
Physics rework of the Binary Motors / Jerry Wei 991.2 GT2 RS


preview.jpg


Notes: Based on Kunos GT3 RS etc with updated values, new power lut, sound from the 911 Turbo, some Cphys elements are used such as the brakes and tyre heating model. May have too much grip right now, but I am ball park withe the Sport Auto Nordschelife supertest time.

Skins based on the Porsche Press Car fleet, they had a shortage of wheels, so only the gold was available for most press cars ;)

I don't havce a template to make small German Number plates and am not skilled enough in photoshop to create something (I tried) to fit the US rear bumper so plate has been disabled in a config :(

Feedback appreciated!

Edit link fixed
 
Last edited:
Send me the track link and I will check.

If I remember correctly I ran into some issues with that Fuji version with VRC cars. Not sure though. I always had good races at MTS Fuji in my seasons though.

MTS is so badly unoptimised it is impossible to race, even alone, on that track for me :(
 

MTS is so badly unoptimised it is impossible to race, even alone, on that track for me :(

Thanks. I will test it when I have time. :) If it's good I will replace MTS with this one.

PS: What do you mean by "unoptimized"? Do you mean you get bad FPS?
 
Last edited:
Thanks. I will test it when I have time. :) If it's good I will replace MTS with this one.

PS: What do you mean by "unoptimized"? Do you mean you get bad FPS?
Yes, sadly - 75 FPS at most which in reality feels like 45 because it's so choppy. I have pretty robust PC so it has to be that track - don't have that problem with other tracks or even games
 

Attachments

  • __custom_showroom_1751995482.jpg
    __custom_showroom_1751995482.jpg
    50.9 KB · Views: 3
  • __custom_showroom_1751995486.jpg
    __custom_showroom_1751995486.jpg
    44 KB · Views: 2
  • __custom_showroom_1751995492.jpg
    __custom_showroom_1751995492.jpg
    46.7 KB · Views: 2
Last edited:
Original Mod (copy over the data folder), in your skin folder are more skins then the original


I see and remember LoreLord converted this one, his free Patreon page is no more and he had posted not anymore since 2024
Yes, there are some skins included that I've been working on, some that I adapted to Lore's TT from another DTM TT. A lot of it is unfinished. Maybe someone has time to continue it.
 
Try fully extending the Render Stats menu app. It shows your CPU/GPU performance, bottleneck and FPS loss.

The first image shows how Riverside performs with no lights (0.01 CPU ms usage)

View attachment 1463164

With the lights are turned on it shows a 0.06% CPU ms usage and 5.2 FPS performance cost. (Which would matter if I'm using an unlocked frame rate) You can also see my CPU/GPU usage when up from 18.1% to 19.7%. another good indication is those little color graph bars next to the stats numbers. (Green = Good) it varies from computer to computer.

View attachment 1463165

My rig
CPU: i5 - 14600k
GPU: RTX 4070 Super
Nvidia Driver: 560.94
1080p 60fps (Using old 60hz AOC monitor)
-
CSP: 0.2.12-p1
PP Filter: PHOTOreal (Some filters heavily affect performance, I just really like this one)
Nearly every CSP setting left at default.

Na, sorry then, if there would be any error, you would see a red dot. Also LUA fps breaker is only on the CPU side if error are happen.
But on your side it is really a GPU issue:
View attachment 1463198
So something must exponentially use the GPU then. Just make the CSP render stats app bigger and you see the single parts, maybe you can isolate the reason for this.

@Aldo Raine

Suggestion:
A method/tool I've had some success with is:
At a point when the FPS has dropped, stop the car, and use the F7 camera and the cursor keys to "exclude" objects of suspicion (look away from, so that obj is not in the rendered scene), checking for FPS at the same time. I've used this idea in the car too, to isolate FPS-hungry PBR shadered textures.
If you can isolate a culprit, Object Inspector gives you a mesh/material name, to hide or change shaders for, in ext-config.ini ?

Observation in this vein, from your screenshot:
Chase-cam puts ALOT of renderable stuff on the screen, esp at night with many lights. In this view the car's rear lights, the 4/8K skin etc, etc. Lotsa work for the GPU. Easy to check. Does shifting the camera to in-cockpit make any change to the FPS?
Thanks guys for the advice, I'm trying to learn more and more things from you and from this wonderful community!
I redid some tests, unfortunately I need 2 photos for each situation because there wasn't all the data in just one, so the first two photos are at the beginning of the tests, everything is ok, then I get to the first area where the fps drops, then in the last two photos the whole framerate collapses..
If you can understand something... 😓
@andrevr When I have the fps drop, if I look to the sides where I only have the barriers lit, I have a 40 fps drop, if I look forward to the stands, it drops by 90 fps..

Senza titolo-1.jpg

Senza titolo-2.jpg

Senza titolo-3.jpg

Senza titolo-4.jpg

Senza titolo-5.jpg

Senza titolo-6.jpg
 
Thanks guys for the advice, I'm trying to learn more and more things from you and from this wonderful community!
I redid some tests, unfortunately I need 2 photos for each situation because there wasn't all the data in just one, so the first two photos are at the beginning of the tests, everything is ok, then I get to the first area where the fps drops, then in the last two photos the whole framerate collapses..
If you can understand something... 😓
@andrevr When I have the fps drop, if I look to the sides where I only have the barriers lit, I have a 40 fps drop, if I look forward to the stands, it drops by 90 fps..
The issue is coused by
CLUSTER_THRESHOLD = 5
in [LIGHT_SERIES_...] section, which creates too many lights
Expecially for the Stands meshes which are large
 
Sharing a mod? Host it on GTPlanet Downloads. Free, public hosting for files up to 10GB in size.
Back