Assetto Corsa PC Mods General DiscussionPC 

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Thank you for the report
I've just found something else that could help.
I've opended the FBX in Blender and there are two separate meshes with the same name. One is the seats mesh of one grandstand and the other is the structure of another grandstand.

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I belive that the issue is created by the following mesh names of the grandstand different parts
gg_building_grandstand_01_g
gg_building_grandstand_01_g-1
gg_building_grandstand_01_g-2

When you duplicate the grandstand the meshes are renamed adding something like "_n".
In same way the name gets screwed up (I don't know how, depends on the code).
I suppose that just renaming "gg_building_grandstand_01_g" to "gg_building_grandstand_01_g_0" will solve it.
 
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kn5join.exe was changed a bit to better keep parented objects, seems like that's broken now...
Will fix!

EDIT: for now you could just use kn5Join\kn5join.exe (complete folder) from previous version...
I've done some investigation.
Each section of the camera_facing.ini must have only one mesh (it's not possible to trunkate the mesh names or use "?").
If you have 10 grandstands you must have 10 separated section inside camera_facing.ini.

When I was investigating I came across with the following issue.

I tried with one big and small grandstands and the crowd work fine.
Then with 2 of each one and was fine.
And so on, untill I put 5 of a kind and the names of the last ones meshes were different from what I expected.

With TD they were name as I expected (gg_building_grandstand_01_a-2_4, gg_building_grandstand_01_g_4)
View attachment 1464764

But after creating the KN5 in TD, extract the FBX and creating the KN5 in KsEditor, the _4 were truncated from the mesh names
View attachment 1464765

Then I tried with 6 and all the mesh names were in sequence again.

I've also tried adding (at the end and between grandstands sections of the TD model.ini) also a different objest (a brake marker) and the crowd was still there

seems like that error is in previous versions too :(
 
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Well, I'm not going to argue with you but doesn't answer my question. 🤔
amd technology is open source, and not locked to a graphic card. Same as intel XeSS, you can use either technology on all graphic cards. DLSS is voluntarily locked to nvidia cards because nvidia purposely removed any general card compatibility in their code
 
This looks promising: NVIDIA Introduces "Smooth Motion" Frame Generation for RTX 40 Series GPUs in Latest Preview Driver, Proven to Double In-Game FPS https://wccftech.com/nvidia-introduces-smooth-motion-frame-generation-for-rtx-40-series-gpu/
Travelling at the moment, so won't get a chance to test it this week.
It’s a part of the DLSS technique already in the RTX5000 series and now it seems to be available for RTX4000 series Vcards. Only DLSS does not work in AC. Did some modifications to activate DLSS, even did get the onscreen message that DLSS was activated, but no ingame DLSS. To activate, this is specific knowledge I do not have. Was hoping for Ilya or X4fab (if this is possible), as this is with Intels XeSS a real major aspect for CM.
 
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Would it also be possible in a further release to place new adboards around a track, with your app? Thinking about the job usually pyyer is doing with his extensions.
There are a few in my packs (and you can edit the textures after you build a kn5)
 
... but hopefully without the godawful z-fighting that seems to be a perennial Pyyer trademark. His extensions should really come with an epilepsy warning.
The awful truth of z-fighting:
a0931q.jpg
 

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It’s a part of the DLSS technique already in the RTX5000 series and now it seems to be available for RTX4000 series Vcards. Only DLSS does not work in AC. Did some modifications to activate DLSS, even did get the onscreen message that DLSS was activated, but no ingame DLSS. To activate, this is specific knowledge I do not have. Was hoping for Ilya or X4fab (if this is possible), as this is with Intels XeSS a real major aspect for CM.
Tried (with 590.26 driver) and....nope no double FPS. However, performance is very good (better than all after 566.36 actually). 566.36 remains as my back should 590.26 disappoint as some stage (Latter installed few minutes back).
 
amd technology is open source, and not locked to a graphic card. Same as intel XeSS, you can use either technology on all graphic cards. DLSS is voluntarily locked to nvidia cards because nvidia purposely removed any general card compatibility in their code
Activate through CSP graphics settings, just be sure to untick the nvdia options about them.
 
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Hi everyone.
Has anyone else noticed cars flickering in the distance since the last CSP update? And is there a solution to this, or do I just have to go back some CSP versions?
 
... but hopefully without the godawful z-fighting that seems to be a perennial Pyyer trademark. His extensions should really come with an epilepsy warning.
Hi. Is it really hard to stop this on his extension, or do i have to just live with it, Cheers.
 
Hi. Is it really hard to stop this on his extension, or do i have to just live with it, Cheers.
I've tried a few things but not really found an ideal solution.
The problem mainly seems to be that he places new meshes directly on top of (or too close to) existing ones, creating a conflict.
At Silverstone, for example, new adboards are put directly in front of the existing tyre walls, and a lot of them flicker until you get close. The flickering can be stopped by hiding the tyre wall behind the adboard, which looks OK from the driver's perspective but can look odd from replay angles.
I don't know whether Pyyer's setup (hardware or display/AC video settings/CSP) means that he never sees any z-fighting, or whether he just chooses to ignore it, but for me it's incredibly distracting and often a deal-breaker.
It's a real shame because the extensions in principle are a good idea and are generally well executed, apart from all the flickering adboards.
I've messaged him before about this at RD but didn't get a response.
 
No problem I will have a look.
@Pilot3331; many thanks in advance, experiencing the same my end. While your at it, can you perhaps also enhance the circumferential detail of the rims of this F80. Now the edge of the rim is somewhat 'blocky'? Hope you are able fixing this. Otherwise, a very enjoyable car and your current adjustments look way better also. Thanks in advance.
 
@Pilot3331; many thanks in advance, experiencing the same my end. While your at it, can you perhaps also enhance the circumferential detail of the rims of this F80. Now the edge of the rim is somewhat 'blocky'? Hope you are able fixing this. Otherwise, a very enjoyable car and your current adjustments look way better also. Thanks in advance.
Suspension should be fixed now. But for the blocky rim, new high poly 3d model is needed, but it will cost fps.
 
I'm amazed that TheRaceProject have followers because their mods are utter bloody piss. Their 2006 mod is an insult to CTDP - 8k skins ??? 4k textures ???? 4K HELMETS ????? 500+mb kn5s ????

What the hell is wrong with that 'group' lmao. Seriously.

I have fixed plenty of things on their F1 2003 mod. When I adjusted the car data I noticed they're based on VS 1998 cars physics. Those cars also had an issue with the rear being way too slippery, especially the Ferrari. It was like a drift car. Fixed that. It was actually not bad on RaceProject mod (user driving wise) but AI cars didn't stay on track in circuits like Hockenheim. They took a lot of "power slides" and went to the gravel.

Those cars didn't also work on any Monaco track as their front tires didn't turn enough in the Loews hairpin and they drove straight to the wall. Fixed that too. There are some performance issues too, like Renault and McLaren being slower than Minardis when you set them AI controlled. Well I have fixed that too (or fixing it right now).

They sound good and look really good too. Driver equipment is superbly made. And after my adjustments they drive good too (I think they're Virtua Simulazione car base). Hopefully my fixes help. I'm not a car modder but I can do some basic stuff. You'd think you'd check this kind of things out before asking money for it, huh?

Edit: They don't have it on sale on their Patreon. I guess it's a free mod then, huh? Or did they take it off?

The package I have is 2003 5.0. Does anyone have any clue where this mod is available?


Well I'm happy to have 2003 season. It was one amazing season in real F1. These four gentlemen created a few years of superb enterntainment.

It might have been the absolute PEAK of F1. At least very close to that. I will release that season and car fixes later today.

dfiViur.png
 
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shi
Amaroo Park v1.1

View attachment 1181389
Conversion from rFactor.
Amaroo Park Raceway was a 1.9 kilometres (1.2 mi) motor racing circuit located in Annangrove, New South Wales, in the present-day western suburbs of Sydney, Australia. Opened in 1967. It was closed in 1998.
The name Amaroo comes from the Aboriginal word meaning beautiful place. (wikipedia)

-CSP recommended
-28 pit/start
-AI, cam

Credits & Thanks;
Original GPL Track by Sergio Loro and Doc Roberto and Thank you for gave me permission (Sergio Loro)
rFactor Conversion by Bud Lucas
rFactor Version 2.0 Release by David Hingston (Hingo)

AC Converted by @shi (shin956)
AI by Eren Tuzci
logo.png, sections file by @Fanapryde
Edited textures, tweak grassfx by @Mike08
some textures by kunos
Test and Feedback by @Breathe , @Mike08 , @RMi_wood, @Fullnoise , @macko68, @Fanapryde, @slider666

Enjoy.

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

-Changed trees to gum trees. (Suggestion by Fullnoise. Thanks.)
-Change color and height of kerb. (It is closer to reality.)
-Added Red/White Kerb skin
-Changed preview.

v1.02 changelog;
-The armco position was shifted to make it easier to exit the pit. (Suggestion by Fanapryde. Thanks.)

v1.03 changelog;
-Constant width of tire barrier. (Suggestion by slider666. Thanks.)
-Updated white line textures.

v1.1 changelog;
Fixed Treewall and Fence mapping.
Fixed missing meshes.
Added 3D terrain.
Changed camera facing crowds textures to those of Kniker97.
Smoothed white line.
Upscaled billboard textures.
Updated semaphore.ini.
Updated ext_config.ini.
Updated skidmarks and groove.ini.

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

NOTE: If you have shadow problems, disable "Add Mirage like reflections" under Weather FX in the CSP settings.

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

Converted upon request by Patreon member Con Strintzos.
Patreon-only track requests are now being accepted.

Amaroo Park v1.1
The link is in the quote.

v1.1 changelog;
Fixed Treewall and Fence mapping.
Fixed missing meshes.
Added 3D terrain.
Changed camera facing crowds textures to those of Kniker97.
Smoothed white line.
Upscaled billboard textures.
Updated semaphore.ini.
Updated ext_config.ini.
Updated skidmarks and groove.ini.

Screenshot_ks_porsche_918_spyder_amaroo_park_15-6-125-20-18-16.jpg
 
Who did these skins? i know it was somebody on here..........

i am looking for your PSD or PDN file...........its going to save me doing the blue pattern again basically i am looking for the skin without AO so i can modify it for the bathurst 1000

all i can get is the stickers with the bit of black in the centre the rest of the skin is stripped of from Cyrils OG skin (see last picture)

Screenshot (1003).png
Screenshot (1004).png
 
I have fixed plenty of things on their F1 2003 mod. When I adjusted the car data I noticed they're based on VS 1998 cars physics. Those cars also had an issue with the rear being way too slippery, especially the Ferrari. It was like a drift car. Fixed that. It was actually not bad on RaceProject mod (user driving wise) but AI cars didn't stay on track in circuits like Hockenheim. They took a lot of "power slides" and went to the gravel.

Those cars didn't also work on any Monaco track as their front tires didn't turn enough in the Loews hairpin and they drove straight to the wall. Fixed that too. There are some performance issues too, like Renault and McLaren being slower than Minardis when you set them AI controlled. Well I have fixed that too (or fixing it right now).

They sound good and look really good too. Driver equipment is superbly made. And after my adjustments they drive good too (I think they're Virtua Simulazione car base). Hopefully my fixes help. I'm not a car modder but I can do some basic stuff. You'd think you'd check this kind of things out before asking money for it, huh?

Edit: They don't have it on sale on their Patreon. I guess it's a free mod then, huh? Or did they take it off?

The package I have is 2003 5.0. Does anyone have any clue where this mod is available?


Well I'm happy to have 2003 season. It was one amazing season in real F1. These four gentlemen created a few years of superb enterntainment.

It might have been the absolute PEAK of F1. At least very close to that. I will release that season and car fixes later today.

dfiViur.png
from what i recall it was on patreon, but Sim Dream filled a DMCA takedown to take the 2003 mod down from patreon hence why you don't see it
 
from what i recall it was on patreon, but Sim Dream filled a DMCA takedown to take the 2003 mod down from patreon hence why you don't see it

Yeah. Either way I made the fixes. Increased rear wheel traction was a must to avoid AI cars powesliding off the track. I also fixed the steering rod ratio so that the race at Monaco is now safe and possible. Actually the 1998 Monaco was the only one that could be used. It races great. I'm not a good car modder so if you find a way to improve them more, please send me the fixes.

Now because of increased rear traction I had to make the cars slower by increasing CD gain to 1.1. That makes the cars a bit too fast on tracks Melbourne and Interlagos where the traction plays bigger role. On the other hand they're very accurate or even a tad too slow on Monza, Suzuka and Indy. Melbourne and Interlagos times are off 2 seconds (too fast) and Indy times are about 1-2 seconds too slow. But hey... at least the races are safe and challenging now.

I really dislike these pay mods but I wanted a 2003 season to play. To be fair these drive quite well as the physics have been taken from Virtua Simulazione 1998 cars (at least a lot of the car data is identical).

I made all correct sponsors for 2003 circuits. That was the biggest job. People actually play these with modern track sponsors which to me looks 100% FAKE and stupid. TV graphics was relatively easy as I already did 1998, 2002 etc. I used those as a base. At least it looks decent. Enjoy.

PS: SimDream filled a DMCA takedown? They have a copyright to F1? Wow. I think I'm going to copyright the air I'm breathing.

PS2: I might have the RaceProject mod link if someone wants to ask.

 
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