Assetto Corsa PC Mods General DiscussionPC 

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In the Pure Patreon community chat, there is a hotfixes channel. There you get it.

But you also get it in the hotfixes channel at Pure Discord Server.
Link your Discord account in Patreon settings - More - Connected apps. You will be automatically linked with Pure Discord Server and get a role to view the Pure channels. There you find the "pure-hotfixes" channel then.

It's just some minor tweaks and fixes...
Cheers Peter. Yes I’m on Discord. Didn’t think of that 😎
 
In the Pure Patreon community chat, there is a hotfixes channel. There you get it.

But you also get it in the hotfixes channel at Pure Discord Server.
Link your Discord account in Patreon settings - More - Connected apps. You will be automatically linked with Pure Discord Server and get a role to view the Pure channels. There you find the "pure-hotfixes" channel then.

It's just some minor tweaks and fixes...
Hi Peter. Just checked my Discord. It didn’t give me permission so checked on Patreon to see if app was connected to Discord.
It said leave server but not connected. I tried to join again but no luck. Re signed into Discord but no difference. I have now lost my discord for sol/ pure. Any ideas please.
 
Right. I have this issue sometimes also. Try starting with only one or two (grrandstand) objects first, this might help.
You can always join multiple KN5s later to build up a larger set if needed.

(Will investigate this issue in TD as I dont recall it hapening in earlier versions)
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)
TD_meshes.png


But after creating the KN5 in TD, extract the FBX and creating the KN5 in KsEditor, the _4 were truncated from the mesh names
KN5_mesh.png


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
 
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
Thank you for the report
 
I’ll have a dig through the archive for any other photos that may be of use. I may also have some of the logos in PSD/AI format. I’ll bundle it up and send it when I can get to the relevant hard drive.

That first photo was after a coming together with the BMW 320i of Luke Searle (black with SAE signage, recently available from F302) at the last corner at Oran Park. My recollection is that I was taking a look down the inside of someone and Luke went for a sim-racing move on the inside of me. I probably over did my attempt to back out of it all and ended up getting squeezed, breaking the RF upright. Splitter had to come off to get on the truck if I remember correctly. We borrowed an upright from another team to get going again.

I think that was my last meeting in that chassis as I moved to the later body shape - same as the VRC Mondeo, which I will say is an excellent rendition - model and physics-wise (although I think the physics got a little further from reality when they updated it).

Thank you for your work :cheers:
That would be great Sam i would like to get this car as accurate as i can purely due to you being here i may aswell if i am able to

Thanks for the explanation i was looking at the car when i was skinning it thinking "how the hell did that happen" and now i know :cheers:

do you still do motor racing now? or are you still in and around the track at all?

Final update to the red ovlov https://www.gtplanet.net/forum/down...00-volvo-850-saloon-cyril-cherry.7239/updates
 
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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.

[edit]
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)
 
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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