Assetto Corsa PC Mods General DiscussionPC 

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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.
Yes, its a shame as they are a good addon, But some are ok for me but others are just way to distracting like you say, will muck around with hiding see if that helps, Thank for the reply.
 
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Where do I find the Aston Martin DB2 that goes with the skins pack recently released by MrLonguinhauin? The DB2/4 Zagato from Lucas Macedo isn't the one... and searching the 2 listed items reveals great emptiness and nothingness.

DB2.png

 
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Where do I find the Aston Martin DB2 that goes with the skins pack recently released by MrLonguinhauin? The DB2/4 Zagato from Lucas Macedo isn't the one... and searching the 2 listed items reveals great emptiness and nothingness.

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From my understanding the Aston Martin DB2 and the Renault 4cv haven't been released yet (or at least that's what I gathered from the Discord)
 
Glad You liked it. As per 8k textures if You having performance slowdowns because of full vram usage, than I found a solution. There is some options in cm that loads shared texture only one time. And in 2006 there's many similar textures, so that option greatly reduces vram usage and there is decent fps even with 8k textures. If You interested let me know ill try to remember whats the name of that options.
Oh it's not a performance thing, it's a space thing ! It's way too much for a car.
 
Glad You liked it. As per 8k textures if You having performance slowdowns because of full vram usage, than I found a solution. There is some options in cm that loads shared texture only one time. And in 2006 there's many similar textures, so that option greatly reduces vram usage and there is decent fps even with 8k textures. If You interested let me know ill try to remember whats the name of that options.
Did you already try to use BC7 dds files? Idk if that works for car skins, but it should generally working with CSP...
 
Did you already try to use BC7 dds files? Idk if that works for car skins, but it should generally working with CSP...
No, those 8k textures were not bc7. I remember reading here from Alguecool that bc7 is supported but there may be bugs with it. Im using gimp and its not offering bc7 export out of the box, maybe need some plugin. Thanks for input.
 
the latest version of CSP is a disaster full of bugs, v0.2.10 extended physics problem, v0.2.11 nvidia overlay problem, v0.2.12 loss of FPS in solo and unplayable online with CPU and graphics card not willing to work at more than 30-40%.


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"v0.2.11 nvidia overlay problem" which kind of NVIDIA overlay problem? Didn't found time to test it yet (is the suggested free version to use in CM right?)
 
#JusticeForTheSuperAguriSA06

Twice it has been omitted but do not fret as it has found its way to AC !

__custom_showroom_1752687686.jpg

__custom_showroom_1752687692.jpg



edit : BUT WAIT ! THERE'S MORE !

early and late spec front wing for the SA05 ! (and yes, they do project shadows, it's just CM being quirky again)
preview.jpg

preview.jpg


soon coming to my Patreon for only 69€ !!!! (I have to feed my 4 wives and their 12 children :( )
 
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Stumbled across this thread as after I've played the console version of AC, I'd love to get the PC version of it someday, and I would just like to ask:

Knowing how it is theoretically possible to make AC the largest racing game ever in terms of sheer content, is it ever possible to like say, mod it with every car and track from the entirety of Gran Turismo and Forza?

Like at least GT4, GT7, FM4, FM2023 and FH5 combined would suffice.
 
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did you make most of the pattern up? or use the original? if you used the original pattern i would love to know how to extract it because i cannot at all

unfortunately i'm not sure what "alpha layer" means
I just used the original, which has some transparency you need to get rid of to reuse it properly. I'm on holidays now (im Denmark, near Jyllandsringen), will pm you some usable files when I get home. 👍
 
I just used the original, which has some transparency you need to get rid of to reuse it properly. I'm on holidays now (im Denmark, near Jyllandsringen), will pm you some usable files when I get home. 👍
Thankyou so much for replying to me whilst on holiday, that is dedication. No worries look forward to hearing from you. Enjoy the rest of your holiday.

Stumbled across this thread as after I've played the console version of AC, I'd love to get the PC version of it someday, and I would just like to ask:

Knowing how it is theoretically possible to make AC the largest racing game ever in terms of sheer content, is it ever possible to like say, mod it with every car and track from the entirety of Gran Turismo and Forza?

Like at least GT4, GT7, FM4, FM2023 and FH5 combined would suffice.
I would say if you give it enough time every single car/track from every single game will eventually be converted.
 
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#JusticeForTheSuperAguriSA06

Twice it has been omitted but do not fret as it has found its way to AC !

View attachment 1465303
View attachment 1465304


edit : BUT WAIT ! THERE'S MORE !

early and late spec front wing for the SA05 ! (and yes, they do project shadows, it's just CM being quirky again)
View attachment 1465355
View attachment 1465356

soon coming to my Patreon for only 69€ !!!! (I have to feed my 4 wives and their 12 children :( )
Not to defend The Race Project, but you're criticizing and criticizing someone else's work, which, no matter how much you disagree with it, deserves respect. If you're more capable of taking a mod that was originally disastrous in every way (ACFL) and redoing it perfectly and flawlessly, why don't you do it and share it with the community? It would be fantastic instead of criticizing and slamming it. This isn't a polemic, but a suggestion. Because in the meantime, I assume you contributed to their Patreon to get it, or if you didn't get it from other sources.
 
Hi. I'm using Paint.net to modify a skin, but I don't know how to remove the sponsor stickers, race number, writing, etc. I know how to add stickers, but I don't know how to remove the original ones. Can someone explain this to me? Thanks a lot. 🙏
 
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After a few years hiatus I finally had a chance to set up a simrig again.

Now having a fresh install of AC, CSP and Pure I have this strange problem I cannot solve) a few people in the CSP Discord seem to have it too since some time and it seems to be unresolved.

The standard switch headlights on/off does not work at all.

When mapping as well the bright lights on/off the behavior is also bugged.
When pressing the bright lights button, bright lights switch on (if no lights were on or if normal headlights were on) BUT ONLY when keeping the button PRESSED!

Switching the mode in the mapping screen (or in the mapping in game app) from toggle to hold or vice versa makes no difference.

Headlights do not stick and are completely bugged.
The best I can set up the game is using the auto switch headlights feature in the CSP settings menu so at least I am able to drive at night.

But there is no functioning control of the headlights now at all. It is completely broken.

Anyone know this issue and has a solution?
 
Not to defend The Race Project, but you're criticizing and criticizing someone else's work, which, no matter how much you disagree with it, deserves respect. If you're more capable of taking a mod that was originally disastrous in every way (ACFL) and redoing it perfectly and flawlessly, why don't you do it and share it with the community? It would be fantastic instead of criticizing and slamming it. This isn't a polemic, but a suggestion. Because in the meantime, I assume you contributed to their Patreon to get it, or if you didn't get it from other sources.

CTDP's work deserves respect. And no, I didn't get it from Patreon, I'm not one to pay for stuff that was made for free 15 years ago :)

You know what bugs me ? Hiding that behind a Patreon. That's the thing that sucks the most. Slapping 8k textures and adding useless animations does not deserve to be paid for lmao. And their skin pack ? More than half the skins are the original 2k ones that were free, ****ing lol

And some redone 8k skins were just repainted over the original so you have one part of the skin with AO applied (original) and the 'new' painted part is just plain, come on, at least try
 
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CTDP's work deserves respect. And no, I didn't get it from Patreon, I'm not one to pay for stuff that was made for free 15 years ago :)

You know what bugs me ? Hiding that behind a Patreon. That's the thing that sucks the most. Slapping 8k textures and adding useless animations does not deserve to be paid for lmao. And their skin pack ? More than half the skins are the original 2k ones that were free, ****ing lol

And some redone 8k skins were just repainted over the original so you have one part of the skin with AO applied (original) and the 'new' painted part is just plain, come on, at least try
I repeat, yours isn't constructive criticism at all. It's just a slam of other people's work, whether you agree with it or not. As you said, it's work from 15 years ago that needs to be updated to reflect current reality. There's work behind it that definitely takes time. Some people give it away, and some don't, just like you, you can decide whether or not to pay for a job. But again, don't badmouth if you don't do better than the person you're judging. This is my opinion. Have a good evening.
 
Try the pure ppfilter with all default settings in Pure Config and Pure PP app. Would be interesting if it looks ok then.

Also this is Pure LCS 2.60.
There was a big change with Pure LCS 2.35 and the skydomes.

@Peter Boese: after checking, wider shots of the track DO look like your images, but I think my perception about the extreme wet weather skyboxes looking a little bland (like normal overcast skies) is because the horizon (which is mainly what we see through our windscreens) is a lot lighter and less moody/dramatic than the sky directly overhead (which we can't really see in a tin-top). Seems like most of the drama is mainly hidden from view under normal driving conditions. Is there a way to move the drama more into our field of view by extending the moody clouds all the way to the horizon?
 
I'm in the process of de-RaceProjecting whatever the hell they did lol

before :

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after:

View attachment 1465126
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And guess what ? They look absolutely the same when you race lmao. Plastering 4 and 8k on a 2006 mod won't suddenly make it look better than a newish one.

And also using Kunos physics ? Tsss tsss.

(also, duplicate car for obvs reasons)
Oh, I see that, scary and really stupid.
What is the best way to reduce the KN5 file size?
Export everything with Content Manager, reconvert the image files, and then load it back in Showroom mode? Or use 3DSimED?
Any other options?
 
For those who have already downloaded the Maserati A6GCS Spider model (by Velos), here is the "1955 MilleMiglia minipack", which I intend to resume soon (my simulation), because due to the "bug" in my Assetto Corsa "HD" in February of this year, I lost a large part of the content, even some car adaptations (that I had made and skins).

I had an adapted Maserati Spider that fortunately will not need to be redone because Paul Williams (by Velos) made a sensational version. My skins are not perfect (because I don't know how to work correctly on the map), but they will be the ones I will use in the simulation soon (along with others that I will remake).
I used the only skin (MM55, car 631) included with the car (but adapted it to the standard of the others).It doesn't interfere with the original version in any way.
Driver3d = driver_pudding
615 - Scarlatti
620 - Maria Teresa de Filippis
621 - Giardini
631 - Sbraci
634 - Pineschi
638 - Pagliarini
641 - Cesarin
645 - Buffa
646 - Bellucci
647 - Olivari
648 - Airaldi
650 - Sterzi
651 - Musso
 

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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.
Well it tamed the back-end, I regularly spin out under power in VRDriving GT2 on corner exit or out of chicanes but did like the AI GT2 very much initially in my YT review. Front-end feedback seems very similar feeling (I am using Lenoob's Alternative FFB: Extended 1.6 CSP script on Simucube 20Nm Mige) lets me know of understeer and if I get over-steer on turn-in through carrying just bit too much speed, typical Porsche on the power to straighten it up on exit and save the corner. Can't but help feel maybe it goes too well...insofar as grip levels - but only ever so slightly. Appreciate your work - I signed up to VRDr AI initially, but come to realise something not quite right, more hype than reality I think - or the whole tech spec into AI just not achieving what is set out. Some better than others. Am a fan of Arch's physics, but most are on slippery stock OEM road tyres only.
 
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I repeat, yours isn't constructive criticism at all. It's just a slam of other people's work, whether you agree with it or not. As you said, it's work from 15 years ago that needs to be updated to reflect current reality. There's work behind it that definitely takes time. Some people give it away, and some don't, just like you, you can decide whether or not to pay for a job. But again, don't badmouth if you don't do better than the person you're judging. This is my opinion. Have a good evening.
You want constructive criticism ? I think I already shared the pictures of the humongous KN5 with uncompressed textures that definitely don't fit with Kunos' pipeline. Or the shoddily painted 8k skins over upscaled 2K files... Or the carbon fiber texture that somehow is an 85mb file... Or the original CTDP skins tucked away in a skinpack that isn't free... Can I go on ?

The 'update' on CTDP's work is nothing more than upscaling **** for the sake of it and disregarding the overall quality of the product in the end. As I said earlier, upscaling textures and skins won't suddenly make it look modern, alas....

Anyways. Whoever pays for that isn't better than another guy paying for a SD mod, but hey, whatever floats your boat

edit : also for the price they're asking they could, at least, add the proper early and late variants of the F1.06 and not a weird mismatch, but what do I know lol

Oh, I see that, scary and really stupid.
What is the best way to reduce the KN5 file size?
Export everything with Content Manager, reconvert the image files, and then load it back in Showroom mode? Or use 3DSimED?
Any other options?
Unpack KN5 -> see the big ass textures -> manually rescale with Photoshop -> open 3DSIMED -> copy and paste :)
 
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