Assetto Corsa PC Mods General DiscussionPC 

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Released : Ferrari LaFerrari F4X LM Homage
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Credits
- Kunos & Farsive


Changes
  • Race Car Handling
  • New Wing
  • New Rims
 
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Is there new bug or setup checkboxed by default with latest CSP?
Seems that 2D trees goes though 3D ones, by MoriSan for example. Even those tracks, that works previously - they rendering both.
After some deep research I've found, that Broadcast Hud (1.0.1) by CMRT caused this errors - rendering 2D trees though 3D ones. Also cause numerous Z-figthing on 2D ones. Maybe something else is also wrong, but I've not found anything else on top.
Maybe it's in compatibility with other apps, but by simple deleting Broadcast Hud - the problem has gone. LUA-logger was clean. So... Don't know.
If someone got same errors - take this as a starting debug point.
 
Hello, would be anyone kind enough to fix the weird shadows at night in ddm_gts_tsukuba? There's like big black patches of shadows in some sections of the track. I'm using the latest version of Pure LCS.
 
Hello, would be anyone kind enough to fix the weird shadows at night in ddm_gts_tsukuba? There's like big black patches of shadows in some sections of the track. I'm using the latest version of Pure LCS.
So it does not happen with „default“ weather style selected in weatherFX settings?
 
I currently do some more AI lines again, if anyone has a request for tracks with bad AI that they want to have fixed or needs help with their own track don't hesitate and mention it in thread or send the requests directly to me!

I didn't have the time to do all requests of last time, if you send me the same tracks again I might be able to do them this time.
 
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So it does not happen with „default“ weather style selected in weatherFX settings?
Its also happens with default weather. See this screenshot, this weird shadow its just at the exit of the pitstop.
 

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I currently do some more AI lines again, if anyone has a request for a track with bad AI that they want to have fixed or needs help with their own track don't hesitate and mention them in thread or send the requests directly to me!

I didn't have the time to do all requests of last time, if you send me the same tracks again I might be able to do them this time.

You did great work with Caesars Palace.

Suzuka 1988 could be 1-2 seconds faster. The racing lines in this area (highlighted in the picture) aren't optimal.

mjBora4.png


 
Its also happens with default weather. See this screenshot, this weird shadow its just at the exit of the pitstop.
Just wanted to know. Its just if someone says I have/use Pure explicitly that it sounds that Pure causes it.

Could it be just a shadow by the lights?

You could also try to deactivate VAO in CSP Debug app. Maybe it is a problem with the VAO patch
 
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I don't want to start a controversy; everyone makes their own mods. I see several fake, completely made-up car mods, while AC needs several real cars that aren't available yet...🙄🫣
 
Dundrod has only one layout.
You have to:
  • create a folder named "alt_ai" under "\tracks\dundrod_1955"
  • copy "map.png" file, "data" folder and "ai" folder inside of "\tracks\dundrod_1955\alt_ai"

  • create another "alt_ai" folder under "\tracks\dundrod_1955\ui"
  • copy the files under "\tracks\dundrod_1955\ui" inside \tracks\dundrod_1955\ui\alt_ai" folder

- copy models.ini and rename the copy to "models_alt_ai.ini"

Obviously you can change "alt_ai" with everything you like more
God it worked. I had many issues doing this in the past cause CM couldn't find the kn5 files, even with redirecting things, and this is the first perfectly simple explanation that ever works on this track.

I just have to figure how to properly rename the layout (still appears as Dundrod in CM, it must be in the json) but this is going to be a game changer for AI spline selection. Thanks a lot mate.
 
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I just have to figure how to properly rename the layout (still appears as Dundrod in CM, it must be in the json) but this is going to be a game changer for AI spline selection. Thanks a lot mate.
It's very simple:
  • open the ui_track.json with Notepad
  • and just edit the section "name": "Dundrod TT 1955",

with something like "name": "Dundrod TT 1955 - AI alternative",

If you want you can also edit the "description" for better understanding

In this case the original is "description": null,
You can change it in "description": "AI for high downforce cars",

NOTE1: edit only the red part. Pay attention to not delete the characters " and ,
NOTE2: null doesn't the characters "
 
It's very simple:
  • open the ui_track.json with Notepad
  • and just edit the section "name": "Dundrod TT 1955",

with something like "name": "Dundrod TT 1955 - AI alternative",

If you want you can also edit the "description" for better understanding

In this case the original is "description": null,
You can change it in "description": "AI for high downforce cars",

NOTE1: edit only the red part. Pay attention to not delete the characters " and ,
NOTE2: null doesn't the characters "
its nice to see people enjoying that track
(i bet it took some time to generate that new ai ;) )
 
It's very simple:
  • open the ui_track.json with Notepad
  • and just edit the section "name": "Dundrod TT 1955",

with something like "name": "Dundrod TT 1955 - AI alternative",

If you want you can also edit the "description" for better understanding

In this case the original is "description": null,
You can change it in "description": "AI for high downforce cars",

NOTE1: edit only the red part. Pay attention to not delete the characters " and ,
NOTE2: null doesn't the characters "
This is great. So, from now, i can make dedicated ai lines for some very specific cars (i have the f1 from 30s to 60s in mind, as well as the early gutter tier 70s ones), edit specific hints and fastlanes, all easy to pick up directly before a race.

This is very VERY cool, i've been wanting to achieve that for a while. Thanks again👍

its nice to see people enjoying that track
(i bet it took some time to generate that new ai ;) )


Sadly, the one i made for the wekangkai version is pretty solid, but for this specific version i've encountered many struggles.


Dundrod being a favourite, i'll eventually manage to deliver something at some point 😂.

For now my main issue has been the hairpin. It's saddening to run after AI for a whole lap, not finding any opportunity to overtake, all for having the AI painfully go thru the hairpin at 4 km/h.

Just for fun here's what it looks like on the weikangcai version (with the 3d trees from Mori San he did at my request, but it's a paid addon). Can have 2 cars wide all along without crashes.


The Usual suspect one is next, but i really need to figure out how to optimize the hairpin on first lap
 
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Another AI related video. You know I've been tweaking these seasons for years. Here's a video that PROVES that my methods actually work and they feel like real races. AC AI has its limitations but I've done my best to overcome them.

This is just an example race of my 2004 F1 season. I have constructed a full grid of the base Kunos Ferrari F2004 car and collected all community made skins. Video has a link to the downloads if you want to try. No Patreon crap... all free. Also created genuine-like SIEMENS TV graphics and all genuine 2004 track sponsors for each track.

I composed the car physics from Kunos and amazingly driving VRC 2007. Crazy thing as Kunos F2004 had many issues on the tracks I use so I used VRC 2007 tyres (among some other things). I think they drive great. Sure there are still Ferrari signs left inside of the cockpit on the cars when you're using this cockpti view but those can be addressed later. If someone wants to improve the package for me, great!!!

The season is the toughest I've done. Schumacher at AI 100 is pretty much impossible to beat with Raikkonen /McLaren which actually was dog of a car that season. I'm chasing for the points and occasional podiums. Maybe more skilled sim racers find it easier but I'm having a hard time and love it.

But the point of this video is to show how my seasons operate. I have manipulated the fuel load of all cars and literally tested them to death in order to make them pit logically at half race (in 20 lap races). It works (almost) flawlessly as some occasional pitstops happen sometimes at lap 7, no matter what manipulating I've tried.

They actually work very well in 20 lap races. AC ai's worst issue is the lack of blue flag/outlap AI. But I've solved that too and adjusted the lesser drivers accordingly with almost zero aggression and there are max. 2-3 backmarkers per race and they're relatively easy to overtake as long as you watch where you attempt the overtakes.

It's also a showpiece how the AC ai has got so much undeserved negativity. AC has GREAT AI when all different factors are well done. I never, ever have any AI issues on any of my races as I've set drivers aggression carefully, use only the best tracks and fastlanes and best cars available. You also have to learn how to overtake on AC. When you do, keep your line religiously until the next turn. It's pretty simple. AI backs off at this point most of the time and there will be no crashes. I've set best AI drivers at aggression level 25'ish which seems to be quite good level and they're not making any reckless moves. Anything above 25 is pushing it.

Here is an example Bahrain 2004 a few minute video composition. Started at position 5 and had to fight for the 3rd place with Alonso. I added text boxes to the video so you can follow how the race and pitstop go. I finished third, M.Schumacher won the race with over 25 seconds margin. Montoya 2nd, Alonso 4th, Coulthard 5th, Webber 6th. Barrichello retired.

The results are very, very realistic.

I'm not a great sim racer... the point is not to show how good (or bad) I am... but show these races actually work..

Timelines.

00:00 Race Start at position 5 (driving with Raikkonen McLaren)
00:35 Chasing Montoya for position 2
00:53 Alonso cockpit view, made idiotic mistake and Alonso overtakes, lap 3
01:41 Lap 7 Chasing Alonso trying to get my third position back
02:09 How to overtake on AC, the AI is excellent.
02:20 AC AI works perfectly if you don't do stupid things. This is not Gran Turismo
02:33 TV view of the overtake
03:02 Alonso pitting at the end of lap 9
03:20 Raikkonen (me) pitting at the end of lap 10, exiting the pits in front of Alonso (who probably faced some traffic)

These are the best F1 seasons I've played on any driving sim.. and believe me I've played them all.. AMS2 ai is pretty good though... but the driving can't be compared on the same day. iRacing Indycar season was pretty good though (although limited) but I don't like iRacing money platform and I've unsubscribed a long time ago.

 
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A question regarding Digital Instruments....
Can digital instruments be rotated?
I need to rotate this digital instrument by 90 degrees up
testtt.webp


however in the digital_instruments.ini i only see the position for the X,Y,Z axis and no rotation?
Or is rotation tied to the PARENT= dummy? Like its Pivot Point?
Neither ALIGN= or DIRECTION= worked either for rotation.....
 
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A question regarding Digital Instruments....
Can digital instruments be rotated?
I need to rotate this digital instrument by 90 degrees up
View attachment 1469816

however in the digital_instruments.ini i only see the position for the X,Y,Z axis and no rotation?
Or is rotation tied to the PARENT= dummy? Like its Pivot Point?
Neither ALIGN= or DIRECTION= worked either for rotation.....
Rotation is linked to the parent dummy. It could be that the current dummy doesn't have the X axis rotated correctly so that the Y-axis is "up". The digital instruments.ini file works off the centre point off the dummy as 0,0,0 and the direction of dummy. So you'll have to rotate the dummy to match the angle of the instrument panel. On a normal vertical instrument panel the X-axis needs to be rotated to 90deg in Blender, but this will obviously be a different angle. In this case it looks like it needs to be rotated by 90deg on the X-axis, try that first.

Also remember you can have more than 1 dummy, you just have to give each object the correct parent name.
 
Rotation is linked to the parent dummy. It could be that the current dummy doesn't have the X axis rotated correctly so that the Y-axis is "up". The digital instruments.ini file works off the centre point off the dummy as 0,0,0 and the direction of dummy. So you'll have to rotate the dummy to match the angle of the instrument panel. On a normal vertical instrument panel the X-axis needs to be rotated to 90deg in Blender, but this will obviously be a different angle. In this case it looks like it needs to be rotated by 90deg on the X-axis, try that first.

Also remember you can have more than 1 dummy, you just have to give each object the correct parent name.
Misaligned digits is of the top ten Crimes Against Modding™ for VR users. It's bad enough when they float parallel to the display surface... but that's an easy fix in the config. When they are at a different angle to the display surface then it's often enough to send the whole car straight to the scrap yard crusher.
 
Misaligned digits is of the top ten Crimes Against Modding™ for VR users. It's bad enough when they float parallel to the display surface... but that's an easy fix in the config. When they are at a different angle to the display surface then it's often enough to send the whole car straight to the scrap yard crusher.
One of the first cars I did, I had a VR player come at me with all guns blazing about the text floating and I was like no its not. Then I used the free roam camera to look around the cockpit and was like "oooohhhhh, yeah that looks bad". 🤣

Its tricky to get those damn things to line up decently so its not floating and also like you say the angle is different to the display. I've found that even using snap to face in Blender doesn't actually get it aligned properly. So you have to take a bit of time to get it right. Also the different cockpit cameras can pick up the errors quickly as well, especially in open wheel cars.
 
One of the first cars I did, I had a VR player come at me with all guns blazing about the text floating and I was like no its not. Then I used the free roam camera to look around the cockpit and was like "oooohhhhh, yeah that looks bad". 🤣

Its tricky to get those damn things to line up decently so its not floating and also like you say the angle is different to the display. I've found that even using snap to face in Blender doesn't actually get it aligned properly. So you have to take a bit of time to get it right. Also the different cockpit cameras can pick up the errors quickly as well, especially in open wheel cars.
Yeah, VR unfortunately takes no prisoners with things like that. Because everything occupies proper 3D space in VR's binocular vision it's instantly obvious if anything is even slightly amiss, and that's before even factoring in any parallax sliding as the user's head moves around. It's very understandable how things like that can be missed when working on a 2D panel. Simply closing one eye in VR will flatten the 3D view down into 2D where any floating is only really noticeable as you look around and relative positions change. For the majority of 2D panel users with fixed views, misaligned digits simply won't matter so long as they're in line on the z-axis with their intended positions, although I guess 2D panel users that use head tracking might notice the parallax discrepancies.
 
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An certain fella is locking the Le Mans Ultimate Aston Martin Valkyrie LMDh behind an paywall. So i just ported the exact same model over to AC for free. Grab it here (Updated to actually have the car this time)
Note: It's a total Frankenstein when it comes to physics basically re-uses KUNOS stuff with some tweaks from Chemflummi’s older mods, before he started encrypting the physics. Should be fine as a grid filler. Also, I couldn’t find a decent V12 audio file, so I just used CM’s replace audio feature and swapped in Nekotaisen’s Aston Martin DBR GT1 sound from way back. If the audio’s broken, just use that same feature and replace it again. You’ll just have to wait until VRC releases their Aston. I tried giving the car it's own audio but it just came out dead for me constantly.
View attachment 1468426
Just an small update to this thing, Simlish over on overtake has provided an entire new data set for the car including a bunch of fixes to the car to be more accurate (like having the actual V12 engine being NA & not turbo charged as it is in the original version by me) If you have downloaded this mod i HIGHLY SUGGEST downloading his update and use it to replace the current data.
Download: here
Won't include it in my download as the work isn't mine and i don't have or want to make an Overtake account to ask him for permission.
 
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