Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Thread starter daan
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great series mod thanks for the heads up about it.
The cars good, but it's weird with it not having a tachometer.
The steering feels notchy to me. When I was passing cars on track it seemed like some of the name logos were backwards on the AI cars. I'll have to look at that again the next time I drive them.
 
only have to create the ui_skin.json files......and maybe a simple driver suit


Unbenannt-1.webp
 
Thank you @MaxSTDTDesign for sharing those Gt1 cars.
Question to the this illustrious all knowledgeable group about anything Lemans related, looking at the 2010 Corvette C6R GT1, the interior is very different from the interior of the same named car from Legion. Why is that? Are they both correct?
 
Thank you @MaxSTDTDesign for sharing those Gt1 cars.
Question to the this illustrious all knowledgeable group about anything Lemans related, looking at the 2010 Corvette C6R GT1, the interior is very different from the interior of the same named car from Legion. Why is that? Are they both correct?
I'm not aware that Legion made a C6.R GT1 Corvette, are you probably confusing it with his C5-R? Those are totally different cars.
 
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Good Morning!
View attachment 1479038


All the GT1 cars, released by our former Team Tomsim with latest updates.



  • 1995 Corvette C4 ZR1 GT1
  • 2010 Corvette C6R GT1
  • 2010 Ford GT Matech GT1



Nice pack! I also want to remember that chemflummi and I published the other version of the Matech GT1 some time ago (the one with the larger wing). For those interested in the other one, it's here (so you can have both :D)

 

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I just used 89 restrictor setting for the Mercedes and the Calibra.
I'll play with it more in the next hour but looks already nice.
I avoid ballast when I can so AI doesn't have further reasons to mess up.

Mind you, cars pits at random times so...
Further tests: 94 to slow down the Mercedes and the Calibra
 
Talking about AI, i 've seen in the CSP options the ability to write AI scripts. I suppose it's mainly for trafic but it seems to allow to use either multiple ai fastlanes (in a convoluted way where you enter each coordinate by hand, which sounds absolutly bonkers), as well as writing behaviors for AI cars (defense, attack, cruise...).

Couldn't find any ressource still, anyone working on this is keeping their cards close. Lately i became better with lua writing, so its on my to-try-list, but if anyone here already has given it a shot i'd be happy to jump on the project.
Hi @Tetri ,

Could you tell me where you found this information about AI scripts? Which version of CSP is intended to enable AI scripting? I’m interested in this functionality if it is really implemented.

Still about AI, i've been looking for a solution to create multiple layouts for multiple ai splines (therefore one layout per ai fastlane and hints).
It worked once with a kunos track, then it failed miserably on my Dundrod attempt.

This would be insanely more easy to switch between ai lines. Skins doesn't allow new ai and data folders, but layouts seem to be a solution. Would be great to keep original ai, switch to your own gt3 one from the race menu, then maybe have a dedicated one for 60s formula ones or 50s oddities that shouldn't run at half the speed of sound. If anyone is familiar here with a simple trick to add latouts (rather than the manual models.ini moves and other shennanigans in json files) i'm hoping for some help. I've made a few AI fastlanes for multiple tracks that work good with some cars and not that great with faster ones. Meaning each time i want to use my ai lines i have to reedit the ai and data folders. It's a crappy system, and i believe with all the ai fixes available, being able to switch from the race menu between ai splines would be warmly welcomed.

I tend to agree with you, but I ‘d go further because from my point of view, as Fastlane depends heavily of the car type and physics, the ideal solution would lead to allow users to link a car to an ai file before loading the track.
 
Does anyone know of any fixes for ASR's F399? It seems way too slippery for the AI, meaning most of them just spin out.
Hi @Carpocalypse, I don't know if some fixes have been made, but if you want to modify it, the best thing to do is :
1 - unpack datas in CM
2 - open tyres.ini and you can try modifying the values of DY0 and DX0 front and rear tyres.
DX0 influences the longitudinal grip, and DY0 the lateral grip. Increase these values to raise the grip. Start by a step of 0.1 to understand the effect, but it surely would be noticeable on the AI lap time and AI behaviour
 
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