Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Thread starter daan
  • 148,118 comments
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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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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
 
Fellow skinners, I need your precious help regarding the NVIDIA Texture Tool Exporter. I wanted to generate NM textures for my skins, however I'm having trouble with the Exporter on Photoshop. It has so many different settings, I'm very confused and lost on how to create good looking normals. I've tried to look online for some tips or whatever but to no avail...
Does anybody have, like, "go-to" settings I could use with the Exporter? Or maybe I'm doing something wrong during the whole process? Attached is what I came up with while tinkering with the Exporter, if that's helpful. Thank you.

EDIT: For better context, the Michelin one is the Normal I'm aiming for and the Bridgestone one is what I got with the Exporter, clearly a lot of details are missing.
 

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How can you force AI cars to choose S tyres for the race instead of M?

Is there some kind of trick? I'd love to make the AI cars even more competitive.

Yeah I know... removing all other tyremodels. But is there any other way?

In some F1 mods the cars choose even wets for the free practice.. in dry Monaco.. Like in this Raceproject 2003 mod. How can I prevent this from happening?

This would be a great season to make but these cars in Monaco 2017 and Monaco 1998 like crazy. It's a total mayhem. It might be the steering ratio issue or simply the tyre issue as M's won't offer enough traction. I can test if I know how to adjust these (I absolutely hate car tweaking but whenever SimDream has even something to do with the cars it's always mandatory hehe). These cars have so many nice things like sounds and graphical details but you can't actually race them on Monaco at this state.

It was already too easy to create a seasson with the good old F2002. That car works like a dream on every track with zero issues.

ALgvA47.jpeg


This is Monaco with these cars. After 1st lap 18 out of 20 cars are already retired.

FjxwzWi.jpeg


Edit: I improved them quite a bit by decreasing the steering rod ratio from 15 to 12. Still crashing but way less now.

Edit2: 1998 Monaco to rescue. They work now with steering rod ratio at 12 and race nicely and safely in the 1998 version.
You can also try increasing the steer_lock to 220° (If I trust the picture, I think it's currently 200°) with default settings for steering rod/ratio. It's maybe easier to adjust and should also work.

Regarding how to force AI to use S tyres for the race, i'm not totally sure, but I think it has something to do with a compromise between how many kilometers the tyre is able to run at its top value (defined by the ai_tyres.ini file) and its performance curve (.lut called in tyres.ini file)
 
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.



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.
Battle Challenge for SRP mod by takeyoh, with AI controlled by lua script.
Youtube

So, with the help of chatgpt and Gemini, I created ai_hints.lua.
It works on my pc. (CSP 0.2.12 p1)
Add the attached extension folder in the layout folder.
(e.g. assettocorsa\content\tracks\ks_red_bull_ring\layout_gp\extension)
If there is no layout folder, place ai_hints.lua in the extension folder and add the following to ext_config.ini
Code:
[SCRIPT_...]
SCRIPT = ai_hints.lua
Open the file ai_hints.lua in a text editor.
Edit the values in the top 5 lines.
Code:
startProgress -- Track Progress (0.0 to 1.0)
endProgress
speedLimit -- km/h upper limit
paceFactor -- Pacing (1.0 = normal)
steerOffset -- Left /right offset (negative = left, positive = right)
Those who can improve lua are free to edit.
 

Attachments

Here's the link (available cars) for the pack (1955 Mille Miglie).

The skins so you can see all the cars (not all are available).

Others that aren't (you can download them directly from the VELOS website).

- Maserati Spider (here are two ".kn5" files, with and without co-driver, to be manually modified in the "lods" file), and also the 16 skins (only 4 appear in the screenshot).
- Maserati Coupe
  • Maserati 300s
  • Lancia D24 (it didn't actually participate, but I created two skins).

Some of them (here's an alternative "DATA" file) because the cars were "too fast" compared to the ones I had already adapted (it would have been easier to adapt two or three).

As well as some cars that didn't originally participate in the race. I had started the project last year (I started the simulation), but at the beginning of this year I lost (most of the cars I had adapted).

In this case, I remade the lost ones again and added others (some of them are not in the pack, why?????).

Remember, I didn't create anything, I just gathered the available cars (I modified or adapted them as necessary and to compose the grid, like Peugeot 203, Fiat 8v, Alfa 1900ss Zagato...) and did my best to make the corresponding skins (not all of them are real), as I couldn't find any sources on the internet (if anyone has any)...just comment later.

All the cars have already been tested (not all the adapted ones are 100% perfect).
I'm practically halfway through the simulation (almost arriving in Rome (I think I'll use the Prague circuit to simulate the arrival in the capital)...

All the cars have small differences (gameplay).
In most of the sections I used, I'm using the opponents' power (90%) and aggression, less than (10%).
In certain sections, I race with 3 to 9 opponents.

You can get an idea by watching the other videos.
Some cars (you can see in the screenshots) have versions with or without a co-driver, and some of them (you'll have to manually change) if you want to race (with or without a co-driver).

That's it for now.

I hope you have as much fun as I am having.

Pack BRITISH

Pack FRENCH

Pack GERMAN

Pack ITALIAN

pack DRIVER 3D
 

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Mille Miglie 1955....Inspiration (Mille Miglia Playstation game)
 

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Last edited:
Here's the link (available cars) for the pack (1955 Mille Miglie).

The skins so you can see all the cars (not all are available).

Others that aren't (you can download them directly from the VELOS website).

- Maserati Spider (here are two ".kn5" files, with and without co-driver, to be manually modified in the "lods" file), and also the 16 skins (only 4 appear in the screenshot).
- Maserati Coupe
  • Maserati 300s
  • Lancia D24 (it didn't actually participate, but I created two skins).

Some of them (here's an alternative "DATA" file) because the cars were "too fast" compared to the ones I had already adapted (it would have been easier to adapt two or three).

As well as some cars that didn't originally participate in the race. I had started the project last year (I started the simulation), but at the beginning of this year I lost (most of the cars I had adapted).

In this case, I remade the lost ones again and added others (some of them are not in the pack, why?????).

Remember, I didn't create anything, I just gathered the available cars (I modified or adapted them as necessary and to compose the grid, like Peugeot 203, Fiat 8v, Alfa 1900ss Zagato...) and did my best to make the corresponding skins (not all of them are real), as I couldn't find any sources on the internet (if anyone has any)...just comment later.

All the cars have already been tested (not all the adapted ones are 100% perfect).
I'm practically halfway through the simulation (almost arriving in Rome (I think I'll use the Prague circuit to simulate the arrival in the capital)...

All the cars have small differences (gameplay).
In most of the sections I used, I'm using the opponents' power (90%) and aggression, less than (10%).
In certain sections, I race with 3 to 9 opponents.

You can get an idea by watching the other videos.
Some cars (you can see in the screenshots) have versions with or without a co-driver, and some of them (you'll have to manually change) if you want to race (with or without a co-driver).

That's it for now.

I hope you have as much fun as I am having.

Pack BRITISH

Pack FRENCH

Pack GERMAN

Pack ITALIAN

pack DRIVER 3D
I'm would like to remove the copilot from theses cars as i wont be using them in the historical context . I would normally remove the copilot.kn5 file and all is good but with these the game crashes when doing so. Is there a way to remove the copilot without the crash? TIA
copilot.webp
 
I'm would like to remove the copilot from theses cars as i wont be using them in the historical context . I would normally remove the copilot.kn5 file and all is good but with these the game crashes when doing so. Is there a way to remove the copilot without the crash? TIAView attachment 1479465
Gotta edit the lod.ini file in the data folder and remove the line alfa_whatever_copilot_stuff.kn5 as well
 
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