Assetto Corsa PC Mods General DiscussionPC 

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Mitsubishi Colt Ralliart 1.5 Turbo 2010 Public Release!!
Download: https://www.mediafire.com/file/eorsvlz3x17ommo/colt_ralliart_2010_101creative.rar/file
Converted From FM4
-AO inside and out
-Realistic Dashboard
-Physics
-CSP Settings
-Driver Animation
-Panoramic session Start config Daniel Nogal
@Masscot next week

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Hi

Has anyone figured out yet how to load a ghost car of a different car model than the one you're using?
I have for example these 2 files in my Documents/Assetto Corsa/GhostCar/m08_eichenbuehl folder:

GHOST_CAR_Player_ks_mazda_mx5_nd_layout_hillclimb.ghost
GHOST_CAR_Player_ks_toyota_gt86_layout_hillclimb.ghost

Is it possible to load the ghost of the MX5 while using the GT86 and viceversa? Simply renaming the files doesn't work.
 
Hi

Has anyone figured out yet how to load a ghost car of a different car model than the one you're using?
I have for example these 2 files in my Documents/Assetto Corsa/GhostCar/m08_eichenbuehl folder:

GHOST_CAR_Player_ks_mazda_mx5_nd_layout_hillclimb.ghost
GHOST_CAR_Player_ks_toyota_gt86_layout_hillclimb.ghost

Is it possible to load the ghost of the MX5 while using the GT86 and viceversa? Simply renaming the files doesn't work.
With the latest preview I think it is

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Just want to send a big shout out to RMi_wood. I'm finally installing some track mods from the zillions I've not yet had a chance to check out. I keep finding conversions you've done of old favorites from days gone by and I'm really enjoying rediscovering them. So, big thanks once again! It's fun getting some of these old gems running again, but updated so they actually look much better.

Also, since the latest CSP fix, I see exhaust flames are working again, but I've just noticed that on one of Legion's cars (my favorite Chevron), they're no longer in the correct position. Haven't yet tried other cars yet, but it this a known current problem?

 
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I wonder what made up physics this one will include.
ChatGPT and Inchallah ahh type of physics as the youngsters would say lol

But hey they've made a breakthrough with glasses reflections or some other things no one gives a **** about

also yeah rmi and shi are the best track modders atm, they look good and are not ressource heavy compared to some others that look like they were ripped straight from GTR2 and eat your ram like a hungry American child whose parents told him he couldn't eat a third burger
 
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Speaking of RMi_wood's conversions:

I remember when the original version of rmi_alpinehills first came out. It was actually loosely based on a great loop of road in Kosciuszko National Park in New South Wales, Australia. I've updated the track.json for anyone who cares, which is probably nobody but me!

I may have driven here at speeds slightly higher than those on the road signs*, which is why I've updated it.

Cue music: Memories... :cool:

(* Only in the sim officer. Really! ;))
 

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Guys, a word of advice. Does it happen to you too that every time I crash, with any car and on any track, the GPU spikes and I lose 20 fps? What do you think could be the cause? It didn't do this before, I have everything updated (Pure, CSP, and CM).
Thanks
 
Speaking of RMi_wood's conversions:

I remember when the original version of rmi_alpinehills first came out. It was actually loosely based on a great loop of road in Kosciuszko National Park in New South Wales, Australia. I've updated the track.json for anyone who cares, which is probably nobody but me!

I may have driven here at speeds slightly higher than those on the road signs*, which is why I've updated it.

Cue music: Memories... :cool:

(* Only in the sim officer. Really! ;))
I went from the original readme, but surely you are right.

Added to any future update, cheers!
 
Hello, since some csp versions, I sometimes have strange behaviors from the ai.



Look a CSP setting


is this them going slow, staying on tracks with damages, or a different behavior following the spline from usual?

I'm on an investigation as well on some weird behaviors, especially on 0.3 CSP.

On some tracks, if i open the AI app (the one to record fastlanes) and aisplineeditor, they would show 2 different fastlanes. Hitting "save" on the spline editor would fix the issue of the ai behavior/ unproperly loaded fastlane.

I really have to find when this started to happen.
 
hi all , anyone knows a track that has pyro effects right at the starting line? (for testing)

EDIT: never mind, I already added some colored flare smoke at the starting line of "Pico Veleta Subida"
( still one of my favorite hillclimbs despite being aged... )
if you haven't already got it , download!

want the xtra smoke I added(for quick testing your CSP settings still work well w smoke) use attached config file.
Rename to .7z if you cannot open the zip file.
 

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on some tracks the road detail blurs way earlier then others... so is there a setting in ext_config of the track I can add to improve this?

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(I know mipmap bias and anisothropic filtering have effect on this but they are set optimally for me... still on some tracks the distance where it becomes detailed differs... or is this the resolution of the track road texture that is too small?)
 
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After having big troubles after an CSP update, I only change to the last update level only if l’m facing problems that I can not solve. It’s counting for CM/CSP, Simhub and everything else that runs problems free.
Never fix what isn’t broken.
 
Lack of rim detail when taking a photo...maybe?
Rimblur would be what you are thinking off, I believe it's effected by your shutter speed when taking pictures. But i can very much be wrong.


Not the same car but the rimblur seems to be correct on their Aston, I don't have the 33sp installed atm so can't be arsed to double check.
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I downloaded some rally tracks, but they don't fit with CM's rally mode. Is there a way to set up co-driver inputs so I can use them to their full potential?
CM Copilot needs the fast_lane.ai file inside AI track folder.
Otherwise you can use CoDriver app, but it needs the track pacenote file


on some tracks the road detail blurs way earlier then others... so is there a setting in ext_config of the track I can add to improve this?

View attachment 1487586
(I know mipmap bias and anisothropic filtering have effect on this but they are set optimally for me... still on some tracks the distance where it becomes detailed differs... or is this the resolution of the track road texture that is too small?)
Look if there is a LOD section in the track extconfig.ini file.
Or disable TAA (Temporal anti-aliasing in settings /CSP/Extra FX
 
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