Assetto Corsa PC Mods General DiscussionPC 

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shi
Barcelona 1994 v1.3

View attachment 1381434
Circuit de Barcelona-Catalunya with 1994 layout.
Conversion from rFactor.

-CSP recommended
-40 pit/start
-AI, cam

Credits & Thanks;
rFactor Track by F1-S-R (ASR)
-Thank you for giving me permission

AC Converted by @shi (shin956)
logo.png and Sections file by @Fanapryde
Animated flagmen by Alessandro Micali (ASR Formula) (Original by doublezero)
Crowds texture by @Kniker97
cameraman and some textures by kunos

Enjoy.
Converted upon request by Patreon member Connor - Timonike.

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.01 changelog;

Added Sections file by Fanapryde. (Thanks)
Fixed tire chicane. (Thanks Tibi for the report.)
Updated ai_hints.ini and ext_config.ini.

v1.1 changelog;

Fixed chicane kerb.
In chicanes, the inner tire wall determination has been removed. (Objects remain unchanged.)
New AI, sidelines and ai_hints.ini by Thockard. (Thanks!)
Added cam by Gregz0r. (Thanks)

v1.2 changelog;
Objects and textures were updated to bring the billboard logo closer to the 1994 video.
Fixed object names for kerbs. (Thanks Natsuki Okusawa for the report.)
Fixed mapping of white arrows at pit entrances and exits.
Updated grass textures and shaders.
Updated cam.
Updated ext_config.ini
Some minor fixes.

v1.3 changelog;
Even when CSP settings → General Patch Settings → CPU optimizations → Chunks optimizations are set to Advanced, ground objects are no longer hidden. (Tested with CSP 0.2.12-preview1.)
Updated shaders.
A few other minor fixes.

Barcelona 1994 v1.3
The link is in the quote.

v1.3 changelog;
Even when CSP settings → General Patch Settings → CPU optimizations → Chunks optimizations are set to Advanced, ground objects are no longer hidden. (Tested with CSP 0.2.12-preview1.)
Updated shaders.
A few other minor fixes.
 
Hi there.

I could use some help, please.

Subject: Custom Previews.

Custom Showroom: Retrolux from Overtake.

In custom showroom settings (in Content Manager Settings), when i use ''Use Custom Showroom for Previews'' i get the first result.

But when i check the box ''Use CSP for Final Preiews Render'' i get the second one.
View attachment 1488131View attachment 1488132

Any ideas why & how i can solve the issue?
yep, you have to adapt several settings in the preview settings to make it look like the 1st picture....not that easy
 
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Hi there.

I could use some help, please.

Subject: Custom Previews.

Custom Showroom: Retrolux from Overtake.

In custom showroom settings (in Content Manager Settings), when i use ''Use Custom Showroom for Previews'' i get the first result.

But when i check the box ''Use CSP for Final Preiews Render'' i get the second one.
View attachment 1488131View attachment 1488132

Any ideas why & how i can solve the issue?

you forgot to pay the electricity bill? Joking aside, i had similar issue with Sim-Dream cars in the past where, not matter if i use CSP or not, when making new preview pics, their car looks way more darker, like the lights were off. Never found a solution to be honest. Maybe there's something broken in the CSP patch you are using?
 
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More sound mod previews, almost ready for release:





Probably the best one yet is the fact that I finally figured out how to incorporate 3D Surround audio onto the cars sounds, a method which I will update some of the most recent ones with as it makes the cars sound much better during races and more immersive, i've also updated the gear ratios slightly to closely match the real car using the gear ratios from the road car along with using power data from the official dyno sheet of the SuperSport posted by HWA to get the correct power curve:


Will lower the external intake sound from lower ranges since it was just being used a stand in until I figured out how to make the sounds have a 3D effect.

I've since applied the method to the F1 LM, GT ONE and F50 GT and will post updated videos of those aswell.
 
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Anyone else having this issue with MTS Fuji where the Shortcut layout is just... not working?

(It loads the chicane layout with the hardcoded barriers and cuts.)

EDIT: I'm using v1.1.3. Previous version (v1.1.2) has the same issue.

Last try - Can't believe no-one else wanted to use the no chicane layout on MTS Fuji before me!
 
yesterday I found this video about the 1979 Can-am race and fell instantly in love:


do you know if there exists any complete grid mod or at least individual mods from that era?

As far as I am aware no versions of these Can-Am cars from the late 70s exist for AC, which is a shame because there are some interesting looking machines (Schkee DB1 and the catamaran car).

But, as these cars were essentially F5000 cars with additional aero, you could download a contemporary F5000 car and that will likely provide a similar driving experience. Again, F5000 from this era is extremely underrepresented - All of the successful and ubiquitous designs are absent - although this is a pretty good mod, and the car served as the basis for the DN6C which raced in Can-Am as seen below:

WM_Sears_Point-1977-09-25-000a.webp
 
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Last try - Can't believe no-one else wanted to use the no chicane layout on MTS Fuji before me!
not working as bumps block the track then yes isnt working , you cant removed them from models_shortcut also because the bumps2 kn5 file has also track texture and if you remove them ,then all cars will fell into a hole in front of the pit exit...plus i think track is encrypted
 
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24H
yep, you have to adapt several settings in the preview settings to make it look like the 1st picture....not that easy
I've tried changing everything. Nothing seems to work. Everything is dark as long as i use CSP for final previews render.

What i've noticed is that in the showroom's folder the extension folder is empty, i wonder if it needs a config file that set things right.

you forgot to pay the electricity bill? Joking aside, i had similar issue with Sim-Dream cars in the past where, not matter if i use CSP or not, when making new preview pics, their car looks way more darker, like the lights were off. Never found a solution to be honest. Maybe there's something broken in the CSP patch you are using?
😁 Latest patches of all (CSP Pure) installed correctly with the old school method of Generic Mod Enabler. Never had issues with that method. Also it happens with ALL cars.
So not a car issue or wrong install....
 
I've tried changing everything. Nothing seems to work. Everything is dark as long as i use CSP for final previews render.

What i've noticed is that in the showroom's folder the extension folder is empty, i wonder if it needs a config file that set things right.


😁 Latest patches of all (CSP Pure) installed correctly with the old school method of Generic Mod Enabler. Never had issues with that method. Also it happens with ALL cars.
So not a car issue or wrong install....
for the CSP previews you will definetly need an ext_config file for that showroom
 
I have a "Interserie" a european counterpart to the CAN-AM in thr 70s. Including these cars:




I have included my fake can-am championship file
 
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Updated the AI app so that you have special settings for first lap(s). It should work nicely now, even on session changes and session restarts.

let me know if you encounter issues.



ADD : funny one, since i never use adjust the strenght level in the drive menu (it's been stuck at 100% for the last years, sometimes i just type 120% manually out of anger), i got a report that the AI strenght was overwritten by the app. You can still edit per car type with the AI level until i chop that parameter out, or implement it differently.
 
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Hi everyone, here is a car that I share with you, Ferrari 288 GTO Challenge

View attachment 1488247



Link : https://mega.nz/file/0kwVTYCS#we_CcxhtkStzyMa-dLMWcR75jb6WN8DbT5VxqT30ZMc

Enjoy !

Thanks for sharing!!!
Trojan:Script/Wacatac.B!ml
I downloaded it, local AV scan didn't find anything, and neither did 60 others (did a scan via VirusTotal)
1761674145620.webp

So I guess it is a false positive on your AV (Defender?) or you downloaded something else unknowingly ... use a good popup blocker , eg uBlock Origin
 
I've tried changing everything. Nothing seems to work. Everything is dark as long as i use CSP for final previews render.

What i've noticed is that in the showroom's folder the extension folder is empty, i wonder if it needs a config file that set things right.


😁 Latest patches of all (CSP Pure) installed correctly with the old school method of Generic Mod Enabler. Never had issues with that method. Also it happens with ALL cars.
So not a car issue or wrong install....
this doesn't mean that the CSP could have some bugs (what a news in that case...)
 
Any tutorial exists on how to do such a thing?
No tutorial from me, since I am tired of CSP preview generation, but here are some files for using with retrolux. First, the ext_config.ini (remove the .txt, create a folder extension within the showroom´s folder and put it into) and also a cmpreset you just may use. Give it a try.


1761680541858.webp
 

Attachments

Hi there.

I could use some help, please.

Subject: Custom Previews.

Custom Showroom: Retrolux from Overtake.

In custom showroom settings (in Content Manager Settings), when i use ''Use Custom Showroom for Previews'' i get the first result.

But when i check the box ''Use CSP for Final Preiews Render'' i get the second one.
View attachment 1488131View attachment 1488132

Any ideas why & how i can solve the issue?
@Perico Lospa did you pay the electricity bill? This time it was your turn 🧐
 
1761693426168.webp

- New threadpool implementation for cars physics should reduce late frame;
  • Main physics thread rewritten to prevent late frames as well;
  • New physics experiments (disabled by default): modern timing for render and physics threads (should reduce CPU consumption and help with performance overall, requires Windows 10 version 1803 or newer);
  • Physics thread performance computation updated to be more informative and precise;
  • New KN5 loader: shader name is accounted for when sharing materials across cars and LODs (fixes the issue with Caterham);
  • Effect of wind on puddles improved and readjusted, few other visual tweaks;
  • Disabling chunks optimizer no longer messes up some tracks;
  • Grass FX: fixes for shadows and culling in triple screen mode;
  • Wind audio is tuned back, now a bit more quiet unless exterior audio component is being mixed in (for example, with an open door);
  • F5 camera no longer considers nearest car as focused and instead uses the actual focused car (fixes issues with wind audio and more);
  • Custom FSR scale shouldn’t lead to a crash anymore;
  • Refracting headlights failing to initialize properly are fixed, caching no longer occurs for entries with dynamic maps (please don’t use them though);
  • New audio-driven flames are better compatible with wild flame configs with intensities above 1;
  • Option to disable navigators is back until I figure out how to make them faster;
  • Mouse cursor no longer hides if it’s hovering an IMGUI window;
  • Tyres with CAMBER_GAIN=0 should be less prone to exploding the simulation;
  • Aligned car positioning adjusted to better handle cars with different wheel radii, and just be more reasonable in general;
  • New menu: margin for window titles fixed, extra setup items in tyres section use full logic for different types;
  • Bounding spheres for skinned and digital LEDs merging, as well as a few other optimizations, are enabled and hidden;
  • Caching CSP configs is enabled by default, now cached configs store the list of all the referenced files and force reprocessing if any of referenced files have changed;
  • SIMD-accelerated culling for tracks enabled by default;
  • “Alter ambience audio” option enabled by default;
  • Async loading of config textures is enabled by default (seems like this was an overkill, and black textures should be fixed now, but if not, please DM me your settings, the track you’re using and if you’re using any custom skins or configs for it);
  • Double-sided track shadows option is disabled and hidden (it wasn’t really needed and was breaking some good tracks);
  • Extra reverb pauses on camera jumps to prevent auditory artifacts;
  • Reflections FX: new experimental option to position reflection cubemap at the ground (experimental & broking things);
  • New experimental small tweak, showing driver names on license plates in online races;
  • New small tweak force enabling free camera (enabled by default);
  • CSP Debug: “View in Explorer…” in context menu for saved states;
  • Multithread performance measures no longer go wild if the same function is being called from different threads in parallel;
  • New KEEP_ON_RESET flag for extra switches stopping them from being reset with car teleports;
  • New hidden section in “general.ini”, QOS_TWEAKS, for setting TOS flag for UDP traffic using a couple of different methods (just for a test, everything is disabled by default);
  • Lua: math.nan fixed, general handling of NaN-related stuff improved, including logging;
  • Crashes with Weather FX styles using asyncUpdate() on reload fixed;
  • Problems with error handling in C++→Lua→C++→Lua calls fixed;
  • PP filter selector app no longer appears in VR unless that experimental tweak is enabled;
  • New physics.Collider.Ray();
  • New ui.DWriteFont(…):spacing() allowing to adjust spacing between characters;
  • Custom DWrite fonts no longer crash when pointing to a non-existent directory;
  • Passing math.huge as MIPs counter to ui.ExtraCanvas works;
  • If ui.ExtraCanvas has been assigned to a scene and then disposed (or GC-ed), scene entity retains the texture and no longer resets to black;
  • New ac.SceneReference:getTextureSlotDetails() allowing to get more details about a texture, such as size;
  • New shared/sim/plates for generating license plates in Kunos style (currently, requires I/O access and uses assets from Content Manager);
  • Passing nil as direction to physics.setAICarPosition() aligns car along the spline direction;
  • Teleporting AI using physics API resets its time-to-start parameter to 0;
  • New physics.setAITimeToStart() overriding time-to-start of AIs;
  • New .combineAxes field for ac.CarControlsInput allowing to override values instead of combining them;
  • Few hidden experimental QOS tweaks in “general.ini” for UDP traffic.
 
View attachment 1488315

- New threadpool implementation for cars physics should reduce late frame;
  • Main physics thread rewritten to prevent late frames as well;
  • New physics experiments (disabled by default): modern timing for render and physics threads (should reduce CPU consumption and help with performance overall, requires Windows 10 version 1803 or newer);
  • Physics thread performance computation updated to be more informative and precise;
  • New KN5 loader: shader name is accounted for when sharing materials across cars and LODs (fixes the issue with Caterham);
  • Effect of wind on puddles improved and readjusted, few other visual tweaks;
  • Disabling chunks optimizer no longer messes up some tracks;
  • Grass FX: fixes for shadows and culling in triple screen mode;
  • Wind audio is tuned back, now a bit more quiet unless exterior audio component is being mixed in (for example, with an open door);
  • F5 camera no longer considers nearest car as focused and instead uses the actual focused car (fixes issues with wind audio and more);
  • Custom FSR scale shouldn’t lead to a crash anymore;
  • Refracting headlights failing to initialize properly are fixed, caching no longer occurs for entries with dynamic maps (please don’t use them though);
  • New audio-driven flames are better compatible with wild flame configs with intensities above 1;
  • Option to disable navigators is back until I figure out how to make them faster;
  • Mouse cursor no longer hides if it’s hovering an IMGUI window;
  • Tyres with CAMBER_GAIN=0 should be less prone to exploding the simulation;
  • Aligned car positioning adjusted to better handle cars with different wheel radii, and just be more reasonable in general;
  • New menu: margin for window titles fixed, extra setup items in tyres section use full logic for different types;
  • Bounding spheres for skinned and digital LEDs merging, as well as a few other optimizations, are enabled and hidden;
  • Caching CSP configs is enabled by default, now cached configs store the list of all the referenced files and force reprocessing if any of referenced files have changed;
  • SIMD-accelerated culling for tracks enabled by default;
  • “Alter ambience audio” option enabled by default;
  • Async loading of config textures is enabled by default (seems like this was an overkill, and black textures should be fixed now, but if not, please DM me your settings, the track you’re using and if you’re using any custom skins or configs for it);
  • Double-sided track shadows option is disabled and hidden (it wasn’t really needed and was breaking some good tracks);
  • Extra reverb pauses on camera jumps to prevent auditory artifacts;
  • Reflections FX: new experimental option to position reflection cubemap at the ground (experimental & broking things);
  • New experimental small tweak, showing driver names on license plates in online races;
  • New small tweak force enabling free camera (enabled by default);
  • CSP Debug: “View in Explorer…” in context menu for saved states;
  • Multithread performance measures no longer go wild if the same function is being called from different threads in parallel;
  • New KEEP_ON_RESET flag for extra switches stopping them from being reset with car teleports;
  • New hidden section in “general.ini”, QOS_TWEAKS, for setting TOS flag for UDP traffic using a couple of different methods (just for a test, everything is disabled by default);
  • Lua: math.nan fixed, general handling of NaN-related stuff improved, including logging;
  • Crashes with Weather FX styles using asyncUpdate() on reload fixed;
  • Problems with error handling in C++→Lua→C++→Lua calls fixed;
  • PP filter selector app no longer appears in VR unless that experimental tweak is enabled;
  • New physics.Collider.Ray();
  • New ui.DWriteFont(…):spacing() allowing to adjust spacing between characters;
  • Custom DWrite fonts no longer crash when pointing to a non-existent directory;
  • Passing math.huge as MIPs counter to ui.ExtraCanvas works;
  • If ui.ExtraCanvas has been assigned to a scene and then disposed (or GC-ed), scene entity retains the texture and no longer resets to black;
  • New ac.SceneReference:getTextureSlotDetails() allowing to get more details about a texture, such as size;
  • New shared/sim/plates for generating license plates in Kunos style (currently, requires I/O access and uses assets from Content Manager);
  • Passing nil as direction to physics.setAICarPosition() aligns car along the spline direction;
  • Teleporting AI using physics API resets its time-to-start parameter to 0;
  • New physics.setAITimeToStart() overriding time-to-start of AIs;
  • New .combineAxes field for ac.CarControlsInput allowing to override values instead of combining them;
  • Few hidden experimental QOS tweaks in “general.ini” for UDP traffic.
"Option to disable navigators is back until I figure out how to make them faster"

No, Ilja. Please. I beseech thee. Let us have the option to disable them even if you achieve warp speed and time travel. I don't want them in my cars at all. They look silly, especially on race tracks. And they use a lot of CPU cycles.
 
Yes (by BCRC). A friend made the purchase for me, I believe it's the only one from this season. There are others, but from (gen 2) which contain the Ford Falcon and Holden Commodore
There’s a new one which I bought months ago, but I’m not at my rig right now and don’t remember the name or the modder. I’ll tell you tomorrow. It's better than BCRC's
 
View attachment 1488315

- New threadpool implementation for cars physics should reduce late frame;
  • Main physics thread rewritten to prevent late frames as well;
  • New physics experiments (disabled by default): modern timing for render and physics threads (should reduce CPU consumption and help with performance overall, requires Windows 10 version 1803 or newer);
  • Physics thread performance computation updated to be more informative and precise;
  • New KN5 loader: shader name is accounted for when sharing materials across cars and LODs (fixes the issue with Caterham);
  • Effect of wind on puddles improved and readjusted, few other visual tweaks;
  • Disabling chunks optimizer no longer messes up some tracks;
  • Grass FX: fixes for shadows and culling in triple screen mode;
  • Wind audio is tuned back, now a bit more quiet unless exterior audio component is being mixed in (for example, with an open door);
  • F5 camera no longer considers nearest car as focused and instead uses the actual focused car (fixes issues with wind audio and more);
  • Custom FSR scale shouldn’t lead to a crash anymore;
  • Refracting headlights failing to initialize properly are fixed, caching no longer occurs for entries with dynamic maps (please don’t use them though);
  • New audio-driven flames are better compatible with wild flame configs with intensities above 1;
  • Option to disable navigators is back until I figure out how to make them faster;
  • Mouse cursor no longer hides if it’s hovering an IMGUI window;
  • Tyres with CAMBER_GAIN=0 should be less prone to exploding the simulation;
  • Aligned car positioning adjusted to better handle cars with different wheel radii, and just be more reasonable in general;
  • New menu: margin for window titles fixed, extra setup items in tyres section use full logic for different types;
  • Bounding spheres for skinned and digital LEDs merging, as well as a few other optimizations, are enabled and hidden;
  • Caching CSP configs is enabled by default, now cached configs store the list of all the referenced files and force reprocessing if any of referenced files have changed;
  • SIMD-accelerated culling for tracks enabled by default;
  • “Alter ambience audio” option enabled by default;
  • Async loading of config textures is enabled by default (seems like this was an overkill, and black textures should be fixed now, but if not, please DM me your settings, the track you’re using and if you’re using any custom skins or configs for it);
  • Double-sided track shadows option is disabled and hidden (it wasn’t really needed and was breaking some good tracks);
  • Extra reverb pauses on camera jumps to prevent auditory artifacts;
  • Reflections FX: new experimental option to position reflection cubemap at the ground (experimental & broking things);
  • New experimental small tweak, showing driver names on license plates in online races;
  • New small tweak force enabling free camera (enabled by default);
  • CSP Debug: “View in Explorer…” in context menu for saved states;
  • Multithread performance measures no longer go wild if the same function is being called from different threads in parallel;
  • New KEEP_ON_RESET flag for extra switches stopping them from being reset with car teleports;
  • New hidden section in “general.ini”, QOS_TWEAKS, for setting TOS flag for UDP traffic using a couple of different methods (just for a test, everything is disabled by default);
  • Lua: math.nan fixed, general handling of NaN-related stuff improved, including logging;
  • Crashes with Weather FX styles using asyncUpdate() on reload fixed;
  • Problems with error handling in C++→Lua→C++→Lua calls fixed;
  • PP filter selector app no longer appears in VR unless that experimental tweak is enabled;
  • New physics.Collider.Ray();
  • New ui.DWriteFont(…):spacing() allowing to adjust spacing between characters;
  • Custom DWrite fonts no longer crash when pointing to a non-existent directory;
  • Passing math.huge as MIPs counter to ui.ExtraCanvas works;
  • If ui.ExtraCanvas has been assigned to a scene and then disposed (or GC-ed), scene entity retains the texture and no longer resets to black;
  • New ac.SceneReference:getTextureSlotDetails() allowing to get more details about a texture, such as size;
  • New shared/sim/plates for generating license plates in Kunos style (currently, requires I/O access and uses assets from Content Manager);
  • Passing nil as direction to physics.setAICarPosition() aligns car along the spline direction;
  • Teleporting AI using physics API resets its time-to-start parameter to 0;
  • New physics.setAITimeToStart() overriding time-to-start of AIs;
  • New .combineAxes field for ac.CarControlsInput allowing to override values instead of combining them;
  • Few hidden experimental QOS tweaks in “general.ini” for UDP traffic.
This build is the real deal.
Locked rock-solid 90fps in the heaviest thunderstorm at night, St Croix E (longest route on quite a heavy track), full grid of Kunos M3 E30s, me starting at the back, max number of cars casting headlights, my car headlights casting proper shadows, most graphics settings very high or maxed.
This is all with 2.5x supersampling in the Reverb G2, Oasis drivers, RTX4080, i9-13900. SteamVR, OpenXR toolkit disabled.
I've never had performance like this before.
Bravo, Ilja. Stellar work.
 
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This build is the real deal.
Locked rock-solid 90fps in the heaviest thunderstorm at night, St Croix E (longest route on quite a heavy track), full grid of Kunos M3 E30s, me starting at the back, max number of cars casting headlights, my car headlights casting proper shadows, most graphics settings very high or maxed.
This is all with 2.5x supersampling in the Reverb G2, RTX4080, i9-13900.
I've never had performance like this before.
Bravo, Ilja. Stellar work.
So the navigation can stay then?

GIF by MOODMAN
 
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