Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Thread starter daan
  • 149,483 comments
  • 45,241,393 views
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.
 
Last edited:
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
 
Last try - Can't believe no-one else wanted to use the no chicane layout on MTS Fuji before me!
I've been using this layout with no issues. Could it be the models_shortcut.ini is incorrect? It should read:

[MODEL_3]
FILE=bump2.kn5
POSITION=0,0,0
ROTATION=0,0,0


The "GP" layout uses bump1.kn5 for the chicane barriers. bump2.kn5 should remove the barriers for the shortcut layout. Hope this helps!
 
after analysis with Norton nothing to report either ...
Let me guess this "Trojan:Script/Wacatac.B!ml" is Windows Defender only?!

Windows Defender is a hypochondriacal charlatan.

Its like your Grandma says you are getting blind from wanking...
Thanks for sharing!!!

I downloaded it, local AV scan didn't find anything, and neither did 60 others (did a scan via VirusTotal)
View attachment 1488258
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

It is indeed the report from Windows Defender. It could not be saved when it was first downloaded, but after 9 hours it was successfully saved without any virus report popup. :cheers:
 
After almost completely losing the content of Assetto Corsa earlier this year, I decided this week to make some updates to the 1968 F1 cars (which were almost ready).

The content of the mini pack:
- 3 versions of the Brabham BT26 ( british-canada-dutch)

- 5 versions of the Matra MS10 (4 of which are modified from the model by Legion) and I decided to "import" the wheels from the Matra MS11 model (which is on another site)
(bel.gbr-can.mex.usa-early-germany-ita.gavin-ita.stewart )


- 5 versions of the McLaren M7A (there are two ".kn5" files, the basic one has Matra MS11 style wheels (but with the Goodyear logo), and the other file is the old version with Lotus 49C style wheels (by Legion)).
(belgium-early-france-german-italy )

I believe the Lotus 49C versions (which I have already shared) as well as the Ferrari 312 are included.
All of these join the models mentioned, plus the Honda RA301 version (from another site), which I lost my updates for (I haven't redone them yet) and the Matra MS11 (also found on another site).

To complete the 1968 season, the Matra MS9, BRM, Cooper and Eagle would still be missing.This time, for the adapted models, we had great help from Aleroy.



******Always remember, most of the models (with the exception of most Matras) are partial conversions (made by me) and were later passed on to MrHunt and then the excellent final updates by Aleroy.

Errors may be found (alignments, skins) but all cars have been tested on the track (not fully with all opponents from the 1968 season for a better BoP) but it provides good initial fun.


OBS: For the McLaren M7A, as I mentioned, there are two ".kn5" files with different wheels.Both have their respective textures in the "skin" file.Choose the one you like best.
 

Attachments

  • preview.webp
    preview.webp
    16.2 KB · Views: 1
  • preview.webp
    preview.webp
    18.9 KB · Views: 1
  • preview.webp
    preview.webp
    18.9 KB · Views: 2
  • preview.webp
    preview.webp
    16.7 KB · Views: 2
  • preview.webp
    preview.webp
    17.2 KB · Views: 1
  • preview.webp
    preview.webp
    18.6 KB · Views: 1
  • preview.webp
    preview.webp
    17.9 KB · Views: 3
  • preview.webp
    preview.webp
    18.3 KB · Views: 3
  • preview.webp
    preview.webp
    15.9 KB · Views: 1
  • preview.webp
    preview.webp
    16.6 KB · Views: 2
  • preview.webp
    preview.webp
    16.4 KB · Views: 2
  • preview.webp
    preview.webp
    15.4 KB · Views: 2
  • preview.webp
    preview.webp
    18.1 KB · Views: 2
  • preview.webp
    preview.webp
    17.2 KB · Views: 2
  • preview1.webp
    preview1.webp
    25.8 KB · Views: 5
  • preview1.webp
    preview1.webp
    25.5 KB · Views: 3
Last edited:
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.
Woo hoo! I'm also getting the best performance ever. And smooth as a baby's butt too. Basically, the best all round sim experience I've ever had.

I may have been narky at Ilja a week and a half ago about the lack of progress, but today I'm sending him champagne and a big thank you. :)
 
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.
That is good news, i'll move to this one then and check it out. Skipped the last one from feedback.
 
After almost completely losing the content of Assetto Corsa earlier this year, I decided this week to make some updates to the 1968 F1 cars (which were almost ready).

The content of the mini pack:
- 3 versions of the Brabham BT26 ( british-canada-dutch)

- 5 versions of the Matra MS10 (4 of which are modified from the model by Legion) and I decided to "import" the wheels from the Matra MS11 model (which is on another site)
(bel.gbr-can.mex.usa-early-germany-ita.gavin-ita.stewart )


- 5 versions of the McLaren M7A (there are two ".kn5" files, the basic one has Matra MS11 style wheels (but with the Goodyear logo), and the other file is the old version with Lotus 49C style wheels (by Legion)).
(belgium-early-france-german-italy )

I believe the Lotus 49C versions (which I have already shared) as well as the Ferrari 312 are included.
All of these join the models mentioned, plus the Honda RA301 version (from another site), which I lost my updates for (I haven't redone them yet) and the Matra MS11 (also found on another site).

To complete the 1968 season, the Matra MS9, BRM, Cooper and Eagle would still be missing.This time, for the adapted models, we had great help from Aleroy.



******Always remember, most of the models (with the exception of most Matras) are partial conversions (made by me) and were later passed on to MrHunt and then the excellent final updates by Aleroy.

Errors may be found (alignments, skins) but all cars have been tested on the track (not fully with all opponents from the 1968 season for a better BoP) but it provides good initial fun.


OBS: For the McLaren M7A, as I mentioned, there are two ".kn5" files with different wheels.Both have their respective textures in the "skin" file.Choose the one you like best.
Thanks for doing this. What a great era :cheers:

@Racer63 I believe you're speaking about the AK Racing mod. Once-off purchase on Patreon.
Curious. Your reasons for being confident they're better?
 
Last edited:
Ok, got a weird problem. I just got a new computer, and have cloned the SSD drive that had my AC install to a new drive. I've also copied over the backups I had of all of the Content Manager files.

However, I now have no sound in-game, nor do I have any engine sounds in the Custom Showroom. I've confirmed that everything is set to the correct audio output, but I'm still not having any luck. Any thought on what's causing this and how to fix?
 
AKRacing mod of Supercars, is much better than BCRC. BCRC seem too quick, feel too easy to drive, have blurry textures, i mean it is ok, but AKRacing is much better.
Majority of stuff by BCRC is just content made by others, His "Vintage" series cars are just AC Legends mods with added 3D stuff to it that looks ****.

His GT3 cars are just the ACC cars that were ported by either Bonny, Crash, Barrikad Crew or TRR that he just re-named.
 
Ok, got a weird problem. I just got a new computer, and have cloned the SSD drive that had my AC install to a new drive. I've also copied over the backups I had of all of the Content Manager files.

However, I now have no sound in-game, nor do I have any engine sounds in the Custom Showroom. I've confirmed that everything is set to the correct audio output, but I'm still not having any luck. Any thought on what's causing this and how to fix?
I think i can help, when this happened to me it was that i'd downloaded the sound mod for cars by who i can't remeber, but if you have done it you'll know, it replaces stock cars sounds, sadly i had to re install the sound packs, but it worked. There were a few other issues as well related to the switch over to a new system. When i do it this time with my new PC after Xmas i'll just put it all on an external SSD and point steam to it...
 
I think i can help, when this happened to me it was that i'd downloaded the sound mod for cars by who i can't remeber, but if you have done it you'll know, it replaces stock cars sounds, sadly i had to re install the sound packs, but it worked. There were a few other issues as well related to the switch over to a new system. When i do it this time with my new PC after Xmas i'll just put it all on an external SSD and point steam to it...
I think I figured it out, eventually. I tried reinstalling the FMOD plugins, but no success there. Went through all of my settings and triple checked that the correct output was being used; still no luck. I then tried checking the file integrity via Steam, but that kept giving a "Missing File Privileges" error near the end of the process. I started looking into that and found that the majority of files in my Assetto directory had somehow been flagged Read Only. I fixed that and tried again, but still no change. I then tried repairing my Steam library. Doing this then allowed the file integrity check to complete. After checking the audio outputs again, I now appear to have sounds back. I still need to do a more robust check to verify this for sure, but the initial result indicates success.
 
Last edited:
AKRacing? Only people i know off that has made an actual good V8 Supercar mod that isn't Forza models with an poorly modeled body kit on it like BCRC's crap is.

Patreon: https://www.patreon.com/posts/ak-racing-gen-3-139389373
 
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.

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

No issue with version 1.1.2.
Try to delete the track folder and manually copy the files from the archive

I've been using this layout with no issues. Could it be the models_shortcut.ini is incorrect? It should read:

[MODEL_3]
FILE=bump2.kn5
POSITION=0,0,0
ROTATION=0,0,0


The "GP" layout uses bump1.kn5 for the chicane barriers. bump2.kn5 should remove the barriers for the shortcut layout. Hope this helps!
To those who will stumble upon these messages in the future, @RobMcNail kindly reached out with a solution.

Swapping bump1.kn5 and bump2.kn5 to the ones from v1.0.2 (and leaving the models_shortcut.ini untouched) actually does work with v.1.1.3, no downside effects (no falling through the pit exit etc.)

Thanks again, Rob.
 
Thanks for doing this. What a great era :cheers:

@Racer63 I believe you're speaking about the AK Racing mod. Once-off purchase on Patreon.
Curious. Your reasons for being confident they're better?
Because I’ve driven them same as the AK mod and the V8 Corsa pack. I did some races at Sydney MP and Adelaide. The racing is really close, and the AI is surprisingly good, they actually put up a proper fight.

BCRC cars are way too easy to drive. I also feel there’s something odd about the size and proportions of the cars on track.
Definitely, the V8 Corsa mod is still the best one overall, but sadly it hasn’t been updated and doesn’t include the Gen3 cars.
Just my opinion.
 
Last edited:
Because I’ve driven them same as the AK mod and the V8 Corsa pack. I did some races at Sydney MP and Adelaide. The racing is really close, and the AI is surprisingly good, they actually put up a proper fight.

BCRC cars are way too easy to drive. I also feel there’s something odd about the size and proportions of the cars on track.
Definitely, the V8 Corsa mod is still the best one overall, but sadly it hasn’t been updated and doesn’t include the Gen3 cars.
Just my opinion.
Fair enough, we're just exchanging opinions 😊

I've driven the V8 Corsa mod quite a lot too, and I always felt that (game limitations accepted) they didn't feel like they looked, that they didn't have the same grip as the IRL videos would suggest. It's (not limited to, but) especially visible when the cars jump and land. The V8 Corsa cars are also (and I think this is IRL accurate) not as supple as the Gen 3s. This is apparent to me in the BCRC and not in the AK.

So three things I reckon the BCRC gets right are:
1. More accurate grip. Not stuck-stuck, just not AS PVC Dorifto. Those Dunlops are skinny after all. Temp control is sane.
2. SFX. Might be wrong, but it sounds like AK inherited the V8 Corsa sounds. That would be wrong IRL, yeah? BCRC have a richer SFX for me, and sound more like what I hear IRL.
3. The BCRC "feels" more compliant, more supple, right in line with what you see when you watch the footage. AK seems to have a memory of V8 Corsa.

So that is why I prefer the BCRC mod. Yes, I bought the AK to try. Yes the BCRC guy (and his Discord) can be a bit... prickly (!) But I'm in this to feel like I'm driving that car, and the BCRC cars feel more real for me.

Just my opinion 😊
 
Sharing a mod? Host it on GTPlanet Downloads. Free, public hosting for files up to 10GB in size.
Back