Assetto Corsa PC Mods General DiscussionPC 

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After many years, mostly out of habit, I've decided to switch from Avast to Defender. Today I started AC and am pleased to note that the "late" value in the render stats has gone from several thousand to a maximum of 7. The overall perfomance is better, even at night time. No more hiccups, no more stutter, even when I can't reach 60 fps easily. Now I can enjoy larger grids (35-ish opponents) without dumb things happening. So far, the physics engine hasn't exploded. If the (ever-present) crash between the end of qualifying and the start of the race session goes away, I'll finally be able to enjoy AC in peace.


Moral of the story: sometimes the problem lies elsewhere.
 
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?
For everyone's benefit, AK's website seems to have the mod available to download for free, no Patreon purchase/subscription required. Maybe it was patreon-only during development but I'm not sure why it's still up there to purchase.

 
I could be wrong, but I don't think Pure has any impact on how the grass looks except for maybe one thing. The higher the light.sun.speculars value is, the shinier the grass looks. And newer versions of CSP and\or Pure seem to exaggerate this even more than older versions. For my personal pure script, I lowered that value almost down to 0, even using older versions of both Pure and CSP. I personally have never seen shiny grass in real life so i'm not sure why it was made to look that way.

I personally think your issues with the grass is a CSP problem, not a Pure problem. It's one of the reasons (amongst many others) as to why i'm still using CSP preview 1.80. I just can't get past how bad the grass looks on newer versions. And I hate the fact that it bothers me so much because as you said, how much do you really see it when driving\racing.
I think you're right, I've got Pure since months and the grass was great many CSPs ago
I haven't tried the new CSP yet, but I see that ugly grass since this summer
 
... I personally think your issues with the grass is a CSP problem, not a Pure problem. It's one of the reasons (amongst many others) as to why i'm still using CSP preview 1.80. I just can't get past how bad the grass looks on newer versions. And I hate the fact that it bothers me so much because as you said, how much do you really see it when driving\racing.
This time, the improved frametime and the ability to play recent mods that require newer versions of CSP weighs more to me than this graphics glitch, so I'm going to be unfaithful to you, sorry... From now until they fix this question (if they ever do), I'll be driving while looking askance at the landscape and cursing under my breath... 😤
 
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For everyone's benefit, AK's website seems to have the mod available to download for free, no Patreon purchase/subscription required. Maybe it was patreon-only during development but I'm not sure why it's still up there to purchase.

Mod is free to download from the website. Work is currently underway to improve all the cars, with significant updates to the Supra being made to align with the current concept model. I won't talk about the project more, but I can say to look forward to these updates, as the work being done behind closed doors is going well.
 
For any Quest 3 users having issues with the latest csp . My issues happened after a quest 3 update . I went into the beta tab in the meta quest app and disabled the public test channel , it then rolled back my link cable software and could now launch AC in occulus renedering . Also in cm csp tab optimizations i reset it disabling flatten nodes which was causing my cpu and gpu too double in stats . Hope this helps
 
I could be wrong, but I don't think Pure has any impact on how the grass looks except for maybe one thing. The higher the light.sun.speculars value is, the shinier the grass looks. And newer versions of CSP and\or Pure seem to exaggerate this even more than older versions. For my personal pure script, I lowered that value almost down to 0, even using older versions of both Pure and CSP. I personally have never seen shiny grass in real life so i'm not sure why it was made to look that way.

I personally think your issues with the grass is a CSP problem, not a Pure problem. It's one of the reasons (amongst many others) as to why i'm still using CSP preview 1.80. I just can't get past how bad the grass looks on newer versions. And I hate the fact that it bothers me so much because as you said, how much do you really see it when driving\racing.
No idea man, but the grass quality on your work and on mine that i always had with SOL is not even closer to it with PURE. I didn't touched anything in PURE (is set to stock), but the grass looks FLAT. I barely can identify the grass blades with PURE, while with SOL they were looks almost 1:1 with real life (i have a LOT of grass where i live so i can compare pretty easily).

No idea if this is FAULT of PURE or CSP since i can't use newer mods with older CSP patches.

These are three screenshots i send to Peter

SOL
SOL.webp


PURE LCS
PURE LCS.webp


PURE GAMMA
PURE GAMMA.webp


Same track, same weather, same day, same hour, same config. It changes only the spot where i took the images because i don't remember exactly the spot when i took them since i moved the camera freely around the track but the looks is same everywhere
 
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No idea man, but the grass quality on your work and on mine that i always had with SOL is not even closer to it with PURE. I didn't touched anything in PURE (is set to stock), but the grass looks FLAT. I barely can identify the grass blades with PURE, while with SOL they were looks almost 1:1 with real life (i have a LOT of grass where i live so i can compare pretty easily).

No idea if this is FAULT of PURE or CSP since i can't use newer mods with older CSP patches.

These are three screenshots i send to Peter

SOL
View attachment 1489483

PURE LCS
View attachment 1489485

PURE GAMMA
View attachment 1489484

Same track, same weather, same day, same hour, same config. It changes only the spot where i took the images because i don't remember exactly the spot when i took them since i moved the camera freely around the track but the looks is same everywhere
Thats just how it looks now with Sol in the newest CSP release:
1762164520985.webp


You can force the grass shading a bit, esp then you have a bit different look with shadows, but it really misses the black outlines, so the single parts are more separated:
1762165150913.webp


Maybe try and add this:

if ac.configureGrassShading~=nil then
ac.configureGrassShading(0.1,-0.04)
end

at the end of the
function update_pure_script(dt)


end

cycle in any Pure ppf script...
 
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Actually there is pleanty of improvemtent headroom. I just looked into the thing and it seems there are no grassFX textures in the
extension\textures\grassFX folder.

I guess many if not the most tracks are referring to them them and if there aren't any, i guess CSP will use some internal ones.
I just roughly tried to create something out of a file in a track i found and it will take it:
1762167243218.webp


I just tried with find edges and so, but i'm not really a designer, but i guess that could be the problem here.

1762167304427.webp


In the configs of the tracks there will be such entries to reference the textures
1762167471750.webp

If there isn't any besides the track config file (ext_config or trackname.ini in the extension/config/tracks folders), it will look into the extension\textures\grassFX folder
 

Attachments

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Actually there is pleanty of improvemtent headroom. I just looked into the thing and it seems there are no grassFX textures in the
extension\textures\grassFX folder.

I guess many if not the most tracks are referring to them them and if there aren't any, i guess CSP will use some internal ones.
I just roughly tried to create something out of a file in a track i found and it will take it:
View attachment 1489517

I just tried with find edges and so, but i'm not really a designer, but i guess that could be the problem here.

View attachment 1489518

In the configs of the tracks there will be such entries to reference the textures
View attachment 1489521
If there isn't any besides the track config file (ext_config or trackname.ini in the extension/config/tracks folders), it will look into the extension\textures\grassFX folder
for all my configs (that remains on my ssd meawhile the ones i share uses the default .dds) i use the .dds from JohrR777 which, imho, is the best looking grass texture. So i don't know if this can create more or less issue with the latests CSP, but till i used SOL i never had any issue, so i don't think it can be a problem.
 
for all my configs (that remains on my ssd meawhile the ones i share uses the default .dds) i use the .dds from JohrR777 which, imho, is the best looking grass texture. So i don't know if this can create more or less issue with the latests CSP, but till i used SOL i never had any issue, so i don't think it can be a problem.
Where might one find this texture? Can you upload it or give a link please?
 
shi
Autodromo de Üqbar v1.3

View attachment 1194775
Fictional circuit in Brazil.
Conversion from Grand Prix 4.

-CSP recommended
-32 pit/start
-AI, cam

Credits & Thanks;
Original Track by Gildoorf Rozencrantz, Ruboy, Paulo PrBlanco
-Thank you for gave me permission (Gildoorf)

AC Converted by @shi (shin956)
AI, sidelines and ai_hints.ini by IMEAN
.lua and font base by @gunnar333
logo.png, sections.ini by @Fanapryde
marshall, some textures by kunos
Test and Feedback by @Fanapryde, @Masscot , @Breathe

Enjoy.

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.1 changelog;
Added 3D terrain.
Newly re-created s/f track logo.
Fixed billboard mapping.
Tweaked textures.
Replaced Palm tree textures.
Updated ext_config.ini.
Changed crowd textures by Kniker97. (Thanks)

v1.2 changelog;
New AI, sidelines and ai_hints.ini by IMEAN. (Thanks!)
Added garage doors that open and close.
Updated billboard mapping and textures.
Updated road line texture.
Updated ext_config.ini.

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.)
Fixed hole.
Fixed fences mapping.
Updated light texture.
Updated ext_config.ini.
The walls now have thickness.
Reworked skidmarks.
Other minor fixes.

Autodromo de Üqbar 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.)
Fixed hole.
Fixed fences mapping.
Updated light texture.
Updated ext_config.ini.
The walls now have thickness.
Reworked skidmarks.
Other minor fixes.

Screenshot_f302_renault_laguna_97_autodromo_de_uqbar_22-9-125-17-17-59.webp
 
With all the AI apps lately I’m very confused - but I see the potential for better AI racing.

We got Nuzzis AI Apps, RaceCars Mods SafetyCarApp, ancient_3s DumbAI and Tetri with his AI Whisperer. On top of that we got timed races thanks to AC World and penalties with Mavil Track Limit Manager.

Do they all work out of the box and don’t interfere with each other? If not - does a Tutorial exist?
 
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the JR Mosport track has as I said. Guess I should have checked another of his tracks?
View attachment 1489564
maybe he updated it during time, reverting the grass. Since he released the first track (sorry don't remember which one) i saved the .dds inside the grassfx folder and used it for all my own config, and as said, replaced for shared ones with the standard from AC.
 
While still being gratefull for the 2003-2005 Spa version converted by RMi we can enjoy in AC, after driving the latest 2005 SPA in AMS2, it would be great to also have access to a conversion of that track in our beloved AC.
 
While still being gratefull for the 2003-2005 Spa version converted by RMi we can enjoy in AC, after driving the latest 2005 SPA in AMS2, it would be great to also have access to a conversion of that track in our beloved AC.
My Spa in in the middle of a full blown update.
Look forward to video matched versions of 1999-2005 F1 and GT layouts from the same era including 1999-2000 24h and British GT and updates to the other GT tracks.
(but yes the AMS2 version is nice too)
1762189834822.webp

1762189857151.webp


2005 F1
Screenshot_pescarolo_c60_hybrid05_rmi_gtr2_spa2003_3-10-125-19-15-11.webp

Screenshot_pescarolo_c60_hybrid05_rmi_gtr2_spa2003_3-10-125-19-14-47.webp

Screenshot_pescarolo_c60_hybrid05_rmi_gtr2_spa2003_3-10-125-19-13-47.webp
 
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With all the AI apps lately I’m very confused - but I see the potential for better AI racing.

We got Nuzzis AI Apps, RaceCars Mods SafetyCarApp, ancient_3s DumbAI and Tetri with his AI Whisperer. On top of that we got timed races thanks to AC World and penalties with Mavil Track Limit Manager.

Do they all work out of the box and don’t interfere with each other? If not - does a Tutorial exist?
As far I'm concerned, for Dumb AI, it is just a small service app I started for myself, out of curiosity. It is not linked with other apps and I use Tetri exploration results with his AI Whisperer to gather insights on "how AI works naturally in AC" and "what I could use to improve my tries"

The Dumb AI app runs each timeframe to check for situations where the original AI seems to be lacking something and try to propose something else by overiding the original behavior.

So far, it just has 3 functionnalities:
- try to expand blue flag behavior by trying to create better overtake opportunities for the leader that is outlapping so that it gets not stuck anymore, but also without provoking crashes or producing new bugs

- overide the "pit when raining" behavior: the original one works very well but I noticed the AI get back on track always with medium tyres compound. This is a good example where you just lack a small thing but have to rewrite the whole process to overide the original situation: from detecting track weather changes to how to make pit the AI and set its tyres to the softer compound

- propose understandable pit strategies: I'm mainly an "arcade-like offline gamer" so I like the idea to be able to simulate rules for different championships but without having to parametrize a zillion of things from scratch each time you want to race. My aim is to propose simple AI strategies that would apply automatically.

Want to have a rule where AI and you must change tyres once in the race ? let's create something that would in the end be just a button to push and the AI will compute itself a frame with small random effects to add diversity.

Want to create a very complex strategy scripted for each AI , what it should do at each lap, etc... ? let's create a json format where you could put all this information and that would be read just by pressing a different button.

I just use my app so I don't know how the Dumb AI would behave when multiple apps give concurrent advices/insights to the same AI. I didn't create a tutorial for it because I was not sure people would use it, I see it has some download but so far had no return about bugs or about new functionnality proposal etc...
 
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