Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Thread starter daan
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Quick question.

Will AC try to load digital_instruments.ini for lods? Or do I have to remove the dash and leds from lod B?
You can delete them, From what i can tell AC only loads the digital instrument for the car that you are driving, I could be wrong. If you want to be safe you can just delete them from lod b.
 
Since we're on the topic of LODs and such, I have a question: Is anyone else experiencing an issue with the latest version of CSP, where track elements appear and disappear depending on the viewing distance, in mods that worked perfectly with older versions of CSP?

I suspect that the CSP update must have changed or added some new setting, but I have no idea what it could be.

Thanks in advance.
 
yeah i'm doing lods manually, not with the generator. So i have more liberty with what I do.

My main concern was if leds were going to be rendered for all cars withing 100meters radius it would put a strain on performance.

If assetto was smart it would be great, but i will have to remove them manually
The LOD generator is efficient if you know how to modify the variables in the sections; by default, it misses a lot of things.
 
GTC 60 Porsche SWB

porsche.webp


On my side the wheels are too far inwards. Is that a known bug?
 
Since we're on the topic of LODs and such, I have a question: Is anyone else experiencing an issue with the latest version of CSP, where track elements appear and disappear depending on the viewing distance, in mods that worked perfectly with older versions of CSP?

I suspect that the CSP update must have changed or added some new setting, but I have no idea what it could be.

Thanks in advance.
Do you mean that objects disappear at a shorter distance than before? If so, there's a setting in the CM that allows you to manage the distance at which objects "disappear" (if I'm not mistaken) 🤔
 
The LOD generator is efficient if you know how to modify the variables in the sections; by default, it misses a lot of things.
We used it for the 2007 mod yes, but the 2006 CTDP already has good lod base that I just need to tweak so I'm going for the manual step instead.

One of the liberty I mentioned is for example the rim. I'm using a circular object that has a texture of a spinning wheel without any alpha blending effect. And with a separate texture that I hided somewhere in the main .kn5, couldn't replicate that with just the generator on the 2007 mod.
 
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do we have any clue of which the radius= line into tyres.ini mean ?
I mean what is the scale in mm or inch, and for exemple what is for exemple 0.355 mean
 
Since all GTP is talking about LODs today, can some holy martyr redo Kunos' cars LODs?
Some of the GT3s like the early porsche and the lambo are not up to the latest awesomeness standard, asking for a friend.
 
Hi gents,
Finally, I think I've found the right method to fix the ground clearance issue without altering other parameters. Indeed, many mods (including some Kunos models) have values that are unrealistic. I took Maidcafé's Porsche 964 as an example, modifying it to become the Porsche 965. The suspension geometry was completely redone, and the ground clearance was adjusted: 95mm (https://zeperfs.com/fiche638-porsche-911-turbo.htm). You can install this mod without worry; it won't delete any of your other mods. Compare Maidcafé's Porsche 964 to this Porsche 965 and tell me if this transformation is worthwhile. Personally, I think the handling is significantly improved. Also, let me know if you'd like me to adjust the ground clearance of a car you like that deserves this adjustment. Some mods have a ground clearance of 20 or 30 centimeters.

View attachment 1490575

DOWNLOAD:
https://mega.nz/file/Ro01XR7L#hudfWHKvnna-MY38Gt8zrTRReTxWtve_rMZUgdgiplU
Have fun, Mike
My speedometer needles are completely broken; the small black holders for the needles are misaligned.
__custom_showroom_1762725474.webp
 
Do you mean that objects disappear at a shorter distance than before? If so, there's a setting in the CM that allows you to manage the distance at which objects "disappear" (if I'm not mistaken) 🤔
Well, not exactly: it's about objects (a scoreboard post, lampposts, spectator stands...) that suddenly appear when I'm approaching them, or even in some cases I see them from afar as I approach, then suddenly disappear, and shortly after reappear.

I used to have similar behaviour where objects would suddenly render, but it was usually distant details in the background of the landscape, like people, trees, and so on, which wasn't too bothersome... but now it happens with elements of the track close to my point of view, which is annoying. It's very distracting to see how the goblins that live inside my computer are magically popping some grandstands, track marshal cages or public address poles as I drive along...
 
do we have any clue of which the radius= line into tyres.ini mean ?
I mean what is the scale in mm or inch, and for exemple what is for exemple 0.355 mean
RADIUS= is the tire radius in meter, hence why the 0.355 which would equate roughly to a 14in. tire, from top to bottom.
 
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Hi everyone, I'm having these little problems that are making the AC experience annoying. I'm hoping someone can help me solve them.

  • I don't have the "Hide all app" button, neither in the right bar among all the other apps, nor by right-clicking the icon at the top, above the app list.
  • When I go to the session replay during a session, there's no way to return to the race; I have to quit with the Windows key and return to the desktop.
  • On some tracks, the turn-by-turn signs flash, and if there's a flag, they flash in the flag's color (yellow, blue, etc.).

Thanks a lot to anyone who can help me.
 
I've brought this up several times with your other releases, I'm sorry, but these layouts are basically a UI dirty bomb.


Comes out looking like this on a drag-and-drop into a clean, separate install of the track:


Screenshot (62).webp


As opposed to my original:


Screenshot (63).webp


Original preview images blanked out for some reason, with the main layout(s) of the track at the very bottom of the selectable options (I have no idea how to change this order).

So now, the actual, original AMP Full Circuit is sixth in your configuration, with only the Reverse layout below it. Makes no sense at all. And the "West Circuit" is seen as the first layout rather than the original circuit - so Content Manager makes the base Circuit Name and subsequent layouts "_Atlanta Motorsports Park West Circuit" - seen above.


I appreciate the extra layouts, and I'm sure others do as well, but these always **** the UI and layout organization of the original track whenever I install them. I spend time organizing my track info - and it irks me when add-ons change my work by overwriting with their own files.


I wouldn't mind as much, or at all, if nothing was altered about the original content and the layouts were subsequent to the originals. But, for some reason, with all of your releases, you insist on wiping and changing all UI files for all layouts, including the original ones.
And this isn't the first time that the "main" circuit becomes buried under 12 alternate layouts (Goria-Thun immediately comes to mind).


Not my first rodeo, though - I installed this on a clean, renamed separate download to see what it looks like. I was right to do so.


Please consider sticking to the original UI format of the track at the very least. Thank you.
 
X90
I've brought this up several times with your other releases, I'm sorry, but these layouts are basically a UI dirty bomb.


Comes out looking like this on a drag-and-drop into a clean, separate install of the track:


View attachment 1491105

As opposed to my original:


View attachment 1491111

Original preview images blanked out for some reason, with the main layout(s) of the track at the very bottom of the selectable options (I have no idea how to change this order).

So now, the actual, original AMP Full Circuit is sixth in your configuration, with only the Reverse layout below it. Makes no sense at all. And the "West Circuit" is seen as the first layout rather than the original circuit - so Content Manager makes the base Circuit Name and subsequent layouts "_Atlanta Motorsports Park West Circuit" - seen above.


I appreciate the extra layouts, and I'm sure others do as well, but these always **** the UI and layout organization of the original track whenever I install them. I spend time organizing my track info - and it irks me when add-ons change my work by overwriting with their own files.


I wouldn't mind as much, or at all, if nothing was altered about the original content and the layouts were subsequent to the originals. But, for some reason, with all of your releases, you insist on wiping and changing all UI files for all layouts, including the original ones.
And this isn't the first time that the "main" circuit becomes buried under 12 alternate layouts (Goria-Thun immediately comes to mind).


Not my first rodeo, though - I installed this on a clean, renamed separate download to see what it looks like. I was right to do so.


Please consider sticking to the original UI format of the track at the very least. Thank you.
Does the 'layout priority' actually sort the order of these in the UI? I remember experimenting with it in the past but can't remember what the results were, eg if '0' is a lower priority than '1' or the other way around, and whether this orders them in the UI. Most tracks just have every layout a '0' priority, so it's not clear what makes them appear in the order they do in the UI. Alphabetical maybe? Ordered by length? Who knows.
But yeah, it'd be good if the original preview images were at least in a folder called 'original previews' or something so that they can be preserved.
Having extra layouts is very much appreciated but having the minimalistic previews overwriting the track's originals should really be given more consideration.

BTW, if anyone wants to do reverse layouts for our recent Aviano 2025 track, please feel free.
:)
 
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I'm bored and wanna bring some heavy hitters to AC - how does one bring a 6 wheelers into this world ? Just make a set of 4 functional wheels and a pair of decorative ones (maybe named WHEEL_RM/LM) ?
 
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