Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Thread starter daan
  • 151,470 comments
  • 46,218,354 views
CSP and all it's updates and who really cares about driving in the rain? (seriously if you do, please explain why) . It seems CSP is all about rain and it lost the Rock and Roll, now it's just jazz..get back to where it all began please. Keep it simple, keep it rock and roll. Everything is lost in the mix.
Im a musician, jazz is a million types better than rock n rock. rock and roll is easy listening, lower grade music :)
 
Good Night

Sorry to bother you, but, out of stupidity, I exclude the Amg GT3 kunos. and I can't verify it on Steam...
Could someone send the folder in direct message?
If this is e real stock originally Kunos car and also not an illegal game, then:
Rename the actual AC folder to something like oldAC.
Then reinstall the game by Steam
Copy/paste the needed car to the oldac.
Delete the new AC and rename oldAC back to original name.
Did do this several times because a Steam verification, despite opinions from others, always break something or things get lost.
 
Last edited:
I like many am dissapointed with AC EVO, but i am really happy with AC Rally, and it runs surprisingly well on my 13 year old i7, 16 gig ram and 2060rtx card, while AC EVO runs bad and the physics suck. AC Rally apparently uses AC1 physics as a base, so i got no idea why AC EVO cant... my thinking is that they want the GT7, Forza type audience, for those players, AC1 is too hard when you give them a go of it.
 
Ooh, very nice car indeed!
After owning seat movers and chassis movers, I can happily confirm that my SimXperience GS-5 G-Seat and G-Belt combo easily do a much better job of simulating both momentary and sustained g-forces than either of them. OK, it's nowhere near what you experience at speed when driving an actual car, but combined with the stereoscopic vision and spatial awareness of VR and with a good direct drive FFB wheel they do a bloody good job of fooling my senses. Immersion is pretty damn deep.
Can I just ask before dropping almost £3k in the near future, do motion rigs not really scratch that itch then? I thought that would be the final piece of the puzzle with VR.

Granted I've only ever competed across country in Rotax Max 125 (so no actual car competition racing like the OP has), but sim racing has always felt a little dead to me. A motion rig I figured would solve that all for me...
 
Appreciate it, hopefully I can actually get this thing working, idk what I would be able to use as a helmet or face model so that it would be releasable on overtake, but I'm sure I can find something. Maybe I could use a skyrim character's head and that's kosher.
The blend file only covers the body part. Showing how we can adapt the armature to an external body. The head is a little different and I haven't figured that out yet.

The head object is not under any bones influence, if you take the weight paint tool and check kunos helmet face etc they have 0 weight paint. Heck there is no bones attached to these objects anyway. It all comes to DRIVER:HELMET empty. All head objects are parented to that empty, and then the empty has a bone constraint with DRIVER:rig_neck or whatever its name was.

So when that bone moves, the DRIVER:HELMET empty moves along, and with it the objects parented to that empty. As for why it's the only thing that is under no bones constraint, I just think it's because it makes it a lot easier for kunos to keep the body of the driver, and then swap helmets without having to deal with bones. Like you just need to import helmet, parent to DRIVER:HELMET and voila.

But I'm not that talented yet in rigging to understand how an empty is under the influence of a bone. Hence why the project was dropped

I still think there's a way to shortcut this though, by just applying the DRIVER:rig_neck bone influence to all head objects, so that they react directly to that bone movement instead of the DRIVER:HELMET which is under the influence of the Driver:rig_neck
 
Last edited:
If this is e real stock originally Kunos car and also not an illegal game, then:
Rename the actual AC folder to something like oldAC.
Then reinstall the game by Steam
Copy/paste the needed car to the oldac.
Delete the new AC and rename oldAC back to original name.
Did do this several times because a Steam verification, despite opinions from others, always break something or things get lost.
May I suggest if you do it this way (which is, I think, a good solution) then go one step further, and from the newly installed bare AC, just make a ZIP of all the stock Kunos cars, and another of all the tracks. Stash that somewhere safe. It has been invaluable in my experience.

cc: Piresdiogo
 
Last edited:
Can I just ask before dropping almost £3k in the near future, do motion rigs not really scratch that itch then? I thought that would be the final piece of the puzzle with VR.

Granted I've only ever competed across country in Rotax Max 125 (so no actual car competition racing like the OP has), but sim racing has always felt a little dead to me. A motion rig I figured would solve that all for me...
I had the same itch, and got a motion rig. It definately scratches that itch for me. Setting it up with motion compensation and so on for a pleasant VR experience took some time and effort, but was worth it. And I find myself back to regularly driving on the pancake monitor as well, because the motion rig makes even that very much more immersive and enjoyable.

I don't have any experience with the G-Seat, but it costs almost the same as a full motion system, and it looks solid. If it can simulate sustained g-forces, that's a thing the motion rig doesn't do so well. Momentary g-forces are simulated very nicely in a motion rig.

But what the motion rig will do, which no other system can, is making actual elevation, pitch and roll changes. And it doesn't have to fool any senses at all, because it really does it. Physically.

And having a motion rig doesn't rule out a seat belt tensioner.

Not recommending one over the other, as I haven't tried the G-Seat, just saying that a motion rig also is also a pretty impressive piece of hardware.
 
Im a musician, jazz is a million types better than rock n rock. rock and roll is easy listening, lower grade music :)
Denke2.gif
Denke2.gif
I don't think we should be having a fundamental discussion about music here!Therefore, let me just say this: ROCK 'N' ROLL NEVER DIES!
banger-gif.1504127
 
Last edited:
Can I just ask before dropping almost £3k in the near future, do motion rigs not really scratch that itch then?
The best for you would be to find a racing simulator place, they usually have motion rig. For a small fee you will be able to make up your own mind. Might even tell a few friend and organise a get together to race each other. It is a good group activity, particularly in winter.

 
Last edited:
Maybe I can try and refit the normal kunos driver body around that Mai driver or something to get vaguely correct proportions, and just have her face peeking through the open visor. The driver rigging in blender seems to all be empties for some reason though, idk if that's the way Kunos meant it to be or if something broke when I imported the fbx files. Doesn't really seem to be any tutorials for making drivers so hopefully I can figure it out.
https://www.patreon.com/posts/drive..._campaign=postshare_fan&utm_content=web_share

Here this does contain one modern helmed/raceoutfit lady driver.
 


Little video to celebrate the 1 year of this mod.

With an "anniversary" update.


Featuring :

-Accurate tyre size (through extensive geo guesser skills to measure something from a photo)
-Accurate suits and gloves from the 2008 era by @wakamatospcl
-Better cameras
-New Mclaren butterfly nose, more detailed and accurate, as well as a sharkfin version of the car that was tested but never raced
-New cockpit/nose body for the Ferrari to be closer to onboard look.
-Fixed blurred rim aspect
-Normal map on all cars
-Small optimisation done here and there

It is by far my most popular work and I was very happy to see it getting that much traction. It even made mak corp remember their facebook password

1767629368051.webp


The update should come this week if all goes well
 
Last edited:
It's shame to stop there with the Supertouring car packs but you have to look at the business perspective side sometimes. What I would like to see BTC-T era cars or some good quality S2000 touring cars. These may not be to everyone taste in terms car mods for AC. The problem with making car mods for AC especially VRC supertours is lack of available data online or in paper format which is accurate to use for a mod hard to come by these days.
I agree too, for example, cars from the good old days of WTCC, because apart from the ones from GTSUPREME and PT SIMS (which aren't very good) there aren't any others and that's a shame.
 
I had the same itch, and got a motion rig. It definately scratches that itch for me. Setting it up with motion compensation and so on for a pleasant VR experience took some time and effort, but was worth it. And I find myself back to regularly driving on the pancake monitor as well, because the motion rig makes even that very much more immersive and enjoyable.

I don't have any experience with the G-Seat, but it costs almost the same as a full motion system, and it looks solid. If it can simulate sustained g-forces, that's a thing the motion rig doesn't do so well. Momentary g-forces are simulated very nicely in a motion rig.

But what the motion rig will do, which no other system can, is making actual elevation, pitch and roll changes. And it doesn't have to fool any senses at all, because it really does it. Physically.

And having a motion rig doesn't rule out a seat belt tensioner.

Not recommending one over the other, as I haven't tried the G-Seat, just saying that a motion rig also is also a pretty impressive piece of hardware.
Can I ask, which brand did you go for? I'm currently looking at DOF as they seem to be pretty well priced for what you get.
 
Can I just ask before dropping almost £3k in the near future, do motion rigs not really scratch that itch then? I thought that would be the final piece of the puzzle with VR.

Granted I've only ever competed across country in Rotax Max 125 (so no actual car competition racing like the OP has), but sim racing has always felt a little dead to me. A motion rig I figured would solve that all for me...
The seat mover (NLMv3, bought) and the chassis mover (SFX-100, self-built) did scratch the itch, but I always felt something was missing. Both add immersion, no doubt about that, with the SFX-100 obviously doing a lot more than the seat mover. But force simulation in both of them is momentary, not sustained. OK, the chassis mover can maintain tilt, but once the initial movement of the chassis/seat is over (which is quickly due to piston length limitations and the compression speed needed to provide a convincing force) then the effect quickly disappears. That's fine for bumps etc which are over quickly in real life, but no good for cornering, acceleration and braking, all of which are sustained forces. The G-Seat/G-Belt combo does all of that supremely well, plus adds in all the momentary rumbles, bumps, knocks etc that the chassis mover did. Tilt is absent of course, but I really don't miss it because I don't realise I'm missing it, because I'm feeling everything else plus fake sustained g-forces that simulate the tilt anyway.
Ideally I suppose I'd have a G-Seat/G-Belt bolted onto a chassis mover, but that would be doubling the price for maybe a 10% improvement to the experience.
I was skeptical about just how believable the G-Seat/G-Belt could be until I tried it, but instantly felt I was getting all the momentary sensations I had from the chassis mover plus the missing pieces of the puzzle, the sustained g-forces.
I'd never recommend an expensive purchase like this to anyone because YMMV and everyone goes in with different expectations and preconceptions, but I'm 100% happy with my current setup and don't miss the chassis mover one bit.
The only negative about the g-seat is that the actuators are fairly noisy, but so is any chassis mover or seat mover unless you go d-box. Having said that, the g-seat noise is not dissimilar to mechanical audio you get in stripped-out race cars, so in a weird way you can tell yourself that it's actually complementing the experience, which I could never say about the seat mover or SFX-100. If you wear headphones (or crank up the surround amp like I do) then you won't really hear it anyway.
Another plus is the self-contained static nature of the g-seat. My games room is on an upper floor and I was always a little bit scared that the chassis mover was going to end up killing someone in the living room below with me riding it down through the ceiling.
Oh, and no VR compensation software is necessary either as you're not physically moving as much. In fact, the old 'less is more' principle firmly applies with the g-seat/g-belt. After initially having everything dialed up to eleven I now have very subtle cues by comparison, and they're still incredibly convincing in VR.

TL: DR - test them all before you buy. And for anyone with a seat mover or chassis mover I'd definitely suggest trying an active harness with it. Even a passive harness adds a lot to the experience.
 
Last edited:
Can I ask, which brand did you go for? I'm currently looking at DOF as they seem to be pretty well priced for what you get.
I got the RS MEGA4U from eRacing-Lab. Very pleased with the build quality etc., and they have a pretty long stroke. I struggled a bit with the system emitting EMI that messed up VR and USB devices, but I eventually solved it with a bunch of ferrite cores.
 
Im a musician, jazz is a million types better than rock n rock. rock and roll is easy listening, lower grade music :)
Sorry man, no disrespect intended. I am a musician myself 30 years..if you consider a drummer a musician :lol:. But yeah I just had one of those whiskey inspired thoughts pop into my head about the complexity of CSP. I worded it the only way I know how. Apologies. CSP is complicated. That is all I meant. But, Assetto Corsa is much better with CSP than it is without. Peace! :cheers:
 


Little video to celebrate the 1 year of this mod.

With an "anniversary" update.


Featuring :

-Accurate tyre size (through extensive geo guesser skills to measure something from a photo)
-Accurate suits and gloves from the 2008 era by @wakamatospcl
-Better cameras
-New Mclaren butterfly nose, more detailed and accurate, as well as a sharkfin version of the car that was tested but never raced
-New cockpit/nose body for the Ferrari to be closer to onboard look.
-Fixed blurred rim aspect
-Normal map on all cars
-Small optimisation done here and there

It is by far my most popular work and I was very happy to see it getting that much traction. It even made mak corp remember their facebook password

View attachment 1504162

The update should come this week if all goes well


And here is the 2008 Championship with correct schedule with correct weathers and 2008'ish SIEMENS TV graphics. I also made all 2008 track skins / sponsors.

By the way I used many alternative car skins in the video. They are defaults in the championship.



Timestams of the video (Youtube removed all my timestamps without any warning)

0:00 RACE 1 MELBOURNE
1:19 RACE 2 MALAYSIA (Kubica, Vettel)
2:28 RACE 3 BAHRAIN
3:46 RACE 4 BARCELONA
5:02 RACE 5 ISTANBUL PARK (Webber)
5:57 RACE 6 MONACO (SOL RAIN) (Raikkonen)
7:19 RACE 7 MONTREAL
8:10 RACE 8 MAGNY COURS
9:18 RACE 9 SILVERSTONE (SOL RAIN)
12:14 RACE 10 HOCKENHEIM (Hamiton QF Lap)
13:40 RACE 11 HUNGARORING (Massa)
15:15 RACE 12 VALENCIA (Alonso)
17:08 RACE 13 SPA (SOL LIGHT RAIN)
18:36 RACE 14 MONZA (SOL RAIN) (Webber)
20:15 RACE 15 SINGAPORE (Raikkonen, Hamilton)
22:18 RACE 16 FUJI
23:49 RACE 17 CHINA (SOL LIGHT DRIZZLE)
25:25 RACE 18 INTERLAGOS SEASON FINALE (SOL LIGHT RAIN)
 
Last edited:
Sharing a mod? Host it on GTPlanet Downloads. Free, public hosting for files up to 10GB in size.

Latest Posts

Back