Assetto Corsa PC Mods General DiscussionPC 

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I was hoping to see some real life data based effects, but this is not the case. Maybe my expectations were wrong.

For example:
  • I wished to see extended FFB effects when I'm in an oversteer situation and get more real time FFB based on the actual sliding of the rear of the car.
  • What I get instead is a constant fixed rate (configurable in the menu) FFB shaking when the car is loosing rear grip.
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gyro.webp


CSP More physically accurate gyro implementation is the magic button.
From: I am disappointed in this expensive toy. To: This is a real car I can drive.
You can find extensive discussion of the physics involved in the Overtake forums.

Good test car: Kunos Ferrari 488 GT3
I have no other effects active.
What you will feel: When braking and turning in, as the rear takes on angle, the wheel literally countersteers itself to the perfect position.
This is what my monkey brain needs to drive a car.
Interestingly, the 488 GT3 also does this in iRacing.

And I am extremely fortunate to have driven a real car where this part of the steering feel is so clear that you can feel tiny throttle changes at the rear wheels.
I am learning how to assess suspension and steering geometry for this characteristic.

I drive the cars without this steering feel in a state of fear and loathing.

EDIT:
My opinion is also strongly against gamma / steer assist not set to 1.0 / 100%.
In settings or in car.ini.
I would describe these as making feedback inconsistent (literally nonlinear) as a function of force.
 
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View attachment 1504866

CSP More physically accurate gyro implementation is the magic button.
From: I am disappointed in this expensive toy. To: This is a real car I can drive.
You can find extensive discussion of the physics involved in the Overtake forums.

Good test car: Kunos Ferrari 488 GT3
I have no other effects active.
What you will feel: When braking and turning in, as the rear takes on angle, the wheel literally countersteers itself to the perfect position.
This is what my monkey brain needs to drive a car.
Interestingly, the 488 GT3 also does this in iRacing.

And I am extremely fortunate to have driven a real car where this part of the steering feel is so clear that you can feel tiny throttle changes at the rear wheels.
I am learning how to assess suspension and steering geometry for this characteristic.

I drive the cars without this steering feel in a state of fear and loathing.

EDIT:
My opinion is also strongly against gamma / steer assist not set to 1.0 / 100%.
In settings or in car.ini.
I would describe these as making feedback inconsistent (literally nonlinear) as a function of force.

Thanks, but I know and use all these for quite some time. I was just hoping the additional scripts give something extra and not only canned effects. For steer assist I fully agree those modders who set this by default other than 100 maybe dont even understand what this does. :-(
 
Nissan R91CP by:
Dan Bucsa (Our Racing Simulator Project) version 2.3 - 29/05/2020


Credits

RTM - Creator / Convertor
Velo - Physics and Sound Updates
David H Fiallo - All Nissan and FromA Skins
AceSeptre - Bank of Japan Skin
Indianapolis - Kokuyo Take One, Pennzoil, Speedline, Tomica, Agip, Gumout and Team Penske Skins
Kuznetsov Anton - Wipers Animation
RealAKP - Car VAO
AC Cars Reworked - Smart Mirror Updates
Dan Bucsa - See my detailed changelog included with mod...
I just can't access because I've not a FB account.
 
What page is this on? I've not downloaded any scripts or lut files, is this buried in a csp side menu, or is it in the post processing force feedback menu?

You need to download this and tick "additional post processing script" on CSP settings/Wheel (ffb tweaks), then choose from the dropdown menu the "Alternative FFB: Extended"

What CSP version are you using?
 
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You need to download this and tick "additional post processing script" on CSP settings/Wheel (ffb tweaks), then choose from the dropdown menu the "Alternative FFB: Extended"

What CSP version are you using?
2.11 I believe.
 
Hi guys
I wonder if i could humbly ask any of the super talented track modders on this forum if they could take a look at the trees on the pre-1994 Monza track mods . I love driving the early 90's F1 cars and the tracks from shin956 and others are excellent but the pre '93 tracks all seem to "open" with the trees not being tall enough and overhanging the track, especially going from the second lesmo to ascari
Screenshot_asr_1991_ferrari_643_asr_owc_1992_round_13_9-0-126-19-52-47.webp

pre 1994 mod
Screenshot_asr_1991_ferrari_643_monza_9-0-126-19-51-51.webp


Kunos track
Would be awesome if someday someone could try to amend the trees to be closer to the Kunos version of the track as I feel it adds to the clostraphobic feeling of driving through and under the trees . The pre '94 versions of the track just feel as though theres to much sky visible
Thanks to all the modders for their time and efforts
Cheers
 
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Regards the 1.00 steer assist, years and years ago Stephano saidf that F1 cars would maybe need say 0.75 ish, but any other car 1.00 always. Most drift mods come with 0.00 for some reason and its the first thing i change if its possible (drifters like to encrypt EVERYTHING).
0.00 is just heavy and horrible. I've always liked that AC isn't a game of fiddling with FFB settings, unlike say PCars games, not about to start now...
 
Is there a problem with CSP 0.3.0 p212 struggling with large grids of some cars, like the URD BMW M4 GT3 EVO?
Feels like the CPU is tanking, so maybe due to extended physics or something?
 
Is there a problem with CSP 0.3.0 p212 struggling with large grids of some cars, like the URD BMW M4 GT3 EVO?
Feels like the CPU is tanking, so maybe due to extended physics or something?
Yes, I have the same problems with URD cars with CSP 0.3.0 p212 and large grids. I have the problem with the URD BMW M4 GT3 EVO, the Aston Martin Vantage GT3 EVO, but also with the old URD BMW M4 GT3 v2. But maybe there are more URD cars, that have the same problem. Each car loads without a problem in PRACTICE mode as single car, but if I try to load a race with 2 or more cars, the game crashes. Now I switched back to CSP 0.2.12-preview1 and the problem is gone.
 
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Yes, I have the same problems with URD cars with CSP 0.3.0 p212 and large grids. I have the problem with the URD BMW M4 GT3 EVO, the Aston Martin Vantage GT3 EVO, but also with the old URD BMW M4 GT3 v2. But maybe there are more URD cars, that have the same problem. Each car loads without a problem in PRACTICE mode as single car, but if I try to load a race with 2 or more cars, the game crashes. Now I switched back to CSP 0.2.12-preview1 and the problem is gone.
Mine load OK, I can put 40 of them in a race. The problem is the low framerate with them.
 

No the same, but we are there
Guess who fixed the lower exhaust effects for this car at overtake… ;-)
 
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What page is this on? I've not downloaded any scripts or lut files, is this buried in a csp side menu, or is it in the post processing force feedback menu?
Edit: Ah. I see the problem. You hadn't read the post I responded to. As @LAFAYET47 has explained, you need to download it from Overtake and then it'll make sense what we're on about.

2026-01-10 08_00_19-Content Manager.webp
 
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Edit: Ah. I see the problem. You hadn't read the post I responded to. As @LAFAYET47 has explained, you need to download it from Overtake and then it'll make sense what we're on about.

View attachment 1505004
I think I need to update my csp looking at that screen! I didn't really want to from reading all the posts about things not working upon updating. K wait till things get a bit more stable then looking into FFB haptics etc. Thanks for you help though!
 
Additional layout for Kunos Spa:

1768050230138.webp

Additions/changes/fixes:
  • Patrolling helicopters added.
  • Balloons/blimp/plane/distant airliners/flying birds added.
  • Crowd/pit/PA announcer audio added.
  • New spectators added using the knicker97 textures.
  • Animated flag-waving spectators added.
  • New adboards, teardrop flags and TSO textures.
  • Semi-fictional '6 Hours of Spa' Total Energies/WEC branding added to gantries.
  • Facetted powerline cables and pole attachment points on the Bruxelles approach fixed/improved (thanks @Kniker97).
  • Moiré interference pattern on the pit buildings fixed.
  • Distant grandstand pop-in fixed when heading from Speaker's Corner down to Double Gauche.
  • 40 grid/pit extension by Matheus Machado added.

 
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Additional layout for Kunos Spa:

View attachment 1505045

Additions/changes/fixes:
  • Patrolling helicopters added.
  • Balloons/blimp/plane/distant airliners/flying birds added.
  • New spectators added using the knicker97 textures.
  • Animated flag-waving spectators added.
  • New adboards, teardrop flags and TSO textures.
  • Semi-fictional '6 Hours of Spa' Total Energies/WEC branding added to gantries.
  • Facetted powerline cables and pole attachment points on the Bruxelles approach fixed/improved (thanks @Kniker97).
  • Moiré interference pattern on the pit buildings fixed.
  • Distant grandstand pop-in fixed when heading from Speaker's Corner down to Double Gauche.
  • 40 grid/pit extension by Matheus Machado added.

Could I use any of this stuff on my Spa 2022 track mod? I think some of it would be a nice addition to the mod, especially the extra grids and flag-waving spectators.
 
Hi guys
I wonder if i could humbly ask any of the super talented track modders on this forum if they could take a look at the trees on the pre-1994 Monza track mods . I love driving the early 90's F1 cars and the tracks from shin956 and others are excellent but the pre '93 tracks all seem to "open" with the trees not being tall enough and overhanging the track, especially going from the second lesmo to ascari View attachment 1504928
pre 1994 mod
View attachment 1504929

Kunos track
Would be awesome if someday someone could try to amend the trees to be closer to the Kunos version of the track as I feel it adds to the clostraphobic feeling of driving through and under the trees . The pre '94 versions of the track just feel as though theres to much sky visible
Thanks to all the modders for their time and efforts
Cheers
The shin Monza are from rFactor 1 carrera4 trackpack, so they are really off
 
Additional layout for Kunos Spa:

View attachment 1505045

Additions/changes/fixes:
  • Patrolling helicopters added.
  • Balloons/blimp/plane/distant airliners/flying birds added.
  • Crowd/pit/PA announcer audio added.
  • New spectators added using the knicker97 textures.
  • Animated flag-waving spectators added.
  • New adboards, teardrop flags and TSO textures.
  • Semi-fictional '6 Hours of Spa' Total Energies/WEC branding added to gantries.
  • Facetted powerline cables and pole attachment points on the Bruxelles approach fixed/improved (thanks @Kniker97).
  • Moiré interference pattern on the pit buildings fixed.
  • Distant grandstand pop-in fixed when heading from Speaker's Corner down to Double Gauche.
  • 40 grid/pit extension by Matheus Machado added.

Another masterpiece addition , great job , loving it
 
I get what you are saying.
For me Real ffb Pure ads just a little bit immersion and pseudo feel, without adding distracting signals.
That's the best way of describing it, for me

Feeling in simracing is very personal and other people may prefer Real ffb Haptic or something completely different.
The problem is all these different mods. My favorite ffb reference car ist the bmw m1 procar 89 from Pfalzdriver. An other extrem is the dodge charger rt 426 Hemi form jugee8. With real ffb haptic you have with the dodge to much effects and real pure ffb feels much better. Its not possible to say this script is for all cars the best. Always depending which car (mod) you are driving. Thats the price for all this wonderful mods which make AC so beautiful, the stringent line is loss. I give zolt_moi right, but the choice of cars which give this ffb is very very small. You can with real pure or real haptic to set the frequence (Hz) of overdrive for example lower and for oversteering a little higher and the lateral slip to set Zero, because in both case you have a lateral slip and this can irritate. Its a simple feedback which give you a feedback to the wheel and not the truth of a real car. I own a panamera turbo and bmw 650 cabrio, the servo of the wheel is so different that you get totally different feelings of the car. For compare both cars you must have the same strength of servo. The prediction of when the car will lose grip is heavily influenced by this when you compare them, because the other feeling is always stored in your memory.
The more I drive the same car, the easier it is to notice when I'm losing grip, which is obvious. But with AC and the wide car selection available, I want to drive these different cars, and that's where “simpler” feedback helps me.
 
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quick question, somehow my colors dont work for a spefic car anymore. for a example i wann have a pts ruby star color but then the game gives me a red car as output. the texture file matches the one of the one used for the car
 
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