Assetto Corsa PC Mods General DiscussionPC 

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Use this one, yours is another one (same model apparently but different mesh names).

This is what i get with the car and your config.

Which makes me wonder, is there a tick box, in CSP, that i haven't ticked after the last update? (again!?)
 

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This is what i get with the car and your config.

Which makes me wonder, is there a tick box, in CSP, that i haven't ticked after the last update? (again!?)
Have you copied the full string into your ext_config.ini as advised? If yes, i don´t know how to help, sorry. Because it seems the refracting code is not fully applied.

You can open up the reflection debug app and check some values. Good luck.

1769533451927.webp
 
Question about RSS GT-M GT3's:
I cant turn traction control off? I turn it off in setup but cars still wont oversteer. Then I mapped buttons for TC2 but nothing happens when I turn TC2 down. Cars still wont oversteer?
Also tried data without csp and with csp (Found them in cars folder) also I tried uncheck extended phyisics...
Thanks!
 
Skinners, quick question

1769536889599.webp


In order to replicate that glossy Blue, is it possible to use a glossy csp shader, but only on the blue part?

For example, if the blue alpha channel was 100 or 0 and vice versa for other colors, would alpha nullify the csp glossy effect?
 
Question about RSS GT-M GT3's:
I cant turn traction control off? I turn it off in setup but cars still wont oversteer. Then I mapped buttons for TC2 but nothing happens when I turn TC2 down. Cars still wont oversteer?
Also tried data without csp and with csp (Found them in cars folder) also I tried uncheck extended phyisics...
Thanks!
In my experience that's kinda just how the RSS GT3s are: they're so stable and grippy that you barely notice any difference with TC turned off, even if you're like dumping the clutch in first gear. I adjust the anti-roll bars and wing angle to make them a bit more exciting.

Actually, I'd be interested if people have more suggestions about making the cars a bit more lively, since I'm not the best with setting a car up and the more recent releases (e.g. Hyperion V8) have a lot of settings.

It's quite the departure from the cars in the GT Legends Championship pack, which I find to be very challenging to drive.

Also VRC's website has been down all day for me. I'm practically chewing my face off waiting for the release of that new touring car pack.
 
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Wondering if anyone can help as I've spent at least 12 hours of my life recently just trying to get a wall to be collidable with no avail. I've tried every variant of name I can think from 1WALL, 01WALL, 1WALL001 etc etc and making sure it hasn't got the same name as any other object and every time it still acts as an object you can drive through.

I've tried importing planes, and cubes from blender into 3DSimED, adding uprights and boxes inside 3DSimED and exporting an fbx and using KS Editor to make a kn5, flipping normals and duplicating, changing pivot points, collision targets but absolutely nothing seems to work. Below is a dramatic version of me trying to get a wall that is solid just to give an example haha.

26c5bdd5c1b2d00a02f464512ad78c09.webp
 
Use this one, yours is another one (same model apparently but different mesh names).

great thanks!

in an attempt to make the sunbanner semi-transparent
I made rgbac9ff08ff.dds semi-transparant via GIMP, I have toggled transparency on of "glassfintlivery_a_SUB2" and "glassflivery_a_SUB1" via CM Showroom, but still it does not become see-through as I had hoped...
Anyone can tell me what I'm missing?
 
does anyone else have trouble extracting the GTLegends cars? I have downloaded them several times but always get an error message trying to extract the files.
 
NPP
does anyone else have trouble extracting the GTLegends cars? I have downloaded them several times but always get an error message trying to extract the files.
No problems here. If you're not using it already, I recommend installing 7zip. If you're already using 7zip, I'm afraid I have no advice for you. :(
 
This is what i get with the car and your config.

Which makes me wonder, is there a tick box, in CSP, that i haven't ticked after the last update? (again!?)
Have you copied the full string into your ext_config.ini as advised? If yes, i don´t know how to help, sorry. Because it seems the refracting code is not fully applied...
I think Alx Hill isn't far off the mark... I downloaded the version of the car you, Fall Guy, recommended and included the full string, and the result is the same as Alx Hill's image, so I suspect it's possible that some CSP setting is interfering...
 
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Wondering if anyone can help as I've spent at least 12 hours of my life recently just trying to get a wall to be collidable with no avail. I've tried every variant of name I can think from 1WALL, 01WALL, 1WALL001 etc etc and making sure it hasn't got the same name as any other object and every time it still acts as an object you can drive through.

I've tried importing planes, and cubes from blender into 3DSimED, adding uprights and boxes inside 3DSimED and exporting an fbx and using KS Editor to make a kn5, flipping normals and duplicating, changing pivot points, collision targets but absolutely nothing seems to work. Below is a dramatic version of me trying to get a wall that is solid just to give an example haha.

View attachment 1509326
1769547179920.webp

The key point here is to respect the name and set the active flag.
 
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I think Alx Hill isn't far off the mark... I downloaded the version of the car you, Fall Guy, recommended and included the full string, and the result is the same as Alx Hill's image, so I suspect it's possible that some CSP setting is interfering...
eye-roll-robert-downey-jr.gif


Could you please one thing: go to cm showroom, select the mesh of the headlight and check if it is set to transparent?

1769549721636.webp


If not, please click on the three ... next to it and set it to yes and then save the .kn5 and check again. Do this for all 4 meshes of the outer headlights.
 
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Skinners, quick question

View attachment 1509322

In order to replicate that glossy Blue, is it possible to use a glossy csp shader, but only on the blue part?

For example, if the blue alpha channel was 100 or 0 and vice versa for other colors, would alpha nullify the csp glossy effect?
I'm not into the details of how to do it, but adding a specular map is probably what you need. A specular map defines gloss, reflectiveness etc. on different parts of a model.
 
Have you copied the full string into your ext_config.ini as advised? If yes, i don´t know how to help, sorry. Because it seems the refracting code is not fully applied.

You can open up the reflection debug app and check some values. Good luck.

View attachment 1509294
I am using exactly the same settings, but the lights look weird :D welcome to AC
 
Question about RSS GT-M GT3's:
I cant turn traction control off? I turn it off in setup but cars still wont oversteer. Then I mapped buttons for TC2 but nothing happens when I turn TC2 down. Cars still wont oversteer?
Also tried data without csp and with csp (Found them in cars folder) also I tried uncheck extended phyisics...
Thanks!
They have TC turned on in real life.
 
Wondering if anyone can help as I've spent at least 12 hours of my life recently just trying to get a wall to be collidable with no avail. I've tried every variant of name I can think from 1WALL, 01WALL, 1WALL001 etc etc and making sure it hasn't got the same name as any other object and every time it still acts as an object you can drive through.

I've tried importing planes, and cubes from blender into 3DSimED, adding uprights and boxes inside 3DSimED and exporting an fbx and using KS Editor to make a kn5, flipping normals and duplicating, changing pivot points, collision targets but absolutely nothing seems to work. Below is a dramatic version of me trying to get a wall that is solid just to give an example haha.

View attachment 1509326
Is the object named the same as the object in the surface.ini file? You need to make sure any wall is also stated in the surface.ini file. So 1WALL will need to be an entry in the surface.ini file, then it will act like a solid object.
 
NPP
does anyone else have trouble extracting the GTLegends cars? I have downloaded them several times but always get an error message trying to extract the files.
Yes, i ended up installing the way they say not to. Through CM. I then had no issue and it even installed the files from the required car folders. Delete the old mods first.
 
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Hey guys need some help I'm getting weird artifacts on the rims with 3.0-preview212 ,I tried with 2.11 and the artifacts are gone.
First photo is CSP 3.0-preview212
View attachment 1509217View attachment 1509218
Same problem, but not just on the wheels, but on other body parts as well. I think it's a problem with this version of CSP at this point.


I have a problem when I tackle a SS Rally. When I pull the handbrake, the car tends to stall, and unfortunately, when I need to hold it down a little longer, I find myself with the engine stalling in the middle of a bend... is there any way to prevent this from happening? Thanks a lot.
 
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FALSE!

WALL is defined by default internally by AC itself.
Interesting, seen as I've never gotten a track to work without changing the surface.ini file. Whether I called it WALL or 1WALL or whatever, it didn't act like a wall unless I made sure that that was defined in the surface.ini file as well.

Edit - I suppose if you do a lot of tracks (like yourself) and have a well set up surface.ini file that you just copy from track to track then you wouldn't notice the issue?
 
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Interesting, seen as I've never gotten a track to work without changing the surface.ini file. Whether I called it WALL or 1WALL or whatever, it didn't act like a wall unless I made sure that that was defined in the surface.ini file as well.

Edit - I suppose if you do a lot of tracks (like yourself) and have a well set up surface.ini file that you just copy from track to track then you wouldn't notice the issue?
surfaces.ini from my last updated track attached. There is NO WALL statement.

AC does WALL internally *likely a "WALL" is simply non-defined and uses the leading numerical to default to a rigid colider.
Further, default surfaces are defined in assettocorsa\system\data\surfaces.ini

FACT:
If a track only uses WALL (or leading #), ROAD, GRASS, KERB, and SAND... you dont even need a surfaces.ini in your track ./data folder

Note:
all meshes with a leading numeral will default to a WALL type collider if not defined in surfaces.ini
it possible to modify the WALL properties by including a WALL parameter in a track data surfaces.ini
 

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I have a problem when I tackle a SS Rally. When I pull the handbrake, the car tends to stall, and unfortunately, when I need to hold it down a little longer, I find myself with the engine stalling in the middle of a bend... is there any way to prevent this from happening? Thanks a lot.
You need to push the clutch for the time you hit the handbrake
 
Question about RSS GT-M GT3's:
I cant turn traction control off? I turn it off in setup but cars still wont oversteer. Then I mapped buttons for TC2 but nothing happens when I turn TC2 down. Cars still wont oversteer?
Also tried data without csp and with csp (Found them in cars folder) also I tried uncheck extended phyisics...
Thanks!

They have TC turned on in real life.
… and anti stall clutch, as well.
But the under/oversteer issue is a matter of set up. Try to tweek the aero, brake bias, differentials, anti roll bars and spring rates and you’ll find your optimal balance.
RSS cars are great for that.
 
Try to raise a bit the maximum value of the ROD_LENGHT interval (heights) on setup.ini.
no that doesn't help... and it must be something else I am sure, as the creator surely didn't release his mod with faulty data so it could not be ridden until his data is altered by the user... that would be weird :)
 
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