Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Thread starter daan
  • 152,453 comments
  • 47,103,687 views
are you replacing these with new files?

RESOURCE_3= txDetail
RESOURCE_FILE_3= tarmac-detail.dds <-------------?
RESOURCE_4= txNormalDetail
RESOURCE_FILE_4= tarmac-detail_NM.dds <-------------?
No, I just used the original values and the textures of the original shader (which is ksMultiLayer_fresnel_nm in RT Spa'66 revisited by @racinjoe013 )

I was not able to make this mirroring effect disappear by changing the original values of the original ksMultiLayer_fresnel_nm shader
 
Last edited:
Question for you (and @Fall Guy, and anyone else who's mastered refractive lights via config)... could refractive lights be added to VRC's super tourers? I love these cars but when chasing down a pack of them the rear lights of the cars in front look pretty awful by modern modding standards. Some rear lights on the super tourers are very flat and dull, and don't look much better than NASCAR fake-light decals. Refractive lights would be the icing on the cake for this otherwise wonderful pack.
Screenshot_vrc_erc_1999_vorax_ddm_gts_tsukuba_8-1-126-17-38-14.webp


This is best what can be done without modifying 3d mesh and creating new textures. They aren't created with refraction in mind so they doesn't look good. For example revese light and turn signals using same mesh so one of them won't work.

When i make mod i separate for left and right and then individual functions like reverse light, brake light and turn signals.

First you need to unpack data.acd and delete light.ini or at least remove lines corresponding to rear lights in above mention file.
Based lighting on this file mess up light when you setting up refraction and selflighting. All lighting should be set in ext_config to make full use of CSP functions.

NGL the best for refraction are cars based on Gran Turismo because they have it originally
 

Attachments

Custom Championship: from FIA GT '02 to FIA GT '03
Same mods (RSS GT Legend Pack + Porsche 992 GT3 GtSupreme)
Same circuit (Brno reworked https://www.assettoworld.com/track/automotodrom-brno-1 )
ONLY the skins changed
Can someone please explain to me why the game keeps crashing with this error? Everything is the same except the skins, I can't figure it out...😖🤬

"CRASH in:
OS-Version: 6.2.9200 () 0x100-0x1
WARNING: TaskBarIcon :: COULD NOT FIND TEXTURES FOR IMGUI_LUA_Stretched Grid_main_ICON
ERROR: SymGetSymFromAddr64, GetLastError: 487 (Address: 00007FFA12AA2F05)
00007FFA136686ED (DWrite): (filename not available): (function-name not available)
d:\dev\dev_pc_master_race\ksphysicsac\car.cpp (1671): Car::pollControls"
 
What about this fix I tried several months ago for the RT Spa 66? (and reposted just above )

Works here with CSP 0.3.0.p212

[SHADER_REPLACEMENT_...]
ACTIVE=1
DESCRIPTION= fixing mirror effect raidillon
MESHES=vis_1ROAD_1_001
MATERIALS= ROAD_TRACKMAIN01_WET
SHADER = ksPerPixelMultiMap_NMDetail
PROP_... = ksAmbient, 0.38
PROP_... = ksDiffuse, 0.33
PROP_...= fresnelC, 0.3
PROP_... = fresnelEXP, 6
PROP_... = fresnelMax,0.6
PROP_... = ksSpecular, 0.1
PROP_... = ksSpecularEXP, 10
RESOURCE_3= txDetail
RESOURCE_FILE_3= tarmac-detail.dds
RESOURCE_4= txNormalDetail
RESOURCE_FILE_4= tarmac-detail_NM.dds


(Yeah , just trying here to make you release a v2 :mischievous:)
This seems to have done the trick for me. Thank you so much. I'd have never figured this out myself.
 
How can I turn it into AWD? Which files do I need to change?
I'm actually working on a AWD2 version of it now. But so far I'm having to tweak the tyre grip and aero figures a bit due to it being massively tail happy. But it shouldn't take too long, I just used car tuner to clone the car and then edited the drivetrain file as mentioned by others. It won't be a historically accurate version as apparently the Quattro had a 50:50 diff split. I'm having to put quite a bit more drive into the front wheels to stop the tail happiness on power, but it's definitely getting there stability wise, and of course it's extremely fast off the lights 😂
 
k_p
View attachment 1511887

This is best what can be done without modifying 3d mesh and creating new textures. They aren't created with refraction in mind so they doesn't look good. For example revese light and turn signals using same mesh so one of them won't work.

When i make mod i separate for left and right and then individual functions like reverse light, brake light and turn signals.

First you need to unpack data.acd and delete light.ini or at least remove lines corresponding to rear lights in above mention file.
Based lighting on this file mess up light when you setting up refraction and selflighting. All lighting should be set in ext_config to make full use of CSP functions.

NGL the best for refraction are cars based on Gran Turismo because they have it originally
To me that's a huge improvement over the original VRC lights, which were dull and flat. The lenses weren't even reflective on this Vorax. With your mod the lights now have depth, the lenses actually look like translucent plastic, and the light scatters convincingly as it refracts. You say the mesh construction isn't ideal and you don't sound entirely happy with the result but nevertheless, I think you've done a great job and have definitely improved this car. The loss of turn signals is a small price to pay, and who needs blinkers on a touring car anyway? Great job, and many thanks. I hope you'll eventually do the same for the rest of the VRC touring cars.
 
Why won't certain cars track with Content Manager? I have various mods that follow the rules: no capitals, folder name under 32 characters, etc. Do the Lods having capitals in their name matter?
 
Good evening, does anyone happen to know of any updates for the "Montaga di Pietra by RMI 1.30" track?

Today, resuming my simulation of the "Mille Miglie 1955," I was going to use this track for the first part (arrival in Rome)...

however, I couldn't play, even with only 5 opponents on the track (it was running at 15/20 fps) and then it would freeze completely or return to CM.

I had to use "plan B," that is, I used the "LuccaRing" track with the same 5 opponents (everything running normally).I would appreciate it if anyone has any updates (I haven't found anything...)
 
Good evening, does anyone happen to know of any updates for the "Montaga di Pietra by RMI 1.30" track?

Today, resuming my simulation of the "Mille Miglie 1955," I was going to use this track for the first part (arrival in Rome)...

however, I couldn't play, even with only 5 opponents on the track (it was running at 15/20 fps) and then it would freeze completely or return to CM.

I had to use "plan B," that is, I used the "LuccaRing" track with the same 5 opponents (everything running normally).I would appreciate it if anyone has any updates (I haven't found anything...)
Never had any real complaints about this.
You can try to disable camera facing crowds by renaming ./data/camera_facing.ini it might help
 
Side note:

For better or worse, it's common to report problems with Assetto Corsa, and sometimes they only affect one or two persons, while the rest are unaffected. If it's a general problem that affects everyone, you know it will be resolved sooner or later, but those kinds of bugs that only affect few people are more frustrating... :banghead:

When these problems are discussed, suspicion usually falls on a particular version or setting of CSP, CM, Windows, etc., but the affected person almost never mentions whether they have any side apps installed (AI related, mainly) that might be contributing to the malfunction. It would also be helpful to mention if we have any apps of this type installed; the more information provided, the more clues the forum experts will have to figure out what is causing the bugs... 🤔

(Thinking Out Loud Mode, Off).
The only things I had installed were:

  • Autocam
  • GT HUD
  • MapDisplay
  • And the bundled RSS Settings apps, as required.

- I was running CSP 0.2.11, and Conent Manager 0.8.2790.39895.

- I'm running this on Windows 11 24H2 (7623)
 
Good evening, does anyone happen to know of any updates for the "Montaga di Pietra by RMI 1.30" track?

Today, resuming my simulation of the "Mille Miglie 1955," I was going to use this track for the first part (arrival in Rome)...

however, I couldn't play, even with only 5 opponents on the track (it was running at 15/20 fps) and then it would freeze completely or return to CM.

I had to use "plan B," that is, I used the "LuccaRing" track with the same 5 opponents (everything running normally).I would appreciate it if anyone has any updates (I haven't found anything...)
Yesterday I was getting an CM update from a working Le Mans track that was after finishing the update bringing me only a failure message. Downloaded the complete updated track from the website and now it was ok. Could be your track is also been corrupted by something, like extra pits mod, a skin, AI mod etc etc.

I do not have Montaga di Pietra anymore, but I just did try the stock LuccaRing with 19 modern LM cars and it was ok, only the stock the AI is rubbish. Delete your old tracks and redownload them, both are at the Breathe list.
If you like I could try Montaga di Pietra also, just let me know by pm or reply.
 
To me that's a huge improvement over the original VRC lights, which were dull and flat. The lenses weren't even reflective on this Vorax. With your mod the lights now have depth, the lenses actually look like translucent plastic, and the light scatters convincingly as it refracts. You say the mesh construction isn't ideal and you don't sound entirely happy with the result but nevertheless, I think you've done a great job and have definitely improved this car. The loss of turn signals is a small price to pay, and who needs blinkers on a touring car anyway? Great job, and many thanks. I hope you'll eventually do the same for the rest of the VRC touring cars.
Ok, so i made for other one. As i said before they aren't created for this to work so it seems to me that it is pointless even looking into next cars and I have only 3 of them, old versions, from which last one doesn't have fully modelled taillights needed for refraction to work. Its just plain texture, so cant do anything about it. Its up to them to fix that because they take the money anyway. Imo it looks like their cars are made for pre-CSP game at least on this matter.


ext_config for vrc_erc_1999_fortix and again you need to unpack data and delete lines for rear lights from light.ini

Screenshot_vrc_erc_1999_fortix_ddm_gts_tsukuba_9-1-126-12-56-31.webp
__custom_showroom_1770638345.webp
 

Attachments

That BMW is very easy to spin. At least for me it is.
I drove the non-CSP version by mistake, and it was very easy to spin. The CSP version behaves like I would expect. Could be something there. Still easy to spin, like a rwd on stiff suspension should be, but not overly so.

But I think the wipers are designed for Bilbo Baggins' car. Both on the BMW and the Audi, they are way too small...
 
Last edited:
I drove the non-CSP version by mistake, and it was very easy to spin. The CSP version behaves like I would expect. Could be something there. Still easy to spin, like a rwd on stiff suspension should be, but not overly so.

But I think the wipers are designed for Bilbo Baggins' car. Both on the BMW and the Audi, they are way too small...
I haven't driven the non-CSP version, I was driving the CSP version. I seem to remember having the same trouble with it in PC2.
 
This looks a bit stupid, but is there an instruction or YouTube tutorials on how to use the object inspector app. Do see a lot of digits but 🤷‍♂️ Reason I want to un-silence tracks and introduce the typical circuit environmental sounds. 📢
 
Sharing a mod? Host it on GTPlanet Downloads. Free, public hosting for files up to 10GB in size.
Back