Assetto Corsa PC Mods General DiscussionPC 

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Do you think this would either be a new weather system after CSP and Pure or will it be integrated inside Pure, effectively replacing 3D clouds entirely in the future?
 

Do you think this would either be a new weather system after CSP and Pure or will it be integrated inside Pure, effectively replacing 3D clouds entirely in the future?

I already integrated such raymarching clouds into Pure and they looked a lot better than this and had the possibility to generate storm fronts and such, but it will steal much energy from a driving sim and those clouds are looking bad compared to highres photos. Even if you have an engine like UE5 those clouds will always look the same.

So I decided to not develop this further and use highres photos because they are looking always good with nearly no fps loss.

So nowadays we have a 13 years old game which runs great on most of the PCs and you can load tons of additional content and have a great simulation.
The last thing you need for this is raymarching clouds which are looking strange compared to the rest of the game and sucking a lot of fps.

My decision was just focused on efficiency esp for the growing VR usage.

At the end the goal was to have nice graphics and functional weather…



 
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Did not fix it for me sadly......

All AI cars still off pace, meaning i had to regress AGAIN to ...212...

Shame- I wanted to check the gains Mascott had noticed.

What is going on peeps. There is still a mystery here to be unravelled......

I use AI A LOT. I race offline, and have been tweeking their settings. On installing latest ...322..., the AI took a Noticable head-dive...

sheeesh.......

We really are getting to a 'Be happy with what you have'
scenario and stick until proven otherwise.

Thing is... it seems so utterly INCONSISTENT!

Been playing with Ben's Whisperer (as per others here), and thought I was getting somewhere,, but,,, DOH!

I went to check my really old replays (2022).

On Macau with Kunos Porsche RSR73, the AI was running at 2.46.5

On late CSPs, it runs at 2.45.5, so a little better (with new ai behavior Off).

My latest batch of aiwhisp runs it at 2.43🤘, so whatever happens to that poor AI in the process should be solved.

Talking about that, i already have a few users with the next alpha-ultimate-pleasesuscribe-nonpatreon version of AIwhisp 0.82.

That's barely 20 people from discord, Racedep and here, but if anyone wants to give it a shot/feedback, PM is open. I'm tweaking the UI this evening to make it less unbearable.
 
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Never said the car was encrypted now did i? But it's good that you confirm that you are the banned account of ACTK and is currently ban evading xd

1773868721169.webp
 
... All AI cars still off pace, meaning i had to regress AGAIN to ...212...
I recently installed the latest version of CSP (from 212) and while testing one of the Grand Master Shin's new tracks (Sandown Raceway 1988) with the VW Littlebird of another of the forum Bosses, Masscot (v2.0; I haven't tried v3.0 yet, I don't have time for so many new novelties), I realized that the AI cars (I was in Track day mode) were very slow, especially on the straights, when previously it was a car that I had always struggled to keep up the AI pace...

I checked in SETTINGS / CSP / Simulation - AI (NEW BEHAVIOUR) to disable the "Straighten AI's trajectory when starting" option, but the AI cars were still slow in the straights. I looked into the options again and saw that "Adjust shifting for slow sectors:" was set to "Track day only". After selecting "Disabled," everything went back to normal; the mischievous Littlebird resumed (more or less) his infernal running pace (infernal, at least by my standards...)

ai new behaviour.webp


I don't know if this will affect the slow AI issues that have been reported lately, but it doesn't hurt to try.
 
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Never said the car was encrypted now did i? But it's good that you confirm that you are the banned account of ACTK and is currently ban evading xd
No, you just need to read the car's description carefully; I'm not ACTK

but go ahead and keep making up your own story :)

But you're the one who likes to stir up controversy on this forum, and that's not why I'm here. I won't be responding to you anymore after this message.
 
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No, you just need to read the car's description carefully; I'm not ACTK

but go ahead and keep making up your own story :)

But you're the one who likes to stir up controversy on this forum, and that's not why I'm here. I won't be responding to you anymore after this message.
  • German
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ok lil bud much love :3
 
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Why do some mods try to rejoin when they go off track, while others immediately crash and retreat: Is it due to their AI or some csp setting?
 
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Why do some mods crash when they go off track and try to rejoin, while some stop immediately? Does it depend on their AI or some csp settings?
Seems to be a new behavior somewhere. They go out then rejoin perpendicular. Really annoying. If we're having the same issue i suppose some of them just stay in the grass forever?
 
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Seems to be a new behavior somewhere. They go out then rejoin perpendicular. Really annoying. If we're having the same issue i suppose some of them just stay in the grass forever?
I noticed that some try to get back but can't, others get back and others stop in the grass and then automatically go into the pits, retired
 
I noticed that some try to get back but can't, others get back and others stop in the grass and then automatically go into the pits, retired
I've had those issues with the pits (retiring instead of going back to race) or with the cars not teleporting to pits since CSp 0.3.xxx, but with last Cm auto update it also affected 2.11.


I've decided to shut down "new ai behavior" until those are fixed. I'd have blamed my ai app if the behavior wasn't happening as well without it.

Maybe @ancient_3 digged a little further on the matter, he's my pit state hero.
 
I've had those issues with the pits (retiring instead of going back to race) or with the cars not teleporting to pits since CSp 0.3.xxx, but with last Cm auto update it also affected 2.11.


I've decided to shut down "new ai behavior" until those are fixed. I'd have blamed my ai app if the behavior wasn't happening as well without it.

Maybe @ancient_3 digged a little further on the matter, he's my pit state hero.
I currently have csp 0.3.0p212, with "new AI behavior" completely disabled. I've always noticed this behavior of the cars on the track...
 
Lotus Elan SCCA Spyder updated to 3.1,

Added the LODs via @ItsHords
Added refraction & mirror fix by @k_p
Thank you both for the additions and fixes, be sure to keep your eye on your inbox for a 250GTO livery later

View attachment 1521134
I just drove it for the first time and the tach and the speedometer are not working.
 
Hm, I only use live weather and timing, really don´t have clue. But as I wrote, only pure filter + LCS, no further things adjusted. Maybe some CM settings may cause a substantial difference, but I donno. For me this was the final proof that I don´t need any extra ppfilter from external creators.
You use pureLineair as PP?
 

cam someone tell me which skin from there has the clock like seen in top gear?
 
I've had those issues with the pits (retiring instead of going back to race) or with the cars not teleporting to pits since CSp 0.3.xxx, but with last Cm auto update it also affected 2.11.


I've decided to shut down "new ai behavior" until those are fixed. I'd have blamed my ai app if the behavior wasn't happening as well without it.

Maybe @ancient_3 digged a little further on the matter, he's my pit state hero.
This is so difficult to understand what makes AC/CSP choose to go to pits ( and how it behaves while in pit ) that I deliberately made DumbAI take control of the whole pit system from start of the session so it's hard to tell without diving into the exact situation where the bug occurs.

I use the app with most options in new AI behavior activated and did not experienced too much problem.
I'd say:
first simple option, delete pitlane.ai in ai folder of the track and see what happens.
second option, install DumbAI, see if the problem still happens and if so, drop me a message in the DumbAI thread as I'll be interested to look at it in order to improve the app
 
Guys i need some advices about treefx in replays: in race i get solid 60+ fps on mp pc but as i watch replays (on a track with 3d tree mods, ex: nords) i get massive fps drops on the camera angles where trees included. what can be done to get rid of this in csp without uninstalling 3d trees?
 
I'm having a weird issue with VRC's FW37 mod. Randomly, during qualifying, the game just freezes, at random.
According to task manager, the game is still responsive, but it is frozen when attempting to focus it.

EDIT: It's escalated, now I can't even start races after qualifying, because the game just freezes up now.

It's just one problem after another with this game...
I experienced this on older CSP few months ago and a CSP reset solved it.
It's some kind of freezing while graphics are still running, never happened before.
 
I already integrated such raymarching clouds into Pure and they looked a lot better than this and had the possibility to generate storm fronts and such, but it will steal much energy from a driving sim and those clouds are looking bad compared to highres photos. Even if you have an engine like UE5 those clouds will always look the same.

So I decided to not develop this further and use highres photos because they are looking always good with nearly no fps loss.

So nowadays we have a 13 years old game which runs great on most of the PCs and you can load tons of additional content and have a great simulation.
The last thing you need for this is raymarching clouds which are looking strange compared to the rest of the game and sucking a lot of fps.

My decision was just focused on efficiency esp for the growing VR usage.

At the end the goal was to have nice graphics and functional weather…




IMHO this looks very good. Almost RDR2 level. Maybe consider bringing this back as an option? I understand performance issue but this definitely looks better than 3d that we have right now.

Anyway I prefer to use Gamma for right now and Im aware that LCS is future and gamma will by abandon at some point but LCS 3d clouds are little bit better and question is why Gamma uses different 3d clouds than LCS?
 
Shanghai International Circuit is updated to V2_25
View attachment 1466304
Real chicane layout for Formula E:
View attachment 1466310
New track skin for Formula E Shanghai E-prix:
View attachment 1466311
New stands have been built.
View attachment 1466303
New kerb and sands has been added by this year's change.
View attachment 1466312
Download:https://mega.nz/folder/z8Il0KCK#sWqQ4VdeEDJGOVOJmhyJ8w
File:shanghai_v2_25.zip
Update Shanghai to Shanghai_v2_26
F1 Straight Mod(SM) for GP layout.
Correct 3d model for E-stand.
Screenshot_formula_extreme_26_shanghai_v2_26_19-2-126-20-2-2.webp

Screenshot_formula_extreme_26_shanghai_v2_26_19-2-126-20-2-29.webp

Download:https://mega.nz/folder/z8Il0KCK#sWqQ4VdeEDJGOVOJmhyJ8w
File:shanghai_v2_26.zip
 
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WSC69 comes first, WSC70 will be a smaller pack to compliment the past sets and to round off the three sports car packs.
Will WSC69 and WSC70 all be able to race with WSC60 or is there going to be too much of a performance gap?

Also, if you need, I do have PolyCruncher so if you want LODs for future cars instead of yanking the ACTK ones let me know, I know I'm in multiple discord servers with you if it's convenient for you to correspond that way.
 
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Will WSC69 and WSC70 all be able to race with WSC60 or is there going to be too much of a performance gap?

Also, if you need, I do have PolyCruncher so if you want LODs for future cars instead of yanking the ACTK ones let me know, I know I'm in multiple discord servers with you if it's convenient for you to correspond that way.
With the way the WSC packs are put together, they're all supposed to be compatible with each other in a historical sense, there is no BOP so the performance gap between cars in each pack is as historically accurate as can be. Some cars from WSC60 will definitely still be competitive in their classes even against WSC69 cars, the Porsche 910 for example should still be a fierce competitor to the many new 2L sports cars coming in WSC69. The old T70 Mk3 GT will still be a decent front runner, but definitely outpaced by the Mk3B and so forth. There's a lot of all-new cars coming in WSC69 and I look forward to gradually showcasing them when they're finished.

I'll take that LODs offer any day of the week by the way ;)
 
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