Assetto Corsa PC Mods General DiscussionPC 

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Very quick alternative driver posture/position/shifting/timing.
Legs no longer clip through the dashboard, hand grips the shifter, hands hold the steering wheel.

The real car has a large gear knob, but it's not tennis ball big like in this version. Forza Horizon model I guess? shrugs.

(in driver3d.ini):
[SHIFT_ANIMATION]
BLEND_TIME=100
POSITIVE_TIME=620
STATIC_TIME=10
NEGATIVE_TIME=620
PRELOAD_RPM=6900
INVERT_SHIFTING_HANDS=1

1774183052173.webp


Glass is weird, it seems to occlude some interior details? Maybe uses ExtraFX or something that doesn't work in VR.

1774183542895.webp


Nope, seems glass is just too dark. Better for me in the glass config is:
ThicknessMult = 0.15
(it's currently 1.0, which is far too dark IMO)

Now:
1774184147358.webp
 

Attachments

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Ferrari F40 LM/GTE Pack is Released.

It is tested in CSP 3.0 Preview140.
You need CSP latest Version.

It has 5 Cars in a Pack
(Competizione '89, LM Stradale '92, GTE '94, GTE Evo '95, GTE Evo II'96)

You need to assign keys in Content manager.
EXTRA C is Ignition On,
EXTRA D is Engine Stater.
First Push EXTRA C to turn on THE IGNITION and then Press 1sec EXTRA D to Start the Engine.


Awesome to finally have the GTE in Assetto Corsa... but why did you force the ignition sequence on the car? That means it won't go at the start of every race unless you turn the engine on...

Like for a road car to cruise with, it's fine and immersive I guess, but for a race car which should already have its engine running at the starting grid, it's supremely annoying.

Does anyone know what to remove in the extensions to disable that feature?

Some people don't have infinity buttons on their steering wheel to be mapping this stuff tbh.
 
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Ferrari F40 LM/GTE Pack is Released.

It is tested in CSP 3.0 Preview140.
You need CSP latest Version.

You need to assign keys in Content manager.
EXTRA C is Ignition On,
EXTRA D is Engine Stater.
First Push EXTRA C to turn on THE IGNITION and then Press 1sec EXTRA D to Start the Engine.
Maybe stupidly but that “EXTRA” what key is this?
 
Ferrari F40 LM/GTE Pack is Released.

It is tested in CSP 3.0 Preview140.
You need CSP latest Version.

It has 5 Cars in a Pack
(Competizione '89, LM Stradale '92, GTE '94, GTE Evo '95, GTE Evo II'96)

You need to assign keys in Content manager.
EXTRA C is Ignition On,
EXTRA D is Engine Stater.
First Push EXTRA C to turn on THE IGNITION and then Press 1sec EXTRA D to Start the Engine.


Don't think we'll get an better F40 variant of this car ever. This is absolute peak F40 content, Thank you so much for your work!
 
Ferrari F40 LM/GTE Pack is Released.

It is tested in CSP 3.0 Preview140.
You need CSP latest Version.

It has 5 Cars in a Pack
(Competizione '89, LM Stradale '92, GTE '94, GTE Evo '95, GTE Evo II'96)

You need to assign keys in Content manager.
EXTRA C is Ignition On,
EXTRA D is Engine Stater.
First Push EXTRA C to turn on THE IGNITION and then Press 1sec EXTRA D to Start the Engine.


Mega is stuck at 45%. Is there another link?
Worked the second try!
 
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An revamp of this car is 100% needed, If you also happen to be interested in doing the 2015 911 RSR lmk and i can send the files over (unless you already have them) Working on putting together the Z4 GTLM/GTE, Viper/SRT, 458 GTC. But i'm not well versed in the sport of porting so most of the work just ends up sitting in this state :P
View attachment 1522547View attachment 1522548
i believe maxstdtdesign doing this car
so far he only shared blender screenshots
 
Awesome to finally have the GTE in Assetto Corsa... but why did you force the ignition sequence on the car? That means it won't go at the start of every race unless you turn the engine on...

Like for a road car to cruise with, it's fine and immersive I guess, but for a race car which should already have its engine running at the starting grid, it's supremely annoying.

Does anyone know what to remove in the extensions to disable that feature?

Some people don't have infinity buttons on their steering wheel to be mapping this stuff tbh.
Yeah, not a big fan of ignition sequences either. If I still used my IgnitION button box (that has a rocker switch and starter button exactly for this purpose) then it'd be a lot more immersive, but I always end up just opening doors, bonnet and boot while searching for the correct button sequence on my wheel as my opponents disappear into the sunset. 😅
 
F40 Chef's kiss....love it.

I finally installed newer CSP, somehow the RSS mod's issue with me with the wheels being frozen in photo is fixed with the new CSP's camera?
1774199977628.webp



Some other recent comments, with the VRC Supertourer car. Love driving those things, pretty fun to go wheel to wheel with AI, but AI is kinda slow. Tried it around Silverstone 2005, Oulton Park, Zolder, Donnington etc, even with AI at 100% I can pretty easily outrun them even with a tire offset. I am not even that fast...wonder if there are better AI lines for those...
 
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Question for 1991 ASR formula1 pack, and other F1 users :

Is it typical that the tyre grip is worse at a road temp around 25°C than at, let's say, 10°C?

I'm running Adelaide 1992 with @Thockard fastlane. Without any tweak the AI is running around 1.15.


I'm trying to get those F1 cars faster on the AI, but the difference between a cold road running at 1.11.5 and hot road running at 1.14 seems suspicious. i tried both with/without extended physics.

With extended physics i get weird results when i extract real time tyre data, with either a tyre type optimal @ 100°C or a tyre optimal temp @170°C. Could it be a tyre switch from the AI?


Moreover, althought everything's fine on cold temps and don't bother me (well, mainly because the AI is 3 seconds faster than me), the AI with a hot road seems uncapable of reaching optimum tyre temps

After 8 laps, if i control the AI tyres : TYRES: road=40° FL=101°/170° FR=95°/170° RL=121°/170° RR=118°/170°. Unless this is normal tyre response after 8 laps of stress on a 45°C road.


Is it the AI automatically switching tyre types, does it do it thru stands, which would explain their bad behavior if you change the weather real time? It makes the tyrehint and brakehint unreliable as hell depending on the weather, and althought it never bothered me with my usual car types, this needs to be taken into account for AI whisp.


Edit : just tested, the AI picks randomly one of the 3 compounds for the race (Thanks @ DumbAI btw, saved me a lot of sweat). Explains the wild range of results ingame, this is so stupid. Why don't the AI just set itself to one tyre type? Did anyone witness a lot of issues running those cars offline?


Anyway, this bugs me a little, if anyone could shine with his knowledge on this particular era physics/behaviors, i'm all ears.
 
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Yeah, not a big fan of ignition sequences either. If I still used my IgnitION button box (that has a rocker switch and starter button exactly for this purpose) then it'd be a lot more immersive, but I always end up just opening doors, bonnet and boot while searching for the correct button sequence on my wheel as my opponents disappear into the sunset. 😅
😅
I have the same problem. Unfortunately, every modder who has added ignition buttons to their mods doesn't always assign them to the same buttons, and this is sometimes frustrating.
Am I wrong, or was it possible to enable automatic ignition on in the CSP setup at the start of the race?
 
😅
I have the same problem. Unfortunately, every modder who has added ignition buttons to their mods doesn't always assign them to the same buttons, and this is sometimes frustrating.
Am I wrong, or was it possible to enable automatic ignition on in the CSP setup at the start of the race?
What happens if you just quote out the extra section in ext_config.ini?
 
Question for 1991 ASR formula1 pack, and other F1 users :

Is it typical that the tyre grip is worse at a road temp around 25°C than at, let's say, 10°C?

I'm running Adelaide 1992 with @Thockard fastlane. Without any tweak the AI is running around 1.15.


I'm trying to get those F1 cars faster on the AI, but the difference between a cold road running at 1.11.5 and hot road running at 1.14 seems suspicious. i tried both with/without extended physics.

With extended physics i get weird results when i extract real time tyre data, with either a tyre type optimal @ 100°C or a tyre optimal temp @170°C. Could it be a tyre switch from the AI?


Moreover, althought everything's fine on cold temps and don't bother me (well, mainly because the AI is 3 seconds faster than me), the AI with a hot road seems uncapable of reaching optimum tyre temps

After 8 laps, if i control the AI tyres : TYRES: road=40° FL=101°/170° FR=95°/170° RL=121°/170° RR=118°/170°. Unless this is normal tyre response after 8 laps of stress on a 45°C road.


Is it the AI automatically switching tyre types, does it do it thru stands, which would explain their bad behavior if you change the weather real time? It makes the tyrehint and brakehint unreliable as hell depending on the weather, and althought it never bothered me with my usual car types, this needs to be taken into account for AI whisp.


Edit : just tested, the AI picks randomly one of the 3 compounds for the race (Thanks @ DumbAI btw, saved me a lot of sweat). Explains the wild range of results ingame, this is so stupid. Why don't the AI just set itself to one tyre type? Did anyone witness a lot of issues running those cars offline?


Anyway, this bugs me a little, if anyone could shine with his knowledge on this particular era physics/behaviors, i'm all ears.
I've just noted this during my tests this evening. Previously, I've always made tests with SOL, clear weather and road temperature around 40°C. Cars were easily slower by around 2 seconds than cloudy conditions and road temperature around 15°C.

Default car setups are quite inadequate for the game. They use a lot of camber on these car with quite stiff suspensions, so high temperatures and high difference between tyre's interior side and exterior side are not surprising.
But 170°C is extreme and I think unrealistic for a normal use ...

Regarding the AI tyre choice, in DumbAI, if you deactivate the "alternate strategy" option and "take into account the grid position", AI cars select the same tyre for the race.
 
I've just noted this during my tests this evening. Previously, I've always made tests with SOL, clear weather and road temperature around 40°C. Cars were easily slower by around 2 seconds than cloudy conditions and road temperature around 15°C.

Default car setups are quite inadequate for the game. They use a lot of camber on these car with quite stiff suspensions, so high temperatures and high difference between tyre's interior side and exterior side are not surprising.
But 170°C is extreme and I think unrealistic for a normal use ...

Regarding the AI tyre choice, in DumbAI, if you deactivate the "alternate strategy" option and "take into account the grid position", AI cars select the same tyre for the race.
I use the dedicated log to see the tyres type, which also shows their optimal temps. It might not be accurate nor representative, so i'm out of the loop on the matter. Have a look at your tyres and let me know when it feels perfect, i could adjust the tyrehint for the AI to reach those temps.

As a player, do you notice the same diff in pace when playing on different road temps? Cause if the AI is faster eirher way, i guess we can go with that. I have no idea, as a player, how to go lower than 1.14.5 with the ferrari, and that's in optimal conditions, so i'm getting left for dead anyway with them going 1.12.5.

I have absolutly no exp with those cars, so maybe i'm going overkill, but since we reached 1.11.5 maybe it would be an interresting challenge for a trained driver
 
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