Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Thread starter daan
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Screenshot_ks_porsche_911_gt3_r_2016_rt_bathurst_3-6-126-16-6-12.webp
Screenshot_ks_porsche_911_gt3_r_2016_rt_bathurst_3-6-126-16-6-42.webp
Screenshot_ks_porsche_911_gt3_r_2016_rt_bathurst_3-6-126-16-7-22.webp
 
Does anyone have a good AI line for Mosport whereas specifically the LMP2 cars will stay off the curbs at Moss corner turn 5 and turn 8 at the top of the Andretti straight, where they just get airborne constantly?
View attachment 1548330
And for the creator of the Marbles mod, @AlexMail, its certainly a very welcome addition to the sim, something I found was that if you pause the game to step away or pause a replay, the marbles will continue to pile up around the player car while the game is paused. Not sure if its a big deal or if its something worth looking into further?
View attachment 1548331

Hey Kurt, Ive shared my ai lines and hints, hope it can help, feedback is welcome!!

 
Last edited:
Atlanta Motorsports Park additions:
...
'new crowd rendering method'
Is there a CSP option to enable this?

If someone has the Kart layout by rambokim and wants to have the Sparco flags equal to @racinjoe013's, add the following lines at the end of the ext_config.ini:

[SHADER_REPLACEMENT_...]
ACTIVE = 1
MESHES = flag009, flag011, flag006, flag008
RESOURCE_0 = txDiffuse
RESOURCE_FILE_0 =
RESOURCE_TEXTURE_0 = napa_flags.dds
[SHADER_REPLACEMENT_...]
ACTIVE = 1
MESHES = flag010, flag012, flag007
RESOURCE_0 = txDiffuse
RESOURCE_FILE_0 =
RESOURCE_TEXTURE_0 = pepsi_flags.dds

[SHADER_REPLACEMENT_...]
ACTIVE = 1
MESHES = flag004, flag003, flag1
RESOURCE_0 = txDiffuse
RESOURCE_FILE_0 =
RESOURCE_TEXTURE_0 = wndys_flags.dds
[SHADER_REPLACEMENT_...]
ACTIVE = 1
MESHES = flag005, flag002
RESOURCE_0 = txDiffuse
RESOURCE_FILE_0 =
RESOURCE_TEXTURE_0 = orilly_flags.dds

[SHADER_REPLACEMENT_...]
ACTIVE = 1
MESHES = flag013, flag015, flag017, flag019
RESOURCE_0 = txDiffuse
RESOURCE_FILE_0 =
RESOURCE_TEXTURE_0 = vp_flags.dds
[SHADER_REPLACEMENT_...]
ACTIVE = 1
MESHES = flag014, flag016, flag018
RESOURCE_0 = txDiffuse
RESOURCE_FILE_0 =
RESOURCE_TEXTURE_0 = sf_flags.dds
 
Is there a CSP option to enable this?
For me it is under Track Adjustments. On newer CSP versions, the option between the old and new rendering method may have been removed altogether. If that is the case, then you will have to adjust the ambient and diffuse values in the camera_facing file to get the crowd lighting the way you want.
 
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