Assetto Corsa PC Mods General DiscussionPC 

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I want to thank @Tyson3 for his help with the AI and cameras—credit goes to him. Thanks also to @Masscot, as I got the balloons from one of his tracks (I don't know who the original creator is). It looks good; it lacks a crowd, but I hope you understand that editing isn't my strong suit. Even so, it’s an entertaining track that could be even better if given the love and high-quality treatment it deserves.

 

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I am 99% Finished with the A Class PGR update, delays were due to tweaking physics of some cars and having to make new samples for some. The main issue I am having now is where the AI for some reason in the F50 GT is very aggressive when following other AI and even the player sometimes and rams into the back of them on hard braking if they are close enough.
Does anyone know how I could fix this issue, as i've tried changing some stuff around in the AI file and even gave the car stronger brakes but the issue still persists.
 
Might be inconclusive but it's worth a try! Recently, I've skinned all the BMW M3s that raced in the Japanese Touring Car Championship in 1993, which was a fun task albeit a difficult one because of the lack of reference material. Now, I'm interested in doing the 1990 cars, of which the photos are even more scarce... I found some useful Twitter accounts when working on the 1993 field, but the other seasons only got a couple of posts. So here's my question: do you guys have anything (websites, social media pages, discord servers, etc) that may help me find enough material to properly have a go at the 1990 season (and in the future, 1991 and 1992)? That would be awesome and super helpful!
Did you tried to collect the japanese Racing On magazines?
It contains some good pohotos, and a lot of infos.
Some of them is on the "racingforme" torrent site.
Sadly the quality some of these scans is not so good, if a little picture on the page, but if it is a bigger picture or a fullpage photo it is not so bad.
 

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Hi, I used this track for a championship race: I was leading with a wide margin over everyone else, I entered the pits for a very quick refueling, and came out 11th...
For no apparent reason, the race was distorted and the entire championship was distorted. 🤬
(The pit area is well beyond the finish line.)
How could this happen?
Thanks
Not saying this is THE solution for your problem, but I did noticed some strange behaviors from opponents during the championship races. In my specific case it turn out that this was caused by some apps. Could be a failure from the app itself, but also that active apps are conflicting to each other. To be 100% sure, I have reduced the amount of apps to only the essentials and after a few test it seems that all opponents now are acting as usual.
 
Nukedrop has finally released his dynamic physical PARTICLE SYSTEM on his patreon, and yes, it's free! It can be used to create bird flocks, falling leaves or confetti on literally any track! Stuff like puddle splashes could also be created with a little bit of skill! Documentation included. Make sure to credit him when you use his tool:
I'm pretty excited to play with this, since I was a tad disappointed the leaves dropped off trees from that new 2d tree app don't work. I think on some of the fictional tracks, it'll be magical.
 
I'm pretty excited to play with this, since I was a tad disappointed the leaves dropped off trees from that new 2d tree app don't work. I think on some of the fictional tracks, it'll be magical.
The birds look fantastic. I added the smaller flock to Genoatrack Uno with no noticeable performance hit, but the huge swarm was quite expensive, taking me below 90fps in VR. The birds are apparently less heavy than some of the other objects, so hopefully more optimisation is possible as development continues.
 
Did you tried to collect the japanese Racing On magazines?
It contains some good pohotos, and a lot of infos.
Some of them is on the "racingforme" torrent site.
Sadly the quality some of these scans is not so good, if a little picture on the page, but if it is a bigger picture or a fullpage photo it is not so bad.
I didn't know this existed, thanks a lot that'll help for sure :D
But it seems you can't sign up on that site?
 
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Not saying this is THE solution for your problem, but I did noticed some strange behaviors from opponents during the championship races. In my specific case it turn out that this was caused by some apps. Could be a failure from the app itself, but also that active apps are conflicting to each other. To be 100% sure, I have reduced the amount of apps to only the essentials and after a few test it seems that all opponents now are acting as usual.
I have the "DumbAI" and "mechanical failure" apps; I noticed that this problem only occurred on this track... 🤷‍♂️
 
The birds look fantastic. I added the smaller flock to Genoatrack Uno with no noticeable performance hit, but the huge swarm was quite expensive, taking me below 90fps in VR. The birds are apparently less heavy than some of the other objects, so hopefully more optimisation is possible as development continues.
It seems to me that these particles should be integrated into the CSP itself.and just turn it on when needed
 
I am 99% Finished with the A Class PGR update, delays were due to tweaking physics of some cars and having to make new samples for some. The main issue I am having now is where the AI for some reason in the F50 GT is very aggressive when following other AI and even the player sometimes and rams into the back of them on hard braking if they are close enough.
Does anyone know how I could fix this issue, as i've tried changing some stuff around in the AI file and even gave the car stronger brakes but the issue still persists.

Have you tried tweaking the break hint?

Break.webp
 
I didn't know this existed, thanks a lot that'll help for sure :D
But it seems you can't sign up on that site?
Ohhh.... Yes, it works with some invite thing...

I thought there is more magazin uploaded, but only 2-3 per year.

But You don't need racingforme. I just now remember, that Mr. Autosportfan uploaded it to his magazin sites. Here are all the same magazines, which is on racingforme, and you can download in pdf. (in rfm it was in jpg format)
 
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I would like to ask that this R33 skin was made for Assetto?
Because I saw some similar, but it was red-white-red (clarion), or red-white-blue(keep dream) but I didn't found this.

My other suggestion for skin makers is for the Saleen Mustang GT2. It is a livery concept from Autosport Magazine 1998.04.02 (page 101)
There is a similar skin in the original car but green, and a bit simplier.
 

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Here's the link to the Indy '50 pack (1958 Indy 500 race), with adapted cars (originals by Legion).

*Pack Indy '50 ( race 1958 )

I partially modified the physics (making them slower) and added some other parts to simulate the original "silhouette" of some of the cars from that year.

Later on, I may use the same car base for other versions of the 1950s Indianapolis 500.
Remember that the skins are also just close adaptations of the real ones (as it's difficult to find certain details).
I couldn't get more details in most of the photos, but most of them can be easily identified by the colors and numbering.

Along with the pack link is the 3D driver model I used for the cars, which was (driver_no_hanky).

*driver 3d ( driver_no_hanky)

Attached as an illustration (screenshots of all the cars).
I hope you have as much fun as I did (in the simulation with AJ Foyt, in my "Champions Career Mode").
This is an amazing era of Indy car racing - the finish of the cars from that era was superb/ Many thanks!
 
So who's going to be the brave soul willing to port this over ? :mischievous:

View attachment 1550398
Working on it, but Physics and some other things are still a big question mark because theres quite simply no data on the car, so please dont expect it anytime soon but once im happy with it it'll be released, this has been a hero car for me ever since the first pics surfaced 15 years ago on the web, im grateful for Forza devs for embracing this unknown gem
 

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Working on it, but Physics and some other things are still a big question mark because theres quite simply no data on the car, so please dont expect it anytime soon but once im happy with it it'll be released, this has been a hero car for me ever since the first pics surfaced 15 years ago on the web, im grateful for Forza devs for embracing this unknown gem
Wait, it's you! 😂 That copy of Racing On' should arrive before the end of the month btw
 
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…




Looks like Peter change mind about volumetric clouds in newest Pure update.



Edit: I mean this as a good news, I prefer that over skydomes.
 
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