Assetto Corsa PC Mods General DiscussionPC 

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2 new liveries plus small update


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BMW M3 E46 GTR - V8SC NTi #89

bmw m3 gtr__V8SC-NTi_1.webp

Another classic livery to fill the grid - enjoy!
bmw m3 gtr__V8SC-NTi_2.webp

Fictional skin for this mod.
bmw m3 gtr__V8SC-NTi_3.webp


Happy racing!
 
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Latest issue of Touring Car Magazine is a special issue dedicated to sim racing stuff. Some interesting comments in here. Especially find it interesting that rF2 and RaceRoom are considered by the real drivers to be the furthest away from real of the lot. AC is used by one of them at least, if not more. Great story on developing the original TOCA game too.
 
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You made it!

Hadn't touched that other one, the whole description screamed AI written*, but I hadn't realised it was quite that level of BS.

Although on the subject of placebo sliders, never forget this is the game where Stefano added a 'simulation value' to the main ini file just because he was fed up of 'how sim is it?' discussion.

Anyway, announce 0.86!
I've been busy with some other projects (and the wildfire that took place a few meters away from my house 2 weeks ago - been part of the evacuated zone in Fontainebleau, FR. Was quite something).


I got some help from people external to AC, and we went in multiple directions with ai whisp. It's getting weirder. We have simple ray casting for positioning, something Andreas used at first for realistic track Day app, but then abandonned for a corridor system - which is the system i used before, and abandoned for raycasting. We should work as a team - i swear this is getting hilariously uneffective at this point.

But it's super fun to work on as a hobby, although i wish there was a faster way to test and implement everything - right now i went from "helping AC's AI" to "fight against it". I won't comment on the reverse colliders and other hidden monstruosities that would revert the car sides and make 2 people work on different cars with a reverted code, just to finally agree it might be time to burn the whole computer as a silent protest.

The cognitive biases are insane when dealing with a simracing physics as well, until you debug everything and make sure something happening is part of the script, not just an imaginary validation where you self clap an outside overtake that Vanilla AC would have made anyway, even without your glorious calculations.

So AIwhisp v0.86 is probably gonna be out somewhere around september, if i manage to simplify everything. I already managed to script the complicated inputs (throttle mainly) and get really good pace with a Default set, which should satisfy 90% of the users, with the dev tweaks still available for personnal preference.

So far i'm attempting to make a faster car be unbothered when meeting slower ones. So it's overtakes from both insides and outsides, with all the boring conditions for inputs and other stuffs that i won't develop here for obvious attention keeping reasons.





Think his creation is being removed from Overtake completely, as I even can not find my own reply in this posting. If so then would be very unique in the history of RD/OvT, as normally they first lock the topic and delete the download.
I suppose it was so obvious and easy to spot (a double click on notepad, and some screenshots, which i provided immediatly) that the investigation went fast.

I'm more worried about the state of mind behind all this. I wish the guy contacted me with some "here's my attempts at positioning" or "why not implement this kind of stuffs". Sadly the chatbot used was clearly going for customer satisfaction, not for script accuracy. I couldn't find one damn thing that was worth adding to aiwhisp, which would have made the operation a little less useless.

As far as Aiwhisperer go, it's a pretty simple read : it's an experiment that anyone can use as a baseline (until something better comes up) and empile logics on. The soft architecture is even provided in the app files, so it's not really a "i found stuff and i m gonna hide them deep into deep nonsense". It's already begging for people to dive in and participate.

I'd rather do it in a collegial way, not for internet points
 
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AC has this random Camera in Replays (F2), configureable in system/cfg/random_camera.ini

[SETTINGS]
MINIMUM_TIME=7
MAXIMUM_TIME=17

[CAMERA_TRACK]
PROBABILITY=70

[CAMERA_COCKPIT]
PROBABILITY=15

[CAMERA_DRIVABLE]
PROBABILITY=0

[CAMERA_CAR]
PROBABILITY=15

[CAMERA_HELICOPTER]
PROBABILITY=0

......

As soon i put a value in [CAMERA_COCKPIT] it also shows the 3rd person/external view (where you see the whole car from behind). If i put it back to 0, it shows track-cams and the F6-Cams, as intended. [CAMERA_COCKPIT] suggests it's only cockpit-cam and not cockpit & external view.

Can this somehow be fixed?!
 

Latest issue of Touring Car Magazine is a special issue dedicated to sim racing stuff. Some interesting comments in here. Especially find it interesting that rF2 and RaceRoom are considered by the real drivers to be the furthest away from real of the lot. AC is used by one of them at least, if not more. Great story on developing the original TOCA game too.
Its down to grip, simracing has been stuck in the death loop since grand prix legends i think it was, the 'skill' or the 'game' came from over comming driving a car on marble tyres and a track made of black ice.... anything real was simcade.
It has changed a lot over the years, but some die hards still stick to the idea that racing cars are designed to have no grip, like how could that even be a thing? Madness.

I'd say of all the sims i play and not counting a heavily modded AC, they have all pretty much dialled out all the silly lack of grip largely anyway bar a few cars.... one of the worst was the Forza stuff ironically for me, which was always the one called arcade...

As many real racing drivers (not saying that is anything special BTW you largely just need a wad of cash to be called one) have said including some who have been on my set up, that many sim racers would get in a real proper set up racing car and call it arcade...
 
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I do not know why, but I noticed that many have been uploaded to Assetto World in the past week or so.
Well, his stance on copying stuff is still on the side panel of his blog so I don't think that's exactly the reason. Probably just took his ball and went home, which is a shame, cause I like his stuff.
 
Its down to grip, simracing has been stuck in the death loop since grand prix legends i think it was, the 'skill' or the 'game' came from over comming driving a car on marble tyres and a track made of black ice.... anything real was simcade.
It has changed a lot over the years, but some die hards still stick to the idea that racing cars are designed to have no grip, like how could that even be a thing? Madness.

I'd say of all the sims i play and not counting a heavily modded AC, they have all pretty much dialled out all the silly lack of grip largely anyway bar a few cars.... one of the worst was the Forza stuff ironically for me, which was always the one called arcade...

As many real racing drivers (not saying that is anything special BTW you largely just need a wad of cash to be called one) have said including some who have been on my set up, that many sim racers would get in a real proper set up racing car and call it arcade...
Oh I totally agree with you. I was aware of it years ago when Dan Gurney tried GPL and said "if we had this little grip more of us would have been dead." Same as I've raced karts for 2 years and can tell you that not a single kart game is real, because you can't feel the balance. And all of them overdo the rear braking force.

But yes definitely grip is an issue. But what I found amusing was that so many people rate rF2 and Raceroom and yet those were the ones the real guys avoid. Yeah I know most racing drivers are just ones with deep pockets now but they still know how the car feels. Just shows we sim racers have our own preconceived ideas and don't actually have a knowledge of reality.
 
Working on giving the Peugeot Vision, some more vision. If F302 is cool with it, I'd like to release this once I finish it. I'm not a modeler, so getting any amount of inset on the window and bevel on the trim is more than I thought I'd be able to do, so I'm pretty happy with that. I think I can rejigger the various interior pieces to hide all the internal mesh gaps that are resultant of polyphony never intending you to see from the outside in on the sides, as well as remove what's blocking you from seeing outside. After that maybe I can find some mirrors to rip off another car and just bolt onto this one, if anybody has ideas for donor mirrors, let me know. After that, it's adding interior windows and pbr materials in the ext config and it should be good to go.
 

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I'll go ahead and take the bait, taking this opportunity to send over what I've been working on lately: some tweaks to the GT7 HUD app in Assetto Corsa, including a small popup that shows up when you overtake a car.



If you guys are interested, you can find the download to these tweaks in its relative GTPlanet thread :)

Great job! 😉
Can I ask where that Alfa 145 came from?
 
Great job! 😉
Can I ask where that Alfa 145 came from?
Thanks! It's one of the last works by MPG Mods before he quit with AC Modding, it was shared for a few days in his discord server. I've since improved on it with a new soundbank and OEM paints but I don't know if he would be okay with me sharing it and I have no way to get in touch with him sadly.
 
Hi.
This is much needed as cm showroom not showing csp extensions, like refractions and materials. This will improve things it renders realtime. Unfortunately it is part of alternative content manager software. I would like cm had this functionality. Nevermind this turned out to be for AC EVO.
 
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