Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Thread starter daan
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indeed the previews are still **** up! Like the car is partially transparent or something.

If someone fixes that, would also be great if finally the "Reflectiveness" slider would have effect when CSP is used for the final preview render ...
The final render is always looking way better without CSP!? Which is a shame, because csp is needed for stuff like chameleon paint.
 
CSP car preview generation is still not giving proper results, and the drying lines on wet-to-dry track transitions are visible through humps in the road (might not be a new issue, but I have only just started seeing it).

View attachment 1557025
Cheers, I knew there would be more. I don't use CSP previews, so that's always a blind spot.

So is rain - can't remember the last time I used it, lol. I swore it off until wet physics were addressed! That was years ago.


I've made a succinct list on the Patreon post with what I could find around the internet. Will do more as I find them.


Apparently there are still those with CPU/performance issues (I remember this being a problem a year or so ago) - which is a bit disquieting.


I'll stick with my 361 preview for now.
 
X90
Cheers, I knew there would be more. I don't use CSP previews, so that's always a blind spot.

So is rain - can't remember the last time I used it, lol. I swore it off until wet physics were addressed! That was years ago.


I've made a succinct list on the Patreon post with what I could find around the internet. Will do more as I find them.


Apparently there are still those with CPU/performance issues (I remember this being a problem a year or so ago) - which is a bit disquieting.


I'll stick with my 361 preview for now.
The drying line thing could be track-specific to do with groove.ini, so might not be a CSP error. I have some testing to do later.
Edit: nope - see below.

I deliberately made the Littlebird so it didn't use rain physics, to allow visually wet races without all the fubar ice grip nonsense.

Be good to get the previews and audio fixed though... both worked fine in the past.
 
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Still broken, there's still bad audio static/crackling with a full grid of Pessio's historic Minis at Aviano, which was the car/track combo I used previously. Bah!


Edit: to show how CSP preview generation is still broken, I redid the car above using identical settings and now get this artefact-riddled abomination:
I think the preview issues might be showroom specific, I've been using ClearGT which uses the blank showroom/none the entire time these issues have been talked about and I never got said issues rendering previews with CSP. I recall trying some preview that used a different showroom and had all sorts of issues. I literally just generated previews on the latest build and mine were all okay, so maybe it's worth trying ClearGT on your end too and seeing if it works, just to troubleshoot.
 
Yeah, I've communicated directly with him in the past and a few of my ideas made into earlier CSP builds, but just checking our message history my last five messages went unanswered, so I gave up on that a long time ago.
Do not know if the master himself is watching this, but believe me his loyal helpers are also reading this forum.
Meanwhile I’m staying to the recommended 2:12, as for me, reading the changes, it’s not worth to go up.
“Never fix what isn’t broken”
 
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The drying line thing could be track-specific to do with groove.ini, so might not be a CSP error. I have some testing to do later.

I deliberately made the Littlebird so it didn't use rain physics, to allow visually wet races without all the fubar ice grip nonsense.

Be good to get the previews and audio fixed though... both worked fine in the past.
@X90 I can confirm the 'racing line' on wet tracks appears to be bugged (as in, it's visible ahead through humps in the road), adding/adjusting groove.ini did not fix it.
Please add it to your compiled report. My image in the post above should help clarify what the issue is.

The crackling audio with large grids of some cars (eg Pessio's Austin Mini Cooper S FIA App.K Historic Racing, https://www.overtake.gg/downloads/austin-mini-cooper-s-fia-app-k-historic-racing.27875/ ) is definitely a recent CSP bug and nothing to do with Fmod itself, as it was not a problem with older CSP builds (I just tested it). CSP code introduced the problem several CSP builds ago.
 
Do not know if the master himself is watching this, but believe me his loyal helpers are also reading this forum.
Meanwhile I’m staying to the recommended 2:12, as for me, reading the changes, it’s not worth to go up.
“Never fix what isn’t broken”
Same here 2.12 for me. I play in VR so not even been able to try any 3.0 builds as they either crash or freeze as soon as I get into VR on the menu screen. Reported and sent files but still nothing. I’m getting fed up with it now. Been a long time Patreon. So not happy.
 
Do not know if the master himself is watching this, but believe me his loyal helpers are also reading this forum.
Meanwhile I’m staying to the recommended 2:12, as for me, reading the changes, it’s not worth to go up.
“Never fix what isn’t broken”
This made me chuckle. Probably AI-generated but many a true word is spoken in jest.

1786520835068.webp
 
Little question for F1 enthusiasts offline.

What's the average opinion about the f1 1999 pack?View attachment 1556574


They seem to be a declination of this car
View attachment 1556575

I've been trying to make them race in single player's session, but they're some of the most unreliable pricks i've ever witnessed in AC when it comes to AI, which is saying something.

I've tried @Thockard 's fastlanes, @shi 's and @shin956's tracks, wherever i send them, they just either follow eachother or end up offtrack.

I've been thru their ai.ini, it's a weird combo there as well, although apart from their stupidly high aigrip value (which probably doesn't do anything anyway), it could be on the tolerance level.

I just wonder if it's worth trying to implement an ai script for them or if the base is not good to start with. I am a terrible f1 driver, but i' ve been asked to give them a try for offline improvment, and i can't understand why they snap so easily with AC's AI.
From what I remember by the time I tested the RTT car, it was not so bad to be driven once I drastically modiifed the settings, but I faced issues with AI.
From a setting view, suspensions were by far too rigid/bouncy and there was too much camber. Maybe the aero balance is also bad, I don't remember.
From a modder view, It could also come from wrong colliders and bad suspension geometry.

From a general perspective, I've got an work-around to solve these issues by modifying the default setups for AI cars.
You need to soften the suspensions/anti roll-bar and reduce the camber, but sometimes it is not enough.

To be honest, If I were you, I woud not try to fix the AI issue for that car, for 2 reasons.
First because of what I described previously.
Second because it is not clear to my mind if RTT is really different from Sim Dream or not.

More generally, there are so many good f1 cars made by Kunos and modders (ASR, VRC, RSS, Cimmerian_Iter aka @kakauiyt, @Apocalypse211 ) that I would not lose time to try to improve a bad one... even if I understand the request comes from someone of your community.
 
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