Assetto Corsa PC Mods General DiscussionPC 

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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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This made me chuckle. Probably AI-generated but many a true word is spoken in jest.

View attachment 1557217
SOL 2.4 refuses to load - whatever that means. But sure you can throw something in the room these days and it will have a wrong and a right side. It is complex and people are using old mods and they will probably not work with newer software.
We still have to remember that this is not a company controlled project where only some people make the decisions.
This is a project where hundreds of people create something and again abandon something (me included) but the old stuff is still used. And yes also new stuff can break. But it would be better to technically solve this and not to throw in some half-knowledge or some reports that does not have any concrete error description.

I mean i see this all the day there are people who give really good feedback and tell exactly what happens and maybe they also test it themself and give even much better feedback to solve those issues. But then there are people who just throw in error reports an a short-cutted slang language and sometimes it is an interaction of many things which leads to the issue. So that is a complicated system to solve something.

And then again it would actually need like a consortium to define fixed standards to build something and that would also lead to mod exclusions which are not fulfilling those standards. And who are those people then making the censorship?
Just look at the lights definitions in the configs. There is no standard. And making standards would be a huge process and would take long time.

I'm the last one that would say CSP is perfect, but it would need a constant overhaul of old mods to work with newest versions.
But that would also need a detailed communication to show all those needed changes and thats not exisitng.

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.
Are you using the Oculus mode? I'm just curios. I only had issues with some internal dev versions and not with the release versions, but i only use the OpenVR mode / SteamVR and a Quest 3 via wireless connection.
 
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.
You got me at Simdream. Can't believe i didn't spot this

On the other end, you're spot on : switching the suspensions and camber to softer settings fixed half the issues. That will be useful in the future.



PS : i'm still trying to enhance the ASR pack, they are now giving excellent results on Adelaide (1.12-13 for most of the pack, 1.10 on occasions) and they can overtake in half parts. Not reliable yet for more than 5 laps, but seems i'm on the right path. As soon as i get something worth sharing i ll send you a test version
 
PORSCHE 992 GT3R EVO 2.0
now with acc model
now to get it you need to join turnone discord - anti actk measure
Screenshot_9nepe_porsche_992_gt3_r_evo_fn_nurburgring_11-7-126-18-35-11.webp
Screenshot_9nepe_porsche_992_gt3_r_evo_fn_nurburgring_11-7-126-18-36-33.webp
Screenshot_9nepe_porsche_992_gt3_r_evo_ult_studio_grey_12-7-126-0-42-59.webp
 
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SOL 2.4 refuses to load - whatever that means. But sure you can throw something in the room these days and it will have a wrong and a right side. It is complex and people are using old mods and they will probably not work with newer software.
We still have to remember that this is not a company controlled project where only some people make the decisions.
This is a project where hundreds of people create something and again abandon something (me included) but the old stuff is still used. And yes also new stuff can break. But it would be better to technically solve this and not to throw in some half-knowledge or some reports that does not have any concrete error description.

I mean i see this all the day there are people who give really good feedback and tell exactly what happens and maybe they also test it themself and give even much better feedback to solve those issues. But then there are people who just throw in error reports an a short-cutted slang language and sometimes it is an interaction of many things which leads to the issue. So that is a complicated system to solve something.

And then again it would actually need like a consortium to define fixed standards to build something and that would also lead to mod exclusions which are not fulfilling those standards. And who are those people then making the censorship?
Just look at the lights definitions in the configs. There is no standard. And making standards would be a huge process and would take long time.

I'm the last one that would say CSP is perfect, but it would need a constant overhaul of old mods to work with newest versions.
But that would also need a detailed communication to show all those needed changes and thats not exisitng.


Are you using the Oculus mode? I'm just curios. I only had issues with some internal dev versions and not with the release versions, but i only use the OpenVR mode / SteamVR and a Quest 3 via wireless connection.
Hi. I use the open VR mode on a Pimax Light with a 4090. I have reported before to Ilja and originally sent files for him to look at.
He sent another build but didn’t work. Not heard anything since. I would have thought what ever coding is used in version 2.12 should work with 3.0 to put the game into VR. I’m no computer buff though. Hopefully it is fixed soon or maybe someone knows a work around. Many thanks.
 
As said: Assetto Corsa, "The Damn Greatest Racing Simulator in the Entire World and All Times ©", forever and ever, amen.

(Fanboy Mode, Off).
Why do we have other simulators in the first place? They're mostly useless.

iRacing or LMU work best online though. Then you need a rally game (AC Rally and old RBR are a lot of fun... DR2 too)
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.
Thanks man. I really worked hard to make F1 seasons playable and competitive.

I did very little car mods, only to 2004 Kunos car (to keep the on the tracks) and increased a little bit of traction on the SD cars and modded them like crazy. They're still not great but at least they're playable. You did amazing job with the tracks you have modded. Absolutely top class AI... fast and stable.

Here are some of the tried and tested F1 seasons with system that forces cars to pit once in 20 lap races if you want to try. Those are pretty popular, over 10K downloads for some seasons.

copy and paste the link to your browser
youtube.com/playlist?list=PLC2pgSbZ1PFeKXMKFfwZ1tUnmSUYh6tRy

Top tier and pretty much all trouble free (save Kunos AI limitations):

2008 Kakauiyt (free) (my season has all accurate track sponsors)
2007 RSS (free) (2007 and 2005 use generic 05/07 track sponsors)
2005 RSS (free)
2004 Kunos (free) So much work that I completely burned out. LOL. All 2004 track sponsors pretty much accurate, etc.
2003 (removed due to request of author Race_Project... this is a shame I fixed the cars and did tons of work with the season)
2002 BTK150 + all skins (free) This I enjoyed very much, drove as JP Montoya (Williams) and fought hard against Schumacher. I made all 02 track sponsors
1998 (almost perfection thanks to Thockard and Shin 1998 track work, maybe the most complete F1 season in AC) (free)
1990 (uses combo of Rainmaker 1988 and Shin 1992 tracks depeding on the layout) (pay mod, cheap HIGHLY recommended!!!)
1991 ASR (same) (free)
1993 ASR (same) (pay mod, expensive)
1992 ASR (1992 track pack by Shin, amazing) (pay mod, expensive)

Mid tier:
1994 ACFL (underrated, amazing sounds pretty stable) (pay mod, cheap)
1986 Kunos Lotus98T based (I prefer this over RSS 1986 because I got more stable season and way more realistic driver results... for whatever reason) Random issues happen on Oesterreichring (cars stay on the track after crash and create traffic issues). (free)

Low tier:
1988 SD (pay)
1984 SD (pay) (Dallas street circuit AI fixed by IAM, created Zolder)
1983 SD (pay) (Zandvoort added, created vintage Zolder myself from ACC track, not that great I'm not a good modder, removed the gas station and power plant and added vintage ads, not a great mod but looks okayish)
1982 SD (pay) (Zandvoort added, Caesars Palace AI fixed by IAM)

all are playable and stable but required tons of adjustments to keep the cars on track and make them competitive, like only using QF tyres all around, increasing DX ref of rear wheels, etc. Beggars can't be choosers... added 1982 and 1983 Zandvoort and adjusted cars more to keep them on the track. What a pain in the ars* these cars were originally. I still enjoyed the seasons and played them all through. Random issues happen on Oesterreichring (cars stay on the track after crash and create traffic issues). These are pay mods but at the vanilla state the cars are useless.

Lowest tier:
1987 (combo of ACFL and random cars)
1993 SD (it is what it is... you get what you pay for)

I really tried hard to create a good modern post-DRS seasons but they simply aren't doing so well on AC. You need way too many rubber band apps for DRS/ERS, tyre compound rules and all that... and they still don't work that well. AC is only great for hotlapping the modern F1. F12020 and F12021 are amazing representation of the sport and I play these games a lot now when I want to play a modern F1. AC all the way for classic F1... just can't stomach how AMS2 drives (despite that platform having incredible classic F1 mods).
 
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Hi. I use the open VR mode on a Pimax Light with a 4090. I have reported before to Ilja and originally sent files for him to look at.
He sent another build but didn’t work. Not heard anything since. I would have thought what ever coding is used in version 2.12 should work with 3.0 to put the game into VR. I’m no computer buff though. Hopefully it is fixed soon or maybe someone knows a work around. Many thanks.
Did you ever try to completely reset the CSP settings?

Goto /Documents/Assetto Corsa/cfg/ rename the "extension" folder to something different.
Restart CM. It will create a new "extension" folder. You can restore it later.

There is also a critical thing for VR:
The openvr_api.dll you are using in the /system/x64 and x86 folders

I use the openXR dlls (attached)
Those were a really critical point in VR for me in AC/CSP. So i use this one.
What i discovered back then, you must also change the x86 dll if you install different files there. If you don't do that, there will be a crash sometimes.

Backup the older files!
 

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Did you ever try to completely reset the CSP settings?

Goto /Documents/Assetto Corsa/cfg/ rename the "extension" folder to something different.
Restart CM. It will create a new "extension" folder. You can restore it later.

There is also a critical thing for VR:
The openvr_api.dll you are using in the /system/x64 and x86 folders

I use the openXR dlls (attached)
Those were a really critical point in VR for me in AC/CSP. So i use this one.
What i discovered back then, you must also change the x86 dll if you install different files there. If you don't do that, there will be a crash sometimes.

Backup the older files!
Hi Peter. Thank you. I will have a play around with your ideas and let you know how I get on. Many thanks.
 
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