Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Thread starter daan
  • 157,078 comments
  • 50,990,767 views
...The Carrera RS2.7. My all-time fav...
(ATTENTION! The following joke is politically incorrect by today's standards and may offend some people. Proceed at your own risk.)

2020-06-19 20.15.04.webp
 
Last edited:
Pace Park v1.5

Screenshot_yumex_subaru_brz_s_pace_park_24-7-126-15-34-8.webp

Fictional circuit.

-CSP recommended
-28 pit/start
-AI, cam

Credits & Thanks;
Original F1C Track by MonSum
AC conversion by derDumeklemmer

AC updated by shin956
Crowds texture by Kniker97
AI lines by KevinK2
logo.png by Fanapryde
marshall and cameraman by kunos
"Toyota Land Cruiser" (https://skfb.ly/MyHv) by Renafox is licensed under Creative Commons Attribution-NonCommercial (http://creativecommons.org/licenses/by-nc/4.0/).
Test and Feedback by Mascot

Enjoy.

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.5 changelog;

Updated many uv map, shaders and textures.
Replaced cranes.
Replaced trees.
Changed the spectators to face the camera.
Added night lights, marshals, a cameraman, pit tents, and a 3D background.
Smoothed out the edges of the track surface.
Created the ext_config.ini file.
Created a replay camera.
Changed the AI lines to those created by KevinK2.
Other minor fixes.
 
Hi.
Finally no more that turbo ''nonsense'' just pure fire breathing V8 monster is available for a ride. Cadillac DPi-V-R.
Competition was updated with IMSA BOP, and other fixes and additions.
Mazda RT24-P DPi.
Acura ARX-05 DPi.
Nissan Onroak DPi.
View attachment 1560691
As Fall Guy said, the GDrive link on the page for the "technical physics data" contains the RT24 reworking, not the Cadillac.

Also, updates are mentioned in this post, but only the Mazda is showing that update on their AW site page changelog. So no idea what's been updated with the Onroak or the Acura, if anything.


Of note to others, this is the FSR DPi-VR GRID 2019 rip, not the much more common Rollovers model. I'm fairly sure they are not the same base model. Not an easy one to find, but a Google search with this car's file name will bring up a Sharemods link.
 
Last edited:
Thank You all for feedback. Hmm i collected some info about this problem. it looks like some weird cloudflare cache problem it dint show new live pages, but instead old cached versions. Cache were purged to fix this, all should be fine now, if not, two options give it a wait, or try to clean browser cache.
 
Last edited:
Thank You all for feedback. Hmm i collected some info about this problem. it looks like some weird cloudflare cache problem it dint show new live pages, but instead old cached versions. Cache were purged to fix this, all should be fine now, if not, two options give it a wait, or try to clean browser cache.
Everything working now. Ran a quick test, and it's a huge upgrade over the crappy Rollovers one I had for years.

Screenshot_fsr_cadillac_vr_dpi_grid_jr_daytona_25-7-126-22-53-46.webp


AI is actually pretty good (at Daytona, on parrilla's lines) - a few mistakes, but very human-like and believable, just the way it should be. Will for sure be driving these more, and setting up all 4 in conjunction for a DPi preset with skins and such.

Cheers for these continuous updates on this (for some reason) neglected class.
 
Last edited:
Blackwood Edit
View attachment 1560705


Original track - Grandsurf, crisT86
Crowds texture by Kniker97

Tried to give the track a bit more life with various additions
Installs as new track
Rally Cross layouts I did my best with the AI (may only be hotlap)

Credit & Thanks @leBluem, @RMi_wood, @Masscot, @shi & others

This track is still my favourite in Live For Speed, which recently got a new graphics engine and new physics engine.
 
Released : Chevrolet Corvette ZR-1.R (C4-R)

(Version1)

Author:F302

3D Model Car : GT7

Texture Update : F302 (rework)

Skins: F302

3d work: F302

hope u enjoy the Car

ps : send feedback ,bugs ,missing things

tested on CSP 0.3.0-preview440 (include VR)

PP filer PURELIFE EVO GT,SKY GT

have fun!



https://mega.nz/file/gGtEzBaR#_NbyQVfEB9GV59qChMLYjQzSZutzSOwJ7jQRHsMhRZQ

View attachment 1559947View attachment 1559948View attachment 1559950
Thank you for releasing the mods.

I noticed somethings.
There is red digital text under the car body.
The body isn't smooth—it looks jagged (as shown in the images).

I would be grateful if you could fix that.
Screenshot_f302_corvette_c4r_ks_highlands_26-7-126-18-23-1.webp
Screenshot_f302_corvette_c4r_ks_highlands_26-7-126-18-23-25.webp
Screenshot_f302_corvette_c4r_ks_highlands_26-7-126-18-23-41.webp
Screenshot_f302_corvette_c4r_ks_highlands_26-7-126-18-23-56.webp
 
Extra layout for doublezero's excellent Lake Blacina


Changes/additions:
  • 3D perimeter mountains added (Shin956).
  • New knicker97 crowd textures, floating sitters changed to standing.
  • Flag-waving spectators added.
  • Crowd audio, pitlane audio and PA announcer added.
  • Active airspace added (hot air balloons, blimp, airliners, light aircraft, choppers), original chopper hidden.
  • Wind turbines added (mteam).
  • Large flock of swarming birds added (Nukedrop).
  • New adboard textures, new track identity gantry sign.

Screenshot_golf_mk1_littlebird_evo_vr6_rwd_00_lake_blacina_20-7-126-10-28-58.webp Screenshot_golf_mk1_littlebird_evo_vr6_rwd_00_lake_blacina_20-7-126-10-48-55.webp Screenshot_golf_mk1_littlebird_evo_vr6_rwd_00_lake_blacina_20-7-126-10-38-36.webp Screenshot_golf_mk1_littlebird_evo_vr6_rwd_00_lake_blacina_20-7-126-10-26-22.webp
 
Maybe it works already, but the basic thing with Pure is you have a much higher daylight. So if you change to night it still doesn’t work?
Hi Peter, I still have not managed to figure out the problem I have with my trackside lights on Pure v3.50 but something I've observed is that Pure LCS does not appear to render specular maps correctly (surface reflectivity when looking towards the direct sunlight). I note that when I switched to Pure Gamma it is working correctly. Are you aware of this issue?
 
Hi Peter, I still have not managed to figure out the problem I have with my trackside lights on Pure v3.50 but something I've observed is that Pure LCS does not appear to render specular maps correctly (surface reflectivity when looking towards the direct sunlight). I note that when I switched to Pure Gamma it is working correctly. Are you aware of this issue?
Could you test this with "default" weather style?
and there you can switch between Gamma and LCS shaders. So it might be bound to them.
1787747120181.webp
 
Last edited:
Frankly this is one of the biggest gripes I have in AC currently:
View attachment 1558977View attachment 1558976
Some modded cars like a few I reworked long ago have ****** wipers while Kunos ones all look fine since Ilja asked me on Telegram to confirm that.
Has anyone else had this specific issue before with latest CSP?
I just checked that this issue stemming from wipers isn't from CSP or AC, rather its the car model itself due to its .KSANIM files like Ilja told me on Telegram since this also happens in CM showroom too and he's right, this also applies to Visione Strada's Nissan Skyline GT-R (GF-BNR34) '99 I reworked long ago too. Is anyone willing to fix the wiper from the F40 by F40_LM_Lover I reworked long ago? You can find it on ACTK's website since I gave it to him to create LODs for it, despite not having animations for suspensions and engine yet (which I badly want to see added to it by anyone skilled enough here, instead of finding scammers on Discord who "promised" they would make animations for it, only to run away with all my money via PayPal months ago. I also got undefenitely suspended there in general for a reason that is entirely off topic here. Regardless I really hate that site a lot and hope if'll die someday along with all its a-holes there and consider using Matrix.org instead which is a far better alternative IMO)

Anyways I do have a CSP bug nonetheless to report however, stemming from car glass refractions breaking after seconds from loading a session in game, it can be temporarly fixed by editing SYNC_EMISSIVE_AUTO value from a refraction config line to 0, save ext_config.ini, switch back to 1 and saving the file again until you load a new session and have to do all that **** all over again which is quite annoying to me.
 
Glad someone finally mentioned it. YIKES!.
The truth is, there are many mods that could need a bit of TLC on the graphics front, and it’s a shame because they’re fun to drive... but personally, I often hesitate to say so; I don't consider myself to have the authority to make such a request...
 
Last edited:
Still seems like the detail specular is lost with both Default + LCS and Pure LCS in the Weather Style. Pure Gamma looks correct.View attachment 1560838
has nothing to do with Pure then, this is just the difference of how the gamma shaders render sun speculars and how the LCS shaders render speculars.

In the gamma shaders most things were rendered more exaggerated and shader values were adapted to the gamma shaders because that is when the most content was created.

And yes in LCS it looks more flattened, maybe it could be fixed with an exponent in the shader itself. Could be it is different in the future.
 
has nothing to do with Pure then, this is just the difference of how the gamma shaders render sun speculars and how the LCS shaders render speculars.
Fair enough, I just don't see the aggregate stones reflecting light in Pure LCS. I also have an alpha texture for rubber buildup on the racing line that does 'shine' when facing towards the sun, but doesn't absorb light when looking away (ie. it looks like a darker rubber buildup facing away from the sunlight, but glossy towards the sunlight). In vanilla AC and Gamma it's all there, looking mostly comparable.
 
Last edited:
Fair enough, I just don't see the aggregate stones reflecting light in Pure LCS. I also have an alpha texture for rubber buildup on the racing line that does 'shine' when facing towards the sun, but doesn't absorb light when looking away (ie. it looks like a darker rubber buildup facing away from the sunlight, but glossy towards the sunlight). In vanilla AC and Gamma it's all there, looking mostly comparable.
Yes, vanilla AC also uses gamma space in the shaders. It’s how the content is made for. So it is how CSP renders it now, has nothing to do with Pure. Pure does not belong to actual material rendering. Pure just controls the global overall lighting and not specific shader values or material shader rendering.
 
Last edited:
Sharing a mod? Host it on GTPlanet Downloads. Free, public hosting for files up to 10GB in size.
Back