Assetto Corsa PC Mods General DiscussionPC 

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I have updated my 1993 Chevrolet Camaro SCCA/IMSA.

SzB4trS.jpg


It now features skin-specific lights and wings.

Wo0wI7Z.jpg


Edit: physics and AI updated.
 
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PR0JECTNR56's next best selling title WIP:"How to be freaking slow and still not ready with your 8k skin, when everyone on the living planet has already released skins for this car - Pro tips from an expert".

Front and hood finally finished (please ignore the combination of #25 and white mirrors), stickers to the carbon parts added.
Side and numbers are still WIP.
Rear end also got finished (Made In Flacht sticker included of course).
__custom_showroom_1580069375.png
__custom_showroom_1580069434.png
__custom_showroom_1580069449.png
 
Alright! Wait a minute!
The Tyrrell P34 use ,the Ford Cosworth V8 engine,but you use for this car ,the Ferrari 312/67 V12 engine sound? WHY?:confused:
Everyone who got CM is able to switch to the V8 Cosworth DFV sound. ;)

As one of my previous boss often said (in french and he was soooooooooo right !) "Quand on te donne un chameau, tu ne lui regardes pas les dents..!"
Translation (barely) : "When someone gives you a camel, You don't have to look his teeth..!"
Google translation : "When you are given a camel, you do not look at its teeth ..!"
 
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So, as I won't be able to test it myself for around a week or so... how are people finding the new features in CSP v0.1.37?

Changelog:
Weather FX update:
Second version clouds shader with volumetric noise and low-res mask to speed things up;
Secondary ambient lighting ignoring vertex AO, to lit things up inside (should not depend on time of day or weather);
Clouds shadows;
Clouds sorting based on user-set factor;
Clouds covering sun fixed;
Shadows disabling fixed;
Per-cloud fog multiplier;
New functions for WeatherFX implementation:
Sample camera AO;
Set overall brightness;
Adjust sky brightness separately;
Check if bounced light in Extra FX is enabled;
Alternative versions of existing functions to reduce GC load;
Default Weather FX implementation is available (might still need some work though);
YEBIS extension (Yebisest):
Now with settings;
Disable anamorphic glare or ghost glare in first person view;
New values for PP filters:
Custom color grading intensity;
Alternative glare shape for first person view;
A few extra options for anamorphic glare for color and shape;
New GUI extension:
Various GUI tweaks moved from general settings in there (sorry for the inconvenience);
New look for PP filter selector app:
Dropdown list with grouping;
Context menus for management;
Built-in editor (in context menu for selected filter or filters in the list);
Better highlight for objects inspector, plus it shows the position and click point properly;
Fake Shadows FX:
Depth bias improved;
Shadows regeneration during loading, with better settings;
Shadows change shape depending on lighting;
Only with Extra FX:
Same thing soft particles use, for smoother blending;
Proper geometry-aware shadow mapping;
Extended rendering to make sure affected area is properly covered;
Lighting FX:
Dynamic ambient disabled for good;
Cars won’t use full range headlights if free camera is padding by;
Annoying merging if car is seen from behind is fixed;
Extra limits to speed things up a bit more;
Grass FX (complete rework, now third attempt):
Textures are back;
Base configuration, with up to four extra configurations selected via local adjusments;
Set size, width, tidyness, how cut the grass is;
Four parameters for color-based spawning which was also rewritten;
New per-mesh adjustments with optional custom localized areas within;
Texture-based adjustments are also available;
Custom textures;
Extra sprites from custom textures, with custom probabilities, size and behaviour modifiers;
Optional offset for day-based trim period;
If needed, use conditions as inputs;
Five different presets;
Optional advanced blending (alpha-to-coverage);
Particles FX:
Option to control fireworks;
Few tweaks for dirty dust on grass;
Behaviour around car causing smoke to fly asymmetrically fixed;
Extra FX:
Bounced light fixed, now it’s proper HDR;
SSLR optimized a bit;
Motion blur will ignore spinning wheels instead of messing them up better than before;
Fog is taken into account as it should;
Reflections FX:
Interior masking fixed (with some cars, it wasn’t masking enough because of mistake with materials);
New option for interior masking: discard spherical areas from meshes names or position with radius (with discarding rear view mirror by default);
Nice Screenshots extension:
Resolution multiplier now works with accumulation motion blur;
Problem with messed up brightness fixed by replacing old approach with mixing of HDR data;
Python extension:
New ac.ext_markLapAsSpoiled() function;
Functions ac.ext_debugWiperSoundState() and ac.ext_mirrorDebug() are removed;
New car paints (common/material_carpaint.ini):
Clear coat specular (aka sun specular) is not affected by custom specular color;
Option for localizing special effects like chameleon paint or rainbow reflections with txDiffuse alpha channel;
Transparency based on txMaps’s alpha channel;
Rainbow car paints updated and fixed;
Option for track configs to completely ignore default auto-loaded config;
New ksMultilayer_fresnel_nm4 shader with four normal maps;
New ksPerPixel_horizon shader for those horizon meshes looking like a tube around the track for fixing some existing tracks, with complex color adjusments;
Smooth transition between shadow cascades;
Custom emissive: subtraction of next fixed;
Speculars on water shader adjusted;
Initial support for chat-based commands from server (for something like dynamic weather online);
New DXGI flip model now works again, only on Windows 10;
Texture mapping optimized;
Constant buffers mapping optimized;
Use more than 10 model adjustments for cars if needed;
That bug with INI parser mistreating “\” fixed;
No more SSAO outlines with lower level of details;
Applying track config via Python app fixed;
Extended tyres raytracing fixed;
Regular expressions for mesh or material filters in configs fixed;
Wind speed for visuals (like smoke or water) fixed;
Live reload for shader replacements for shader changes fixed;
Smaller fixes and optimizations.
 
Does anybody here know on how to fix the snowstorm effect on windows? the recent vette c8 has the problem.
View attachment 885026
Are you using the latest version? (released about 5 hours ago on facebook).

Release notes from it's creator:

After some people told me certain mistakes that the Corvette C8 had, I corrected them
1- The internal glass
2- The oversteer of it
3- Shaders
I would think that now if it is "finished"
The previous publication that I had made in the comments ponder that was already corrected too, the link is the same

http://www.mediafire.com/file/0ugy5oxawmh0hnv/Corvette_C8.rar/file
 
So, as I won't be able to test it myself for around a week or so... how are people finding the new features in CSP v0.1.37?

Changelog:
Weather FX update:
Second version clouds shader with volumetric noise and low-res mask to speed things up;
Secondary ambient lighting ignoring vertex AO, to lit things up inside (should not depend on time of day or weather);
Clouds shadows;
Clouds sorting based on user-set factor;
Clouds covering sun fixed;
Shadows disabling fixed;
Per-cloud fog multiplier;
New functions for WeatherFX implementation:
Sample camera AO;
Set overall brightness;
Adjust sky brightness separately;
Check if bounced light in Extra FX is enabled;
Alternative versions of existing functions to reduce GC load;
Default Weather FX implementation is available (might still need some work though);
YEBIS extension (Yebisest):
Now with settings;
Disable anamorphic glare or ghost glare in first person view;
New values for PP filters:
Custom color grading intensity;
Alternative glare shape for first person view;
A few extra options for anamorphic glare for color and shape;
New GUI extension:
Various GUI tweaks moved from general settings in there (sorry for the inconvenience);
New look for PP filter selector app:
Dropdown list with grouping;
Context menus for management;
Built-in editor (in context menu for selected filter or filters in the list);
Better highlight for objects inspector, plus it shows the position and click point properly;
Fake Shadows FX:
Depth bias improved;
Shadows regeneration during loading, with better settings;
Shadows change shape depending on lighting;
Only with Extra FX:
Same thing soft particles use, for smoother blending;
Proper geometry-aware shadow mapping;
Extended rendering to make sure affected area is properly covered;
Lighting FX:
Dynamic ambient disabled for good;
Cars won’t use full range headlights if free camera is padding by;
Annoying merging if car is seen from behind is fixed;
Extra limits to speed things up a bit more;
Grass FX (complete rework, now third attempt):
Textures are back;
Base configuration, with up to four extra configurations selected via local adjusments;
Set size, width, tidyness, how cut the grass is;
Four parameters for color-based spawning which was also rewritten;
New per-mesh adjustments with optional custom localized areas within;
Texture-based adjustments are also available;
Custom textures;
Extra sprites from custom textures, with custom probabilities, size and behaviour modifiers;
Optional offset for day-based trim period;
If needed, use conditions as inputs;
Five different presets;
Optional advanced blending (alpha-to-coverage);
Particles FX:
Option to control fireworks;
Few tweaks for dirty dust on grass;
Behaviour around car causing smoke to fly asymmetrically fixed;
Extra FX:
Bounced light fixed, now it’s proper HDR;
SSLR optimized a bit;
Motion blur will ignore spinning wheels instead of messing them up better than before;
Fog is taken into account as it should;
Reflections FX:
Interior masking fixed (with some cars, it wasn’t masking enough because of mistake with materials);
New option for interior masking: discard spherical areas from meshes names or position with radius (with discarding rear view mirror by default);
Nice Screenshots extension:
Resolution multiplier now works with accumulation motion blur;
Problem with messed up brightness fixed by replacing old approach with mixing of HDR data;
Python extension:
New ac.ext_markLapAsSpoiled() function;
Functions ac.ext_debugWiperSoundState() and ac.ext_mirrorDebug() are removed;
New car paints (common/material_carpaint.ini):
Clear coat specular (aka sun specular) is not affected by custom specular color;
Option for localizing special effects like chameleon paint or rainbow reflections with txDiffuse alpha channel;
Transparency based on txMaps’s alpha channel;
Rainbow car paints updated and fixed;
Option for track configs to completely ignore default auto-loaded config;
New ksMultilayer_fresnel_nm4 shader with four normal maps;
New ksPerPixel_horizon shader for those horizon meshes looking like a tube around the track for fixing some existing tracks, with complex color adjusments;
Smooth transition between shadow cascades;
Custom emissive: subtraction of next fixed;
Speculars on water shader adjusted;
Initial support for chat-based commands from server (for something like dynamic weather online);
New DXGI flip model now works again, only on Windows 10;
Texture mapping optimized;
Constant buffers mapping optimized;
Use more than 10 model adjustments for cars if needed;
That bug with INI parser mistreating “\” fixed;
No more SSAO outlines with lower level of details;
Applying track config via Python app fixed;
Extended tyres raytracing fixed;
Regular expressions for mesh or material filters in configs fixed;
Wind speed for visuals (like smoke or water) fixed;
Live reload for shader replacements for shader changes fixed;
Smaller fixes and optimizations.


1.38 here. Not had a chance to test it out yet but luckily I'd backed up my sparks settings as it overwrote the modified ones from the other day lol
 
Please...is there another download site possible for the Tyrrell P34 car with no engine hood?
I can't get through that original site posted. Thanks
 
Did you saw difference in game ?
I am testing it but you must be aware I’m the guy who constantly get back to the CSP 1.25preview 140... essentially because the helmet movements in replay dislike me.
By the way, I wanna help you but I must go to sleep so, all my apologies.
 
I am testing it but you must be aware I’m the guy who constantly get back to the CSP 1.25preview 140... essentially because the helmet movements in replay dislike me.
By the way, I wanna help you but I must go to sleep so, all my apologies.
Have a good Night ;)
 
Have a good Night ;)
Thank you !

Well... a very very quick debriefing !

It seems OK here, no black sky (skies), I haven't seen major issues on a same track and the same car used today (Minardi M191 on Brands-Hatch).
The sparks effect is less than before but really too "warm" by color (I'm not a great fan of oversatured colors in games), not also often and long by period as before but... I don't care a lot about new features and for the sparks effect, I managed it as my hand in the previous version.

I go back to the 1.25preview140, the helmet movements takes my head !!! ^^

Just.. Try it ! ;)

A quick thought about the Ford Cosworth V8 DFV sound
The RSS sound from the Formula 79 (Lotus 79) is one of the best I ever heard ! ;)
 
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RELEASE !

Minardi M191 - 1991 by ASR Formula V1.0 (26/01/2020) Free Download
Link:
https://www.asrformula.com/mods/assetto-corsa/free-cars-ac/minardi-m191-1991-ac/


Installation notes:

Copy the content folder inside “AC Files” to your AC directory.
Please, be sure to install our custom driver inside “assettocorsa\content\driver”.

ENJOY ! ;)

Picture taken on "vanilla" Brands-Hatch
Screenshot_asr_1991_minardi_m191_bridgehampton_26-1-120-23-44-19.png


This ASR car is really incredible, certainly the best physics I've tried so far, thank you so much! ;)

Sorry OFF-Topic R.I.P Kobe :(
 
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RELEASE !

Minardi M191 - 1991 by ASR Formula V1.0 (26/01/2020) Free Download
Link:
https://www.asrformula.com/mods/assetto-corsa/free-cars-ac/minardi-m191-1991-ac/


Installation notes:

Copy the content folder inside “AC Files” to your AC directory.
Please, be sure to install our custom driver inside “assettocorsa\content\driver”.

ENJOY ! ;)

Picture taken on "vanilla" Brands-Hatch
With VRC’s Jordan 191, we now have 7 teams/cars from the 1991 season. #8 is current WIP by ASR. Hoping to get the remaining teams!

@Delta7Fox - have you tried the other 1991 F1 cars from ASR? What about the Minardi makes it better than the rest? (Just curious. I’m not disagreeing or agreeing with your opinion.)
 
With VRC’s Jordan 191, we now have 7 teams/cars from the 1991 season. #8 is current WIP by ASR. Hoping to get the remaining teams!

@Delta7Fox - have you tried the other 1991 F1 cars from ASR? What about the Minardi makes it better than the rest? (Just curious. I’m not disagreeing or agreeing with your opinion.)

I downloaded the Tyrell at the same time just to test them both out and I think it just had to do with the Minardi being newer and feeling a bit more refined.

Could be placebo or setups but that’s how I felt.
 
Seasonal Weather question:

Running Brands Hatch on one PC and the ground is covered in snow - nice white and thick snow (see attached picture) (complete reinstall of AC, CM, CSP and all mods performed today). Tried on my racing PC, the ground is a very dark gray (see attached picture). Previously owned Deems Track skins prior to CSP integrating track seasonal terrain. Went through each track file and deleted the skins folder from Deems. Deleted content in the mods folder as all stuff is integrated into CSP. However, on the Racing PC, the very dark gray ground remains.

Something I am missing to correct this small issue? Any other place in all the files either in Steam or in My Documents that will help my racing PC mimic my other PC? Or will I need to perform a clean install on the racing PC?
 

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Seasonal Weather question:

Running Brands Hatch on one PC and the ground is covered in snow - nice white and thick snow (see attached picture) (complete reinstall of AC, CM, CSP and all mods performed today). Tried on my racing PC, the ground is a very dark gray (see attached picture). Previously owned Deems Track skins prior to CSP integrating track seasonal terrain. Went through each track file and deleted the skins folder from Deems. Deleted content in the mods folder as all stuff is integrated into CSP. However, on the Racing PC, the very dark gray ground remains.

Something I am missing to correct this small issue? Any other place in all the files either in Steam or in My Documents that will help my racing PC mimic my other PC? Or will I need to perform a clean install on the racing PC?

All that?! You only needed to change the date to April/May/June etc.... :lol: (jk on the laugh)
Also you can untick 'Allow Seasonal Adjustments'
 
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upload_2020-1-27_2-41-30.png


Is anyone planning on creating the 2020 skins for the GT Planet DPi's I mainly noticed that the Rollovers version is getting more attention than the GTPs.

P.S: which is the better Model variants for the DPi's GTP or rollovers :confused:
 
Peugeot 205 Turbo 16
Version 2.0 Final - 26th January 2020

All the credits for the 3D model go to s3r1u5

82962485_489358325103714_3487565868722814976_o.jpg


CHANGELOG
- new aero (ACCR v2)
- new engine and turbo configs
- new suspensions setup
- new tyres v10 (street 90s, semislicks)
- new textures and shaders
- corrected car polar inertia
- tweaked ffb power multiplier
- corrected steer lock and ratio
- changed fuel tank position
- tweaked differentials
- tweaked gearbox values
- changed max brake torque
- adjusted collider values
- added LODs .kn5 files
- added damage
- added deforming bonnet (only with Shaders Patch)
- emissive headlights now work
- adjusted lights
- added extra interior lights
- new onboard cameras
- updated ambient shadows
- updated skins preview



DOWNLOAD HERE
http://www.mediafire.com/file/1juebu9l4pd46ed/Peugeot_205_Turbo_16_%281985%29_v2.0.7z/file
 
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