Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
  • 139,031 comments
  • 38,186,490 views
The Ford GTE is twin turbo charged, so I would expect it to drink quite a lot of fuel. Although I must say how disappointed I am with the URD Ford and how slow it is compared to the other GT Le mans spec cars.
Didn`t knew it was slower too but I can`t understand how they can release such a unbalanced car. URD said they are doing a pack for RF2 and AC with 2018 GTE cars that aren`t offical content already. The Ford was the first of them. They probably do the Astron Martin and the Ferrari next and make it so the URD cars are balanced between each other but not with offical Kunos cars. Like their PX series. Well done URD releasing cars that can`t be raced with anything..... :confused:
P.S. yes I am salty becausse I love the Ford. Even did some skins for it.:mad:
 
New account, but I've been around since the start of the GT5 days :) And I'm only really after an opinion of the mods before I pay for them to see if they're worth it

Not worth the money, crap mods with bad physics and unrealistic sound. F1 Mania mods is actually better and it's free.
 
where is extension/config/tracks?

Wondering myself until I found it.
Programs/Assetto Corsa/mods/Shaders Lights Patch/extension
 

Attachments

  • path.png
    path.png
    1.8 KB · Views: 39
Are there any tools to make it easier to BoP cars in the championship mode? Or do I have to test it through trial and error?

Dunno. When I used BOP, I did tested it. Tips I learnt from the experience:
-First of all, see what tyre the AI is using and if they change it from qualifying to race. Some cars do. You will have to erase that tyre with CM or even erase several tyres (maybe an AI uses supersoft on qualifying and hard on race) so they use the same on qualifying and race. Obviously you will have to make a copy of that car. You can try to balance the AI cars without erasing tyres, but it's not a good idea at all: qualifying will be useless because some AI will use a faster tyre and some dont and you will have to balance them when racing; which adds lots of complications (they will take a lot of time to do a clean lap).
-Some cars controlled by the AI pit no matter if you set 0 fuel and tyre consumption. Figure out that (with a 10 lap race must be enough).
-Use qualifying to balance the AI.
-Use a long track so the differences are less derteminant (1 second difference is not the same on Nordschleife and RB ring) with different type of sectors so the differences in time can be extrapolated to other tracks (a car very fast on Monza might be crap on the rest of the tracks). Spa is quite ideal: long enough and with 2 sectors that rewards speed and one for cornering (2º sector).
-I don't recommend to use longer tracks. The only advantage is that AI cars will have much less probabilities of ruining other AI's lap. But you will have to wait much more time (even with 100% grip, they take 2-3 laps to make a "perfect" lap). And if they mess up (traffic), they will have to do another lap. And in tracks Nordschleife that process can be endless.
-Use a Kunos tracks instead of mods for obvious reasons.
-In Spa, dont use more that 12-13 cars and less than 20 mins (so they have time to make a clean lap). And avoid, if possible, to use very different cars regarding lap times.
-I also recommend to duplicate or even triplicate the same car (12 AI would mean 4 different cars). You will have a better idea of the speed of the car: some AI drivers are faster than others (even with 0% AI variation). Because of this, you will see that with the same car and AI can be half a second faster than other.
-More obvious things: use standard conditions. This means 100% grip, no air or not random air, 1x time progression, 0% AI variation (very important)...
-Some mods wont work with max (or high) weight and air restrictor.
-Try to BOP the cars so they have more or less the same speed and cornering. Use the nature of every different sector: if a car is too fast on the straights but does well on the tricky sectors, use the air restrictor.
 
Very old mod, I doubt it has been updated.
It's a 2017 version of the Supervan so it can't be more than a couple of years old..?
Seems to work fine..! I'd not seen this mod available before, it wasn't even on Assettoland.
 
It's a 2017 version of the Supervan so it can't be more than a couple of years old..?
Seems to work fine..! I'd not seen this mod available before, it wasn't even on Assettoland.

It's on Assetto Database, so the original mod is quite older.
 
Changing the animation's times is easy, can't speak for tweaking the positioning as I don't know how to do that, only to swap in and out different drivers.



I posted one of these a few months back; it's an accurate enough description. These are the values I use in cars with this issue, just need to change the "PRELOAD_RPM" to suit the car, perhaps give these a try?

In driver3d.ini -

[SHIFT_ANIMATION]
BLEND_TIME=140 - Time it takes the driver's hand to reach from the wheel towards the shifter.
POSITIVE_TIME=400 - Time it takes to grab the shifter and change into gear
STATIC_TIME=120 - How long the driver keeps they're hand on the shifter
NEGATIVE_TIME=400 - Time it takes the driver's hand to let go of the shifter and start heading back towards the wheel
PRELOAD_RPM=7400 - The driver will reach for the shifter after the engine has exceeded this specified engine RPM, or take their hand off the shifter if you fall below this specified RPM.
Just wanted to quote this again as these tweaks have probably been the biggest help in getting a believable VR cockpit experience by changing the shifting animation to something a lot more appropriate than most modders seem to use.

No more animation lag!
No more Bruce Lee levels of hand speed!

Thanks again @Lewis_Hamilton_ :)

Edit: Curses! No sooner had I posted that than I found an issue with the TVR Sagaris. With the PRELOAD_RPM the driver will each for the gear knob early when the car is stationary (either on the grid pre-race, or stopped on the track) but he will NOT reach for the gear knob if the car is moving, even rolling in neutral.

Any idea why? I've tried changing the RPM value and it affects things while stopped, but not while moving. How weird!

Edit 2: yet the TVR Sagaris R does it all fine. Even weirder! Any ideas anyone?

Also, how do you disable damage textures? These TVRs have terrible ones.
 
Last edited:
Sharing a mod? Host it on GTPlanet Downloads. Free, public hosting for files up to 10GB in size.
Back