Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
  • 141,338 comments
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Hi guys, I've updated my mod again! :gtpflag:

Update Alfa Romeo 155 V6 Ti DTM '95 v0.85 - Changelog:
- Reworked rear fenders
- New wings for all versions
- Changed location of .ini files in extension folder (reinstall recommended)

Skin updates
- Two new skins added (7 of (maybe) 15 now)
- Jägermeister skin finished
- Fixed some issues in some skins
- Red banner on rear window added
- Numberplates added on all skins



C8yA5Qv.jpg


View attachment 860475 View attachment 860476 View attachment 860477

Question:
Do you all think the physic need some work or is it alright for you? Because I'm planning to do some work on the physic and I would like to know how to improve it (tbh I'm not really an expert in this area, so feel free to help me)

Enjoy!


Thank you for your fantastic and hard work. I love this car ! :bowdown::cheers:👍:gtpflag:
 
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Shaun, if you visit this thread: what's with the weird painted-on louvres on the front fenders in some of your SR3 skins? They look very weird. The rear louvres are modelled but the front ones are painted on. Does the 2019 SR3 even have front louvres?
The roll cage and padding is too black as well. It absorbs all light and might as well be a silhouette. All detail is lost. And because of the way the model is set up and grouped, a simple ksAmbient increase to lighten them isn't possible.

+1
I really like Shaun's cars, but these Radicals are a disappointment for me. They don't look good at all...
Going by the pictures I found of the real cars, the lights don't match either.
In AMS, which is graphically not on AC level, you can even see the stitches in the roll cage paddings, and the structure of the used material.
Probably not important for people on a single screen, but really important for triple setups and VR.
This looks really bad as it is.
 
Yup, he was working on this while some thought he threw in the towel :lol:
The simplistic track lighting editor and grass collisions etc, mind boggling.
And look close at those sparks and their new behavior. Particle collisions too:eek:
 
Great work man. One thing you might want to consider is the path of the cfg.
Ideally you want it to fall in ext/cfg/tracks/loaded

Hmmm...not really imo...
The loaded gets updated automatically and someone who does not have Sliders' version may make a non matching one. Had that happen a couple of times for other tracks. Since then I keep all of them in ext > cfg > tracks... (not > loaded).
 
Yeah, updated/fixed tracks that are widely spread could well profit from .ini files being stored in ....>loaded. Hence they get updated every time a new/better version appears.
 
Ferrari 641/2 (1990) by ASR Formula Version 1.01 [Free Download]
Release : 27/10/2019
Link : https://www.asrformula.com/mods/assetto-corsa/free-cars-ac/ferrari-641-2-1990/

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”.

Changelog :
– Update Physics




Enjoy !
 
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I just fixed a couple of cars with this issue by going into the "driver3d.ini" and changing the STEER_ANIMATION - LOCK value. I found that two cars in a group had a value of 200 and moved too fast whereas the other cars within the group had a value of 360. I changed the cars LOCK to 360 and the arms were back synced to my wheel.
Might be worth looking at.


[STEER_ANIMATION]
NAME=steer.ksanim
LOCK=360

And what about cars with packed data?
 
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