Assetto Corsa PC Mods General DiscussionPC 

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which are all the must have f1 tracks in your opinon? to complete the championship. I think i may have rater crappy ones and there may be newer better ones for some countries.
 
Version 1.0 - 2020.04.13
FIAT Coupé 2.0 20v Turbo (1996)

CREDITS
- Angelo Granata for the original 3D model
- RealAKP for support, tips and testing

93189921_535539957152217_310522626512519168_o.jpg


CHANGELOG

Physics
- new engine power/torque figure
- new aero (ACCR v2)
- new suspensions setup
- new tyres v10 (semislicks, street, street 90s)
- suspensions geometry from Kunos
- tweaked car polar inertia
- adjusted car controls
- increased fuel consumption
- corrected gearbox ratio
- corrected engine limiter
- removed TC (not present in real car)

3D model
- added LODs .kn5 files
- totally reworked skins with baked AO
- scratch made fix for sunroof interior transparency by RealAKP
- added 3D brake disks and caliper
- corrected brake disks model dimensions
- corrected 3D tyre width
- added 3D rear plate
- fixed normals and UV mapping for various meshes by RealAKP
- reworked tyre normal textures
- corrected various UV mapping
- added new materials to 3D model
- various textures replacement
- totally reworked shaders
- totally reworked lights
- fixed 3D interior not responding to light
- now 3D turbo arrow is completly visible

CSP config
- tail, brakes, turning and reverse lights (CSP only)
- VAO patch (thanks to RealAKP)
- added deforming bonnet (CSP only)
- added working main odometer (CSP only)
- exhaust smoke (CSP 0.1.47 or above only)
- adjusted Real Mirrors to default driver's position (CSP only)

Other changes
- swapped driver's 3D model (no HANS)
- added turbo sound
- tweaked sounds volume
- adjusted 3D collider shape
- corrected collider position
- tweaked shift animations timing
- adjusted onboard cameras
- fixed central mirror reflection
- updated ambient shadows
- updated skins previews


DOWNLOAD HERE
Great drive! I know you said on discord the steering would be light and you were not kidding. On a personal level it feels a bit to light to me but of course I have never driven one. In the real would with g forces probably not as big an issue but in the virtual world a bit more feel would be helpful. But I still had a blast.
 
I dont said in English exactly but i said in French: "Prendre son pied avec Assetto Corsa ""moddé"




Edit: All my video were recorded with Nvidia Superposition or OBS Studio (no post process with Sony Vegas, etc...)


Hello friend, by chance some correction came out for this version "Monaco 72" ... in mine, practically the cars hit the new detour, before the Curve da Tabacaria, sometimes at Saint-Devote, as well as the Curve of the Gazometer.
 
Released!

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ACU Dubai Street v0.9
Released April 2020 into a strange, strange world.
- Converted from GRID Autosport by ACU
- AI, track limits etc by Liquid Sky Man
- Water, lights, shader tweak config by Sliderman
- Choppers and dynamic balloons by Mascot (blimp model by LilSki/TBerg)
- Testing by the team above plus Fanapryde
Check Race Department, F1C and GT Planet for updates to the track and billboard skins, configs, balloons etc.
To do: animated flags/trees, audio reverb, animated track objects.
Thanks as always to Ilja (x4fab) and the rest of the Custom Shader Patch team.
Wake up, get Content Manager, and donate generously.
Above all: stay safe, have fun. Be nice.

https://www.mediafire.com/file/fyripoee9rny44t/acu_dubai_street.7z/file

The Dubai-themed billboard skin shown in the images will be uploaded to RD shortly.

Nice work, thank you very much
 
Now heres an odd one. I'm re-working a mod of a left hand drive Japanese coupe. It had no shifting animation so I copied over the shifting animation from my recent RX-7, another left hand Japanese coupe but in this car he shifts with his left hand reaching across his lap while in the RX-7 the same animation file shifts as expected with his right hand. What the...:confused::confused::confused:
 
I search for a fix too, I think it's a problem with a part of interior with content manager, this part is configure as a moving part ... But I don't know how to fix this ...
What version of content manager are you using? I had an issue with a car previously with the drivers safety net outside the car following it around the track. Funny to watch in replays. It was fixed by updating to a newer version of CM. Worth a try?
 
Now heres an odd one. I'm re-working a mod of a left hand drive Japanese coupe. It had no shifting animation so I copied over the shifting animation from my recent RX-7, another left hand Japanese coupe but in this car he shifts with his left hand reaching across his lap while in the RX-7 the same animation file shifts as expected with his right hand. What the...:confused::confused::confused:

That's because the correctly animated arm of the original model is the opposite one.
Replace both steer and shift animations. Enter CM showroom, and you'll see the driver is displaced. Move him to the correct position, test the shifting and voilà.
 
Curious on which people prefer. The FM7 Le Mans or the one by jim lloyd and Terra21 up on RD?
The one by jim and Terra simply because of how polished it is. It was originally from rfactor but they have improved quite a bit to it. There is something about the FM7 one that feels kinda off.
 
Now heres an odd one. I'm re-working a mod of a left hand drive Japanese coupe. It had no shifting animation so I copied over the shifting animation from my recent RX-7, another left hand Japanese coupe but in this car he shifts with his left hand reaching across his lap while in the RX-7 the same animation file shifts as expected with his right hand. What the...:confused::confused::confused:
Check out driver3d.ini.
Look at INVERT_SHIFTING_HANDS=
 
There's a kart being worked on by Beto that I'm interested in when he finishes it. I believe it's a superkart.
I worked on some karts, AC can make a passable kart but it's not designed to simulate them. I posted a link to a kart 100 and a track bundle a while back. The problem with the karts is that it takes the AI about 10 seconds to get going for whatever reason. You have to start in the back and let them go before you start. Once they get going though you can have some good races.

Found link. I have the Kart 100 uploaded. Can;t remember if I also did the 125 and the shifter but the ini's would be fairly similar other than power and a little weight.


Another huge problem with AC is the hands refuse to rotate around a kart-shaped wheel properly apparently.
 
So I found one of my ‘unicorn’ mods (‘99 CLR) randomly the other day on Facebook of all places. This thing is amazing. Can’t get it to flip though :banghead:

Anyway has anyone come across any decent R8R and/or R8C mods? I’ve got an R8R from someplace that is rough to say the least and was hoping for a little more polish.
 
Be patient, it's being looked at :-)

Okay, I didn't know, they asked me to test this version last week that some adjustments had been made, I tested it, but as I mentioned earlier, the same problem persisted in some curves. As I saw the video, I thought there was some correction. No problem waiting, if you can help with something, just say so.
 
Just when I was contemplating some kind of Frankenstein GT4 tune for one of the Panoz cars to replicate their current GT4 entry, the boys over at Guerilla Mods are already on the job. Glad I can put that idea to rest. Best news out of today besides the skin @MrB00 made for the Maserati finally being released.

Honestly I'm very impressed at how they've turned their situation around. They went from being very closed off a couple months ago to allowing pretty much everyone in and even partnering with Content Manager to introduce a bunch of neat features like the update function. Very impressed with all the stuff they've been doing lately.
 
Give me and VRC 5 months. I commissioned them to build the track with my guidance. Full detail and driveable paddock. Stay tuned :)
 
Check the tires.

Edit: and the motor (and god knows what else)

My apologies, but to be clear, I meant it was the same car model itself. Even the main KN5 still has the same file name, but if you want more proof, just look at the included paints. The same 3 included with the SVRA are there, and the rest don't quite fit the car correctly (but close enough). It's because those ones were made for the R-Gruppe, also from Mac Ten, which is another modified model of essentially the same car. I get that the data and some parts have changed, and to be honest, I actually do prefer this new version.
 
Curious on which people prefer. The FM7 Le Mans or the one by jim lloyd and Terra21 up on RD?

The one from Reboot is the VLM version made for rFactor, 1991-1996 layout, the most intersting layout by the way.
I saw yesterday that there are some terrain missing, plus rfactor collision objects that were not removed, I did an update for this track representing the complete inner terrain. I will see if it's possible
 
1969 Formula 5000 v2.0 Open Beta 3 from Bazza is available at http://f1classic.forumotion.com
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From Bazza's changelog :

Update 2020 April 14; Open beta v3 Released
I did a massive overhaul in physics. The cars give very detailed feedback in both road/grip feel as in vehicle dynamics. The annoying windscreen/tarmac reflections are solved.

Changelog
- fixed windscreen reflections
- Improved body reflections

Physics
All Cars
- Updated suspension geometry
- Updated tiremodel (early 70's slick style)
- Improved FFB

Updated Sounds

To Do:
- Suspension animations; Volunteer wanted!

Download open Beta version 3 (14 april 2020)
https://www.mediafire.com/file/1gv8hfj4eduj1m9/2020_04_14_AC_F5000_Mod_Beta_3_by_Bazza.rar/file
 
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