Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
  • 139,868 comments
  • 38,590,148 views
I think this is some new feature which came with the latest CSP patches. I disabled whole extrafx but without success. Must be something different.
 
Please...if someone can help...
In weekend mode (using CM) I qualify fully then I move on to the race (any track any set of cars-even similar cars) and I have at least one car that does not start at all when the lights go out and the race starts. It just sits there (usually one of the front cars) for all laps of the race and other cars will hit it and it ruins the race. Is there some setting somewhere causing this, in CM maybe? The number of cars is well below the max number of cars for the track.
txs.

I have this happen as well, but usually only on certain tracks, Road Atlanta being the first to come to mind. A real pain in the *ss!
 
Well, you are not alone.
After starting AC, first lap always shows some stuttering. I never had this before. It started a week or so ago.
Thought it was someting on my side...
I always have a big pause/spinning egg timer when crossing the start/finish at the end of the first lap now. It started a few weeks ago. This used to happen over a year ago and then stopped, and now it's back.
Have to assume it's CSP or CM update causing it. Both have been a bit dodgy lately.
 
I've got the Rift back working again (some dll files somehow got removed from the Sys 32 folder) but my performance has tanked by approximately a third and tracks/cars now take eons to load. All this coincided with the new CM update, Oculus update and Win 10 update so it's hard to tell what's causing it.
Anyone else?
Performance in other apps is fine, can play games at 4k/60 with settings maxed in 2D. So it's either Oculus or AC/MS/CM/CSP/Sol.
Haven't tried other VR apps yet, I'll try that to eliminate Oculus from the equation.

FYI, everything is fine on my end. I have a fully updated Win10 and my oculus has been updated 2 days ago.
I'm now using CSP 1.52 and Sol 1.5.1. For CM, it's the latest official release (0.8.2096.36316 (x86))

Just made a track day test at Mugello with 23 RSS GT cars
 
Last edited:
For those who are interested I released Phoenix Raceway conversion from Nascar Heat 4 in our FB group, Assetto Corsa Nascar Mod.

https://www.facebook.com/groups/940405266010495

93702754_10158064383830871_7220987923305332736_o.jpg

Freaking awesome mate! The track simply looks stunning! Not that well optimized but ok. I hope there will be some more ovals from NH4 in the future. Which tracks do you have also in your portfolio? I still look for a decent Daytona version which has the current specs. That would be a dream.
 
I always have a big pause/spinning egg timer when crossing the start/finish at the end of the first lap now. It started a few weeks ago. This used to happen over a year ago and then stopped, and now it's back.
Have to assume it's CSP or CM update causing it. Both have been a bit dodgy lately.
Now that's an issue I don't have...
After lap 1 (or starting other practice/races) the stuttering issue is gone too. Everything back to normal.
 
I have this happen as well, but usually only on certain tracks, Road Atlanta being the first to come to mind. A real pain in the *ss!

Yes, I just had this happen in the new Monaco 75 track. What a bummer. A car up front just sitting there obstructing the race ! This seems like a basic thing needing a fix. You think it is for some tracks, Kurt? Then is it track AI?
If so, since Monaco 75 has our current full attention, how about folks looking into this as a possible AI issue there?
 
Guys, do you know or have any 2000s NASCAR car mods?? Send a link if you do ;)
I don't want to be that guy, but people please use the search function. There was a link quoted right before yours, and it quoted a post 5 posts up, I have personally linked it twice in the last few weeks and I know some others did as well. Just use search before posting questions please to keep the thread clean as possible.
 
Freaking awesome mate! The track simply looks stunning! Not that well optimized but ok. I hope there will be some more ovals from NH4 in the future. Which tracks do you have also in your portfolio? I still look for a decent Daytona version which has the current specs. That would be a dream.

The Daytona that's in RD is good but it needs optimization as well specifically on walls, the Phoenix track was so difficult and time consuming so i had no time to learn how to optimize. Converting from NH4 its a challenge Im working on Dover then the Roval. This takes months almost like building them from sratch.

Look in https://www.facebook.com/groups/940405266010495 Almost all the tracks posted are conversions i made.

yrqArmK.jpg


PfKhekR.jpg
 
Guys, do you know or have any 2000s NASCAR car mods?? Send a link if you do ;)
That site you already know about should have an update soon if they can rehost the data provided them. 2019 will have to do though.

Anyone here who knows where I can find all the command-lines for extension (ext_config.ini) I know a few, but I know there is many more :)
You mean more than what's offered on github?
 
I've been working on a little project, its very, very, very early but its based off the TCH Ford Capri. The model was completely wrong and so ive been editing it and have made it into a stock Capri 2.8 injection.

Changes so far:
-Reworked model (still need improvements)
-Removed racing skins
-New engine.ini (to match stock 2.8 injection)
-New power.lut (to match stock 2.8 injection)

-New drivetrain.ini (to match stock 2.8 injection)
Screenshot_btg_ford_capri_ks_nordschleife_22-4-120-18-28-17.jpg

(its my first ever car mod and second mod ever (started a week ago) so dont expect much at all.):D
 
I've been working on a little project, its very, very, very early but its based off the TCH Ford Capri. The model was completely wrong and so ive been editing it and have made it into a stock Capri 2.8 injection.

Changes so far:
-Reworked model (still need improvements)
-Removed racing skins
-New engine.ini (to match stock 2.8 injection)
-New power.lut (to match stock 2.8 injection)

-New drivetrain.ini (to match stock 2.8 injection)
View attachment 913660
(its my first ever car mod and second mod ever (started a week ago) so dont expect much at all.):D
Cool. It's a fun little car. I have it as part of a "TC Legends 80s" pack I'm working on as well as being a cup car for one makes. Would be nice to have it for street too if you sort out the interior. Let me know if you need any help with the handling. If I remember right, the suspension was set up a little weird on the original TCH version.


can you upload the car please?
thx
Legions blog has one and there's at least one on Assettoland.
 
Fabulous! I'm loving the ondulations of the tarmac.

On another subject, unfortunately, I can't drive the new Alfa TZ (I have the old super fast one),.
This is a usual error message now, but anyone having it concerning the Giulia TZ?
mtio.png
A couple of weeks ago I had the exact same error message with the Ferrari GT...(forgot which one). In my case it was because I did not had the parnet Ferrari 488GTB in my carcollection. Maybe it points you in the right direction to solve the error you get?
 
Maple Valley FM7 (complete overhaul by nobody & others) released:

View attachment 898969 View attachment 898970 View attachment 898971 View attachment 898972 View attachment 898973 View attachment 898975 View attachment 898976

https://mega.nz/#!uHw0hKwb!FDuP1_3dBzUBHTyRQTt50zO6jOQEu1kyytCscw79g8c

or https://www.mediafire.com/file/m15v9smsj7m6grh/maple_valley_fm7.7z/file (alternative short-term link, will be up for approx 14 days)

or https://anonfiles.com/d5D8a1h3o4/maple_valley_fm7_7z

v0.0 by Turn10
v0.1 converted to AC by ДЯДЯ ДИМА
v0.9 track overhauled by nobody and others March 2020

v0.9 changelog:
- 2 forward layouts + 2 reverse layouts = 4 in total with cones/barriers,
light config, start lights, working Time Attack, simple camera set, simple physical walls
- fixed trees, improved tarmac & grass textures
- added skidmarks
- added rotating wind turbines with varied blade speed
- added physical road mesh
- added audio effects
- added unique Maple Valley balloons by Mascot
- added animated helicopters by Mascot
- added Maple Valley blimp by Mascot (thanks Tberg/LilSki for model)
- added airliner stream by Mascot
- added alternative road skin by Mascot
- added alternative grass skin by Mascot
- added additional billboard/helicopter skin by Mascot
- added Natural & Summer tree skins from PepperoniAC24
- added Raceday Billboards by Fred Bassett
- added AI lines and track limits by LiquidSkyMan
- additional config work by Sliderman, including fixing misaligned track model, reverb, animations
- fixed folder name to maple_valley_fm7 from mapple_valley by Sliderman
- testing by the team above plus Fanapryde
Note: several asphalt/grass/tree/billboard skins are available. Skins starting with the same name
overwrite each other (they contain the same replacement textures, not because of the same starting name)
-- always do a clean installation
-- unpack to folder "assettocorsa\content\tracks\"
-- or drag'n'drop archive into ContentManager (there are no external folders)
*** disable "merge meshes" in CM settings -> CustomShadersPatch -> General -> CPU-Optimizations ***

Such a good job done on this march update to Maple Valley. I'm having two issues I'm trying to track down right now and maybe other people have run into it too. All of the track layouts work for me except for Short Reverse. The game crashes when loading that track variant. Is anyone else experiencing that? When I have Sol and CSP activated I just get a generic "game crashed maybe reinstalling CSP would help" (it didn't) and I get:

Code:
AC\trackaudio.cpp (63): TrackAudio::TrackAudio
AC\trackavatar.cpp (116): TrackAvatar::TrackAvatar
AC\sim.cpp (1066): Sim::loadTrack
AC\racemanager.cpp (351): RaceManager::initOffline
AC\racemanager.cpp (174): RaceManager::loadSessions
AC\sim.cpp (320): Sim::Sim
AC\splashscreen.cpp (319): SplashScreen::postRender
AC\game.cpp (181): Game::onIdle
AC\game.cpp (210): Game::run
AC\acs.cpp (477): wWinMain
f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c (618): __tmainCRTStartup

disabling Sol and CSP didn't make a difference.

The other issue I'm having is that on the full layout the track limits seem off right before the covered bridge. Anywhere near the left edge of the track there and it invalidates my lap. Is anyone else seeing that?

The Daytona that's in RD is good but it needs optimization as well specifically on walls, the Phoenix track was so difficult and time consuming so i had no time to learn how to optimize. Converting from NH4 its a challenge Im working on Dover then the Roval. This takes months almost like building them from sratch.

Look in https://www.facebook.com/groups/940405266010495 Almost all the tracks posted are conversions i made.

yrqArmK.jpg


PfKhekR.jpg

Excellent work on those tracks, man. I have never been into watching NASCAR but I love driving on oval tracks and these are great.

You are the one who worked on New Hampshire, right? I would kill for the road course there, and when I looked at your track in 3dsimed it looks like you've got the road course pretty much modeled in there. Any chance you could make a variant of that track with the road course layout?
 
Has anyone experienced these kind of microstutters during the first laps, once AC has fired up? I turn crazy with this. Everything is nearly at default, latest SOL alpha and CSP 1.52 installed. Any guesses, hints or advices? I run an i7 4770k, 16 GB RAM and RTX 2060 Super OC @ 1080p 60Hz. Extra FX are on, everything default like recommended through CM. NaturalMOD PP filter. Did I forget something?

Yep, i get those mainly on ks Silverstone GP. I put it down to the big ass space ship building. Maybe like you say it is simply just SOL thing.
It's gone away if i restart the race though.

I have been playing around with doing my own custom filter configs lately and i have noticed that before the race starts, i can see the sky change and the contrast etc. So i figured what ever it is that the config is changing it does it in the first few moments of getting into the race.

So i imagine if it takes a bit longer for whatever reason then that will have an effect.
So now i let the game 'settle' before i have the race...
 
Yes, I just had this happen in the new Monaco 75 track. What a bummer. A car up front just sitting there obstructing the race ! This seems like a basic thing needing a fix. You think it is for some tracks, Kurt? Then is it track AI?
If so, since Monaco 75 has our current full attention, how about folks looking into this as a possible AI issue there?

Sorry...I need to make a correction. I tested Monaco 75 with 1975 F1 cars and the "car stuck on grid" issue did not happen. Apparently it is not a track AI issue. (?) It happens when racing after qualifying in weekend. Apparently it doesn't happen if choosing to quick race (?). Any ideas? Is it a CM selection somewhere?
 
Such a good job done on this march update to Maple Valley. I'm having two issues I'm trying to track down right now and maybe other people have run into it too. All of the track layouts work for me except for Short Reverse. The game crashes when loading that track variant. Is anyone else experiencing that? When I have Sol and CSP activated I just get a generic "game crashed maybe reinstalling CSP would help" (it didn't) and I get:

The other issue I'm having is that on the full layout the track limits seem off right before the covered bridge. Anywhere near the left edge of the track there and it invalidates my lap. Is anyone else seeing that?

Never experienced any of the issues while testing. Just tried again to check and no, no problems here.
 
Welp, seems someone else YET AGAIN has updated my little baby bulldog Honda and improved it even further than before to almost be like the real life one honestly, this time by Kuba LB (someone who promised me to work on my other mods together thankfully, so prepare to see a ****-ton more cars released by us and even that Discord of Dominicus Kenneth which I'm part of soon)

Here's the changes and updates he made to it (interestingly he only made them to the manual version, which then I copied them all to the automatic one and edited the drivetrain.ini to paste the AUTO_SHIFT values from the old automatic one):

-changed paint and interior shading set
-changed sound
-added blue, black and red colors
-edited physics (suspension, brakes, engine, gearbox and tyres)
-added counter lighting

Yesterday I finally tested it out and I ****ing loved it, especially its engine sound being an exact replica to the real life one and finally having the dashboard functional with lights on at night! My only two gripes with it tho are the turbo meter and other indicators still not animated and when using the interior camera, there's a little bit of the driver's face sticking out sadly, hope both of these issues will be fixed soon.

Original model scratch made for GTA V by carface80
Converted by Tony SSS (me)
Physics, lights and other work by Lu Thua Kien, dragster666, SON and Kuba LB

View attachment 912989 View attachment 912990 View attachment 912991 View attachment 912992 View attachment 912993 View attachment 912994

https://mega.nz/file/geBVXayD#DmERETIXsTn6msbpCI472Zy2YgY9ura7RzX4OhiqAyU

Thanks again for this mod Tony. Our server had an absolute hoot driving these last night at Tsukuba!

 
I have uploaded the skin yesterday to Racedepartment, however due to their new approval process it is still not available for download (22 hour mark passed at the moment of writing this post, they must be busy with approving these grand MSC mods...), therefore please accept my apologies for the delay.

So, no more holding back, here is the final version for the Chassis 917-043 car featuring:
- Livery design based on the actual race day car with accurate colors and (not perfect, but decent) shapes
- High quality vector logos created specially for this car (Bosch one still looks bad though due to 3D model limitations)
- Brand new tire textures recreated by using reference pictures of the real tires (complete with NM and Blur layers)
- Updated a number of textures and material colors to replicate the real vehicle (using the included kn5 file is a must)
- Realistic crew textures and pilot (pit crew is wearing 1970's Porsche factory workers in brown overalls with Porsche branding, the pilot is also matching the era for a better immersion, custom pit board also included)
- PDF included with installation instructions

Porsche 917LH - Martini International Racing Team #3 - 24 hours of Le Mans 1970 (8K /4K skin) (Google Drive)

Special thanks to @GzeroD for creating the Porsche 917LH.

Studio sample and ingame shot:

X1qaFHj.png

o8EIrGX.png


But Martini International Racing Team was not the only team who had their eyes on the great prize, someone else also had an 917LH available as their weapon of choice, in hope of securing the overall victory for the German automobile manufacturer... - WIP
zCCtZd7.png
 
Last edited:
Sharing a mod? Host it on GTPlanet Downloads. Free, public hosting for files up to 10GB in size.
Back