Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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VRC's Alabama....is there perhaps a grassfx config that someone has made?

btw: don't know if it was supposed to work during the drive, but here's a config for jag f type, works on original and rtm's stolen :D
[ANIMATION_0]
FILE=roof.ksanim
TIME=1
INPUT=EXTRA_A (or B,C,D)
 
Only if i run with:

loop mode=ticked
join type=open

the server will let me race. If i disable loop mode , it will let me run but when i start to race i get a "connection issue - the server seems to be unavailable" :(

Turning loop off makes no difference to me it still works fine. Sorry no idea what your issue is I'm afraid.
 
Don't know if anyones interested but when I still had a working 3Dsimed I tried to 'undrift' the Simply Sideways BMW 3-series sedan.
Gone are the awful wheels, kit and turbo'd engine ; it now has the M3 wheels and physics (lazy route, I know).

ayUbl3n.png

o4SXWlb.png


If there's something wrong with it, be my guest and improve it.

https://we.tl/t-rcg8wFpARr

You have done a good job, thank you.
 
Nice little project for somebody - open up this p2p drift track for circuit racing. It looks a LOT nicer than the other Moscow Raceway in my collection.
Really nice texture work and track assets. Everything seems to be in place.

2020 Moscow Raceway WDT

View attachment 918942

https://sharemods.com/vimujnv42ite
I only get a 300mts of track with a left corner to start/finish straight that ends before S/F on a wall of plastic white and red blocks. :confused:
The AI doesn't start.
Anyone with same layout as me?

IMO, my other version seems to be better tho.
Thanks anyway.
 
I only get a 300mts of track with a left corner to start/finish straight that ends before S/F on a wall of plastic white and red blocks. :confused:
The AI doesn't start.
Anyone with same layout as me?

IMO, my other version seems to be better tho.
Thanks anyway.
Yes, we all have that same layout. But the full circuit seems to be present. What @Masscot asked is if someone could open the track so that we finally can drive on a good version of Moscow Raceway.
So atm there's only this drift layout, no AI.
 
Yes, we all have that same layout. But the full circuit seems to be present. What @Masscot asked is if someone could open the track so that we finally can drive on a good version of Moscow Raceway.
So atm there's only this drift layout, no AI.
The full circuit isn't present unfortunately, it goes off into the trees and then cuts abruptly :eek:
 
I only get a 300mts of track with a left corner to start/finish straight that ends before S/F on a wall of plastic white and red blocks. :confused:
The AI doesn't start.
Anyone with same layout as me?

IMO, my other version seems to be better tho.
Thanks anyway.

Yes, the same thing happens to me too..
 
Hey guys who are able to convert a rfactor car to fbx or 3dsmax please ?
I search on internet more than one hour but all the script or link are dead
Ps I work with 3dsmax 2020 and 3dsimed w
Thanks
 
It is simply beyond the pale that a moderator and now a member, as well as those who liked the post, are recommending simdream. You can't plead ignorance, as it is well known that they are a cesspit of reselling free mods for a profit.
Copy/Pirate anything you damn well like, but to sell it as your own is a mother grabbing lie.
:banghead: 🤬 :mad:

Don't buy SimDream
Don't buy RTM
Don't buy DRM (only because $25 is a ripoff for the $2 content)
Don't buy antyhing from Fakebook (with exceptions(maybe))

Do buy RSS, URD, VRC, Sergio Loro, who else?

I wasn't recommending them, he wanted the cars so he got the link. I know what he was really asking for if you know what I mean ;)
Yes, SD is garbage, RTM is worse (if thats possible).
 
I'm new in this forum and I have a question with the content manager. Is it possible to create subfolders for cars and tracks?
Becaus after a while I get a bit disorientad with all the stuff I have in there.

No. You can't change the file structure. The way to categorise things is only through the use of #tags which you can then use as search terms to group things.
 
Last edited:
CSP v0.1.53

Version ID: 1028
Tags: untested
Size: 58.49 MB

Changelog:

FFB tweaks: new range compression option;
Fireworks: more holidays, regional holidays (based on track rather than system settings), updated script;
Track displays showing image from custom cameras nearby;
Skin textures auto-reload for both main car and track (for textures in “skins/default”);
Thing with “.psd” from Custom Showroom also works, but requires installed PSD codec;
Refracting headlights looking black for other cars fixed;
Real mirrors breaking for few cars like Audi R18 or VRC Formula Lithium 2019 fixed;
New CPU optimization for large tracks splitting world into chunks and removing meshes from remote chunks;
LOD scaling for tracks in Graphic Adjustments;
SSLR: fixed raytracing and adjusted quality levels;
Skidmarks and fake shadows work better with SSLR (if surface below is reflective);
New Skidmarks FX extension: less even skidmarks with smoother edges, slowly fading away;
New “ksTree_ppshadows” shader for geometrical trees (acts a lot like “ksPerPixelAT”, but with wind support and optional dithering A2C);
Optional dithering A2C now works for “ksGrass” too;
Extended raytracing for tyres (that extended physics feature) misbehaving with camber angles fixed;
Extra car animations: new LUT option allowing to add things like pauses between loops;
Few extra options for custom emissive;
Better moon texture for Weather FX;
Wobbling wipers now enabled by default only for Kunos cars;
Few smaller fixes and optimizations.

https://acstuff.ru/patch/?get=0.1.53


Chunk Optimisation sounds interesting and track objects LOD slider is good addition for me.
.
Also didn't noticed: "Track displays showing image from custom cameras nearby"; Paving way for working TV screens?
 
Last edited:
I'm new in this forum and I have a question with the content manager. Is it possible to create subfolders for cars and tracks?
Becaus after a while I get a bit disorientad with all the stuff I have in there.

welcome to GTplanet... as @portakal suggested in an earlier thread... there are several different methods of skinning-a-cat, so to speak, and here's another method that's quite helpful... tag your mods with meaningful filter-names and then create a filter to recall those mods... the more precise information the better... this method also avoids having to rename your mods. use the author field to place dates, versions, etc - this will assist with having several alike-mods that have evolved over time...
cm_file-mgmt.png
 
It is simply beyond the pale that a moderator and now a member, as well as those who liked the post, are recommending simdream. You can't plead ignorance, as it is well known that they are a cesspit of reselling free mods for a profit.
Copy/Pirate anything you damn well like, but to sell it as your own is a mother grabbing lie.
:banghead: 🤬 :mad:

Don't buy SimDream
Don't buy RTM
Don't buy DRM (only because $25 is a ripoff for the $2 content)
Don't buy antyhing from Fakebook (with exceptions(maybe))

Do buy RSS, URD, VRC, Sergio Loro, who else?

NaVi if you want your own car in the game? haha
 
Thanks @slider666 , @norms , and @unpierrot for taking the time to provide info and suggestions earlier, about using .ini files to swap out models or meshes in existing mods.

I've copied all the comments and links to a text file for now, so I can try them out when I'm ready. Of course I'm sure I'll muck things up somehow the first time I try it, but you learn more when you make mistakes.

I almost have a new physical mesh ready for Sportsland SUGO. I may try it out first while it's still "smooth" just to make sure everything's lined up correctly, then go back and add road feel and undulations and other track surface characteristics. I'll use the old mesh as a reference, but without the more severe bumps and grooves in the current mesh. Doing this with .ini files should save some time and make testing updates a littler easier.

Original post/question...
https://www.gtplanet.net/forum/thre...ral-discussion.307899/page-1118#post-13096123
 
For anyone having issues with LiquidSkyMan's new AI files for ACF Brasilia: The new AI files work with both the old and newer updated versions of the track, but first... you have remove the old side line files from the data folder in both the normal and oval versions.

Also empty all other AI files from the AI folders and only have the new ones in there. Then it all works as it should. ;)

(EDIT: Try the new AI with the side lines left in the data folders first. You may not have any issues like I did.)
 
Last edited:
CSP v0.1.53

Version ID: 1028
Tags: untested
Size: 58.49 MB

Changelog:

FFB tweaks: new range compression option;
Fireworks: more holidays, regional holidays (based on track rather than system settings), updated script;
Track displays showing image from custom cameras nearby;
Skin textures auto-reload for both main car and track (for textures in “skins/default”);
Thing with “.psd” from Custom Showroom also works, but requires installed PSD codec;
Refracting headlights looking black for other cars fixed;
Real mirrors breaking for few cars like Audi R18 or VRC Formula Lithium 2019 fixed;
New CPU optimization for large tracks splitting world into chunks and removing meshes from remote chunks;
LOD scaling for tracks in Graphic Adjustments;
SSLR: fixed raytracing and adjusted quality levels;
Skidmarks and fake shadows work better with SSLR (if surface below is reflective);
New Skidmarks FX extension: less even skidmarks with smoother edges, slowly fading away;
New “ksTree_ppshadows” shader for geometrical trees (acts a lot like “ksPerPixelAT”, but with wind support and optional dithering A2C);
Optional dithering A2C now works for “ksGrass” too;
Extended raytracing for tyres (that extended physics feature) misbehaving with camber angles fixed;
Extra car animations: new LUT option allowing to add things like pauses between loops;
Few extra options for custom emissive;
Better moon texture for Weather FX;
Wobbling wipers now enabled by default only for Kunos cars;
Few smaller fixes and optimizations.

https://acstuff.ru/patch/?get=0.1.53


Chunk Optimisation sounds interesting and track objects LOD slider is good addition for me.
.
Also didn't noticed: "Track displays showing image from custom cameras nearby"; Paving way for working TV screens?

This is great!

Initial impressions on the track LOD slider: I set it to 50% (anything to prevent my potato from baking) and I didn't have any noticeable gains in fps, but it was definitely working. On LA Canyons, I could see distant rocks, shrubs, and guard rails suddenly pop-in. I think I'll be putting it back to 100% since the I'm not getting any benefit of lowering it. But that said, I'm sure those with 4x2080Ti's or whatever would love setting it to the max!

I enabled chunks optimization, but haven't done enough testing to see how it compares to not using it. It certainly does sound interesting though.

Also looking forward to seeing how the new Skidmarks FX works over the course of a race weekend. Should be pretty neat!
 
Thx for that track! But I think the in-car brightness at night is way too high....too high to read the gauges in the cars (no matter Kunos or mod cars) How can this be fixed?

There are many ppfilter that make the exposure very stronger at night.
(Maybe I think it's because many ppfilter refer to __Sol.lua)
I am testing with a3pp and __Sol_ACC.
It's not bright, it's a little dark on my PC.

Possible ways are
change "LIT_MULT = " in "ext_config.ini" ( with "CAR_LIGHTS_LIT_MULT =" ? )

add this in "ext_config.ini"
[SOL]
EXPOSURE_FIX=0.**(exposure value)

try it
thank you
 
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