Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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Alright lads, anyone bought 3Dsimed here (my 30 days trial expired a coupla months ago)? I've got an itch I need to scratch - so many riced cars that deserve more love out there. Is it worth buying ? I know there's a less-than-legal method cutting about but am not keen to install some dodgy keygen on ma computer.
 
Just read that this 0.1.53 version cannot load encrypted cars/tracks. Will be fixed soonish.
I think the fix for these issues is already known but unfortunately will not suit everyone I am afraid :-(

Ignore encrypted content, particularly if major parts of that content is "lifted" from elsewhere.

Whenever I accidentally download a mod that has encrypted content I immediately delete it. I don't even look at it or try it. This practice is not compatible with the spirit of modding.

Alright lads, anyone bought 3Dsimed here (my 30 days trial expired a coupla months ago)? I've got an itch I need to scratch - so many riced cars that deserve more love out there. Is it worth buying ? I know there's a less-than-legal method cutting about but am not keen to install some dodgy keygen on ma computer.
It is ABSOLUTELY worth it.
The amount of work Dave is putting in to constantly keep 3DSimEd up to date is astonishing.
It is an incredibly powerful tool (you have seen that already if you used the trial) and Dave absolutely deserves the modest license fee to be able to keep doing his job.

3DSimEd can be used to do procedures on mods that are generally very laborious if not impossible without it. It is well worth the money.
Also Dave is very responsive and answers usually very quickly if you have any issues with the software.
He is one of the good guys the modding community should absolutely support how ever they can.
 
Alright lads, anyone bought 3Dsimed here (my 30 days trial expired a coupla months ago)? I've got an itch I need to scratch - so many riced cars that deserve more love out there. Is it worth buying ? I know there's a less-than-legal method cutting about but am not keen to install some dodgy keygen on ma computer.

I do think it's worth it, you can also get a student license if you don't want to splurge.
 
I think the fix for these issues is already known but unfortunately will not suit everyone I am afraid :-(

Ignore encrypted content, particularly if major parts of that content is "lifted" from elsewhere.

Whenever I accidentally download a mod that has encrypted content I immediately delete it. I don't even look at it or try it. This practice is not compatible with the spirit of modding.
Likewise so 1.53 works perfect for me 👍
 
Alright lads, anyone bought 3Dsimed here (my 30 days trial expired a coupla months ago)? I've got an itch I need to scratch - so many riced cars that deserve more love out there. Is it worth buying ? I know there's a less-than-legal method cutting about but am not keen to install some dodgy keygen on ma computer.

Yes I bought it and if you're about to mod track or car, it's a very handy tool. Go for it. And Dave deserves to be thanked for this huge amount of work.
 
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
thx for your answer! I'll try it
Btw, I am using the Sol_HC filter
 
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The Hayabusa!
preview-jpg.370821

https://www.racedepartment.com/downloads/hayabusa-classic-manga-car-for-assetto-corsa.32845/
 
Car works, feels and sounds great to me but I'm wondering how to get a rear view showing in the dash instead of the driver's face?
View attachment 918940

You can use the App: Shaders Patch Mirrors switch to L2 and set it to Monitor

This will create a file:
C:\Users\<yourUser>\Documents\Assetto Corsa\cfg\extension\real_mirrors\brabham_bt62.ini

with this entry:

[REAL_MIRROR_1]
IS_MONITOR=1

09-05-_2020_11-42-29.png
09-05-_2020_11-41-20.png
 
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!

I just did a quick FPS test. Obviously exactly the same settings for each test: track (LA Canyons Normal), Car (Kunos Corvette C7R). Only changed both LOD car/track percentage slider. And second test was to enable 'chunk optimization' in general patch settings. Did not test with different % for car and track seperately.

100% LOD track/car : 90FPS
50% LOD track/car : 90 FPS (could indeed see track details popping in at a distance)
320% LOD track/car: 80FPS (could be my eyes but I see no car or track detail difference with 100%?)

Then enabled 'chunck optimation' --> exactly the same FPS as above.

So my sweet spot for this feature is default 100%.

Edit: why not do the same test on another track --> Road America

100% = 108FPS
50% = 105FPS (?)
320% = 100FPS (again my eyes don't see detail difference with 100%)

Other thing is the (too?) quick orange heating of exhaust/engine etc. See here the same C7R. At the end of the long straight it is already bright orange. Like the color changing while cooling down which I normally in cockpit view cannot see :dopey:.



BTW If this becomes too much 'off topic' from car/tracks mods feel free to let me know 👍
 
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Thanks
Just now I made it.

After checking, it was very bumpy
so when I make new road mesh, I think need to make new ai-line.
I put the ailine for testing in file.(wtcc)

I'm not used to ai line.
It may be better to creating by people who are used to making the line.

http://www.mediafire.com/file/81fd36dss2hjvqy/sonoma_road.7z/file

Thanks for this, it has improved it significantly and it's now enjoyably to drive with more stiffly sprung racing cars.

I also wouldn't worry too much about the ai line, I just tested the long version of the track and the ai completed it fine with the new mesh. In any case I have Sonoma tagged as needing a faster ai line, they complete the lap fine but are running at a fairly poor pace, at least in GT3 machinery.
 
Instead of putting "GT4" "GTP LMP" etc. in front of the car names, you can put that in the Class text field (just above author). And then search for "class:GT4" "class:GTP LMP" etc.
That was how I did at first. But for example, there are multiple LMP class cars not BOP'd with each other. So I started to use tags to differentiate BOP'd grids. It gets messy for me. Too many filters and some missing tags I forgot to add etc.

Renaming cars and is the best solution for me. When I search for LMP, I have prefixes "Rollovers WEC", "Legion LMP" and "GTP LMP". They are all BOP'd within their respective grid. I can see my grids at first glance.
When Beezer releases a GT4 BOP'd to Gue Mods, I just rename it to group with them. Easy.

I used grid presets before too but opted for above solution.
 
I just did a quick FPS test. Obviously exactly the same settings, track (LA Canyons Normal), Car (Kunos Corvette C7R). Only changed both LOD car/track percentage slider. And second test was to enable 'chunk optimization' in general patch settings. Did not test with different % for car and track seperately.

100% LOD track/car : 90FPS
50% LOD track/car : 90 FPS (could indeed see track details popping in at a distance)
320% LOD track/car: 80FPS (could be my eyes but I see no car or track detail difference with 100%?)

Then enabled 'chunck optimation' --> exactly the same FPS as above.

So my sweet spot for this feature is default 100%.

Edit: why not do the same test on another track --> Road America

100% = 108FPS
50% = 105FPS (?)
320% = 100FPS (again my eyes don't see detail difference with 100%)

Other thing is the quick orange heating of exhaust.engine etc. See here the same C7R. At the end of the long straight it is bright orange. Like the color changing while cooling down which I normally in cockoit view don't see :dopey:.



BTW If this becomes too much 'off topic' from car/tracks mods feel free to let me know 👍


It's kinda funny, I was doing some of my own testing at LA Canyons, as it's one of the heaviest tracks for my potato to run. My results pretty much echo yours, but with much lower numbers. As I see no benefit otherwise, I'm staying at 100%. As for chunk optimization, I can't say for sure, but I think CPU usage might be down slightly (maybe 5% or so), which is always a good thing. As for LOD-related adjustments, I actually have better results playing around with Graphic Adjustments > Adaptive clip planes > Far plane. I set it low enough to not make the far distance disappear/flicker (7500,15000 is my sweet spot - any lower and there are noticeable bugs), and I gain an average of 5fps, which is a lot when we're talking high 30's/low 40's on LA Canyons. Other high quality tracks usually run from the high 40's to mid 50's, and lower quality tracks (think rF/GPL conversions) can go much higher. I basically use LA Canyons as the benchmark for "as low as I can go" fps-wise, which unfortunately leaves out most FM7 conversions.

I didn't see anything weird with the heating on my end though. I'm not using Brake Disc FX (again, for performance reasons) so I wonder if that might be related? Might be worth further testing.

Oh, and I personally wouldn't call this off topic. CM/CSP is very much a mod, and the thread title has "Mods General Discussion", so IMO, I'd say it's fair game :P
 
greetings once again... TV cameras for the EAST track layout (Utah Motorsports Campus) is now complete... WIP: West layout to go...

friendly reminder: Mother's Day is upon us - don't forget to pay your respect.

Extract the file to Steam/steamapps/common/assettocorsa/content/tracks.

map_profile_east.png
 

Attachments

  • utah_motorsports_campus__east_cams.zip
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Deep Forest Raceway for AC
https://www.racedepartment.com/downloads/deep-forest-raceway.32848/

Gave it a quick run. Two thumbs up for the quality of the track and surroundings.
I see some billboards, balloons and (extra) TV cams coming soon :cheers:



Though I'm generally not a huge of fantasy tracks, unless they're REALLY good, I have often thought about this Gran Turismo track, and how I'd love to have it in AC... and now here it is! Just downloaded, taking a beak from work, and heading to my rig in the corner of my office for a few nostalgic laps.

It's got everything: Blind turns through tunnels, hidden apexes, elevation changes, technical and fast sections, minding you're line and not hitting the rock wall as you run along the creek (if I remember correctly).
 

I mentioned to the creator on RD that having a limited boost feature, like KERS is applied in F1, would make this even more interesting and fun.

That fore-oriented cockpit, though. You're out there, right on top of the front wheels. With some refinement, it will be a fun alternative car to drive.

Now we just need this in AC to go along with it... (haven't seen it anywhere).

enb20111.jpg
 
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?

On the plus side I haven't experience any crashes after exiting a race since downloading 1.53... yet... So a nice big 👍 from me!
 
You can use BLM Car to set mirrors
it also allows to set mirrors as 'mirror' or 'monitor', in your case set it as monitor

If you have a car where the right side mirror is on the left and the left side mirror is on the right- how do you flip them for that particular car?
 
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.)
Here's a re-up of the AI for ACF-Brasilia. thanks to @xezez for bringing to my attention that I forgot to include the track limits CSV files I used. I patched the normal layout's track limits and completely re-made the oval's limits. Both have been imported into the AI files. just drop the contents of the rar file into the tracks folder, overwrite all

acf_brasilia - New AI, track limits, outlines,maps, edited JSON by LiquidSkyMan.rar 2.2 MB
https://mega.nz/file/K8BzmCBT#KhRHd_WTTkEOEIsj1hc4kxwt4z5E1sByiI9yoa_9ZOY
 
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