Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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Hello together,

I recently uploaded and posted my first fantasy city circuit I made with the RTB for AC on racedepartment.com.

The community there recommended to post it here as well to get some feedback and help.
So...what do you think? What should and what could be improved? Any other tips?

Thanks in advance!

Again, one reminder...it's my very first track I made. So please bear with me :embarrassed:

Looks like you're on the right track to me. (Get it? Right -track-?)
Look forward to seeing it.
m0123.gif
 
I have disabled "use seasonal adjustsment" in weather fx option but it doesn't change anything.
I try to force a date, a weather, a time, nothing does the grass green ...
Then I don't know. Only thing that comes to mind is grass fx. Try changing that option to on or off. Not at the computer now to check, but some tracks need this on to look good, others don't like it turned on.
 
How dare you change the track to your liking Masscot! If you were my sunshine I'd put you right!
Oh yeah, totally agree with you!!.. what a stupid, attention-seeking behaviour!!.. I'd gladly join you in putting him right..him and his balloons.
 
I want to ask nicely to please, stop PM me, begging for a link of a car that I will not share.
If someone have the need to have the car, just donate to help who needs.
Or just don't, and live without the car. There are thousands of modded cars out there.

For the last time, please, dont PM me about this topic!
I will just ignore the PM.

Thank you,
Paulo
 
Hi,
I recently downloaded suzuka circuit on this topic and I have dull color of grass, not very green as on previews of the track.
someone know how to change color of grass ?
Thank you
I took a look at your picture..when you say dull..what exactly do you mean...I'm pretty sure this looks exactly as it always had on this particular mod (I suppose how the author intended)...if you really want to change the grass, your best and only option is to create you own texture or tweek the existing..and create a skin...this way you can have bright blue grass if you like...forgive me if this comes across the wrong way..I'm not being a dick I promise...jim
 
Sonoma Track Limits
[EDIT] I returned and tested it again. Actually, you don't even have to touch the kerb to invalidate the lap. Maybe it has something to do with the patches on the inside of the turn.

It's due to surfaces.ini where every part of the track named TRACKOUT are considered off limit. It's to make penalty if you cut the last hairpin outside of the track road line. But it makes some other part of the track with the same behaviour. You can remove section named SURFACE_7 in surfaces.ini file of indy layout.
An overall sonoma update should be out a little bit later to make only one 'final' version.
 
It's due to surfaces.ini where every part of the track named TRACKOUT are considered off limit. It's to make penalty if you cut the last hairpin outside of the track road line. But it makes some other part of the track with the same behaviour. You can remove section named SURFACE_7 in surfaces.ini file of indy layout.
An overall sonoma update should be out a little bit later to make only one 'final' version.
Just thinking out loud but is there anyway we can keep a bumpy layout AND a smooth layout in the end? Personally I think it would be beneficial to keep both. I like smooth for Indy but I like bumpy for road cars, rally cars, anything that can soak them up better. I like it when the car gets knocked off balance and having the choice between both would be wonderful. Sonoma is a bumpy track to begin with.
 
Mods are one of my main motivations for wanting to move to PC gaming, especially for AC. I play Motorsport Manager and Civ 5 on my crappy laptop with a ton of mods and they are great. AC is fun on PS4, but I need those mods.

Is steam workshop the main resource people use?
Not really, the sites already mentioned by alesi and Assettoland has a huge variety of mods.
 
Just thinking out loud but is there anyway we can keep a bumpy layout AND a smooth layout in the end? Personally I think it would be beneficial to keep both. I like smooth for Indy but I like bumpy for road cars, rally cars, anything that can soak them up better. I like it when the car gets knocked off balance and having the choice between both would be wonderful. Sonoma is a bumpy track to begin with.
I created myself a new layout name for the smooth layout update to keep every version so it's possible.
 
Just concentrate on the apex ? Halo isn't that bothering, really.
Such a great mod, btw. Can't wait for the official liveries to arrive.

Well, yeah, I pretty much answered my own question in the full post. Because our eyes can focus at different ranges, in the real car, drivers see past the halo as they focus on the track out in front of the car. In a way, your brain filters out the fuzzy double image in the foreground, but you still know it's there. In VR, it uses the double displays and Fresnel lenses to trick our eyes and brain to work the same way. On a flat computer screen however, this can't be replicated, so RSS has provided an option that mimics the effect by making the support semi transparent.
 
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It's due to surfaces.ini where every part of the track named TRACKOUT are considered off limit. It's to make penalty if you cut the last hairpin outside of the track road line. But it makes some other part of the track with the same behaviour. You can remove section named SURFACE_7 in surfaces.ini file of indy layout.
An overall sonoma update should be out a little bit later to make only one 'final' version.

@imported_ApexVGear Sonoma NASCAR variant crashes during loading:

upload_2020-5-10_22-52-50.png


Could you please provide a fix?
 
I RAN OUT OF GAS!

I was having too much fun with the new RSS Formula Americas 2020 and Road America track mods.



About the halo support in the center, in VR, because of the way it mimics the way real objects at different distances look to us in the real world, you can actually shift the focus of your eyes back and forth between the support, and then forward to the track. The support actually turns "fuzzy" and even double imaged, like what really happens with our eyes, but our brains automatically filter this out.

Don't understand what I mean? Hold your fingers out in front of your face where you can focus on them. Then switch focus from your fingers to something across the room. While still looking at something further away, if you try, you can "turn off" or override your brain's automatic filtering ability, and you'll see or notice your fingers, but they'll be fuzzy and doubled.

On this video however, it's being captured from only one display (why it's offset to the left), so this effect can't be replicated in the video. 3D glasses looking at a properly prepared 2D image on a computer monitor or TV can add some depth, but it's just not the same.
 
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Just thinking out loud but is there anyway we can keep a bumpy layout AND a smooth layout in the end? Personally I think it would be beneficial to keep both. I like smooth for Indy but I like bumpy for road cars, rally cars, anything that can soak them up better. I like it when the car gets knocked off balance and having the choice between both would be wonderful. Sonoma is a bumpy track to begin with.
Extacting this folder will add "Smooth" layout to the latest Deep Forest Raceway version (1.1):
https://mega.nz/file/igs1nL4B#wD15kxv4ycA5Fk_v7WEG-n-Kf7gCG6bKZZlrpqCDGSg
Tested it myself and works properly. Please let me know in case of problems.
 
I created myself a new layout name for the smooth layout update to keep every version so it's possible.
Essentially this is what I'm going to end up doing if I have to. I want to keep both versions. I have concerns of keeping all the fixes working for both but I guess we'll cross that bridge.
 
Formula Americas 2020 (Indycar) RELEASED!



screenshot_rss_formula_americas_2020_kyalami_2016_6-5-120-19-48-35.jpg


https://racesimstudio.com/

.

I love the shape of the new Indycars. Welcome to the future.
When I say this, doesn't mean I dont love even more, classic and vintage cars.
Anyway, I can survive with both (older and new) car designs. All have some "sex appeal", attractiveness way.:)


Hello together,

I recently uploaded and posted my first fantasy city circuit I made with the RTB for AC on racedepartment.com.

The community there recommended to post it here as well to get some feedback and help.
So...what do you think? What should and what could be improved? Any other tips?

Thanks in advance!

Again, one reminder...it's my very first track I made. So please bear with me :embarrassed:


Dont panic, DON_T_PANIC. People usually likes fast tracks aswell.;)
thanks for your work.

Cheers,
Paulo

Nice track, quite challenging in some sectors. I like it. Congrats for your 1st mod, interesting track.
If I had the skills for that, would only change the tarmac color (less black) and a new AI.
We need Liquidskyman.
 
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Am I the only one that likes the bumpy version of Deep Forest more than the flat version? Old cars on it are a blast to drive.

And it kind of makes sense the track would be in such a condition after 20 years of being the same.
I like to feel tracks but IMO the update to Deep Forest just causes unrealistic spikes in FFB. They don't feel like bumps to me, they feel too harsh and too sharp.
 
A little update for Monza:

Chicane Ascari, done, it's a mix from 1972 and 1974 one, the layout of the chicane is the 1974 so the same than today, but the overall terrain is the 1972, it's a innacuracy that I assume
There is not real document about the exact form of the first iteration of this chicane. By the way it's a good mix I think.

I have not included yet the rail guard in this part, and the surronding terrain will e modified to have the complet road width available.
Keep in mind it's just a basic extension, there is no attend to have a kunos quality for the layout version, but just to complete some forgotten years of Monza.
Screenshot_ks_porsche_911_carrera_rsr_ks_monza66_11-5-120-0-33-36 - Copie.jpg

Screenshot_ks_porsche_911_carrera_rsr_ks_monza66_11-5-120-0-38-30.jpg
Screenshot_ks_porsche_911_carrera_rsr_ks_monza66_11-5-120-0-38-45.jpg


the 1971 version is nearly finished aswell, for 71 and 72-5 layout there won't be junior layout playable, I think to make a collision wall on this part of the track, to have guard rails.
 

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  • Screenshot_ks_porsche_911_carrera_rsr_ks_monza66_11-5-120-0-33-36.jpg
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Some of these cars look quite perfect to make GT4/GT3 versions... Like the Toyota 86 GT4 that is just a regular 86 qith some wings while this one looks like a proper GT car or the 307Z for the same reason (the 370Z GT4 has normal cockpit with passenger seat!)

Wish granted, I made a GT4 tune setup simply out of curiosity. It may look a bit too aggressive appearance wise (or... you can just pretend it's a rejected Gran Turismo Sport Gr.4 car! ;)) but it has very competitive lap times compared to Porsche, Maserati, and Ford Mustang GT4 in Laguna Seca, Spa and ACF's High Speed Ring. Side note I use 100% Strength/Aggressive A.I.s for consistent lap times. PLEASE KEEP IN MIND I'm no tuning expert! If anyone would like to help improve this car, please do so and I'll give credit in the next update! ENJOY!

-Changes-
Remove soft and mid tires (Hard tires only)
Reduce HP to match Kuno's GT4 performance
Increase total mass to 1380 (The Porsche's total mass is 1375 and Maserati is 1487)
Matched front and back aero (Despite the big ass rear wing)
Matched Fuel and Pit Stop setting
Added some VERY lazy recolored skins (Skin artists wanted plz! :embarrassed:)
Added fancy exhaust flames! (I forgot who originally made the cool exhaust flames, but I used it in all my cars! 👍 Plz tell me so I can give credit!)

preview.jpg


20200510180745_1.jpg


20200510180745_2.jpg




Also here the link to the original car
https://assettorallygrb.wixsite.com/rallygrb/h-c
https://sharemods.com/3qj8pjjmlx7h/HillClimb_nissan_370z.7z.html
 
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