Assetto Corsa PC Mods General DiscussionPC 

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I need some help with the Handrake on some cars please. Some cars that have a handbrake IRL do not recognize any handbrake input at all. Where do I have to put the information that a certain car is having a handbrake? I checked the brakes.ini, but that input seems to have no influence if a handbrake input is accepted by the car or not:

[DATA]
MAX_TORQUE=3500 ; Maximum Brake torque in Nm
FRONT_SHARE=0.70 ; Percentance of brake torque at front axis
HANDBRAKE_TORQUE=2000

This example (BMW 135i) has no handbrake-reaction at all. Thanks for all help.
 
New mod re-works should be back coming in a few days, I've been busy fixing sodding Kunos cars of all things in the meantime. Some pretty frustrating stuff to fix such as:

- Crap shaders on the windows of the Ford Escort and Porsche Panamera
- Broken shadows on the Lotus Exige Scura
- Very inaccurate aero on cars such as the Ferrari 250 GTO, Maserati Levante, Shelby Cobra and Mazda MX5s and RX7s
- The Huracan Performante having too long a folder name to track stats
- The Audi S1 having a horrible bonnet reflection that instead of mirroring the sky, mirrors the track (still haven't solved that one)

Anyway, one thing completed that I thought I would share. The benchmarking on my test track revealed that the Ferrari 250 GTO was basically way slower than it should be. I've solved this problem by creating a 'Racing' version that you can download here:
https://mega.nz/file/uoFBVIIS#jt_zP5oA2WhyRBDueAxrwR4-mX7r-sL0gGG-z-MyqJM

Changes:
- New wider, grippier vintage 60s GT tyre compound, these actually fit the model better if you check in the CM showroom as well
- New aero that lets the car hit a top speed between 175 and 180mph as it should be, rather than the original that hits an aero brick wall at 160mph

Visually there's no changes, I just disabled the road skins for this version and visa-versa, disabled the racing skins on the original, so now I have a road going model and a race ready edition.

!!!!Please note that this is Kunos DLC, so I have removed the KN5s from the download. For this car to work, you must have the Ferrari 70th Anniversary DLC pack, you need to copy the KN5s (main + lods) from the normal Kunos Ferrari 250 GTO into the main folder of this download!!!!


Thank you for improving this car. Can you BOP it with the ACL GT Legends pack please so I can race this against the Shelby Daytona Coupe?
 
386
Thank you for improving this car. Can you BOP it with the ACL GT Legends pack please so I can race this against the Shelby Daytona Coupe?

Short answer, sorry but no.

Long answer condensed - The ACL GT legends cars are by my testing, generally massively too fast, for example the Shelby Daytona is currently more than a second a lap faster than the Kunos Ford GT40 round my test circuit. I'm taking a break from vehicle edits at the moment, but when I get back to it then at some point in the future I may provide amended data files for some cars of the era so that they perform at least vaguely in line with how they should. This may include an update for the 250 GTO as I have a hunch that it should be a bit faster than I have it so far.
 
Ford Sierra Cosworth RS500 Pack has been updated to version 3.0

rs500-pack-picture-jpg.371928


This mod enters in a new era as we’ve reworked all cars to make them more closer to the real thing.

Because AC is more than ever a great sim in 2020 (with CM, Shader light Patch and SOL), we want to update this mod to another level.

I work with another modder, Akina Style, to create a new physic with more real datas, improve the 3D model created by ChongMcBong and more…

All cars have Kunos sounds, if you are a sound modder and be able to recreate the original sound, it would be great to work with you.

Special thanks to shadow118 for his work on the rally version skins.

Important note : delete the 2.7 version for a clean install, you can install each car separately.
If you want to share the mod, please only share this Race Department link.

https://www.racedepartment.com/downloads/ford-sierra-cosworth-rs500-pack.24027/
 
Stowe.

*THERE IS A BETTER UI OUT THERE, IGNORE MINE I WILL REMOVE THE UI FOLDER IN CASE YOU ALREADY HAVE THE BETTER UI INSTALLED*

Sorry seems it was updated already the UI, much better than my one.
Can't upload it as not mine but possibly the kind soul who gave it to me might upload here...
 
Stowe.

*THERE IS A BETTER UI OUT THERE, IGNORE MINE I WILL REMOVE THE UI FOLDER IN CASE YOU ALREADY HAVE THE BETTER UI INSTALLED*

Sorry seems it was updated already the UI, much better than my one.
Can't upload it as not mine but possibly the kind soul who gave it to me might upload here...

This is a great little "track" - I think the map was a bit all over the place but it's definitely a fun one to blat about on. Thanks for doing a new camera :cheers:
 
Stowe.

*THERE IS A BETTER UI OUT THERE, IGNORE MINE I WILL REMOVE THE UI FOLDER IN CASE YOU ALREADY HAVE THE BETTER UI INSTALLED*

Sorry seems it was updated already the UI, much better than my one.
Can't upload it as not mine but possibly the kind soul who gave it to me might upload here...

I think the UI I made for Stowe is already included in the download on GTSupreme site, but anyway:

EDIT: just checked the DL at GTSupreme. It says that my UI is included, but it's really not. @TonyBarracuda probably forgot to add it ?

EDIT 2: there's a typo in the UI that I just discovered: Northhamptonshire, sorry for that...
 

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Last edited:
Ford Sierra Cosworth RS500 Pack has been updated to version 3.0

rs500-pack-picture-jpg.371928


This mod enters in a new era as we’ve reworked all cars to make them more closer to the real thing.

Because AC is more than ever a great sim in 2020 (with CM, Shader light Patch and SOL), we want to update this mod to another level.

I work with another modder, Akina Style, to create a new physic with more real datas, improve the 3D model created by ChongMcBong and more…

All cars have Kunos sounds, if you are a sound modder and be able to recreate the original sound, it would be great to work with you.

Special thanks to shadow118 for his work on the rally version skins.

Important note : delete the 2.7 version for a clean install, you can install each car separately.
If you want to share the mod, please only share this Race Department link.

https://www.racedepartment.com/downloads/ford-sierra-cosworth-rs500-pack.24027/
Thank you for this update!! For the Group A BTCC car, are there any other cars to compete with it? I assume this Sierra Cosworth is not balanced with the BMW M3 E30 Group A (Kunos) or the Alfa Romeo 75 Turbo Group A (by AC Racer).
 
Thank you for this update!! For the Group A BTCC car, are there any other cars to compete with it? I assume this Sierra Cosworth is not balanced with the BMW M3 E30 Group A (Kunos) or the Alfa Romeo 75 Turbo Group A (by AC Racer).

According to the description the DTM car is balanced with the E30 and 190
 
Thank you for this update!! For the Group A BTCC car, are there any other cars to compete with it? I assume this Sierra Cosworth is not balanced with the BMW M3 E30 Group A (Kunos) or the Alfa Romeo 75 Turbo Group A (by AC Racer).
It should be in the same ball park as those you mentioned. There is still a dtm version of the car in the pack that was close to bmw m3 92 and 190e from kunos. You could also add the alfa 75 turbo, the vauxhall cavalier 1990 from Shaun Clarke, the Mitsubishi Stadion Race from Assettoland and Nissan r32 dtm from i don't know where, and you have quite a field that can easily be BOPed with some minor tweaking. That us post 1990 version of car.

But I'm especially looking forward to the slower, less grippy version, the group A version of this car, the late 80s version, as I like to drive the 1987 wtcc championship with default m30 group a, alfa 75 non turbo and the Sierra group A. You strap on the wtcc 1987 skin pack from RD and you can have a lot of fun. For a fictional championship you can also add the Audi quatrro from kunos and BMW 635 for example for another nice challenge.

This car is important as it was in every important tc championship from 86 to 93 and if its driveable, you have many options for historical championships, dtm, btcc, atcc, wtcc,...
 
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It should be in the same ball park as those you mentioned. There is still a dtm version of the car in the pack that was close to bmw m3 92 and 190e from kunos. You could also add the alfa 75 turbo, the vauxhall cavalier 1990 from Shaun Clarke, the Mitsubishi Stadion Race from Assettoland and Nissan r32 dtm from i don't know where, and you have quite a field that can easily be BOPed with some minor tweaking. That us post 1990 version of car.

But I'm especially looking forward to the slower, less grippy version, the group A version of this car, the late 80s version, as I like to drive the 1987 wtcc championship with default m30 group a, alfa 75 non turbo and the Sierra group A. You strap on the wtcc 1987 skin pack from RD and you can have a lot of fun. For a fictional championship you can also add the Audi quatrro from kunos and BMW 635 for example for another nice challenge.

This car is important as it was in every important tc championship from 86 to 93 and if its driveable, you have many options for historical championships, dtm, btcc, atcc, wtcc,...
Like I trust Masscot to make balloons, I trust you to share your custom championship grid with us. :D Pretty please. :cheers:
 
So the last month or so I've been trying to balance the URD PX1 Revolution V6 to the LMP1 mod from this thread (and the Fake BR1 from RD), but have really been struggling to figure out how to edit them together properly, any help would be appreciated thanks.
386
Thank you for improving this car. Can you BOP it with the ACL GT Legends pack please so I can race this against the Shelby Daytona Coupe?
BoP'ing isn't too difficult and a great thing to learn as many different cars even within the same group/class aren't the same in performance. At least to get cars within the ball park of each other. You can use the ballast and restrictor in the AI section of drive and that's fine but you are always going to be making cars slower than they already are. The other way is digging into the files and finding a happy medium.
You want to get the power to weight ratio close first and then you can fine tune other areas. On the cars Content Page in CM, recalculate using data the horsepower and the weight. Right-click over the numbers. Do this because the UI can have different numbers than what the data shows and we're after real figures the car uses and not just what was written in there.
What is the P/W ratio for the cars you want? Find a middle ground, some may go up or some may go down in performance. Now in car.ini you adjust TOTAL_MASS for the weight of the car and in the power.lut, you can adjust the horsepower. It get's a tad tricky when turbos are involved because you can lower turbo boost or sometimes just notching the wastegate will get you there when you need minor adjustments. Turbos are in engine.ini.
Some may still be slower or faster even after getting the same P/W ratio and the has to do with physics or ai.ini but at least you should be closer than you were before.
 
First of all, I would reset SOL config and then try to change the pp filter. Of course you may update it to the latest SOL release 1.5.1 as well.

Just tried that and it's the same. Sol is 1.5.1. So far only happens in Mugello, maibe track related?
 
Sometimes I got this when sun is hiting directly:



Can some value fix it?
LOL
As Fall Guy said, I would make sure I was on 1.5.1. Looks like your saturation is up too high. Could be your ppfilter godrays settings. I would reset and start over again. I had good settings for a version of sol a while ago and then they updated it 5 different times in a row. Actually everything went ape **** with updates and each time I had to redo the settings and I found that the same settings that worked originally weren't working the same.
But either SOL settings or PPFilter is causing this. Or both.
 
BoP'ing isn't too difficult and a great thing to learn as many different cars even within the same group/class aren't the same in performance. At least to get cars within the ball park of each other. You can use the ballast and restrictor in the AI section of drive and that's fine but you are always going to be making cars slower than they already are. The other way is digging into the files and finding a happy medium.
You want to get the power to weight ratio close first and then you can fine tune other areas. On the cars Content Page in CM, recalculate using data the horsepower and the weight. Right-click over the numbers. Do this because the UI can have different numbers than what the data shows and we're after real figures the car uses and not just what was written in there.
What is the P/W ratio for the cars you want? Find a middle ground, some may go up or some may go down in performance. Now in car.ini you adjust TOTAL_MASS for the weight of the car and in the power.lut, you can adjust the horsepower. It get's a tad tricky when turbos are involved because you can lower turbo boost or sometimes just notching the wastegate will get you there when you need minor adjustments. Turbos are in engine.ini.
Some may still be slower or faster even after getting the same P/W ratio and the has to do with physics or ai.ini but at least you should be closer than you were before.
Excellent writeup. Would only like to add, that brakes are also a very important factor when BOPing. Especially for AI cars. If a car has much better/worse brakes than it's competitor, this can equal in 5 or more seconds difference per lap.
 
LOL
As Fall Guy said, I would make sure I was on 1.5.1. Looks like your saturation is up too high. Could be your ppfilter godrays settings. I would reset and start over again. I had good settings for a version of sol a while ago and then they updated it 5 different times in a row. Actually everything went ape **** with updates and each time I had to redo the settings and I found that the same settings that worked originally weren't working the same.
But either SOL settings or PPFilter is causing this. Or both.

My Assetto just looks incredible with the setting I have, I would not like change it. Changing PPfilter does not make any difference and reseting SOL either. Will look about godrays all over CM.
 
Excellent writeup. Would only like to add, that brakes are also a very important factor when BOPing. Especially for AI cars. If a car has much better/worse brakes than it's competitor, this can equal in 5 or more seconds difference per lap.
Ya. I didn't want to start out telling them that EVERYthing needs to be changed all at once. lol
staredog.001.gif

They all have a factor though. A car with blown out suspension settings is going to be slower than one with optimal with both having the same P/W ratio. Aero too. This that. At least you can get the cars together though with power and weight. Using these to over compensate for the other parameters that effect the car.
 
LOL
As Fall Guy said, I would make sure I was on 1.5.1. Looks like your saturation is up too high. Could be your ppfilter godrays settings. I would reset and start over again. I had good settings for a version of sol a while ago and then they updated it 5 different times in a row. Actually everything went ape **** with updates and each time I had to redo the settings and I found that the same settings that worked originally weren't working the same.
But either SOL settings or PPFilter is causing this. Or both.

I found this as well...your settings looked great for a while and then the SOL updates ruined everything and I had to mess about with certain settings to achieve anything half as good. I also find it really depends on time of day and the date you have set as to what the sun does. I've just left mine on May the 1st around 5pm and A3pp filter still gives the best look but I lost my godrays and glare. Need to play around with the INI and see what I can come up with
 
My Assetto just looks incredible with the setting I have, I would not like change it. Changing PPfilter does not make any difference and reseting SOL either. Will look about godrays all over CM.
Godrays are within the PPFilter code. Content/Miscellaneous/PPFilter.
This will not affect the look of the ppfilter itself but will tone down the sun when in direct view. As you said though, you changed filters and it still did the same so I don't know. Something's going on. I have mine set so that the sun will do a little blinding when directly ahead just as you have but not THAT strong.
 
I found this as well...your settings looked great for a while and then the SOL updates ruined everything and I had to mess about with certain settings to achieve anything half as good. I also find it really depends on time of day and the date you have set as to what the sun does. I've just left mine on May the 1st around 5pm and A3pp filter still gives the best look but I lost my godrays and glare. Need to play around with the INI and see what I can come up with
Ya, that started cheesing me off a bit. You get something nice and perfect to what you like and the creators say NOPE. Do it all over again. 5 TIMES.
Hahahahahaha!!
m0150.gif
Finally have it back somewhere close though.
 
Godrays are within the PPFilter code. Content/Miscellaneous/PPFilter.
This will not affect the look of the ppfilter itself but will tone down the sun when in direct view. As you said though, you changed filters and it still did the same so I don't know. Something's going on. I have mine set so that the sun will do a little blinding when directly ahead just as you have but not THAT strong.

Ok I found the culprit. In order to enjoy the ppfilter I use, I have to increment the black level in SOL. Maibe is a bug, if I set it to 0, as default, then the yellow crap does not happen.
So I will tone down the sun. Could you tell me your sun settings to have a starting point?

Edit: Nevermind, I just set godrays disabled and getting the same yellow horror.
Edit: No I set the black level to 0 in SOL and still the same yellow horror.

Run out of ideas, maibe it only happens in Mugello.
 
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@Beezer215 I just looked and my a3pp.ini is using new settings from when I last updated something and I've just copied my old ini over (thankfully I backed that up) and hopefully that has sorted it. Need that blinding glare back in my life...
animated-smileys-suns-011.gif
 
Ok I found the culprit. In order to enjoy the ppfilter I use, I have to increment the black level in SOL. Maibe is a bug, if I set it to 0, as default, then the yellow crap does not happen.
So I will tone down the sun. Could you tell me your sun settings to have a starting point?

Edit: Nevermind, I just set godrays disabled and getting the same yellow horror.
Edit: No I set the black level to 0 in SOL and still the same yellow horror.

Run out of ideas, maibe it only happens in Mugello.

If you said twice, it might be only at Mugello, why dont you try another track? That way, you could make another test, uninstall your Mugello version and install a different Mugello. I believe it worth a try. I hope it is a track bug and all is alright with your settings.

Cheers
 
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