Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
  • 141,069 comments
  • 39,040,753 views
Found this on FB by Joao Simoes:

......:::RELEASE:::......

Streets of Monaco

Rfactor convertion to Assetto Corsa
(Freeroam monaco circuit)
-10 PITS
-no cameras
LINK:

Without grass n water shaders
https://mega.nz/file/5I0SgaTD#Ivn0w4TJBrpDZ7NCuWl25pkf_BYLlf4ARSf9Ev8u-PU
With grass n water shaders
https://mega.nz/file/hR1HmQYK#hWiOZeqs5YRgsALD0QMIwv9znVUxYzlJ-ygNaF0SMys

98479150_3792790190739151_8570740400334045184_o.jpg
 
Thats a great track...but it could use some TV cameras for replays. MMM, if only we knew someone who is really good at doing that!

I'll have a go today on it.

Re: High Force, i'll have a look but due to the length of it not sure how possible it is, could take forever.

Right so GDzeros sebring. (in track file known as 'sebring_90', if you have the other 'sebring' like me don't put them in there..)

2 Short tracks within data folder. These must go into the short track name (school/johnson) folders data file.

The cameras in there currently only work on full track so you lose the car half way round...

So what i did was delete those and just add mine...IF you keep old cameras then rename mine to the next number, so i think it would be camera_4....anyway, any probs just ask.
 

Attachments

  • schoolcam.zip
    1,016 bytes · Views: 39
  • johnsoncam.zip
    1.2 KB · Views: 39
Found this on FB by Joao Simoes:

......:::RELEASE:::......

Streets of Monaco

Rfactor convertion to Assetto Corsa
(Freeroam monaco circuit)
-10 PITS
-no cameras
LINK:

Without grass n water shaders
https://mega.nz/file/5I0SgaTD#Ivn0w4TJBrpDZ7NCuWl25pkf_BYLlf4ARSf9Ev8u-PU
With grass n water shaders
https://mega.nz/file/hR1HmQYK#hWiOZeqs5YRgsALD0QMIwv9znVUxYzlJ-ygNaF0SMys

98479150_3792790190739151_8570740400334045184_o.jpg

Thanks for this beautiful work , a bad thing the few pit boxes 10 not needed for use in an online race
 
For anyone wondering how to add flames to a car, it's fairly easy:
1) Find a car with working flames and the same number of exhausts (4, in this example). Works better if it's the same type of car, because of the flame intensity/duration.
2) Copy the flames from textures/flames, and the files from data folder called "flames.ini", and "flames.preset"
3) Positioning flames is like positioning the driver: go to CM showroom, select flames, click on the car screen and press "t", to enable the flames vectors:
View attachment 918721

4) Click "Save moved points"
Thanks for all your explanations, on my side, got a pb, it do not work, i follow all steps.
Perhaps it's because it is for a kunos car?
It's for the ford escort mk1

There was no data folder so i create one and put in in the flames.ini and flames.preset, in texture folder/flames i copy/paste the textures files.
In cm, i open CM Showroom, car params, check flames then press "t", and i only go the circle with x,y,z for the car only, no red sphere for the flames, perhaps i miss something?

Thanks in advance
 
Yes that track is not made for modern high speed cars, the corners after long straights are just to tight. And AI really strugles there, especially if more of them come to a corner together. This, in my opinion, can best be enjoyed by the muscle cars of that period. The bazza TransAm pack, or even better since we are in Australia, the Uncle M australian muscle pack. It's an old mod pack now, but these cars are still very nice drive:

https://acmods.net/cars/australian-vintage-race-pack/

And for the track, new AI lines were made by the master LiquidSkyMan. These help with the carnage, but still if cars are too fast, it will not end well:

https://www.gtplanet.net/forum/thre...eral-discussion.307899/page-280#post-12722283
With the Ford Escort mk1 from kunos, it's really a lot of fun, don't know why i have never try this car before, really fun car to drive, you can batter it! :)
On riverside, laguna seca (with the camel skin) and the new oval for phoenix, so much fun! Never enjoy oval race before
 
Unfortunately we do not have a Sebring rendition in AC that comes close to the character of the real track.
The nicest looking one is the Track Reboot Sebring version.
A little more bumpy but in many details problematic one is a RTB built version you can find on RaceDepartment.

Now as far as Sebring goes, the very, very best rendition thus far is the rF2 DLC release of Sebring.
As low as my opinion in general about rF2 is (spitting out some very nonsensical tire related telemetry data first and foremost), Studio123 has absolutely knocked it out of the park with their Sebring DLC track and the incredible quality of that track is worth to buy rF2 + Sebring DLC + the GTE car pack if not just for hotlapping and enjoying getting your teeth knocked out and your discs shattered.

I hear their Circuit de la Sarthe is equally impressive but when that released (despite being a huge Le Mans fan) I had rF2 loooong deleted off my hard drive and not installed it since.

I read that Kevin has no interest in building Sebring as he finds the track bland. Thats a shame as it is one of the most important tracks in Porsche racing history.
You seems to know lilski well, that would be great if he could add the chicane (the esses) on his Watkins Glen track, there is only this chicane missing to get the F1 1975/1985 layout, i do not think that layout exist at the moment. :)
 
Found this on FB by Joao Simoes:

......:::RELEASE:::......

Streets of Monaco

Rfactor convertion to Assetto Corsa
(Freeroam monaco circuit)
-10 PITS
-no cameras
LINK:

Without grass n water shaders
https://mega.nz/file/5I0SgaTD#Ivn0w4TJBrpDZ7NCuWl25pkf_BYLlf4ARSf9Ev8u-PU
With grass n water shaders
https://mega.nz/file/hR1HmQYK#hWiOZeqs5YRgsALD0QMIwv9znVUxYzlJ-ygNaF0SMys

98479150_3792790190739151_8570740400334045184_o.jpg

Personal opinion.
Bit weird.
Can't really see the point in having the Monaco track not as race layout with roads off the track that come to holes.
If you wanted to race you'd use the race versions.
If you wanted to truly free roam you'd chose one of the proper free roam tracks.....

Happy to be convinced otherwise at what i might be missing here.
 
Or try, if enabled, another PP filter

Yes, you are right, it's ppfilter related. If I change it the light effect changes too.

Maibe something in this section?:

[GODRAYS]
ENABLED=1
USE_SUN_LIGHT=1
; SetLightShaftDiffractionRing()
DIFFRACTION_RING=0.10
DIFFRACTION_RING_RADIUS=5 ;DEG
DIFFRACTION_RING_ATTENUATION=0.1
DIFFRACTION_RING_SPECTRUM_ORDER=1
DIFFRACTION_RING_OUTER_COLOR=0.5,0.5,0.5,0.5
; SetLightShaftParameters()
COLOR=1,1,1,1
LENGTH=47.0
GLARE_RATIO=0.2
ANGLE_ATTENUATION=5
NOISE_MASK=70
NOISE_FREQUENCY=1
DEPTH_MASK_THRESHOLD=0.999999999

[LENSDISTORTION]
ENABLED=0
; SetLensDistortionEdge()
ROUNDNESS=0.05
SMOOTHNESS=1.0
 
Personal opinion.
Bit weird.
Can't really see the point in having the Monaco track not as race layout with roads off the track that come to holes.
If you wanted to race you'd use the race versions.
If you wanted to truly free roam you'd chose one of the proper free roam tracks.....

Happy to be convinced otherwise at what i might be missing here.

I agree. And it is of rather poor quality too. But I find it interesting "to look around the corner" - see what it is behind the road we usual are driving all the time. It is also interesting to see what the city looks like when the racing circus is not in town.

But generally speaking: Any additional track/map is a good track in my eyes. And nobody needs to drive or keep a certain track in the first place ;)
 
Ok the solution is in the "[GLARE]" section.
What was it you adjusted in the glare section - I'm suffering from this effect from internal steering wheel LED's. I've been driving the Chivas 2013 GT500s a lot, great mod by the way/URD free donation & my particular favourite at the moment but the LED's are driving me crazy..

I'm on Sol 1.6 beta 2 & A3PP_Sol15 with CSP 1.57

@ales100i, you are spot on with the latest sol beta + A3PP - sunrise or sunset looks stunning on my widescreen.

Oops... that should have read 'alpha'
 
Last edited:
What was it you adjusted in the glare section - I'm suffering from this effect from internal steering wheel LED's. I've been driving the Chivas 2013 GT500s a lot, great mod by the way/URD free donation & my particular favourite at the moment but the LED's are driving me crazy..

I'm on Sol 1.6 beta 2 & A3PP_Sol15 with CSP 1.57

@ales100i, you are spot on with the latest sol beta + A3PP - sunrise or sunset looks stunning on my widescreen.

I just copied this from another ppfilter but still not happy, even if the overdone effect is gone, headlights are too large at night now. So must be another setting to control the size of headlights:

[GLARE]
AFTER_IMAGE=0
ANAMORPHIC=0
BLOOM_FILTER_THRESHOLD=0.002
BLOOM_GAUSSIAN_RADIUS_SCALE=0.8
BLOOM_LUMINANCE_GAMMA=1.1
BLOOM_NUM_LEVELS=0
BLUR=1
BRIGHT_PASS=1
ENABLED=1
GENERATION_RANGE_SCALE=1
GHOST=0
GHOST_CONCENTRIC_DISTORTION=1.0
LUMINANCE=7
THRESHOLD=2
USE_CUSTOM_SHAPE=1
PRECISION=0
QUALITY=3
SHAPE=1
SHAPE_AFTERIMAGE_LENGTH=0.5
SHAPE_AFTERIMAGE_LUMINANCE=80
SHAPE_BLOOM_DISPERSION=0.03
SHAPE_BLOOM_DISPERSION_BASE_LEVEL=2
SHAPE_BLOOM_LUMINANCE=0.2
SHAPE_GHOST_DISTORTION=0
SHAPE_GHOST_HALO_LUMINANCE=0.005
SHAPE_GHOST_LUMINANCE=0.15
SHAPE_GHOST_SHARPENESS=0
SHAPE_LUMINANCE=0.5
SHAPE_STAR_DISPERSION=0
SHAPE_STAR_FORCE_DISPERSION=0
SHAPE_STAR_INCLINATION_ANGLE=3
SHAPE_STAR_LENGTH=0.3
SHAPE_STAR_LUMINANCE=0.2
SHAPE_STAR_ROTATION=1
SHAPE_STAR_SECONDARY_LENGTH=0.5
SHAPE_STAR_STREAKS_NUMBER=6
STAR_FILTER_THRESHOLD=0.0002
STAR_LENGTH_FOV_DEPENDENCE=0
STAR_SOFTNESS=0.5
 
There are some tracks converted from rF2 to AC but in general those conversions are not optimal as of the differences in how rF2 and AC uses the physics road mesh (rF2 tracks directly ported how LOTS of unrealistic bumps in AC as a result). One of the AC master trackmakers once tols me that the work needed to properly convert a rF2 track and rebuild teh physics road mesh into something realistic would be just as much work as the better part of building the track for AC from scratch.

There is also that Sebring is one of the higher priced DLC tracks from studio123 and it would be disrespectful to rip this track and provide as an AC mod freebie. Studio123 reallly deserve support and if Sebring is your jam, its best bought and driven in rF2 I suppose.

I always dreamed of the day when the major racing sim studios could get a cross sim collaboration going and Studio 123 Sebring would become available as a DLC track for AC just as it works in the flight sim world.


IT looks like the same base 3D model was used as for the Beta FR mod - nice touch with the CSP features though but I have an opinioin about people asking money for their mods based on ripped models.
It seems to me that talking about disrespect for the studio because of copying the track or the car relative to the two modding platforms is not entirely correct. Both simulators develop through modding, and they lose nothing from this, but gain a lot. For example, when a dlc with Nordschleife came out for AC, it was transferred to Rfactor 2 and this gave a huge plus to Rf2. This is how the world of mod simulators works - through exchange, they keep the audience. It benefits everyone.
I bought rfactor2 and dlc. But I do not spend as much time in rf2 as I spend in the AC. I see nothing wrong with being able to ride on the tracks that I paid in both simulators.

As for the transfer of the track from rf2 to the AC. I do not think that this is tantamount to building a track from scratch. If the roadway is too rough for AC, it is not so difficult to fix, there are simple modifiers for this.

The difficulty lies elsewhere - the latest DLCs, such as the Nordschleife, Lemans, Sebring, Monaco, have a different format than the old tracks, which were easy to open in 3Dsimed.
I tried to do this and nothing came of it...
We have the exact laserscan version of Leman (FM7) and Nordschleife (official DLC) in AC. Sebring do not know for sure, is there no conversion from FM7? In any case, there is an opportunity to do this without resorting to Rf2. But the Monaco laserscan is only in RF2, and if it could be converted into AC- it would be a holiday! :)
But it seems the developers took care of this, and protected the new content. They can be understood, but very sad.
 
I agree. And it is of rather poor quality too. But I find it interesting "to look around the corner" - see what it is behind the road we usual are driving all the time. It is also interesting to see what the city looks like when the racing circus is not in town.

But generally speaking: Any additional track/map is a good track in my eyes. And nobody needs to drive or keep a certain track in the first place ;)

Agreed, I tried it, i deleted it, no bother and relatively pleasant 10 mins.
I am not really a free roam fan anyway so my opinion is moot, we use our set ups (2 at HQ and one at home) for driver training, learning basics of where the track goes and bit of race craft...and mainly fun.
My 'job' is to keep my ear to the floor regards the virtual stuff as my Dad won't let me near a real racing car!
For sure each to their own though, AC in 2020 is the best sandbox sim out their on any platform.
Racers, drifters, cruisers all covered and covered very well.
 
I just copied this from another ppfilter but still not happy, even if the overdone effect is gone, headlights are too large at night now. So must be another setting to control the size of headlights:

[GLARE]
AFTER_IMAGE=0
ANAMORPHIC=0
BLOOM_FILTER_THRESHOLD=0.002
BLOOM_GAUSSIAN_RADIUS_SCALE=0.8
BLOOM_LUMINANCE_GAMMA=1.1
BLOOM_NUM_LEVELS=0
BLUR=1
BRIGHT_PASS=1
ENABLED=1
GENERATION_RANGE_SCALE=1
GHOST=0
GHOST_CONCENTRIC_DISTORTION=1.0
LUMINANCE=7
THRESHOLD=2
USE_CUSTOM_SHAPE=1
PRECISION=0
QUALITY=3
SHAPE=1
SHAPE_AFTERIMAGE_LENGTH=0.5
SHAPE_AFTERIMAGE_LUMINANCE=80
SHAPE_BLOOM_DISPERSION=0.03
SHAPE_BLOOM_DISPERSION_BASE_LEVEL=2
SHAPE_BLOOM_LUMINANCE=0.2
SHAPE_GHOST_DISTORTION=0
SHAPE_GHOST_HALO_LUMINANCE=0.005
SHAPE_GHOST_LUMINANCE=0.15
SHAPE_GHOST_SHARPENESS=0
SHAPE_LUMINANCE=0.5
SHAPE_STAR_DISPERSION=0
SHAPE_STAR_FORCE_DISPERSION=0
SHAPE_STAR_INCLINATION_ANGLE=3
SHAPE_STAR_LENGTH=0.3
SHAPE_STAR_LUMINANCE=0.2
SHAPE_STAR_ROTATION=1
SHAPE_STAR_SECONDARY_LENGTH=0.5
SHAPE_STAR_STREAKS_NUMBER=6
STAR_FILTER_THRESHOLD=0.0002
STAR_LENGTH_FOV_DEPENDENCE=0
STAR_SOFTNESS=0.5

Thanks for your reply - it's a bit of a "pig in a poke" at the moment. I keep telling myself not to update Sol + shaders etc etc, but boys & their toys..lol
 
Yes, you are right, it's ppfilter related. If I change it the light effect changes too.

Maibe something in this section?:

[GODRAYS]
ENABLED=1
USE_SUN_LIGHT=1
; SetLightShaftDiffractionRing()
DIFFRACTION_RING=0.10
DIFFRACTION_RING_RADIUS=5 ;DEG
DIFFRACTION_RING_ATTENUATION=0.1
DIFFRACTION_RING_SPECTRUM_ORDER=1
DIFFRACTION_RING_OUTER_COLOR=0.5,0.5,0.5,0.5
; SetLightShaftParameters()
COLOR=1,1,1,1
LENGTH=47.0
GLARE_RATIO=0.2
ANGLE_ATTENUATION=5
NOISE_MASK=70
NOISE_FREQUENCY=1
DEPTH_MASK_THRESHOLD=0.999999999

[LENSDISTORTION]
ENABLED=0
; SetLensDistortionEdge()
ROUNDNESS=0.05
SMOOTHNESS=1.0

I see you have your Godrays set to Length=47.0. How does that look as I have mine set to "only" 15 and I'm quite happy at the mo but never thought of going that high.
 
I see you have your Godrays set to Length=47.0. How does that look as I have mine set to "only" 15 and I'm quite happy at the mo but never thought of going that high.

Can't test right now but I think godrays are fine. Wiil check it out tonight
 
Could you translate what this error says to English?

If it says that the file is being used or something similar, it might mean that an app has it opened. Try to close AC and CM before you paste the file in the folder. Or maybe you just copied the file and not paste it somewhere, and the when you upgraded, the source file got deleted and you could not paste what is not there anymore. I did it through this steps:
1. Downgrade CSP to 1.55.
2. Close CM, went into folder and copied the weather fx ini, went to my desktop and paste the file there
3. Opened CM and upgrade CSP to 1.57
4. Closed the CM again
5. Copied the weather fx ini from desktop to config folder
6. Opened CM and there it was

Was doing all, always with CM opened.

Thanks for the help ales, it worked fine. 👍
 
Porsche 911 966.2 GT3 (2004)


v0.91
- slightly reduced wheel and tyre sizes
- polished wheels a little
- re-mapped and re-textured brake discs
- removed racing slick tyres
- added street and semi-slick tyres, semi slick set as default
- corrected brake caliper shader
- corrected broken wheel blur on rear wheel
- wipers now work on lod_b
- improved LOD's again
- 4 new skins Gulf skins added by racealot

Hi everyone, hope you're a taking care and enjoying downtime racing whenever possible... Here's a set of Mobil1 and Shell (fictional) racing liveries for @norms Porsche on RD, enjoy. There may be a few more to do...

__custom_showroom_1589804178.png


https://www.racedepartment.com/downloads/porsche-996-gt3-mobil1-shell-racing-teams.33124/
 
Sharing a mod? Host it on GTPlanet Downloads. Free, public hosting for files up to 10GB in size.
Back