Assetto Corsa PC Mods General DiscussionPC 

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Hell I prefer the lack of walls, the course didn't get a reputation for being easy after all!

Yeah, that's what I figured for elevations and why it feels off, I'd guess the other full length track just uses unedited maps data which is why your one felt better in that regard. I may look into this a bit further, I was meaning to contact Jim Pearson and tentatively ask about what he might think about giving permission to convert his version from GP Legends as from YT vids, that one looks to be basically spot on from what I can tell. I can also try some contacts to see if it might be possible to get some lidar data released.

If you want a slower vid of the course, I can record a tour at normal road speeds if it's helpful, just let me know.
Thanks for the offer, I would definitely be interested in updating this track. What it needs most of all is a more accurate terrain, so I would start from there if you can find lidar data to work from. I've heard of a method of importing open street maps data (for buildings in this case) so I'll look into that further. I'd also like to add some CSP features. A better video would be useful too, thanks, although it's not the most urgent thing
 
Asking for help with gauge cluster lights.

Can anyone help with making the dash dials light up, currently the needles, side buttons, heater switch, radio light up but the actual gauges themselves dont... making impossible to read. Ive opened the lighting.ini in data but Ive got no idea how to make this work.

Also Ive noticed currently in game the dash gauges without lights on is very hard to read with a lot of cars, too dark not sure if its CSP or the PP filters i use.

Any insight would be appreciated.


dashlight-png.png


Car is here : https://mega.nz/file/8WYzwKqZ#S4wpeoI-ZNxBTK7WHLAwY3pBdzDgmL9L81r5ecUmq9s

1st:
download the ATCC mod posted here a few pages back - it includes a Holden VL Commodore Group A car with fully functional lights and dashboard.

2nd:
open the lights.ini from this car and you will see a number of light definitions
Here is the short list on how the lights.ini works (read the Kunos doc within your AC installation folder for more details).

[HEADER]
VERSION=3

Just the header with version definition of the lights.ini file (over the life of AC different versions evolved, use the latest one - not sure what is the latest? Easy - just open a lights.ini from one of the latest Kunos DLC cars)


[BRAKE_0]
NAME=taillight_a_tail
COLOR=200,10,0
OFF_COLOR=150,10,0

Each light is defined with the TYPE of light (a brake light here) and a running number, starting with 0 for each individual light - make sure you don't have repeating numbers - each TYPE of light has its own running number set (you can have BRAKE_0 and HEADLIGHT_0 but you cannot have BRAKE_0 and another BRAKE_0)

The second line in each light definition defines the 3D object in the car model that will illuminate when the light is on.
Get the object name with the Content Manager Custom Showroom (I wrote a little guide here a few pages back with pictures you may find helpful if you don't know how to). Make sure to use the OBJECT name, not the material name or texture name, etc ;-)

The third line defines the color of the light in R,G,B values.
Some special functions are permitted in the case of this brake light the special function of a color is active if the light is OFF (so you can have a lit brake light functioning as tail light and a brighter brake light when brakes are active).

There are other special functions I won't go into here.

Tip:
Whenever you see an interesting light effect on a certain car, make it a habit of checking out both the lights.ini AND the cars CSP car config file to understand how the effect is achieved ;-)

Tip 2:
Sometimes object names are not self explanatory and a complex lights.ini can get confusing.
I like to comment next to the light number WHAT this definition is for for example:

[LIGHT_6] ;dashboard - speedo needle

This makes navigating the lights.ini easier (the semicolon does comment out anything that follows in this line).

THis is what the dahsboard of the ATTC mod car looks like (vanilla install, no modification of the mod):

2020-05-19 145727 screenshot.jpg
2020-05-19 145741 screenshot.jpg
 
Using SOL and CSP. When sitting in car an using cockpit-cam and car is moving, the world outside the car is very blurry. This only happens with some mod cars. Can you please help, I think it is an CSP or SOL setting? Switching to a cam which is showing the car from behind and driving, everything is fine.

Quick fix: disable TAA in ExtraFX.
Hard fix: edit the material of the inner windscreen texture from alpha blending to alpha testing. But this works only if the modder has implemented a different texture than for the outer one. So not every car gets this kind of treatment sorted right.
 
Quick fix: disable TAA in ExtraFX.
Hard fix: edit the material of the inner windscreen texture from alpha blending to alpha testing. But this works only if the modder has implemented a different texture than for the outer one. So not every car gets this kind of treatment sorted right.

Easy version of the hard fix: Follow this guide to fix what is almost always the inside of the windscreen having the wrong shader assigned,
Windscreens with weird glare and CSP WindscreenFX not working
 
Horizon shades, the new one without re-shade is a fun little addition.
A bit Shift 2 with the blur, but did a few tweeks and i like it.
Problem is it runs flawlessly in the race, but dies in replays.
Anyone else using it or used it and has tips on what to turn off to get better performance in replays?

I did notice the magic seems to come from extra FX, so i guess the performance hog is in there somewhere.
 
Great!! Willing to share your solution? I also have those too big and shiny headlights. Thx!

Of course, put this in the ppfilter ini:

[GLARE]
AFTER_IMAGE=0
ANAMORPHIC=0
BLOOM_FILTER_THRESHOLD=0.002
BLOOM_GAUSSIAN_RADIUS_SCALE=.95
BLOOM_LUMINANCE_GAMMA=1.5
BLOOM_NUM_LEVELS=2
BLUR=1
BRIGHT_PASS=0
ENABLED=1
GENERATION_RANGE_SCALE=1
GHOST=0
GHOST_CONCENTRIC_DISTORTION=1.0
LUMINANCE=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=0.5
SHAPE_GHOST_DISTORTION=0
SHAPE_GHOST_HALO_LUMINANCE=0.005
SHAPE_GHOST_LUMINANCE=0.15
SHAPE_GHOST_SHARPENESS=0
SHAPE_LUMINANCE=1
SHAPE_STAR_DISPERSION=0
SHAPE_STAR_FORCE_DISPERSION=0
SHAPE_STAR_INCLINATION_ANGLE=3
SHAPE_STAR_LENGTH=0.25
SHAPE_STAR_LUMINANCE=0.025
SHAPE_STAR_ROTATION=1
SHAPE_STAR_SECONDARY_LENGTH=1
SHAPE_STAR_STREAKS_NUMBER=6
STAR_FILTER_THRESHOLD=0.0002
STAR_LENGTH_FOV_DEPENDENCE=0
STAR_SOFTNESS=0.5
THRESHOLD=1
USE_CUSTOM_SHAPE=1
 
I can tell you for sure that it is AWD from VRC. The UI says rwd which is an error, but the actually physics are AWD and exactly how it was for these cars. They were heavily RWD biased because of how far forward past the front axle centerline the engine extended. Having done a decent amount of wheel and tire changes on these cars it's baffling that they work as well as they do but it's largely in part because they balanced the AWD system to utter perfection.

I hear you.
But from my own experience when trying the mod, it did feel a bit unusual compared to the other versions I was using before.
I then noticed that RWD tag in the UI. Went trying and only saw the rear wheels spin in the start, hence my conclusion.
And tbh, the car still feels a bit strange to me (not that I have ever driven it IRL). With stock settings she wobbles and jumps a bit too much imo and I can't really feel the front working (enough). Still, it's faster than the other versions, be it not by much.

Anyway, here's a Msg from VRC about it:

Here's the thing. The car is a dynamic AWD, that means that below 30kph it will act as rwd. So, of course when doing those kind of tests it will seem RWD. interesting I can understand the confusion given we forgot to change the UI tag.
 
Anyone else having issues with the new ASR Formula 91 cars?
I feel the sound doesnt match the cars anymore.
And the cars dont move on the starting grid either...
 
It's London by Gilles, a Shift 2 rip, but ACU had a better version before he was kidnapped and there's a FB version too, unfinished and unreleased and seemingly in permalimbo like a lot of FB mods

wait.. ACU is what? :P
 
340

Anyone thinks there should be a mod of this? a street version and a cup version to go with Clio cup and Peugeot 208 cup?

There's an alternative - use the Citroen DS3 R3 from rallyassettowhatever and apply some BOP / track spec.
After all the 208 Cup is just a re-imagined 208 R2 (or vice versa)
 
1st:
download the ATCC mod posted here a few pages back - it includes a Holden VL Commodore Group A car with fully functional lights and dashboard.

2nd:
open the lights.ini from this car and you will see a number of light definitions
Here is the short list on how the lights.ini works (read the Kunos doc within your AC installation folder for more details).

[HEADER]
VERSION=3

Just the header with version definition of the lights.ini file (over the life of AC different versions evolved, use the latest one - not sure what is the latest? Easy - just open a lights.ini from one of the latest Kunos DLC cars)


[BRAKE_0]
NAME=taillight_a_tail
COLOR=200,10,0
OFF_COLOR=150,10,0

Each light is defined with the TYPE of light (a brake light here) and a running number, starting with 0 for each individual light - make sure you don't have repeating numbers - each TYPE of light has its own running number set (you can have BRAKE_0 and HEADLIGHT_0 but you cannot have BRAKE_0 and another BRAKE_0)

The second line in each light definition defines the 3D object in the car model that will illuminate when the light is on.
Get the object name with the Content Manager Custom Showroom (I wrote a little guide here a few pages back with pictures you may find helpful if you don't know how to). Make sure to use the OBJECT name, not the material name or texture name, etc ;-)

The third line defines the color of the light in R,G,B values.
Some special functions are permitted in the case of this brake light the special function of a color is active if the light is OFF (so you can have a lit brake light functioning as tail light and a brighter brake light when brakes are active).

There are other special functions I won't go into here.

Tip:
Whenever you see an interesting light effect on a certain car, make it a habit of checking out both the lights.ini AND the cars CSP car config file to understand how the effect is achieved ;-)

Tip 2:
Sometimes object names are not self explanatory and a complex lights.ini can get confusing.
I like to comment next to the light number WHAT this definition is for for example:

[LIGHT_6] ;dashboard - speedo needle

This makes navigating the lights.ini easier (the semicolon does comment out anything that follows in this line).

THis is what the dahsboard of the ATTC mod car looks like (vanilla install, no modification of the mod):

View attachment 922002 View attachment 922003

Thanks for the reply, i downloaded the ATTC mod and tried the VL Commodore .. yes the lights work in the Custom showroom same with the Walkinshaw VL however no gauge lights show up in game..Please show me a in game pic of those dash lights working.
I cannot find a CSP car config on the VL ?
Other than that it must be CSP 1.52 or Horizon Shades 4.2 which stops it from lighting up. This is very annoying as the game itself with these running looks spectacular atm.
 
@PepperoniAC24 the grass at Longford currently looks like this at my config:
View attachment 921936

In the Longford folder itself there is a extension folder with a config but I also have the longford67.ini in my loaded folder from github. Which one is the most actual and best version? Maybe @slider666 do you know?
Sorry, don´t know which version of Longford 67 is the newest, "best" one now. I don´t have a version with extension folder. Where can I find a download link for it?
 
Last edited:
Version 3.0.1 - 2020.06.02
Alfa Romeo 155 Q4 (1992)

CREDITS
- s3r1u5 for the conversions
- RealAKP for support, testing and tips

99002302_556019031770976_5868080578049343488_o.jpg


CHANGELOG

Physics
- new tyres v10
- revised aero
- revised dampers
- revised inertia
- revised AWD differential setup
- adjusted steer ratio
- best match with Kunos suspensions geometry
- corrected front caster angle
- corrected camber and toe

Features
- added dashlights functionality
- totally reworked lights
- added digital clock

Visual
- new high resolution interior textures
- new emblem high resolution texture and normal
- adjusted car, wheels and suspensions graphics offset
- new VAO patch (CSP only)
- tweaked PBR carpaint material (CSP only)
- fix for the blurred rims transparency
- fix for the missing interior lighting

Other changes
- new 3D collider
- new onboard cameras
- revised AI
- adjusted real mirrors to default drivers position
- regenerated LODs kn5 files
- updated previews


DOWNLOAD HERE
 
Last edited:
I hear you.
But from my own experience when trying the mod, it did feel a bit unusual compared to the other versions I was using before.
I then noticed that RWD tag in the UI. Went trying and only saw the rear wheels spin in the start, hence my conclusion.
And tbh, the car still feels a bit strange to me (not that I have ever driven it IRL). With stock settings she wobbles and jumps a bit too much imo and I can't really feel the front working (enough). Still, it's faster than the other versions, be it not by much.

Anyway, here's a Msg from VRC about it:

Here's the thing. The car is a dynamic AWD, that means that below 30kph it will act as rwd. So, of course when doing those kind of tests it will seem RWD. interesting I can understand the confusion given we forgot to change the UI tag.

Agreed. Its the best version I've driven by far but I just can't put my finger on what it is about these Audi's. Knowing about the dynamic AWD - getting the lift off understeer out of them is a task. No rear spoiler, front +, a few out of the front rollbar and maybe softening the front a bit, still. Camber equal temps across.

Then going back to square one, a little more toe out in the front and F/R diff power tinkering, its better. Only thing I didn't try which should help a bunch is taking the default 40 toe-in out of the rear. That should free the rear up, not track so straight and allow it to rotate a bit more.

But a big plus for the alternator blade animation :P
 
@PepperoniAC24 the grass at Longford currently looks like this at my config:
View attachment 921936

In the Longford folder itself there is a extension folder with a config but I also have the longford67.ini in my loaded folder from github. Which one is the most actual and best version? Maybe @slider666 do you know?
I just took a look, my Longford 67 looks like this:
upload_2020-5-19_12-12-38.png


It´s not mine config, maybe from discord?
Ah sorry, main config is from LittleYing993 and grass from WilliamRiker2701 on github. It´s imo the only version I have so far on my hdd.
You could first try renaming extension folder and take a new look on grass on track. :)
Imo looks really good, a bit wild but realistic at that time on a public course.
 
Hello there.
This is my first message. I have been reading the forum for a long time.

When I want to use the Porsche Panamera Sport Tourismo Turbo S mode, there is excessive ghosting and reflection on the windshield. only this mode has this state. Only the reflection quality fell to the middle setting.

Is there any help on how to fix this?
thank you.

this is available in csp








Screenshot_f_panamera_st_ks_drag_19-5-120-13-11-1.jpg
 

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Version numbers are as previously but that's no surprise. It seems like most modders don't give a flying fig about helping people install the most up-to-date version, lol. Such a simple thing so often overlooked.
Especially if like me you are getting a little crusty round the edges.... I ended up not bothering as I recall updating Shaun's cars recently, but then again did I ? …..lol
 
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