Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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I did some laps earlier today and honestly...I kinda like the track. For a 0.1 version it's already better than some 1.0 track versions. Obviously it needs 'some' more work, but it certainly is not just a gimmick/joke.
I find the layout better than some (most) of the Tilke stuff.

I definitely have more work to do. I have the invisible walls in but I haven't actually put real walls in yet, and I need to make some areas narrow, as well as try to get the elevation changes right, but those will have to be fudged a little bit since most of the real-life sections are downhill (right now it's completely flat). I might put a gentle slope on the final 2 small straights to bring it back up to the right elevation for the start, but as it is right now, they might have to be really steep to make up for it.

I also need to build the tunnel around the "monaco" part.

Christ, I found it utterly horrible, which I guess is the reaction it's supposed to invoke.
Instant delete.

A little bit, yeah :D
 
I´ve tried it out and -mm- the grass looks way too oversaturated, more bright green that dark green. Kinda disappointed with that track. What´s your opinion guys?

I bought all of Sergio's tracks a few months ago. I mentioned earlier that I almost didn't because his free Avenisto on RD is soooo bad. But his other tracks so far for me have been extremely enjoyable and good on the eyes. I'm going to have to try out his latest and hope it is not as bad as it seems it is ;) Going off to buy it now. I will post my mini-review.

[EDIT] I had a few really fun laps on his new track. I see what you were saying about the grass. Perhaps a bit brighter than his other tracks. I removed the two VAO patches and created one off of the full models.ini. I think it may have toned down the brightness a bit. Not sure. Have a try.
 
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I definitely have more work to do. I have the invisible walls in but I haven't actually put real walls in yet, and I need to make some areas narrow, as well as try to get the elevation changes right, but those will have to be fudged a little bit since most of the real-life sections are downhill (right now it's completely flat). I might put a gentle slope on the final 2 small straights to bring it back up to the right elevation for the start, but as it is right now, they might have to be really steep to make up for it.

I also need to build the tunnel around the "monaco" part.



A little bit, yeah :D

I have to say, I really hope you continue with it, and go as far as you can. It has promise, beats boring 4 turn 4 straight circuits, no names no pack drill, it is going to be an interesting follow.
 
I offer that the very narrow side lines currently baked into the AI line is likely a contributing factor to the erratic starts. I very quickly created some imperfect, but wider side lines, baked them into the AI line for the speedway, and experienced a field of 40 all starting simultaneously, albeit with a slight beginning wiggle, but no paint was swapped and all 40 started and finished without incident. Maybe try the attached as a temporary AI line to see if you achieve the same or similar results. Good luck!

Edit: My very positive results were achieved using the VRC Chevrette. Results were less impressive with the Circa 1990 Nascar, so the car introduces another variable. Just throwing this out there, does the size/shape of the cars' collider affect the cars' interaction with one another?

Thanks for doing this @Jody Parks. However, with both the circa 90's cars I have been testing with, the wider lines now allow the cars to put 2 wheels on the grass every lap and although from the 5 laps I tested they didn't have a lot of trouble. I'm assuming the narrow lines are intended to stop this, so I looked at re-aligning the grid with the original AI in place. I think I have came up with quite a nice starting grid that sit fairly close to the AI line and every car of the 40 car line-up starts pretty neatly. I've tested with both my ~90's cars and the 2019 cars and it's looking quite good! It would be good if others could also test it and if all is okay then maybe you could include it in the track @GzeroD ? File is attached, just replace current one (the original is included as a backup).
 

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I definitely have more work to do. I have the invisible walls in but I haven't actually put real walls in yet, and I need to make some areas narrow, as well as try to get the elevation changes right, but those will have to be fudged a little bit since most of the real-life sections are downhill (right now it's completely flat). I might put a gentle slope on the final 2 small straights to bring it back up to the right elevation for the start, but as it is right now, they might have to be really steep to make up for it.

@gutbomb, man, I really hope you keep working on this. I might be weird, but I really enjoy this layout you've got there. So much so that I went ahead and created the AI Lines so I could race the AI. See attached: ai lines, map based on ai lines, and updated outline, oh and also a VAO patch. Hope you don't mind. Love the track so far, bro!!!
 

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I think in-car will be good, the sound muffled making it into the helmet should be awesome, especially in an OW car.

True. I was a little too harsh on my statement. Of course it's work in progress, and ultimately lightnings won't get out full attention in the middle of a race. Still, what I tried to say is that I found them kinda thick, and the colours a little intense.
 
I am using SOL 1.51, CSP 1.46 (but it's teh same with later versions)
I get very blurry graphics with CSP enabled, any clues anyone?
I am using the Kunos 488, but especially the others cars look too blurred.

With CSP disabled:

View attachment 927466

With CSP enabled:

View attachment 927467

Does anyone have a clue what's going on?
Overall, I feel CSP looks terrible at the moment, whatever pp filter I use :(

There have been a lot of fixes since CSP1.46 zwiss. I think there were issues back then with temporal AA that cause the bluriness, as well as other extraFX problems. There was also a windscreen shader issue that caused a 'vaseline lens' look for some cars. I'm running the last SOL from the 1.5. series and the latest CSP and it looks great, for my taste. (I don't run any extraFX and use CMAA.)

EDIT: Timezone-induced lateness means you've already solved the problem before I posted this.
 
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@gutbomb, man, I really hope you keep working on this. I might be weird, but I really enjoy this layout you've got there. So much so that I went ahead and created the AI Lines so I could race the AI. See attached: ai lines, map based on ai lines, and updated outline, oh and also a VAO patch. Hope you don't mind. Love the track so far, bro!!!

Oh, thank you very much - I'm actually enjoying this track too :sly:, and I was like "too bad there's no ai etc", and then I see your post, that was quick, thank you again, works perfectly.
 
Is the layout of this version the same as it appeared in GPL?

I have never driven GPL but here is the map:

outline.png

It's the layout that has been used from 1955 to 1971.
 
here is a VAO patch and CSP grass config for your Charlotte....
Cool
I was working on it too with the help (for the lights) of Slider. But this track requires some pole light which are missing on the main straight and on one or two turns in order to be all illuminated at light.
I made also some replay cams (which need to be fixed a bit) and as far as i remember my version works with AI (but it's passed at least 5-6 months since i worked on AI and replay cams) so i need to test it out tomorrow in order to be sure...
What do I need to add so the lights can be done?
Holy hell, @GzeroD great job on the circa 1990 Nascar. I just tried your latest. Hey, btw, during night races, the dash gauges are bright white where you can't see the gauge itself.
Thanks, will look into those gauges.
@GzeroD Is your web site ok? Trying to download your Monaco 1975 and 76 versions. Not happening
..Lamborghini Miura P400 SVR
I hope this is just temporary, as everything still looks OK from my end. Try this link for the Lambo.
 
@gutbomb, man, I really hope you keep working on this. I might be weird, but I really enjoy this layout you've got there. So much so that I went ahead and created the AI Lines so I could race the AI. See attached: ai lines, map based on ai lines, and updated outline, oh and also a VAO patch. Hope you don't mind. Love the track so far, bro!!!

That's awesome! Do you mind if I include these with the track at RD? (giving you credit of course)
 
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