Assetto Corsa PC Mods General DiscussionPC 

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Update for the ERL only or it works even with the VheEth version? Thanks

..again confusing sh#t right here.
I thought i started the VheEth version.. but now i realize that i downloaded both versions here on GTP... and started the updated ERL version, and wondered why there is no VAO and Grass and stuff...
:banghead:
So i guess you can throw away the ERL version and my update.
Or merge my config with VheEth's.
I have to keep my eyes wide open in the future, it is a mess with these duplicated track versions.
Same problem like with acu detroit.
 
..again confusing sh#t right here.
I thought i started the VheEth version.. but now i realize that i downloaded both versions here on GTP... and started the updated ERL version, and wondered why there is no VAO and Grass and stuff...
:banghead:
So i guess you can throw away the ERL version and my update.
Or merge my config with VheEth's.
I have to keep my eyes wide open in the future, it is a mess with these duplicated track versions.
Same problem like with acu detroit.

I'd be amazed if they don't work together as the same track source?
 
Hmm. I may have to buy the track builder and try it. I don’t think anyone here would be bothered to try it so i am in no rush. 100km laps would annoy people i think.

I've got Track Builder and everything else I could buy up for my projects just in case I needed it or could find a use for it. Mix and match, yadda yadda. Is there something I can check for you? Sorry, quick glance and post without further reading.
 
Thanks to above, I've backported Textures and Cameras to the Blog's version. 👍👍👍
You'll need to keep a keen eye on the Blog Teddie, I uploaded the fixed version Five days ago. :cheers:

I love you, man. Not in a weird way.

Hello, I stumbled over this site: https://actracks.weebly.com/ I dont think it was ever mentioned here. They have some free and some pay tracks for AC. But they all seem to be rather drift and freeroam tracks. Maybe someone like them (I dont).

I have a love/hate relationship with these quicky drift tracks that keep popping up on my FB. Some of them are really nice, but they almost always like AI lines. I know you don't need AI lines for drift track, but that would keep me from binning them, because some of the layouts can actually be used for circuit racing. Or I could add my own lines... I'm just complaining out loud.

Ok. Question for users of racetrack builder. I have been researching my favourite race and I find out that they were going to race on a 100km track. But that was in 1923. But can racetrack builder handle a 100km track? I have a dual xeon pc so power to render etc is not an issue. I’m thinking of making a modern day track.

I don't think it would be a problem for Track Builder... I'm not sure AC would be able to handle something that long... (that's what she said)... I'll try and do a test for you in the next few days, unless someone beats me to it.

Can't think of any reason why it shouldn't work. My Isle of Man TT circuit is 60km round. Your biggest problem will be AC's physics which gets progressively shakier the bigger the venues are

Just wanted to let you know that your IoM TT is one of my favorite long tracks to just go flat out on with AI. Really nicely done, man.

I hear my car, but the others are very low, basically inaudible. It's weird, as it's the only mod where it happens.

Hmm, Legion noted that he updated the cars recently. Perhaps that was fixed... Check his blog. I just downloaded and will check later. My issue was the night gauges which he noted he fixed. w00t.

======================

[EDIT/ADD] Hey, sergio just updated Sand.... Snip of info:

"Hello everyone!!
here is a update for Sandevoerde
Main fix is for vegetation and the uses of grass FX shader from CSP.
Also include a "LEAGUE" grid with more spaces between start boxes.
Other minor fixs.
Hope this new version likes you :)
grab the track here
https://www.mediafire.com/file/fci64pa1mna9gtc/sandev_f3ct_UPDATE.rar/file Drop the files at sandev_f3ct track folder and overwrite, backup first please!!
Let me know if works and enjoy it :)
cheers

Sergio"
 
Well. First I gotta see if i can do it. Which is better to use? Racetrack builder or 3ds max? Never used either so both will be a learning curve
RTB is what I know. Blender or 3DSMax will be better at the level of fine detail but RTB will get you a driveable solution very quickly. I laid out my inital version of the TT circuit (the track surface) in the space of a few days, the rest of the time (many months) was spent on detailing
 
Ok. To all you offerring help and advice here’s the rub. I have only found 1 map of the circuit and it’s on a video. So I haven’t had a chance to look at google maps to try to pull it over.
The track name was Mount Horrible (hahaha) the great race 1923. Here’s the video.

the map appears at 2:28

no I’m not wanting a 1923 circuit. I thought about a modern day targa as such since the data is there. Just need a pits. All data could be imported from google maps.
Thoughts?
 
I'm fairly sure I've seen an addition for the ACU 1.0 Sepang circuit that increases the grid slots from 22 to 36 but for the life of me I can't seem to find it anywhere now, all I can find is one with 26 grid slots.

Has anyone got the 36 slots version and can share it or point me to where they got it? Thanks.
 
Guys, the Mugello lights config has been updated via CM recently. Could you please check if you still have grassfx properly when running Mugello? Currently it looks like crap and I need to figure out what´s the culprit here. Even the TA exposure setting in SOL config does not work. :banghead:
 
..again confusing sh#t right here.
I thought i started the VheEth version.. but now i realize that i downloaded both versions here on GTP... and started the updated ERL version, and wondered why there is no VAO and Grass and stuff...
:banghead:
So i guess you can throw away the ERL version and my update.
Or merge my config with VheEth's.
I have to keep my eyes wide open in the future, it is a mess with these duplicated track versions.
Same problem like with acu detroit.

That's why i asked. I have the ERL version and i've downloaded the VheEth version too in order to test it, then i want to keep only the best one and i asked you if fit one or other or both in order to know what to keep in case.

Thanks for your work Mike
 
Guys, the Mugello lights config has been updated via CM recently. Could you please check if you still have grassfx properly when running Mugello? Currently it looks like crap and I need to figure out what´s the culprit here. Even the TA exposure setting in SOL config does not work. :banghead:
Do you mean how the grass looks? Quicklap on board and F3 cam. Does that answer your question? In CM/track configs Mugello has version 476


1440 takes some time to upload
 
Hello Guys,

I have this Aston Martin Vantage 2018 with the specs of the 2019 one. The thing is, I think who made it for me put too much torque, making the car rather hard to drive fast. I'll put the link to everybody that wants to just add a new car and enjoy (or not, hehe) the way it is and maybe someone with the ability to edit the torque or the car's overall performance could make it right (if there's even sth wront). I'll leave it to you guys decide and appreciate the feedback. Thanks

http://www.mediafire.com/file/kkgfwinogf06rvm/aston_vantage2018.rar/file
 
FM7 conversion: Nissan GTP ZX Turbo 1985 IMSA GTP version 0.9 by Thuakien Lu II

View attachment 928954

Download: https://mega.nz/file/ANUC0AKL#9SPqQ9bw4ujSgq6me93xDZnz2ufn7mu_NeO60jb2Ve0
Changelog:
Added carbon kevlar
Added Turbo
Added bolt texture
AO'ed 90%
Texture: LTK, Turn 10
3D: LTK, Turn 10
Physics: monza17
Skins: Yezhrod
You will need CSP 1.60 and Sol 1.5.3

Idk if its me but the headlights do seem to be a bit bright on my side. I am using the default sol pp filter and I am on CSP 1.61 and Sol 1.53
upload_2020-6-11_13-15-7.png

Also the car seems to be glaring the sun quite a bit too
upload_2020-6-11_13-13-59.png
 
View attachment 926280 View attachment 926281 View attachment 926282
I think I've got myself a decent handling 240Z/Fairlady now just in time for the upcoming hype around the next gen Nissan Z car. I wanted a 1970 BRE Datsun 240Z so that's what I focused on. IRL it's left-hand drive but I couldn't find a LHD model. There are several mods using this same model so I don't really know the original author. All credit to him/her for the original model. I spent more time with this one on improving material and shader settings as well as including additional LODS. Though I find my ocd never really has me feeling I'm finished, I think it's at a point where it can be shared for others to enjoy as well. I couldn't find horsepower figures for this car so I just guestimated where I hope it's fast enough to enjoy but hopefully not OP.
I recommend using the slicks for the best road holding but the street and semi-slicks will let you hang out the rear end out more easily if your feeling drifty. Suggestions/feedback always welcome. https://www.mediafire.com/file/vl4no65j4tvu8pj/datsun_240z_bre.zip/file
Changes:
  • Modified handling physics
  • re-sized/re-proportioned front spoiler
  • removed external emblems
  • rear bumper delete
  • changed materials and textures on front and rear spoiler
  • improved exterior paint shaders
  • improved exterior light shaders
  • new wheels and tires
  • new race steering wheel
  • new rear exhaust pipes
  • adjusted FFB settings
  • 5 race liveries
  • re-tuned power output
  • adjusted brake torque and balance
I'm always late with these things. It takes a while to get through the list but I wanted to thank you for making this. I love it. You did a good job.
I needed more FFB so turned it up and I believe just raised the caster a bit to get a more firm wheel but I like this car. It's in with the TCL70 group and it's a go to for sure. Don't stop.
 
I'm batch resizing all "preview.png, jpg" and "outline.png" files in my assetto corsa install folder to see if it helps with CM UI lag. Probably will help. More than half of my custom/downloaded mod's preview.png's are 1920 x 1080 or more. I'm resizing all to KS's standard 355x200. I have an option to "size down, but not size up" so the tiny logo previews, etc. will be untouched.

upload_2020-6-11_14-4-11.pngupload_2020-6-11_14-30-34.png

upload_2020-6-11_14-53-12.png

I'll post how it goes.

[EDIT/UPDATE] Okay, holy crap. Huge difference in loading those previews especially in the "Change Car" and "Change Track" grid views. I would suggest a resize larger than 355x200 for preview.jpg's, because those are your car previews. Try it. But be careful. I back up my Assetto folder every few days, so I had a back up just in case.
 
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I'm batch resizing all "preview.png" files in my assetto corsa install folder to see if it helps with CM UI lag. Probably will help. More than half of my custom/downloaded mod's preview.png's are 1920 x 1080 or more. I'm resizing all to KS's standard 355x200. I have an option to "size down, but not size up" so the tiny logo previews, etc. will be untouched.

I'll post how it goes.
First thing I do with each new track I install, though for real tracks I always look for real pictures first. Also resize these to the KS standard.
 
There's still something wrong with the pitlane, when entering the pits during a race the crew won't show up so you can't do a pitstop. The guy who worked on the track seems to be away for a bit now so he won't be able to fix on that for the time being. Does any of you know what could be the cause of this problem?
I have the same problem. I think they'll fix it on the next updates... Until there, I'm racing without stop in the pits.
 
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