Assetto Corsa PC Mods General DiscussionPC 

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Final Version of the AUDI V8 DTM 1990-1992 in out now.

View attachment 935679 View attachment 935681 View attachment 935682 View attachment 935684
3d work by myself
Skins by SLD1893
Physics by Breezer215

V2.7
Fully converted interior
New Racing dash
91-92 skins with Evo aero package
90 skins with standard body
New Dirt skin
All new 2K skins covering every car that ran from in the DTM from 90 to 92
New Physics B.O.P matched to the other 90's DTM Cars

Enjoy

http://www.mediafire.com/file/t92rt4ipw9whm5v/audi_v8_quattro_dtm_v2.7.rar/file

Also on my Google drive



:cheers:
 
While I like everything that has been done for this track (for it's a very nice track to drive/race on), I think Rollovers should finally improve it too (v0.6 since about a year now).
Tree lines are ugly, background/horizon doesn't look very nice either.
I mean, I can post dozens of pics showing all the nasty parts that are visible (triple screens here, but I assume VR guys can see this too), but I'll leave just a couple here:

View attachment 935745 View attachment 935744 View attachment 935743

This tracks deserves better, much better. It's present state keeps me from using it a lot.

those images are dreadful to the point of letting down all the good work, time and effort already achieved by the author... single screen here (75") and those pics are not showing up... can get over these are visible on triple screens... unsure of the work involved to bring the vegetation and landscape back to life but would certainly be another milestone to achieve... all in good time grasshopper... lets hope. :D
 
A question for the 'glass specialists' here:

I got my hands an a rather nice Porsche Panamera Sport Turismo Turbo S.

https://mega.nz/file/qJ4gHArQ#3klkAyV8h061LimrkN9tOUeuy6LVQt_AoioTQzTuTrQ

It drives well, looks nice, but there's a problem with the internal glass (and sun roof) reflecting the road. The windscreen is pretty much invisible from the outside and only at this angle I could show it in a picture. A degree more to the left or right and I can't see it anymore. Seen from the front, it looks like there is nothing there.
But it's mainly the road reflections that are bothering me.
panamera.png


windscreen.png


And the side mirrors are low-res too.

So, if someone feels the urge to correct these issues ... hint..hint... :)
 
Final Version of the AUDI V8 DTM 1990-1992 in out now.

View attachment 935679 View attachment 935681 View attachment 935682 View attachment 935684
3d work by myself
Skins by SLD1893
Physics by Breezer215

V2.7
Fully converted interior
New Racing dash
91-92 skins with Evo aero package
90 skins with standard body
New Dirt skin
All new 2K skins covering every car that ran from in the DTM from 90 to 92
New Physics B.O.P matched to the other 90's DTM Cars

Enjoy

http://www.mediafire.com/file/t92rt4ipw9whm5v/audi_v8_quattro_dtm_v2.7.rar/file

Also on my Google drive




Here are the 4k Skin Version.

preview.jpg
preview.jpg
preview.jpg


https://www.racedepartment.com/downloads/audi-v8-dtm-4k-skin-pack.34108/
 
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Cams for Zolder 67

Zolder 1967 (ted_zolder67_reworked) - v0.9.1b Rework
Original Author: Unknown
Rework Authors: Teddie, LiquidSkyMan, Fanapryde, Mascot + others

View attachment 935622 View attachment 935628

Internal track TED-EDiTS by Teddie: Replaced ugly surrounding mountains object ● Removed and added tree objects ● Repositioned floating trees ● Replace unauthentic signage ● Added GrassFx to config ● Added VAO patches ● Created 3 skin packages (listed below)

View attachment 935621

Thanks and additional credits:
● New AI, track limits & UI-outlines, resized preview, edited in GPS location in JSON by LiquidSkyMan
● Classic Balloons provided by Mascot
● Track logo, WaterFx, and Sections provided by Fanapryde

I'm considering this still in a beta stage. There are other improvements on the 'todo' list. Additional help is needed. Cameras, authentic balloon skins, etc. Get them to me and I'll add them to future releases. Let's see how good we can make this track!!!

NOTE: I've renamed the track folder to help me keep my projects organized. You can delete the older folder named "zolder67_edited".
● Original tracks will have the format: "ted_[track_name]" (These are coming. I've got at least 5 originals in the works already.)
● Rework tracks that I've initiated with a goal of providing our community with at least a "1.0 Reworked" version: "ted_[track_name]_reworked"

Cheers,
Teddie

Guys, I forgot the config files earlier. If you grabbed it earlier, grab it again. New version has a 'b' on the end.

Hi ! :)

If somebody forgot the excellent cameras @DaBaeda did, It's a reminder... because @Teddie let the main and original camera which got some presbyopia ! ;)

Cheers ! :cheers:
 
Downloaded the track July 20th. I have the same issue.
I checked the site, there is no mention of a fix/update ?
It should be fixed in the download file named with 20062020 date. I also had the same problem with first download. Sergio acknowledged the error and confirmed the fix on RD.
 
It should be fixed in the download file named with 20062020 date. I also had the same problem with first download. Sergio acknowledged the error and confirmed the fix on RD.
Ah, I obviously did not download the track in the future, so June 20th (not July), but that should be the date from the updated track right ?

Edit, downloaded it again, saw no difference in the files but cars don't get dropped/damaged any more. Thanks for the tip.
 
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been driving this track with TRC cars... and with the new AI lines from LiquidSkyMan, the track is awesome in my opinion... now all housed in a neat package, many thanks for positive contributions thus far.

- 6x cams
- new VAO
- background images
- new AI, track limits, outlines by @LiquidSkyMan (no problems at all...)
- sections (corner names) by @Fanapryde

View attachment 935730

https://www.racedepartment.com/downloads/cremona-circuit-tv-replay-cameras-more.34102/

edit: just viewing a replay and the camera work is spectacular... probably the best work so far... or could it be that the track is so well freaking designed... great line-flow...

Uhm I now have a problem with the circuit, there's some kind of invisible wall at the end of the pitlane which prevents me from getting to the track, while the ai cars seem not to have this problem and can exit the pitlane normally.. is it just me?..
 
Ah, I obviously did not download the track in the future, so June 20th (not July), but that should be the date from the updated track right ?
I'm at my PC now. It should be the file named villa_bordeu_f3ct200620. I re-downloaded from the same sellfy link for initial release.
 
Uhm I now have a problem with the circuit, there's some kind of invisible wall at the end of the pitlane which prevents me from getting to the track, while the ai cars seem not to have this problem and can exit the pitlane normally.. is it just me?..
Where are you joining the track ?
This could easily be taken as the (rather strange) end of the pitlane (note the flying marshalls and partly invisible marshall post), where you need to turn 90° to the right. Very dangerous
But that is certainly not a valid pit exit irl and even not in this track version ... :D

cremona_end.png

It's another one of those strange things in this track. There's these armcos that are only fully visible from one side and almost not while seen from the inside of the car. Going a bit higher (or left) you start seeing them and they are fully visible from the other side:

pitr.png
pitl.png


Here you can see where the real pit exit is.
In this track version exiting the pits is a bit tricky. You need to turn sharp left and immediately right when starting. If you don't turn sharp enough you hit that 'invisible wall'

circuito-1024x326.png
 
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I get your point fully. But this move speaks volumes about the approach that the developers are taking to the whole concept of a "game", not just this aspect. They have two options when it comes to driving "games", stick to as much realism as possible and with that sacrifice all the casual gamers that play dosens of games every year and buy and play a game for few months before moving to another game or even genre. Or they make the game easier to play, to have the game appeal to bigger masses of players, who are not willing to take months to get to the level when they can start enjoying the game. And they can say it a 100x times, but there is no middle way. Nobody can convince me of that. Codemasters have beeb trying to find the magic formula for this for over 10 years, and they fail every time. And I highly doubt that SMS will be any better off.

And if there was any doubt before, this move seals the deal for me, that SMS clearly chose the second path. They are willing to cut corners to make the game more arcade like to attract more casual gamers. And if they cut the corners here, who knows where else they did that. Once you start cutting corners, there is no stopping anymore. You clearly don't believe that they are gonna have no tyre wear and no fuel consumption, but everything else is gonna be 100% realistic. I don't believe that and neither should you. Why would they stop here? What would be a point in that? Why not eliminate oversteer spinning of the cars for example? That also helps with closer racing. And so on, and so on.

This is moving the game closer to forza or gran turismo and away from AC, Rf2 or even their earlier products. And there is absolutely nothing wrong with that. Not my cup of tea, but a lot of people enjoy arcade racing games. Many more than those that enjoy sims for that matter. So they have every right to do that. But what is ridicolus in this whole story is that they are not willing to let the Sim racing fans go. They want everybody to drive their game. And statements like these insult the intelligence of the sim racing community. Im sorry but they do. They go on and on, on how this is gonna be the most realistic sim, but then they say in the next sentence, that you will be able to drive the same way with a wheel or with a controller. How is that possible. Come on, how ignorant do they think an average Sim Racer is. Just because you slap a name Project cars on the game (which was arguably a sim up until this version) and go around saying this is sim racing at its finest, doesn't make it so. They are greedy and want to take money from both worlds, but if you ask me, they are not gonna be very sucesfull in neither one. And time will tell if I'm right.

I don't really disagree with any of that, it sounds like they're hoping to be a competitor to Forza/GT, but are coming at it from the wrong direction.

I still don't really like tyre/fuel wear in a racing game however, if I had a £50k motion platform and a top of the line wheel then I might feel differently but seeing as my current simulation is already compromised by my equipment, then I'd rather do without the irritation of the real life inconvenience of tyre degradation (unless specifically doing an endurance event where long term strategy comes into play).

A question for the 'glass specialists' here:

I got my hands an a rather nice Porsche Panamera Sport Turismo Turbo S.

https://mega.nz/file/qJ4gHArQ#3klkAyV8h061LimrkN9tOUeuy6LVQt_AoioTQzTuTrQ

It drives well, looks nice, but there's a problem with the internal glass (and sun roof) reflecting the road. The windscreen is pretty much invisible from the outside and only at this angle I could show it in a picture. A degree more to the left or right and I can't see it anymore. Seen from the front, it looks like there is nothing there.
But it's mainly the road reflections that are bothering me.
View attachment 935757

View attachment 935763

And the side mirrors are low-res too.

So, if someone feels the urge to correct these issues ... hint..hint... :)

I'm not sure about reflecting the road but the paper thin glass on the Kunos Panamera was like that, as it also was on the Kunos Ford Escort RS1600. I've fixed both of them and can upload when I'm at my PC tomorrow if it's helpful (although as duplicate cars to avoid online errors).
 
Uhm I now have a problem with the circuit, there's some kind of invisible wall at the end of the pitlane which prevents me from getting to the track, while the ai cars seem not to have this problem and can exit the pitlane normally.. is it just me?..

Where are you joining the track ?
This could easily be taken as the (rather strange) end of the pitlane (note the flying marshalls and partly invisible marshall post), where you need to turn 90° to the right. Very dangerous
But that is certainly not a valid pit exit irl and even not in this track version ... :D

View attachment 935783
It's another one of those strange things in this track. There's these armcos that are only fully visible from one side and almost not while seen from the inside of the car. Going a bit higher (or left) you start seeing them and they are fully visible from the other side:

View attachment 935782 View attachment 935781

Here you can see where the real pit exit is.
In this track version exiting the pits is a bit tricky. You need to turn sharp left immediately when starting. If you don't turn sharp enough you hit that 'invisible wall'

View attachment 935784

hadn't seeing this earlier... nor bothered by it as I found out the hard way also... but believe this is the answer... as @Fanapryde said, sharp left as you exit... (left hand-side of the exit-lights)

cremona_pit-exit.jpg


edit: original post edited with this additional info...
 
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Uhm I now have a problem with the circuit, there's some kind of invisible wall at the end of the pitlane which prevents me from getting to the track, while the ai cars seem not to have this problem and can exit the pitlane normally.. is it just me?..
At pit exit, there is a small white line on the ground named 1WALL_44 so it means collidable object. This is where car with collider.kn5 wrongly positioned have issue.
The latest audi quattro DTM (2.7) suffers from this issue. Remember it was already noticed on chang circuit (https://www.gtplanet.net/forum/thre...ral-discussion.307899/page-1260#post-13129155)
Seems it isn't fixed yet.
 
Many of RSS cars have over 3,000 man hours into each scratch made car and go for $3.30 and are seen as the cream of the crop.
Don't buy the hype over this car you've posted about. Its merely someone slapping a massive price tag on something and hoping for a sucker to think, "$100 for a cardboard box, that must be like no other cardboard box I've ever seen or touched!"

Think about it, dude is selling some no-name author car for nearly what people pay the price for a new game on a console. :lol::D:lol:
I'd call it a scam but its not, its fishing for suckers.
I took this in March, if this is the same author and then modified it a bit with the aero bits and a different wing, and that's what's being sold for $50?! You'd be one let down individual. :D

ni2v.png

You could sell it for $49. :lol:
 
Is there a way to fix the ai of an car, to make it break earlier? I already found the brake-hint etc, but I don't know exactly what to change, so the car breaks earlier.
 
Is there a way to fix the ai of an car, to make it break earlier? I already found the brake-hint etc, but I don't know exactly what to change, so the car breaks earlier.
Have you got damage turned on? Try over-revving the engine, smashing into walls or driving into other cars at high speed. These are all good for making the car break earlier.

If you're talking about braking though... that's another thing entirely.
 
Is there a way to fix the ai of an car, to make it break earlier? I already found the brake-hint etc, but I don't know exactly what to change, so the car breaks earlier.
The brake-hint should have helped. When a car breaks, it's over and needs repair :D
Just kidding, can't help you with that, but to slow down a car it needs to brake, not break. ;)

Edit: Masscot had the same idea...:lol:
 
Is there a way to fix the ai of an car, to make it break earlier? I already found the brake-hint etc, but I don't know exactly what to change, so the car breaks earlier.
I think what he means is that, when you start lowering that "brake hint" number in the ai file, you get to a point that you are messing with the car's ability to function elsewhere. Take the nice imsa Aston Martin AMR1 (v 1.1) at Daytona Road course for example: You change that number and the car stalls once out of pit lane and the car still cannot slow down properly to handle the backstretch bus stop chicane...so you're left with a useless car !
An adjustment somewhere in the data folder does exist because version 1.0 of it worked fine ! So...where is this adjustment ? ! ?
 
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It’s a bit of a difficult story, there are actually two new FunCup models out there. One is the one in the pictures were put up on here. That's the VW FunCup Belgium Mod made by Motori Nella Leggenda. This is a commissioned mod by Kronos (FunCup organizers) and they use it for their online racing. This is based on the VW FunCup Evo 3, but as you can see the model is actually based on the VW Beetle mod that's been posted here before.
103162963-3930876080288140-4302575595066967006-o.jpg


Then there is the mod by Riley Phillips, who races in the FunCup UK. That’s the one you can actually buy for 50. The UK car is the FunCup Evo 1 car which is slower, and has better tires. So the physics should be very different. They too use this for their e-series. This model is scratch made and looks a lot better than the first one (eventhough the rear wing is way too big)
91354513-667957780444418-4345430889690300416-o.jpg


Both models are a bit off though, mainly in proportions. I’ve actually seen a third model out there which looks pretty much spot on but I don’t think it’s finished or available. There are some screenshots of it on their Facebook-page; BE_Modding.
83613703-486828022036517-1869958988934676480-o.jpg


I have to say I haven't driven any of those cars, but since the Fun Cup is one of my favorite racing series I had been following this. I'm not in a place to pay $50 for a mod right now so I hope one of these will be available at some point! Hope that clears it up

Where this one fits?
pq7o.png
 
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