Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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Hi Billy Pilgrim,

if you put an ini into an extension file into the track folder directly as you did right here CM always checks that file at first. If there is another one in \loaded it will be ignored. The ones in \loaded are only used if you use the auto-update function in CM so that´s the right place where the ini´s should go. I have this function disabled though since I always edit something here and there and it is overwritten once you have this one enabled if you don´t put attention to it.

The ini and my config does not have an influence on the FPS so I think this must be something different.

You are correct, but I think the way you worded that is a bit miss leading.

From my understanding CM doesn't completely ignore the files that are not priority, Its the duplicate values that are ignored and only taken from the file with priority.

For example, grass fx from one file and lights from another file = Both values get used.
Grass fx that exists in two files = the fx are taken from the file with the highest priority.

Hey, thank you both for the explanations on this.

So the track folder's .ini in its Extension folder takes priority but values in the .inis in /loaded get taken into account if those values aren't specified in the track folder's ini in its Extension folder. Yeay :)
 
While I'm posting...

I would like to say a big, massive thank you to all of you on this thread for making and sharing all the great mods and improvements to AC.

I've started looking at this thread frequently and I am so impressed at what you achieve. And to see people working together to improve things is very encouraging.

Thank you :)
 
Hey, Mallory Park is out now :D Enjoy!

I do, thanks.
Found a little issue with the 'car wet' layout. Not everywhere but on several places you can drive from the track into the grass and vice versa without any feel. There is no difference. In the 'normal' layout all is fine.
 
Although you have only added VAO and a preview to this one. If you change other parts of the track then it makes a huge difference, people need to use the same one to play online otherwise you get a checksum error and kicked out. This is why I suggested to collaborate earlier rather than posting up a modified version, do you not agree?

I would have to agree with Norms here...just communicate... everyone wins in the end...and nobody gets upset...plus collaboration is good for the soul...
 
Anybody try Barbagallo with the latest CSP's? Getting weird looking shards of glass in the grass areas, and elevated grassy areas as well....twilight zone...already tried deactivating grassFX with no luck....

Is "Use proper physically based sampling” in Reflections FX disabled? If it is, enable it and all the weird stuff should go away
 
yes we enjoy replays but we are not graphic freaks to care about every detail on the car looking exactly as it should we're just happy that the car finally got ported into the game since porting cars can take Ages depending on the modder. And not every modder can be the next,Espirit,element1999 or even Kunos. Porting cars takes time and effort and AC is not like the OG Rfactor where there where a ....ton of cars coming every week. First port the cars other stuff like improved graphics later that's how i would go.

Yes sure, i did not say, that this car is not a very good starting point to go on. I am totally with you.

But we should not forget, that this discussion starts with someone saying "this is a GREAT car".
And there i am still with my opinion, that, no, it is not great overall. And you do not have to be a graphics freak to see the difference to a good mod.
Quality is better than quantity, right?
So i am happy, that we are all here to make track mods (in my case) or car mods even better, if they are not really good yet.
And yes, it is all a matter of time.. i also cannot spend the rest of my free time on AC. There i am also with you.

I only wanted to point out that quality is important to have fun with our new CSP, SOL AC, nothing else.
 
I have been having problems with the Bugatti track which I think this is a FM7 converted track. It seems to either crash or do funny problems with it. I was given links to most the latest versions of the FM7 type tracks by leBluem and all worked great but Bugatti. Is anyone else having problems with this track? Might any of you have a version that works for you that I might try again.

Just curious and thank you.
 
Although you have only added VAO and a preview to this one. If you change other parts of the track then it makes a huge difference, people need to use the same one to play online otherwise you get a checksum error and kicked out. This is why I suggested to collaborate earlier rather than posting up a modified version, do you not agree?

if the version had been changed I would have reported it, so I don't see the problem.
 
I have been having problems with the Bugatti track which I think this is a FM7 converted track. It seems to either crash or do funny problems with it. I was given links to most the latest versions of the FM7 type tracks by leBluem and all worked great but Bugatti. Is anyone else having problems with this track? Might any of you have a version that works for you that I might try again.

Just curious and thank you.
A version 1.0 from Guillaume Rousseau, which is not bad and has no issues on my system (latest CSP/SOL). Has also night lighting.

https://mega.nz/file/TWoDkJTL#yHnUy71PKM8eLnsX8n6qtbxBoxU58i7PgsE7POD9BCA

My own upload so grab it while it's still there (for a few days or so).
 
Yes sure, i did not say, that this car is not a very good starting point to go on. I am totally with you.

But we should not forget, that this discussion starts with someone saying "this is a GREAT car".
And there i am still with my opinion, that, no, it is not great overall. And you do not have to be a graphics freak to see the difference to a good mod.
Quality is better than quantity, right?
So i am happy, that we are all here to make track mods (in my case) or car mods even better, if they are not really good yet.
And yes, it is all a matter of time.. i also cannot spend the rest of my free time on AC. There i am also with you.

I only wanted to point out that quality is important to have fun with our new CSP, SOL AC, nothing else.

I will just add that this particular car has a pretty stand out sound to it.
 
if the version had been changed I would have reported it, so I don't see the problem.
The problem is the lack of communication. @Zwiss worked hours/weeks bringing the track up to scratch. He literally posted the track hours before you made your own additions and then uploaded the whole track again with a revenue generating link that’s also full of spam. My point still stands.
 
Hello guys forgive the question , exists for AC this car model of the Ligier JS2 R
Thank you for your kind help.
Motori360-Ligier-JS2-R-a.jpg
 
Well, imo just having a car in the game doesn't mean much, if it's not well made to me is like not having it since I would never drive that. Also, fixing the graphic aspects of a mod after it is already done takes more time than making it from zero. So quickest way to get a well made mod is making it well from the beginning, that's my point of view anyway, anyone can agree or not
i would disagree with you'r part about the graphic aspects after the mod is done you can focus on the graphics you don't need to worry about other stuff to do just the graphics but that is just my personal opinion.
 
Remapping the model, readjusting the shaders, using a higher poly model are all things that takes a lot of time, usually more than just making them from the beginning
readjusting the shaders can be pretty quick if you know what you're doing. For now i use the basic RTM technique which is pretty easy and looks better than most other basic forza rips ill try to jump over to the Kunos method soon by creating an AO and properly mapping the body of the car. Also using a higher poly model isn't required.
 
The problem is the lack of communication. @Zwiss worked hours/weeks bringing the track up to scratch. He literally posted the track hours before you made your own additions and then uploaded the whole track again with a revenue generating link that’s also full of spam. My point still stands.

agree with @norms here, man. And embarrassingly, when I first joined here, I'm pretty sure I've made the same mistake, moving too fast and stepping on toes to try and establish my place here. Hopefully I've gotten better. I love collaborating with this group of great guys (and gals). Lots of behind the scenes Private Messages back and forth from our 'team' here with me with many fixes for tracks that I've kind of spear-headed the work on like Zwiss has done with his great reworks, that can be collected and released as a batch. Man, I hope I'm getting better at that and I apologize for any past stepping on toes I've done.

@__EASY__ , your work, hell, any work anyone does to improve our experience in AC is appreciated but I'd ask that you step back from what you're doing for a second and put yourself in Zwiss's shoes. I think you'll see what is politely being said in the thread.
 
I've shot a few race weekends in the US, both SRO and IMSA so I'm very partial toward liveries from those series. The immersion is much more palpable when the cars you're driving in the game are so close to the real ones you've been around!
Understandable! I drive a GTI, use FCP to buy parts and have friends who know the FCP drivers personally so it is fun to have their livery!
 
Hi all,

Here's a quick and dirty set of track cameras for Legion's Le Mans 1985. I'd tried converting this version myself several times, and crashed and burned... I'm just crazy happy that Legion/GzeroD converted, and decided to release this track! Thanks very much - a significant portion of my life is certain to be spent enjoying your labours!

Just rename the file from cameras_2.txt to cameras_2.ini and drop it in your le mans 85 data folder.

*****Two separate users have reported as being unable to access the new cameras by following the above steps. In that case - delete the original two camera files located within the data folder, and rename the new file as cameras.ini . No idea why some users are having problems, and others aren't.

Badgerman
 

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v1.2 BMW M1 Procar:

*LODs added and refined with help from delpinsky

*glass fixed and windscreen wiper added by delpinsky

*Ama FMOD audio added;

*backfire flames edited and repositioned;

*driver suits, gloves and helmets added;

*some cockpit shaders adjusted;

*plain skins added in separate folder;

*Procar badge added.

Physics/power left untouched.

*this will install as a new car to preserve the original doner*

https://www.mediafire.com/file/8j7p3nrmxqcxevh/bmw_m1_procar_plus_lods.7z/file
 
Last edited:
Tommy Kaira ZZII Updates by Peugeot 905(Tyler Sanders Facebook)

Chang log

Changes to car.ini
-higher ride height
-changes to center of gravity and other changes

Reworked power.lut
previous version made too much power

Work done to the tyres.ini
New tyre names

Changes to the drivetrain.ini

The updates for this car are a work in progress.

Original mod by Assettogarage updated/edited by Assettoland.

link:

More changes to come to this mod.

Other mods I've updated:https://www.mediafire.com/folder/y5...u0XxWQZftPNmJl6XbQPqbe-9DUjTFcDzXB-htfUqnxmnw


Screenshot_ag_tommy_kaira_zz2_blackwood_reloaded_2-6-120-14-37-19.jpg
 
BMW M1 Procar updates:
*basic LODs/config added;
*Ama FMOD audio added;
*backfire flames edited and repositioned;
*driver suits, gloves and helmets added;
*some cockpit shaders adjusted;
*plain skins added in separate folder;
*Procar badge added.

Physics/power left untouched.
New car download to preserve the original doner.

https://www.mediafire.com/file/7rkxpemkuakjw86/bmw_m1_procar_plus_lods.7z/file

I'm not aware of a windscreen wiper config for this car (but there are lots of versions of the M1), so it probably needs one adding.
Is that Procar the "20191214_AC_Legends_80's_BMW_M1_Procar_v1.0.5" version?
 
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