Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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thats not me in case everyone notice ,i got my lesson ....
but i would like that rx7 i mention a page before ,,,

Same typing class though, right? :)

Catching a plane to Japan and search there, might be the best chance.



Hello.

Did you try the Yellow Pages yet?

Good day to you.



This^^
My thoughts always were these, every time i read something indelicate and stupid.
Completely agree.

Edit: Just to add that, in these cases, I don't reply or tend to reply like Masscot,



I can't believe you did not realize, that that monstruosity, is a photo montage. Jeeeeezz... :rolleyes:
Just watch the poligons difference, between the front and the rest of the car.



I know what you mean buddy.



Hahahahahaha, good catch. Indeed the same 'modus operandi'. If I can use the expression. :odd:

was just reading these earlier messages and was having a bit of a laugh...
it's really good to see you all having a mild-mannered-time under the current circumstances and the fact that we all have some sort of baggage to deal with... take it easy all and keep up the laughter-moments...
 
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AI for Newcastle (akr_newcastle 2019) plus VAO:

https://mega.nz/file/7l4hUTiT#Q6PQ0x5E30itfqcCpuBp3I5dU_icc1ddostysbbW2KQ

Thanks for the track RenaultDJRTP. Maybe it doesn't look as good as the paid mod, but the track is fun to drive. The ai is kind of mess though, so I tried to improve them.

Couple notes:

-VAO file included is not named correctly, so I made another to make it work. Possibly renaming original file will work (?).
-Preview outline cropped is not correct track. I deleted it in the UI and the game made the correct one on next startup.
-Pit spots are stacked on top of each other. Cars ghost through and sit on top of each other, kind of annoying. Not sure if someone can fix that.
-Slow race starts. Just like Everland, it's probably because starting positions are too close to each other. Again, hopefully someone else can fix that.

Hope you guys like it, let me know if you find issues.

:cheers:

edit: also hotlap start is non existent...

Hi @KevinK2 - really like the new AI for the Newcastle track, thanks a lot, you rock... have been testing it with several car types, particularly the V8SC and let's just say the AI behaviour serves well to race in a street circuit... 👍
 
Brilliant work!
I can download the others that I need without issue, but the 1984 download continually seems to 'hang' at 99% without ever finishing.
Hi! I'm sorry I missed this. Would you allow me to download those seasons if you don't mind please. I would greatly appreciate it.
 
Aviano track skin uploaded to RD
https://www.racedepartment.com/down...boards-branding-and-foliage-for-aviano.34416/

Screenshot_rtm_arta_garaiya_gt500_aviano_cirquit_13-7-120-14-8-2.jpg
Screenshot_rtm_arta_garaiya_gt500_aviano_cirquit_13-7-120-14-51-16.jpg
Screenshot_rtm_arta_garaiya_gt500_aviano_cirquit_13-7-120-15-9-8.jpg
Screenshot_rtm_arta_garaiya_gt500_aviano_cirquit_13-7-120-16-7-3.jpg
 
Lamborghini Countach 25th anniversary

the model was ported from Asphalt 8 the steering wheel and climate control system were
ported from TDU
not sure if the wheelbase is correct but it should be.
The performance is identical to the lp500 qv so i didn't need to change anything.
The pop ups needed to be reanimated so they will kinda look janky and not as realistic as the Kunos lp500.
It also includes a wingless version for the peeps like me who like driving the Countach without the wing.
Screenshot_ks_lamborghini_countach_25th_wingless_ks_laguna_seca_13-6-120-1-42-32.jpg

Screenshot_ds666_lamborghini_countach_25th_rivijera_13-6-120-18-11-40.jpg
 
Same typing class though, right? :)
yep somehow,but since i found them except the 207 i guess theres no point of bothering all of you..im just enjoying everyones company in peace,everyone got their pieces,others have good hidden mods like darecs ,i igot all the simtraxx as an technical advisor to them as being a surveyor in real life in construction roads,also i am tester and modderc to a group of cars that most of you have already driven!

Catching a plane to Japan and search there, might be the best chance.

got an address mate ,im allready there,(dont be rood maybe im an alien but i come with good intentions,E.T going home?
 
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I'm reinstalling tracks after a major clean-up of my AC install. My version of the FM7 Prague track is 0.4, and Rio is 0.1. Are these both the most up to date versions available ?

BM
 
Lamborghini Countach 25th anniversary

the model was ported from Asphalt 8 the steering wheel and climate control system were
ported from TDU
not sure if the wheelbase is correct but it should be.
The performance is identical to the lp500 qv so i didn't need to change anything.
The pop ups needed to be reanimated so they will kinda look janky and not as realistic as the Kunos lp500.
It also includes a wingless version for the peeps like me who like driving the Countach without the wing.
View attachment 940272
View attachment 940273


Good start on this mod. Setting smoothing groups should remove the faceting on the body, and the door window frames normals need to be flipped, or set the materials to be two-sided (depends on how they're modeled). Other parts of the model look pretty good, so addressing these issues should improve things. Also, the "paint" appears to be too bright.
 
I have two doubts about rain:
1. AI behavior (driving, pit stops in case of variable weather)
2. At the moment there are no rain tires, how will this be managed?

1. Oddly I think this maybe less of an issue than you might expect. Through part of my testing with AI, I've messed about with the surfaces.ini on some tracks and the AI adjust their speed to track grip level. Even with track grip at less than 50% (which is pretty much like ice), the AI still get around without crashing. So long as that ability to adjust can happen in real time as the track floods or begins to dry, then it should work fine as is (although how this might work with standing water patches I'm not sure).

2. This is more of an issue. In theory then if a wet or intermediate tyre characteristic can be created that works better in rain but for example, overheats easily in the dry, then this could be applied as a preset in the Tyre machine generator and used to generate wet/intermediate tyres for all the racing cars that need them. This would be a slow and tedious process but could add the necessary tyres for racing cars. The complication and something I'm not really sure of comes in the form of how road and slick tyres are currently differentiated, because unless there's a value that clearly differentiates them then it maybe the case that all the road cars would also need wet tyres generating to make them effective in the rain.
 
Version 4.0 - 2020.07.13
Alfa Romeo 8C Competizione (2007)

CREDITS
- new high quality raw 3D model downloaded from GameModels.ru
- cgbookcase.com and cc0textures.com for new materials textures
- RealAKP for the precious collaboration


109206848_587841841922028_2171845682344193410_o.jpg


CHANGELOG

Physics
- new aero
- new power/torque figure
- new suspensions setup
- new suspensions geometry (from Kunos)
- new tyres v10
- revised inertia
- corrected steer lock and ratio
- corrected gear ratios
- corrected differential settings
- corrected fuel tank position
- removed EDL
- fixed autoshifting

Visual
- new 3D model
- added materials, shaders and textures from scratch
- new textures
- new 3D mesh for the third stop scratch-made by RealAKP
- Quadrifoglio Verde stickers scratch-made by RealAKP
- corrected tyres and rims dimensions
- corrected brake disks and calipers dimensions
- removed unused stuff from 3D model
- body AO texture made by RealAKP
- welded vertex and unified normals by RealAKP
- various UV mapping by RealAKP
- reconfigured lights
- adjusted graphics offset
- regenerated VAO patch (CSP only)
- new skins with OEM colors

Other changes
- adjusted driver body and hands position by RealAKP
- added CSP lights functionality
- new collider kn5 file
- adjusted collider position
- new LODs kn5 files
- reworked digital instruments
- added differential locking options in setup screen
- adjusted Pirelli PZero static pressure
- new license plates numbers
- revised onboard cameras
- corrected fuel reserve light min liters
- added skin template by RealAKP
- updated ambient shadows
- updated CM previews


DOWNLOAD HERE
Beautiful shader work once again @AC Modder - your cars are looking consistently excellent recently.
Every version of this car I have (and I'll probably be deleting the others now I have yours) seems to have a huge steering wheel. It might well be the correct size but it does look bigger than most other cars, so I suspect the original converter just scaled it up to fit the driver's arm positions. Is it just me or does anyone else have this impression?
 
Hey I just "finished" my Denver Street Circuit and made it version 1.0 and released at RaceDepartment. Thanks for the encouragement and inspiration, guys!

https://www.racedepartment.com/downloads/denver-street-circuit.34061/

Hi @gutbomb - just a heads up about the existing AI-line for this track... noticing that the colour is the same throughout the track (yellow only)... and generally speaking, it ought to include green (acceleration) and red (braking) as well... came across a few cars that would constantly be smashing into the walls on the 1st turn and a few others... also found the AI-line to be doing some sort of shortcut-cheat through the park (would have been funny to see the cars coming over the concrete wall)... here's a pic to show ya...

denver__AI_line.jpg
 
Hi @gutbomb - just a heads up about the existing AI-line for this track... noticing that the colour is the same throughout the track (yellow only)... and generally speaking, it ought to include green (acceleration) and red (braking) as well... came across a few cars that would constantly be smashing into the walls on the 1st turn and a few others... also found the AI-line to be doing some sort of shortcut-cheat through the park (would have been funny to see the cars coming over the concrete wall)... here's a pic to show ya...

View attachment 940280
There is an ai update on RD which is quite ok:

https://www.racedepartment.com/threads/improved-ai-line-for-denver-street-circuit.186447/
 
yep somehow,but since i found them except the 207 i guess theres no point of bothering all of you..im just enjoying everyones company in peace,everyone got their pieces,others have good hidden mods like darecs ,i igot all the simtraxx as an technical advisor to them as being a surveyor in real life in construction roads,alsomalso and tester to a group of cars that most of you have already driven!
got an address mate ,im allready there,(dont be rood maybe im an alien but i come with good intentions,E.T going home?

Stick around, @tsokos. You just got ribbed a little. I got the same when I first started here. This is a great place with great people. ;)
 
I'm reinstalling tracks after a major clean-up of my AC install. My version of the FM7 Prague track is 0.4, and Rio is 0.1. Are these both the most up to date versions available ?

BM

Badgerman, my Rio is 0.5. Send me your Prague (mine is 0.2). I'll shoot you my Rio. :)

Oops, I missed this post. Thanks @eam
eam

This reminded me though. RIO IS CRAZY BUMPY. :P
 
Version 4.0 - 2020.07.13
Alfa Romeo 8C Competizione (2007)

CREDITS
- new high quality raw 3D model downloaded from GameModels.ru
- cgbookcase.com and cc0textures.com for new materials textures
- RealAKP for the precious collaboration


109206848_587841841922028_2171845682344193410_o.jpg


CHANGELOG

Physics
- new aero
- new power/torque figure
- new suspensions setup
- new suspensions geometry (from Kunos)
- new tyres v10
- revised inertia
- corrected steer lock and ratio
- corrected gear ratios
- corrected differential settings
- corrected fuel tank position
- removed EDL
- fixed autoshifting

Visual
- new 3D model
- added materials, shaders and textures from scratch
- new textures
- new 3D mesh for the third stop scratch-made by RealAKP
- Quadrifoglio Verde stickers scratch-made by RealAKP
- corrected tyres and rims dimensions
- corrected brake disks and calipers dimensions
- removed unused stuff from 3D model
- body AO texture made by RealAKP
- welded vertex and unified normals by RealAKP
- various UV mapping by RealAKP
- reconfigured lights
- adjusted graphics offset
- regenerated VAO patch (CSP only)
- new skins with OEM colors

Other changes
- adjusted driver body and hands position by RealAKP
- added CSP lights functionality
- new collider kn5 file
- adjusted collider position
- new LODs kn5 files
- reworked digital instruments
- added differential locking options in setup screen
- adjusted Pirelli PZero static pressure
- new license plates numbers
- revised onboard cameras
- corrected fuel reserve light min liters
- added skin template by RealAKP
- updated ambient shadows
- updated CM previews


DOWNLOAD HERE

Really really nice work!! THANK YOU!!
The model looks really good now, and the handling is so much better than the previous version!
 

Thanks!!
A hint from my side:
When you replace textures, you can replace them with even bigger textures, only the dimensions have to fit.
That means, you can pump up the size of the texture and put some really detailed texture in it.
I see that your road texture is only 170kb big, that is way too small to look good. So you can just make it 500% bigger in pixel size or more if you want to!
But then you have to use a high quality texture obviously, and not just stretch it.
 
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