Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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Given that this thread is AC-related:

My original AC launcher doesnt wanna start and i need to chenge the language from english to italian.

what do?
 
In order to save time with an unnecessary response for pay-mod requests, could the previous header-message be reinstated? Or perhaps best to place a bold-message on the registration-page "do not ask for paymods, and/or do not upload paymods" with a checked-box option, so the user is literally aware of such mandatory condition... it would certainly reduce the number of pages on this thread... :lol:

Anyhows... hope you're all doing well and thoroughly enjoying AC... so much content...

A new AI-line for the Denver Street Circuit + couple of cams + background images on RD.

gb_denver_street_circuit_01.jpg


https://www.racedepartment.com/downloads/denver-street-circuit.34423/
 
Given that this thread is AC-related:

My original AC launcher doesnt wanna start and i need to chenge the language from english to italian.

what do?

Unsure if this may be related, but once you have exceeded roughly 250 cars in your collection, the vanilla AC launcher seizes to work and just hangs... and since you need to change language settings via the native launcher you'll need to reduce the number of cars beforehand...

How to do just that, there a several ways, with probably this being the easiest... rename your '\cars' folder to '\cars2'... create new '\cars' folder and copy a few cars into the new folder...

this should allow you to start AC via the vanilla launcher...

after changing language setting, then simply undo prior steps... hope this helps...

edit: reminder to request CM gurus to incorporate language-change functionality in CM...
 
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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
OOOf. I haven't noticed the cars actually behaving like that (trying to go through the park) but damn. I didn't actually make the AI for this track because when I tried they would all pile up at turn 1. @dathyr made the AI for this one, maybe he could take a look at what's up?

I really suck at making AI so I mostly don't even try and hope someone else makes a decent one. I haven't tried the one on RD yet.

Edit:
In order to save time with an unnecessary response for pay-mod requests, could the previous header-message be reinstated? Or perhaps best to place a bold-message on the registration-page "do not ask for paymods, and/or do not upload paymods" with a checked-box option, so the user is literally aware of such mandatory condition... it would certainly reduce the number of pages on this thread... :lol:

Anyhows... hope you're all doing well and thoroughly enjoying AC... so much content...

A new AI-line for the Denver Street Circuit + couple of cams + background images on RD.

View attachment 940378

https://www.racedepartment.com/downloads/denver-street-circuit.34423/

Oh hey I'm sure this is good, try this! :D
 
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.

Are you trying a preview?
 
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.
D'oh!
Good spot - thanks. I do know all that and meant to bump up the DDS resolution of the road texture to 1024x2048 to match the new texture res, but forgot. The default low resolution of the baked-in track texture took precedence and it's not something that's immediately obvious when testing in a Rift CV1. I'll get an update prepped. At least it didn't look worse than the original, lol. That would have been a crime against modding.
The proper texture looks like this with a lot more fidelity than the original:

Screenshot_alfa_romeo_8c_spider_aviano_cirquit_13-7-120-21-52-6.jpg
 
Last time I checked this thread, I had it bookmarked at page 128. Crazy it's at 1417 now!!
Been busy with ACC since EA, I apologize...but I have given myself some time lately to bring my AC content to current standards and time permits, start again cruising in some road cars along mountain roads. Hell of a job you all have been doing!
All I wanted to say
Cheers to all
 
Truck Racing pack v1.2
Update renault, Tatra and MAZ
ADD MAN & Kamaz
@easy thanks for sharing this mod, you did an awesome job,in addition to being beautiful to look is also very fun to drive, I would never tire of driving them,now it's my favorite mod in "Assetto Corsa"
 
Are you trying a preview?

Nope, just both your points happened to be about bits of the game that I've spent a lot of time fiddling with, namely AI and tyres. I wouldn't put any faith in what I've written, it was just my first thought as to how the potential problems you mentioned might be overcome in a particular scenario of weather implementation.

I'd also probably be the last person selected for a test build preview, in fact I've got so many projects on the go at the moment that I've completely stepped away from the CSP/Sol/CM testing area. I'm happy enough with 0.1.46 for CSP, Sol 1.4 and the 0.8.1976 build of CM, they all work fine on all tracks and cars that I've tried with my settings so I see no reason to change for now.
 
Hi All,

I wonder why almost nobody made skins for the RSS F2 2020. Just a Renault Skin and that's it. RD used to explode with skins every time RSS released a car but for some reason not this one...
 
In order to save time with an unnecessary response for pay-mod requests, could the previous header-message be reinstated? Or perhaps best to place a bold-message on the registration-page "do not ask for paymods, and/or do not upload paymods" with a checked-box option, so the user is literally aware of such mandatory condition... it would certainly reduce the number of pages on this thread... :lol:

Anyhows... hope you're all doing well and thoroughly enjoying AC... so much content...

A new AI-line for the Denver Street Circuit + couple of cams + background images on RD.

View attachment 940378

https://www.racedepartment.com/downloads/denver-street-circuit.34423/

Hi @racealot,

Cool, Will add your changes to the Denver Track. You guys do such a great job with these background images, the only thing is I
only get to see them for a half a second and then the Oculus logo comes up cause of wearing a VR headset. hehe

May I ask an AI creation question. When I do the fast lane line, I do the normal drive around the track a few times to get the correct line I want and I drive the track at a slower speeds. If I have problems in the corners I add AI hints. I didnt worry about the colors of the fast line and now someone is saying we do. So do I have to go back and purposely do every corner and straight with the correct colors. If so how do you do that?

FYI:
To answer @gutbomb question to me for the Denver track. I didnt test every car when I did the AI line for Denver. I designed the fast lane line and tested for my fast F1 cars and a GT3 car and they seemed to do fine with my fast lane line. It was the side lines that kept them off the walls. With a tight track like this it is hard to get every car mod to go around the track incident free. I dont think I added AI hints to the track so some cars like the Abarths will tip up on two wheels and go into the walls. @racealot I will try you AI lines and see how you did yours and if you can explain the previous paragraph how that is done.

Keep up the great work.
Dave
 
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In order to save time with an unnecessary response for pay-mod requests, could the previous header-message be reinstated? Or perhaps best to place a bold-message on the registration-page "do not ask for paymods, and/or do not upload paymods" with a checked-box option, so the user is literally aware of such mandatory condition... it would certainly reduce the number of pages on this thread... :lol:

I usually just ignore them but might use my earlier reply as a template from now on... :mischievous:
When we had that awful patronising heading we'd still get rude and semi-illiterate drive-by demands for paymods from mouth-breathing numbskulls. I just think they can't control their urges.
 
I usually just ignore them but might use my earlier reply as a template from now on... :mischievous:
When we had that awful patronising heading we'd still get rude and semi-illiterate drive-by demands for paymods from mouth-breathing numbskulls. I just think they can't control their urges.

generally speaking, it's a new generation of must-have-immediate-gratification or endure the lonesome-fear-of-missing-out... it's almost do-or-die... a bit too fast for my liking and pace.... however, with each new generation comes displaced challenges... why run when one can walk.

edit: and there's absolutely nothing untoward with the above comments (caveat) :D
 
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I just happened to come across this JDM vs Euro pack today on Facebook. Pretty good set of cars. Not sure of the author or origin of the mod.

Eight cars total, two versions each of a BMW M3 e92 (Schirmer, manual & DCT), Mazda RX7 Spirit R (standard & light), Nissan Skyline R34 (BBS, Nizmo), and Cayman GT4 (manual & PDK).



There was a previous post about it, but it was easy to miss
https://www.gtplanet.net/forum/thre...eral-discussion.307899/page-625#post-12931039
 
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Hi @racealot,

Cool, Will add your changes to the Denver Track. You guys do such a great job with these background images, the only thing is I
only get to see them for a half a second and then the Oculus logo comes up cause of wearing a VR headset. hehe

May I ask an AI creation question. When I do the fast lane line, I do the normal drive around the track a few times to get the correct line I want and I drive the track at a slower speeds. If I have problems in the corners I add AI hints. I didnt worry about the colors of the fast line and now someone is saying we do. So do I have to go back and purposely do every corner and straight with the correct colors. If so how do you do that?

FYI:
To answer @gutbomb question to me for the Denver track. I didnt test every car when I did the AI line for Denver. I designed the fast lane line and tested for my fast F1 cars and a GT3 car and they seemed to do fine with my fast lane line. It was the side lines that kept them off the walls. With a tight track like this it is hard to get every car mod to go around the track incident free. I dont think I added AI hints to the track so some cars like the Abarths will tip up on two wheels and go into the walls. @racealot I will try you AI lines and see how you did yours and if you can explain the previous paragraph how that is done.

Keep up the great work.
Dave

Foremost, this will be the non-sophisticated response version... Even though learning/creating activity tasks (eg. AI-line) are going well for the time being, learnings on this subject are still on the cusp - so I've kept it relatively simple... Many laps are done alone in practice mode initially, to learn the track, the line-flows, the proper gear-selection, the feel of weight on turns, speed, grip, tyre temp, track-elevation-changes, etc... Nothing new in this area - all relevant stuff... But once you're reached a mature state of driving the track (the sweat stage), that's when recording begins, and yet again another 10 or so laps... Have tried lower speed AI recordings and it doesn't work out well in the end... I recall with Denver having to slow too much at times just so the vehicle would stay on track, only to find out later the AI also simulates your recorded driving-behaviour... Have not delved into AI hints or the like at this stage but keen on opening more cans-of-worms, so to speak. Also do lots of replay reviews, this just helps with ensuring the right or best path is achieved, look out for zig-zag lines and fix them with another few laps or so... It's almost a full on time-consuming project - you will undoubtedly agree - but above all, a labour of love - particularly if the rig-setup is comfy and effective... Car types chosen are track dependable but just be reasonable with selecting a vehicle that is likely to do well, given its abilities and capacities, like TC, ABS, Tyres... The AI-line colours are automatically generated as you apply throttle (pedal-2-d-metal), braking, down/upshifting and off-throttle manoeuvres... Once a satisfactory result is achieved, then its onto Track-Day and Race mode respectively, review and apply changes as necessary... strong-tip: utilise a car that you are very familiar with its behaviour and let it reap... hope this spill makes sense - it ought to if this is familiar to those who are trying out creating AI-lines... Keep in touch and lets exchange approaches, results, wins and failures in the near future - it's all good. take care...
 
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