Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
  • 139,016 comments
  • 38,174,859 views
Hi @racealot I think i know what I am doing wrong when I create my fast lane lines. I have been paying more attention to just creating the line and doing them at slower speeds and not driving at faster speeds and observing the correct braking points. Also I may ride my brake pedal at times even though I am accelerating down the straights and not realize it.

Now doesnt it depend on what car mod I use to do the AI lines? If I use an F1 car vs a Mazda Cup sports car, Wouldnt I get different results for the track? Not sure yet, looks like it might make a difference when doing a race in either GAMER, INTERMEDIATE, and PRO modes far as observing the colors of the fast lane line.

Even when using your new Fast Lane line I was getting incidents in the first corner, not all the time. with the different cars. Majority of the time, the cars behaved themselves and seem to do a little braking on each corner.

Read your new post, thanks for the info.

So learned something new tonight.
take care,
Dave
 
is there any more cars than Ferrari converted by @M4MasterKey from ACC to AC at the moment?
is he have any organised page with his work?

or is there any more of those cars converted by other people/pack in one place?
 
Last edited:
Hi @racealot I think i know what I am doing wrong when I create my fast lane lines. I have been paying more attention to just creating the line and doing them at slower speeds and not driving at faster speeds and observing the correct braking points. Also I may ride my brake pedal at times even though I am accelerating down the straights and not realize it.

Now doesnt it depend on what car mod I use to do the AI lines? If I use an F1 car vs a Mazda Cup sports car, Wouldnt I get different results for the track? Not sure yet, looks like it might make a difference when doing a race in either GAMER, INTERMEDIATE, and PRO modes far as observing the colors of the fast lane line.

Even when using your new Fast Lane line I was getting incidents in the first corner, not all the time. with the different cars. Majority of the time, the cars behaved themselves and seem to do a little braking on each corner.

Read your new post, thanks for the info.

So learned something new tonight.
take care,
Dave

this comms is positive for all, so will continue to share experiences if it helps to understand how AC may be interpreting user-data-entry modifications, so to speak...

Was keen and eager to drive Shauns' SR3 v1.5 update, and seeing GutBombs' Denver v1.0 released, thought to combine the both... forethought, oh well the SR3 is powerful for its small built and weight, so it ought to be a close match or an out-field-disaster... sort of like driving a slightly larger super-kart on a tight-fitting-street-circuit.... the car itself felt great on the streets, initially a bit loose on turns and gradually more predictable and grippier around the 8-10 lap mark... could not help noticing the 1st turn chaos, didn't think of it much, not until watching some replays - tried a few other fitting cars like RSS' GT-N Ferruccio and pretty much the same thing... let's suppose the following scenario and welcome your input cause the following is only an estimation of testing, replay reviews, cm tool-set indulgence, combine this with some assumptions based on how AC responds to the applied-modifications, and after some extensive testing with different applied-methods of driving styles, slow, medium pace, fast, a mixture of all or just a few... from all of different tests and different results, the most appropriate and fitting results (for the track that is) were based using a car that was manageable by the end-user, and of course complimented with a car that has effective performance (physics, handling, power, gear-ratio, tyres, brakes, aero)... tried several cars to create the AI-line and was not successful with all... the best AI-line (for moi) was made using the GT-N Feruccio. This car somehow behaves and handles so much better when it reaches the right temperature... so with enough laps under the belt, pretty much open her up and enjoyed making each lap that much better in terms of smoothening the AI-line ever so gently so that it just flows when reviewed...

take this latest example, Newcastle Street Circuit (thanks btw), @KevinK2 has killed it by improving the AI so much so that these are quality results... take a look at some pics (on topic of course)... that AI-line coming up the Hill (turn1 from pit-area) is so freaking smooth and straight... man-made? code perhaps? a ruler? awesome & impressive...👍

newcastle_new-AI-KevinK2_01.jpg


that's the 2nd last turn from S/F line... great work... so seeing this makes for the desire to learn some more and apply alike style quality. LiquidSkyman is another prophet in this area...

newcastle_new-AI-KevinK2_02.jpg


the pit-line is also great, starts early and side-lines it parallel to the fast-line... the pit-exit line is glorious too, slowly merging uphill to the fast-lane... impeccable in my books... and putting it through various tests - it has stood strong thus far...

newcastle_new-AI-KevinK2_03.jpg


Now doesn't it depend on what car mod I use to do the AI lines?

left this Q till last - now that we've digested the approach and test results... personally speaking, and applying some hopeful and logical assumptions here, like: if the best AI-line can be made by driving a compatible user/car combo - then all other cars driven on this track ought to behave closely on par with another (different speeds, lap times, etc, point taken), but on par with performance - give and take - differences in braking capacities, tyre grip, fuel consumption, handling of course) - will try and place various different cars on Newcastle to find out if the AI-line applies equally or otherwise - updates to follow...

think that's plenty of info for now... happy reading, cheers.
oops! so much space taken - :D

edit: forgot to include - using PRO mode at all times...
 
Last edited:
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

thinking laterally about your approach (underlined/bold/italic text above) - slow and steady - hence making a great AI-line - this would definitely be a great start - make the line - improve the line with more laps - this approach is also effective - quite effective to be honest - its literally the foundation (initial line) to be enhanced on a second approach (session)... keep going what you're doing and just get quicker over time (laps)... choose a comparable car, save the initial AI-line made, rename-file/and use it to enhance a 2nd, 3rd or however many times it takes to perfect it... cheers.
 
Hello :gtpflag:

Here are 2 more car models I converted from Forza Horizon 4: First, there is the 2001 Audi RS4 B5 Avant and second the 1995 Mitsubishi Eclipse GSX. I don't mind sharing the models with people who are fairly new to modding, as I am as well, but I prefer to give them to people who are experienced in creating a complete mod, especially physics-wise. Maybe I'll share a public google-drive link in the future for all my conversion, so everyone who wants can create his own mod from the model. So far 2 of my 3 car models (not these ones) have been built to a complete mod/ are being build. First the Renault Clio V6, with which ACCR did a fantastic job and at second the Aston Martin DBR1, which is being worked on by Velo at the moment. My intent when sharing these models, is of course seeing them at some day in game, with actual working physics etc. Both the Audi and the Mistubishi are close to completion when it comes to the visuals (at least from my beginner point of view), they just need some correct uv-wrapping and proper shader settings on some spots. Just as the Aston Martin DBR1, the Audi RS4 also has a modelled engine, trunk, etc. Again, if you are interest in creating a mod from the models, just dm me on Discord @spcy#7487 or here at GTP. And btw: My VW Scirocco is still available :P View attachment 922159 View attachment 922160

Just wanted to say that this looks amazing omg :bowdown:
 
Even if you spent 5000 hours - it does not cost 20 bucks. The price is determined primarily by the level of product quality. This is not a quality level of a paid product in principle.
View attachment 939109
And for the money you want, it should be laser sсan with a modeling level like official content or better. And still it will be expensive, because you want more money for one track than some full-fledged games cost.
Just wondering if i can have the track for free, i mean come on you used my coopers 3.5 mild board from my Adelaide Superloop textures.
 
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?

Thank you very much Masscot, we have studied a lot lately, it's nice to know that it worked! :)
About the huge steering-wheel, the 3D model we used for this version is completely new and we started from a raw version of it, so I don't think it was scaled up in anyway. I can assure you that we didn't. So I assume that the 8C has an oversize steering-wheel!

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

Thank you Mike08 :) we changed our mind lately, now we take our time for every car we rework: quality over quantity, and this seems to pay out!
 
Are there any GT3 mods with CSP/Sol compatibility that's BOP'ed to Kunos' GT3s? The only one I know right now that supports nightime and rain is the NSX GT3/GT3 Evo posted in this thread. The Guerilla ones doesn't support rain and it really breaks the immersion for me.
 
I'm not sure if this is the right place to ask for car physics comments but here they come. As you have noticed we got two Audi 90 GTO's this summer. Is it only me who thinks that Busca's freeware is much more race car like than the paid mod? Better grip and overall behaviour. Graphically they don't differ much.
Another set of cars which I have been very much impressed of are tommy78's DTM cars which revolutionize the physics. No other car in AC has felt so right on the track. The grip reminds much of karting when you drive in the limit and the tyres slip just a bit and then take grip again. There are huge amount of paid and freeware mods where the car behaves more like on ice than on asphalt. Revolution and nobody talks about it...
 
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:
It already was, and everyone did not like it. On the contrary, many asked the administration to return the previous name of the topic. I think that nothing needs to be changed. But we do not hang signs in every store, restaurant, or theater "do not swear obscene words here!"? And people somehow cope with this - do not swear :)
Often... ))))
Children and not very smart adults - were, are and will be. By and large, a violation of the rules is not a request to share a paid mod, and when someone does it. When regular visitors to this topic asked the administration to return the previous name, we kind of agreed that we ourselves would not allow this. And as you can see, no one is posting links to paid mods. So everything is all right. It’s better sometimes it’s better to explain the rules to beginners than one day someone will post a link to a paid mod without paying attention to the bold inscription about the ban, the administrator will see this, and simply close the topic.
 
I agree with the earlier post about the direction of the rain at those sorts of car speeds. It should be appearing more horizontal towards the driver than the angle it's currently shown at. Driveclub absolutely nailed this.
I would also add that they are too bright and sharp. Ilya probably focuses on the video, such as this.

However, with my own eyes it looks a little different. Only close drops that fall into the headlights are illuminated. We do not see the walls of the rain.
 
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...

Not ideal obviously but old F2 skins still work apparently...
 
so there are BMW M6 / Honda NSX Evo / Ferrari 488 / Audi R8 / Lexus RCF/ McLaren 720s based on ACC versions - really nice
and I found MasterKey channel with Lambo Huracan teaser

why Porsche is deleted? can someone provide copy? (got it)

and what about tracks from ACC? is any of them converted?
the most intresting one for me is Mount Panorama because version from ACC is the best I've ever seen in any game probably
 
Last edited:
.../...and what about tracks from ACC? is any of them converted?
the most intresting one for me is Mount Panorama because version from ACC is the best I've ever seen in any game probably

No tracks from ACC have been converted to AC afaik.
As for Bathurst: did you try Bathurst FM7 (Terra21, Jim Lloyd & nobody v1.1) ? It is supposed to be laserscanned and it looks good.
How 'accurate' the laserscan is is another question.
 
Last edited:
yeah tried, but this isn't that great version to be honest
looks like laser scanned =/= other laser scanned
I assume this is Forza conversion and their tracks are weird for me, I don't know is this perspective or what but they feels very weird (wide?) and Panorama isn't any bumpy compared to ACC version which is just different level or even GTS version which is worse but still better than Forza one
 
yeah tried, but this isn't that great version to be honest
looks like laser scanned =/= other laser scanned
I assume this is Forza conversion and their tracks are weird for me, I don't know is this perspective or what but they feels very weird (wide?) and Panorama isn't any bumpy compared to ACC version which is just different level or even GTS version which is worse but still better than Forza one
As the name suggests it is indeed converted from FM7. It's the one I keep installed. Imo it is the best available one for AC.
 
No tracks from ACC have been converted to AC afaik.
As for Bathurst: did you try Bathurst FM7 (Terra21, Jim Lloyd & nobody v1.1) ? It is supposed to be laserscanned, it looks good and has been optimised.

Is there an optimized version? When was it released? :confused:
 
Sharing a mod? Host it on GTPlanet Downloads. Free, public hosting for files up to 10GB in size.
Back