Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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Alright everyone, it's just a few tracks, let's take a breather.

I just enjoy making tracks, if it's Mallory park, or Willow Springs, or a track made out of Lego and covered in LCD screens. Not everyone is going to like everything and thats cool. If we all liked the same things there'd be no variety and we'd all be bored.

As most of you know by now there's 40 odd tracks on my 'in progress' list, if I didn't do an odd fun experimental track every now and again I don't think I'd have the motivation to sit down and concentrate on the accuracy of some of my more realistic tracks.

It Just so happens at the moment I've opened up a load of possibilities by learning more about CSP, it's these wacky ideas that lead to learning and discovery, and from that ALL of my tracks benefit. I'm far from perfect and there's still a lot to learn, so there will be many random tracks for you all to try. Even though I understand they're not for everybody, I don't mind :)

I'm not really sure what my point was, but let's not argue about stuff. I take all criticism and ideas on board, I never really thought of trying to convert something from Forza as there's already a lot of people doing that, and it wouldn't really be 'my' work. It would be Turn10s. But trying to re-create one from scratch is totally my jam, it's something I'll look at in the future. making my own tracks and (hopefully) improving with every release is my main goal.
 
Alright everyone, it's just a few tracks, let's take a breather.

I just enjoy making tracks, if it's Mallory park, or Willow Springs, or a track made out of Lego and covered in LCD screens. Not everyone is going to like everything and thats cool. If we all liked the same things there'd be no variety and we'd all be bored.

As most of you know by now there's 40 odd tracks on my 'in progress' list, if I didn't do an odd fun experimental track every now and again I don't think I'd have the motivation to sit down and concentrate on the accuracy of some of my more realistic tracks.

It Just so happens at the moment I've opened up a load of possibilities by learning more about CSP, it's these wacky ideas that lead to learning and discovery, and from that ALL of my tracks benefit. I'm far from perfect and there's still a lot to learn, so there will be many random tracks for you all to try. Even though I understand they're not for everybody, I don't mind :)

I'm not really sure what my point was, but let's not argue about stuff. I take all criticism and ideas on board, I never really thought of trying to convert something from Forza as there's already a lot of people doing that, and it wouldn't really be 'my' work. It would be Turn10s. But trying to re-create one from scratch is totally my jam, it's something I'll look at in the future. making my own tracks and (hopefully) improving with every release is my main goal.

I think we're all cool here now. Maybe too much alcohol and sun and jokes without winks but masscot sorted that with some big ass emojis that I'm jealous of as mine are tiny.

But yeah variety is a good thing and the fact that you are making tracks that cater for all of us here is great and if some of us want volcanoes that's good, and if some of us want realism that's good too.

So if you want to scratch build something that kinda looks like a cross between deep forest and trial mountain I'd be a happy soul and i'm sure a few others here would appreciate it too
And keep churning out those tracks cause you have a talent for sure.
 
T
I can always run fairly large packs with this car which is surprising considering the lack of LODs. I might take a look at adding LODs (maybe if some kind soul would fix the mirror on that WRX Protoype I posted yesterday ;) ) to gain a little more performance because things don't get much better than running Procar spec races at Spa in VR with the sound turned up to eleven... and the more cars, the merrier.
Please someone make a physical mesh for this track, beautiful track but ruined by the surface.
 


anyone have this driver model?[/QUOT


Hello to all.
I've been try to find a chance to make my first post here and this funny post seemed to be a good opportunity.
I follow this thread for a while and the ammount of interesting things posted here is astonishing. And the love for cars, racing, creating and inspiring is very obvious.
So i'd like to thank you all for trying to improve, create, help and sharing with the rest of us (who are not so good at this). I started slowly getting into the .ini files to correct mods and bring them to a more realistic settings (for me) and frankly i am having so much fun. So excuse me if i post a question, in the future, which might seem silly to you but we all have to start from somewhere.
Thank you all, again!!
 
Last edited:
motegi_bus.png

motegi-buss.png


I'd like to see that do a lap of Motegi...
Bridge was low but she came through unharmed...
 
LOL. Bruce is making massive buses. And hey, why not. :P The interior detail is nice.

Mod by Bruce Kelt
2000 Alexander ALX400 - Volvo B7TL
Specs: Turocharged Diesel With 6-Speeed Automatic..
BHP: 300
NM : 1050
Encryption (None)
CSP latest version is required.!! This will include Dash Animation, And More Lighting Features and Doors Open Command.
Credits:
3D Shell: Omsi 2 mod. (V3D)
3D Work: V3D
Physics: Dmitrii A. x4fab (Orion VII NG)
Sounds : Ditto from Volvo Racing Trucks...
Pictures : Myself..
Few Skins Are Included.
Archived Template Folder Included.
!!! IF SHARED PLEASE USE LINKS PROVIDED AND ALL CREDITS !!`
Any issues found please report directly to name's mentioned above.
Thanks For Checking It Out & Enjoy...
Download Link: https://mega.nz/file/q4wAjaAL#ptGhw11pvJRUhXWWCg30kOWA2m0-uoZ1_gxm5kgttdM
108199930_3195945923797363_4784604268492615277_o.jpg

One of the best mods I have! No, I'm not nuts. At least I think not.

Everything works, whipers, lights, doors, horn (a trully truck horn).
The sound is perfect for this kind of vehicle.

I really hope Bruce Kelt, keep doing these outstanding and perfect bus.
 
For those who have Brno 1.1...just a borrowed Hungaroring grass config, don't know how this sorcery works :boggled:, but I guess it does.
[GRASS_FX]
GRASS_MATERIALS = grass?
;OCCLUDING_MATERIALS = ?asphalt, kerb
SHAPE_SIZE = 1

+ remove 2.kn5 file
 
Does anybody know why some mod cars don't leave the pits in track day or race weekend modes? The ai on a small handful of my cars (namely some Uncle M muscle cars) will turn their wheels and rev like they plan to move but never shift into first and do it. Is it easily fixable?
 
Does anybody know why some mod cars don't leave the pits in track day or race weekend modes? The ai on a small handful of my cars (namely some Uncle M muscle cars) will turn their wheels and rev like they plan to move but never shift into first and do it. Is it easily fixable?


Very easy. Just do this.

Open the car 'data' folder?
Make sure the ai.ini GEARS UP has a bellow number than engine.ini LIMITER (at least 50).

See the bellow example:

[GEARS]
UP=7200 (the original ai.ini come with 7900 - wrong value)
DOWN=4600
SLIP_THRESHOLD=0.95
GAS_CUTOFF_TIME=0.130



have a lower value, than engine.ini limiter

[ENGINE_DATA]
ALTITUDE_SENSITIVITY=0.1 ; sensitivity to altitude
INERTIA=0.120 ; engine inertia
LIMITER=7500 ; engine rev limiter. 0 no limiter
MINIMUM=1500 ; engine idle rpm
LIMITER_HZ=50


Hope it fix the AI at start.
 
Why You don't let the original link??

What the hell? I leave what I want or what I can, right?

I don't have the original link, looked for my downloads files. Got 4 lusso Ferraris.
Don't know what is what. To know, I would have to extract all the .rar folders and watch the skins or the UI file of all.
And I don't remember where I got all the damn 4200 cars in my garage!
As I have more stuff to do and the time is not enough, I extracted the car folder to a .rar.
Just damn thank me (or not), for the damn link of the damn car.

It is the damn same car with the original link or not!

My goodness me!
 
Very easy. Just do this.

Open the car 'data' folder?
Make sure the ai.ini GEARS UP has a bellow number than engine.ini LIMITER (at least 50).

See the bellow example:

[GEARS]
UP=7200 (the original ai.ini come with 7900 - wrong value)
DOWN=4600
SLIP_THRESHOLD=0.95
GAS_CUTOFF_TIME=0.130



have a lower value, than engine.ini limiter

[ENGINE_DATA]
ALTITUDE_SENSITIVITY=0.1 ; sensitivity to altitude
INERTIA=0.120 ; engine inertia
LIMITER=7500 ; engine rev limiter. 0 no limiter
MINIMUM=1500 ; engine idle rpm
LIMITER_HZ=50


Hope it fix the AI at start.


Thanks for the response. Unfortunately, that's not the issue on the stock Chevelle I'm trying to get working. The ai.ini upshift value is 6100 and the engine.ini limiter is 8200. Here's the ai.ini:

VERSION=2

[GEARS]
UP=6100
DOWN=4200
SLIP_THRESHOLD=1.0
GAS_CUTOFF_TIME=0.00

[PEDALS]
GASGAIN=3.5
BRAKE_HINT=1.00
TRAIL_HINT=0.30

[LOOKAHEAD]
BASE=26.6
SPEED_GAIN=0.8
GAS_BRAKE_LOOKAHEAD=5

[STEER]
STEER_GAIN=1.5

And here's the top half of the engine.ini:

[HEADER]
VERSION=1
POWER_CURVE=power.lut ; power curve file
COAST_CURVE=FROM_COAST_REF ; coast curve. can define 3 different options (coast reference, coast values for mathematical curve, coast curve file)

[ENGINE_DATA]
ALTITUDE_SENSITIVITY=0.01 ; sensitivity to altitude
INERTIA=0.325 ; engine inertia
LIMITER=8200 ; engine rev limiter. 0 no limiter
LIMITER_HZ=48 ; Frequency of engine limiter
MINIMUM=1700 ; Idle rpm

[COAST_REF]
RPM=5500 ; rev number reference
TORQUE=140 ; engine braking torque value in Nm at rev number reference
NON_LINEARITY=0 ; coast engine brake from ZERO to TORQUE value at rpm with linear (0) to fully exponential (1)

I'm not educated enough on the meanings of the values to see what might be wrong.
 
Thanks for the response. Unfortunately, that's not the issue on the stock Chevelle I'm trying to get working. The ai.ini upshift value is 6100 and the engine.ini limiter is 8200. Here's the ai.ini:

VERSION=2

[GEARS]
UP=6100
DOWN=4200
SLIP_THRESHOLD=1.0
GAS_CUTOFF_TIME=0.00

[PEDALS]
GASGAIN=3.5
BRAKE_HINT=1.00
TRAIL_HINT=0.30

[LOOKAHEAD]
BASE=26.6
SPEED_GAIN=0.8
GAS_BRAKE_LOOKAHEAD=5

[STEER]
STEER_GAIN=1.5

And here's the top half of the engine.ini:

[HEADER]
VERSION=1
POWER_CURVE=power.lut ; power curve file
COAST_CURVE=FROM_COAST_REF ; coast curve. can define 3 different options (coast reference, coast values for mathematical curve, coast curve file)

[ENGINE_DATA]
ALTITUDE_SENSITIVITY=0.01 ; sensitivity to altitude
INERTIA=0.325 ; engine inertia
LIMITER=8200 ; engine rev limiter. 0 no limiter
LIMITER_HZ=48 ; Frequency of engine limiter
MINIMUM=1700 ; Idle rpm

[COAST_REF]
RPM=5500 ; rev number reference
TORQUE=140 ; engine braking torque value in Nm at rev number reference
NON_LINEARITY=0 ; coast engine brake from ZERO to TORQUE value at rpm with linear (0) to fully exponential (1)

I'm not educated enough on the meanings of the values to see what might be wrong.

In ai.ini change “UP” to 8100 or around that

For “DOWN” I usually like to line it up with the old value. In this case, change “DOWN” to 6200.

like this:

[GEARS]
UP=8100
DOWN=6200
 
Thanks for the response. Unfortunately, that's not the issue on the stock Chevelle I'm trying to get working. The ai.ini upshift value is 6100 and the engine.ini limiter is 8200

Ive never known an American V8 in a Chevelle to rev to 8200 rpm. Even a race prepared 302 will struggle to 8200.
 
Guys, this screen is caching ratings, etc. The low star ratings are for tracks I haven't had for months. It's also caching description information that has changed or is no longer there for tracks. Is there any way to clear CM's cache?
upload_2020-7-18_1-19-27.png
 
What the hell? I leave what I want or what I can, right?

I don't have the original link, looked for my downloads files. Got 4 lusso Ferraris.
Don't know what is what. To know, I would have to extract all the .rar folders and watch the skins or the UI file of all.
And I don't remember where I got all the damn 4200 cars in my garage!
As I have more stuff to do and the time is not enough, I extracted the car folder to a .rar.
Just damn thank me (or not), for the damn link of the damn car.

It is the damn same car with the original link or not!

My goodness me!

Modders often prefer their original links to be used so that they can track the number of downloads. Rehosting will obviouly skew that data and might even mean that essential updates are never performed if the modder thinks only a few people downloaded the original mod.
 
Sharing a mod? Host it on GTPlanet Downloads. Free, public hosting for files up to 10GB in size.

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