Assetto Corsa PC Mods General DiscussionPC 

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Yes, I know, all of these are very old, very low poly, and won't be much use to create a good AC mod, except for some reference. I have a GTR2 version that was created by Tracoholics, and I have the model, but I'm not sure where it came from. I think it looks a little different from the one I've seen for NetKar Pro. If you have something you can verify as sourced from there, I could use it.
the GTR2 model is sourced from NKpro. I think it was a 3d rip, and not a converted extract.
In fact, my GTR2 version is my own convert of Slimjims Formula NKP for rFactor, which was ripped via 3d extraction
 
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I seem to have found the answer to my question.
Quote my own post with a question


I tried to completely change the ffb settings to enable the new options offered by the CM.
And I managed to achieve a result that eliminates this problem. And I was almost delighted.
But then I checked how my historic cars would behave now, for example the Maseratti 250F - and it was disgusting! With my old, clean ffb settings, I feel the 250F as an extension of the hands. FFB has excellent information content, the car is perfectly controlled, driving is a pleasure. With the new settings, the information content disappeared completely, the car stopped obeying, and it became very uncomfortable to drive. FFB just interferes with driving! I think if someone is given to try this car with such feedback settings, he will decide that historical cars are **** :)
And maybe someone thinks so accurately simply because his ffb is incorrectly configured?
I again came back to the idea that it is necessary to change the physics of the car, and not the ffb. And although I am not well versed in the physics of AC, I managed to find the required parameter. I made changes to the physics of two cars - Ferrari F138 and RSS Formula 2 2020. Now these cars have an amazing ffb for me, and it seems I can also modify the Ferrari 2004 and some other cars that have a strong drop in feedback in turns.

What do you think about this? Has anyone faced the same problem?
Would you say that all of your cars give force feedback equally well?
If someone is interested in trying it, to compare, I can share the data folders for these cars.

I agree about the physics determining the FFB feel. RSS mods are some of the best so i'd not want the data file for those but just a rough idea of what areas you changed?
For example, steer assist and ffb multi are my first port of call with issue cars.
Then its inertia, and if its really bad (but i like the model) i simply swap physics from a similar sort of car.
 
Thanks for the reply, however disappointing it is. He's been pulled up about this many times in the past and I'm sure over a year ago (maybe two?) he said everything was now in place to get these tracks finished.
As you say, hillclimb and rally tracks seem to be his focus for some reason, despite these being the least popular types of tracks in AC.
Maybe he should throw the unfinished circuits out to be finished by the community rather then leaving them stagnating as a permanent reminder of broken promises.

I agree with you. I dont think he will do your last comment yet, cause he needs every penny to support the very large amount of money he is spending to do the Rally tracks. I dont know how much he is doing on the private tracks he mentions he will also do.

When I am online on his Discord channel, he seems to be online active, so not sure what he is doing.

You probably know about the SimTraxx thread over on Race Dept "Is SimTaxx Dead" and all the comments including a couple of mine about coming soon messages from them.

Anyway, I will keep the group posted if I hear any better news on updates. Kaon kept saying 2020 will be the year. We are half way through now.
Dave
 
I agree about the physics determining the FFB feel. RSS mods are some of the best so i'd not want the data file for those but just a rough idea of what areas you changed?
For example, steer assist and ffb multi are my first port of call with issue cars.
Then its inertia, and if its really bad (but i like the model) i simply swap physics from a similar sort of car.
FFB mult- changes the overall force. And if you raise it, then the knock of the steering wheel begins ...
If everything suits you, then you have others ffb settings.
I don't like the fact that when cornering, at the slightest drop in the grip of the front tires, feedback disappears. When cornering, the steering wheel is almost empty, there is no effort and information content. The effort must grow. I changed this. RSS mods really have great physics. For GT cars ffb I like it. But their formulas have this effect of falling strength in ffb.
 
Reworked:
Neil Shaw / Updated by Assetto-fr.tk
Lake Side Raceway v1.1
Update shaders
Remove public and crowd
Add 3dgrass
Update outline, map and preview
purge the kn5s of a lot of things that weren't good.
rename lakeside_qld_conversion to lake_side_raceway
https://sharemods.com/l3eiakqxnx90/lake_side_raceway.7z.html
preview.png

there is still a lot of work to do, if someone wants to continue it, I'll stay here :)
 
Can you say exactly which Ferrari these are for please? 'NLS' finds nothing in my garage. Thanks!

NLS is the new shortcut for "Nürburgring Langstrecken Serie" which formerly has been known as "VLN" - "Veranstaltergemeinschaft Langstreckenmeisterschaft Nürburgring". This is the series who hosts the races on the Nordschleife besides the 24hr race there. In CM I always tag the cars with VLN or NLS to have them grouped together.
 
Sorry to hear you're still having an issue. I know CamTool can be an FPS hog. Turn that off if it's on, see
Hi! I don't have camtool installed, never could make it work so I gave up.
If it's happening after 2-3 races, that can make this more difficult to troubleshoot.
This is what I am most affraid of.
Anyway, thank you very for trying to help me. On the CSP/CM discord they even didn't bother to try. As I have a brazilian YT channel now basically dedicated to AC/CM/SOL/CSP, trying to motivate my subscribers to use it and donate something in return, this issue is holding me back and the video production is slower now.
Thanks, again.
Cheers :cheers:
 
I have picked up the Radical SR8 RX project again, as I had already started to edit the crappy physics that exist in the original release years ago (the RTM release of the same model in 2018 only fixed the sound and more powa'baby). Since I have done the SR8 for rF and GTR2 with heavy background specification research, I will use the data for the rest of the todo work

This is a physics only mod and will release to GTPlanet as a group effort/release, if anyone is interested to help/test, let me know.

Done:
New tires *in testing (hand edited and proper size)
Proper hp/tq curve matched to Radical dyno sheet (hand edited)
Reworked aero now have proper places for wings, body, diffuser to match the model (hand edited w/CM visualization help)

todo:
Verify gear ratios to factory spec/offering (Quaife) Modify if needed.
Finalize tire choices
Finalize and smooth engine hp/tq curves *add 250rpm steps
Decide on sounds (the RTM ones are not bad... I kinda like the Alfa 33 Stradale sounds heh)
Define a default setup (help me, some values are default 0)
Clean up junk files like old tire lut's
Finish removing the metalflake paint from the skins (easy copy cm json)
Testing - she is a wee fast as I hit a 6:55 on nords with ease, record is 6:45 which should be within reach of some, grasped by few and beaten only by the best of the best.

who knows the origin of the first release? (for credits)
note: this seems to be a FM5 rip going by the skins.
 
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FFB mult- changes the overall force. And if you raise it, then the knock of the steering wheel begins ...
If everything suits you, then you have others ffb settings.
I don't like the fact that when cornering, at the slightest drop in the grip of the front tires, feedback disappears. When cornering, the steering wheel is almost empty, there is no effort and information content. The effort must grow. I changed this. RSS mods really have great physics. For GT cars ffb I like it. But their formulas have this effect of falling strength in ffb.

Oh, ok then in that case then, try this:

In car ini file under ffb multi there is 'steer assist'

Change formula cars and high down-force cars to about 70 to 80ish. So 0.7-0.8

All this simply does is makes the high down-force cars have more forces at low speed corners but stops it clipping on high speed corners etc..
(this was confirmed by Lord Kunos himself)

There are so many mod cars which have '0' here or say 0.4 in a hot hatch...totally ruins ffb IMO... but on formula cars it works well...
 
I seem to have found the answer to my question.
Quote my own post with a question


I tried to completely change the ffb settings to enable the new options offered by the CM.
And I managed to achieve a result that eliminates this problem. And I was almost delighted.
But then I checked how my historic cars would behave now, for example the Maseratti 250F - and it was disgusting! With my old, clean ffb settings, I feel the 250F as an extension of the hands. FFB has excellent information content, the car is perfectly controlled, driving is a pleasure. With the new settings, the information content disappeared completely, the car stopped obeying, and it became very uncomfortable to drive. FFB just interferes with driving! I think if someone is given to try this car with such feedback settings, he will decide that historical cars are **** :)
And maybe someone thinks so accurately simply because his ffb is incorrectly configured?
I again came back to the idea that it is necessary to change the physics of the car, and not the ffb. And although I am not well versed in the physics of AC, I managed to find the required parameter. I made changes to the physics of two cars - Ferrari F138 and RSS Formula 2 2020. Now these cars have an amazing ffb for me, and it seems I can also modify the Ferrari 2004 and some other cars that have a strong drop in feedback in turns.

What do you think about this? Has anyone faced the same problem?
Would you say that all of your cars give force feedback equally well?
If someone is interested in trying it, to compare, I can share the data folders for these cars.

I agree about the physics determining the FFB feel. RSS mods are some of the best so i'd not want the data file for those but just a rough idea of what areas you changed?
For example, steer assist and ffb multi are my first port of call with issue cars.
Then its inertia, and if its really bad (but i like the model) i simply swap physics from a similar sort of car.
What I've come to find looking at the data is that it seems to be a three pronged effort to get a car feeling right in Assetto Corsa and the game only works within a set of parameters to get you there. Anything outside of those and the feeling is not going to be there.

It starts with the tires. The tires have to have the right amount of grip for the car in question. This figures in weight and aero of the car. Cars with more aero have to have "stickier" tires or else the car is going to break traction. The tires have to support the weight or else it will break traction.
Next, it holds true to suspension settings. To stiff suspension on a car, go to a corner and that leaves only the tires to keep grip while the suspension is of no help transferring weight more equally.
Finally your steering ratios help to make sure that the turning is done smoothly with no abrupt change in angles. If steering is too quick and the rear breaks, if the tires cannot handle the load then the car goes around with no chance of recovery.

It is a juggling act to find the balance of this ecosystem and to get it to a point where tires stay planted, but not too planted, suspension transfers weight evenly but not too much to sway off course and steering input is smooth and consistent. When you meet these three criteria, the FFB falls right into place and feels marvelous. The car can even break the rear end and drift a little bit but is recoverable. Kunos, RSS, URD, VRC, these name brands are getting this right each and every time just about. Studying the data helps but is tedious. These are the main areas when you install that mod car that so and so made and it "just doesn't feel right", to adjust. Of course aero plays a part. The differential plays a big part from keeping the rear end from kicking out and can determine how you get on and off power put doesn't really affect the FFB.

I'm currently working on updating all the little works I've done because I've got a new wheel with a lot more fidelity and I see some areas I may have missed here and there. In order to do that though, I've had to spend countless time in Kunos, Urd, Rss and so forth cars to relearn the feeling of these well put together cars. One car in particular I've had to do a lot of rework to was the GT86 GT4. I was stunned at how the tune I did did NOT translate to a Direct Drive wheel and felt off. I'll be fixing and sharing things I previously shared here again with the better understanding and feel I've found.
 
Can you say exactly which Ferrari these are for please? 'NLS' finds nothing in my garage. Thanks!

Love the skins people do, and I certainly appreciate the work that goes into it, and the willingness to share, but it's always a mess in RaceDepartment. I just don't get why it isn't mandatory (hell, even customary) to clearly state the DIR name of the mod! Even the car name AND brand doesn't get mentioned a lot of the time, like we're all supposed to immediately be familiar with every car in existence and know exactly what it is. For instance, some would say Ferrari 488 something, or whatever, but that's it. No mention to which of the 5 or 6 of those we have around it is. But more often than not, not even that basic info is present.

So, it's often like this: no brand/model on the download page title (just a mention to championship name, or year, or category, or car creator - even if only his 5 facebook followers know who he is), the file itself will be 'skins.zip' or something and, once you open it, it usually doesn't mention the DIR name of the mod at all, just the sponsor name, or skin title, and going to the JSON file is also pointless, since there's nothing in it that helps

So we (every single one of us) end up having to waste hours trying to figure it out, often times by trial and error, since most are not experts if every single car maker, category, era, etc. So something that could take 30 seconds to setup goes on forever. It's like people don't want the general public to actually use the stuff.

Anyway, going through all my 488's, these skins seem to be for the 'ferrari_488_gt3_acc', though I actually haven't tested it yet, being busy writing this :)

Not taking a shot at the skins/post Masscot was quoting, of course. It's mostly a RaceDepartment thing, although I see it right here in the forum a lot too.
 
It starts with the tires.
exactly. I wont be doing any other real adjustments until I am happy with the tires. Tire charastics define most of "the feel" in a sim.
You cannot really play with FFB lock/multi etc without setting and deciding on tires/wheel specs and size.

example, the SR8 RX had 280mm wide 18in all around. Stock sizes are now "mounted" and the car drives and FFB is very different.
 
AI for Airport Piestany

Well it's a freight train now, but it's that kind of track, I guess. Passing attempts are somewhat suicidal:

View attachment 943038

Tested with GT3, RSS Formula Americaslovakia's, and I can't remember what else. Cool glider. Hot girls in the pits- what's not to like?

RD link:
https://www.racedepartment.com/downloads/ai-for-airport-piestany-1-22.34755/

Or for non-members:
https://mega.nz/file/u0AWXKoL#ez1YP4eqzUWdhEahaGMpSppJ4LkLn9jI_WxUYLlcIgA

Thanks to @safi hellie for making me aware of this track.

EDIT: Sorry LSM, didn't know you were thinking of taking a look. I can always pull it down, if you think it sucks....

Revision to ai for Airport Piestany

Although he never replied to my question, thanks to @nas404 for making me aware of problems with slower cars. I decided to take another look, and chose to completely rework the ai. It now seems to work much better all around. Links have been updated in previous post and at RD.

BTW anyone notice these weird patches on the road? Intentional? Removeable?

Screenshot_gt4_camaro_airport_piestany_25-6-120-12-5-20.jpg
 
I will actually do a side by side video today of your video and mine of the acc conversion and post it here. Even though I fully get what you are trying to say, by watching your video now and then rewatching mine, I think what your experiencing is just a feeling and that the difference is gonna be very minimal. But I could be totally wrong, that is why a will do the comparison video. And maybe if I get time, add a comparison to real life hotlap. I never drove the track (oh that is a high entry on my bucket list and am so jealous at you right now :lol:), so this is something I would love to try to get to the bottom of. (why am I so obsessed with this track, what the **** is wrong with me :lol:).

I'll give a cross reference from another sport. I live 5 minutes away from a world Cup skiing venue. I can actually see the track through my window right now. So you can imagine I spent quite the amount of time on that track skiing. And every year I watch the race and they do a course presentation with a head cam, I look in disbelief at how flat the course looks on TV or YouTube. I guess the speed, the g-forces, the adrenaline,... makes you experience elevations much more differently IRL. The final straight on this skiing course looks almost like it has no elevation on TV, but let me tell you I fell last year there with my son while riding on a slade, and it took us good 50 meters to come to a full stop. We probably did 2 or 3 full 360 spins along the way. The kid had his entire face scrapped off. Took hit to the emergency room just be on a safe side he didn't hurt himself seriously.

EDIT: Here is a dirty comparison video. Just ignore my total lack of video editing skills. It could be done better, but you are in a slower car, have traffic and use a wide screen aspect ratio. So i had to improvise a little bit. Set my video to 0.9 speed and "waited" for you to catch-up on top of the mountain. To bad you got stuck in traffic going up the mountain. But non the less i think still can be seen that there is not much difference. Especially going down the mountain, where there is a more direct comparison. If anything I think elevations are more expressive in ACC version of the track:


yup, look pretty similar actually, i think the other issue might be the pov/fov and or game engine, when i drive it in ACC it "feels" flatter. Might literally just be game engine difference?

Picked up another bike yesterday and the plan was to do a big ride with the boys up to Bathurst, but....

upload_2020-7-26_7-12-22.png
 
Guys, I've got some catching up to do.

I've got a confusing question though. I totally appreciate the addition of grassfx to the tracks lately. What's confusing is: Before installing the updated tracks, I've been checking to see if they already have grassfx. And most of them do already have grassfx that were automatically installed from Content Manager's configuration repository. So I'm wondering if the authors of these grassfx updates use Content Manager? Is this why we are seeing so many grassfx track updates for tracks that already have grassfx? Anderstorp2007 is the latest example I can give of a track that already has grassfx from CM.

Again, I totally appreciate the work being done. As many of you know, I also like to update tracks for the community, but the grassfx updates are confusing me.

Can we discuss?

Cheers my friends!,
Teddie
 
Reworked:
Neil Shaw / Updated by Assetto-fr.tk
Lake Side Raceway v1.1
Update shaders
Remove public and crowd
Add 3dgrass
Update outline, map and preview
purge the kn5s of a lot of things that weren't good.
rename lakeside_qld_conversion to lake_side_raceway
https://sharemods.com/l3eiakqxnx90/lake_side_raceway.7z.html
preview.png

there is still a lot of work to do, if someone wants to continue it, I'll stay here :)

Thank you very much. 👍
 
Guys, I've got some catching up to do.

I've got a confusing question though. I totally appreciate the addition of grassfx to the tracks lately. What's confusing is: Before installing the updated tracks, I've been checking to see if they already have grassfx. And most of them do already have grassfx that were automatically installed from Content Manager's configuration repository. So I'm wondering if the authors of these grassfx updates use Content Manager? Is this why we are seeing so many grassfx track updates for tracks that already have grassfx? Anderstorp2007 is the latest example I can give of a track that already has grassfx from CM.

Again, I totally appreciate the work being done. As many of you know, I also like to update tracks for the community, but the grassfx updates are confusing me.

Can we discuss?

Cheers my friends!,
Teddie

Which tracks?
None of the unloved kart tracks had them thats for sure.
I use CM and so far none of my track grass fx's were present.
I mean i have only done like 2 kart tracks and that airport one so not sure you mean me anyway.

Rest assured i do check each one.
 
Which tracks?
None of the unloved kart tracks had them thats for sure.
I use CM and so far none of my track grass fx's were present.
I mean i have only done like 2 kart tracks and that airport one so not sure you mean me anyway.

Rest assured i do check each one.

Safi, I can't say I've checked the kart ones yet. The ones I've checked are mostly the larger circuits that have been updated. Looking forward to trying your kart track updates. Which karts are you using? I'm loving the KS67 (spelling) Russian karts.

[EDIT] Actually, I just checked the spa1988 above your last post. It already has a heavy configuration file from CM. So already has grassfx, etc.

Below is the config file that already exists for spa1988 from CM's repository automatically downloaded on my PC back in March or earlier. This is why I'm wondering if the authors adding grassfx to tracks that already have it are not using CM (?) -- The config file below also already deals with adjusting road textures, spectators, etc.

It's not a big deal except I'd like to make sure, for me personally, that I'm not overwriting an already very good config for the tracks I have. And perhaps there are folks out there that don't know how to check before hand.

; config was prepared automatically. source:
; https://github.com/ac-custom-shader...-config/blob/master/config/tracks/spa1988.ini
[LIGHTING]
LIT_MULT=1.0
CAR_LIGHTS_LIT_MULT=1.0
SPECULAR_MULT=1.0
[GRASS_FX]
GRASS_MATERIALS=GRASSX2,RDGRASS
OCCLUDING_MATERIALS_ALPHA=
OCCLUDING_MATERIALS=GRASSFOST
ORIGINAL_GRASS_MATERIALS=
MASK_MAIN_THRESHOLD=0
SHAPE_SIZE=1.5
SHAPE_TIDY=0
SHAPE_CUT=0.5
TEXTURE=grass_fx/highlands.dds
TEXTURE_GRID=8, 3
[MATERIAL_ADJUSTMENT_0]
MATERIALS=ROADROLD2,ROAD3X,ROAD1X,ROADGRDX,ROADROLD,ROAD2X
KEY_0=ksDiffuse
VALUE_0=0.3
OFF_VALUE_0=0.7
KEY_1=ksAmbient
VALUE_1=0.5
OFF_VALUE_1=0.6
ACTIVE=1
[MATERIAL_ADJUSTMENT_1]
MATERIALS=GRASSX2,RDGRASS
KEY_0=ksDiffuse
VALUE_0=0.8
OFF_VALUE_0=1.1
KEY_1=ksAmbient
VALUE_1=0.8
OFF_VALUE_1=1.1
ACTIVE=1
[MATERIAL_ADJUSTMENT_2]
MATERIALS=PEOPLEB,PEOPLEC,PEOPLED,PEOPLEE,PEOPLEA,peopleCROWDSTANDING01,peopleCROWDSTANDING02,peopleCROWDSTANDING03,peopleCROWDSTANDING04,RMBLB,RMBLB
KEY_0=ksDiffuse
VALUE_0=0.2
OFF_VALUE_0=0.3
KEY_1=ksAmbient
VALUE_1=0.1
OFF_VALUE_1=0.3
ACTIVE=1
 
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Guys, I've got some catching up to do.

I've got a confusing question though. I totally appreciate the addition of grassfx to the tracks lately. What's confusing is: Before installing the updated tracks, I've been checking to see if they already have grassfx. And most of them do already have grassfx that were automatically installed from Content Manager's configuration repository. So I'm wondering if the authors of these grassfx updates use Content Manager? Is this why we are seeing so many grassfx track updates for tracks that already have grassfx? Anderstorp2007 is the latest example I can give of a track that already has grassfx from CM.

Again, I totally appreciate the work being done. As many of you know, I also like to update tracks for the community, but the grassfx updates are confusing me.

Can we discuss?

Cheers my friends!,
Teddie
It might be because whoever is doing the updates doesn't have the option selected to automatically download track configs from the github, so they think these tracks don't have configs? Just a thought.
 
I agree, crowds in AC in particular but in all SIM in general are usually so fake and ugly, that we are much better without them even if they were not a hinder on the performance on top of it.
Can't say I totally agree on this. Some tracks it looks worse than others but some it can add immersion, for me anyway and others have also stated that. With the nicer crowds, when racing you hardly notice them as you're going to fast/concentrating so it adds that little bit of depth (for me anyway). If not kunos crowd facing crowds, I think the better option here unless they are way too bad, is to set them as spectators in the extension config. That way people like yourself can blanket turn every crowd off in every track in one click. I think having that option is better then just straight up removing them and taking that choice away from people?

Oh yeah @Teddie , latest Spa by @__EASY__ already has grassfx for me and I don't mind the crowd so not sure if I will download this "update", let me know what it is like if you do.
 
Which tracks?
None of the unloved kart tracks had them thats for sure.
I use CM and so far none of my track grass fx's were present.
I mean i have only done like 2 kart tracks and that airport one so not sure you mean me anyway.

Rest assured i do check each one.

Yeah i am pretty sure none of the Kart tracks have grass fx or any config files at all. The original author did not do any enhancements like Sfi is doing.
 
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