Assetto Corsa PC Mods General DiscussionPC 

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Dumeklemmer / Updated by Assetto-fr.tk
Pace Park v1.1
Update textures
Add 3dgrass
Add VAO
Change trees
Add AI for Pace Park v1.0 by kevink63
https://sharemods.com/6cxzai7406go/pacepark.7z.html
preview.png

Could you please update Mission raceway? :D
 
Has any of the AI experts here made some decent AI lines for either of the modern Hockenheim tracks (Tommy, Patrickpat), that don't make the AI come to a complete stop before both hairpins?
 
Hi Masscot - no problem for your question, I am a member there/on his discord group and so far the older tracks, allot of them, have not been updated. Kon seems to get off on tangents and keeps doing new stuff which then they never get completed either. His concentration seems to be only on Rally road/stage type tracks. Circuit tracks he has are still not improved or touched. I think he has about 5-6 circuit tracks.

He updated Buttonwillow circuit track a little and I gave him some side lines for all the configurations, but he did not add them as of yet. just night lighting. I dont think his version on the website has the pit fix and the pit crews need to be oriented correctly. i have a full working version, but need to fix the pit crews correctly. There is a new hvrm KN5 file that fixes the pits online somewhere.

His Portland track is not as good as another updated one floating around in the download areas. i have the good working one which is Portland v1.4.

As you know Masscott, he keeps promising updates coming soon, but still never happens on older tracks that have been around.

Several of the tracks have been updated by others because of getting tired waiting.

His pricing on some of the tracks are somewhat reasonable low, but I dont think people know what they are getting when they are not completed.

So that is just my thoughts on the SimTraxx group. I have no complaints with Kon, but he should finish older tracks before starting 10 new ones.

take care,
Dave

Hi Dave. I have recently bought a one-year-membership from SIM TRAXX and downloaded all of his tracks. The last time I did this was several years ago - back when he was still sending his pdf-download-newsletter to his sponsors.

I have to admit that I was shocked how little updated most of his tracks are. Dont get me wrong: I love his rallye-stages. Some of them are the nicest looking tracks on AC. But I agree that I wished he did finish some of the older circuits.

So I started to do some basic update of his tracks myself (see here: https://www.gtplanet.net/forum/thre...ral-discussion.307899/page-1420#post-13171093)
 
Hello guys, were Adelaide 1988 and Paul Ricard 1988 updated with more shaders and 3dgrass? Does anyone have these tracks please?
Ricard 88 was more sand than grass, in reality, but Adelaide would be cool, depending on the version - the mod 88 or the AMS1 conversion?
 
TYW
Can anybody share the files after the installation please? It keeps saying that mydocuments are invalid.
I join the request. The exe file of the mod's installation is a strange choice, I didn't even download it, because it is not clear what and where it will install ...
 
Hockenheim Historic...
It looks to be an excellent conversion from AMS1, but the first chicane has a tyre barrier placed on the track, literally blocking it completely, which makes it 109% undrivable. Does anyone know how to fix it, because it’s much better than the Mod 1988 version.
 
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
Thanks! As far as I understand, in the RSS Formula 2 this parameter can be adjusted directly in the car settings, in the simulator. Its change, in my opinion, also affects the FFB in general. Changing it seems to lead to the same results as ffb mult - the steering wheel starts knocking ...

But the main problem remains - in the turn, the feedback weakens sharply.
And the changes that I made made the steering wheel heavier and more informative, without negatively affecting all other feedback parameters.

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.
I agree with this, and I also understand it.
Carrying out various experiments, I checked how the nature of the feedback changes when changing tires, tuning ffb, and suspension. Tires, it seems to me, have the least effect on ffb. There is influence, but it does not change the nature of the ffb, only some individual nuances. The ffb settings in the game can change the feel a lot, but the problem is that the changes will affect all cars. In my case, it turned out that if I set up FFB for comfortable driving of modern formulas (relatively speaking), then historical cars become poorly controlled.


In general, I suggest just trying what I did.
Today, a little later, I'll post it.
 


Oh my. Top level mod. A little faster than other GT4s, but impressive. Is this done or commissioned by KTM themselves? That would be something.

Hi ! :)
It will be interesting to compare with this previous version which I like. ;)


Cheers ! :cheers:
This one is also a seriously nice drive. Wow. Graphically not at the level of the new one and needs a glass fix though. Unzip the attached file to ...\Documents\Assetto Corsa\cfg\extension\cars
 

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@ales100i

Hi ! :)

The new one is 4 seconds faster on vanilla Brands-Hatch (default setup for both and 30 liters of fuel) and obviously I put the Turbo on 100%.

I appreciate the two and even if the FFB on the old one is good, the new one gives really good feelings and informations, that's the first thing I really appreciated when I drove it for the first time.

Sure, the cockpit is more detailed on the new one wich is a thing I appreciate and in my opinion, this car deserves attractive skins.

Thanks a lot for the file for the "old one", It's really appreciated. 👍

Cheers ! :cheers:
 
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@ales100i

Hi ! :)

The new one is 4 seconds faster on vanilla Brands-Hatch (default setup for both and 30 liters of fuel) and obviously I put the Turbo on 100%.

I appreciate the two and even if the FFB on the old one is good, the new one gives really good feelings and informations, that's the first thing I really appreciated when I drove it for the first time.

Sure, the cockpit is more detailed on the new one wihich is a thing I appreciate and in my opinion, this car deserves attractive skins.

Thanks a lot for the file for the "old one", It's really appreciated. 👍

Cheers ! :cheers:
Yes. I read somewhere, can't remember where, that the car must be heavily restricted to run with the others on the field of GT4s because its only like 900 kg or something. It's obviously different on every track, but the article states something about 125 kg ballast and turbo restricted to 90% if I'm not mistaken for a certain track. Tried it with this one and fits almost perfectly to level the field with other cars. Try it. The turbo can be restricted in the setup, the ballast in CM.
 
Guys, if it doesn't make it difficult, can you put it into a normal archive and post it please?
I don't want to point any fingers, but the installer checks for the integrity of the game, cause it was made by Kunos for KTM. If you or anybody else didn't buy the game and play the cracked version, please consider buying it. It's must be like 10 bucks with a DLCs now for the best piece of software ever developed. For how many hundred hours of game time? Again sorry if I'm wrong, but this goes for anybody not using the original game.

Now tot the car. I know I only drove it for a few hours now (and can't seem to stop driving it), but this might just be one of the best cars ever created for AC. Just blown away. I always liked KTM, they are such a cool company, and this move again only proves how consumer oriented company they really are. Great job KTM. Now if only other, much richer companies, would follow their lead. This is the best advertising you could ask for.
 
Have Sim Traxx finished any of their old tracks yet, the ones that showed a bit of promise like Shelton Ridge and Pacific Raceways?
Or are they still half-assed and abandoned?

Is even asking this question an open invitation for psychiatric evaluation?


off the record ,they update 3 tracks only ,dont expect anything and dont pay for a membership ,they are just promises,but nothing new ,its sad for the people that they have allready paid but they will never see updates on tracks,the most important surfases are wrong,i used to have a friend there working as a technical advisor ,but they never followed his instructions,and the most part is that they dont care about the clients who paid because if they were all the unfinsh tracks would be done,


can somebody upload the file without the installer ?
 
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I just updated to the latest Sol to see if the new 3D clouds look better than the old Sol skyboxes in VR (spoiler: they don't) and now trees don't react to wind.

Any ideas?
 
Try comparing this to the original.
To do this, first drive another circle on the original car in order to remember how the FFB behaves, especially paying attention to the efforts that you feel when cornering, as well as during the demolition of the front axle.
Then rename the data.acd file and the data folder so that you can then return the names and restore everything as it was, and move my data folder to the car directory.
Try the car again and compare the FFB experience.

How should you feel? If you, like me, had little force feedback, you will feel that the car gained weight, the steering wheel was no longer empty, the feedback became more informative. If the settings are different (if you have additional ffb options enabled in the CM), then I assume that you may feel that the car has become too heavy.

RSS Formula 2 v6 2020.
important:
is only the data folder. You must have a mod to try this.

I have read more than once that young F2 pilots, coming to F1, are surprised that F1 car is much easier to steer than F2, because it has power steering. I could not find reliable information about whether an amplifier is installed in F2 or not, but in any case, this suggests that the steering wheel in an F2 car cannot be light, and in comparison with F1 it should be heavier.
There is one more change in my data folder - HALO is disabled by default.

Ferrari F138.
In addition to changing the FFB, the problem with a very small angle of rotation of the wheels has been fixed. I do not understand why Kunos in their official F1 cars Ferrari made the wheel angle so small. In real life on F1 cars it never happens like that. On some tracks, for example Monaco, it is impossible to even fit into a turn due to understeer ...
This has been fixed in car.ini. However, the animation of the hands in this car is not designed for an angle greater than 360g, so when you hang it, the animation jumps. I haven't had time to fix this yet. But it doesn't matter now, since the main goal of the changes is ffb.

Give it a try if you're interested and share your feelings.
 

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@Turnup

Hi ! :)

It can be an endless debate with numerous different feelings, different skills, different experiences, different wheels, different wishes. ;)

For me, there is no matter for problem about FFB in AC (ACC... well I am angry with it, the slip effect is barely missing !) as in RR3 or in another category "Dirt Rally" (not Dirt Rally 2 !!!).

I'm really satisfy with it as I'm satisfy with my native settings for my wheel which let me feel a huge quantity of informations in my arms and my hands.

Cheers ! :cheers:
 
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