Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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I love the DRM Revival cars but man alive, I wish they'd tone their driver suits down a bit. So many bright primary colours, so many day-glow white shoes, everything oversaturated, everything too bright. They look totally out of place in the lovely grubby/distressed car cockpits.
And because they use their own driver model it's not easy to swap or edit the suits with a simple config.
try my vintage pp (just for fun, i might clean them up and release if anyone likes them) or... my shaft (pp)
 

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You could try turning up the setting in CSP graphic adjustments that's called 'Multiplier for Car LODs'. I usually have it set to 150% because I also find LODs popping in an out very distracting.
I just disabled CSP in CM and shadows are there.
I dont have much LOD issues (they control the body material mesh, if it was a standard LOD problem, the body would disappear), and most of CSP options off. I will try some settings in CSP and SOL. (I have a hunch that its SOL).

3am.. will report after sleep.

03:37 - its CSP (enabling smart shadows fixes it... but that is not the cause)
 
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I just disabled CSP in CM and shadows are there.
I dont have much LOD issues (they control the body material mesh, if it was a standard LOD problem, the body would disappear), and most of CSP options off. I will try some settings in CSP and SOL. (I have a hunch that its SOL).

3am.. will report after sleep.

When using CSP, there are a couple CSP settings that affect the car shadows.
1. The Smart Shadows extension must be active and the "Distances for exterior" setting by default is 12, 80, 400.
2. In the Extra FX section, you need to have the "Analyze depth to improve shadow mapping..." active. I have this checked even though the Extra FX extension is not active to preserve FPS.

Possibly one of the above two items got changed at some point causing your absent shadow issues.

There are three shadow split settings for each replay camera. I have noticed that while using CSP those replay camera settings have no effect on replays. I guess that makes some sense as the replay camera scripts came before CSP, and they must be getting overridden by CSP settings. This is all speculation because I am still rather ignorant when it comes to the inner workings of CSP.
 
I just disabled CSP in CM and shadows are there.
I dont have much LOD issues (they control the body material mesh, if it was a standard LOD problem, the body would disappear), and most of CSP options off. I will try some settings in CSP and SOL. (I have a hunch that its SOL).

3am.. will report after sleep.

03:37 - its CSP (enabling smart shadows fixes it... but that is not the cause)

On one PC I had a lot of problems with opponent cars losing most of their shadows - turned out I had to disable FakeShadowsFX, which works just fine on a different machine with the same gpu drivers & same CSP/SOL. The one it failed on is still running Win7, though, so it might be a shader issue with DX11 instead of DX12 ( and I can't use ExtraFX on that because it's running triples ). It might be worth a poke if you're still having problems.

Many thanks for the continual stream of goodies, everyone.
 
Mid Ohio Sports Car Course - updated to v2.0
==============================
Original by VLM for rFactor
Conversion to AC by Terra21
Smoothing of road mesh by nagp
VAO patches and config.ini by norms
Many fixes and improvements by me (see the readme)
View attachment 946135 View attachment 946136

Algarve (Simbin) - updated to v1.8
=======================
Created for WTCC Race by Simbin
Conversion to AC by AC TrackReboot
Included VA patch and ini file improvemment by norms.
Update to v1.8 by ZWISS

Both tracks are here:
https://www.mediafire.com/folder/drn2rpx8h1tvo

Just my humble feedback.

Both tracks are wonderfull. No problems at all concerning colors, bright and shapes.
But, my opinion, my hardware, my eyes, my configurations and setups.
CSP 1.60 - SOL 1.6 - height 1.84cm :lol:
 
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drm_modding_team




DRM REVIVAL MOD 1.3 for Assetto Corsa New Update


Dear Costumer,

we are happy to release today the update of our DRM-REVIVAL MOD for Assetto Corsa with two new cars and a big changelog.
The new version called DRM_REVIVAL MOD 1.3.

You can download the new version by clicking the download button ( see below )
While you downloading the DRM REVIVAL MOD 1.3 you can read the changelog.

Yes, they updated the driver model and driver position! I can now drive the RTM 120 (BMW 320i) in cockpit view!
 
Some Shader improvements to the Zonda F i must say the AO looks nice on it. A big thanks to Benjaminavtek for helping me out on for the shaders.
Need to put some stuff in the interior and it should be done would love to do an interior AO but AO calculation doesn't support it and in 3ds max i always fail to make it properly. So the interior textures will stay 2D for now.
View attachment 946171
this looks pretty damn good!
 
This track is almost perfect now! The new colors shading is fantastic! Its just missing the dip/bump in the apex of the carousel. It was in the original version but seems to have been removed for some reason.
Hi ! :)

Yes, It was THE challenge of the track to pass it "well" and fast. ;)

Anyway and as many of us, all my congratulations to @Zwiss and the other guys involved in who have improved a lot this track which I always appreciated, year after year. 👍
VLM did great things... and it was a long time ago !

Cheers ! :cheers:
 
This track is almost perfect now! The new colors shading is fantastic! Its just missing the dip/bump in the apex of the carousel. It was in the original version but seems to have been removed for some reason.

I would say the reason is that the bump is not there in the actual track. It's quite smooth actually:



Hi ! :)

Yes, It was THE challenge of the track to pass it "well" and fast. ;)

Anyway and as many of us, all my congratulations to @Zwiss and the other guys involved in who have improved a lot this track which I always appreciated, year after year. 👍
VLM did great things... and it was a long time ago !

Cheers ! :cheers:

Hey Elio I drove the VRC indy cars yesterday and I am very surprised by it. Don't know why they did this, but the car is definitely not driving realistically now. It's simply to agile IMO. And the lap times confirm this. I also love testing the openwheelers on Road America and with this new version I'm 4,5 seconds faster than with the older version of the car, also about the same time faster than RSS. I always knew there is a bit of Andretti hiding inside me :lol: but to do 1.45 on a bad lap where I actually went into grass at one point, is just to good for my level of racing. I think on a good lap I could go 1.43 (ok 1.44) probably. And I'm doing this lap times with f1 cars there, so I think they made the car to fast and to agile to drive through the corners. This means a good driver would probably be able to crack the 1.40. You can basically do a 90 degree turn at over 200 km without a hint of slide now. Like on rails. I've done countless laps in RSS 2020 and am doing much cleaner lines and do 1.48,maybe high 1.47.
 
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Hey all, just spent a couple days putting a lighting config together for the excellent Bristol Motor Speedway by Legion (it just so happens to work with the llamafett version on RD as well) and figured I'd share it

View attachment 945993

You can grab the lights config here: https://www.racedepartment.com/downloads/lights-for-bristol-motor-speedway.35037/

And the Legion version of the track (the better version) is here:

Enjoy!


I guess this is not, what it should look like. What am I doing wrong?

upload_2020-8-4_7-53-7.png
 
I would say the reason is that the bump is not there in the actual track. It's quite smooth actually:





Hey Elio I drove the VRC indy cars yesterday and I am very surprised by it. Don't know why they did this, but the car is definitely not driving realistically now. It's simply to agile IMO. And the lap times confirm this. I also love testing the openwheelers on Road America and with this new version I'm 4,5 seconds faster than with the older version of the car, also about the same time faster than RSS. I always knew there is a bit of Andretti hiding inside me :lol: but to do 1.45 on a bad lap where I actually went into grass at one point, is just to good for my level of racing. I think on a good lap I could go 1.43 (ok 1.44) probably. And I'm doing this lap times with f1 cars there, so I think they made the car to fast and to agile to drive through the corners. This means a good driver would probably be able to crack the 1.40. You can basically do a 90 degree turn at over 200 km without a hint of slide now. Like on rails. I've done countless laps in RSS 2020 and am doing much cleaner lines and do 1.48,maybe high 1.47.

Hi and thank you very much for your interesting point of view ! 👍 ;)

First, by the video, It makes sense now about the "final challenge" on Mid-Ohio (I ruined a lot of hot laps here ! ^^), thank you !

Second and about your feelings which It seems very different (and that is good to share with some "altitude"), It’s why I’m not "confortable" to give a point of view.
As I wrote previously, It depends of a lot of things (experiences, skills, preferences) but It stills a common thing... real passion !

Third, I’m on an opposite side about the VRC and the RSS, the last one is, in my opinion, easier to drive and seems on rails... so I’m not on the way of who is right and who is wrong, It will be stupid to think like this, the thing is we feel differently the cars and I repeat, It’s a good thing to share our opinions quietly with elegance.

Cheers and take care ! :cheers:
 
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you have a little old version of CSP because no problem for me with the grass the occluding material be more efficient on recent versions

yep, i was on 1.55, tried 1.62 and it works better for the occluding materials, nevermind my post about that. thanks. but now i get some weird black outline at the begining of a session on the car and on grass , wich dissapear after few seconds when i drive the car, know issue? i'll check on that later.

thanks anyway for the track.
 
Hi and thank you very much for your interesting point of view ! 👍 ;)

First, by the video, It makes sense now about the "final challenge" on Mid-Ohio (I ruined a lot of hot laps here ! ^^), thank you !

Second and about your feelings which It seems very different (and that is good to share with some "altitude"), It’s why I’m not "confortable" to give a point of view.
As I wrote previously, It depends of a lot of things (experiences, skills, preferences) but It stills a common thing... real passion !

Third, I’m on an opposite side about the VRC and the RSS, the last one is, in my opinion, easier to drive and seems on rails... so I’m not on the way of who is right and who is wrong, It will be stupid to think like this, the thing is we feel differently the cars and I repeat, It’s a good thing to share our opinions quietly with elegance.

Cheers and take care ! :cheers:
No of course it's not about the RSS vs VRC fight. I actually prefer VRC to RSS lately. Not in a sense of quality of their mods, but how they do their work. Because VRC is constantly getting better and better, doing new stuff, trying to improve on existing cars, etc.. RSS seems to have found a soft spot for their mods and they are sticking to a proven formula of what just works and don't do anything revolutionary (ok Indy was a new thing, but again in the same ball park with the same formula they do for a while now). And to me at least it is getting a little boring. I mean how much does an F1 car change from year to year? And what does a new version of the same mod bring in term of fun. So if a couple of years ago you could say that RSS is in it's own league, you can say this less an less with every new VRC release. URD was on this path of catching up with RSS as well, but have apparently gone on a long vacation.

That being said, this mod was for excellent before in the previous version. I love challenging cars as well, that's why I love the 1999 version of Indy, or V10 2000 from RSS, or this hidden gem from ACR, the Ferrari 1987. And it's not about that, not what I don't like about this new version. It is still extremely challenging to drive and the suspension graphics and physics are out of this world. But it's just to fast IMO. But of course, I agree, it's all about personal preference. And to have an option to choose, is a just a bonus.

Cheers. :cheers:

EDIT:

On a totally different note, I started using the alpha 2 of SOL 1.7. And the level of shading is so much to more liking. When you drive through a dark wooded part of a circuit (Hockenheim 2001 for example) it is so much darker, than before. And when you come out of shade, there is a world difference now.
 
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yep, i was on 1.55, tried 1.62 and it works better for the occluding materials, nevermind my post about that. thanks. but now i get some weird black outline at the begining of a session on the car and on grass , wich dissapear after few seconds when i drive the car, know issue? i'll check on that later.

thanks anyway for the track.

This same problem?

Hello guys,
please, can anyone help me how to fix this shadow problem? It's a Kyalami 2016 track.

 
Stupid question time! Just made the move to PC and doing some simple colour changes to give myself some more options with the 911R and GT3RS.

I’d like to make a livery.png that fits with the original style from Kunos, is there a photoshop template available or is it possible to recolour and maintain the look of the original file, with the gradient?
 
Stupid question time! Just made the move to PC and doing some simple colour changes to give myself some more options with the 911R and GT3RS.

I’d like to make a livery.png that fits with the original style from Kunos, is there a photoshop template available or is it possible to recolour and maintain the look of the original file, with the gradient?

image show you how to keep livery.png to fit kunos style -

EcAOXcu.png
 
Audi Avus Quattro (1991)

Hi, I'm always glad to see people starting making mods and you manage to get some pretty rare cars and making stuff no one else would do is always good. I would like to give you a little advice tho, you are making quite a bit of mods but none of them is even remotely close to be complete, they are missing the more basic stuff like the right steering animations (takes one minute in showroom to fix that), smoothing on the models, the right shaders and textures. I'm sure there are many other things to be done properly on them. My advice is to learn how to do things the right way before making that many cars and put some of them behind a paywall at a price higher than basically every good mod you can buy for AC. There is a guide made by Kunos that sets standards for mods and I think you should read it (as should any other modder but I guess 90% of them just ignores that) in order to make mods more polished and refined or at least at Kunos standards. Feel free to ignore my advice but I hope this helps you in some way
 
All your cars are paymods now, and $6 dollars each? $6 per car?
Can you show some detailed images of the cockpits please?

You serious? I honestly thought these were troll cars or just being silly/goofing off cars just by looking at them they were so wack. Free I never had a want to dl one.

He's now charging for these?! This is doing a massive disservice to legitimate pay mod creators, sorry. Can you imagine making your first AC car mod buy and think this is what "premium" pay content is about? You'd never buy another car again.

edit: Heres your cockpit. $6 worth :odd: comes with a free view of the ground in the floor too.
zyk1.png


Ignoring everything else, you get no gauge cluster, or no dash - or anything.
zly2.png
 
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