Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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Hey Guys, Probably a stupid question, but is there a way to auto load car setups? or change the default setups? want to change the gear ratios and tyres on the v8 scorsa cars without having to load setup files every time. Cheers

Not a stupid question at all, but... I don't think it's possible. I was searching for a solution to this some time ago and never found any way to do it. You can edit the original files to change the default settings of course, but that would make the cars unusuable in online races.

Try this alternate solution posted here... not a direct-fix, but supports to load saved settings... copy these from one track to others, etc.
 
Depending on the car, lower the diff preload. I hand tested every car... repeatedly.

Monaco... yes, well, the Casino hairpin... they dont like it. I could raise the lock abit but I didnt want to step outside of reality too much or mess with the (somewhat decent) base physics too much.

Does it only happen to AI?
Have you tried other cars?

It's really close, much much better. I tried it in the Minardi and Footwork. Such great work on this, loving the smoke. What an era ehh!
 
It's really close, much much better. I tried it in the Minardi and Footwork. Such great work on this, loving the smoke. What an era ehh!

Ok, great.. and thank you.

I actually forgot to include the textures for the tires-dirt fix. I am cleaning the folder now (no tire or wing luts) and will run a final clean-up/addition before release. The Footwork and cars with speciality engines were the last cars I did and might have missed a few things. Cleaning up UI and some BoP if needed.
Some cars have a few extra kilos, some have more or less aero drag. All will probably hit unrealistic speeds with very reduced aero. Most of the back marker cars are indeed aero limited, mostly due to very low torque of engines optimised to run at 13000+ rpm.

Can someone run a few AI races and see how the cars finish in regards to historic accuracy? The Williams, Beneton and Ferrari should always be in the top... other cars were known to be 3 or more seconds off the pace per lap. Aero adjustments and some other handling characteristics can very well make the lesser cars compete at the top.

I leave it up to the end-user to decide how to run, I can only do so much.
 
I have been working on another track and I am just about ready to release it but I need someone better than me to tackle the AI. There are 6 layouts which need AI and I just can't get it right. Is anyone willing to do this for me? I'd appreciate it very much.



You can try setting ksDiffuse to 0. If that makes it too dark you can try to compensate by increasing ksAmbient.


You will need to up the normals...to fix this ...to be clear your normals need to be pointed up....if you are using 3dsimed...this is a fairly simple fix
 
Hey guys, question, added 5 more tree types to the track, but, hating this shadow I get on the Y and X type trees, anyway to get rid of it (I already tried castshadow=0 but that only gets rid of the shadow on the ground. TIA View attachment 955345

Set your normals to up for the trees..that should fix this issue...if you are using 3dsimed...this is pretty simple to do in that software
 
Bit of a rant post but what is it with AC and cars randomly losing their engine sounds ? No new mods installed this week and today the Kunos M3 DTM has no engine sound. Why the **** is this happening. Coupled with the 1-2 sec game freeze (which only happens with AC mind ya), I don't know. It's weird.
 
Wanted to give you guys a heads up made an update to the XJ220S I've updated the original link too.
- The windows shouldn't be jaggy now managed to smooth them.
- Better lods left the original lights and backlight so it doesn't look wonky or bad.
Keep in mind that i'm still experimenting with stuff like LODS for now so don't think that they will be the best thing out there.

View attachment 955284

It would be nice if you could make the odometer function-able as it meets up to the high quality standards of car mods for assetto corsa.
 
Thank you. I will need to be careful if I mod that pack...
there is a mix of SD and ASR "paid" content (of freely ripped models) in regards to models/textures/sound.

Mostly my overhauls happen while I am review testing, and the last 2 F1 overhauls took quite alot of time to test 10+ cars to release in 1 pack (actually research and dyno curve tweaking are the most tedious).

On another modders topic... the BEM / MSC leaks are genuinely... horrible. 90% of cars are low poly and 95% of cars have some of the most horrible physics I ever tested. Even IF they were "wip/betas", they are bad... to think they charge money to create simulations for (especially) hillclimb customer cars (that demand realistic physics)... crazy.

lets see what I will do next ;)
Totally understand. 👍 There has to be personal interest in the car(s) because it takes time and effort. Just sharing these cars if Nineties F1 is your thing.

Wow, what a great-looking find!
I’ve only been on this forum since around April/May 2020, and never new this even existed until now! :eek: So many gems to be found here!
:gtpflag:
What? You didn’t take the time to read all 1600+ pages in this thread?? We’ll have to take back your AC fanboy badge. :P
 
Set your normals to up for the trees..that should fix this issue...if you are using 3dsimed...this is pretty simple to do in that software

the trees kinda didnt exist, track ported from ASM i think, and it uses that funny thing where the trees always look at you like those photos of your creepy uncle in the loungroom.. so they only used a single plane, one sided. anyway, used 3dsimed jsut to extract it all, but took to Blender, kept one piece of each tree, deleted the rest, then for each tree part, copied in place, reversed normals to make it double sisde, then joined those meshes and copy-rotated 90' for the X trees and somne other tomfoolery for the Y and star trees, but, basically mostly all done in blender, fun learning activity if nothing else, I am afraid 3dsimed and I do not get along, I am either too stupid or too smart to be friends with its UX..
 
the trees kinda didnt exist, track ported from ASM i think, and it uses that funny thing where the trees always look at you like those photos of your creepy uncle in the loungroom.. so they only used a single plane, one sided. anyway, used 3dsimed jsut to extract it all, but took to Blender, kept one piece of each tree, deleted the rest, then for each tree part, copied in place, reversed normals to make it double sisde, then joined those meshes and copy-rotated 90' for the X trees and somne other tomfoolery for the Y and star trees, but, basically mostly all done in blender, fun learning activity if nothing else, I am afraid 3dsimed and I do not get along, I am either too stupid or too smart to be friends with its UX..
Sorry, didn´t had much time for better explainings and a better helping hand, but take a look here and you should get better trees done. :)
https://assettocorsamods.net/threads/setting-up-trees.162/

Edit:
and this maybe too:
https://www.youtube.com/embed/6dsP7N3l7kY?wmode=opaque
;)
 
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Thank you. I will need to be careful if I mod that pack...
there is a mix of SD and ASR "paid" content (of freely ripped models) in regards to models/textures/sound.

Mostly my overhauls happen while I am review testing, and the last 2 F1 overhauls took quite alot of time to test 10+ cars to release in 1 pack (actually research and dyno curve tweaking are the most tedious).

On another modders topic... the BEM / MSC leaks are genuinely... horrible. 90% of cars are low poly and 95% of cars have some of the most horrible physics I ever tested. Even IF they were "wip/betas", they are bad... to think they charge money to create simulations for (especially) hillclimb customer cars (that demand realistic physics)... crazy.

lets see what I will do next ;)
Oh, is the 1996 mod from ‘SD’? :indiff:
 
I have had the same problem for about a month......:odd:, I thought it was because of frequent sound editing, removing and adding modifications, but for the last 3 days I have not done anything and this morning 4 cars have no sound, 2 from kunos and 2 others.

I don't get it either. Ah. It's time for another steam verification...
 
Circuito dos Cristais - Curvelo
ERL ex AMS

Warning, WILL overwrite your original erl track if you have it.
Uses CSP for shader fixing, GrassFX, RainFX, will probably look quite crap without CSP.

DOWNLOAD

Second update, added three more tree types, so 4 in total now of the 8 in original track. All original materials used, just fix to duplicate the normals backwards and build some new Y/X/Star type tree constructs.

Very enjoyable track now, finally some decent trees. Thanks for updating 👍
 
Just delete the guids.txt in the car´s sfx folder where you don´t have the sound. Should fix it. This came through their last update to 1.164 recently.
I stumbled upon this solution by accident a couple of years ago but was never sure if it created issues elsewhere.
The way audio is shared between cars in AC is a right puzzle, and how modding one car can bork the audio on another. I've never really seen a good explanation for it.
 
In My latest track available on my Patreon feed I have really tried to push forward the 'natural' environment.

It's based on Cannock Chase, in Staffordshire, England. The fictional circuit was almost entirely dictated by the flow of the terrain, to create a really interesting layout, with some good elevation changes, but nothing too over the top.

video might be a little blurry until it finishes processing on Youtube.



Screenshot_honda_nsx_gt3_acc_cannock_chase_29-7-120-13-3-22.jpg

Screenshot_acflpine_a110_gt4_cannock_chase_5-8-120-11-53-37.jpg
Screenshot_acflpine_a110_gt4_cannock_chase_5-8-120-11-53-46.jpg
Screenshot_acflpine_a110_gt4_cannock_chase_5-8-120-11-54-27.jpg
Screenshot_acflpine_a110_gt4_cannock_chase_5-8-120-11-53-18.jpg

Screenshot_honda_nsx_gt3_acc_cannock_chase_29-7-120-13-5-15.jpg


It's perfect for Gt3 and Gt4 cars. Anything faster is probably pushing it a little.

map.jpg
 

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In My latest track available on my Patreon feed I have really tried to push forward the 'natural' environment.

It's based on Cannock Chase, in Staffordshire, England. The fictional circuit was almost entirely dictated by the flow of the terrain, to create a really interesting layout, with some good elevation changes, but nothing too over the top.

video might be a little blurry until it finishes processing on Youtube.



View attachment 955405
View attachment 955399 View attachment 955400 View attachment 955401 View attachment 955402
View attachment 955406

It's perfect for Gt3 and Gt4 cars. Anything faster is probably pushing it a little.

View attachment 955403

I like the look of that a LOT. Your stuff is coming on leaps and bounds dude - keep it up!
 
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