Assetto Corsa PC Mods General DiscussionPC 

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Work in progress...
Any news about this Ligier ?
 
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If you always select 'clean installation' from the drop down then drag 'n' drop is pretty flawless in my experience, and is obviously the quickest and most convenient method. I can understand people wanting to check folders/file structure for peace of mind and do it a more longwinded way but I'm not convinced it's necessary any more. CM drag 'n' drop only used to install car or track folders but it was improved quite a while a go to cater for fonts, configs etc etc and file them all in their correct locations.
'Clean Installation' is certainly the key.

Yes, 100% agree. The only thing is if you do a clean install on already installed cars, you lose all your fancy previews you have done before. That one could be improved.
 
@RMi_wood

I have created a RainFX config for Buxton and Stockton 99 Speedway.
What I noticed in Buxton: When I started with Hotlap, the car was stuck in the ground. The shader for tire marks should be ksPerPixel Alpha. There is a commentary. Groove.ini: racing line and skidmarks | how-to
GrassFX was not applied in Stockton 99 Speedway, so I fixed the code.
As with both courses, it will look better if the road shader is ksMultilayer_fresnel_nm. There is also a commentary on this. Photo Quality Road Surface
Screenshot_rus180_nissan_onevia_rmi_buxton_16-9-120-19-26-20.jpg
 

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I have a question. Apologies if it's been asked and answered before. Are the puddles in RainFx placed randomly or are they related to the road mesh? I can see there tends to be water at the side of the track but there doesn't seem to be much rhyme or reason to the water across the track. Does the water flow downhill or across the road camber and if so I wonder how that is modeled in terms of absorption and drainage? I am probably overthinking this but the whole thing of dynamic weather and now the new RainFx seems so miraculous to me, I am wondering where the limits are.

This also brings up the tyre model. Someone was pointing out recently about the unrealistic tyre grip in AC needing to be compensated for with the rear roll bar. But water brings up a whole load of new problems. It's certainly not good enough just to treat water as a slippier surface as the old wet tracks seemed to do. There is the question of water dispersion by different tyre profiles - ordinary road tyres, slicks vs intermediates vs full wets etc. This becomes important if there are significant amounts of water on the track. If you try a car with broad racing tyres at say Brands Hatch with RainFx cranked up, it is just about possible to get round and drive with a reasonable degree of realism and fun. This is in itself unrealistic as far as slick or semi-slick tyres are concerned as they would be pretty unmanageable in those conditions in real life. But it's liveable with. if however I take out a road car with narrower tyres (I took the new Ferrari Lusso) I can't even make it round at any real speed as the car gets hopelessly bogged down in the puddles (with a big jolt to the steering wheel - quite good, tells me I've hit deep water!) and spins out very unrealistically.

I wonder if anyone's thinking about a new tyre model with water dispersion related to the real characteristics of that tyre. It would make wet races amazing with stops required to put on wets and back again as the rain clears up and the line dries etc.
 
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ok guys i have a question will it ever be possible to have 2 cameras working at the same time so that you can take someone for a drive while they are in the passenger seat using a vr head set and you as the driver use your monitor to drive?

i know it must be a stupid question but should be fun if its possible.....
 
ok guys i have a question will it ever be possible to have 2 cameras working at the same time so that you can take someone for a drive while they are in the passenger seat using a vr head set and you as the driver use your monitor to drive?

i know it must be a stupid question but should be fun if its possible.....

that would be fun! Sick bags provided!
 
For rain to appear on the glass you need both external and internal glass meshes. More than likely the car only has external. Quickest way is to duplicate the external window mesh and give it another name, then flip it's normals so it is facing the other way and make sure the mesh is set to transparent also in ksEditor. External glass should use ksReflection shader and internal should use the Windscreen shader. It's also a good idea to add a subtle dirt texture on the internal glass at this point.
Thanks a lots mate to point me out how to do.

Complimenti! The animation is really well done. The timing is not quite right though, as it's intermittent on all three settings. Can't wait for the raindrops on the windshield, but can't help you with that.
Grazie! Thanks alots for your kindly words, I'll repair animation timings and for sure I'll try to add raindrops.
 
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AC has something you might call 5.1 audio, but it's not really the full beans. Still much better than just plain stereo. You do get tyre noises in the right places, engine sound front or back, and things passing by in vaguely the right way.

It's a long while since I set my audio bits up, so I can't be sure any more, but my sound card (Sound Blaster Z) decodes Dolby/DTS audio and I think that's a requirement to make this faux-5.1 work at all.

I combine this with a Buttkicker and a second subwoofer pressed against the back of my seat, then set the balance of all these elements through a little mixer and that's enough to make my neighbours think a car is about to crash into their house.

Is it possible to use two sound cards in AC to separate sounds? For example, in order to output the sounds of tires to four separate speakers, and all other sounds (engine, ambient...) - to go through another sound card and another acoustic system?
 
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I had 5.1 in AC via HDMI but Windows kept treating my amp as a second screen. Nothing but trouble. Now rocking 5.1 via optical and it's been completely trouble free, but I had to do some hackette first as 5.1 via optical isn't natively supported in Windows 10, which must be the dumbest decision since Trump.

No politics @ the dinner table, please (or I'll have to post a 5K-word post of my own views).
 
Any good tracks I should try racing in RRRE? I went gungo and bought the track/car bundle that included everything.. silly boy that I am..
and my takeaway was its like rf1 meets grid autosport track quality, but with horrible cars and horrible ffb, horrible physics, horrible ui, horrible load times.. and , well , basically, just horrible so never bothered again.

These are some of the more obscure tracks I like in RRRE, and I wish they were in AC, or they exist in AC, but they're terrible versions.

Karlskoga Motorstadion/Gelleråsen: Love this small track, a terrible version exists for AC.

Ningbo International Speedpark: A great high-speed course, good for fast GT and Prototypes. Haven't found a version for AC.

Zhejiang Circuit: A very challenging circuit, with part of the track going up on a hill at the base of a mountain. Several blind apexes, and taking sweeping lines through two-three apexes at a time gets you the best lap times. The locale is beautiful, with the mountain and homes jutting out from the trees above. Unfortunately, the version for AC is also terrible.

As for RRRE's cars and handling, I think it's excellent, and it places this sim right with my other preferred sims (AC, ACC), however I would agree that it may appear to be easier to drive, but this is after it challenges you to learn to control the cars in a realistic way. Be sure to check your wheel settings, as the ratio and FFB can be wonky at default (at least it was in earlier versions). Recent updates have made this sim even better and the AI is pretty good. Once everything is set up correctly, it offers a great sim-racing experience, and I often return to it for the tracks above.
 
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Really? Five-point-one?
Someone mentioned that AC does a faux-5.1 but I don't know the whys and wherefores of that, all I know is that directional audio comes from the proper speakers in my 5.1 setup. Pretty essential for a sim racer, TBH, to be able to hear if a car is behind you on the correct side.
Sounds good to me, anyway.

Different subject, update for this car:

1990 Civic EF Sedan

Captureploppy.PNG


v1.1m
- Driver position tweaked to grip the wheel
- Wheel/hand synch fixed
- Shifting animation added
- Shifting timing tweaked
- New skins added
- Driver suit/helmet/gloves added

http://www.mediafire.com/file/l558o3hun44di5g/do_ef_sedan_track.7z/file
 
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More car weirdness: the Porsche 930 SE Slantnose: five selectable forward gears, but fifth seems to be neutral.
Am I the only one actually driving these cars, lol?
 
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