Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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I am a fan of Honda, but the EK9 model, which was only in Japan, doing my physics for my "poor" model, I was modelled on the models related to and present in the EU, that is EK4, (i have EK4 before 4 year ) but improving it with the experience of Integra Type R because it is also a popular car in Europe.
I can't exactly assess this physics because, as I've already written, it controls cars and pads from xbox, but I'll be happy to talk to you personally if possible :cheers:





So another dissatisfied user of physics of one of the better people who can make physics..... ;)




I also think it's a port with GT6 :cool:



Unfortunately, you are wrong ;)




Sorry but after watching this video I took a short and dirtly hotlap as well, showing that the difference between both sims is not that much as expected by some. Remember - AC is 6 years old.

 
Ok after consultation with the SIR80 ,I changed the engine sound to the one from FD2 TypeR from Esprit3905, changed the ignition cut from 8500 to 8900 and lowered the center of gravity by - 0.10 suspension points.
Normally not the same car as before (2 minuts of work)..... I recommend everyone to do it, the pleasure of driving is amazing.

It's better that way, but you still have to find a reason for lifting the rear wheel and escaping the front when leaving the corners.
I have an impression that somebody borrowed the physics of a car equipped with a self-turning beam from the rear and mounted it to the multi-spoke Integra.

Sorry but after watching this video I took a short and dirtly hotlap as well, showing that the difference between both sims is not that much as expected by some. Remember - AC is 6 years old.



Sorry, but Gran Turismo has never been and will never be a simulator, Assetto Corsa is the light years before GT Sport in terms of physics.


The god of Physic!, I thought listening to him that he had invented physic, slightly disappointed, but I will survive. :D:lol::lol:

Joke aside, it is a shame that he has this attitude, because he does in-depth research and can give good physic to cars. I think that some time he forgets that SIMs are not perfect yet, so if the right numbers give bad results, you need to adapt, seems difficult for him. :)

It is good that I am not alone with my statement....
 
Screenshot_pschd_honda_integra_dc2_typer_1998_rt_suzuka_16-10-120-21-53-14.jpg


Gorgeous car! Certainly looks to be a GTS conversion. Has this been confirmed anywhere?
Very nice to have proper shaders in the cockpit too so you can actually see all the lovely detail.
Needs a new shifting animation, of course.
Feels quite... floaty to drive? As if all the tyres need another 15 psi? Hard to describe, but I'm not getting the sensation of grip I was expecting from a driver's car like a Type R. Feedback feels heavily fitered, quite numb.
Maybe it's me. It's been a long day. I'll try again tomorrow.
 
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View attachment 965433

Gorgeous car! Certainly looks to be a GTS conversion. Has this been confirmed anywhere?
Very nice to have proper shaders in the cockpit too so you can actually see all the lovely detail.
Needs a new shifting animation, of course.
Feels quite... floaty to drive? As if all the tyres need another 15 psi? Hard to describe, but I'm not getting the sensation of grip I was expecting from a driver's car like a Type R. Feedback feels heavily fitered, quite numb.
Maybe it's me. It's been a long day. I'll try again tomorrow.
It looks amazing, but it is boring to drive, sad to say.
 
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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?

I don't remember having this issue. I noticed that there were 4 and 5 spd options in the setup.. maybe something got messed up there..?
 
View attachment 965433

Gorgeous car! Certainly looks to be a GTS conversion. Has this been confirmed anywhere?
Very nice to have proper shaders in the cockpit too so you can actually see all the lovely detail.
Needs a new shifting animation, of course.
Feels quite... floaty to drive? As if all the tyres need another 15 psi? Hard to describe, but I'm not getting the sensation of grip I was expecting from a driver's car like a Type R. Feedback feels heavily fitered, quite numb.
Maybe it's me. It's been a long day. I'll try again tomorrow.

Shifting animation is way off lol. And yeah it does feel a little bit floaty but I find the more you drive it the more you lose that feeling. I do find the FFB a bit lacking though. Although i'm still on a controller but I have pretty much zero FFB - maybe need to go play with the data and see what i can find out.

It is a properly nice looking mod though

As for confirmation of where it came from - nope, but if you go to a certain website for models and search for the Integra DC2 all will be revealed ;)
 
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also, just an ask: is there a BoP for the DPi's cause when I drive them the Onroak is wayyy too bloody quick and the Mazda's slow. so again: any BoP out there for the DPi's?
 
Try this animation and timing. The shifting isn't responding to the timing as I'd hoped - some animations are like that, I wish I knew why. Anyway, this is an improvement I think. He very nearly grabs the shifter perfectly now, the hand is just a tad to the left.

Code:
[SHIFT_ANIMATION]
BLEND_TIME=100
POSITIVE_TIME=440
STATIC_TIME=45
NEGATIVE_TIME=425
PRELOAD_RPM=8200
INVERT_SHIFTING_HANDS=1

(as always, remove the .txt from the end of the shifting ksanim)
Thanks but if I open that it's full of NULL - is that meant to happen?

Oh and it hasn't changed anything, me thinks it's broken lol

One more edit: Fixed it by swapping the animation from Esprit3905's FD2 Civic. (thank you Esprit)

Try that if you have it
 
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Ok after consultation with the SIR80 ,I changed the engine sound to the one from FD2 TypeR from Esprit3905, changed the ignition cut from 8500 to 8900 and lowered the center of gravity by - 0.10 suspension points.
Normally not the same car as before (2 minuts of work)..... I recommend everyone to do it, the pleasure of driving is amazing.

Would you be so kind as to let me know how you change the suspension and rev limit please. I can do a lot of things in AC but data fiddling is a dark art to me :cheers:

I'm liking the way this drives as it is right now though but am interested to see how the suspension changes will feel.
 
Would you be so kind as to let me know how you change the suspension and rev limit please. I can do a lot of things in AC but data fiddling is a dark art to me :cheers:

I'm liking the way this drives as it is right now though but am interested to see how the suspension changes will feel.
The rev limiter is easy go into engine.ini and change the LIMITER in the [ENGINE_DATA] part for the suspension
go into suspensions.ini and go down till you find this in both [FRONT] and [REAR] parts in the ini it should be called
SPRING_RATE= go down if you want it to be bumpy go up if you want it to be stiff. Example 35000 this is quite bumpy for the suspension to be stiff go up example 85000 this is basic suspension stuff nothing intense.
 
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Thanks but if I open that it's full of NULL - is that meant to happen?

Oh and it hasn't changed anything, me thinks it's broken lol

One more edit: Fixed it by swapping the animation from Esprit3905's FD2 Civic. (thank you Esprit)

Try that if you have it
I think that was the one I used anyway - no idea why it didn't work when I uploaded it.
Edit: I uploaded the wrong file like the dumbass I am.
 
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I think that was the one I used anyway - no idea why it didn't work when I uploaded it.
No worries, thanks for sending it over anyways. I didn't think it was as easy as just copying another one straight in without doing some editing.

What's the difference between the car_shift and the shift animations?
 
No worries, thanks for sending it over anyways. I didn't think it was as easy as just copying another one straight in without doing some editing.

What's the difference between the car_shift and the shift animations?
car_shift is things like the gearstick moving during the shift.
 
car_shift is things like the gearstick moving during the shift.
Ah right thanks, I won't bother copying one from another car for that then.

Made some changes to the data (unpacked it & changed rev limit and deleted the data.acd) and I'm not sure but I think it kicked it up the arse and I've somehow got my FFB working again. Maybe just placebo but i'm positive there was zero feedback earlier.
 
Alot of ppl saying they are getting " set up invalid " for the R8 imsa mod..Then i noticed this, could this be the problem?View attachment 965445 View attachment 965446

Yeah, that was the problem. A solution by the modder posted here:

of sorry yeah, i kinda have some mistake,go to the car that have invalid setup and then open for "data", and click car.ini. then set the rules into this
[RULES]
MIN_HEIGHT=0 ; meters min height front/rear

Edit
The car will be updated after im done whit the next car im working on
 
A few laps of my fictional Ice circuit in Vancouver, any thoughts on the track layout?



Cool, looks like it will be a tough ice track to drive at the surface friction levels you have set. Question though, will the AI behave in the same manner as
the car we would drive? Looks like we need to learn and know the track cause of the surface glare sometimes hard to see some of the approaching corners. Keep up the great work on the track designs.
 
I must be having a slow day, or using my "man eyes", but on the G29 while driving I could use the DPAD to open the pit menu while driving and adjust what I needed while driving prior to going to the pits, more fuel, less fuel etc.

Since moving to DD1 I cannot do that anymore so went snooping around in the control mappings to map the dd1 dpad, looking for where I set that up.. cannot find it in CM?

Any help here please?

Nevermind, slow day, wrong dpad...
 
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