Assetto Corsa PC Mods General DiscussionPC 

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I'm using CSP 0.1.60 without SOL and I really dislike the new textures of the tyres (too cartoonish indeed).

I too hated the shiny tyres in 0.1.60, but it seems it was an error in that version of CSP. Upgrade to the latest version offered in CM and you’ll have eye-pleasing tyres again (and the grass/dirt pickup will rotate correctly with the tyre!).

Not sure the whitish tinge to the sidewalls in the Formula RSS 1990 is resolved though.
 
Is any one converting RF2 Sebring? They have a very nice version.
If that is not in the card for a near future, it would be great to have work done on the Sebring we have, the track is quite good but the AI is bumping on the pit lane wall at the end of the straight. It is not an AI lane issue it is a track limit issue..

Yes, Bannochbrae would also be nice.
I solved this with an updated ai. Try this. I think I'm using this one:

https://www.racedepartment.com/downloads/sebring-ai.18361/

But backup your files first just in case.

IMO f_b on RD does amazing AI lines. Very competitive. When I use a track and something is wrong with the AI, this is the first place I look. He made a lot of them:

https://www.racedepartment.com/downloads/authors/f_b.172506/
 
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Hi! My friends ;-)))))))

Thank you gtplanet for your support! Thank you @Shokeus and everyone involved!

View attachment 965599

Added Wiper
Added and corrected animation timings
Added internal glass with Texture

Please test and report my learning curve before gtplanet - after /
@Masscot
Which car mod you wanted better wiper animation?

https://mega.nz/file/INEXVQwC#scEJsXWpqn4n9KgHwgusvNuU-emADo5Pdsu73DuHYyw
Enjoy!

Great start but a couple of problems for me. The wiper isn't removing the rain from the windscreen (I don't use the latest patroen CSP build so only old rain for now) and the wiper clips through windscreen, most noticeable on slow speed as you can see it coming through the banner. More fine tuning of the animation is needed. Also the dirt to the screen is a nice addition but too low quality, you either need a better texture or you need to re-map the internal glass to take in more detail.

As a side to that, the windscreen banner of the car reflects the road quite a lot so that needs a little tweaking too. The car has came a long way since only a few weeks ago though.
 

thanks it's Vectra BTCC modern era I want to done the skins for it but current one on assetto land is not correct and has different mods combined into one model which makes it impossible to get correct period skins. I'll show some pictures whose I've done some more modelling.
 
Great start but a couple of problems for me. The wiper isn't removing the rain from the windscreen (I don't use the latest patroen CSP build so only old rain for now) and the wiper clips through windscreen, most noticeable on slow speed as you can see it coming through the banner. More fine tuning of the animation is needed. Also the dirt to the screen is a nice addition but too low quality, you either need a better texture or you need to re-map the internal glass to take in more detail.

As a side to that, the windscreen banner of the car reflects the road quite a lot so that needs a little tweaking too. The car has came a long way since only a few weeks ago though.

Thanks for reporting I don't know how to map a texture LOOOOL it's a good quality but not correctly mapped. I've created everything from scratch about wiper pieces and pivot for anim so I can do every type of anim correction (believe me that windscreen it's beautiful but has a very ass@@le angle). I'm using latest CSP and wiper clean! If someone else could test please.
 
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Thanks for reporting I don't know how to map a texture LOOOOL it's a good quality but not correctly mapped. I've created everything from scratch about wiper pieces and pivot for anim so I can do every type of anim correction (believe me that windscreen it's beautiful but has a very ass@@le angle). I'm using latest CSP and wiper clean! If someone else could test please.

think about sending me the updates in private or people will understand nothing, thank you !
 
TED Autopolis Lakeside (NFS)

I forgot I was working on this. I hope I didn't forget anything earth-shattering. Hope you like it. Thanks @Zwiss for letting me use your GP mesh! I wouldn't have touched this project without that jump-start you gave me. :P

View attachment 965576

Autopolis Lakeside is a race track based in Japan. It is one of the 53 race tracks in Need for Speed: Shift and one of the 101 tracks in Shift 2: Unleashed. The track is based on a real track near the Kamitsue village in Ōita Prefecture, Japan.

TED-EDiTS:
* Collision added
* Proper kerbies
* New track and road textures
* Added start, pit, and hotlap dummies
* Working pit lanes
* Extended the configuration for GrassFx on missing areas around lakeside
* Added new WaterFx and FlagFx to configuration
* Separated some of the roadside objects for correct texture mapping
* Added Assetto Corsa track banner
* AI fast lane and pit lines created
* New preview image, map, and outlines
* Other things I can't remember at this point

Original Author Credits and Thanks:
* Created by Slightly Mad Studios for NFS Shift
* Main Autopolis GP mesh converted to AC by Okumun and updated by ZWISS
* Lakeside objects from GTR2 conversion of Lakeside layout by senormen

DOWNLOAD: http://www.mediafire.com/file/90dfv292aphswti/ted_autopolis_lakeside_v0.98.rar/file

By me a beer? https://paypal.me/teddabod69
That's a nice little track, pretty heavy on my system though (85.7 fps AVG alone on track...).
 
no idea, they are driven by the "wind" in CSP. looks like so, in game sometimes they are fast and sometimes slow.

Code:
[ANIMATED_0]
ACTIVE = 1
NODE = Turbine1
WINDMILL_DIR = 1,1,1
WINDMILL_DIR_EXP = 1
WINDMILL_DIR_BOTH_SIDES = 1
SPIN_AXIS = 1,0,4
SPEED_MULT = 1
WIND_SPEED_KMH_MIN = 1
WIND_SPEED_KMH_MAX = 20
WIND_SPEED_KMH_STOP = 40
LAG_UP = 0.998
LAG_DOWN = 0.998
LAG_BRAKING = 0.98

So, presumably they stop spinning when becalmed? Awesome!
In the changelog of the current one is a note the the original road mesh was tamed down due to complaints, which I guess I question as the RF2 Sebring in boneshatteringly crisp, every seam in the road can be felt, its part of that tracks allure (with camera shake on its all you can do not to throw up on yourself). No idea if original road mesh was based on this or was just a bad mesh but have requested previously whether that mesh was still available as a version for testing.

Sebring's surface has always been as "eyeball jiggling" (in Hap Sharp's inimitable phrase) as the Aberdeen Tank Proving Ground...and has been the same since time immemorable (that is, it was like that when I tooled around the 5.3-mile layout in a Corvair in 1961). Smoothing it out would be a sacrilege.
 
I think rf2 Sebring was a DLC, I have it and it is encrypted with a new encoding key, sorry (from me)

Bannochbrae is another story... sit down boys and girls, listen to what Mr. Wood has to say...

I have pulled the sources myself, the mystical track can be built for AC... it is, however, abit of a puzzle

Your mission, should you choose to accept it:

THE PROBLEM: it is a jigsaw to match the TEXTURES to the OBS.
OBS have the proper names for textures, but the textures are random named dds.
SOMEONE will need to match these, and the specular and the normal maps by hand.
ALSO, OBJs like trees need to be outputted to separate sub-kn5 as the whole track is too big
for 3dSimed to handle export to FBX or KN5.

Thus I am giving YOU the sources and my howto :)

my sources:
http://www.mediafire.com/file/pqlz81rszxg53c5/Bannochbrae.7z/file
1. open 3dsimed
2. import as objects (NFS .meb), select ALL
3. map is now visible
4. click on object, find material you THINK might be right visually, apply
5. repeat, repeat, repeat.

enjoy your mission :gtplanet:

note: As always, should you or any of your GTP Force be caught or killed, the Secretary and Mr. Wood will disavow any knowledge of your actions.
Good luck

only 753 textures to map.. :eek::eek::ill:
 
I solved this with an updated ai. Try this. I think I'm using this one:

https://www.racedepartment.com/downloads/sebring-ai.18361/

But backup your files first just in case.

IMO f_b on RD does amazing AI lines. Very competitive. When I use a track and something is wrong with the AI, this is the first place I look. He made a lot of them:

https://www.racedepartment.com/downloads/authors/f_b.172506/

my sebring folder is nagp_sebring_v6, i found the Sebring folder in my archive, the ai is fine and the road surface more Sebring like. i must have binned (archived) the wrong one.:embarrassed:
thank you for helping me correct my mistake,:cheers:
 
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I guess the Integra DC5 FL from the laymik hasn't been published ....;)
View media item 68863honda_integra_dc5_typer.rar - 73.0 MB
:cheers:
This is another very nice Integra - thanks.
@MrB00 the same Esprit Integra shifting animation as the other night isn't a bad match (I'm sure there's a better one out there), but you need to invert the shifting hands in the config.

The red instrument illumination is a little intense at night - anyone know how to tone this down on this car? Ditto the white label lighting on the switchgear.
The brake lights could do with an increase in brightness too, the glow not much brighter than the rear lights at night so it's very hard to tell when the car in front is braking.
 
only 753 textures to map.. :eek::eek::ill:
seems you have something to do when you get bored of the other tracks you are working on :)

lets math this:
753tx / 10pday = 75 days to finish textures at 10 texture puzzles per day.

Thankfully you can start to rename the DDS files by description type (grass1.dds grass1_n.dds road1.dds etc etc etc etc) as these are visual at a glance.

Seems we will have that track for Christmas @TheRealCeeBee
 
Be sure to check your wheel settings, as the ratio and FFB can be wonky at default (at least it was in earlier versions)

Semi related, just bare with me. I spent a large amount of time yesterday reading countless threads and opinions, tweaking the FFB in this game, and it went from gormless and dull to nearly as good as RF2!

Now, I am not knowledgable in these areas, or specifically what the math/science/voodoo is behind why this fix worked, but 100% it did work, basically throw logic out of the window (and the recommended fanalab settings) and crank the wheel up to MAX (FF) in fanalabs, decrease the intensity to 60-70% (FEI), and in game reduce the force <50% (to taste). When I first read this I was sceptical as anything above 50% on the DD1 wants to rip my arms off, but that combo delivers a GREAT ffb with "normal" amounts of force, and seems to carry a lot more detail.

I am currently testing similar "theory" for AC, and have to say the results are quite encouraging! A lot more tweaking to be done because the cars in AC have a far wilder spread of FFB than R3E, and so far the LMPs still offer to throw me out of my seat, rip my arms off and make a twisted mess of them, but, getting there..

photo.jpg

upload_2020-10-18_8-10-53.png
 
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TED Autopolis Lakeside (NFS)

I forgot I was working on this. I hope I didn't forget anything earth-shattering. Hope you like it. Thanks @Zwiss for letting me use your GP mesh! I wouldn't have touched this project without that jump-start you gave me. :P

View attachment 965576

Autopolis Lakeside is a race track based in Japan. It is one of the 53 race tracks in Need for Speed: Shift and one of the 101 tracks in Shift 2: Unleashed. The track is based on a real track near the Kamitsue village in Ōita Prefecture, Japan.

TED-EDiTS:
* Collision added
* Proper kerbies
* New track and road textures
* Added start, pit, and hotlap dummies
* Working pit lanes
* Extended the configuration for GrassFx on missing areas around lakeside
* Added new WaterFx and FlagFx to configuration
* Separated some of the roadside objects for correct texture mapping
* Added Assetto Corsa track banner
* AI fast lane and pit lines created
* New preview image, map, and outlines
* Other things I can't remember at this point

Original Author Credits and Thanks:
* Created by Slightly Mad Studios for NFS Shift
* Main Autopolis GP mesh converted to AC by Okumun and updated by ZWISS
* Lakeside objects from GTR2 conversion of Lakeside layout by senormen

DOWNLOAD: http://www.mediafire.com/file/90dfv292aphswti/ted_autopolis_lakeside_v0.98.rar/file

By me a beer? https://paypal.me/teddabod69
Very nice - thanks!
If you're taking Shift 2 track requests, it'd be nice to have a complete version of London with all the various routes, and one that's not been hacked to pieces with a rusty axe and put back together again with chewing gum, by Gilles.
 
This is another very nice Integra - thanks.
@MrB00 the same Esprit Integra shifting animation as the other night isn't a bad match (I'm sure there's a better one out there), but you need to invert the shifting hands in the config.

The red instrument illumination is a little intense at night - anyone know how to tone this down on this car? Ditto the white label lighting on the switchgear.
The brake lights could do with an increase in brightness too, the glow not much brighter than the rear lights at night so it's very hard to tell when the car in front is braking.

Not sure how I missed that one. Maybe it was while I was arguing about encryption and not reading posts lol. Thanks and @JakubP thanks for posting.

As for inverting the hands is that in the shifting anims?

For the lights, it's probably in the ext_config somewhere. I looked through and can't see anything obvious so I'll ask in the discord how it's done.
 
TED Autopolis Lakeside (NFS)

I forgot I was working on this. I hope I didn't forget anything earth-shattering. Hope you like it. Thanks @Zwiss for letting me use your GP mesh! I wouldn't have touched this project without that jump-start you gave me. :P

View attachment 965576

Autopolis Lakeside is a race track based in Japan. It is one of the 53 race tracks in Need for Speed: Shift and one of the 101 tracks in Shift 2: Unleashed. The track is based on a real track near the Kamitsue village in Ōita Prefecture, Japan.

TED-EDiTS:
* Collision added
* Proper kerbies
* New track and road textures
* Added start, pit, and hotlap dummies
* Working pit lanes
* Extended the configuration for GrassFx on missing areas around lakeside
* Added new WaterFx and FlagFx to configuration
* Separated some of the roadside objects for correct texture mapping
* Added Assetto Corsa track banner
* AI fast lane and pit lines created
* New preview image, map, and outlines
* Other things I can't remember at this point

Original Author Credits and Thanks:
* Created by Slightly Mad Studios for NFS Shift
* Main Autopolis GP mesh converted to AC by Okumun and updated by ZWISS
* Lakeside objects from GTR2 conversion of Lakeside layout by senormen

DOWNLOAD: http://www.mediafire.com/file/90dfv292aphswti/ted_autopolis_lakeside_v0.98.rar/file

By me a beer? https://paypal.me/teddabod69

Love track, very nice...

Also works fine without the massive folder named "hold". :)

Some nice .kn5-filenames, dude. :D
 
Those guys and teams of modders who make their mods from scratch do not encrypt them. It doesn't make any sense.
And who encrypts "their" mods? Those who did not create them.
This is absurd. It turns out that the encryption tool was created so that narcissistic children who have mastered moding tools could "protect" their right to steal from Turn10, and irritate the community :)
This is a trolling tool, not a tool for anything else.
Its existence is meaningless, so those who are intended - do not need it. And it is used by those who should not be allowed to approach such tools within the range of a cannon shot. I was surprised when I read that Ilya made this tool ... I thought he just built it into the CM at the request of the author .. Is it true, Ilya, the author of the cryptor?

https://github.com/ac-custom-shaders-patch/acc-extension-config/wiki/Misc-–-KN5-Encryption

full
 
As for inverting the hands is that in the shifting anims?

For the lights, it's probably in the ext_config somewhere. I looked through and can't see anything obvious so I'll ask in the discord how it's done.
Inverting the hands is in data/driver3d at the end of the shifting timing section.
👍
 
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https://github.com/ac-custom-shaders-patch/acc-extension-config/wiki/Misc-–-KN5-Encryption

Also this :

Your encryptor consists of two parts, kn5enc_….exe and kn5enc_…_acdchecksum.exe:

  • Use kn5enc_….exe if you only want to protect model.
  • Use kn5enc_…_acdchecksum.exe if you have your data packed into “data.acd” and want to protect it from changes, as well as protect model.
    • This mode protects data from changes, but doesn’t encrypt it. People would still be able to see and copy it, but once it’s changed, model would stop to work. Helps to prevent people changing physics and re-releasing car under their name as a “fixed” or “tuned” version.
 
my sebring folder is nagp_sebring_v6, i found the Sebring folder in my archive, the ai is fine and the road surface more Sebring like. i must have binned (archived) the wrong one.:embarrassed:
thank you for helping me correct my mistake,:cheers:

Would you have a link to that Sebring version? Don't think I have ever tried that one. I am just familiar with the RTB version (poor) and the Reboot version.
 
I too hated the shiny tyres in 0.1.60, but it seems it was an error in that version of CSP. Upgrade to the latest version offered in CM and you’ll have eye-pleasing tyres again (and the grass/dirt pickup will rotate correctly with the tyre!).

Not sure the whitish tinge to the sidewalls in the Formula RSS 1990 is resolved though.
Hi ! :)

You was right and It works for each new tyres textures, thank you very much for the tip. :bowdown: ;)

Cheers and welcome here ! :cheers:
 
Hello,

Dont know if anyone has mentioned this or not. From Race Sim Studio(RSS), I just got an email notice
and download link for the RSS 2020 Americas F1 car mod. I just now have downloaded the new update but
have not installed and tried the Mod update. take care.
 
The Formula 90 V12 (aka Ferrari 641/2)


I'm using CSP 0.1.60 without SOL and I really dislike the new textures of the tyres (too cartoonish indeed), It makes me thinking about the F1 Games by Codemasters.

I didn't try the Formula RSS2 V6 at the moment.

Swap 'um out, any Pirelli compound that your little heart desires :D
nt1h.png
 
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