Assetto Corsa PC Mods General DiscussionPC 

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[QUOTE="RMi_wood, post: 13267552, member: 313115"

the torque figure used in power.lut MUST take into account drivetrain loss, which AC automatically takes is 13% or .87.....[/QUOTE]


The first part is true but I'm not so sure on the second part. The power.lut file is torque at the flywheel minus drive train losses, which equals power at the rear wheels. Please note the change from torque to power.
So if I make up two cars each with an identical engine but one with the wheels bolted to the crankshaft and the other using two gearboxes three diffs and reduction hubs, then the first vehicle would have a power.lut that looks much the same as the engine's dyno graph i.e. close to zero drivetrain losses, whereas the second would use the same values but multiplied by lets say 0.5 because of all the extra gears use that much power just to run themselves.

13% is a ballpark figure for modern front engined cars but other arrangements would result is a different multiplier.

That is the torque in power.lut equals the power at the wheels and that number is used by AC to push the car, it doesn't as far as I'm aware need to add 13% because it already has the rear wheel power.
 
Anyone has an M3 E46 version that has proper gauge cluster lighting like here:

2005-BMW-E46-M3-Convertible-05.jpg


What I get right now is this:

f91d1f1357522744.jpg


So basically I want only the numbers to light up.
 
I have a problem with the control + c input to make the AI drive the car. Sometimes I start a hot lape or a race only to take screenshots and not necessarily drive the car. But in most of the cases it just accelerate the car and don't engage the first gear so the car don't move but the revs are at maximun.

Happens with Kunos cars too. Is this a known bug or does it have a solution?


You need to use automatic gears, ctrl+g, BEFORE you hit ctrl+c.
Works in any session with other cars present and only very occasionally in a singular practice session.
Sometimes the AI driver grabs the wrong AI line and you have to send it back to the pits and have it restart the lap.
 
Couldn't get the steering wheel to respond at the same speed as the steering animation not sure if the steering wheel could be slown down a bit? For the gear stick i didn't want it to be static sadly i couldn't really animate it that well since the original game it came from forza 4? does not support proper shifting movement like in PC2 or in the GT series.
This should fix the hand/wheel synch in data/driver3d. Lock was set to 540 on your car.

[STEER_ANIMATION]
NAME=steer.ksanim
LOCK=360

I'm guessing but if you detach the gear stick from the gator and just animate that instead of the whole stick+gator assembly then won't that fix it?

Hands gripping the wheel during the steering animation should just be a case of tweaking the driver position (and forward rotation) in CM showroom. Busy with an upcoming track at the moment otherwise I'd take a look.
 
You need to use automatic gears, ctrl+g, BEFORE you hit ctrl+c.
Works in any session with other cars present and only very occasionally in a singular practice session.
Sometimes the AI driver grabs the wrong AI line and you have to send it back to the pits and have it restart the lap.

Thank you for your help, works perfectly.
 
The first part is true but I'm not so sure on the second part. The power.lut file is torque at the flywheel minus drive train losses, which equals power at the rear wheels. Please note the change from torque to power.
So if I make up two cars each with an identical engine but one with the wheels bolted to the crankshaft and the other using two gearboxes three diffs and reduction hubs, then the first vehicle would have a power.lut that looks much the same as the engine's dyno graph i.e. close to zero drivetrain losses, whereas the second would use the same values but multiplied by lets say 0.5 because of all the extra gears use that much power just to run themselves.

13% is a ballpark figure for modern front engined cars but other arrangements would result is a different multiplier.

That is the torque in power.lut equals the power at the wheels and that number is used by AC to push the car, it doesn't as far as I'm aware need to add 13% because it already has the rear wheel power.

Honestly you can use any figure you want, its just for CM graphing and a REALLY GOOD WAY to check if things are somewhat close to reality. AFIAK AC does use 13% (some say 20) in its calcs if you graph cars in CM.
I think 13 is a GOOD average figure for all cars including F1 and Street cars (F1 is closer to 8-9% where street cars are closer to 15-18% based on watching alot of dyno runs and analyzing data)

When I use 13%, the numbers, performance and characteristics seem to just magically work... very well
 
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from extension/ext_config.ini :
under section:

[AUDIO_VOLUME]
delete:
BRAKES = PIG_SQUEAL

No, seriously ... But you should get the idea now ;)

I took a look under AC > extension > config > cars > mods, and file for rollovers_acura_dpi does not have an audio volume section. This file has lighting options only. Under AC > content > cars > rollovers_acura_dpi, there is no extension folder or file. I believe you can add a folder and file in the car folder, but how would you adjust the brake audio to be lower versus as loud as the engine? Again, I have no idea on how to mod or the steps needed to complete. I appreciate the help.
 
Hi,
I m looking for any good Lotus Elise CUP version.
Original Kunos have a very bad handling, not very realistic. Also Elis found under assettoland is not the best.
Do you know if there are some good Lotus Elise CUP mod in the web?
Car should have Toyota 1.800cc, 270hp, torque 280nm/5000rpm , weight 900kg,
upload_2020-10-27_13-37-22.png
 
This should fix the hand/wheel synch in data/driver3d. Lock was set to 540 on your car.

[STEER_ANIMATION]
NAME=steer.ksanim
LOCK=360

I'm guessing but if you detach the gear stick from the gator and just animate that instead of the whole stick+gator assembly then won't that fix it?

Hands gripping the wheel during the steering animation should just be a case of tweaking the driver position (and forward rotation) in CM showroom. Busy with an upcoming track at the moment otherwise I'd take a look.
@dragster666 I guess it was an itch I just had to scratch, lol.
Try this update.

1.1m
Driver position adjusted (always a bit of a compromise but he now grips the wheel and gearstick better)
Shifting timing adjusted
Hand/wheel synch fixed
Number plates added (and bad one removed)

http://www.mediafire.com/file/q3urbp8fh0tn2w6/bmw_m3gtr_street.7z/file

(gearstick gator still moves but not as noticeable in first-person VR view with the new shifting position)

Right.... back to Mont Tremblant secret track.
 
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I shouldn't even worry about this, but the creator of Mosport on Racedepartment striked me as a real jerk.
Just read his opinions about the people that ranked his work (which is great, no doubt about it) 4 stars...

Track makers seem notoriously hypersensitive.
 
Yep :lol:.. not sure why realtoonces made that mistake..

Bzzzzt! Note I said, "most often," not "always" (slams stopwatch with palm).
You need to use automatic gears, ctrl+g, BEFORE you hit ctrl+c.
Works in any session with other cars present and only very occasionally in a singular practice session.
Sometimes the AI driver grabs the wrong AI line and you have to send it back to the pits and have it restart the lap.

I did not know that (/Ed McMahon voice OFF).
 
from extension/ext_config.ini :
under section:

[AUDIO_VOLUME]
delete:
BRAKES = PIG_SQUEAL

No, seriously ... But you should get the idea now ;)

Interesting,

Is this also a way to increase the car soundbank audio volume? Especially Kuno cars have low volume. I'm looking for a way to increase specific car Audio.

Do you have a sample of how I can do that?
 
@ales100i
I recently made a short 'salute to the mod community' video using this car and track combination.



I noticed as i drove the car that it appeared to have some unusual handling characteristics when driven with a wheel, which actually hindered me from initially completing my video. When i watch your video these same characteristics are also visible in the cars cornering abilities.

I therefore made a few changes to the cars data.acd which improved the driving experience, on a wheel for me, dramatically and allowed me to complete my video. I am therefore wondering if you would not mind taking the car out again and comparing the changes made against the default version.

The changes made do NOT work as well as the default data.acd for controller users.
I have made similar changes to the the other cars (and many others) but this data.acd is only for the "chivas_13gtrgt500_definitive"

Here is the data.acd (rename as usual) hopefully you can test it and let me know your thoughts.

Sure, will make a drive. But can't until tomorrow. Did discover after this video that the 2013 car should be significantly slower than the later cars, as new regulations were introduced in 2014 that increased especially the downforce of the car. But will check it for sure. What did you change exactly if you don't mind sharing?
 
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[QUOTE="RMi_wood, post: 13267552, member: 313115"

the torque figure used in power.lut MUST take into account drivetrain loss, which AC automatically takes is 13% or .87.....

The first part is true but I'm not so sure on the second part. The power.lut file is torque at the flywheel minus drive train losses, which equals power at the rear wheels. Please note the change from torque to power.
So if I make up two cars each with an identical engine but one with the wheels bolted to the crankshaft and the other using two gearboxes three diffs and reduction hubs, then the first vehicle would have a power.lut that looks much the same as the engine's dyno graph i.e. close to zero drivetrain losses, whereas the second would use the same values but multiplied by lets say 0.5 because of all the extra gears use that much power just to run themselves.

13% is a ballpark figure for modern front engined cars but other arrangements would result is a different multiplier.

That is the torque in power.lut equals the power at the wheels and that number is used by AC to push the car, it doesn't as far as I'm aware need to add 13% because it already has the rear wheel power.[/QUOTE]

Good info. So if I get this correct, only the front wheel drive cars need 13% adjustment, and the rear wheel ones should have 1:1 ratio between torque and power.lut? Would actually explain some things in the edits I do the cars.
 
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Good info. So if I get this correct, only the front wheel drive cars need 13% adjustment, and the rear wheel ones should have 1:1 ratio between torque and power.lut?
No

(...unless you implying that rear-wheel-drive vehicles have 0% power train loss)

RWD vehicles observe about 13-18% losses when realized on a rolling dyno (RWHP) compared to the engine on a brake dyno (BHP). 4WD/AWD can exhibit higher losses. Race cars with straight gears and locked diff likely loose about 8-12% loss via mechanicals. Automatic transmission cars will be a few points higher due to fluid/clutch slip.

13% is a good average rule
BHPx0.87=RWHP

As I stated before, when I use the 13% rule, my cars behave and perform close to real published performance figures.
I think most here have tried my engines (Jaguar 8, GTX cars and the F1-1991/1993 for example).
 
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Sometimes when I'm trying to create a grass confic, grass spawns all black on certain materials, even when the texture is bright green. I've tried all kinds of setting but nothing changes it; it's either all black or no grass at all. Anyone has a solution to this? I've tied to search here and there but no luck.
 
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