Assetto Corsa PC Mods General DiscussionPC 

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One working solution:
Code:
[SHADER_REPLACEMENT_...]
ACTIVE = 1
MATERIALS= GRASS?
SHADER = ksPerPixel_tilingfix
View attachment 967632

Never finished my config. Maybe combining our both? :)
There are also several other minor issues (hotlap start, some trees, flags...) I never finished fixing.

Huge thanks, this seems to work fine with at least some of the tracks that have given me trouble. But on some tracks the shader replacement seems to turn the selected material into grey... :odd:

I'll start doing my Indy 60s config right now, but I think you'll be better of by yourself, I'm just learning the basics of this stuff at the moment. And having good time doing so. :)
 
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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,
View attachment 967599
Excuse me but why are you saying that Kunos Elise Cup has bad handling ? Knowing that there is not any Elise Cup by Kunos but an Exige V6 Cup which has almost nothing to do with the racing Elise Cup you showed...
 
Hi. I was searching for the same track and i found it in another forum, it's a conversion from GP4. Here is the link they provided me with the track! : https://sharemods.com/ow108ya6k6p7/imola2001.zip.html . I tried it once, i don't know if it was a car related problem, but when the track loaded up the car was sunk in the pitlane asphalt :boggled:
Btw, let me introduce myself. My name is Emanuele, i'm Italian and i've no idea how much GBs of mods i've installed on my game:lol:
Tried the track.
Imo pretty useless as it is. Bad looking environment, shoddy graphics and indeed: after loading the car gets dropped and it even damaged the suspension of the BAC Mono.
 
Huge thanks, this seems to work fine with at least some of the tracks that have given me trouble. But on some tracks the shader replacement seems to turn the selected material into grey... :odd:

I'll start doing my Indy 60s config right now, but I think you'll be better of by yourself, I'm just learning the basics of this stuff at the moment. And having good time doing so. :)

Lol, I wrote that this is "One working solution" not "The working solution for all"... ;)
Imo there is no right solution overall. Sometimes the shader makes issues, sometimes the alpha or the colors overall, etc.
Sorry, it´s depending on underlying prob, how to fix it.

Oh, I´m still learning too... :)
 
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Hello!!! After enjoying Assetto Corsa for a few years, only a few months ago I decided to install the CSP in my Content Manager... and it's the best I could do!!! WOW!!!
NOW, it's time to put something else:

But there are too many options about Climatology, Light and Filters:

SOL 1.5
Solstice_by_GTAce_v5
stFlow_1.0
BLM Car ver.1.7.2
BLM Lights ver.1.16
lights-patch-v0.1.46
TK's ppfilter Mod ver5.1.1
TK's weather Mod ver3.0.9
Wet Mod 2.0

And more that I have downloaded waiting to be chosen...

Any advice?
 
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WiP - Zurich ePrix (rF2)
Screenshot_tatuusfa1_rmi_zuricheprix_27-10-120-19-48-29.jpg
Screenshot_tatuusfa1_rmi_zuricheprix_27-10-120-19-47-57.jpg


This was super quick, easy. I will do starts/pits/AI and other errata, is anyone interested in doing textures/shaders?

note: 1pit. no starts. Original textures included, I have made all the standard conversion entities.
For me this track is dead, no life... some rescue this.

download 1pit freeroam wip
 
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Are you using CSP 1.66? because rain does not work in that version as far as i remember. Works with 1.60 though.
CSP 1.66
View attachment 967637
CSP 1.60
View attachment 967638

You need to tell CSP which is object that has kswindscreen shader and which are the latest elements/objects (wipers rubbers) in contact with windscreen.

Put them inside ext_config.ini in this format

[WIPERS_TRACE_...]

SURFACE = x
WIPERS = y, z

Where x is the name of windscreen object, y and z the name of latest part of wipers objects generally the rubber parts.
 
Here's an updated version with some improvements:

B, C & D LODs added (by @__EASY__ )
Fixed colliders.ini and collider.kn5 (by @__EASY__ )
AI 'shift up' revs adjusted for proper active starts
Driver position adjusted for better posture/grip
New shifting animation added (reach is closer to gearknob from driver's perpective)
Driver hand/steering wheel synchronisation fixed

**leave the data unpacked - packing it creates an error for some halloween reason**

http://www.mediafire.com/file/lt4lvyhjg7xrac2/mnba_bmw_328i_cabriolet.7z/file

Thanks a lot !
 
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?

Hi @Ales100! thanks for getting back to me.

It would appear that the current #LINEAR_STEER_ROD_RATIO and #STEER_RATIO values are incorrect. The vehicle is currently reaching its full steering angle on the tire after traveling around 45 degrees in any given direction.

I have subsequently sourced the real word data for all 3 vehicles. They are now in complete alignment with the manufactures specification.

Honda 620 (1.72:l2l) 15:1
Nissan 640 (1.78:l2l) 15:1
Lexus 640 (1.78:l2l) 15:1

If you load up AC and enable the suspensions app you can turn the wheel in any direction to see this in action, you'll need to reset toe etc first as they will all impact the results.

As for the speed of the vehicle I have to admit that I'm a bit "casual" when it comes to that department, I have no idea how fast many of the vehicles I drive should go only that they should be fun, enjoyable and realistic to drive.

Edit:
Post updated to reflect the real world data I have obtained from the manufacturer.
 
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BMW M3 GTR Street version by Patrick M edited by assettoland and reworked by Dragster666

Physics rework among other things by me. This will have the new animations and all.
preview.jpg


Interior could use some sprucing up but it feels pretty good now.
All changes in the changelog within the folder.
 
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Hi @Ales100! thanks for getting back to me.

I've actually not changed that much in the data, however what has been changed completely alters the driving characteristics of the vehicle for wheel users. It would appear that the current #LINEAR_STEER_ROD_RATIO and #STEER_RATIO values are incorrect for wheel users, as the vehicle is currently reaching full steering angle on the tire after traveling less than 45 degrees rotation in any given direction.

If my calculations are correct, and they aren't, when using my new configuration the vehicle will no longer reach full steering angle on the tire until its traveled around 135 degrees in any given direction. While this is still technically incorrect it's much closer to the actual real world steering ratio these vehicles used and is delivered in a much more linear fashion.

If you load up AC and enable the suspensions app you can turn the wheel in any direction to see this in action, you'll need to reset toe etc first as they will all impact the results.

This wasn't and isn't the first car to display these characteristics for me, however as many of the other vehicles were encrypted this is one of the few I've been able to correct.
What I did notice during testing was how the steer ratio and its linearity responded to controller use. For example when using the creators default ratios the vehicles drive wonderfully well when using an XBOXONE controller.

This leads me to believe that many of these vehicles are built and tested by non wheel users, and while this in itself is not a problem an issue does arise when you try to fix or correct an encrypted vehicle. There are many mods including BK etc that appear to be encrypting the data.acd of the vehicles. This makes it completely impossible to correct or for a user to simply adjust the steering ratio of any given vehicle to suit their driving style or their setup.

I believe that a lot of reported handling issues are in fact directly related to the implementation of the vehicles #LINEAR_STEER_ROD_RATIO, #STEER_LOCK and #STEER_RATIO values.

As for the speed of the vehicle I have to admit that I'm a bit "casual" when it comes to that department, I have no idea how fast many of the vehicles I drive should go only that they should be fun and enjoyable to drive.
OK, now I'm intrigued. That is something I noticed as well with these cars. The reaction to steering inputs are very exponated, I agree. And even though this is not as extreme as with for example AVR 2020 car, it is noticeable. I think the author tried to emulate the extreme downforce these cars produce with this "trick". And he openly admitted he does not drive with a wheel, but a controller.

Will try and get back to you for sure. Always up for an improvement on a car that I like driving. Cause I personally like driving these cars as they have excellent physics in the "chassis flex" department (not exactly, as AC does not have this, but in emulating this), especially when going over the curbs. No doubt something URD as partner helped with in my opinion. As this is something their newer cars were excellent at as well.
 
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Hi @Ales100! thanks for getting back to me.

I've actually not changed that much in the data, however what has been changed completely alters the driving characteristics of the vehicle for wheel users. It would appear that the current #LINEAR_STEER_ROD_RATIO and #STEER_RATIO values are incorrect for wheel users, as the vehicle is currently reaching full steering angle on the tire after traveling less than 45 degrees rotation in any given direction.

If my calculations are correct, and they aren't, when using my new configuration the vehicle will no longer reach full steering angle on the tire until its traveled around 135 degrees in any given direction. While this is still technically incorrect it's much closer to the actual real world steering ratio these vehicles used and is delivered in a much more linear fashion.

If you load up AC and enable the suspensions app you can turn the wheel in any direction to see this in action, you'll need to reset toe etc first as they will all impact the results.

This wasn't and isn't the first car to display these characteristics for me, however as many of the other vehicles were encrypted this is one of the few I've been able to correct.
What I did notice during testing was how the steer ratio and its linearity responded to controller use. For example when using the creators default ratios the vehicles drive wonderfully well when using an XBOXONE controller.

This leads me to believe that many of these vehicles are built and tested by non wheel users, and while this in itself is not a problem an issue does arise when you try to fix or correct an encrypted vehicle. There are many mods including BK etc that appear to be encrypting the data.acd of the vehicles. This makes it completely impossible to correct or for a user to simply adjust the steering ratio of any given vehicle to suit their driving style or their setup.

I believe that a lot of reported handling issues are in fact directly related to the implementation of the vehicles #LINEAR_STEER_ROD_RATIO, #STEER_LOCK and #STEER_RATIO values.

As for the speed of the vehicle I have to admit that I'm a bit "casual" when it comes to that department, I have no idea how fast many of the vehicles I drive should go only that they should be fun and enjoyable to drive.

You can't imagine how I thank you for your post.

Sudenlly a perfect mod, might not be that perfect.
When I complained about the driving being wrong and worst than the previous version, it was almost a riot from some fanboys. Some! Not all.

I could say a bit more, but I wont. Some changes I am making myself.

The creator tested the car with a Pad controller?! Ok. And some iluminated experts said the driving/handling were perfect/great/astonishing/fantastic/as IRL,etc.... Ok.

Waiting for next chapter.


P.S. As you made public your file, I (and I belive some) tested it. Not enough honestly, What I notest more is the steering input.
Will have to test it with some own changes.
 
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Zurich ePrix WiP uploaded to original post

note: 1pit. no starts. Original textures included, I have made all the standard conversion entities.
For me this track is dead, no life.
If someone resumes it, I will support the particulars for release.
 
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Uff
Hi, thanks for the link. I already have that version, but it's far from being acceptable for modern standards. I really can't drive on such old versions, but thanks anyway. :)

You're welcome. I know, it's not that good... I've no idea how to convert and improve a track, because there was the 2006 version converted to rFactor 1 from GTREvo that was very good back in the old rFactor days:rolleyes:. I, anyway, posted here the link hoping someone with the right skills can help to improve the track...
 
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Hi @Ales100! thanks for getting back to me.

I've actually not changed that much in the data, however what has been changed completely alters the driving characteristics of the vehicle for wheel users. It would appear that the current #LINEAR_STEER_ROD_RATIO and #STEER_RATIO values are incorrect for wheel users, as the vehicle is currently reaching full steering angle on the tire after traveling less than 45 degrees rotation in any given direction.

If my calculations are correct, and they aren't, when using my new configuration the vehicle will no longer reach full steering angle on the tire until its traveled around 135 degrees in any given direction. While this is still technically incorrect it's much closer to the actual real world steering ratio these vehicles used and is delivered in a much more linear fashion.

If you load up AC and enable the suspensions app you can turn the wheel in any direction to see this in action, you'll need to reset toe etc first as they will all impact the results.

This wasn't and isn't the first car to display these characteristics for me, however as many of the other vehicles were encrypted this is one of the few I've been able to correct.
What I did notice during testing was how the steer ratio and its linearity responded to controller use. For example when using the creators default ratios the vehicles drive wonderfully well when using an XBOXONE controller.

This leads me to believe that many of these vehicles are built and tested by non wheel users, and while this in itself is not a problem an issue does arise when you try to fix or correct an encrypted vehicle. There are many mods including BK etc that appear to be encrypting the data.acd of the vehicles. This makes it completely impossible to correct or for a user to simply adjust the steering ratio of any given vehicle to suit their driving style or their setup.

I believe that a lot of reported handling issues are in fact directly related to the implementation of the vehicles #LINEAR_STEER_ROD_RATIO, #STEER_LOCK and #STEER_RATIO values.

As for the speed of the vehicle I have to admit that I'm a bit "casual" when it comes to that department, I have no idea how fast many of the vehicles I drive should go only that they should be fun and enjoyable to drive.

I believe the modder tests the cars with controller, so is set up for controller.... I find that bizarre in a sim, but there you.

Fiddling with car.ini steer assist etc is the right way to go...
 
BMW M3 GTR Street version by Patrick M edited by assettoland and reworked by Dragster666

Physics rework among other things by me. This will have the new animations and all.
View attachment 967659

Interior could use some sprucing up but it feels pretty good now.
All changes in the changelog within the folder.


You did not mistake the files ??? What's improved in physics there, probably even more broken than it was before... no thanks.....

dragster666 please, once again when you find the time to experience physics, do it. I'm counting on you
 
BMW M3 GTR Street version by Patrick M edited by assettoland and reworked by Dragster666

Physics rework among other things by me. This will have the new animations and all.
View attachment 967659

Interior could use some sprucing up but it feels pretty good now.
All changes in the changelog within the folder.


Thank you!! it's like the fifth version of the car I download in the last 24 hours but hey it's fine, gonna try it right now xD :cheers:
 
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You did not mistake the files ??? What's improved in physics there, probably even more broken than it was before... no thanks.....

dragster666 please, once again when you find the time to experience physics, do it. I'm counting on you
First of all, what wheel are you using? Maybe that would help in figuring out why it doesn't feel right.

The suspension was completely out of wack. The weight distribution was more towards the back of the car for a front engined car. The BASEY was set like a Le Mans Prototype. The dampers were so stiff that any spring adjustments would be null. The steering was so loose that you had to rip the wheel around just to make a 90 degree corner. The toe adjustments were backwards and the setup wouldn't even let you fix it because it was dimed in the direction you needed to change it.

And that was good for you?
 
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