Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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if i change the sound of a car, is that sound locked in the cars files then? i gave a car a "little" boost but had to swap the sound.
i wanna share but not share if your sound would be broken
 
It depends on the car to point you in multiple ways of doing it. It can be done in tire model, suspension model as well even the aero in yaw lift.. just depends on the car and in what point of driving you are losing lateral grip and/or would like to acquire additional lateral grip.
It's for the TVR Sagaris. I've always loved this car IRL and this is a great mod (by who I wonder?) but I've always thought it's a little 'slippy' and could use grippier tyres.
 
In this file, change allow free cam from 0 to 1. Then in game, pressing F7 allows you to move a free cam around. I used to move the camera to a spectator stands and watch cars drive by. It's also useful for scouting good spectating locations if you plan to go to a track IRL like I did once.
C:\Program Files (x86)\Steam\steamapps\common\assettocorsa\system\cfg

Again, thanks a bunch, works great. Just a quick q, is there a way to move around the track faster? Arrow keys/mouse takes 2 minutes to get to the other side of the track :D
 
Again, thanks a bunch, works great. Just a quick q, is there a way to move around the track faster? Arrow keys/mouse takes 2 minutes to get to the other side of the track :D

Hold the ctrl key while you're doing it, it moves much faster. I'm also thinking that you can go into the .ini file and change the movement speed if I remember correctly.
 
Hold the ctrl key while you're doing it, it moves much faster. I'm also thinking that you can go into the .ini file and change the movement speed if I remember correctly.


Nice, thanks again!! The update for Sveg track came out today, I wonder what the animated water looks like in free roam...
 
Hi guys, I want to present you the track:
Varano, Autodromo Riccardo Paletti, Italy. 2350m

View attachment 790977
V1.1
Download

It's not my creation, I found it online and I tried to add and update few key things. Bear in mind this is my very first attempt to mod AC track/AI Line.
The credits go to the original creator, which is apparently unknown; maybe OfficineMeccanicheVirtuali, the guys who were working on it in 2015, with their project never published, I don't know.

Updates:
V1.1
— fixed pitboxes, now aligned with the track

V1.0
— fixed Hotlap start position on the track and corrected "AC_HOTLAP_START_0" text into the track object.
— made invisible 2 tree lines with a bad white-ish not working transparency and a background panorama not matching the far background view.
— created AI fast lane & pit lane.
— created track right and left lines with AI Line Helper.
— updated track outline using Track Previews 3.0 style.
— added background loading screen for Content Manager

AI line should be fine. I tried several different cars, from Griip to GTE-GT3 cars and they drive decently. Maybe they could drive faster, I don't know.
Tell me if there are things not working correctly about the AI line. Let's hope it's a good first attempt. :D

Enjoy this nice Italian track!

My inspiration came from this video by the Italian driver Alberto Naska!
Check out this cool battle with Formula Predator:

Varano, update V1.1
— fixed pitboxes, now aligned with the track
;)
 
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WORLDS better than the original. But the car still feels very bouncy and has very little downforce for being trackfocused. Doesnt seem to realistic to me but I am still glad that it recieved some love! @Masscot please keep sharing updates like these:cheers:

Agreed it's worlds better than the original rip, but still not quite right. When the stickiest McLaren this side of a GT3 race car slides the rear more than the road going P1, you know something is off.

Just for comparison sake, the Senna has 800kg of downforce according to McLaren, and the FXXK EVO has 830kg according to Ferrari press release (unfortunately they didn't tell at what speed each figure is). You drive the FXXK in the game and it doesn't try to swap ends in every high speed corner like the Senna is now.

Varano, update V1.1
— fixed pitboxes, now aligned with the track
;)

I loved this track back in V8 Superstars PS3 game for some strange reason. It just has a really nice flow despite having an awkward and simple layout at first glance. It's a shame they remodelled the "Singapore sling" chicane at the back into just one 90 degree corner, and reprofiled the last turn to be a double right 90 degree (previously it was a flowing hairpin).
 
I loved this track back in V8 Superstars PS3 game for some strange reason. It just has a really nice flow despite having an awkward and simple layout at first glance. It's a shame they remodelled the "Singapore sling" chicane at the back into just one 90 degree corner, and reprofiled the last turn to be a double right 90 degree (previously it was a flowing hairpin).

This 2004 layout?
upload_2019-1-10_14-21-39.png
 
Be aware, the shader patch might not show up in your 'mods' page but it is there and is active.

We now have cool-down laps! :)

x4fabToday at 3:05 PM

v0.1.25-preview36

• Brand new system of hooking to AC structures, allowing for greater control, thanks to @henter!
• New optimizations by @henter:
• Multithreaded loading (be careful, there might be a chance it would cause AC to crash on some systems);
• Multithreaded culling;
New AI race cooldown lap option by @henter;
• Option to turn on YEBIS anti-aliasing (smoother, but with its own artifacts);
• PP-filters:
• New [EXT_HDR] FILMIC_CONTRAST=0.5 option for sensitometric tonemapping function;
• Set color look up table in your PP-filter;
• Color grading: HaldCLUT support;
• New replays extension:
• Saving and loading, supporting cutting as well;
• Works with turning signals, hazards and wipers;
• Audio:
• Option to fix stereo in VR;
• Option to fix shifting sound with frequent shifting;
• More joke than option to enable sound delay with distance;
• New splashscreen option to fit background instead of filling the screen;
• Dashboard indicator EMISSIVE_ENGINE_DAMAGE_N;
• New FALLBACK_BRAKES_COLOR_HIGHER option for lights so FALLBACK_BRAKES_COLOR would act on top of main color;
• Custom emissives now override emissives from lights.ini if mesh is affected by both at once;
• Adjustable wings guessing disabled, now only outputs lines to guessed config;
• New ksPerPixelMultiMap_NMDetail_emissive shader;
• Parameter boh now hides grass if set to 1;
• Other fixes.

Sorry for the delay and for all new bugs that might appear, please let us know if something will get broken. As for Weather FX, with new replays system ready, now it’s only a couple of days or so for it to be ready for the release.

https://mega.nz/#!q9wmTCbI!ufGIYfstK32_gjqTgOAY9W_UAVtEFN6qvY5_iQtrnOQ
https://trello-attachments.s3.amazo...d82d8d1d09/lights-patch-v0.1.25-preview36.zip
 
You can turn the aids off by cycling ctrl+ t and ctrl + a

Plus there is always the option to unpack the data and remove the lines from electronics as well remove the files, abs_control.lut and traction_control.lut and then repack the data...

I put the TC and ABS in the setup for people that do not us pedals and wheels... try to keep the level of enjoyment equal among all users. A controller does not have the same amount of variability as pedals and wheels do and many people might be using a steam controller too.
There is only one reason to include tc and abs: historical accuracy. Everything else is unimportant. If a car has these in real life - then you include it in actual car physics. If you drive with gamepad - thats your own problem. Fixing your issue by changing physics of the car is one of the most stupid thing i can imagine. You can force enable TC and ABS aids before launching the game if you struggle with a controller and can't live without them but please, do not do it in the car physics.
 
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