Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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All 3 versions I'm afraid have the old layout... But I have decided to fix it myself. If I can I'll upload it later once I have recorded new AI lines. It isn't perfect, but I like how it has turned out
https://sharemods.com/qxniyhynnx4m/monaco_2020.rar.html

Recently released version, unsure of by whom or where I first saw this. It seemed to look quite a bit different overall, unsure if swimming pool section is correct, I don't know how it changed.
 
Which kind of info you lost? If with the ini you mean the persistence file and if you talk about the textures applied yes, i think is normal, i'm not an expert of this kind of thing, but in the past everytime i opened an fxb once i reimported in the kseditor i had to set up again many textures, things which is not happening with Blender.

with blender it's even worse :(
 
with blender it's even worse :(
If you have a peristance saved, once exported the updated fbx and reimported in the KS Editor, by loading it, every texture should be in place, maybe some missing, but a really low amount of them
 
All this talk of Monaco and I am over here still despising the track as there is no passing areal and there is a turn I cannot get my car around without hitting the wall. I have literally done everything from coasting around it to taking it with some speed and nothing works. I never enjoyed watching the F1 races there when I used to watch back in the early 2000's and I have come to the realization that I like racing it even less.
 
If you have a peristance saved, once exported the updated fbx and reimported in the KS Editor, by loading it, every texture should be in place, maybe some missing, but a really low amount of them
it should be so, but with blender I get everything high, with 3dsmax a lot
 
it should be so, but with blender I get everything high, with 3dsmax a lot
You probably do something wrong, because there's no reason. As said, i'm not an expert but i did some conversion and i always used this procedure and it works fine. Once you saved the first version, any other version (except the part edited) should be restored with the persistance file
 
All this talk of Monaco and I am over here still despising the track as there is no passing areal and there is a turn I cannot get my car around without hitting the wall. I have literally done everything from coasting around it to taking it with some speed and nothing works. I never enjoyed watching the F1 races there when I used to watch back in the early 2000's and I have come to the realization that I like racing it even less.

Maybe watch this a few times, especially as I take the hairpin. You might check your wheel/controller settings to see if the turning ratio is too loose for the car your driving.

 
You probably do something wrong, because there's no reason. As said, i'm not an expert but i did some conversion and i always used this procedure and it works fine. Once you saved the first version, any other version (except the part edited) should be restored with the persistance file

Is there a guide on how to do it?
 
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Interlagos - Autódromo José Carlos Pace

View attachment 982144

Autódromo José Carlos Pace (Interlagos) - Version 1.0

Original track: Automobilista - Reiza Studios
Original conversion: VheEth

- AI lines by @KevinK2
- Cams by @DaBaeda
- Trees and RainFX by @TheRealCeeBee
- Starting boxes / pits / sectors by @slider666, @norms

DOWNLOAD
https://www.mediafire.com/file/syudlm8tpnibhop/vhe_interlagos_1.0.rar/file

Thank you very much for this one and Hockenheim as well.

Just a quick question about Hockenheim - not sure if it is my setup or a setting, but Hockenheim feels really bumpy compared to any other track, is this normal?
 
good evening, my CM plant here are the error messages have you a solution?
Capture.JPG
 
Interlagos - Autódromo José Carlos Pace

View attachment 982144

Autódromo José Carlos Pace (Interlagos) - Version 1.0

Original track: Automobilista - Reiza Studios
Original conversion: VheEth

- AI lines by @KevinK2
- Cams by @DaBaeda
- Trees and RainFX by @TheRealCeeBee
- Starting boxes / pits / sectors by @slider666, @norms

DOWNLOAD
https://www.mediafire.com/file/syudlm8tpnibhop/vhe_interlagos_1.0.rar/file

Hockenheim - Hockenheimring Baden-Württemberg (GP, National, Short A and Short B)View attachment 982267

Hockenheimring Baden-Württemberg (Hockenheim) - Version 1.1

Original track: Automobilista - Reiza Studios
Original conversion: VheEth

- AI lines by @LiquidSkyMan
- Cams by @DaBaeda
- Trees and RainFX by @TheRealCeeBee
- Starting boxes / pits / sectors by @TheRealCeeBee, @slider666, @norms
- Camerafacing by @norms

CHANGELOG 1.1
- Update of textures and materials
- Update night lights
- Update of extension file
- Update the VAO file
- Layouts added: National, Short A and Short B
- Added people in the stands
- Starting grid fixed

DOWNLOAD
https://www.mediafire.com/file/9sichj4zenuakef/vhe_hockenheim_1.1.rar/file


Great job with these tracks, been wanting to see a decent Hockenheim for a while now, only issue is that the pits feel a little small, 26 pits feels small considering how many tracks nowadays have at least 30. Can't do a full GT3 grid with these tracks sadly.
 
ACTK Ford GT40 MKII '66 v1.6
Updated by Assetto-fr.tk
Add animation Wipers
Extended physics for rain integrated in data.acd
CSP required
Download http://www.assetto-fr.tk in public section

Screenshot_actk_ford_gt40mk2_spa_2-0-121-2-57-6.jpg
Hello, I tried the car (on 2 different circuits : Sebring - Albi 1967) and the wiper animation doesn't work. I tried the same circuits with other cars and it works normally.
There must be a small problem.
Apart from that the car is fantastic :bowdown:
 
Hello, I tried the car (on 2 different circuits : Sebring - Albi 1967) and the wiper animation doesn't work. I tried the same circuits with other cars and it works normally.
There must be a small problem.
Apart from that the car is fantastic :bowdown:

did you assign a button in CM for the wiper, it works I've just tested it and I also checked the archive
 
https://sharemods.com/qxniyhynnx4m/monaco_2020.rar.html

Recently released version, unsure of by whom or where I first saw this. It seemed to look quite a bit different overall, unsure if swimming pool section is correct, I don't know how it changed.
Yes, similar to what I've done, but have used the Reboot track as a base, so I think my track has a better feel (Plus the asphalt at the apex is different). Will share it tonight :cheers:
 
Call out for any additional support if required on your nashos venture - as you already know heavy condensation overnight with early morning dew - have a good ride

Finally figured out how to crunch the 1 meter DEM data into useable sizes in Blender, without loosing too much detail for both Nasho and Ten Mile but decided to do ten mile first.

A few questions:

1. ANyone know of a texture painting tool that allows me to paint texture directly onto the meshes that will work for reimport to Blender? I have 3dcoat but it exports its own UVMAP that Blender will not play with nicely and this track requires a LOT of dynamic painting of those rockfaces around the edges... :(

2. Bump Map texture in Assetto, when I assign them they "work" on faraway thing like mountain sides, but when I try assign them on things like the rockfaces next to the road they are flat. Anyone understand how to "increase" the bump map to make it more obvious on items closer to the road?

video of the rockfaces I am trying to emulate, prefer not to have to model it, track will be killer heavy as it is with tree meshes.

 
Yes, similar to what I've done, but have used the Reboot track as a base, so I think my track has a better feel (Plus the asphalt at the apex is different). Will share it tonight :cheers:
I was struggle a lot at the casino turn with my rss fh2020... probably it's me but could it be track's or car's issue? and which setup you suggest for better turn?
 
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Yes, similar to what I've done, but have used the Reboot track as a base, so I think my track has a better feel (Plus the asphalt at the apex is different). Will share it tonight :cheers:
can you edit the textures with softer colors and maybe some night lights for 24h type racing? if you can of course.
 
did you assign a button in CM for the wiper, it works I've just tested it and I also checked the archive
Yes i try in automatic, don't work (the other car yes) and manually the same problem.
Perhaps my version of CSP always 1.46, but the new recommended version now is 1.60 (since a few minutes :lol:)
I tried with 1.60 to see the difference.

Don't work with 1.60, 1.68, 1.69 I have no rain with all those version !!!! :eek:
I don't understand why ???? I have only rain with 1.46 version of CSP
CM version 0.8.2226.37393 data version 149

I think it's my SOL version, i don't have already install the 2.0, forget to do it !
 
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recorded for a modder but may be useful for the rest of you. a very quick and dirty howto for replacing textures with image textures from sattelite with blenderGIS

tools required

Blender
BlenderGIS (for the mapping in blender)
Howto for installing addons
Paint.net (to convert the tiff to png or dds, use whatever other image editor you like, this one is free.)

(understanding the hot mess that is AMS tracks in this video is a different topic altogether, deleting all the crazy geometry it imports is manual unfortunately.)

APologies for soft audio.


and if you didnt already have a height map, just continue to get SRTM data.
(ignore the audio, the last video finished uploading and playing..)
 
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I have only had very limited time to test. They look good, however has anyone else noticed a lack of top end speed with these cars? I only tested the Morgan and the 01 Judd S1 and both struggle to reach 300km/h.
I suspect this is something to do with the latest CSP with rainfx and extended physics which I am now using but haven't had time to test with it turned off or look into why. The 01 Judd I made the physics for 2007 doesn't have this issue. :confused:

Look here https://www.racecar-engineering.com/articles/le-mans-2009-speed-traps/
Pescarolo 01 evo had produced less downforce and less drag than 2007 01 chasis yet on Le Mans setup it managed to do "only" 325 kmh at the mulsanne huandries speed trap. LMP2 Mazda engine struggled to exeed 290 kmh and so it goes with my LMP2's. 01 evo was like 2 seconds quicker than standard 01, so i assumed it had to produce more drag hence lower top speed.
2007 LMP1 and LMP2 have exact aero; the reason for the KRUSE Pescarolo 01 LMP2 having low top speed is gearing. I just left it at too low final gear ratio, so it does not hit max torque at 6th gear, as the drag force holds it back. This is made for BoP, as the car is the lightest an have highest downforce.

Try running these cars all together at any Le Mans to see how they compare to each other.

ah, and the Morgan has very similar aero to 01 evo plus the fin, but notice it has less powerful engine in both versions...and more weight.
https://www.ultimatecarpage.com/spec/5564/Morgan-LMP2-Nissan.html
https://www.ultimatecarpage.com/spec/5563/Morgan-LMP2-Judd.html

Compare these...
https://www.ultimatecarpage.com/spec/4187/Pescarolo-01-Evo-Mazda.html

https://www.ultimatecarpage.com/spec/3229/Pescarolo-01-LMP2-Judd.html

Look here:


I am actually glad i can elaborate with fellow Le Mans fan(^^ I have tested Your 2007 Peugeot and it felt spot on.
I'm working on 2009 Aston DBR1-2 and 2011 AMR one, I think I have the engines and aero but im kind of struggling with suspensions, especially with the first one. I menaged to make the tail lights work on both versions, however. Soon Ill share it here and maybe You could give me some feedback with suspension rework, because Your cars work beautifully on this regard.
 
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Great 60's F3 Pay Mods
I just discovered these two cars at f3classictracks. He also has some pretty good tracks as well. Definitely worth a few dollars if you like these vintage cars. I'm not sure if they're based on any actual real-life car, but they capture the feel of something from that time.

Modena ST60 Formula Junior
pBqzv642e7.jpeg


Miker Formula Junior 1960
 
After latest CSP (0.1.69) and SOL (2.0.1) updates, there's a loading error on sx_lemans (TM_Modding version). Something about VAO patches I beileve, because at that part of loading gives the error and there's no error log, just "Race Cancelled" thing. What should I do for it guys? It's the best LM IMO, it'll be very sad if I had to remove that.
 
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After latest CSP (0.1.69) and SOL (2.0.1) updates, there's a loading error on sx_lemans (TM_Modding version). Something about VAO patches I beileve, because at that part of loading gives the error and there's no error log, just "Race Cancelled" thing. What should I do for it guys? It's the best LM IMO, it'll be very sad if I had to remove that.


turn off merge meshes in CM.
upload_2021-1-3_8-6-19.png
 
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