Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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ok updated to two versions for Megara terrain, use models.ini to use the far terrain or not.

download

Blender clip to show the difference between the two in terms of size.


inside ac TESTED THIS TIME, NO CLIPPING.


AC will ghost out the far plane unless your view settings are very far so probably pointless. but if you want both models.ini needs to look like this

Code:
[MODEL_0]
FILE=megara.kn5
POSITION=0,0,0
ROTATION=0,0,0

[MODEL_1]
FILE=terrain.kn5
POSITION=0,0,0
ROTATION=0,0,0

[MODEL_2]
FILE=farterrain.kn5
POSITION=0,0,0
ROTATION=0,0,0

simply delete model_2 section if you don't need the far terrain.


It doesn't work for me no matter what.
 
Thanks, I just bought it today. Cant wait till Easter. It is awesome - right out the box. Now for tweaking a bit.

That said, I went back to AC F1 1990, after AM2 F1 1990, and AC for me, beats it in every way.


Sorry, but this arguement worth almost nothing!

When someone is used to drive a lot of hours, in a game that he knows with his eyes closed, accustomed to the driving feeling
and everything involved, jump to a new game with - for sure - different feelings, just can't claim with zero doubts that one for another isn't totally better or worst.

It is a bit nonsense!

I'm not a fanboy. For nothing, never was. My 1st game still is AC, but please, we must try to be a bit more aware.

My 3 cents and a quarter.

Cheers
 
This does not explain the nearly 90-degree error, (but explains why the monaco_2017's shadows not pointing to exact north which is needless to say what I understand already.)

You're right, I've tested the track now and the shadows have a nearly 90-degree error. The direction of the track must be fixed.
 
custom_showroom_1610041376.png


A small peek on what I'm working on at the moment ;)
 
Welcome to the world-wide GTP forum... Enjoy your stay, and would welcome any mod-improvements members learn along the track... (no pun intended)

Within CM Settings go to 'Particles FX' and fiddle with Smoke/Dust levers... There's also a section ino 'Solid Pieces' with further off-track effects... Just be mindful these effects can be non-FPS friendly, and taxing on PC specs... Advised to monitor CPU/GPU loads & temperatures.

View attachment 983257
Thank you very much for the kind reply.
I already know this feature (csp smoke & particles) and IMHO it adds more immersion and that sense of speed and.... drama I like.
So I have this feature on and put the slider towards the right side.... with my quite decent hardware there' s no performance tax to pay :-)
But I just miss dust; not the dust raising when a car goes off-track but the subtle dirt raising when a car goes outside the ideal line.
The subtle dust you receive on your windshield when the racer ahead goes off track under your pressure, and adds a sense of speed concitation, drama to the race.....
I hope one day to see such a feature in a car race simulator, but most of all into Assetto Corsa.
I want to better explain my opinion. AC+CM+CSP+SOL+VARIOUS MODS is far more enjoyable than ACC.
IMHO ACC is very deep in simulation but some kind of boring perhaps also for the lack of what the aforementioned mods have added to AC.
So a big thank you to the modder community, and perhaps a tip fur Kunos....
Best regards
 
The only 70s - 80s car i know we currently got are the Group 5s by DRM, the 512 BBLM, 320 GTX, March M1 + V8, Green Wood vette, Dekon monza (2 variants), the mustang Cobra II (that's getting overhauled but there is a couple of them) and that's all I know so far


Yeah, the one beautiful thing about this Is the fact that a lot of the DRM cars raced in the states under various IMSA classes. So if sticking to the period (years) as best as possible you can put some close to historic races.

i.e. I am gathering the livery’s and cars for the 1985 Riverside 600.

I know very little about BOP so I am learning.

I plan on trying to put together a few of these races from a few different times where we have the track and cars that are pretty close.

1970 12hr Sebring is a good one that I have a period correct, though roughly done track. Notably Steve McQueen was in this race.

Just my personal project to relive a few races that I remember from way back.
 
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ok updated to two versions for Megara terrain, use models.ini to use the far terrain or not.

Thanks for the update, the background terrain blends-in really well...

Nice job, thank you for that. As you can see at this on board from the circuit you are pretty close on the far terrain.

Next challenge to someone talented enough is to change the kerbs, as seen on the above video

Kerbs look OK to me, perhaps wider than normal, but helpful in taking the turns just that much faster/wider...

Cool, thanks. I'm using both and it's looking good. :)

Thanks for referencing the download link... You'll enjoy this update then...

I know you're not the author, but still, are those kerbs legit? A whole car fits on them, lol.
And also the curve signs "boxes-things" are the size of a car.

They do look a bit big and out of place... But when driving, it's helpful to know the almost-blind turn is fast approaching...

Here's a spruce-update for this track... Got to try out some new lights - which by the way look way better imo...

megara_01.jpg

Mod Features
- x3 replay cameras
- rain FX
- track lighting

megara_02.jpg


Rename txt-file back to zip-format and extract... Backup your files if necessary before installation... Constructive feedback is always welcome. Enjoy.
 

Attachments

  • megara__rainFX+cams+lights.zip.txt
    4.7 KB · Views: 61
Kerbs look OK to me, perhaps wider than normal, but helpful in taking the turns just that much faster/wider...

Thank you to for the updates.

Regarding the kerbs. Having left on track at the last left kerb at the S one leftwishbone and driveshaft I personally can assure you that this certain kerb is too low

:lol::lol:
 
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Hi Everyone

As requested by @Paulo Ribeiro,
my attempt to make Vilareal a little more drivable.

This package was tested with a field of different GT3 cars. These type of cars are almost too fast for this track, but they work with the Aggression level between 60-70%. There will still be random crashes and the occasional pile up tho, it can't be helped I guess.

There's AI hints included in this package, but they came with the track. My AI line works with it, not sure if it's needed tho, maybe some of U can test that out. I don't have the time to test this track any more, I have a lot of recent requests. I put in about 4-5 hours total testing the track. I only needed to make right side limits, but I included the left side limits that came with the track, don't know who made them.

I would suggest using nothing faster than TCR cars or even slower. TCR cars worked pretty good with the Aggression at no higher than maybe 80%.

vilareal - New AI, right side track limits, outlines and map by LiquidSkyMan.rar 1.9MB
https://mega.nz/file/u0ZjDCqY#OeRlZd1gtoYIH2aYRMfbQLZhxe0l5EzF-r5GvECaBRA

Let me know if there's any consistent crashing with any other types of cars, but I won't be able to fix it if they are any faster than GT3 cars

cheers everyone,
Dave
 
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I just tried my hand at making a recreation of a real runway with working lights etc. Looks super cool at night. Could be fun to hoon about on I suppose.

Possibly make a varient with some cones and an 'temporary' circuit?

Since the images have been compressed you really can't see the lights as bright as they appear in game. They're a lot brighter, promise!

Screenshot_ks_ferrari_488_gt3_portales_muncipal_airport_7-0-121-21-26-9.jpg
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Screenshot_ks_ferrari_488_gt3_portales_muncipal_airport_7-0-121-21-35-1.jpg
 
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They have been working on it for some time it was meant to come out before ACC but was push back I suspect they had some licencing issues. I hope it is of decent quality compare to some of more modern race sim and has modding capabilities in it similar to the original two games.
 
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@pk3r72owns airport track looks nice, did you do the terminal buildings? - I keep messing around in Blender trying to figure out enough to have a go at a late '60s version of Sebring but I have a loooong way to go before I have the skills for that.

There were a lot of circuits in the 60s and 70s in the US, Germany and others that were run on disused old airfields in especially decommissioned military bases - would be great if you made a couple of layouts around the airport using various side roads and taxiways.
 
Sorry, but this arguement worth almost nothing!

When someone is used to drive a lot of hours, in a game that he knows with his eyes closed, accustomed to the driving feeling
and everything involved, jump to a new game with - for sure - different feelings, just can't claim with zero doubts that one for another isn't totally better or worst.

It is a bit nonsense!

I'm not a fanboy. For nothing, never was. My 1st game still is AC, but please, we must try to be a bit more aware.

My 3 cents and a quarter.

Cheers

That's why I said, FOR ME!! So an opinion, which by definition is not nonsense. I bought it so I am playing, but I also have RF2, PC2/3, ACC, R3E and iRacing. They all have pro's and cons. Just an opinion from someone who compared 1 class. I think the RSS 90 is good quality compared to AM2. Anyways, I like AM2 for the quality of FFB, tracks etc.
 
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Let me know what you think of the small additions of wings - I had to add wings to add setup for downforce as it pushed too hard into the corners with the weight at the back and no downforce in the front. The Auto Union C had a top speed of over 210MPH and could wheelspin at 100mph still. This add updated wings, wheels, suspension, tyres and brakes - and of course sound!!

upload_2021-1-7_18-20-14.png
 
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