Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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Thanks for the feedback! Obviously some people like it more than others... But I've got this in the works but I'm still getting to grips with photoshop and making helmets and suits. Anybody got any good tutorials or anything? Thanks in advance!
preview.jpg
 
Again, excuse me of this is a dumb question, but does that mean that you don't have to follow that pdf to install it now? I downloaded SOL but didn't really have time the other day as I was kinda wide eyed over installing it. I know this probably seems super simple to most of you guys :boggled::lol:
For any of the betas drag 'n' drop is fine. For the Sol 1.0 on RD I think you still need to install as per the instructions.
Here's beta 1.5. Works great with drag 'n' drop. No need to uninstall old versions first either.
http://www.mediafire.com/file/o9cx9c9p52dio8m/Sol__1_1+beta+5.zip

Edit: ^^^ looks great Stefan! :)
 
For any of the betas drag 'n' drop is fine. For the Sol 1.0 on RD I think you still need to install as per the instructions.
Here's beta 1.5. Works great with drag 'n' drop. No need to uninstall old versions first either.
http://www.mediafire.com/file/o9cx9c9p52dio8m/Sol__1_1+beta+5.zip

Edit: ^^^ looks great Stefan! :)

Thanks, I knew that my procrastination/inability would eventually pay off.

To everyone out there that takes the time and effort to make any and all of this magic happen, on whatever level, THANK YOU
 
THIS is the GRID track I was waiting for! Thanks Mascot for the heads up!
It's fantastic fun. A VAO patch and lights config should be coming soon too. I'll do a proper non-Kunos billboards mod at some point as well, unless ACU does his own first.
 
@P1ButtPlug

What the hell with you !?
I can't understand why, most of the time here, You wrote with a sort of... inelegancy !?

You are not on Twitter or on a "social" (!?) media, put your warriors elsewhere, pleeeaaase. ;-)
It's very quick to put the mess, even if most of the people here, respect each other with clever arguments and... kindness, It exists, YEAH !

Just, try it ! ;-)

Cheers. :cheers:
p1buttplug might have a literal one up there, could explain all the pissyness whenever he says something :D:cheers:
 
@Apexxer, have you ever thought about putting together a guide/tutorial with all the info you know about physics modding? I've been going through the 1,000+ car mods I've downloaded over the past couple years and there are so many that look excellent but either copy-paste specs or just drive like they make no sense whatsoever. I know the complaints are pretty common about these kinds of janky ripped car mods, I'm just wondering how easy it is to fix or at least mitigate if you have all of a car's specs (or at least enough credible info, like what's available at conceptcarz.com or the AUtomobile Catalog).
 
Yeah, I posted that Okutama touge track a few weeks ago. It looks great when static but performance is absolutely abysmal in motion, rendering it pretty much unplayable for me. It needs some serious optimising. Classic case of a quick rip to get it into the game but without the necessary effort to make it shine. It's a shame, but maybe someone with 3DSimED can group a lot of the objects to get the draw calls down.

Got links to those HK and California touge tracks from GRID that you mention? They don't sound familiar to me.

California (DL in comments)


Hong Kong
http://assettocorsa.club/mods/tracks/hong.html#en

I didn't post this earlier since I'm not sure what copyright laws are regarding these. But since Okutama is now out in the open might as well. Mods feel free to delete as appropriate.
 
Fixed some issues with the Mitsubishi FTO by i_am_mr_e_man

Added more lighting:
-front, side & rear hazards flash in pits.
-front driving lights come on independently of headlights (use headlight flash function to activate).
-dash gauge needles light up now.
-HKS AFK, EVC & Circuit Attack Counter buttons light up. Also added detail to the LCD screens (look like the real thing!) Made custom fonts so everything fits on the screens nicely. Backlight goes out when engine is stalled. Moved the AFK & EVC positions slightly, so the LCD screens would not be blocked by the steering wheel/driver's hands.

- Calibrated & re-textured the boost gauge. Boost is only 0.8 bar, so it was barely registering on the 0-10 x100 kPa scale. Changed to a 0-2.5 x100 kPa scale instead. Boost is now adjustable.
- Separated the brake rotors from the rims, so they will now stay on the car during a pit stop tire change.
- Fixed the brake caliper positions.
- Added nicer looking exhaust flames.

I think that's it
icon_e_biggrin.gif


P.S. be sure to copy the custom fonts over, otherwise you won't see anything on the HKS gauges
icon_e_smile.gif


Link ---> Download

Enjoy!!
 
@RaceFuchs
You can/should try this:
https://assettocorsa.club/content-manager.html
The lite version cost nothing, but the full version is definitively worth some bucks.

I have donated some money and installed the full version of the content manager, however, i still have a lot of questions about it. I tried to create a custom championship, but i can't give this championship any name, neither can i click "rounds" or "cars" tab. Its also strange the launcher has difficult settings like "easy" and "average". Isnt it possible to give AI specific values like "90" difficult and "80" agression like in the normal game / UI?
 
I have donated some money and installed the full version of the content manager, however, i still have a lot of questions about it. I tried to create a custom championship, but i can't give this championship any name, neither can i click "rounds" or "cars" tab. Its also strange the launcher has difficult settings like "easy" and "average". Isnt it possible to give AI specific values like "90" difficult and "80" agression like in the normal game / UI?
yes it is everything ajustible, just click on content on the top, then miscellaneus, and then custom championship
 
the VAO patch files I have in C:\Program Files (x86)\Steam\steamapps\common\assettocorsa\extension\vao-patches look like this : acp_shuto_2018.vao-patch.
the one attached does not, I not sure what to do with it.:confused:
Mmm. Maybe zipping it for upload borked something. Get it from the discord, it works from there.
https://discordapp.com/channels/453595061788344330/479442360284086281

Edit: just tried downloading from the link I posted and it works fine, it's in the same format as the one you posted..?

I've lost my vao-patches folder somewhere along the way though... :confused:
 
I have donated some money and installed the full version of the content manager, however, i still have a lot of questions about it. I tried to create a custom championship, but i can't give this championship any name, neither can i click "rounds" or "cars" tab. Its also strange the launcher has difficult settings like "easy" and "average". Isnt it possible to give AI specific values like "90" difficult and "80" agression like in the normal game / UI?
Content Manager.JPG


I have donated some money and installed the full version of the content manager, however, i still have a lot of questions about it. I tried to create a custom championship, but i can't give this championship any name, neither can i click "rounds" or "cars" tab. Its also strange the launcher has difficult settings like "easy" and "average". Isnt it possible to give AI specific values like "90" difficult and "80" agression like in the normal game / UI?

Highlight 'My championship' directly under the USER CHAMPIONSHIPS tab, that is where it will let you rename. Not probably as you have been trying in the left hand side drop down menu. You should then be able to select CARS and set their strength.
 
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Needs a lot of optimizing. I get about 35/40 FPS and it stutters like hell on my system (comparison: Okutama is +120 all the time and smooth as silk)
I got 70fps in the Rift in the BAC Mono with shader patch/Sol fully active, 980ti/6600k (so more than enough headroom for ASW reprojection) so I'd have thought you'd have got better performance than that. Have you tried it after a restart?
This and Hong Kong aren't bad (HK is much better) but they suffer from the same overexposed look that a lot of rF rips do. There must be something in how shaders are converted that blasts them with a nuke.
(Edit: I know these are GRID rips)
 
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Needs a lot of optimizing. I get about 35/40 FPS and it stutters like hell on my system (comparison: Okutama is +120 all the time and smooth as silk)

Better optimization would not hurt, but I am getting 90fpsin VR with some 45fps dips with full patch optimization and sol. :D
GTX 1080ti:gtpflag:
 
Ok, thanks for the help guys. Content manager is super-impressive. Just did a track day with DTM cars and my god... what a great mod. Both URD T5 and the Content Manager. :bowdown:
 
In regards to the TS020 (and even other cars) I've been learning more and more in regards to the #LINEAR_STEER_ROD_RATIO, #STEER_LOCK and #STEER_RATIO values. It's crucial you obtain real steer lock data for whatever mod you're working on then from there that helps you with the steer ratio number you'll most likely be using. Once you have this number figured out you have to use the suspensions app in AC to figure out the proper LINEAR_STEER_ROD_RATIO value. If you load up AC and then enable the suspensions app, you then can turn the wheel in any direction until you reach the lock to see if the linear ratio matches the steer ratio you have set. If it doesn't then you will have to adjust the linear steer rod ratio until you match the two values. For instance if you have a steer ratio of 16 you'll have to adjust the number of LINEAR_STEER_ROD_RATIO until you see your steer ratio match that in the suspensions app in game. When adjusting the LINEAR_STEER_ROD_RATIO lowering the number results in higher value in the app and higher number results in lower values in the app. Just thought I'd share this information for anyone needing more details on it! Think I've got the steering issue sorted out finally on the TS020, just hard to stop testing ;) :D
The car needs muuuuuuuuuch more traction. It feels like an unbalanced sports coupe while it's a quasi-prototype.
You should compare it directly with the 911 GT1 from Kunos.
 
Fixed some issues with the Mitsubishi FTO by i_am_mr_e_man

Added more lighting:
-front, side & rear hazards flash in pits.
-front driving lights come on independently of headlights (use headlight flash function to activate).
-dash gauge needles light up now.
-HKS AFK, EVC & Circuit Attack Counter buttons light up. Also added detail to the LCD screens (look like the real thing!) Made custom fonts so everything fits on the screens nicely. Backlight goes out when engine is stalled. Moved the AFK & EVC positions slightly, so the LCD screens would not be blocked by the steering wheel/driver's hands.

- Calibrated & re-textured the boost gauge. Boost is only 0.8 bar, so it was barely registering on the 0-10 x100 kPa scale. Changed to a 0-2.5 x100 kPa scale instead. Boost is now adjustable.
- Separated the brake rotors from the rims, so they will now stay on the car during a pit stop tire change.
- Fixed the brake caliper positions.
- Added nicer looking exhaust flames.

I think that's it
icon_e_biggrin.gif


P.S. be sure to copy the custom fonts over, otherwise you won't see anything on the HKS gauges
icon_e_smile.gif


Link ---> Download

Enjoy!!
Excellent updates - looks fantastic! Thanks man.
 
Better optimization would not hurt, but I am getting 90fpsin VR with some 45fps dips with full patch optimization and sol. :D
GTX 1080ti:gtpflag:

Also GTX 1080ti (i7-4790 3.60GHz 16 GB ram) feeding 3 x 144Hz / 1ms 27" monitors. Except smoke, I have everything maxed in video settings.
Now I could alter (lower) some settings each time, but that is too much of a hassle for me. Most tracks I get +100 FPS.
So, tracks that are badly optimised are directly moved to the bin :P
 
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