Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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So I !!!
earthrise-12-24-1968-Apollo-e1482400729793.jpg
 
Just as an aside/potential modding conversation starter, I've been going through all my addon/mod cars in CM using that extra dev mode that reveals how many polys a car uses and whether the physics are unique. And I've noticed that at least 90% of mods have one or both of these problems:

1) There's only one LOD. If it's less than 200K polys I can usually run a field of 18 without much trouble, but still, that's usually a strong sign the modder isn't an expert. Isn't there an easy method in Blender or 3DSMax to create lower-poly versions of a model?

2) At least one or two physics elements are copied from a Kunos car. Sometimes it's just suspension, but I still find this to be a nagging problem, especially when it's a car from a completely different era, a different weight distribution, or engine/drive layout. This is why I can never REALLY tell if a mod car is "realistic" or not unless there's something seriously wrong with the way it handles or accelerates.

So what mods have any of you tried out that feel the most legit in both these categories? I'm talking about, like, the Alfa Romeo Giulia TZ that BrianB uploaded to RaceDepartment, or the Test Drive cars like the 512TR and Corvette C4.
 
If I were you, I'd do the same study on URD, RSS and VRC cars, those are all scratch built proper mods that drive and handle like a dream, they are leaps and bounds ahead of about %90 of the mods out there. If you'd like a crack at it, pm me. Then let us know what you find because I'd be curious too as to what you see. cheers.
 
On the suspension side of things that is something I've been doing a lot lately is implementing real suspension geometry into some of these mods. Not only is suspension an issue with many of them but also aero/wing data... and as well a lot of other issues you'll find. I might check further into Blender for creating LODs as well working with models, $3,000 for 3ds max just isn't going to happen for this hobby lol. There was a kn5 conversion tool released that converts kn5 to fbx and if I'm not mistaken you can work with fbx in blender then convert back to kn5 in AC sdk. That might be a way to go about creating LODs as well adding brake glow and assigning normal maps that are often missing. Another option for LODs was posted on RD a while back though it requires Windows 10.

Ha, Blender it is then, once I figure out how to work my way around it and I get enough free time.

Another thing I've wondered is what it'd take to successfully convert a car from GT Legends, GTR2, or rFactor into AC. I know most of the mods people have made for those original games are a bit more low-poly, but if the worst it gets is something like this Abarth 1000 TC that was posted to RaceDepartment (it's a straight-up GT Legends conversion, with a 43K-poly LOD A, but drives great), I could live with that so long as the physics are all proper. So many amazing old-school Group 5, Le Mans, and WTCC cars are out there just begging to be converted and updated.
 
I see in CM it comes from RTM. RTM to me means "ripping terrible mods".
And then charging people for their stealing and re-branding as though its one of their own.
 
Yeah, 99% of car mods are like this, it's only to be expected. It does mean that they should drive reasonably well, I suppose..!
With mods like this I'm never expecting much more beyond copy/paste physics, but if they feel good, sound good, and have nice cockpits with good texture work then I can generally have some fun with them.

Also for this particular car, as a GT vision, there is no real data anyway.:D
 
Speaking of which, how do you copy data from one car to another? I've found a dated mod that I'd like to have a go at, only for private use
 
Yeah I enjoy most of the RTM cars too. Looks have more priority for me.
Speaking of coppied suspensions...
The Mclaren Senna (model from Forza Horizon 4) had even after the update quite a bad handling. This was because somehow the suspension from the Mclaren F1 GTR was used which is VERY unrealistic.
I just coppied the suspension from Kunos P1 and tweaked the position of the tyres so they fit like in the original version.
View attachment 797053
The car still kinda understeers and has almost no downforce but that isnt something I can fix by myself.
It now drives WORLDS nicer and you can actually throw it around the Nordschleife without it spinning out every corner.
If someone wants to try it (this version does NOT replace the old one):
http://www.mediafire.com/file/4bz8c8yktl140y5/Wusel_mclaren_senna.rar/file
All I get is...
 

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Speaking of which, how do you copy data from one car to another? I've found a dated mod that I'd like to have a go at, only for private use
open a car with CM in the "content tab"
press "unpack data" (Kunos cars have their data compromised thats why you have to do this step)
copy any file you want from the "donator" car into the data folder of the car you want to edit
if you change the suspension the wheels wont line up in the new car, so open "suspensions" and change [GRAPHICS_OFFSETS] values to the once of the old suspension files. If that doesnt fix it also change the [BASIC] values (not sure if this even changes something you can see but I did it)
 
****.... let me look into this
It's the sound bank - needs to be called the same as the main folder.
Add 'Wusel_' to the sound bank file and it works. The car is silent though, even with GUIDS removed, so just copy the audio from the doner car in CM.
:)
 
It's the sound bank - needs to be called the same as the main folder.
Add 'Wusel_' to the sound bank file and it works. The car is silent though, even with GUIDS removed, so just copy the audio from the doner car in CM.
:)
was just about to write that. use the P1. the orginial version used that one too.
 
Feels better! Still understeers like a mofo and the steering feels very light, but a definite improvement over previous. Thanks!
If you could get this car to turn in slightly better and get some feedback through the steering wheel it'd be an absolute joy.
 
Yeah I enjoy most of the RTM cars too. Looks have more priority for me.
Speaking of coppied suspensions...
The Mclaren Senna (model from Forza Horizon 4) had even after the update quite a bad handling. This was because somehow the suspension from the Mclaren F1 GTR was used which is VERY unrealistic.
I just coppied the suspension from Kunos P1 and tweaked the position of the tyres so they fit like in the original version.
View attachment 797053
The car still kinda understeers and has almost no downforce but that isnt something I can fix by myself.
It now drives WORLDS nicer and you can actually throw it around the Nordschleife without it spinning out every corner.
If someone wants to try it (this version does NOT replace the old one):
sound should be fixed!
http://www.mediafire.com/file/v6208c4husk1j2r/Wusel_mclaren_senna.rar/file
for all the lurkers:
DL got updated
did a fresh install and no errors on my end
 
Feels better! Still understeers like a mofo and the steering feels very light, but a definite improvement over previous. Thanks!
If you could get this car to turn in slightly better and get some feedback through the steering wheel it'd be an absolute joy.
maybe @Apexxer can do some "magic"? :cheers:
 
2016 Jaguar F-Type R v1.4

original model: Forza
conversion: Dareks
updates: Alez Cash

changelog:

- added shift animation
- fixed engine specs*
- fixed empty aero files
- added visual damage & dirt
- updated some textures
- fixed collider position
- removed handbrake
- added auto shifter
- tweaked a few shaders
- added US license plates
- removed some skins
- swapped sounds

* the real car has a supercharger
the original mod was naturally aspirated

https://c.gmx.com/@557986326725531850/UN5QdgfFRqW59rD7B-lrQA

51196938_564072490774730_7022762624110559232_n.jpg

As good as it gets, as far as I am concerned, it is a bit sad that Alez announced it was to be is last mod for AC.
 
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