Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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I learned this from @Masscot: "In [CM > about] just click the version number quickly a few times to unlock Developer Mode. Some extra info is then added to the Analyse results."
I was able to unlock dev mode, but when I go to Content, select a car and then Analyze - I just get the exact same info as before. Can you briefly tell me what you did to compare different cars to see what they had in common?

Edit: OK, figured it out.
1. Settings
2. Content Manager
3. Dev
4. Check "While analyzing etc..."

Oh, wow. This expanded analyzer info is pretty revealing. So far, it appears that relatively few mods (like paymods) are using fully custom suspension data. The highly-regarded Viper strike pack, for instance: All of the Vipers contained therein are using various front suspensions from high-end late model Kunos Ferrari road cars (599XX Evo and 812 Superfast). Then again, I'd much rather have a proper Kunos-developed geometry than a poorly-designed "custom" one any day. And for all I know, the geometry is similar IRL?

I also saw many intelligent choices about when to use Kunos data. A prime example is the ACR Ferrari Enzo. They used the suspension geometry from the P4/5 Competizione because that car is a rebodied Enzo. But it has appropriately unique aero and engine data.

Many of the Formula 1 cars are closely based on similar Kunos models (same suspension and aero data). But there are also amazing standouts like the work done by Bazza - nearly all of his mods (like GPL and F1C75) have totally unique suspension and aero data. Of course, all of the VRC, URD and RSS cars are using custom data.

RTM mods are at the bottom of the originality barrel. EVERY RTM car I looked at is a Frankenstein mash-up of various Kunos cars. The McLaren M8C has the suspension of a Ford GT40, the aero of a Lotus 72D, and the engine from the Shelby Cobra. Sigh.

I also just noticed that (now?) CM is showing me the steering lock for every car. CM is...amazing.

What would be really incredible is if CM could compare the data between mod cars. AFAIK, it only spots similarities to Kunos vehicles. It would be fascinating to see if, for instance, all the cars in the Trans Am pack have different suspensions/aero - or if they're identical (and, to be fair, these American cars all had very similar suspension designs).
 
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For anyone who’s good at livery creating, how do you increase the pixel quality of the design? I’ve finished one but some parts and logos look blocky and pixelated. Any tips?
 
Thats pretty sad on the Mc M8C, loved that car but it was always a floater on the track, regardless of spring rate, roll bars or chassis height.
RTM sucks.

For anyone who’s good at livery creating, how do you increase the pixel quality of the design? I’ve finished one but some parts and logos look blocky and pixelated. Any tips?

If its a low bit rate logo or parts, its no bueno. If you bumped the quality up over all or by layer of logos, the low res logos and parts would look worse.

Take that layer out, stick a new one in with higher res logos.
 
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Been using the logo-free ones for a while - good to see these finally released on RD. Hopefully he'll keep them updated and try to complete the whole set, lol.

Edit:


http://www.mediafire.com/file/91f56...fMCKmCQagtaiYgjlMxJQmWGh7vjZi74xkFFt3RpHKK0Cs

Nice little car now but removing the copilot and changing the dashboard leather ksAmbient to a less pink 0.2 makes it even better... ;)
 
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Subaru WRX STI SP3T

View media item 46033
Original Car from Rally World
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May 16, 2018

enkay74

N24 2018 Subaru STI - SP3T class winning Subaru

Added 6speed Transmission and Removed Co-Driver

Created Car Skin, suit, gloves & Hideki Yamauchi's helmet.

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12/17/2018

Corrected Tire Sizes

Adjusted Collider height

Generated new preview

Packed data into .acd

Download

Pass:Apexxer

Hi Apexxer,
there is a small issue with this car on my rig, it isn't working in standard kunos showroom (but works fine on track)
Finally I found that the following line must be removed (or commented) from lights.ini in data.acd

;[LIGHT_4]
;NAME=FRONTLIGHT3
;COLOR=50,50,200

without it, the car is able to appear in showroom and all lights works fine (front and rear light)
So if you have plan for future update on this car, pls take care of this little issue.
 
For those interested, the Toyota Yaris WRC ‘17 has now popped up on Facebook

View attachment 797311

Thanks for posting this! Just had a nice,quick race with it on Kyalami and it was a lot of fun. I guess I need to get around more and not just go to RD for my mods.

Also, although I know it won't be visible, is there any way to easily increase damage? I race mainly with open wheel cars and I don't think I should able to get away with all but the lightest of taps/crashes. IMHO that is one thing is really missing in AC is a good damage model.

Thank you
 
@Masscot
Thanks for the tip about the Renault 5 Turbo Gr4! Done!
For people who don't know how to get rid of the co-pilot, just open data\lods.ini and delete all the lines of LOD_1

p.s.
The Renault 5 Turbo Europacup MOD by MSC (Modding Squadra Corse), has the skins working on the Gr4 version!
15844187_413456365666924_7847029340074481136_o.jpg

Unfortunately the wipers and lights don't work, it has to be done a little bit of work on that department.

@Apexxer
There's no need to spend so much money in 3DS Max when you can get it for free with a Student License for 3 years :D
 
Some enhancements to ACF's Grand Valley Speedway are on the way:



"New AI + ai_hints.ini -Only a map for all layouts -map is now wider (for the treewall I still need to move) Light fix for SOL -Audio Reverb's fix - New textures (Wet, Tunnel and here and there ....) -New Startlights + Working -TV cam visible holes closed. Download when finished"
 
Some enhancements to ACF's Grand Valley Speedway are on the way:
"New AI + ai_hints.ini -Only a map for all layouts -map is now wider (for the treewall I still need to move) Light fix for SOL -Audio Reverb's fix - New textures (Wet, Tunnel and here and there ....) -New Startlights + Working -TV cam visible holes closed. Download when finished"

I'd certainly add: billboards to be resized / replaced / removed ... :D
Seen the hight of these things :crazy:
 
Speaking of which, how close do you reckon we are to getting GT-ported tracks? That would be outstanding

Im sure we are going to see something, but for now i think its easier for modders to do Forza Tracks since the files are all available on pc.
But im no expert, also seems to me that only content on disc has been ripped from GT Sport, and it was a pretty empty game at the beginning.
 
The Renault 5 Turbo Europacup MOD by MSC (Modding Squadra Corse), has the skins working on the Gr4 version!
15844187_413456365666924_7847029340074481136_o.jpg

Some interesting mods on the Modding Squadra Corse website, i.e. FIAT Ritmo Gr. 2, Schnitzer BMW 2002.
Any idea, how to obtain those mods?[/QUOTE]

A few of them look interesting (I'd really like to see what that Autobianchi A112 can do), but a ton of stuff on that "Download" page either looks janky or straight from RaceDepartment. So who knows.

A semi-related aside: what always bugs me is how some of these quasi-private groups and teams dedicated to drifting and Hillclimbs and whatever create these super-tuned wacky restomod-style 2JZ-swap versions of cars I'm still waiting to see credible road-going and/or trackday/SCCA/Touring Car-style versions of. Assettoland currently has three different versions of the Datsun 510 up, and none of them are even close to looking or driving like actual versions of either the road car or the '70s racing cars that ran Trans Am or Daytona. Maybe I'm just bummed out that there isn't enough GT Legends-style attention to old-school detail in the Assetto Corsa modding community, Bazza aside (and even his GT Legends mod had a '71 Nissan Skyline GT-R with a fictional widebody kit from NFS Shift instead of actual classic race-spec models.
 
I also saw many intelligent choices about when to use Kunos data. A prime example is the ACR Ferrari Enzo. They used the suspension geometry from the P4/5 Competizione because that car is a rebodied Enzo. But it has appropriately unique aero and engine data.

.
Im pretty sure P4/5 Competizione (not the road car ) uses an F430 as its donor car.
 
Does anyone have a good link to a tutorial on the different types of suspension systems available and tips and tricks around the suspension.ini?
I started to learn about fixing broken mods were wrong suspension systems and strange suspension alignments are used.

I am currently trying to wrap my head around cases where:
- suspension.ini preset camber and toe values do not line up with setup screen values do not line up with actual telemetry data values

I also do not understand the definition of the toe presets in the suspension.ini file (the description makes no sense to me as on many cars the value is of very, very tiny lengths of what they call steering arm length (from memory) with values in the 0.0000xx meter ranges.
Could someone please explain this particular definition to me?

I understand actual car suspension alignments and telemetry, hence my confusion with these definitions in the suspension.ini file :-(

Question: I have experimented with a car yesterday were 1) used suspension system was wrong (DWB rear suspension instead of actually used semi trailing arm suspension), 2) suspension system did not line up properly with wheels and body suspension mounts on the car (I use Content Manager to visualize), 3) suspension setup values were all over the place.

I proceeded to set realistic static camber values I know of that car from an alignment setup sheet.
I have then updated the 3D model with the newly set realistic camber settings (so that the 3D wheels line up properly with the suspension.ini defined wheels in Content Manager)
I then proceeded to edit the setup.ini to allow for enough setup windows on all alignments to actually bring the car in session into the correct realistic alignment and have confirmed with actual telemetry data.
After having found a realistic proper alignment I proceeded to tighten the setup.ini windows to allow for realistic setup changes within reasonable parameters more close to what is actually possible to do with that car.

The car feels great and behaves as one would expect now.

BUT - here is my problem: I could never once manage to perfectly align the car so that my preset static camber values in the suspension.ini coincide perfectly with the car in session with a neutral setup.

Example:
static Front Camber set in suspension.ini was -0.5º
setup Front Camber was set neutral at 0º
car in setup screen on the Kunos drag strip had a front camber of ~ -0.3º

What is the logic behind this?
Is this just a result of the actual suspension definition deviating, so do I have to redefine the suspension pickup points until I have a perfect match of -0.5º camber?

Is the static front camber defined as a "preset null" so the car has -0.5º camber when my setup is set to >0< or is it defined to be -0.5º when I set my setup to -0.5º ?

So many questions ;-)
I hope some of you could shine some light on this.
 
question regarding the Mitsubishi GT3 posted here recently - i tried to have a look at the templates and did some testing, but even if i create a completely new skin folder, the car still has a basic livery with all the sponsors and the regular, even if paint the part where sponsors are, the sponsors remain. Are they "burned into" the model?
 
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