Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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help me troubleshoot this AI situation:

1 AC_TIME_*, AC_PIT_*, AC_START_* for 2 cars (not my first rodeo)
2. Create AI files (no sides.csv)
3. Practice=OK, Trackday=OK (2 cars), Race=GAME CRASH

halp!
 
Much better - nice job!
Here's a new kn5 for the Spider with leather texture scale correction for the seats, armrest etc, plus repositioned/rotated driver for VR users so he actually holds the steering wheel.
Edit: link updated, further tweak to reveal crushed detail in the air vents etc
https://www.mediafire.com/file/ls1bvnzriybyls9/Ferrari_Portofino_Spider.7z/file

All we need now is a complete physics overhaul and the speedo needle flattening before it pokes someone's eye out (it's a VR thing, flat-earthers).
Link updated, further tweak to reveal crushed detail in the air vents etc
https://www.mediafire.com/file/ls1bvnzriybyls9/Ferrari_Portofino_Spider.7z/file
 
Much better - nice job!
Here's a new kn5 for the Spider with leather texture scale correction for the seats, armrest etc, plus repositioned/rotated driver for VR users so he actually holds the steering wheel.
https://www.mediafire.com/file/w0h761js5o01dc1/Ferrari_Portofino_Spider.7z/file

All we need now is a complete physics overhaul and the speedo needle flattening before it pokes someone's eye out (it's a VR thing, flat-earthers).

We've moved beyond this topic now, but I remember someone posting a very useful replacement code to turn the Legion's matte Ferrari CodaLunga into something more shiny.
 
We've moved beyond this topic now, but I remember someone posting a very useful replacement code to turn the Legion's matte Ferrari CodaLunga into something more shiny.
Aha! That was the one. That might help to refine the search. Ta!
Edit: nope, still not found it.

Are you able to do anything about the left hand "clipping" through the steering wheel?
Are you talking about the Spider? At which point in the steering animation does it clip? It looks pretty OK to me now in VR.
It's always a balancing act trying to get the X/Y/Z position (plus rotation, and sometimes scale) of the driver to fit a car he was never originally designed for. Sometimes compromises have to be made.
 
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Are you talking about the Spider? At which point in the steering animation does it clip? It looks pretty OK to me now in VR.
It's always a balancing act trying to get the X/Y/Z position (plus rotation, and sometimes scale) of the driver to fit a car he was never originally designed for. Sometimes compromises have to be made.
Not tried in VR yet. The original kn5 also clips. I notice it when 1 start turning right about 30 degrees or so. Right hand looks ok on my monitor.

I've also done a few tweaks to my preferences. Brakes were far too hot and ffb too strong for me. Also the proper spec gear ratios.

brakes
[DATA]
MAX_TORQUE=4000

car
[CONTROLS]
FFMULT=1.6

drivetrain
[GEARS]
COUNT=7 ; forward gears number
GEAR_R=-2.79 ; rear gear ratio
; forward gears ratios. must be equal to number of gears defined on count
GEAR_1=3.397
GEAR_2=2.186
GEAR_3=1.626
GEAR_4=1.285
GEAR_5=1.029
GEAR_6=0.839
GEAR_7=0.72

FINAL=3.87 ; final gear ratio
 
Not tried in VR yet. The original kn5 also clips. I notice it when 1 start turning right about 30 degrees or so. Right hand looks ok on my monitor.

I've also done a few tweaks to my preferences. Brakes were far too hot and ffb too strong for me. Also the proper spec gear ratios.

brakes
[DATA]
MAX_TORQUE=4000

car
[CONTROLS]
FFMULT=1.6

drivetrain
[GEARS]
COUNT=7 ; forward gears number
GEAR_R=-2.79 ; rear gear ratio
; forward gears ratios. must be equal to number of gears defined on count
GEAR_1=3.397
GEAR_2=2.186
GEAR_3=1.626
GEAR_4=1.285
GEAR_5=1.029
GEAR_6=0.839
GEAR_7=0.72

FINAL=3.87 ; final gear ratio
I only fixed the Spider driver position as it was waaaaaaay off, I've not really looked at the hardtop in any detail but the default driver position in that one seemed a lot better from a cursory glance. Might need a tweak though.
If there are spider and hardtop versions of the same car I tend to disregard the hardtop one. VR driving is even better in convertibles. :)
 
Is there a Porsche 956 mod out there?
And I lost track with the new BMW M4 Coupe and its updates from various sources, can you help me out with the latest version please?
Thanks :)
 
Just FYI as I don't use/drive RSR timing: that Prague is the one I have installed too. Never had issues racing/practice/hotlap.

Successful lap times are recorded in-game by AC, but there are issues that cause RSR to "invalidate" every lap. Apparently RSR is more strict about the way the track surfaces are named.

This same thing has happened with a couple of other tracks, like the earlier releases of Portland and Horsma, and Reservoir had this issue. In those cases, they were eventually fixed by editing the surface names in the track model.
 
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I placed here all the updates I made, on RD they have deleted because ethically they do not want improvements to simdream mods
them it's my first car modifications , i'm noob and so they're not perfect but at least they make simdream mods playable, maybe they have too much grip, I will try to correct in the future.
or if someone wants to improve them it is welcome

improvements to the physics of the mod:
add Kers for all ( mod 2009 )
Tyres
Aero
Collider
Engine
Gears
Cams
Elettronics & Led
UI & Preview

required original mod simdream
just overwrite file in assettocorsa\content\cars
make sure the mod has the folders with the same names

F1 2007 : https://sharemods.com/ldat5he54xzc/F1_2007.7z.html

F1 2008 : https://sharemods.com/07vv8poha17m/F1_2008.7z.html

F1 2009 : https://sharemods.com/pbuvademy71c/F1_2009.7z.html

F1 2010 : https://sharemods.com/w0jst79zgfwl/F1_2010.7z.html

F1 2012 : https://sharemods.com/8cm4u0jt3nuo/F1_2012.7z.html

enjoy

thank you for posting - why are the ACD files 4x typical ACD file sizes?

First time using refraction on my mods looks interesting it gives headlights a more realistic look....
View attachment 989486

I tried to get this to work, but struggling with understanding where to place which spheres etc and how to understand sizes and direction of lines. Is there a video? GitHub was not helpful.

We've moved beyond this topic now, but I remember someone posting a very useful replacement code to turn the Legion's matte Ferrari CodaLunga into something more shiny.

Here you go - Metallic Paint ext_config code:


[INCLUDE: common/materials_carpaint.ini]
CarPaintMaterial = fer_512m_70_paint
CarPaintVersionAware = 2 ;
[Material_CarPaint_Metallic]
FresnelMax = 0.5
FresnelC = 0.1
BrightnessAdjustment = 0.9
ClearCoatThickness = 0.1
ColoredSpecular = 0.5
AmbientSpecular = 0.5
AmbientSpecularEXP = 2.5
ApplyTilingFix = 0
 
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Folks, my first attempt to add Rain FX ... I hope it is useful.

KS Imola didn't seem to have rain fx, at least mine didn't...

Cheers :cheers:
Screenshot_geely_binyue_gsc_racing_concept_imola_4-1-121-21-36-30-__Sol_Extra.png
Screenshot_geely_binyue_gsc_racing_concept_imola_4-1-121-21-38-45-__Sol_Extra.png
Screenshot_geely_binyue_gsc_racing_concept_imola_4-1-121-21-40-21-__Sol_Extra.png
Screenshot_geely_binyue_gsc_racing_concept_imola_4-1-121-21-37-53-__Sol_Extra.png
 

Attachments

  • RainFX for KS Imola - by Alex Zuotoski.txt
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Hi guys a question is there a street circuit in London? thanks for your answers.
There's this one, and it has Masscot's Kong update skin. The "pit" area is really rough, and it's confusing to get to the track (turn at the first right before the elevated road), but once you're there, it's pretty good... but it could still use some work. There's one corner in particular that's confusing, as cones or a barrier need to be placed at a cut-through so you turn right, and not leave the track. It also looks like there could be additional layouts developed for it.

https://sharemods.com/3pksg5i9qy9r/London.rar.html
 
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There's this one, and it has Masscot's Kong update skin. The "pit" area is really rough, and it's confusing to get to the track (turn at the first right before the elevated road), but once you're there, it's pretty good... but it could still use some work. There's one corner in particular that's confusing, as cones or a barrier need to be placed at a cut-through so you turn right, and not leave the track. It also looks like there could be additional layouts developed for it.

https://sharemods.com/3pksg5i9qy9r/London.rar.html
Has that one got all the flying crap I added too?
Should really update it with dynamic stuff, better water etc. now that it looks like the two other WiPs are never going to be finished.
 
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Link updated, further tweak to reveal crushed detail in the air vents etc
https://www.mediafire.com/file/ls1bvnzriybyls9/Ferrari_Portofino_Spider.7z/file

Are you able to do anything about the left hand "clipping" through the steering wheel?

We've moved beyond this topic now, but I remember someone posting a very useful replacement code to turn the Legion's matte Ferrari CodaLunga into something more shiny.

Good updates!

I'm seeing this weird "stuff" in the rear view, using Real Mirrors in VR. Also, can anyone do anything about the squishy suspension. It's like driving an American muscle car, rather than a new Ferrari.

Screenshot_ferrari_portofino_spider_london_5-1-121-8-31-36.jpg


Has that one got all the flying crap I added too?
Should really update it with dynamic stuff, better water etc. now that it looks like the two other WiPs are never going to be finished.

I didn't notice anything flying around in this version. Do you have a link to your updated version?

Overall, this is a great start, and it seems to be optimized to some degree. It's fun to drive as it is, as long as you don't take any wrong turns. It is a little short though, compared to other "city" tracks.
 
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Good updates!

I'm seeing this weird "stuff" in the rear view, using Real Mirrors in VR. Also, can anyone do anything about the squishy suspension. It's like driving an American muscle car, rather than a new Ferrari.

View attachment 989553
That 'weird stuff in the mirror' is just a reflection of the windscreen frame. Lower your reflection so it's no longer seen.

I didn't notice anything flying around in this version. Do you have a link to your updated version?

Overall, this is a great start, and it seems to be optimized to some degree. It's fun to drive as it is, as long as you don't take any wrong turns. It is a little short though, compared to other "city" tracks.

I just checked your download and it should have the helis, balloons and blimps up in the sky.
Try a lap in the BAC Mono and look up.
 
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Has that one got all the flying crap I added too?
Should really update it with dynamic stuff, better water etc. now that it looks like the two other WiPs are never going to be finished.

The track in the video is your version with the Kong Imax advert.
 
Hi Folks,

I don't believe any of these cars are paid for mods, but if you have any I would love to close the loop on some nostalgia..

1975 Ford Escort MK2 Rally Spec by Alan Mc Enroe
1974 Porsche 911 Carrera RSR 3.0 Club
1974 Porsche 911 Carrera RSR 4.0 Touring
1985 Porsche 930 Turbo 3.3

Thank you
 
Good updates!

I'm seeing this weird "stuff" in the rear view, using Real Mirrors in VR. Also, can anyone do anything about the squishy suspension. It's like driving an American muscle car, rather than a new Ferrari.

View attachment 989553

Its weird that I've try using a few different car's physics in this car and its still floaty with a lot of suspension travel. In fact the suspension in the original mod is completely wrong with structs in the front instead of Double Wishbone. I've changed it with a more correct suspension and re-did the data, but the car still drives like garbage.
 
Found it!
It's Bruntingthorpe Aerodrome... the most difficult part of this track are the airplanes for sure.

LOL the bit past the planes is pretty much all flatout/straight so you'd be hard pushed to go wrong there! I've done lots of events there in the past (my avatar is from there), it's a pretty gritty, bumpy, car wrecker kind of place and the corner onto the main runway kills your front left tyres
 
something has caused an issue with trying to run a 2 AI car race on tracks with 2 starting positions.
2 AI car races on tracks with more than 2 grid spots work fine. This now happens on all my tracks with only 2 pit/start (Akina/Usui/Myogi/ and other WiP tracks). Same happens without CSP (but started having issues after integrating the new UI features)

Seems to also happen when going from 2 AI to 1 AI on several other tracks with more than 2 pit/start

idkwtf is going on :( help/ideas?
( discovered prior to track release... I cant test the track)
 
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Hi!
Sorry if I am going to be say something dumb, but I guess that I'm not getting your complain. You don't like the corners proximity markers in general or you don't like these ones in particular? I can see that there is no markers in the fence, just those along the track side - but they are necessary (used in real life) one way or another.
Just to be clear: this is a honest question, I'm not trying to get into any kind of arguing debate. :)

hi, the fact is that they are not real, in reality they are not there, watch this video



Then how they are made seem even more unreal, from an arcade video game and not a simulation.

however, I was just wondering how to remove them
 
hi, the fact is that they are not real, in reality they are not there, watch this video



Then how they are made seem even more unreal, from an arcade video game and not a simulation.

however, I was just wondering how to remove them

Oh, I see... you were talking about the track itself. Well, tonight I'll try something and if I succeed I'll let you know.
 
hi, the fact is that they are not real, in reality they are not there, watch this video



Then how they are made seem even more unreal, from an arcade video game and not a simulation.

however, I was just wondering how to remove them


Open up the ext_config.ini in the track folder and search for that string here:

upload_2021-2-5_17-30-35.png


Change Active = 1 to Active = 0 to have them stop glowing (I would prefer to leave them, so they just don´t glow or pulsate any longer).
 
hi, the fact is that they are not real, in reality they are not there, watch this video

Then how they are made seem even more unreal, from an arcade video game and not a simulation.
however, I was just wondering how to remove them

Edit the \extension\ext_config.ini
search for line 34
add this:
Code:
, dist_num_dig_flags?
so that you change it to this here:
Code:
[MODEL_REPLACEMENT_0]
FILE = ?.kn5
HIDE = windows_1, dist_num_dig_flags?
INSERT = w2.kn5
INSERT_AFTER = metal_box_vip
Voilà. :)
 
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