Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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Try driving it under 100mph/kph. Light throttle... it jumps and takes off like arcade racer, even worse. This original set of physics is anything OTHER than a simulation of realistic physics.

I rarely comment on bad physics or mods, but coming from Mac10 i was shocked at how horrible it was to drive. (compelled to comment)
Based on what, exactly? Your extensive IRL competition driving experience?

You just need to play with the damping on the 904 (it's pretty jittery out of the box) and it drives wonderfully, as you can see in my video where I'm easily powersliding it around turns without difficulty. 35 years of track experience (OK, with about a 20 year gap for med school etc lol) told me immediately the car was very sensitive to transitions, and it felt over-damped. Just change the setup to something you prefer, it's all there.

You can argue that the default setup should be more forgiving, but that's not a physics issue per se.

Race cars can be nervous, darty and will swap ends pretty easily unless you actually spend some time setting them up to your liking. You seem to have this idea that a high-powered tubeframe silhouette racer (which is what this 904 is) should drive like a Camry.

Consider this possibility: Maybe the car is a little beyond your skill level? There's not a single person in this forum that could even keep heat in the tires of an Alfa Tipo 33, with the likely result that they'd spin off on Turn 1. So, how realistic is your mod exactly by that standard?
 
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Based on what, exactly? Your extensive IRL competition driving experience?

You just need to play with the damping on the 904 (it's pretty jittery out of the box) and it drives wonderfully, as you can see in my video where I'm easily powersliding it around turns without difficulty. 35 years of track experience (OK, with about a 20 year gap for med school etc lol) told me immediately the car was very sensitive to transitions, and it felt over-damped. Just change the setup to something you prefer, it's all there.

You can argue that the default setup should be more forgiving, but that's not a physics issue per se.

Race cars can be nervous, darty and will swap ends pretty easily unless you actually spend some time setting them up to your liking. You seem to have this idea that a high-powered tubeframe silhouette racer (which is what this 904 is) should drive like a Camry.

Consider this possibility: Maybe the car is a little beyond your skill level? There's not a single person in this forum that could even keep heat in the tires of an Alfa Tipo 33, with the likely result that they'd spin off on Turn 1. So, how realistic is your mod exactly by that standard?

Yes, obviously I am the only one with this opinion of the 904 physics. There was no problems, I am wrong.
I am so shamed for speaking up... my horrible words... you exposed me... beaten me down, thank you.

You win.
 
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148400209_132213862090240_3051879535276201038_n.jpg

148471102_2801947186789618_5692058004773368234_n.jpg


I thought this was a garbage mod at first, then I realize its a kunos car.
 
Version 1.0 - Released 2021.02.10
BMW M3 E92 GT4 (2012)
CSP v0.1.72 or above required

CREDITS
• AssettoGarage for the base mod
• RealAKP for testing and support

FEATURING

• scratch made physics (as ever)
• aero maps
• new suspensions geometry and setup
• brakes thermodynamics (proudly self-developed model)
• 3D model reworked and optimized


CHANGELOG v1.0


Physics
• corrected car total mass
• revised car polar inertia
• corrected steer lock and ratio
• corrected fuel tank position

Aerodynamics
• implemented CSP aero maps
• new aero
• added rear wing for further influence on car aero


Powertrain
• implemented CSP fuel consumption
• new engine torque figure
• corrected engine braking torque
• corrected idle throttle percentage
• adjusted engine idle RPMs
• corrected gear ratios
• revised gearbox setup
• tweaked throttle maps
• tweaked differential


Suspensions, brakes and tyres
• implemented CSP brakes thermodynamics
• implemented CSP tyres ray-tracing
• new suspensions geometry and setup
• added brake ducts aero influence
• corrected dampers velocity threshold
• corrected bumpstops position
• corrected packer range
• revised brakes config
• corrected rear tyres radius


Visual
• implemented CSP PBR carpaint
• implemented CSP interiors materials
• added dirt on windscreen
• reworked shaders
• added chrome and emblem materials
• added various normal textures
• corrected mirror texture
• corrected tyres and brakes discs dimensions
• revised visual damage
• revised headlights color


Other changes
• tweaked ABS and TC
• adjusted collider position
• sounds volume on par with Kunos
• tweaked audio volume and pitch
• reworked digital instruments
• adjusted AI gear shifts logic
• revised setup options
• generated kn5 LoDs files
• updated ambient shadows
• updated CM previews



DOWNLOAD
 
Based on what, exactly? Your extensive IRL competition driving experience?

Consider this possibility: Maybe the car is a little beyond your skill level? There's not a single person in this forum that could even keep heat in the tires of an Alfa Tipo 33, with the likely result that they'd spin off on Turn 1. So, how realistic is your mod exactly by that standard?

Oh my, Mister Big Gun Racer is here ! We should all cower in fear of his infinite knowledge, for only he knows how a car handles ! Rejoice !
 
I prefer your PC2 model vs the Forza model. The interior is much better too. I haven't had a chance to compare the driving thoroughly yet. would it be possible to add another skin modified from your Rosso Mugello 3 to match the 3rd photo here, please?
View attachment 990557 View attachment 990558 View attachment 990559

Hi Tim, this is already on my list as that's my favourite chassis. I'll try and add it for the next release. If you can't wait, the Template folder is included in the file and shouldn't be too difficult to replicate.
 
@kondor999 @Real Toonces

As moderation deemed it necessary to merge my posts, which were separate for this very reason, I fear both of you may have missed the question I asked. Or maybe not, but I'd be interested in what you guys think
Merging a double post does not affect user notifications, or the ability of those users to read and respond to a post.

Whatever your reason was, it wasn't a valid reason for making a double post.
 
Here's a compiled rar of the tracks i've extended. All are above 40 slots.
https://mega.nz/file/09pmyDaK#qyMF4mbi7PGH7R3Xj9n-L5L8ldX1TwmPe49IMojqqW8

Edit: List of tracks
aa_nashville_superspeedway
acu_autosport_speedway
acu_bathurst
acu_hungaroring
acu_interlagos
acu_mexico
algarve_international_circuit
bahrain_international_circuit
chang
dubai
eastern_creek2014
homestead
ks_laguna_seca
ks_zandvoort
melbourne_2019
mountainpeak
ottawapark
rt_suzuka
tmm_lausitzring
tochigi_racing_ring

The link is down for this, has anyone a working one? Thanks.
 
Based on what, exactly? Your extensive IRL competition driving experience?

You just need to play with the damping on the 904 (it's pretty jittery out of the box) and it drives wonderfully, as you can see in my video where I'm easily powersliding it around turns without difficulty. 35 years of track experience (OK, with about a 20 year gap for med school etc lol) told me immediately the car was very sensitive to transitions, and it felt over-damped. Just change the setup to something you prefer, it's all there.

You can argue that the default setup should be more forgiving, but that's not a physics issue per se.

Race cars can be nervous, darty and will swap ends pretty easily unless you actually spend some time setting them up to your liking. You seem to have this idea that a high-powered tubeframe silhouette racer (which is what this 904 is) should drive like a Camry.

Consider this possibility: Maybe the car is a little beyond your skill level? There's not a single person in this forum that could even keep heat in the tires of an Alfa Tipo 33, with the likely result that they'd spin off on Turn 1. So, how realistic is your mod exactly by that standard?

Actually it's pretty much factual, from real world driver driver feedback, that sims make the idea of driving racing much much harder than it should be...

The main entry to racing cars at any level is...money...not skill, not talent.....money.....

I don't think you can safely say no one on this forum could keep heat into the tyres of an Alfa tipo 33 with any real weight behind that statement...

When I for example judge a mod cars physics, or any sim car, some just don't feel like driving a car. It's not about the difficulty its about the simple fact that a car, any car, should feel like driving a car...

I think this is where people are going with this 904.

The fact that some in the sim world jump to the "maybe it's beyond you" doesn't help in the long run, same reason it took rfactor2 years and years to realise they had the tyre model totally wrong regards grip....

And why during the lockdown sim races with real race drivers the main points of contention in many of the sims used was unrealistic lack of grip.

Jenson Button famously said of rfactor2 that it was far harder than real life!
 
@Mitch09

Your lights for Lippo are a great start, and the buildings look really good.

However, there seems to be some kind of issue with how the street lights project light onto most of the surfaces of the track. I had to turn up the values for the lights, pit, and tents so I could see their projected light (though the fixtures "glowed" properly). When I did so, the street lights created pools of light on the walls, grass, and track surface, but the kurbs were blinding, as well as the signs. [...]

I should have mentioned it in the post, but i did left a warning inside the config:
lp3.PNG


I don´t know exactly how he toned down the colors, but he made the track unusable under the lights.

Either way, those not-so-nuclear kerbs should have been sorted in the zip i left in the other post, but maybe i just missed them. The one issue i still have is the stripe in the pit lane is missing; don´t know if thats because of the rain tag or what, might check it later.

here´s a couple of pics to show you what it looks like on my end; I made sure to use the files i posted earlier:

lp1.PNG lp2.PNG


edit - you missed my username by a "0" :lol:
 
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@xezez @Masscot Our AUP, along with our TOS and a handy FAQ, is at the bottom of every page.

If you wish to make a general comment about the site, then that goes in the Site Support forum.

Comments, suggestions and complaints do not belong in this thread.
 
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I'm trying to edit the Abarth Ritmo 130 AWD Hill Climb from AssettoPedia, and I would like to fix the headlights of the car. Right now, the headlights illuminate the bottom and the interior of the car, and I cannot find how to edit this.

Yw60C2U.png


If open the kn5 with 3DSimED3 and move the glass of the lights, the light source moves with them, but I cannot find a way to move the light source alone. Can anybody point me in the right direction, or suggest some resource on modding headlights?

Thanks!
 
Hi there,
I'm trying to get the best french tracks mods I can find for AC and I found some here and there on this forum but I find it hard to find them all.
Did anyone kept a list of all the good ones?
Thanks a lot!
 
Two taped headlights files for the SEFAC 250GT. Just rename them to fer_250gtswb_lightglass_diff.dds and place in the skin folder of your choice.
__custom_showroom_1612958802_cr.jpg


EDIT: I've posted 3 complete skins with taped headlights in my next post on the following page.
 

Attachments

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