Assetto Corsa PC Mods General DiscussionPC 

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And I think i leave these here,
I Will Think about to release, but they're SOME released but few is WIP or needs re-work.
__custom_showroom_1619057162.png

Cheers,
Bruce Kelt :lol:
 
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So this isn't necessarily a request but has anyone done more saturated/less washed out kerbs for Monza and Mugello? I know people have done skins for b&w kerbs at Kunos' Silverstone and better colored kerbs for Spa. It just improves the immersion imo as the kerbs at the Italian tracks look too washed out and faded. If I knew how to do it I would do it myself but I don't. Not a deal breaker but it would improve the experience driving those tracks, especially Mugello.
 
Not Sure if this was already Posted.

Released.
1983/86 Alpus 260S (Volvo B10M Chassis)
Built In: Idk, Prob Russia or Kazakhstan?
Spec:
Diesel Turbocharged Engine with 251hp & 1050 Nm with 2200 RPM Redline.
6-Speed Manual....
Features: Doors Animation, Rain FX Support, Lightings. Interior Manual Gearbox Animations (Currently WIP release), And few more things. Such as School Bus Sign Panel Opening/Closing with light. bind as Extra C, (Front and Rear are Binded as Extra A & B.)
22 Liverys
1 Plain White Skin (For Metallic Paint Job)
Templates Inculded.
Credits
Physics: Mixed
Sounds: Myself
Model: Converted from OMSI 2
Download: https://mega.nz/file/j0xXzCRD#1dk2RpODByoS6kf4utxzpldutTv_a9zyT5fDt-w1HEQ
(Updated, Fixed Autoshift so AI can drive, Improved Suspension, Changed Sound Position to Rear.)

View attachment 1006011 View attachment 1006012 View attachment 1006013 View attachment 1006014 View attachment 1006015

Cheers, Bruce Kelt.

I'll Try My Best to be active here.

And I think i leave these here,
I Will Think about to release, but they're SOME released but few is WIP or needs re-work.
View attachment 1006019
Cheers,
Bruce Kelt :lol:

Thank you very much for your work.

I confess I have now more than 10 vehicles to race in my private Bus International Challenge.

Cheers.:cheers:
 
Guys,
Looking for some advice. Using CM, sol 2.0.2 and CSP .1.74 preview 33. After months of running signal player championships with FPS running at approx 130 FPS with 25 race cars, all of a sudden many of my championships (not all), seem to be locked at 12FPS now! Unplayable for sure. I reinstalled the CSP with no success and I double checked whether the game was included as part of the FTH, and it's not there.
Any ideas would be greatly appreciated.
Interestingly enough, this happened post the small Steam update today, not sure whether it might have anything to do with that. Didn't notice an issue at first as when testing one car on one track all seemed fine....
 
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Guys,
Looking for some advice. Using CM, sol 2.0.2 and CSP .1.74 preview 33. After months of running signal player championships with FPS running at approx 130 FPS with 25 race cars, all of a sudden many of my championships (not all), seem to be locked at 12FPS now! Unplayable for sure. I reinstalled the CSP with no success and I double checked whether the game was included as part of the FTH, and it's not there.
Any ideas would be greatly appreciated.
Interestingly enough, this happened post the small Steam update today, not sure whether it might have anything to do with that. Didn't notice an issue at first as when testing one car on one track all seemed fine....

First thing to do is always downgrade to the last known working CSP version
 
First thing to do is always downgrade to the last known working CSP version

Thanks for your recommendation, but I think I might have figured out the problem. it would seem that the track "Indianapolis" (Oval) doesn't seem to like to run with many cars. I have many versions of indianapolis, I tested them all with approx 20 AI cars (VRC) and FPS is always locked at 12. Last one I tried was the the 2013 version that I have and that one works fine, running at full FPS. Can anyone confirm that they also cannot run many AI on all other indianapolis tracks (damone's version, and all others frankly).
Appreciate guys, thanks very much!

EDIT: Indianapolis tracks seem to work just fine with other cars, the Hyperion works. Back to square one ,i guess, but it would seem that Indianapolis doesn't like to work with certain cars, VRC 2012 indy and URD indy cars....
 
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Thanks for your recommendation, but I think I might have figured out the problem. it would seem that the track "Indianapolis" (Oval) doesn't seem to like to run with many cars. I have many versions of indianapolis, I tested them all with approx 20 AI cars (VRC) and FPS is always locked at 12. Last one I tried was the the 2013 version that I have and that one works fine, running at full FPS. Can anyone confirm that they also cannot run many AI on all other indianapolis tracks (damone's version, and all others frankly).
Appreciate guys, thanks very much!

EDIT: Indianapolis tracks seem to work just fine with other cars, the Hyperion works. Back to square one ,i guess, but it would seem that Indianapolis doesn't like to work with certain cars, VRC 2012 indy and URD indy cars....

Just tried damone's version with a grid of 24 VRC cars on vanilla AC. Works fine.
Try it without using CM / CSP and see if that affects your FPS in the same way that you have described. At least you'll be able to narrow down where the issue may be.

My best guess would be that the additional CSP features of the track, combined with the additional CSP features of that particular car, is what is leading to the loss of FPS. Unfortunately I don't have time for further testing this morning.
 
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Thanks for your recommendation, but I think I might have figured out the problem. it would seem that the track "Indianapolis" (Oval) doesn't seem to like to run with many cars. I have many versions of indianapolis, I tested them all with approx 20 AI cars (VRC) and FPS is always locked at 12. Last one I tried was the the 2013 version that I have and that one works fine, running at full FPS. Can anyone confirm that they also cannot run many AI on all other indianapolis tracks (damone's version, and all others frankly).
Appreciate guys, thanks very much!

EDIT: Indianapolis tracks seem to work just fine with other cars, the Hyperion works. Back to square one ,i guess, but it would seem that Indianapolis doesn't like to work with certain cars, VRC 2012 indy and URD indy cars....
what happens when you run just your car?
 
I would like to show some progress over pretty good A3DR mod "a3dr honda s800 rsc"

CREATED BY ALBERTO DANIEL RUSSO aka A3DR
https://www.behance.net/a3drstudio
PHYSICS BY JASON COATES aka APHIDGOD

I've done some reworking at lights levels. I've added new meshes and modified existent ones. I've modded and adapted lights.ini in data folder and created from scratch ext_config.ini to activate refraction lights. Now mod has Front lights highbeam and lowbeam plus idle/position lights working, front turn lights working (refraction lights), rear tail lights and reverse lights plus turn lights working (everything in refraction lights). Normal Map for transparent glass have been created by hand.

Some Screenshots before:

Screenshot_a3dr_honda_s800_rsc_bikernieki_22-3-121-10-37-37.jpg
Screenshot_a3dr_honda_s800_rsc_bikernieki_22-3-121-10-36-27.jpg
Screenshot_a3dr_honda_s800_rsc_bikernieki_22-3-121-10-36-10.jpg
Screenshot_a3dr_honda_s800_rsc_bikernieki_22-3-121-10-35-59.jpg
Screenshot_a3dr_honda_s800_rsc_bikernieki_22-3-121-10-35-36.jpg
Screenshot_a3dr_honda_s800_rsc_bikernieki_22-3-121-10-35-29.jpg


Now with reworks we have these:

Screenshot_a3dr_honda_s800_rsc_bikernieki_14-3-121-12-46-30.jpg
Screenshot_a3dr_honda_s800_rsc_bikernieki_15-3-121-13-16-11.jpg
Screenshot_a3dr_honda_s800_rsc_bikernieki_15-3-121-13-17-40.jpg
Screenshot_a3dr_honda_s800_rsc_bikernieki_15-3-121-13-17-54.jpg
Screenshot_a3dr_honda_s800_rsc_bikernieki_15-3-121-13-23-2.jpg
Screenshot_a3dr_honda_s800_rsc_bikernieki_20-3-121-6-43-22.jpg
Screenshot_a3dr_honda_s800_rsc_bikernieki_20-3-121-6-45-21.jpg
Screenshot_a3dr_honda_s800_rsc_bikernieki_20-3-121-6-45-37.jpg


Some little details:

Screenshot_a3dr_honda_s800_rsc_bikernieki_22-3-121-10-50-11.jpg
Screenshot_a3dr_honda_s800_rsc_bikernieki_22-3-121-10-50-43.jpg
Screenshot_a3dr_honda_s800_rsc_bikernieki_22-3-121-10-50-48.jpg
Screenshot_a3dr_honda_s800_rsc_bikernieki_22-3-121-10-50-55.jpg
Screenshot_a3dr_honda_s800_rsc_bikernieki_22-3-121-10-50-59.jpg
Screenshot_a3dr_honda_s800_rsc_bikernieki_22-3-121-10-51-22.jpg
Screenshot_a3dr_honda_s800_rsc_bikernieki_22-3-121-10-51-36.jpg


Thanks for watching and sorry for spamming. I hope A3DR could come in and look some results.
 
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Okutama v2.2

Not sure if anyone else is having this problem, but I'm getting lots of textures flashing in and out, including parts of the road surface as well as a range of other objects and distant landscape features. I've deleted all previous configs so it's not a config conflict. Anyone else seeing this?

EDIT: Just for the record, I have rendering distance set to 2100m and I'm running CSP .1.74 Preview 33 and SOL 2.1 Alpha 27. Distance doesn't seem to be the defining factor in what assets flash on and off either.

Here's two examples...

Screenshot_lola_t70_rf2_acu_okutama-circuit_22-4-121-19-29-8.jpg



Screenshot_lola_t70_rf2_acu_okutama-circuit_22-4-121-19-38-8.jpg
 
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Not sure if anyone else is having this problem, but I'm getting lots of textures flashing in and out, including parts of the road surface as well as a range of other objects and distant landscape features. I've deleted all previous configs so it's not a config conflict. Anyone else seeing this?

EDIT: Just for the record, I have rendering distance set to 2100m and I'm running CSP .1.74 Preview 33 and SOL 2.1 Alpha 27. Distance doesn't seem to be the defining factor in what assets flash on and off either.
Did a quick test. No flashing, flickering textures, sky.
Tested with the TMM Cupra-TCR and the Japanese Style track skin. Same CSP1.74p33 but SOL2.1a37 (latest version via Sol discord). Render distance 2400m
 
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Did a quick test. No flashing, flickering textures, sky.
Tested with the Cupra and the Japanese Style track skin. Same CSP1.74p33 but SOL2.1a37 (latest version via Sol discord). Render distance 2400m

Thanks for checking BrainsBush. I've tried different cars and skins and get the same result. It's not happening on any other tracks for me either. Puzzling.
 
I might be wrong but I don't think CSP 1.74 p33 is recommended for anything apart from specific testing at the moment. Even if some have it working fine it might apparently cause various issues for others. I assume you've tried one of the public releases?
 
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I might be wrong but I don't think CSP 1.74 p33 is recommended for anything apart from specific testing at the moment. Even if some have it working fine it might apparently cause various issues for others. I assume you've tried one of the public releases?

To be honest, I haven't tried older CSP builds, but I've been running 1.74 p33 for weeks without issue. It was sent out to Patreon subscribers over a month ago and is supposed to have lots of fixes. So far, I've had no problem with other tracks. I have reinstalled it just to be sure it wasn't corrupted by something weird.

P.S. As 1.74p33 has an FPS gain around 25fps, I'm a bit loathe to go backward at this point.
 
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To be honest, I haven't tried older CSP builds, but I've been running 1.74 p33 for weeks without issue. It was sent out to Patreon subscribers over a month ago and is supposed to have lots of fixes. So far, I've had no problem with other tracks. I have reinstalled it just to be sure it wasn't corrupted by something weird.

P.S. As 1.74p33 has an FPS gain around 25fps, I'm a bit loathe to go backward at this point.
Even as a two-minute test to see if it fixes your problem? You can always go back to it, it's not a permanent change.
I'm trying to help you solve your issue here as it seems pretty unique, but I need your help with that.
 
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