Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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Hello guys
We are currently looking for someone who could support for the next uptades on gt4 and our next projects ! If you are motivated and commited to do some mods for AC , you are more than welcome to join us ! We would need help for LODS , extension files , and animation !) if you are willing to help and create your own projects with us , that is as well possible !

Greets from Guerilla mod team

As much as I would really love to make LOD models, latest Simplygon update ruin the LOD Generator.. The author tried to make a workaround, but eventually gave up...:indiff:

I case anyone wondering I use both LOD Generator and 3DSimED3. After using LOD Generator I then use 3DSimED3 to remove any unnecessary objects and triangles to keep the numbers low as possible. Especially for LOD 2 and 3.
 
Here is an alternative set of replay cameras for all 4 layouts of the Reboot Team's Bannochbrae. These cameras were made to show off the landscape of the track rather than a narrow focus of the car, as is my preference when making cameras. I felt this track just had to have them. I hope you enjoy them. Simply place the contents of the ZIP into the tracks folder. No original cameras will be overwritten. -Jody
 

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While you're making updates, could you add more force feedback (strength, details) and center lock for the Mygale? The Van Diemen is pretty good, while the Mygale seems light on the FF. It also could use a shifting animation.

Either way, awesome mods!

The cabin is super tight on that Mygale model. Without a bespoke anim I don't think a shifting animation would ever fit.

FFB is what it is for the most part, it follows the geometry with the only adjustable parameters being overall strength and the exponent of the force curve.

I can play with the geometry but because of the way I do suspension animations it means I also need to do the changes in the 3D model.

Having said that I just took the Mygale for a spin with the Force Feedback Controller app set to auto and it increased the forces by 360%. But the steering is still very light, until you hit a bump or curve that is. At my end this is one of those cars that I can only drive with a round wheel, vs the yoke style,
lest it breaks my fingers!
 
FFB is what it is for the most part, it follows the geometry with the only adjustable parameters being overall strength and the exponent of the force curve.

I can play with the geometry but because of the way I do suspension animations it means I also need to do the changes in the 3D model.

Having said that I just took the Mygale for a spin with the Force Feedback Controller app set to auto and it increased the forces by 360%. But the steering is still very light, until you hit a bump or curve that is. At my end this is one of those cars that I can only drive with a round wheel, vs the yoke style,
lest it breaks my fingers!
Adding on to the FFB discussion, I've always felt that every car I've driven from you has the 'light' ffb feeling that people are mentioning. That might be cause I don't use the 'auto' ffb option, I always found it was never accurate. I had previously figured it was just cause I was using a G27, but I don't really notice it with other mods. It could also be my CSP ffb settings.
 
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Adding on to the FFB discussion, I've always felt that every car I've driven from you has the 'light' ffb feeling that people are mentioning. That might be cause I don't use the 'auto' ffb option, I always found it was never accurate. I had previously figured it was just cause I was using a G27, but I don't really notice it with other mods. It could also be my CSP ffb settings.

I find I need to adjust the FFB on virtually every single mod I drive. Given how diverse the range of rigs people run is, I think it's unrealistic to expect it to be any other way.

One of my main annoyances with encryption is not being able to get into the car.ini file to adjust the FFB, because it's not only strength that usually needs adjusting, but often the assist level as well.
 
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I find I need to adjust the FFB on virtually every single mod I drive. Given how diverse the range of rigs people run is, I think it's unrealistic to expect it to be any other way.

One of my main annoyances with encryption is not being able to get into the car.ini file to adjust the FFB, because it's not only strength that usually needs adjusting, but often the assist level as well.
Yeah I think it might be the assist level that's my issue - I have 0 idea how it works though, so if it doesn't work how I like, I find I just don't use the mod again. I do adjust the overall strength for each mod, it's just that the Legion ones often end up at +200%, while others never seem to go above 104%.
 
I might add STEER_ASSIST to the setup screen?

Previously I have cried foul over having the above, it has nothing to do with power assisted steering, but is for very high downforce cars, where the high forces scale the FFB response curve to a shape which is almost flat near zero leading to a dead feeling near centre.
However a lot of my cars have 'real' suspension geometry at the front and if this leads to spikes in the FFB, usually felt as bumpsteer, then perhaps those high forces are also scaling the curve.
Steer Assist changes the exponent on that curve so I'd guess at a value of 0.00 the curve would actually be two straight lines, in a V shape from max -ve down to zero and back up to max +ve. This is what causes DD wheels to oscillate violently at low steer assist values. Regular wheels don't suffer from this as their response time is slow and the available force too low.
 
I might add STEER_ASSIST to the setup screen?

Previously I have cried foul over having the above, it has nothing to do with power assisted steering, but is for very high downforce cars, where the high forces scale the FFB response curve to a shape which is almost flat near zero leading to a dead feeling near centre.
However a lot of my cars have 'real' suspension geometry at the front and if this leads to spikes in the FFB, usually felt as bumpsteer, then perhaps those high forces are also scaling the curve.
Steer Assist changes the exponent on that curve so I'd guess at a value of 0.00 the curve would actually be two straight lines, in a V shape from max -ve down to zero and back up to max +ve. This is what causes DD wheels to oscillate violently at low steer assist values. Regular wheels don't suffer from this as their response time is slow and the available force too low.
This is what i did in this case. That Formula Ford 1600 at 0.4-0.5 steer assisst feels great. This is car.ini and made it visible in setup.ini. Lots of fun since.
Legion maany maany thanks for all the cars. Recent are just fantastic (Vee). Keep up amazing work.
 
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There's an interesting new car here:
https://www.mediafire.com/file/enggqh4gnjz18wt/vmw_ferrari_275_gtb_c_version_1.1.7z/file

NEW LINK v.1.1 with all lights working, mirrors fixed, and a few improvements in the model.

3d by Velo. Skins as authentic as I could make 'em. Variants will be released soon with no bumpers, filler caps in various positions and possibly the Speciale with the GTO nose.

View attachment 1006972 View attachment 1006973 View attachment 1006974 View attachment 1006976 View attachment 1006977View attachment 1006978 View attachment 1006975
Can't load the Ferrari 275 GTB-C. CM is saying Driver model is probably missing. Help
 
This is what i did in this case. That Formula Ford 1600 at 0.4-0.5 steer assisst feels great. This is car.ini and made it visible in setup.ini. Lots of fun since.
Legion maany maany thanks for all the cars. Recent are just fantastic (Vee). Keep up amazing work.
I'll give this a try later! There's definitely an impressive back-catalogue so I'd love to get them all working for my set up.
 
Can anyone tell me where the user information is stored by content manager? I am switching PCs and I was wondering whether I can transfer the lap times and distance data among other stuff.
 
Can anyone tell me where the user information is stored by content manager? I am switching PCs and I was wondering whether I can transfer the lap times and distance data among other stuff.

You'll find it in > C:\Users\xxxx\AppData\Local\AcTools Content Manager

You'll need to 'show hidden folders' to see it. If you copy that across, you'll keep all your CM & CSP data and settings. Don't forget to copy the 'Assetto Corsa' folder from your documents folder across too.
 
While you're making updates, could you add more force feedback (strength, details) and center lock for the Mygale? The Van Diemen is pretty good, while the Mygale seems light on the FF. It also could use a shifting animation.

Either way, awesome mods!

You can use the shifting animation from the Lotus 25, that is also used for the Van Diemen Formula Ford. This works quite well for me in VR. And you also should change the value STATIC_TIME=10 to STATIC_TIME=110 in driver3d.ini for a more realistic and smoother shifting animation.
 
@PepperoniAC24 hello sir, thanks for some of the nice upgrades you've been making for historic tracks, especially your recent update to Watkins Glen.

Last year, your Longford, Monaco '66 and Willow Springs skins have put those circuits from my 'maybe' list to my 'definitely' list, so thanks for those too.
Thanks a lot for your kind words, there are some other historical skins to come, like Zandvoort, Spa, Nurburgring, Silverstone and Monza.
I'm also reworking all my previous skins because last year I cannot use sol+CSP, it is not the case anymore and with CSP+SOL+PPFilter like Adam Sol (the one I use), I am not satisfied with the result, now I got a 2.0 Monaco 1966 and 2.0 BTCC skins and it is night and day with the previous ones.

zandvoort.jpg
 
HI,
I am not a modder so forgive me if I eventually make a silly request.
Is it possible to have a semi-open modern driver helmet to use it during supercars trackdays ?
Thank you very much.
 
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HI,
I am not a modder so forgive me if I eventually make a silly request.
Is it possible to have a semi-open modern driver helmet to use it during supercars trackdays ?
Thank you very much.

If you mean something like this:
driverr.jpg


Then yes, it's possible.
Drop these two files in content/driver:
https://www.mediafire.com/file/qsol65f2gvca7az/driver_VISOR_UP.rar/file
The car you want this installed on must have the data.acd unpacked (data files turned into a folder).
Open the file (car)/data/driver3d.ini and edit the [MODEL] info to look like this:

[MODEL]
NAME=driver_VISOR_UP
POSITION=-0.0,0.0,0.0

That's the basic setup, and should normally work. Contact me if there's any issue.
 
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Thanks a lot for your kind words, there are some other historical skins to come, like Zandvoort, Spa, Nurburgring, Silverstone and Monza.
I'm also reworking all my previous skins because last year I cannot use sol+CSP, it is not the case anymore and with CSP+SOL+PPFilter like Adam Sol (the one I use), I am not satisfied with the result, now I got a 2.0 Monaco 1966 and 2.0 BTCC skins and it is night and day with the previous ones.

View attachment 1008195

While on the topic I would also just like to agree with everything previously said, but especially to thank you reworking these "early" Assetto tracks that still have great potential and it is fantastic to see some attention been put to them to bring them up to a more recent spec. For one example changing Longford's Marshall red flags to green made such a huge difference to immersion and that fixed a rather odd choice with the original release. You seem like you have quite a bit on your plate for upcoming reworks which all have me very excited again especially when it comes to the historic tracks. :cheers:
 
Thanks a lot for your kind words, there are some other historical skins to come, like Zandvoort, Spa, Nurburgring, Silverstone and Monza.
I'm also reworking all my previous skins because last year I cannot use sol+CSP, it is not the case anymore and with CSP+SOL+PPFilter like Adam Sol (the one I use), I am not satisfied with the result, now I got a 2.0 Monaco 1966 and 2.0 BTCC skins and it is night and day with the previous ones.

View attachment 1008195

Yeah Pep is back! :cheers: :gtpflag:
 
If you mean something like this:
View attachment 1008199

Then yes, it's possible.
Drop these two files in content/driver:
https://www.mediafire.com/file/qsol65f2gvca7az/driver_VISOR_UP.rar/file
The car you want this installed on must have the data.acd unpacked (data files turned into a folder).
Open the file (car)/data/driver3d.ini and edit the [MODEL] info to look like this:

[MODEL]
NAME=driver_VISOR_UP
POSITION=-0.0,0.0,0.0

That's the basic setup, and should normally work. Contact me if there's any issue.


Thank you very much.

I also wolud like to know if it is possible to add an modern open helmet like this for example

https://www.stilohelmets.com/products/stilo-wrc-des-carbon-rally-helmet

thanks
 
Thanks a lot for your kind words, there are some other historical skins to come, like Zandvoort, Spa, Nurburgring, Silverstone and Monza.
I'm also reworking all my previous skins because last year I cannot use sol+CSP, it is not the case anymore and with CSP+SOL+PPFilter like Adam Sol (the one I use), I am not satisfied with the result, now I got a 2.0 Monaco 1966 and 2.0 BTCC skins and it is night and day with the previous ones.

View attachment 1008195

This, sir, is very good news indeed to me. Thank you!
 
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