Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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Here's a rainFX config for Imola pre 73 (imola_pre_73), haven't found one yet. I tweaked the grass to be a bit shorter (there was obviously not a lot of grass back in the days: ) and replaced the static water surface on the river with animated water. @leBluem, would you mind uploading the file to the GH repo?

Edit: @CrisT86's excellent configs for Imola 72 work for the pre 73 version as well, although I think that the RainFX is not ideal with regards to how the rain swamps and darkens the grass. @CrisT86 if you could improve the rain and include the water bits from my config it would be great if we could get your config for both Imola 72 and pre 73 added to github. Haven't looked into @TheRealCeeBee's configs yet...
 

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  • config_tracks_imola_pre_73.ini.txt
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Sure, here we go -> https://www.gtplanet.net/forum/thre...ral-discussion.307899/page-2727#post-13463441

It includes a scratch made ext_config featuring all the features Lights for the house, tents, umbrellas-gazebo, ambulances, rescure vehicle, grass FX, and Rain (even limited due to the blending textures of Codemasters track between grass and gravel) and of course as said the cams of DaBaeda edited by me in order to have multiple FOVs.

Hope you like it
I never got to try it. I would have liked to have been notified so I could maybe avoid breaking your config. Oh well, that's what you get for taking the easy route. :P I appreciate the AI line the most as my PC won't save candidate files for some stupid reason I still haven't managed to fix.
 
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I never got to try it. I would have liked to have been notified so I could maybe avoid breaking your config. Oh well, that's what you get for taking the easy route. :P I appreciate the AI line the most as my PC won't save candidate files for some stupid reason I still haven't managed to fix.
on VERY long track like this one it takes AGES to save. Once you quit the track, AC went in a unresponsive state, then after few (lot) minutes, it closes correctly and it saves the candidate ;)

If no, there's something broken in the track ;)

Extra layout has been added (dirt surface). The cams (and presumably AI) from your file work, but the ext_config looks to be broken.
AI is basically need only for the cam purposes because cams follow the spline of the AI in order to follow the car, but i presume it can work if you are using the AI for some reason. EXT_CONFIG broken on which side? Can you say more? I can't put my hand on it before the weekend due to my main job, but if i know what is the problem i can check without load the game ;)
 
good day people! I want to share with you another TXC job! Morón Air Base! It is an almost final version, it has cameras, it has a grid but I feel that it lacks a lot of work, if someone wants to modify it, they have the right to do it but please do not forget to mention the team that made this possible. https://mega.nz/file/0pxhAKBI#O_Hj0IKhH1Kk0OL42gdCislGPEt_KBVR0i-xMUl38PQ
@slider666 Ext_config and fixed all problems
@DaBaeda thanks for tutorial cams @damone13x thanks for your work
@LiquidSkyMan IA, UI and track límits
Thank you very much. I could not find any information about that track. What kind of race cars did race there? Modern race cars have a lot of problems because the road is full of bumps. Was it like that in real life too?
 
I have this issue on all tracks. Cams work on the new tarmac version only. And they're very good. :)
did you change the 3D project for the dirt version? If yes that's the problem, different 3D position in the space means broken AI and Cams unfortunately (that's why the same track conversions don't allow the already existing cams or ai)
 
Hello guys,
does anyone still use BK Studio's old 488 GT3 EVO and keeping it separated from the newer one? I'd like to know if I should release some updates to the liveries I created for it (right before the new EVO came out .-.) as well as some new ones I've been making in my free time:

FerrariGTEPRO.png
 
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Yep, both were changed. I think the tarmac version kept the original name and is very close in 3D, hence why it probably still works.
Yep, if changed it can be a problem, it's required to check all the cams because even only one can be messed up, same for the ext_config and AI unfortunately
 
on VERY long track like this one it takes AGES to save. Once you quit the track, AC went in a unresponsive state, then after few (lot) minutes, it closes correctly and it saves the candidate ;)

If no, there's something broken in the track ;)
heh, I have a yet to be released track... 68km and the AI generation took over an hour if I recall and is 122mb
I appreciate the AI line the most as my PC won't save candidate files for some stupid reason I still haven't managed to fix.
Are you sure you are generating properly?

AI app, click record, DO NOT CLICK IT AGAIN, after your run... simply exit the track (it should hang for a few minutes before it actually exits back to the desktop/CM)
 
heh, I have a yet to be released track... 68km and the AI generation took over an hour if I recall and is 122mb

Are you sure you are generating properly?

AI app, click record, DO NOT CLICK IT AGAIN, after your run... simply exit the track (it should hang for a few minutes before it actually exits back to the desktop/CM)
Sweet jesus, i don't want to make the cams for this one, it's impossibile to load for sure ahahahahahah

EDIT: For the Pikes Peak i'm sure it have taken at least 10 to 15 minutes on my system
 
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Due to popular demand (3 people) here is Pikes Peak in gravel and tarmac versions.



I ran into some issues trying to create low poly LOD's for this track, not sure if I should be using sperate KN5's and an LOD.ini file or just using a CSP config. If anyone has any input or links to how-to's for tracks it would be appreciated.

Track seems to run OK but I don't have a potato and wasn't using triples or VR at the time.

I also experimented with rock textures in a GrassFX config but it just looked strange and so it was removed, I might look into it again at a later date if GrassFX .ini itself can be modified without breaking it for other tracks.

It's a fantastic conversion, looks and feels superb. The middle section needs some optimisation however, where there's a few hairpin bends and quite a lot of trackside objects my render stats showed a peak of 55.8m triangles rendered and dropped the FPS from a locked 60 down to high 40s (running alone on track). As a comparison, at the FM conversion of Rio (prior to the latest optimisations), I hit peak rendering of about 35m triangles with a grid of 26 cars on the opening lap. If you can improve the performance then it's 5* easily. 👍
 
Hello guys,
does anyone still use BK Studio's old 488 GT3 EVO and keeping it separated from the newer one? I'd like to know if I should release some updates to the liveries I created for it (right before the new EVO came out .-.) as well as some new ones I've been making in my free time:

View attachment 1073409
i do use cause old bk's ferrari has much more liveries and with slight adjust i may use from the vanilla kunos one so this is precious
please release you skins they are very welcome:)
 
That's a bug in the latest version of CM. AFAIR windows transpareny needs to be disabled (CM -> Settings -> CM -> Appearance) and CM restarted, and quick switches can be added again.
Well, thanks for the tip. That fixed the issue I had since the two last versions of CM, where it was impossible to select a track or car without clicking it twice (like it always worked before). That way I even managed to accidentally delete some stuff ... (which I could recover from the recycle bin).
Unchecking the 'Disable windows tranparency' made CM behave as it was before. 👍
 
Hello,

I am strictly an offline/AI guy and was hoping that there were some ways of making the AI pit. I have searched but not found anything. It is kind of a bummer to do a 50 lap race and the AI never pit, even though they obviously need tires.

Thank you
 
Hello,

I am strictly an offline/AI guy and was hoping that there were some ways of making the AI pit. I have searched but not found anything. It is kind of a bummer to do a 50 lap race and the AI never pit, even though they obviously need tires.

Thank you
From my understanding, the AI should pit when they run out of fuel and change their tyres etc at the same time.
AI fuel usage is calculated by running the full practice and qualifying sessions, so make sure that you are doing both of these prior to the race starting proper.
If the AI cars still aren't pitting, even though they obviously should, make sure that they have a fuel_cons.ini file in the data. Some mod cars don't have this. All Kunos cars will have it though.
 
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You know the owner, who I'm working with, has contacted you several times on here, your website and your discord. We've all asked you to remove it in private first, but since that hasn't happened this seems to be the only way to even get a response. The model was created under his commission, therefore he is the owner. This is scratch made high detailed model. It got ripped and uploaded on Assettoland, without description (and a lot more missing stuff on the mod itself). Assettoland has taken responsibility and removed the download. As should you. Once more, this car WILL be publicly available sooner rather than later. You however can't upload other's work (and property) as your own on your website without the right permission. Thanks a lot for your understanding
Don't ask him to remove something, it won't happen. Submit a complaint to ShareMods and your mod will not be available in its downloads. The blow to money is much more painful than persuasion!
 
From my understanding, the AI should pit when they run out of fuel and change their tyres etc at the same time.
AI fuel usage is calculated by running the full practice and qualifying sessions, so make sure that you are doing both of these prior to the race starting proper.
If the AI cars still aren't pitting, even though they obviously should, make sure that they have a fuel_cons.ini file in the data. Some mod cars don't have this. All Kunos cars will have it though.
Thank you bud. I just went and figured out how to unpack data (no stones, I am nervous with this stuff!!) and the fuel_cons.ini file is there. Now, I saw somewhere else about modifying the fuel tank maximum. I tried it on a car I didn't really care about and it seemed to work fine but I didn't know if it had any ill effects as far as messing with other parts of the car. Think this ok to do?

Again, thanks for the help and little push on unpacking files :cheers:
 
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Thank you bud. I just went and figured out how to unpack data (no stones, I am nervous with this stuff!!) and the fuel_cons.ini file is there. Now, I saw somewhere else about modifying the fuel tank maximum. I tried it on a car I didn't really care about and it seemed to work fine but I didn't know if it had any ill effects as far as messing with other parts of the car. Think this ok to do?

Again, thanks for the help and little push on unpacking files :cheers:
Or just increase fuel consumption through CM before starting the race?
 
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1998 Ferrari 333 SP Le Mans skinpack finished



View attachment 1073425
and again: top notch on these skins. even if we can't get the correct versions of the 333 SP. Would love to see more of these 333 in the game to be fair it's a great addition adding more classic 90s cars/Skins to AC.
 
Thank you bud. I just went and figured out how to unpack data (no stones, I am nervous with this stuff!!) and the fuel_cons.ini file is there. Now, I saw somewhere else about modifying the fuel tank maximum. I tried it on a car I didn't really care about and it seemed to work fine but I didn't know if it had any ill effects as far as messing with other parts of the car. Think this ok to do?

Again, thanks for the help and little push on unpacking files :cheers:
As far as I know, it shouldn't cause any issues.
To be safe, always make a back-up of any mods that you edit, just in case your changes do cause issues.
But this is how most people start modding, I think. Just making one or two small fixes for their personal use.
 
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