Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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You're welcome. I'm away at work again but when I return I hope to figure out an LOD implementation that improves FPS for VR.
Just drove it and it is a blast in VR. Thanks!
Can anything be done about the low-res mountain textures? The environment map is already 4k but on an area this size that translates to a pretty blurry resolution. I'm wondering if a nice patchy grass/soil/rock texture could be applied at a decent scale (with tiling removed via config - this is amazingly effective) to improve the look here? I know it's still WIP but wanted to ask the question now rather than later.

Screenshot_audi_a4_stw_dr_pikes_14-8-121-22-1-22.jpg
 
Re Rafaela:
Added an extension folder with a basic RainFX, GrassFX, hid the bad grass/bushes, hid the bad Chevrolet wobbleflags on the far side of the circuit, added wind to good flags and stuff. Feel free to improve the rain and grass.
The config is a hybrid so might contain obsolete/unneeded stuff, but it works.
There were cones fixed to the fencing, poking out horizontally at 90 degrees. I can't imagine these were intended like this so they were also removed. Maybe they were supposed to be distance markers?
Also added a skins folder with new billboards, flags, trucks, pit tent banners, tyre stacks and stuff.

Unzip, copy contents to 'rafaela' track folder. Activate 'Billboards' skin.

View attachment 1074239View attachment 1074240View attachment 1074241
Would anyone happen to have an active link to the track itself? 🙏
 
Good new for the DR Pikes Peak.
I've managed to record a rough AI (for the latest one i'm still flying over the USA with the car after missing a turn.... :gtpflag:)

Tomorrow i'll try to record a better one, but the @DaBaeda cams seems working fine once the new AI is recorded, so, keep your finger crossed (and if the author don't edit the 3D space in future updates, PLEASE DON'T) we will have both tarmac and gravel covered with AI and Cams and full EXT_CONFIG :)
 
Targa FLorio..

I have the simtraxx one,
the one from RD (old one)
'73 patreon version updated till last one,
1628984622096.png


but

they are all quite "lacking" compared to the April '21 updated version in RF2. . I searched here and RD, and lots of different tweaks, fixes, patches, skins but very few saying WHICH version its for and the AI breaking the tracks completely if you screw it up. I tried poking around with the 287 CSP grassfx/Rainfx hatchet jobs released but generally they just seem to make it worse.

(yes.. i know the '73 is the "latest" but its VERY wip.. and while its being built its actually gone backwards graphically for all the detail its missing, poor texture tiling and the cardboard houses etc. )
1628984817983.png



Does anyone have a visually appealing version of any of the above with all the correct patches, working AI, reasonable grassFX, tiling fixes, non minecraftesque textures etc?
 
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Targa FLorio..

I have the simtraxx one,
the one from RD (old one)
'73 patreon version updated till last one,
View attachment 1074414

but

they are all quite "lacking" compared to the April '21 updated version in RF2. . I searched here and RD, and lots of different tweaks, fixes, patches, skins but very few saying WHICH version its for and the AI breaking the tracks completely if you screw it up. I tried poking around with the 287 CSP grassfx/Rainfx hatchet jobs released but generally they just seem to make it worse.

(yes.. i know the '73 is the "latest" but its VERY wip.. and while its being built its actually gone backwards graphically for all the detail its missing, poor texture tiling and the cardboard houses etc. )
View attachment 1074417


Does anyone have a visually appealing version of any of the above with all the correct patches, working AI, reasonable grassFX, tiling fixes, non minecraftesque textures etc?
There are no more versions of Targa Florio, you have them all.

Improving the version of simtraxx, which is a conversion of rFactor's Targa, would not take long, what I would do would be to replace the buildings in the towns, replace trees, add lighting and replace other things like bridges etc.

Targa Florio does not have so much work because the rest is simply kilometers of field and curves.
 
There are no more versions of Targa Florio, you have them all.

Improving the version of simtraxx, which is a conversion of rFactor's Targa, would not take long, what I would do would be to replace the buildings in the towns, replace trees, add lighting and replace other things like bridges etc.

Targa Florio does not have so much work because the rest is simply kilometers of field and curves.
I think that might be polishing the proverbial turd. Let's hope someone can get permission from Svictor to bring the latest RF2 version to AC as a starting point, because they already fixed most of the shortcomings of the rfactor one and the updates to it have been non stop over the last two years, so the base everyone else is converting from for AC is sriously outdated and I dont think worth fixing.

the changelog is significant from the orginal base model.

Changelog History:

v1.00 (2021-04-24)

  • Eliminated all surface gaps and holes, simplified great amount unnecessary meshes.
  • Added additional subdivision for road edge.
  • Added additional 1-2cm random surface height variation.
  • Smoothed out all "poly-like" road meshes. Road now bends and changes elevation more naturally.
  • Improved and fixed most of terrain surface (previously floating land pieces) along with various scenery objects.
  • Merged over 9000 objects (all road, terrain, tree, wall, grass objects), re-split & grouped them evenly into 300 sections (now about 2000 objects).
  • Adjusted & added hundreds of trees to fit better with reconstructed terrain.
  • Rebuilt all 3D grass with extra variations, cleaned up overgrowing grass, planted extra flowers.
  • Rebuilt all invisible boundary walls according to the new terrain.
  • Manually set and optimized more than 1000 object's LOD values for cockpit camera at forward driving direction.
  • Rally Stage now only loads terrain objects that is visible, which helps both performance and loading time (previously this was impossible due to thousands of unsorted objects)
  • Fixed great amount misplaced UV mapping for background tree walls.
  • Removed collision for various scenery vehicles at garage area, to prevent stuck inside.
  • Fixed many half-side buildings.

v0.30 (2021-01-08)
  • Fixed one missing texture.
  • Added new rally stage sign boards (start & finish).
  • Moved a camera man away from middle of road.

v0.29 (2020-12-30)
  • Added PIT exit sign board.
  • Added hundred of night lights and illumination.
  • Adjusted start timing position for rally stages, in order to fix rare wrong timing issue.
  • Fixed AI that taking wrong route at Rally Stage 4.
  • Added hundreds of bump map textures to road materials.
  • Up-scaled many textures to higher resolution, various color tweaking to improve overall view.
  • Corrected most of floating & popping objects (LOD) for cockpit view at forward direction.
  • Fixed ClipPlanes values.
  • Fixed visibility issue of some objects.
  • Adjusted VisGroups for many objects.

v0.28 (2020-12-18)
  • New 4 rally stages, all pits&garages&grids are set at same location. (Do not click RACE button until the start of session timer begins to countdown, otherwise will receive penalty. AI current does not work at Stage 4, other Stages are ok.)
  • New 3D grass, enabled by setting "Circuit Detail" to FULL (lower "Circuit Detail" to disable).
  • New set of Loading Screens & Icons (thanks to the track map created by John Bradley).
  • Added some ambient sounds.
  • Adjusted terrain feedback for grass and gravel.
  • Reduced cut detection.
  • Fixed horizon & various objects LOD issue.
  • Fixed some road texture UV map.
  • Fixed various objects.
  • Removed pitlane speed limit.
  • Original GPL & RF2 Credits readme.txt are now packaged inside Targa_Florio.mas

v0.27 (2020-12-14)
  • Main 72km road surface was re-constructed with 8 square subdivision across 6-7 meter wide surface. The new surface also includes around 2% crossfall and some random height variation (about 1cm).
  • Re-adjusted Terrain feedback (TDF) values for the new surface, most of RoadBumpLen values are reduced accordingly.
  • Renamed track name to "Targa Florio 1967" on track list, added track icon for old UI.

Note:
Real road is still disabled, due to several minutes long loading time and unstable performance.

v0.26 (2020-11-24)
  • Fixed folder/mas structure, default weather is now working.
  • Added new Haze values to GDB file.
  • Road sign & stone are a little heavier now.

v0.24 (2020-09-13)
  • Fixed moveable objects that couldn't receive lights due to incorrect pivot points (thanks to senormen's solution!)
  • Adjusted one of grass diffuse texture (_GRASS_ADD.DDS) for better color/brightness transition.
  • Each MAS file now includes _batching.scn file with correct tag for easy batching process.

v0.23 (2020-09-11)
  • fixed objects that flickering during night.
  • restored and excluded some bump textures from batching progress.

v0.21 (2020-09-11)
  • Updated old GDB entries with new values, new geographical position. Loose objects are lighter (to avoid one KO). Old obsolete values are removed/commented out.
  • Updated TDF, reduced main road grip by 1%, increased grass grip (help cars recovering).
  • Updated all textures, corrected brightness (based on DDS files from v0.1, in order to preserve original rich color), see screenshots.
  • Updated SCN files with new values, including reflectionmapper and IBL probe. Old obsolete values are removed/commented out.
  • Updated all Tree shaders to T1 no shadow, so they don't recieve shadows (to avoid bad looking shadow on X board tree model).
  • Updated new haze value to eliminate white horizon effect, make sure you select default weather, or remove old TARGA_FLORIOs.wet inside "UserData\player\Settings\Targa_Florio" folder.
  • Both GPL & RF2 readme.txt is packaged inside Targa_Florio_Regular_Grid.mas.

The rf2 one is simply outstanding in VR, but because rf2 is rf2 its nearly impossible to capture vr video ;), so i grabbed some pancake footage instead.. I nearly gave up on VR completely, but while testing some stuff, this was one of the tracks i tested, now i keep my vive handy to fire this up whenever i want a bit of a cruise.


 
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The more empty it is, the more work is needed lol
correct.. if i understood the changelog to the rf2 one thousands of objects have been added to give it more life, its far too big to record the entire thing (i did but.. ffs.. im not uploading 25gb ;)) but right the way through this version its interesting, changing grass colours, levels of trees and bushiness make it feel like you are actually going somewhere.
 
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Hey all,

I've got this relatively unknown rip of Sunset Peninsula from Forza Motorsport that was originally linked on TUS Speedxs' Instagram but it's been gone for a while. The entire track is drivable (oval and infield) but it has no defined start/finish line, AI line or boxes and it'll need barriers placed for each of the layouts as well as tweaks to the lighting. Hopefully somebody more knowledgeable than me can give this track the finishing touches it deserves.

7lO6MuG.jpg


Download: https://www.mediafire.com/file/afwc48hn7m9bqet/sunset_peninsula.zip/file
 
Just drove it and it is a blast in VR. Thanks!
Can anything be done about the low-res mountain textures? The environment map is already 4k but on an area this size that translates to a pretty blurry resolution. I'm wondering if a nice patchy grass/soil/rock texture could be applied at a decent scale (with tiling removed via config - this is amazingly effective) to improve the look here? I know it's still WIP but wanted to ask the question now rather than later.

View attachment 1074343
I literally went the other way, pinched an old texture from RTB. Both look *****, maybe I can use a shader to combine both ideas.
Good new for the DR Pikes Peak.
I've managed to record a rough AI (for the latest one i'm still flying over the USA with the car after missing a turn.... :gtpflag:)

Tomorrow i'll try to record a better one, but the @DaBaeda cams seems working fine once the new AI is recorded, so, keep your finger crossed (and if the author don't edit the 3D space in future updates, PLEASE DON'T) we will have both tarmac and gravel covered with AI and Cams and full EXT_CONFIG :)
I will probably be renaming them all to implement an LOD_B .kn5. If I do rename them I will try to only add "LOD_A_" or similar to the front so adapting an external config "should" be easy enough. Not sure if your AI lines will be effected.
 
I literally went the other way, pinched an old texture from RTB. Both look *****, maybe I can use a shader to combine both ideas.

I will probably be renaming them all to implement an LOD_B .kn5. If I do rename them I will try to only add "LOD_A_" or similar to the front so adapting an external config "should" be easy enough. Not sure if your AI lines will be effected.
unless you change the position of the map in the 3D space, or rename objects in different ways, everything should works fine.
If you have the project saved, and you keep working on this version, there will be no problem at all by adding textures, and so on ;)
 
Hey all,

I've got this relatively unknown rip of Sunset Peninsula from Forza Motorsport that was originally linked on TUS Speedxs' Instagram but it's been gone for a while. The entire track is drivable (oval and infield) but it has no defined start/finish line, AI line or boxes and it'll need barriers placed for each of the layouts as well as tweaks to the lighting. Hopefully somebody more knowledgeable than me can give this track the finishing touches it deserves.

View attachment 1074426

Download: https://www.mediafire.com/file/afwc48hn7m9bqet/sunset_peninsula.zip/file
I'm pretty sure I linked to that track a couple of years ago but can find no evidence of doing so, lol. Maybe it was on another forum.
I seem to remember performance was bad enough for me to delete it. Hopefully this is a slightly updated version.
Sedona from FM4 would be a more enticing proposition I reckon (Sunset Peninsula was basically Turn 10's homage to Daytona, whereas Sedona was 100% original) as the full circuit exits the stadium via tunnels and the lap continues outside before returning back inside.

 
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Thanks a lot ! :)
I already started to work on Barcelona and Silverstone but just a single track take really a very long time and Spa was more "urgent".
But as soon as Spa will be over (after update for 2021 billboards), I will go back to work on Barcelona track (much needed !)
Superb. I hope for Nürburgring and Imola as well. Please for god´s sake, do the Nürburgring. :D
 
@Masscot @leBluem or anyone else

Someone knows how to make different ext_config for different layouts? Because with latest version of DR Pikes Peak it's not possibile to have only one ext_config because the two layouts uses different naming in objects so i need to make 2 different ext_config in order to have everything works fine.

Thanks in advance
 
Re Rafaela:
Added an extension folder with a basic RainFX, GrassFX, hid the bad grass/bushes, hid the bad Chevrolet wobbleflags on the far side of the circuit, added wind to good flags and stuff. Feel free to improve the rain and grass.
The config is a hybrid so might contain obsolete/unneeded stuff, but it works.
There were cones fixed to the fencing, poking out horizontally at 90 degrees. I can't imagine these were intended like this so they were also removed. Maybe they were supposed to be distance markers?
Also added a skins folder with new billboards, flags, trucks, pit tent banners, tyre stacks and stuff.

Unzip, copy contents to 'rafaela' track folder. Activate 'Billboards' skin.

View attachment 1074239View attachment 1074240View attachment 1074241
Hi,
I have the v1.0 for this track but this link for the v2.0 doesn't work ? Thanks
 
Hi,
I have the v1.0 for this track but this link for the v2.0 doesn't work ? Thanks
That link you quoted is just for the config and skins, not the full track. You need to add it to the existing track (as I stated "Unzip, copy contents to 'rafaela' track folder. Activate 'Billboards' skin").

I also uploaded the full track with these additions included:


 
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Nothing personal brother but I will be doing whatever is required to reach my goal of improved FPS, saving your config comes second.
of course man, but for saving fps is not needed to change completely the 3D position of the whole map or change the naming of the meshes or materials, that's it. If you add stuff, make lods or whatever without changing the whole map in 3D space or naming of the common objects that already exist, the config, cams and AI still works fine.

Then you're free to do whatever you want, but on 22km map, to be honest, i will not do again the AI or cams, for sure if something will be broken i will keep the actual one ;)
 
@Masscot @leBluem or anyone else

Someone knows how to make different ext_config for different layouts? Because with latest version of DR Pikes Peak it's not possibile to have only one ext_config because the two layouts uses different naming in objects so i need to make 2 different ext_config in order to have everything works fine.

Thanks in advance
Place the layout-specific config folder in the desired layout-folder, in the track's mainfolder, path "/track-name/layout-name".
 
That link you quoted is just for the config and skins, not the full track. You need to add it to the existing track (as I stated "Unzip, copy contents to 'rafaela' track folder. Activate 'Billboards' skin").

I also uploaded the full track with these additions included:


it's perfect then, thank you for the "Full" version 👍 👍 👍
 
Place the layout-specific config folder in the desired layout-folder, in the track's mainfolder, path "/track-name/layout-name".
so in case like DR Pikes Peak which have pikes_gravel and pikes_tarmac

in the main folder i create the ext_config with

path "/dr_pikes/pikes_gravel"
path "/dr_pikes/pikes_tarmac"

In this way?

Thanks for your help mate
 
With Spa Grand Prix in just a few days I have created a complete overhaul of this Kunos track




Hope this will help skin creators :)

where to place the texture folder?
 
(yes.. i know the '73 is the "latest" but its VERY wip.. and while its being built its actually gone backwards graphically for all the detail its missing, poor texture tiling and the cardboard houses etc. )
It's being built from scratch by one person for the last 5 years, it's an absurdly ambitious project. Jim Pearson's IOM TT took 14 years so maybe be a little bit patient and enjoy the RF2 version in the meantime if the other is such a disappointment.

Also if we're talking very long tracks and RF2 then the aforementioned Jim Pearson IOM TT course is a much better shout for a conversion to AC as it's actually like the real course, unlike the current google data based ones we currently have.
 
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