Assetto Corsa PC Mods General DiscussionPC 

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Somthing I've been working on. Track from my state which has kinda been forgotten.


just this version 1988 by SBB Project :



maybe AMS version for AC is private no ???
 
Hi everyone , there would be someone motivated and available to help me make a skin? Thanks to you

contact me in pm for me to send you the car ...

 
Prague v0.7 update:


View attachment 1082610


Update features various general fixes and optimizations, updated ai, start/finish and grid positions tweaks, rain fx, and background pics.

Enjoy
@KevinK2 feel free, for the next update, to use this new tv cams i made (the older ones i made too have some problems on my side) so i make new ones and edited the older ones which works fine.

Be sure to remove all cameras from data folders because there's inside some .txt instead of .ini ;)
 

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The helper spring is there to keep the main coil located up against it's perch at the top of the unit, in max suspension droop conditions (big jumps, on the jack etc).

That aside, there are some factual errors in your reply, @PJohann. No offense intended.

Spring rate is measured in Newtons Per Meter (N/M), where it describes the force required to compress the a spring with that rate, 1 Meter, and not NewtonMeters (NM) which is a unit of torque (ie a force in Newtons acting at a distance in Meters, to produce a twisting force; or Work, measured in Joules (1J = 1NM) where a force moves a mass through a distance.

Also, I think you may have misread @Beezer215's post.
A spring rate of 1336 N/M is like (roughly) what you would feel deadlifting 134Kg. Put one of those springs at each corner of a car, and four fat asses like me would compress those springs by almost a meter. @Beezer215 is (correctly) suggesting that you add 2x zero to the end of the spring rates 1336 and and 1093, to produce spring rates of 133600 N/M and 109300 N/M, which are softish, but right in the reality ballpark. Look at the bumpstop rate, for example?
The ;2 part cannot be usefully describing a 2N/m spring rate. That's (2N) the gravity force you would feel holding a 200g box of Smarties. The main spring weighs more than that, and would simply crush the helper and drop off it's perch. That value has to be something else. (Or also requires adding 2x zeroes, which would make it like a 20Kg weight. Yes, that would work. Doesn't explain the similar appendages after the bumpstop rates, tho?

So unless AC has some special "divide by 100* shorthand for some values (like, the spring rate, and not the bumpstop rate) in the INI files (which I haven't seen digging through them), to save on characters.... I think @Beezer215 might have a point?
My bad, listed wrong units initially. It's 2N/mm helper and 260N/mm main spring, AC's input is in N/m so by magic of metric unit system they become 2000N/m and 260000N/m respectfully. So all extra 0s are already there and all confusion comes from a fact that car is indeed uses spring which you can squeeze by hands. This project was fairly long in development and was tested by a person with direct access to real deal to confirm details and it was given a green light.
 
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Hi everyone!

I have problem with my AC graphics setting. The graphics look bluish but clear without any pp filter.
Screenshot 2021-09-26 124323_LI.jpg

Screenshot 2021-09-26 124948_LI.jpg

I have been trying to find a way to get rid of the bluish effect in the graphics and make it look more realistic.
The only way I found was to use a pp filter but it looks like this:
Screenshot 2021-09-26 124143_LI.jpg

Very unclear and blurry. Also the fps drops from 160 to 130 when using a pp filter.
My pc specs are Gtx 1050 2gb, i5 9400f and 8gb of ram. I am using csp 0.1.76-preview92 and the latest sol.
If someone Can help to get the blue effects out of the graphics I would really appreciate it.
 
My bad, listed wrong units initially. It's 2N/mm helper and 260N/mm main spring, AC's input is in N/m so by magic of metric unit system they become 2000N/m and 260000N/m respectfully. So all extra 0s are already there and all confusion comes from a fact that car is indeed uses spring which you can squeeze by hands. This project was fairly long in development and was tested by a person with direct access to real deal to confirm details and it was given a green light.
Ah, gottit. Thanks for replying to clear it up. 👍
 
Hi everyone!

I have problem with my AC graphics setting. The graphics look bluish but clear without any pp filter.
View attachment 1082746
View attachment 1082748
I have been trying to find a way to get rid of the bluish effect in the graphics and make it look more realistic.
The only way I found was to use a pp filter but it looks like this:
View attachment 1082750
Very unclear and blurry. Also the fps drops from 160 to 130 when using a pp filter.
My pc specs are Gtx 1050 2gb, i5 9400f and 8gb of ram. I am using csp 0.1.76-preview92 and the latest sol.
If someone Can help to get the blue effects out of the graphics I would really appreciate it.
Use the color balance setting in the sol config panel (0 = balanced, -n = cold colors (blue), +n = hot colors (red) ).
Which pp filter are you using?

Edit: frame drops while using a pp filter can be normal. I'm not the right man for the pp filter stuff, but consider that AC has a lot of settings nowdays, so you can optimize the game as you want if something lowers your fps 😁
 
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Has anyone ever converted Zenjoltis from N2002/2003? It was a massive square 4 corner super super speedway that was amazing for drafting races. A bit like Indy if the banking were steeper, and the short chutes were as long as the straight(away)s. I don't normally go for fictional tracks, but it was brilliant for racing.

 
Use the color balance setting in the sol config panel (0 = balanced, -n = cold colors (blue), +n = hot colors (red) ).
Which pp filter are you using?

Edit: frame drops while using a pp filter can be normal. I'm not the right man for the pp filter stuff, but consider that AC has a lot of settings nowdays, so you can optimize the game as you want if something lowers your fps 😁
Thanks for answering. I must be a total idiot but I am not able to find the color balance setting in sol config.
I tried with many pp filters (sol extra, Hsw, natural etc) and all had the same problem.
 
Thanks for answering. I must be a total idiot but I am not able to find the color balance setting in sol config.
I tried with many pp filters (sol extra, Hsw, natural etc) and all had the same problem.
It's called color whitebalance, my bad 😂 Try it, I hope it will work for you
 

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L -

[RAIN_FX]
PUDDLES_MATERIALS = sochi_tarmac_alt, sochi_track_surface, offtrack_a, sochi_rumble, tarmac blue, tarmac red, sochi_cobbles, sochi_astro
SOAKING_MATERIALS = sochi_tarmac_alt, sochi_track_surface, offtrack_a
SMOOTH_MATERIALS = armco_grey_main_a
ROUGH_MATERIALS = soc_grass
LINES_MATERIALS = sochi_white_lines, sochi_gridlines
There's only rainfx? I don't have ext_config.ini at all :(
 
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just this version 1988 by SBB Project :



maybe AMS version for AC is private no ???

I know this version, it Jacarepagua 1988, but it's not great in my opinion. There aren't many bumps on the track, is so smooth.. Also the layout it's very different. As Jacarepagua has a place in my heart and as I found out there aren't many good versions, I contatcted Malagoli for his version that is from Game Stock Car, which his never finished, I overhouled his. Than I decided to make my own and convert from AMS because it has so many more background elements and it's more refined.

I used to go to thus track more than 10 years ago when I was a kid, and having it being destroyed by our governments made e hole in my heart. I felt the need to reproduce the track in my favorite sim. Also I'm not just converting, I'm trying to improve as well as if the track was to support F1 races and as if it was an actual track today. I hope people will like it. I'll release it next month or so. Just need to finish details. This week I'm going to make the AI lines for the oval, so I'll release another video testing it.

Sorry my english,

Cheers.

edit:
Also I'm a big fan of yours Claudio, thanks for you colaboration for the community!
 
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WARNING about AnonFiles!

Be careful and pay attention if you come across an anonfiles download page. This seems to be a new thing--the page, or a popup overlay link, will attempt to fool you by downloading an EXE file that has the SAME NAME as the mod you're attempting to download, that should be a RAR or ZIP file. Be sure to block or delete the EXE immediately. You can usually get the correct RAR or ZIP file by clicking on the download button a second time, or reloading the page and trying again.


1632666939491.png
 
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Apologies if this has been previoulsy released, but since the Long Beach race is coming up this weekend, I'll just put this out there.

Long Beach Terra 21 version optimized by norms:


View attachment 1082422

-Improved road mesh by @jk0011
-Optimizations and additions by @norms, @slider666, @Fanapryde, @Masscot, @Jimlloyd, @LiquidSkyMan, and @Treigne
-Lights by @leBluem

Couple of things I added:
-Rain and amateur Grass FX (added to loaded config)
-Reworked the ai (VRC and RSS Indy car, new LMP1 VRC prototypes, ASR 1991 mods, various GT3's tested at 100% strength and 80-100% aggression).
-Bumped up the grip over curbs via surfaces.ini
-Reworked VAO
-Background images

The track has been kicked around and worked on by many, so I have no idea if this is the most "up to date" version, and apologize if I screwed up any credits. The track does run reasonably well for me, compared to previous versions I have had, but there are still some issues (e.g. possible sticky walls).

If anyone wants to try and improve it, by all means do so, as it seems the track is no longer being worked on for various reasons. Please do not complain to me or any of the above for problems you find- maybe others in the community can come up with solutions.

Have fun, and look forward to any improvements the community may come up with.
Thanks for ther nice work! I like that track!

Would be possible to include all the skid marks on the tarmac and kerbs?
It would look much more cool and realistic.

Regards!
 

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Not really to be honest with you.

Sure is the SR9. to be fair if there are more skins be great to have to be fair @NeilB1971 since our mod is the GTR2 conversion
If you are missing the skins I showed, its no problem to use them so just ask. I think I only have 4 teams, but I could look more in my archives.

Further note... I have a exclusive cache of R models from a defunct R-rF project and would like to release for AC if someone wants to take on the PR05, PR06, SR3+Mk1, SR4 and SR8. None of the models has been to AC and the quality is high. I can handle physics, but not the details needed for a great conversion.

anyone seriously interested, PM me.
 
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If you are missing the skins I showed, its no problem to use them so just ask. I think I only have 4 teams, but I could look more in my archives.

Further note... I have a exclusive cache of R models from a defunct R-rF project and would like to release for AC if someone wants to take on the PR05, PR06, SR3+Mk1, SR4 and SR8. None of the models has been to AC and the quality is high. I can handle physics, but not the details needed for a great conversion.

anyone seriously interested, PM me.
we got those skins as well ironically
 
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