Assetto Corsa PC Mods General DiscussionPC 

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Three-post combo coming up - hopefully they satisfy the ToS regarding timing and content. Is everyone else still asleep, lol..?

I'm not sure if any other Rift users have noticed this but the oval tarmac texture at Autosport Speedway produces a moiré pattern that 'floats' a few metres in front of the car in VR (at the Rift resolution). It's hard to see in static images but you can hopefully see it here. It's quite distracting when moving in VR, for me anyway. I've never noticed this with any other tracks. It might also be visible in 2D at 1080p (the Rift's rendering resolution).

XAT3JEP.jpg


The infield road surface doesn't do this so I replaced the oval tarmac texture with the infield one and the issue has gone away.
I did this as a one-texture CM skin (in case anyone else here has this issue) so it can be activated/deactivated at will in the normal way. It can be active in parallel with any of the billboard skins.

https://www.racedepartment.com/down...oval-road-texture-for-oculus-rift-vive.26735/
 
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Three-post combo coming up - hopefully they satisfy the ToS regarding timing and content. Is everyone else still asleep, lol..?

I'm not sure if any other Rift users have noticed this but the oval tarmac texture at Autosport Speedway produces a moiré pattern that 'floats' a few metres in front of the car in VR (at the Rift resolution). It's hard to see in static images but you can hopefully see it here. It's quite distracting when moving in VR, for me anyway. I've never noticed this with any other tracks. It might also be visible in 2D at 1080p (the Rift's rendering resolution).

XAT3JEP.jpg


The infield road surface doesn't do this so I replaced the oval tarmac texture with the infield one and the issue has gone away.
I did this as a one-texture CM skin (in case anyone else here has this issue) so it can be activated/deactivated at will in the normal way. It can be active in parallel with any of the billboard skins.
I'll upload to RD so there's a permanent link.
I have the same problem on an ultra-wide monitor. I have it on all tracks.
 
I've compared both versions and the Pepi869 version has better skins, better/brighter rear light glow, visual backfire effects, a working HUD rev counter... but the Velo/Assettoland has illuminated switchgear when the headlights are turned on.

What needs copying from the Velo version to add the illuminated switchgear to the Pepi one, but without borking the better/brighter brake lights?

Edit: the more I drive this car, the more I like it. It's almost OEM standard.

Copy the following in lights.ini

[LIGHT_5]
NAME=COCKPIT_HR_SUB6
COLOR=2.7,2.7,2.7

[LIGHT_6]
NAME=COCKPIT_HR_SUB4
COLOR=4,4,4

[LIGHT_7]
NAME=STEER_HR_SUB0
COLOR=0.7,0.04,0

but the HUD have a small issue that you can see in Fanapryde screenshot, it lets you see through the car hood
 
Hi guys!
Question one: Is there a quick way to add brake labels to the track (200\100\50)?
Second: How can I change existing ones?
Thank!
 
Copy the following in lights.ini

[LIGHT_5]
NAME=COCKPIT_HR_SUB6
COLOR=2.7,2.7,2.7

[LIGHT_6]
NAME=COCKPIT_HR_SUB4
COLOR=4,4,4

[LIGHT_7]
NAME=STEER_HR_SUB0
COLOR=0.7,0.04,0

but the HUD have a small issue that you can see in Fanapryde screenshot, it lets you see through the car hood
Thanks! The HUD tweak I mentioned earlier will fix that.

Hi guys!
Question one: Is there a quick way to add brake labels to the track (200\100\50)?
Second: How can I change existing ones?
Thank!

To change existing ones just create a new track skin in CM and override the brake marker textures.
 
Hello everyone. I´m new here and I need some assistance if anyone can help me. I´m having trouble with the tyre degradation effect with shaderspatch preview74. I had the same issue with preview49. I only have a small part of the effect on the tyres (grass, dirt). The big rest is somehow covered by a strange shadow like it shows in the pic. Any tips? :)
 

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This is what I get on both versions of the car. Changing the depth mode to 'read only' in the HUD material properties fixes it.

View attachment 820145

I've compared both versions and the Pepi869 version has better skins, better/brighter rear light glow, visual backfire effects, a working HUD rev counter... but the Velo/Assettoland has illuminated switchgear when the headlights are turned on.

What needs copying from the Velo version to add the illuminated switchgear to the Pepi one, but without borking the better/brighter brake lights?

Edit: the more I drive this car, the more I like it. It's almost OEM standard.
upload_2019-5-11_15-29-58.png


Now much better.
— Unpack to fbx the car with CM Custom Showroom
— Open the fbx with Kunos editor
— right click on the HUD object to highlight it (MKCTFT1_DGLASS)
— "Is Transparent" mode must be set to TRUE.
— save persistance
— save the file as kn5 overwriting the existing one.
 
View attachment 820192

Now much better.
— Unpack to fbx the car with CM Custom Showroom
— Open the fbx with Kunos editor
— right click on the HUD object to highlight it (MKCTFT1_DGLASS)
— "Is Transparent" mode must be set to TRUE.
— save persistance
— save the file as kn5 overwriting the existing one.
Any chance you can upload the adjusted kn5 for a simple swap please?
 
View attachment 820196
View attachment 820197
Just in case you wanted to learn something new and sometimes useful :D

Download fixed .kn5 file: https://mega.nz/#!6BUzwYJT!sdyWTppuNWGL0tDFvuFSiH8FWRNMiXzsTC9_icWcb6U
Today's Saturday, learning is banned!
Cheers! ;)

This car is now complete I reckon, and one of the best street car mods available.

Assettoland should combine all these improvements and re-up.

Maybe just needs a sound swap. The M235i Racing (2014) seems a nice fit.
 
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Today's Saturday, learning is banned!
Cheers! ;)

This car is now complete I reckon, and one of the best street car mods available.

Assettoland should combine all these improvements and re-up.

I'm thinking there might suddenly be a updated link on Velo's site lol
 
@Electroforce

Download 3D Studio Max for free with student license or Blender (free).
Select the windows of the car: windshield, side windows, rear window.
Clone them. Isolate them. Drag n drop a new .dds texture for the internal windows. Convert them to editable poly. Select them all and "flip" them.
Now you have windows with raindrops, once you open the fbx file in Kunos editor and set the shader as "ksWindscreen".
If you like, I can create a video showing you how to do that.
I guarantee you, it's not impossible, if I learned it from zero knowledge of 3D editing :D
 
Excellent - thanks mate. Perfect now.
One last question: is there a way to tone down the white/red tacho/speedo on the HUD, make it a bit more subtle? The white and red is very vivid, whereas a projected HUD would be more... vague.

Or maybe it's because I have daylight brake light brightness maxed in the Sol config app and it makes other stuff brighter too?
 
@Electroforce

Download 3D Studio Max for free with student license or Blender (free).
Select the windows of the car: windshield, side windows, rear window.
Clone them. Isolate them. Drag n drop a new .dds texture for the internal windows. Convert them to editable poly. Select them all and "flip" them.
Now you have windows with raindrops, once you open the fbx file in Kunos editor and set the shader as "ksWindscreen".
If you like, I can create a video showing you how to do that.
I guarantee you, it's not impossible, if I learned it from zero knowledge of 3D editing :D

Great, thank you. I'll challenge myself to see if I can do it. Which program out of the two would you recommend to use for someone with no prior experience in 3D editing? I've been wanting to create a track anyway so I might as well stop thinking about it and get my feet wet with one of these programs.
 
@Masscot
HUD/LCD brightness and colors are placed in lights.ini in RGB format.
For example a value 5,5,5 is the max brightness.

No skins, because last time I painted a car was during pCARS1 development, in the competition inside the official forum eheheh

@Electroforce
I'll try to do it as soon as I can.
I started with 3DSimED... but honestly with 3DS Max (I have the 2016 version), it's another world.
I watched several modding videos online and and many trial and error I managed to learn something.
I don't actually do 3D Editing, creating from, scratch, but at least I can copy paste stuff from a car to another, I can "patch" holes if I cut a rollcage, I can bend objects like safety nets, I can create working wipers from wipers attached to the body of the car, "detaching" them and then detaching the rubber from the base and so on.
 
@Masscot
HUD/LCD brightness and colors are placed in lights.ini in RGB format.
For example a value 5,5,5 is the max brightness.

No skins, because last time I painted a car was during pCARS1 development, in the competition inside the official forum eheheh

Thanks - so where did you get the Kingfisher skin in your image?
 
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