Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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sorry guys,
but since the last update of the content manger
I can no longer find the function to decompress the data.acd file of the car
... can you help me and tell me how can I do? Thank you
 
awesome job on this 260sp (there is no 260lm version at all)! though as a fan of venturi i find it kinda strange to see a simple 260 with spoiler and headlights from 400 trophy version) but nevertheless it's nice to see at least such venturi even a kinda fantasy one:)

no, the only model of 600slm was in mod for gtr2 but it's horribly low poly and bulky

260sp and 400 trophy to be precise - 400gt is a road legal car with absolutely different kind of headlights (pop-up style) and of course this model lacks the very best part of all venturis since 400 lineup - the great side intake
too bad there is no absolutely even mid-poly model for at least 400 trophy in any game, such a loss:boggled:
yes , exactly this is a fictional model that I call 260 Trophy , a mixture of 260 LM (Street) and 400 Trophy (Race)

Venturi 260 LM :
Venturi_260_LM,_%BE_front.jpg


Venturi 400 Trophy :
Andrew-Miterko-1992-Venturi-400-Trophy-60-2-1200x628-1.jpg
 
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Just released Interlagos Formula 1 Grand Prix 2021 extension 😉




Damn, that's a fine looking Interlagos. Is this an updated acu conversion? I know his Hockenheim is from ams, which is great.
 
v1.01
a hole in the track fixed
the places of the cars start fixed
The link for my Adria skin (to replace the 'comedy' billboards) is still active in case anyone lost it in yesterday's update (like I did)


@__EASY__ you can add it to the track if you want so it doesn't get lost with any further updates.
 
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away for the last week...
And Greetings to all, I've been away for a while dealing with a death in my family.
Condolences
Are there general guidelines on recording...ehm...AI lines?
I keep on reading that the car used matters (obviously) and the result will not be appropriate for every category, the first one that comes to my mind.
Any other one?
Is there a magic car that "averages" all driving styles? 😁 (thinking about the ford rs200 evo, hoho)

edit: oh, another one I just remembered, the use of a wheel controller.
Car used to create AI lines does not matter.
idealline.ai has ZERO effect on AI (it only creates the visual helper line)
The cars/mod used to drive in a race does matter.
Some tracks are narrow and side-by-side AI can often not handle placement especially in the first lap(s).
Pro tip: do not "hit the apex" with your AI line in nearly all situations
ai_hints.ini can help both speed-up and slow-down, but is quite imprecise in actual implementation.
Creating AI/road sides with the tool on RD can help


Hi guys, here's a question for you. I'm trying to create a new layout for a track. There is a tyre chicanne that I want to delete, so when I delete it with 3d max or 3dsimed, once on the track, you can see it has visually disapeared but you crash with 'the invisible'. Could someone explain me how to do it right?? Thank you
export to .fbx
load .fbx in ksEditor
save as .kn5
So, I'm not 100% certain how the CM integration (which he seems to reference with "enter+shift") works, but he (@RMi_wood) is the author of a great little tool, kn5conv, and you can just drag a KN5 onto the kn5conv EXE and it will export the FBX for you.
thanks, but I am not the author of the tool...
I only compiled the kn5conv_x64.exe version from the original/latest source code.
 
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Original car created by SMS (Project CARS), ported to AC by [?] and edited to v1.2 by Mascot, July, 2020, the BMW M1 Procar has always been one of my favourites in Assetto Corsa, but it had some flaws.

So I decided for myself to change and add stuff to get a car to my wishes. And maybe you like it too.

I wasnt sure if I should keep it private or release it public, but my pals like what I've done with the car, so I decided to release it at GTP as version 1.3

All prior credits are still included, no really big changes to the physics were made, it's mostly visual stuff. But tbh I'm not the best in creating damage and dirt textures. I did my best and can only hope you'll like the outcome. Original LODs by Mascot are still in use, didnt even change the lods.ini. Maybe I'll change this someday but not now.

Code:
Changelog:
- Instruments fixed, there was a wrong mesh illuminated
- TC/ABS just on/off and not multiple anymore (this car had neither nor but if you cant handle it...)
- Turning and Hazard lights, including dash light (CSP required)
- Reverse lights (CSP required)
- Flashlights
- Damage and dirt textures
- Detached front and rear bumber in case of an accident
- 90s DTM slicks removed (this car was build 10y earlier!)
- A couple of minor changes and CSP stuff

Download: https://sharemods.com/c63vb62hcz89/bmw_m1_procar_80_v13.zip.html
Feel free to comment, criticise and spread this wonderful piece of german engineering.

Edit: Please add the following code to the ext_config.ini:
Code:
[EMISSIVE_LIGHT_...]
NAME = Object015
COLOR = 10, 10, 10, 0.15
OFF_COLOR = 0, 0, 0
LAG = 0.8
SIMULATE_HEATING = 0.3
BIND_TO_HEADLIGHTS=1
Missed the illumination of the needle. :banghead:

You look a thousand times not to miss anything and miss the obvious anyways. :indiff:
For me the car won't start, tyres start to spin but car stays in place and starts to slip to the side. Ai's as well.?
 
I have a question if someone knows if someone have fixed the chikanes that are missing on kunos Monza 1966?
1636745851824-jpeg.1093323

Project Cars 2 Classic Monza has it. this was the 1966 1000 km of Monza, the F1 used the non banked circuit that year.

The 1961 F1 Monza did not have the chicane, 0.58,



as for this
screenshot_ks_porsche_911_gt3_cup_2017_ks_monza66_21-1-118-13-13-43-jpg.231738

It was used in 1930 for an other layout called the Florio circuit.
 
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Mosport has been updated by Johnr777:
(installs as a new track)


- 2021 specifications - advertisements/logos updated, re-did some of the older billboards as well with better photo references;

- Y trees rotated to follow the track, something I should have done much earlier, fixed a few that poked through walls;

- Asphalt visual mesh back to a more "patchy look" as per 2021 references, and repainted lines;

- Asphalt physical mesh - cleaned up rogue vertices that were causing some cars to launch into the air;

- FPS improvements - approximately 10+ gain from LODS and re-uv of that massive 8K texture to 4 - 4K to help those with stuttering or micro-stuttering issues;

- Shader / texture / color updates were I felt was needed;

- Optix VAO;

- More night lighting - added animated generators (from my Road Atlanta project) to maintain a realistic setting.
looks great! but rain dont work. only some sidelines are wet, the tarmac stays dry....
 
Hi everyone!

Could anyone point me to the right direction to on how to add crowds to a track? I know there is the 3D way of doing it, and there's the extensions way. Are there any other ways? How can I do them? Etc..

Thanks in advance!
 
looks great! but rain dont work. only some sidelines are wet, the tarmac stays dry....
copy and paste this in the ext_config

[RAIN_FX]
PUDDLES_MATERIALS = roadnew?, road_patch?, new_tarmac, VIS_WAL?, ROAD, kerb, mosport_roadgreen, roadlines, pit_concrete, MOSPORT_DMG_GRASS, mosport_drain
PUDDLES_MESHES = rdedges, TRANSITION?, VIS_ALL_PATCH_BORDER, t1_waterchannel.002
LINES_MATERIALS = roadlines
SOAKING_MATERIALS = new_tarmac, ROAD, kerb, mosport_roadgreen, roadlines, pit_concrete, MOSPORT_DMG_GRASS
SOAKING_MESHES = rdedges, TRANSITION?, VIS_ALL_PATCH_BORDER, t1_waterchannel.002
SMOOTH_MATERIALS = guardrail, mosport_vehicles?, SEMI
ROUGH_MATERIALS = GRASS_CLOSE, Background, gravel_dirt
ROUGH_MESHES = grs_in_out_blend.001, SDTRAP_EDGE
 
For me the car won't start, tyres start to spin but car stays in place and starts to slip to the side. Ai's as well.?
Sorry pal, cant help you here. Tested the car with CSP1.69 - CSP1.76p136 and it worked everytime. My pals just did some quick testing with different versions of CSP and it was always working without any problems. As I wrote the physics are nearly untouched. I just made a minor change to the steer lock and the FFB multi. Everything else is the same in the original car.

Screenshot_bmw_m1_procar_80_monza_12-10-121-22-45-59.png
 
Sorry pal, cant help you here. Tested the car with CSP1.69 - CSP1.76p136 and it worked everytime. My pals just did some quick testing with different versions of CSP and it was always working without any problems. As I wrote the physics are nearly untouched. I just made a minor change to the steer lock and the FFB multi. Everything else is the same in the original car.

View attachment 1093338
Disable "extended physics". @arctx - then the BMW will release it´s horses.
 
sorry guys,
but since the last update of the content manger
I can no longer find the function to decompress the data.acd file of the car
... can you help me and tell me how can I do? Thank you
It sounds like you are no longer in developer mode, that allows unpacking acd files.

Tutorial--how to turn on developer mode, and a lot of other info about the mode in the rest of the video.

 
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Original car created by SMS (Project CARS), ported to AC by [?] and edited to v1.2 by Mascot, July, 2020, the BMW M1 Procar has always been one of my favourites in Assetto Corsa, but it had some flaws.

So I decided for myself to change and add stuff to get a car to my wishes. And maybe you like it too.

I wasnt sure if I should keep it private or release it public, but my pals like what I've done with the car, so I decided to release it at GTP as version 1.3

All prior credits are still included, no really big changes to the physics were made, it's mostly visual stuff. But tbh I'm not the best in creating damage and dirt textures. I did my best and can only hope you'll like the outcome. Original LODs by Mascot are still in use, didnt even change the lods.ini. Maybe I'll change this someday but not now.

Code:
Changelog:
- Instruments fixed, there was a wrong mesh illuminated
- TC/ABS just on/off and not multiple anymore (this car had neither nor but if you cant handle it...)
- Turning and Hazard lights, including dash light (CSP required)
- Reverse lights (CSP required)
- Flashlights
- Damage and dirt textures
- Detached front and rear bumber in case of an accident
- 90s DTM slicks removed (this car was build 10y earlier!)
- A couple of minor changes and CSP stuff

Download: https://sharemods.com/c63vb62hcz89/bmw_m1_procar_80_v13.zip.html
Feel free to comment, criticise and spread this wonderful piece of german engineering.

Edit: Please add the following code to the ext_config.ini:
Code:
[EMISSIVE_LIGHT_...]
NAME = Object015
COLOR = 10, 10, 10, 0.15
OFF_COLOR = 0, 0, 0
LAG = 0.8
SIMULATE_HEATING = 0.3
BIND_TO_HEADLIGHTS=1
Missed the illumination of the needle. :banghead:

You look a thousand times not to miss anything and miss the obvious anyways. :indiff:
Oh wow, this is my favourite mod in GTR2 / AC the old BMW M1 Procar mod, this mod was updated some times ( the last one was Pitone, Bazza V1.05)

Here are some M1 Pro Car facts for more realism:

-NO M1 Logo at the rear
-Many BMWs had the driver's name on the rear, in the middle between the bmw logos
-They all had Good Year real slicks like the f1 in 1979
-some cars had bbs some had turbofan rims and many more little details:
__custom_showroom_1636758945.jpg
__custom_showroom_1636758938.jpg
 
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Must be version related. CSP1.76p136 ex physics are working. :)

AI drives this beauty like they have never done anything else. :D
thx for the help @Fall Guy @Pfalzdriver , I'm on 136 too. But problem solved....well sort of :)). After trying with other cars, they did the same. Even after AC and Content manager restarts. So there we go, a full system restart and lo and behold, everything works as it should. Wonders of CSP i guess ?
 
Hello, I'm currently looking for the 1971 AMC Javelin in the pic below? I just downloaded the 1970 AMC Javelin released on race department and it's a blast!!! But unfortunately all links I find for this one are dead now :( Thanks!!!
th
 
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