Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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please in need that ferrari?!?!?!!? this mod gonna be a good one.
it seems that You-Know-Who is currently working on a 312 B3 and there's also one from Geroda74, don't know if it has been released on his patreon yet:
97489573_1423662521156829_5033218882228191232_n.jpg
 
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does anybody experienced this problem ? When i switch between 1.73 csp and 1.74-74-76 , i got no lights, glare , it is changing the complete contrast of the game like ppf is not working anymore , and lumirank experienced a weird white shader

1.73 ->
1637232397155.jpeg


1.74-75-76 ->

1637232417975.jpeg


and even more weird , when i do flashing lights on 1.74-75-76 , the glare is back only for flashing lights ...

I ve tried , deleting sol , csp reset , sol config reset , different ppf , pb remains !

i ve got a friend experiencing same pb , what about you guys ?
 
i have as well pb with contrast in the game , scene is much brighter

1.73 night time ->
View attachment 1094595

1.74 -75 -76 -> much brighter for no reason ?

View attachment 1094596
first up try with non preview versions, since those are prone to bugs, then look it up with the newest compatible sol version and sol_ filter to check the normal environment its handed out (reset your sol config). if things changed regarding emissives in newer csps then thats a csp thingy and you should go on like you usually do. glare after my experience comes in certain angles if you look at lights
 
maybe a new update for Qatar F1 track for AC, just 2 versions but no F1 2021 skin 😟
@marc_13000 @Pyyer @Blackcelica

* Losail International Qatar by actk : http://www.assetto-fr.tk/AC-Forum/viewtopic.php?f=23&t=1101

* Losail International Circuit Qatar by José Pedro Dias update v1.1 by thestrobe8 : https://www.racedepartment.com/downloads/losail-international-circuit.2358/

View attachment 1094404
I like actk conversions for AC. I like this actually version of Losail and I'm waiting the @Pyyer update, surely great!
Thanks to all the modders who make our dear old AC...great!
 
can anyone help, im trying to change the colour of the roll bar. i have made a dds with the correct colour. is there a way to apply this via an ext config.

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first up try with non preview versions, since those are prone to bugs, then look it up with the newest compatible sol version and sol_ filter to check the normal environment its handed out (reset your sol config). if things changed regarding emissives in newer csps then thats a csp thingy and you should go on like you usually do. glare after my experience comes in certain angles if you look at lights
yeap i tried on 1.60 for the lights glow , it was working too like on 1.73 ; i could not check the rest , as i have latest sol it was not working with 1.60
 
i think he didn't release the car.:(
There is no link for this Ferrari 312B3 by Geroda as I have been monitoring his facebook page for a few years. And since I'm converting some cars for fun, my conversions come out with a lot of problems, and I use other cars from other mods as a base. This Ferrari and Lotus I converted after last weekend's race. Unfortunately there is no way to make it available to the public. As I always say, I don't want complications with anyone, I do these conversions to "fill in" the grids of both F1 and Le Mans, while someone with more "capacity" does something more complete and better.
 
can anyone help, im trying to change the colour of the roll bar. i have made a dds with the correct colour. is there a way to apply this via an ext config.
You can either copy the DDS to each skinfolder or you can use [SHADER_REPLACEMENT_...] with a global ext_config.ini of the car.

 
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yeap i tried on 1.60 for the lights glow , it was working too like on 1.73 ; i could not check the rest , as i have latest sol it was not working with 1.60
1.60 isnt something someone should still be using nowadays, many missed fixes and improvements. id personally as a modder for public stuff use the latest non patreon version atleast to have in mind what could and what could not work according to plan, but as uolter rightfully said, check the changelog for lightsystem reworks, which might explain your situation a bit better
 
Hiya, I need help fixing my pit lane on my fictional track South West Raceway (name is temporary). The AI can drive the track with no problem. But in practice and qualifying, the AI are always desperately trying to move out but end up in the wall nearby trying to join the start/finish straight of my track and won't exit the pits through the pit exit that ends after turn 1. I did have the pit exit, exit out before T1 but only 6 of the AI drivers would make it out just fine but the rest still stuck. Plus they won't even pit in during an endurance or sprint (or maybe I haven't been racing for more than an hour to see if they do so). I've been modelling my track using Blender 2.79 (I've also recently used 2.9 but for other projects, still trying to learn the new UI) and have exported my final FBX with the scale set to 1.0 using 'FBX units scale', -Z Forward, Y Up and Blender units disabled.

Screenshot_ks_audi_tt_cup_south_west_raceway_18-11-121-23-5-47.jpg

Screenshot_ks_audi_tt_cup_south_west_raceway_18-11-121-23-8-56.jpg


I've tried redoing the AI pit lane and fast lane lines in-game but still no luck. Could someone please help with any solutions, that would be great. :)
 
Indianapolis Motor Speedway 2.0

Finally i got the time and help to finish it . I hope you like it.

9 layouts.
  • Indy 500
  • Indy GP
  • F1 GP (based on USA F1 GP)
  • Moto GP
  • Loco GP (based on Infield Layout from older conversions)
  • All road courses have reversed layouts.
----
AI, AI limits, VAO patches DRS zones by KevinK2
Cams by DaBaeda


Many thanks to Coby Hill, KevinK2, slider666, Fanapryde and DaBaeda i appreciate your help a lot.

Enjoy.

https://mega.nz/folder/SOAQVbDL#zAo0G0ix_Vg4r6KEg-_0wg
Hi All! Does anyone know if a night lights extension was done for this version of Indy? I cant seem to find any in the search history. Thanks :)
 
Apropos Indy, there is also the edited NAGP version which has a bit more BLING BLING compared to the linked version of the past 2-3 pages here. It may lack some 3D gras and stuff, but it's got flags and baloons and feels a wee bit smoother in the infield section :D


So all in all I got like 3 different tracks now.. feels pointless but well :cheers:
 
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Continuing the Indy theme, the last time I loaded up IMS 2.0 the pit lane for the Indy GP and F1 GP did not work. The pit lane for the Indy 500 was working. I did not try any of the other versions.
 
AI for actk sturup:

Note:
-pit lane too tight at entry, cars bounce off tires. Impossible to create a clean pit_lane.ai line for it. I gave up after 6 attempts. Maybe make tires transparent objects so that cars can drive through, instead of solid? :banghead:

AI for actk falkenhill speedpark:

Note:
Track surface has invisible objects causing collisions cars with low ride height or possibly high aero. Most are found in concrete patch areas, but not all. A few examples:

Screenshot_audi_r8_lms_actk_falkenhillspeedpark_13-10-121-16-18-9.jpg

Screenshot_ks_porsche_911_rsr_2017_actk_falkenhillspeedpark_13-10-121-16-16-1.jpg

Screenshot_rss_formula_hybrid_2021_actk_falkenhillspeedpark_13-10-121-16-10-49.jpg

Screenshot_rss_formula_hybrid_2021_actk_falkenhillspeedpark_13-10-121-16-12-26.jpg


Howdy @KevinK2 . Just wondering if there's any possibility you might be able to make one of your excellent AI updates for Rivera, which was posted a couple of days ago? It's a fun track, but the current AI ain't so much fun! :cheers:

Yeah, maybe... I don't know- so many tracks that need work. Maybe he's got to start donating to my non existent patreon. :crazy:
 

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  • actk_falkenhillspeedpark.7z.txt
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AI for actk sturup:

Note:
-pit lane too tight at entry, cars bounce off tires. Impossible to create a clean pit_lane.ai line for it. I gave up after 6 attempts. Maybe make tires transparent objects so that cars can drive through, instead of solid? :banghead:

AI for actk falkenhill speedpark:

Note:
Track surface has invisible objects causing collisions cars with low ride height or possibly high aero. Most are found in concrete patch areas, but not all. A few examples:

View attachment 1094635

View attachment 1094636

View attachment 1094637

View attachment 1094638



Yeah, maybe... I don't know- so many tracks that need work. Maybe he's got to start donating to my non existent patreon. :crazy:
On Falkenhill @__EASY__ on the aspahalt patches used 1KERB physical tag, so once the car hit it, it works like a wall for the shape of the material. The only solution is to update the track by renaming that patches with 1ROAD instead of 1KERB (or whatever he used, don't remember it now with 100% accuracy since it's passed weeks since i checked that track)
 
AI for actk sturup:

Note:
-pit lane too tight at entry, cars bounce off tires. Impossible to create a clean pit_lane.ai line for it. I gave up after 6 attempts. Maybe make tires transparent objects so that cars can drive through, instead of solid? :banghead:

AI for actk falkenhill speedpark:

Note:
Track surface has invisible objects causing collisions cars with low ride height or possibly high aero. Most are found in concrete patch areas, but not all. A few examples:

View attachment 1094635

View attachment 1094636

View attachment 1094637

View attachment 1094638



Yeah, maybe... I don't know- so many tracks that need work. Maybe he's got to start donating to my non existent patreon. :crazy:
Thank you, Thank you, Thank you :bowdown:

I had some headaches with these tracks and caused some trouble here because of Karlskoga and Sturup :D

Now its only Falkenberg on my "wishlist" :gtpflag:
 
Thank you, Thank you, Thank you :bowdown:

I had some headaches with these tracks and caused some trouble here because of Karlskoga and Sturup :D

Now its only Falkenberg on my "wishlist" :gtpflag:
No prob Kev, I've got my eye on you buddy. Hopefully Falkenhill can be fixed, it's a nice layout. @CrisT86 might have already found a solution, although I did find a spot near S/F as well (pictured). It might take a lot of work to find them all. In the meantime, many cars should be okay. The concrete patches had me a little scared of them so I'm not sure I got the sweeping sections right, but nevertheless the ai should be a little (or maybe a lot) faster.
 
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