Assetto Corsa PC Mods General DiscussionPC 

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Did it start happening after csp1.75? I have several cars that have disappearing parts in replays at further lod distances.
 
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I wonder if someone can help. I am skinning a forthcoming car and trying to replicate this livery, in which the roundel has been applied to the door and up the side screen. Predictably the roundel layer on the glass texture has the same reflective properties as the glass, which is fine for the internal view, but no good for the external. How would you go about making the white roundel matt and opaque? The textures are png files at the moment.

thanks!

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This is shot through the right side eyepiece and it is the F50 v1.1 linked in the video description. Just checked again, CSP wipers are configured in extension\config\cars\loaded\ferrari_f50gt_96.ini and I also made sure it doesn't use the ksanim by renaming the file.

Did you mean Legion's F50? Can't find one from Velo. Legion's F50 doesn't have a CSP wiper config but the baked animation looks ok for me on version 20200605.

@Frank25 could you send me the configs for the cars you listed? I tested the ks_mazda_mx5_cup which has a wiper config in cars/loaded and this looks fine for me as well. I don't have any wiper configs for the other cars you mentioned.
I always download the latest car extensions from the CSP github and install it manually.

I`ve tested your VR settings, but that did not solve the problem. The wiper pictures of the right eye are still broken with my Rift CV1.
 
sorry if I insist, I want to (try) to modify a car. However, I don't understand how the power curve values are calculated. (the car is an example)
Kunos: 420 hp
CM (a): transmission loss 13%
power at wheels: 333 whp
power at crankshaft : 382 hp
CM (b): transmission loss: 20.8
power at wheels: 333 whp
power at crankshaft: 420 hp
AC Torque Helper (https://acstuff.ru/u/torque-helper/): transmission loss 13%
power about 333 bhp
 

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From FB. This is not my mod. Support the creator and FB group if you can.

Steve Stirpe Assetto Corsa Tuned Mods & 4k Photos

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Abarth 500 EsseEsse Nurb Edition HP250 V1.32
Looking at some vids a 250HP Abarth is extremely aggressive. So this is maxed out terms of power with a 10% drivetrain loss which personally FWD car lose very little HP to wheels. Top Speed has increased really pushing harder up those Nords hills. Sixth gear has been shortened and quicker gear changes. This is a solid 8-second lap car now.
The Turbo gauge was adjusted to hit the red line.
240Kmphr needle matches app speed.

View attachment 1107912

Mega Download

Steve Stirpe Paypal page
I'm not on FB, so maybe someone could hint the author that the exhaust puff comes from under the rear tires...
 
hey all, need some help.

when i click align using data the model seems fine, i then select update model. all is ok until I go for a drive.

the front wheels move about 8 inches inside and the back sink through the floor. ive never encountered this before.

it effects the standard Kunos Huyra BC with its original data.acd or any edited one. anyone have an idea?



This happens when corruption gets into the data.acd file. I had this exact same issue with the KS P1 GTR. Deleted the car, re-added and the alignment was correct. Went into CM and adjusted the ride height without issue.

Another symptom of corrupted models is the centered steering wheel appears offset, sometimes at more than a 30 degree turn. Certain unknown changes to the model cause this problem. Deleting, reloading, then modifying the car works without issue.

you should add LOD to optimize it otherwise very good 👍
Why? What is the benefit of having CM generate LODs for the model?? Can generating LODs help improvement of a car/model that does not already have LODs present? Thanks in advance
 
blimps must be in season

kv9MpFL.jpg


Its pretty much done. I'm going through and looking at materials just to see if there is any to combine, it needs a new AI side line in a couple of spots as the AI really struggle because its so tight.

@CrisT86 did some cams and helped with the config. He is going to look at it this weekend.
Call it 2 weeks(ish)
P3WAnPr.jpg


iCviGpd.jpg


Zcggf00.jpg


YMElq4F.jpg
[/ISPOILER]
 
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I wonder if someone can help. I am skinning a forthcoming car and trying to replicate this livery, in which the roundel has been applied to the door and up the side screen. Predictably the roundel layer on the glass texture has the same reflective properties as the glass, which is fine for the internal view, but no good for the external. How would you go about making the white roundel matt and opaque? The textures are png files at the moment.

thanks!

View attachment 1108099View attachment 1108100
Lovely car, not sure why anyone would do that for their visibility, but hey, it was the '60s, who cared about safety?

For painting on glass, you need to paint the 'solid' area on an alpha channel. It won't have the same material properties as the body though, so it will probably not look 100% I'm afraid.

Example:

Also, you'll need to paint a mirrored version on the interior glass too.
 
blimps must be in season

kv9MpFL.jpg


Its pretty much done. I'm going through and looking at materials just to see if there is any to combine, it needs a new AI side line in a couple of spots as the AI really struggle because its so tight.

@CrisT86 did some cams and helped with the config. He is going to look at it this weekend.
Call it 2 weeks(ish)


P3WAnPr.jpg


iCviGpd.jpg


Zcggf00.jpg


YMElq4F.jpg
How about this one? It even lights up!

Scarface.jpg
 
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Random question for anyone who wants to answer it.

I'm aware of the Caterham R500 Roadster on Racedepartment by Ben O'Bro, but that car is a really strange fictional spec with racing slicks, a race dash, sequential transmission, and the roll cage removed for whatever reason.

I was wondering if someone out there has done a model of Caterham that was closer to the road-going Superlight R500? Or preferably the 100% actual car.

1643076427210.png
 
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Why? What is the benefit of having CM generate LODs for the model?? Can generating LODs help improvement of a car/model that does not already have LODs present? Thanks in advance
They help to improve the FPS when the car is used in game

If there are no lods, then no matter the distance the car is the game will always have to render the full detail of the car which hogs more resources. You can imagine what it's like for cars like some of the recent scamdream ones that have like 1mil polys lol

With lods, you're essentially creating lower resolution versions of the model to be rendered at specified distances. So for instance, I think ks default for lod B is 15m, and at that distance instead of the car being rendered at original poly (lets say 100k) it'll instead be rendered at a lower poly count (like 80k). This way you can save quite a lot on resources while barely losing any graphical quality (because at longer distances you aren't really going to notice that lower resolution)
 
this is the part i dont understand, ive done this to many other cars where the model is fine in cm and when you then go for a drive.

this particular kunos Model no matter what the data file is, even the original one, you click update model using align by data and the issue occurs, despite looking perfectly fine in the showroom.
CM Showroom does not account for everything in the game, so what I'm guessing is the car's front track is too narrow so when you're updating the model to "align to data" it's making an assumption in the showroom that isn't applied in the game (potentially front wheel zenith). Just a guess but I tried it with the base Huayra and both cars do it. Though if you revert back to the original .kn5 file that will fix all of your problems, unless you replaced the wheel with something in which case you'll need to change the graphical offsets either in the model or in suspensions.ini in the data.
sorry if I insist, I want to (try) to modify a car. However, I don't understand how the power curve values are calculated. (the car is an example)
Kunos: 420 hp
CM (a): transmission loss 13%
power at wheels: 333 whp
power at crankshaft : 382 hp
CM (b): transmission loss: 20.8
power at wheels: 333 whp
power at crankshaft: 420 hp
AC Torque Helper (https://acstuff.ru/u/torque-helper/): transmission loss 13%
power about 333 bhp
Yeah it looks like Kunos accounted for 20.8% driveline loss in that car. Could be a number of reasons (legitimate inefficiencies in the driveline, power.lut derived from a real dyno sheet of a real 25 year old race car that's lost some horses along the way). If you just want to increase or decrease the power/torque of a car by a certain percentage then I'd recommend using something like AC Car Tuner (https://www.racedepartment.com/downloads/assetto-corsa-car-tuner.13946/) to make general changes. However if you have a dyno sheet from a real car you're trying to mimic then plug in those torque values to power.lut and then make an assumption of ~15% driveline loss (general accepted industry standard) to figure your power at the crank. Remember that graph in content manager is all but meaningless, just eye-candy for the car menu.
 
They help to improve the FPS when the car is used in game

If there are no lods, then no matter the distance the car is the game will always have to render the full detail of the car which hogs more resources. You can imagine what it's like for cars like some of the recent scamdream ones that have like 1mil polys lol

With lods, you're essentially creating lower resolution versions of the model to be rendered at specified distances. So for instance, I think ks default for lod B is 15m, and at that distance instead of the car being rendered at original poly (lets say 100k) it'll instead be rendered at a lower poly count (like 80k). This way you can save quite a lot on resources while barely losing any graphical quality (because at longer distances you aren't really going to notice that lower resolution)
I did this for a bunch of cars and i was able to add about 5-6 more cars and keep the same fps. it really helped but a few of the cars have errors with the meshes or paint. Still... really helped me stack my grid.
 
They help to improve the FPS when the car is used in game

If there are no lods, then no matter the distance the car is the game will always have to render the full detail of the car which hogs more resources. You can imagine what it's like for cars like some of the recent scamdream ones that have like 1mil polys lol

With lods, you're essentially creating lower resolution versions of the model to be rendered at specified distances. So for instance, I think ks default for lod B is 15m, and at that distance instead of the car being rendered at original poly (lets say 100k) it'll instead be rendered at a lower poly count (like 80k). This way you can save quite a lot on resources while barely losing any graphical quality (because at longer distances you aren't really going to notice that lower resolution)
Super helpful! Much appreciated
 
Could someone please show/tell me where the check box in CM is to "start race with the throttle pedal" if that is what is called, I reset my settings and I am stumped to where that one is hiding :banghead:, cheers TIA
 
Lam
Yeah, reinstalling it didn't work for me neither
try this one
 
CM Showroom does not account for everything in the game, so what I'm guessing is the car's front track is too narrow so when you're updating the model to "align to data" it's making an assumption in the showroom that isn't applied in the game (potentially front wheel zenith). Just a guess but I tried it with the base Huayra and both cars do it. Though if you revert back to the original .kn5 file that will fix all of your problems, unless you replaced the wheel with something in which case you'll need to change the graphical offsets either in the model or in suspensions.ini in the data.

Yeah it looks like Kunos accounted for 20.8% driveline loss in that car. Could be a number of reasons (legitimate inefficiencies in the driveline, power.lut derived from a real dyno sheet of a real 25 year old race car that's lost some horses along the way). If you just want to increase or decrease the power/torque of a car by a certain percentage then I'd recommend using something like AC Car Tuner (https://www.racedepartment.com/downloads/assetto-corsa-car-tuner.13946/) to make general changes. However if you have a dyno sheet from a real car you're trying to mimic then plug in those torque values to power.lut and then make an assumption of ~15% driveline loss (general accepted industry standard) to figure your power at the crank. Remember that graph in content manager is all but meaningless, just eye-candy for the car menu.
Thanks so much. I noticed that for some kunos cars (at random) there is inaccuracy in the values. For example 155 DTM had 420 hp at the crankshaft, 333 hp at the wheels is too big a difference. So CM is not reliable. I tried using AC Torque Helper to increase the power by changing the "power.lut" values. I will try to use AC Car Tuner, thanks. 🙏
 
Crystal Palace update.
It was a nice rF2 track to begin with and a swift conversion is done in no time (like Gilles75 used to do). Getting the shaders right is a lot of work, but then you start doing research, finding footage etc...
In the end it becomes a rebuild, new walls, new stadium, repositioning of hundreds of trees (the only thing I did not like about the rF2 version, since the closeness of the trees really really impacts the vibe of the original track), the whole terrain is re-shaped...
Only last week I discovered that the starting line and pit building were in fact much closer to the last corner... can't help but change it.
But.. I'm on it :)
Screenshot_tc_legends_cortina_zw_crystalpalace1968_24-1-122-23-52-7.jpg
 
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