Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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upload_2019-5-23_16-42-36-png.822894

Managed to hide the Position Leds but... I'm still trying to figure it out how to make the number lit up.
PARENT=SPOTTER_L and SPOTTER_R ate dummies and manually aligned to L and R Pleds, which are a single object.
The folder display_panel is in the texture folder.
What do I miss?

p.s.
I guess I found something :D
upload_2019-5-23_16-54-32.png
 
Weird... turning it off fixed all my issues, and turning off "road reflections" took care of the only other anomaly I've noticed so far. The vast majority of my AC time the last week has involved driving at night, and I've only noticed one car without taillights, but checking the light config for the car explains that - they simply aren't there!

I've just installed the CSP 129 - all seems good so far... but it was daylight when I made a lap to check things out.

Out of interest, how do i add rear lights to mod cars without them? A simple fix?
 
@Oovens

unpack data.acd with CM if the data folder ain't present already unpacked. (then rename data.acd to avoid it will be used by the game, first)
Open lights ini
You must check with custom Showroom, the object names dedicated to lights.
Also, if you look at my reworks, you could add extra lights, if presents.
I do that from the fbx 3D model file...sometimes, when the mod is made in hurry, separating the lights objects.
 
Then there may be something wrong with the car config (even though it shows as latest version installed). Tire shadows are defined in the car config. You could manually download and re-install the specific car config (you find it on the CSP discord) or as a temp workaround disable the tire shadow feature in CSP settings then.

It may also be a current bug you may want to report in the CSP discord (I don't do formula cars, so I never ran into this issue myself).
Got the solution. Rather simple, actually. You just have to keep the "singleseater" tag on. There are tags (don´t know how many or if it is just this one) that trigger actions on CSP.
 
Help, please? I had once this problem (part of the sky black) with the Jerez track. Solved it but now I can´t seem to remember or find it...just need to edit a file, I guess...
Screenshot_mercedes_sls_ks_highlands_23-5-119-21-18-49.jpg
 

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Help, please? I had once this problem (part of the sky black) with the Jerez track. Solved it but now I can´t seem to remember or find it...just need to edit a file, I guess...View attachment 822957
Download https://github.com/ac-custom-shader...ig/blob/master/config/tracks/ks_highlands.ini again.
This should help.
Put in: ..\assettocorsa\extension\config\tracks\
Because this could be missing in ks_highlands.ini:
[MATERIAL_ADJUSTMENT_90]
MATERIALS = mount_quinta
BLEND_MODE = ALPHA_TEST
 
See post 8540 and 8541.
In this case the horizon was not black but white.
Maybe the remedy cures both ?
This was precisely the solution I was refering to concerning Jerez. But didn´t solve it on highlands after renaming the file to ks_highlands.ini Maybe something related to the new preview129 of CSP?
 
Some mod has replaced all the pit crews with PS1 quality grid girls holding signs that are at least 2 miles in size. I've gone looking through a whole bunch of files and can't find a way to get rid of this and I have no idea what caused it in the first place. Can anyone help? As you can see, this is as good as a total game breaker, as these signs are animated and drift across the race circuits. This is just me in practice mode, now imagine a full grids worth of these floating around :banghead:


dcQ1FTv.jpg
 
Anyone know an easy way to align the needles with the dials on cars like this Corsa VXR? Quite a few mod cars have the needles poking out towards the driver rather than sweeping parallel to the dial face. I guess you only notice it in VR?

https://mega.nz/#!g9gmDaAS!upZwEl30SaNUlUXreqdVn9wHuL1B1NR-vgzuu3psIIY

My way:

1. open the car in 3dsimed
2. isolate the needle and the background (the disc with the numbers)
3. paste them into one instance (window) so they are together
4. memorize the xyz on the center of the needle (the center on which the needle should rotate)
5. set the pivot of the needle on the memorized xyz
6. align the needle and the background so the centers are identical (they sit on the same plane) remember to adjust the values just on the needle, don't touch the disc ;)
7. pitch and jaw the needle until it blends with the background (with the disc with numbers).
8. to check rotate the needle and be sure it always touches the background
9, take note of the pitch and jaw values and you can close every isolated object
10. use that values to correct the needle position when isolating again just the needle (chances are that all the needles in the same car need the same correction)
11. save the new needle as .3ds
12. replace the original needle with your new .3ds

EDIT:
I think .3ds is the native extension that 3dsimed uses ...if it is not, use the right file extension

ps. there are many ways to approach the problem; this is just the first that come to my mind.

ie. You can check the angle of the disc when is is in the original position and when it is centered (flattened) with the vertical plane, and use that values, etc...
 
Last edited:
Some mod has replaced all the pit crews with PS1 quality grid girls holding signs that are at least 2 miles in size. I've gone looking through a whole bunch of files and can't find a way to get rid of this and I have no idea what caused it in the first place. Can anyone help? As you can see, this is as good as a total game breaker, as these signs are animated and drift across the race circuits. This is just me in practice mode, now imagine a full grids worth of these floating around :banghead:

this happens when mixing porn with racing sims LOOOL
 
My way:

1. open the car in 3dsimed
2. isolate the needle and the background (the disc with the numbers)
3. paste them into one instance (window) so they are together
4. memorize the xyz on the center of the needle (the center on which the needle should rotate)
5. set the pivot of the needle on the memorized xyz
6. align the needle and the background so the centers are identical (they sit on the same plane) remember to adjust the values just on the needle, don't touch the disc ;)
7. pitch and jaw the needle until it blends with the background (with the disc with numbers).
8. to check rotate the needle and be sure it always touches the background
9, take note of the pitch and jaw values and you can close every isolated object
10. use that values to correct the needle position when isolating again just the needle (chances are that all the needles in the same car need the same correction)
11. save the new needle as .3ds
12. replace the original needle with your new .3ds

EDIT:
I think .3ds is the native extension that 3dsimed uses ...if it is not, use the right file extension

ps. there are many ways to approach the problem; this is just the first that come to my mind.

ie. You can check the angle of the disc when is is in the original position and when it is centered (flattened) with the vertical plane, and use that values, etc...
Ah, thanks. Was hoping for a simpler solution, like adjusting a config file like you can with digital displays. I don't use 3DSimED.
Thanks anyway.

I wonder why so many modders manage to get needle alignment wrong? Do they only look at their work face on and not with any sort of 3D perspective, lol?
 
Some mod has replaced all the pit crews with PS1 quality grid girls holding signs that are at least 2 miles in size. I've gone looking through a whole bunch of files and can't find a way to get rid of this and I have no idea what caused it in the first place. Can anyone help? As you can see, this is as good as a total game breaker, as these signs are animated and drift across the race circuits. This is just me in practice mode, now imagine a full grids worth of these floating around :banghead:


dcQ1FTv.jpg
Oof. Hope you get that sorted out.
Any idea what mod might have caused this, so that the rest of us can avoid it?
 
hahaha... they usually pick the tacho, speedometer and things from other cars (at least I usually do), and assume the alignment is correct.
without a VR it is really hard to spot if the thing is aligned properly between other hundreds details in a cockpit that require the modder attention.

here an example of 2 cars I am working on, the firebird with the tuned hemi of 700 HP and a Ghia with an old porsch 911 engine inside:

__custom_showroom_155qmjnr.jpg


__custom_showroom_155najju.jpg


at the moment I am trying to figure out how to make the gauges for the oil temp and pressure work on the firebird, and on the Ghia the needle on the tacho taken from the chevy belair is missaligned, but I woldn't have spot it unless it were missaligned by a lot, so the top of the needle disappears uder the disc when at 7000 rpm :) and the overrev led was not present... just painted, so at the end I had to redo the whole thing practically from scratch, using that design as a template :P

So yes, the answer is simple... when you "steal" things, you steal even the errors that are included... if I had made that tacho myself from scratch, the needle would have been spot on.
 
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