Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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Ok. See if this is better. For some reason the wall that was texture split was some other weird mesh. It took some work to redo it with the original wall but I think I got it.

Flags updated with proper shader.

@Frank25 See the bolded notes for the different audio folders. I have included both sets so you can overwrite the existing INI with one to your preference.






i have to pull the link for a bit. I missed naming a couple of walls.
Sir, I have a confession that I added the following to the ext_config.ini to hide the strange looking lights and the rusted pit entry signage from the original:

Code:
[SHADER_REPLACEMENT_...]
ACTIVE=1
MESHES = rechtslicht?, linkslicht?, bridgepitin?
LAYER = 10  ; layers for world-detail setting
IS_ACTIVE = 1 
IS_RENDERABLE = 0
CAST_SHADOWS = 0
 
Sir, I have a confession that I added the following to the ext_config.ini to hide the strange looking lights and the rusted pit entry signage from the original:

Code:
[SHADER_REPLACEMENT_...]
ACTIVE=1
MESHES = rechtslicht?, linkslicht?, bridgepitin?
LAYER = 10  ; layers for world-detail setting
IS_ACTIVE = 1
IS_RENDERABLE = 0
CAST_SHADOWS = 0
lol.. you guys are killing me here...

I like the old rusty sign but I will admit... I never understood why those lights were so big...
I can just pull them so the geometry isnt there?

I think the walls are better but they went to the red striped style and im going to try using the stock guardrail as its very noticable at speed
 
Don't know if you lot know but: Mathias has made some of the GT1s from Race Driver Grid. The others are linked in the Aston Martin stuff but hopefully he or she will make the C5s (if there was some) and the Koneingseggs that was raced in the game.

You are going to need RSS GT1s and Legions DBR9 however the Corvette pack is for URDs variant I recommend using Legions for them.
 
I have the same crap. Cars affected are the Lotus Esprit V8 by Gadu Boyz and some Mustang Cobra SVT.
RE: that encryption thing. Reg. the Alpine 110, you see here, I already did some kilometers in that car
1645307790386.png


Now, without any change in csp version, I can´t drive the car since it only contains of these blue triangles ingame! What the hell is going on ??!

1645307876107.png


Could somebody with csp 0.1.77p1 also test this?
 
RE: that encryption thing. Reg. the Alpine 110, you see here, I already did some kilometers in that carView attachment 1115557

Now, without any change in csp version, I can´t drive the car since it only contains of these blue triangles ingame! What the hell is going on ??!

View attachment 1115558

Could somebody with csp 0.1.77p1 also test this?
Tested with 0.1.77p1. All good here.

alpine.png


I had to go search for the car as I had a similar one in my storage. It has probably the same origin, but lacks some extra's (numberplates, lods...). Just compare the files to check.
You could try if this version has the same issues for you (which it most probably doesn't since there is no encryption on this one).
If not you have a Alpine to drive with until there's a fix for the other :D

https://mega.nz/file/GW5mhBLT#y1rQJN-q4aDxOEhIoUM3XrpkVs5-2CoqiZnSWdWVfl8


Cheers
 
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RE: that encryption thing. Reg. the Alpine 110, you see here, I already did some kilometers in that car

Now, without any change in csp version, I can´t drive the car since it only contains of these blue triangles ingame! What the hell is going on ??!

Could somebody with csp 0.1.77p1 also test this?
Just drove it, looks fine, CSP 0.1.77preview1, SOL 2.2, Pure 0.75, CM 0.8.2358.38968. Source: https://lucac26.gumroad.com/l/Alpine-A110

alpine_a110_2017_premiere_edtn.jpg
 
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RE: that encryption thing. Reg. the Alpine 110, you see here, I already did some kilometers in that carView attachment 1115557

Now, without any change in csp version, I can´t drive the car since it only contains of these blue triangles ingame! What the hell is going on ??!

View attachment 1115558

Could somebody with csp 0.1.77p1 also test this?
I wasnt able to ever get this alpine to work. Tried several csp versions, reinstalled everything. Just deleted it in the end, not worth the hassle.
 
@Wlynsan, I took a couple of minutes to hack together a working wiper config for the Volvo (https://www.racedepartment.com/downloads/1999-volvo-s40-btcc.42565/). It's far from perfect but there's no black magic involved in making these, trial and error after all. Take the configs that have been posted, set debug=1 and load the car into a session. Press F7 if you have free camera mode enabled (F5 alternatively) and aim the camera torwards the windscreen from the outside. Load up the "Animated wipers" tool via the Objects Inspector app and have a look at which meshes go into which slots (Bending, base, arm, ...) and play with the sliders and pivots to see what they do.
Updated wiper animation config for the Volvo S40 BTCC (1999) - the config posted two pages back made the wiper poke through the windshield. Also brought the initial wiper position closer to the center after viewing some images from the real car. The wobbly wiper works well as long as the wiper is turned off. Once turned on there is a bit of a positioning conflict going on. Other cars with wobbly wipers seem to have the same problem.

INI:
[BASIC]
DISABLE_WIPER_KSANIM = 1

[MESH_ADJUSTMENT_...]
MESHES = blade, wiper
MOVE_TO = modelRoot:y

[ANIMATED_WIPER_0]
ANIMATION_OFFSET = 0.230000
DEBUG = 0
MESHES = blade, wiper
UNDERLYING_SURFACE = S40_Wind
GROUP_0 = 'blade@A=2'
GROUP_0_ANGLE_FROM = -41.400002
GROUP_0_ANGLE_TO = 78.599998
GROUP_0_ARM = 'blade@A=1,3-9'
GROUP_0_AXIS = 0.000000, 0.707107, 0.707107
GROUP_0_AXIS_OFFSET_0 = 0.000000, 0.707107, 0.707107
GROUP_0_AXIS_OFFSET_1 = 0.000000, 0.707107, 0.707107
GROUP_0_END = -0.143525, 1.022521, 0.623271
GROUP_0_PIVOT = 0.002563, 0.782120, 1.013794
GROUP_0_RUBBER_FROM = -0.051765, 0.860008, 0.841407
GROUP_0_RUBBER_OFFSET_AMOUNT = 0.007500
GROUP_0_RUBBER_OFFSET_EXP = 1.000000
GROUP_0_RUBBER_OFFSET_POS = 0.000000
GROUP_0_RUBBER_TO = -0.233551, 1.094742, 0.406181
GROUP_0_TWIST_FROM = 0.050000
GROUP_0_TWIST_TO = 0.950000
GROUP_0_BASE = 'wiper@A=*'
GROUP_0_BASE_AXIS = 0.000000, 0.707107, 0.707107
GROUP_0_BASE_PIVOT = 0.002563, 0.782120, 1.013794

; wobbling wiper
[WIPERS]
WIND_AMPLITUDE_MULT=1
WIND_FREQUENCY_MULT=4
WIND_OFFSET=0.08
WIND_THRESHOLDS_KMH=50, 220
 
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sorry all. I missed naming a couple of walls and found some issues with the existing walls.


v1.9 changelog
-Fixed the walls that looked off and triangulated, again, and again and again
-fixed the flag shader shimmering
-added an optional audiosources.ini for no reverb in the stands
-fixed mapping on a billboard.
-removed the big yellow lights that didnt really serve a purpose and was a traffic light for a giant

Instructions In the data folder are two folders. One for reverb and one for reverb only in tunnel.

Just copy and paste the one you want out of the folder into the main folder and overwrite to switch back and forth
Credits
Frasie - Original track
Easy - Conversion
CosmiC10R - updates
CrisT86 - config and help
KevinK2 - AI and help
RT team - Airliner with permission

NOTE
This is the same track as the ACTK version. This was released on RD at Frasie's request.

*I have included v1.4 grassfs in a seperate ini.
If the grassFX in the current extconfig doesnt work try copy and pasting that over*
This was primarily due to seasonal adjustments.
I have attached a seperate INI if you want those adjustments





Changelog

-3 new updated cams by CrisT86
-changed fence texture to a better one
-hand replaced all trees for my 9 tree dds
-upgraded some of the close up to track ones with a high def one and all blocktransformed
-added a few lilacs as well
-Working Dynamic Groove added (redone with New KevinK2 AI)
-Working Flags and better flag poles added
-Balloons using track sponsors added - Credit to Masscot, used his off of RD and retextured to local
-Blimp added with Tobeka Kansas Logo - Credit to Masscot, used his off of RD and retextured to local
-working track lighting
-added light to the tunnels using existing meshes and two different brightnesses.
-updated Config by CrisT86
-AI full update by KevinK2 (way better, cars can go 2 and three wide through corners
-Added RainFX
-fixed floating objects
-removed old 3d people but left some along main straight
-replaced all vehicles including parking lot
-added AC ambulance, Fire truck and moving truck
-added TV van with local Kansas news station
-added AC track marshalls and camera guys
-Added AC crew stuff
-seperated visual and physical road mesh and subdivided road mesh to higher density quad mesh
-added Working green lights and dynamic flags
-added Tv screens on trucks
-added Reverb to all stands and bridges
-added Thanks billboard
-updated Ui.json
-Reboot team Airliner, note - helicopters with Permission pulled temporarily I didn't get this right.
-updated VAO patch


 
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that has to be a currency conversion... im downloading San Carlos for free... im curious now
Yes the conversion happens later in the purchase process.
I'm gonna upload a vid later, physics is nice, a bit on the safe side though.
More or less in the ACL GTR gang power-wise.
 
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@Wlynsan, I took a couple of minutes to hack together a working wiper config for the Volvo (https://www.racedepartment.com/downloads/1999-volvo-s40-btcc.42565/). It's far from perfect but there's no black magic involved in making these, trial and error after all. Take the configs that have been posted, set debug=1 and load the car into a session. Press F7 if you have free camera mode enabled (F5 alternatively) and aim the camera torwards the windscreen from the outside. Load up the "Animated wipers" tool via the Objects Inspector app and have a look at which meshes go into which slots (Bending, base, arm, ...) and play with the sliders and pivots to see what they do.

View attachment 1115522 View attachment 1115523

INI:
[MESH_ADJUSTMENT_...]
MESHES = blade, wiper
MOVE_TO = modelRoot:y

[BASIC]
DISABLE_WIPER_KSANIM = 1

[ANIMATED_WIPER_0]
ANIMATION_OFFSET = 0,180000
DEBUG = 1
MALHAS = lâmina, limpador
UNDERLYING_SURFACE = S40_Vento
GROUP_0 = 'lâmina@A=2'
GROUP_0_ANGLE_FROM = -41.400002
GROUP_0_ANGLE_TO = 78,599998
GROUP_0_ARM = 'blade@A=1,3,5-9'
GROUP_0_AXIS = 0,000000, 0,707107, 0,707107
GROUP_0_AXIS_OFFSET_0 = 0,000000, 0,707107, 0,707107
GROUP_0_AXIS_OFFSET_1 = 0,000000, 0,707107, 0,707107
GROUP_0_END = -0,143525, 1,022521, 0,623271
GROUP_0_PIVOT = 0,002563, 0,782120, 1,013794
GROUP_0_RUBBER_FROM = -0,051765, 0,860008, 0,841407
GROUP_0_RUBBER_OFFSET_AMOUNT = 0,001400
GROUP_0_RUBBER_OFFSET_POS = 0,586000
GROUP_0_RUBBER_TO = -0,227765, 1,096438, 0,410284
GROUP_0_TWIST_FROM = 0,050000
GROUP_0_TWIST_TO = 0,950000
GROUP_0_BASE = 'limpador@A=*'
GROUP_0_BASE_AXIS = 0,000000, 0,707107, 0,707107
GROUP_0_BASE_PIVOT = 0,002563, 0,782120, 1,013794

Edit: adicionei algumas oscilações ao limpador:
INI:
[LIMPADORES]
NAME= lâmina, limpador
WIND_AMPLITUDE_MULT=1
WIND_FREQUENCY_MULT=4
WIND_OFFSET=0,08
WIND_THRESHOLDS_KMH=50, 220
Oh man thx so much god bless you!😅😅😅

I want to know if I can suggest other mods that need this attention...if yes, say here...

Toyota MR2

 
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