- 783
- South Africa
There's an obscure Top Gear / Clarkson / Coiffure / Groove Armada reference joke in there somewhere...nice! only thing missing to stand out and be truly great is an option to open that roof while driving (animated)
There's an obscure Top Gear / Clarkson / Coiffure / Groove Armada reference joke in there somewhere...nice! only thing missing to stand out and be truly great is an option to open that roof while driving (animated)
thanks, didn't know these were there , could come in handy when on a painting spree... but indeed prob never used for majorityPro tip #427
How to recover 2.5 Gigabytes of space from your AC install. (or 3 Gigabytes depending on your choice)
1. Navigate to assettocorsa\sdk\dev\skin_templates (these are skin templates for default content)
2. 7z or zip all the folders = 500mb archive
3. delete all the folders = 3 GB
4. profit!
If you archive, you save 2.5 gb of files you (likely) will never use.
If you do not archive, you will save 3GB of files you will never use.
note: running integrity check will replace all the files.
hi, sorry for the ignorance, but where does this ini file go ? thx!Fixed wipers for the bluebird: https://www.mediafire.com/file/zx1uddx7nf0que4/atcc_nissan_bluebird_910_grpc.ini/file
Now I need to figure out what should be displayed on the digital display and which font to use...
View attachment 1153060
hi Mascot, thanks for the update , I tried it and don't see any diff with this new kn5, for example on the gear shifter, it still shows exactly as before ... ?Thanks for this, it's coming together nicely.
Here's a slightly reworked kn5. I exported and lightened the interior_lod0.png in PhotoShop and adjusted some individual values in CM to allow the vanta blacks to be lightened and to remove the awful smeared-with-vaseline shine on most of the cockpit materials, then converted it to a .dds.
I also fixed the alpha on the switchgear labels to remove their backgrounds.
Like you say, the analogue speedo scaling needs converting from km/h to miles/h to bring it in line with the digital display and to stop the needle heading off the dial at high speeds. Anyone able to do this?
mini_cooper_clubman.7z
1 file sent via WeTransfer, the simplest way to send your files around the worldwe.tl
Please have a look at my signature, there's a link to the README with installation instructions. The R390 wiper config should be ready for upload soon.hi, sorry for the ignorance, but where does this ini file go ? thx!
ps: if someone can give the Nissan R390 (posted by Legion 4 days ago) a consideration for a magical touch...
it lacks working wipers, and also display is badly readable, other then that a nice mod to drive imho, with good sound and not too easy to control)
oops, i'll go ahead and blame it on the small font size ... thanks again and have a great day!Please have a look at my signature, there's a link to the README with installation instructions. The R390 wiper config should be ready for upload soon.
OK, I noticed ths version will overwrite the 'historic' (1991) midohioch from (iirc) Virtua_LM, with updates from TaistoTurri, ai from @KevinK2 and grassFX / rainFX / basic night lights / reworked trees and some other stuff by @slider666.
I have now 4 versions installed to try:Do you want the NAGP version again? I can upload it later if so.
If I remember rightly, the original T21 version was too bumpy and LilSki made it more 'tolerable' for the NAGP version. However, it sounds like Zwiss based his on the NAGP version (smoothing the mesh was the only change that LilSki made), so would naturally be an improvement.
You're right, sorry... this one is different than the other mods since it already had an incomplete config in the main ini.oops, i'll go ahead and blame it on the small font size ... thanks again and have a great day!
EDIT: I tried it like it says in the readme file you provide via signature, nut first did't work...
putting the ini file in the mod extension folder , and include it in ext_config.ini , but I had put the include in the beginning of the file.
Since there is already wiper anim settings in there , the include had to be put at the very end of the file... ( your instructions do not say that, best to include that )
[INCLUDE: ext_config.wipers.ini]
I'd suggest going with something more oldschool (to fit the age of this equipment)Fixed wipers for the bluebird: https://www.mediafire.com/file/zx1uddx7nf0que4/atcc_nissan_bluebird_910_grpc.ini/file
Now I need to figure out what should be displayed on the digital display and which font to use...
View attachment 1153060
992 gt3 cup , Available for free on patreon Guerilla
no worries, it works just fine once i had put the include in the very end ...You're right, sorry... this one is different than the other mods since it already had an incomplete config in the main ini.
Just replace lines 65-98 with this:
INI:[INCLUDE: ext_config.wipers.ini]
View attachment 1153129
I'm using the same fonts (led_big) as the R390 uses for now.I'd suggest going with something more oldschool (to fit the age of this equipment)
some kind a old alarm clock style font like this:
View attachment 1153128
as to what to display, for sure GEAR, SPEED , then maybe prev laptime and curernt difference (always nice to see if you are improving)
but others might argue better to put stuff that are realistic for that timeperiod
ps: I thought you deleted this mod, and didn't think it was worth the time ? (i gave this one initially 3 stars, so I kinda agreed with you there... )
Vanta black you say... that brings back some memories of the BMW X6 exhibition on the IAA in Frankfurt back in 2019 - which was quite underwhelming to say the least. Just going through my photos as I realize that I didn't even bother to take a photo of it...I exported and lightened the interior_lod0.png in PhotoShop and adjusted some individual values in CM to allow the vanta blacks to be lightened and to remove the awful smeared-with-vaseline shine on most of the cockpit materials, then converted it to a .dds.
...
Like you say, the analogue speedo scaling needs converting from km/h to miles/h to bring it in line with the digital display and to stop the needle heading off the dial at high speeds. Anyone able to do this?
tbf they're just using some csp features that are publicly available, so anyone can use them really lolI wonder if getting permission from GUERILLA team we could manage to implement their tyre and suspension models with temperature physics for other AC cars as well or better yet as a global feature throughout the entirety of it affecting any kind of car instead of each one, would further evolve AC into new heights of realism to rival other simracers such as rFactor with a similar tyre physics I presume.
Weird. It obviously didn't save properly.hi Mascot, thanks for the update , I tried it and don't see any diff with this new kn5, for example on the gear shifter, it still shows exactly as before ... ?
View attachment 1153126
and since the love for this car mod seems to be given more, I will hold off emailing Assettoland to update it , until we have a "final" version.
Indeed the analog speedo improvement suggestion is great , and I hope someone here will find the time and joy to do it.
To my view (I am looking),Hi there!
Already discussed earlier in the thread, but which version of the Peugeot 905 is the most recent up-to-date and complete?
This actually has me wondering something, now that I'm back into mod-testing mode, and at the same time I'm figuring out how to drive fast on a wheel in the Kunos cars (so far: surprisingly competent!). What's the best way to tell if a mod has poorly optimized or unrealistic physics, rather than just being a difficult and stressful car to drive? I generally know enough about more well-known cars and their various handling properties to assume certain characteristics: a modern Lotus is practically on rails, a late '60s Trans Am Mustang will want to oversteer you into bad places, a Can-Am Porsche is basically a rocketship on '70s tires so good luck with that, and so on.I deleted the mod again after two laps. The wipers are borked and the textures are stretched in some places, but most importantly I didn‘t like how it drives. I’m not a huge turbo fan. I started to fix the wipers but then figured it was not worth it.
dds is usually texture standard, i think file size is betterIs there a significant bottom-line difference between using .png vs .dds for skins? Visually, framerate, loading time etc...
Now, I promise I will give you my honest opinion, so don't get angry, simply dismiss it as rubbish if you want to... but since you asked:This actually has me wondering something, now that I'm back into mod-testing mode, and at the same time I'm figuring out how to drive fast on a wheel in the Kunos cars (so far: surprisingly competent!). What's the best way to tell if a mod has poorly optimized or unrealistic physics, rather than just being a difficult and stressful car to drive? I generally know enough about more well-known cars and their various handling properties to assume certain characteristics: a modern Lotus is practically on rails, a late '60s Trans Am Mustang will want to oversteer you into bad places, a Can-Am Porsche is basically a rocketship on '70s tires so good luck with that, and so on.
But how do you figure out the finer details and suss out whether a car just needs to be tuned versus whether it's actually that hard-to-handle in real life, and then compare that to the modder's version of the physics? I figure in some cases maybe I could try running a similar lap on the same track with a version of the car made for the game in Project CARS or Forza Motorsport 7, but opinions are so divided as to whether those titles even have a decent handling model that it might not even be a 1:1 experience in a best-case scenario anyhow. Is it just a matter of clocking the miles, getting a general sense of how things "should" feel across a wide array of cars? Do I have to dig into the mod's files to look for any unusually weird settings and parameters for suspension or torque curves? Should I read up on actual real-world drivers' impressions of the car, even if it means having to take the word of a nerves-of-steel repeat champion that an imposing-looking 600-horsepower track special feels "intuitive" to drive? Or should I wait to see if Jimmy Broadbent gets ahold of one and how long it takes for him to start panicking?
.DDS is the standard for textures. PNG does not support alpha channels for example, so PNG is a limiting-solution and overall .dds performs better in terms of framerate and so on.Is there a significant bottom-line difference between using .png vs .dds for skins? Visually, framerate, loading time etc...
This is a good point, actually. One of the reasons I love playing the Forza Horizon games so much is that while you can tell there's actual research and attention put into depicting how certain cars with certain tendencies should behave in the real world, the fact that it's still very forgiving and a bit stylized gives off the impression that, to someone who isn't a hardcore "everything must be 100% precise or else My Immersion is broken" type, this is how it feels for an extremely talented race driver to go all out. Even if the tire model or the suspension might not be at a level of detail to impress iRacing purists, there's still that vibe of being able to hit an apex, control a slide, and lay down burnouts in ways that feel like how most (gasp) "casuals" imagine these cars should actually do like they see on Top Gear or whatever. This might sound funny from someone who posted "where's my Realistic Race-Spec Hakosuka dammit" last week, but it's a learning process for me as I get deeper into this game I've only partially explored. Maybe AC's rep as a "real sim, not like Forza or GT" among some people obscured that for me, and the more I learn, the more I realize that's actually pretty limiting.Now, I promise I will give you my honest opinion, so don't get angry, simply dismiss it as rubbish if you want to... but since you asked:
I think looking for "ultimate realism" in car sims is the wrong approach to enjoy one's past time activity, especially when you look at Assetto Corsa.
My advice? Pick something you would like to drive, something that's interesting to you personally. I for once like to look for (in)famous cars, for example James Dean's Porsche or Mad Max' Interceptor. One's a "real car"but completely thrashed, the other one isn't, who could tell me if the mod I found has "correct" physics?
Usually there several variants out there - try them all if you can, preferably on a track you know well. Which variant is the most fun to drive? Which one doesn't behave like you would expect it to? As you said, does the new mod drive like it's on rails even if you try your hardest to spin it?
The community is vast (which is good and bad), there are guys out there arguing with actual racing drivers because they allegedly read all the spread sheets and know the data.
There are people telling a modder that his Subaru sounds wrong although he modelled it after his real life car...
"That wacky legion, slapping a big wing on a Hillman Imp and dropping a massive Ford engine inside, what kind of nut would get an idea like th--"legion are working overtime at the moment - man I would love to see a nice skin on that charger...
What I like most about his-her-their mods is the first moment you look at it and go "This insane atrocity can't be real" but after looking the car up, you find out that most of them have actually been built.
yes, now i see huge difference, thx!Weird. It obviously didn't save properly.
Try this one.
mini_cooper_clubman.7z
1 file sent via WeTransfer, the simplest way to send your files around the worldwe.tl