Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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Grip is definitely affected my end. Lap times are appropriately slower. I tend to run 50s and 60s sports and GT cars and most of them feel more or less "realistic" in the wet. I remember when I first got RainFx I took a 250GT Ferrari out at Kunos Brands Hatch. When there was a lot of water on the track you could really feel the physics as the car hit a deep puddle going down what is now known as Hailwood Hill under the bridge towards Druids. It was quite a visceral moment.
Yeah, here too. But I should add that - for some (to me) unknown reason - not all car/track combinations provide the same feeling (also depending if I have extended physics ticked).
E.g: the Reboot BAC Mono car (with extended physics) is always behaving as I would expect IRL on wet tracks. Some other cars (ext phys ticked or not) never feel right in t the rain.
 
I'm sorry I initially thought Luca wasn't involved but just copyrighted for having copy pasted his physics.
And sorry for have tried to discourage you from making a 2010 mod, i thought instead you could made a year we don't have
yes yes you have my consent, indeed, I'm changing some stuff, less grip, engine output curve, and gear ratios

(sto lavorando un po sulla fisica, hanno troppo grip e vanno fuori giri subito, quindi avranno un po' meno di carico aerodinamico e rifaccio la curva di erogazione della potenza)
 
Yeah, here too. But I should add that - for some (to me) unknown reason - not all car/track combinations provide the same feeling (also depending if I have extended physics ticked).
E.g: the Reboot BAC Mono car (with extended physics) is always behaving as I would expect IRL on wet tracks. Some other cars (ext phys ticked or not) never feel right in t the rain.
Yeah without the box ticked it looks like it doesn't really affect anything other than visual. With the box ticked(the car here was a VRC LMP1 car) light drizzle takes a while for the track to start to be effected, once it started to rain heavier you start to get more feel that its wet, but going from "its manageable on slicks" to "**** this needs wet tires" for me was like very sudden in the middle of the lap. Maybe the dampness changed drastically around a long lap at Le Mans....

I also noted the AI cars doesn't seem to be affected much at all. Around the time I pitted for rains and was doing wet lap times the AI set the fastest lap of the session....

Was wondering if something needed for AI to be affect by rain as well...

I also thought it was kinda weird that if I run the slicks in the wet, I actually overheats the rear tires just but driving from I guess, wheel spin? Not sure thats how that supposed to work...
 
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Hi All,

I am looking for a solution to adjust some mod cars headlights which are blinding bright. If anyone have an idea I really appreciate the help.

Thanks in Advance
 
I'm very fascinated about the fact that there is any Dallara EF320 mod yet in AC or at least I didn't hear anything about someone working on it so I think it's time to have something of it, no?

1655298118912.png

1655298137906.png

As I did with the USF-17 bodywork chassis, I'm gonna try to adapt it to the Tatuus FA01 and inject it through CSP model replacement feature. The model is still in WIP. Don't expect any high quality 🙂
 
...or adjust the animation (random values below):
INI:
[SHADER_REPLACEMENT_...]
MATERIALS = ADVERTISEMENTS?, GANTRYA_AD?, TALLGANTRYADVERT
PROP_0 = offsetDSpeed, 0, 0.06
PROP_1 = pauseTiming , 1, 1
The Properties are documented here: https://www.racedepartment.com/downloads/stflow-shader.23999/
Or try these settings:

INI:
[SHADER_REPLACEMENT_...]
ACTIVE=1
DESCRIPTION= StFlow settings
MESHES =
MATERIALS = ADVERTSEMENTS?, ADVERTISEMENTS?, GANTRYA_AD?, TALLGANTRYADVERT
PROP_... = offsetDSpeed, 0, 0.0278
PROP_... = offsetNMSpeed, 0, 0.0278
PROP_... = offsetNMdetailSpeed, 0, 0.0
PROP_... = pauseTiming, 5.0, 0
 
For those interested, I amended the "Mods" .json file with what I have shown below as example

{
"name": "1900s",
"description": "1900s",
"filter": "tag:1900s",
"icon": "1900s.png"
},
{
"name": "1910s",
"description": "1910s",
"filter": "tag:1910s",
"icon": "1910s.png"

it is found in folder \AppData\Local\AcTools Content Manager\Data (User)\Car Categories

I then put a tag on each car corresponding to each decade, tedious work the first time but when adding new cars it is fairly quick process which i do when making my previews.

Shown below is the Itala where I added "1900s" as a tag for that car

View attachment 1160960

If any help I have uploaded my JSON file and Fonts .png files I made up for each decade, extract then transfer these directly into the folder mentioned above and should work if you update your tags on each of your cars.

Quite exciting as I'm sure a lot more ideas could be made to filter and separate using this method. Can be a bit overwhelming to remember or browse all the great mods, even when I spend a lot of time reducing the content kept on system.
Can you please tell where I can find this car?
Thank you.
 
And here we go again, still another evolution from the "marc_13000+ACU" conversion. Why does no one work on the terra21 instead?

@Pyyer which Canada track will you use for your extension?
I'm wondering the same thing, Assetto Corsa is a simulator, the modding community should work in this sanse too
 
Or try these settings:

INI:
[SHADER_REPLACEMENT_...]
ACTIVE=1
DESCRIPTION= StFlow settings
MESHES =
MATERIALS = ADVERTSEMENTS?, ADVERTISEMENTS?, GANTRYA_AD?, TALLGANTRYADVERT
PROP_... = offsetDSpeed, 0, 0.0278
PROP_... = offsetNMSpeed, 0, 0.0278
PROP_... = offsetNMdetailSpeed, 0, 0.0
PROP_... = pauseTiming, 5.0, 0
Thanks all! This code would go in an ext_config.ini file in an 'extension' folder within the track folder?
 
Thanks all! This code would go in an ext_config.ini file in an 'extension' folder within the track folder?
Yes, I put it into the extension config and it works like a charm.

Since I couldn't find anything, here are my basic rainfx for Montreal:

[RAIN_FX]
PUDDLES_MATERIALS = groove, ROADA, RDABD, RDILCS, ROADB, CONCPITS,
SOAKING_MATERIALS = groove, ROADA, RDABD, RDILCS, ROADB, CONCPITS,
SMOOTH_MATERIALS =
ROUGH_MATERIALS =
LINES_MATERIALS =

EDIT: Way better rain fx: https://www.gtplanet.net/forum/threads/assetto-corsa-pc-mods-general-discussion.307899/post-13756698
 
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Or try these settings:

INI:
[SHADER_REPLACEMENT_...]
ACTIVE=1
DESCRIPTION= StFlow settings
MESHES =
MATERIALS = ADVERTSEMENTS?, ADVERTISEMENTS?, GANTRYA_AD?, TALLGANTRYADVERT
PROP_... = offsetDSpeed, 0, 0.0278
PROP_... = offsetNMSpeed, 0, 0.0278
PROP_... = offsetNMdetailSpeed, 0, 0.0
PROP_... = pauseTiming, 5.0, 0
Great work, thank you.
Tried to do that by trial and error but I could not get the timing right...
May I ask how you calculated the exact values for speed and timing?


EDIT: Sorry for serial - posting...
 
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We only have this one which is the SCCA mustang with Zin5ki's nice Saleen skin #6,553:
View attachment 1161085

Until someone converts this bad boy and its a very good model too:
View attachment 1161084

And speaking of Zin5ki's skins. I did again were someone else already made the skin, but I didn't know he already made it. That's what I get for not asking...
View attachment 1161087
Zin5ki's and Mine
keeping that noted ;)

and also...another teaser. A car that I really love even if i wasn't able to see it since I was a baby but I can in a certain game ;)

teaser.jpg
teaser2.jpg
 
Does anyone know of an existing track that has a digital leaderboard that displays the running order with the car's number, not driver initials? RMi suggested Charlotte a few pages back, but that displays name\initials, not number. I need to see how you write the .lua for the car number.

Thanks...
 
For those interested, I amended the "Mods" .json file with what I have shown below as example

{
"name": "1900s",
"description": "1900s",
"filter": "tag:1900s",
"icon": "1900s.png"
},
{
"name": "1910s",
"description": "1910s",
"filter": "tag:1910s",
"icon": "1910s.png"

it is found in folder \AppData\Local\AcTools Content Manager\Data (User)\Car Categories

I then put a tag on each car corresponding to each decade, tedious work the first time but when adding new cars it is fairly quick process which i do when making my previews.

Shown below is the Itala where I added "1900s" as a tag for that car

View attachment 1160960

If any help I have uploaded my JSON file and Fonts .png files I made up for each decade, extract then transfer these directly into the folder mentioned above and should work if you update your tags on each of your cars.

Quite exciting as I'm sure a lot more ideas could be made to filter and separate using this method. Can be a bit overwhelming to remember or browse all the great mods, even when I spend a lot of time reducing the content kept on system.
Many thanks man. Really appreciated. So the tags themselves are a property of each car? those cannot be shared also?
 
Hello guys, today I release the first beta of my F1 2010 conversion.

Before continuing I would like you to read the following :
This is a beta, which purpose for me is to gather feedback before releasing a first V1. I won't have much time to work on it which is why I'm releasing a beta. So that I can take my time for the final release and get something useful in between to have a more polished version at the end
This is my first time doing a conversion. I was disappointed by SimDream bad conversion and since I loved the 2010 season so much I decided to jump into modding to do it myself since nobody really wanted to make a better one. So do not expect that everything will be perfect. I am doing my best to make it as good as possible and put a lot of effort in this one.

Now onto the mod.

  • It contains all the cars from the 2010 season, using Codemasters models and the Ferrari virtual academy model for the F10 as it is the most accurate version.

  • The sound of the cars have been made by Momo Soundmodding. He has done an amazing job helping me doing them. All 4 engine have their soundbank. Mclaren and Renault will also have their variation.

  • The sounds are in beta. While the ferrari and renault and cosworth sounds great, the mercedes and mclaren do have a bit of issue. But the sound will be improved in the V1.

  • The physics was made by Luca Ponz, you should already know him for his great work with fixing simdream mods. The cars are fun to drive and feel great, BUT there is an issue currently that still needs to be fixed. If you change something in the setup, the car is undrivable. The reason for that is because changing the setup makes the car too light on the rear train. So physics will also have an update to be better and fix that issue.

  • The Renault and Ferrari skin an ao map was reworked by Yezhrod, also known as @TabsGaming42 here, to look better in-game. But he doesn't have much time to help me with the other car so the rest have been made by me. While most cars look great, the Mercedes and McLaren do have a bit of an issue, mostly the Mercedes skin being too light and sponsor fading away when there's too much light on it, and the McLaren metallic effect still needs to be worked on. I changed the AO map in order to change the reflection around the sponsors in order to avoid the sponsors disappearing when there's sunlight on it.

  • Car shadow still needs to be fixed once I learn how to do it. Some cars have non-functioning mirrors because I don't know. I've done the correct step on mirrors.ini But I should be able to find a solution. Seeing as mirrors is a minor issue and that even real F1 driver doesn't need them (wink) I will fix it later.

  • The suspension also doesn't move but dunno if plan to fix that. Seeing that I must learn a lot of things before getting an animation done I doubt that I'll be able to learn it anytime soon since I have exams and the Erasmus exchange coming up.


    Credit : GTplanet members for answering my questions and helping me with various issues I encountered, since I'm new to modding I discovered everything and you people allowed me to advance further by helping me.
    Momo soundmodding for the engine sound and Luca Ponz for the physics.
    @TabsGaming42 for the rework on the Ferrari and Renault.
    Flasher for helping me with making the car look better and sharing his knowledge with me on how to use the shaders settings and how to tweak them. Also helped me with skin correction and coloring the McLaren wheel.
    Mrhd for helping me with making accurate T-cam views, as well as showcasing.
    And Timonike for helping me with fixing the McLaren AO map in order to fix the sponsors fading away.


    Futur plan :
  • Add some liveries (different liveries that teams used throughout the year)
  • Fix physics issues and Improve sound
  • Improve car Shadow and skin issues on some car
  • Makes tyres texture work with CSP so that it change when you select either soft or hard compound




    If you want to help me with this mod and fix something you're more than welcome.


    You can now enjoy a better F1 2010 mod that makes justice to the awesome season on Assetto Corsa ! Please give me a feedback about it if you see something that needs to be fixed.


    Link : https://sharemods.com/z9xl2uhkhce0/F1_2010_V0.1_Cimmerian_Iter.7z.html



    If you want to share the mod, please share the post not just the mod link. It's very important for me.

I don´t know if it´s just for me but all cars except the Mercedes powered ones have no sound.

As you said, the rear end of the cars are a little bit on the lighter side but still fun to drive!
 
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