Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
  • 142,041 comments
  • 39,416,630 views
Nissan GT-R NISMO GT1 (R35) Pack

Last mod for a long time.. I'm really sorry.. :guilty:

It's just a Rework of my old mod with :

New skins
AO
2009 to 2011 spec (spoiler and splitters)
Endurance added (Special lights worked)

Thanks for your support !

View attachment 1161320
Thank you for this. And thank you for all the amazing mods you've put out there fantastic. I hope all is well.
 
Lime Rock Mountain

CSP is required


This started as a request by @SGETI to upgrade the trees and grass and I quickly realized it was a perfect opportunity to try and learn how to do some new things. The track was already complete, it just needed some modernization. Please don't expect much. I am not a track maker or a 3D model maker. There are plenty of mistakes that I don't have the know how to fix right now so go easy on me. Texture tears, misaligned textures, etc. None of the problems are game changers though so I think the track is in a good enough state for people to enjoy until I figure things out. For now, I need a break. Don't know how these track making guys keep pumping out great tracks without getting burnt out.

All credit for everything on this track goes to the work of other people who are listed. I simply put everything together. If you want to give me credit for anything, I guess you could say the trees and grass textures are my doing along with a couple of minor objects.

Original Track by Legion, updated with permission
AI by @sab001
Rainfx by @twobegreen
Cams by @DaBaeda
3D objects by the Reboot Team. If they request, I will gladly pull the track for using their objects.
Thanks to @RMi_wood , @pugsang , @flyingsaucer , @norms , @gunnar333 and @Mike08 for answering my stupid questions over at @Breathe discord channel.
Thanks to @skupz0009 , @SGETI , @sab001 and @andrevr for testing the track and input on improvements.
Special thanks to @gunnar333 for the help with the digital leaderboard and letting me use his flag light object from Sachsenring as well as @sab001 for the new AI.

Changes:
-- Road, Tree and Grass texture changes.
-- Changed material assignments for concrete runoff areas to react like road, not gravel. Not sure what they were supposed to be, but they had road textures assigned to them so I gave them road physics.
-- Added lights and light poles around the track for night racing.
-- Added collision physics to light poles, walls and fences that did not have them.
-- Higher quality billboard textures.
-- Added missing shadows on some objects.
-- Proper water material assignments.
-- Added grassfx and lightingfx.
-- Added seasonal adjustment changes.
-- Realignment of some tree objects to get them off the rails and fences.
-- Added tree objects to the left of the front stretch to hide the dead space. Can still see if you use a high angle camera.
-- Added treewalls to try and hide some distant terrain issues.
-- Start-Finish and Flag Lights.
-- Some terrain holes repaired mostly in the highly visible areas. Lots of other ones if you look around hard enough.
-- Fixed some object flickering. Still working on a few other ones.
-- Simple track .vao patch. Probably needs a better one done by someone who knows what they are doing.
-- New trackside objects from Reboot Team's Lime Rock Park.
-- New AI lines by @sab001 .
-- Rainfx by @twobegreen .
-- Track cams by @DaBaeda and two edited @DaBaeda cams with different positions.

Things I hope to fix\accomplish:
-- Better seemless blend between road and grass edges.
-- Figure out why I have grass spawning on the road edges.
-- Fix remaining holes in terrain on non-drivable areas.
-- Fix misaligned road texture in a few spots.
-- Improved road mesh

Lime Rock Mountain v1.04
 
Last edited:
I assume Diego is aware of Pyyer's recent releases, but he was probably expecting to see some WIP shots for the upcoming Canada race. I know it has become a habit to expect an update from Pyyer before each race, but we should all be aware that he does all this in his spare time and that he has no obligation to do so. I have been to France more than once during the summer and there are dozens of things I would rather be doing than sitting in my man cave placing virtual bridges, TecPro barriers or banners on a virtual race track.

this.

i was refering to baku .. i know he released it on his patreon. but normally he would release stuff after the GP
so my thought was if he was going to only release his work on patreon going forward or if he will still be uploading to RD.

I think he was busy at La Sarthe circuit gaining some RL footage and impressions over the weekend and he just took some rest. Give him time, he will be back soon.
Thanks a lot for the comprehension 👍
I was indeed in Le Mans for the weekend so everything was delayed and a bit of tiredness coming home (typical with two consecutive f1 weekends and those who have already been to Le Mans will surely know what I mean 😅)

Working hard on Montreal extension now, schedule will probably be the same as last weekend : early access release on patreon then release a few days later on RD

Here's some teasing of WIP! 😉

Screenshot_rss_formula_hybrid_x_evo_honda_montreal_15-5-122-23-3-17.jpg
 
Thanks - I shall try! :)
edit: Bah! Both are already empty.
Thanks for the suggestion anyway.
I just set up Simplygon on a different PC but failed to retrieve a license using two different MS accounts. I might give it another try on another PC and with another MS account, but that will have to wait until tomorrow. Any chance you can restore your working license file from a backup?

Mine looks like this:
XML:
<?xml version="1.0" encoding="utf-8"?>
<License>
  <Application>Simplygon</Application>
  <Platform>SDK</Platform>
  <Version>9</Version>
  <LicenseKey>...</LicenseKey>
  <Type>Free</Type>
  <LatestUpdate>2022-06-15</LatestUpdate>
  <ValidToDate>2025-01-01</ValidToDate>
  <InstallationID>...</InstallationID>
  <EULA>UGxlYXNlIHNlZSBzaWduZWQgYWdyZWVtZW50Lg==</EULA>
  <ActivationKey>...</ActivationKey>
  <SendTelemetry>false</SendTelemetry>
</License>
 
Thanks a lot for the comprehension 👍
I was indeed in Le Mans for the weekend so everything was delayed and a bit of tiredness coming home (typical with two consecutive f1 weekends and those who have already been to Le Mans will surely know what I mean 😅)

Working hard on Montreal extension now, schedule will probably be the same as last weekend : early access release on patreon then release a few days later on RD

Here's some teasing of WIP! 😉

View attachment 1161347

The 24h week is the best week of the year 😁 Do you plan to work on an addon extension for the Le Mans track one day ?
 
Thanks you for your work, saves us all a lot of time and effort!

I could be wrong but: As far as I know track bakery can also handle the "models.ini" file where all the KN5 files are listed, so if you drag this one onto the exe it might work all in one go.
Not sure if this step is needed: the final "models vao patch" can then be renamed to the main kn5 file.

As I said, just a suggestion, maybe you want to try it out and let me know if it works for you.


If this is misinformation, please let me know too, because then I might doing things quite wrong all the time :-)
Yes, once in a while that models.ini thing goes bad...

Here's an example of the spirit of a dead ancestor of mine haunting me while I'm having fun. He's saying "hi!", the unholy thing.
Screenshot_alfa_romeo_sz_s2_1953_gnoo_blas_15-5-122-23-34-28.jpg



...anyway...

VAOs:

1953_gnoo_blas

goldcoast

tr_goldenport
 
I just set up Simplygon on a different PC but failed to retrieve a license using two different MS accounts. I might give it another try on another PC and with another MS account, but that will have to wait until tomorrow. Any chance you can restore your working license file from a backup?

Mine looks like this:
XML:
<?xml version="1.0" encoding="utf-8"?>
<License>
  <Application>Simplygon</Application>
  <Platform>SDK</Platform>
  <Version>9</Version>
  <LicenseKey>...</LicenseKey>
  <Type>Free</Type>
  <LatestUpdate>2022-06-15</LatestUpdate>
  <ValidToDate>2025-01-01</ValidToDate>
  <InstallationID>...</InstallationID>
  <EULA>UGxlYXNlIHNlZSBzaWduZWQgYWdyZWVtZW50Lg==</EULA>
  <ActivationKey>...</ActivationKey>
  <SendTelemetry>false</SendTelemetry>
</License>
If you tell me what to do with all of that gibberish I'll certainly give it a go..! :lol:
 
Guys,who knows, does Rimac Nevera mods are even existed? Apart from Ex-mods one,cuz it's so overpowered and has only slick tyres
 
Last edited:
Thanks a lot for the comprehension 👍
I was indeed in Le Mans for the weekend so everything was delayed and a bit of tiredness coming home (typical with two consecutive f1 weekends and those who have already been to Le Mans will surely know what I mean 😅)

Working hard on Montreal extension now, schedule will probably be the same as last weekend : early access release on patreon then release a few days later on RD

Here's some teasing of WIP! 😉

View attachment 1161347
I could not even imagine how crazy going to LeMans would be.
 
I've re-worked the updated by Marc_13000 (and trashed the old montreal from terra21), then i updated the 2021 work in order to fit the update available on RD by RaceKing2016 (which seems has been removed from RD now).

Now i'm planning to wait the @Pyyer release to see which difference there will be from the 2021 updated track
to anyone interested here the RaceKing2016 update mentioned:

it seems working with the last @marc_13000 update (try)

little refresh for Canada 2021 track
Good base for future Pyyer extention.
Bug fix and tweak here and here...
Link : https://www.mediafire.com/file/1ugusm2wg6heudy/canada_2021.zip/file

View attachment 1160282


and also, i am using this config:



the results of this combo seems to be the best looking Canada Gp ATM
 
Last edited:
Can't find it anymore searching bmw, and didn't reply right away because I was catching up on the thread, but the last post about the BMW M1 Procar when I installed it says it's version 1.61, and the one I had was 1.62???
 
You could drop this ext_config.ini into each skin folder or the car's extension folder to apply the Kunos shader values globally instead of manipulating the kn5 via CM showroom. This will obviously only work in the new showroom and on track though...
Hi could you expand on this a little?
I have a bunch of mods that I have been doing it the other way, but with your way i could just pop that ini file into any car's extension and it'll make it shiny?

Also which parameter controls the mods which go almost white when the sun hits them?
Is it the sunSpecular, 8?

[SHADER_REPLACEMENT_...]
ACTIVE=1
MATERIALS = body
PROP_... = ksAmbient, 0.5
PROP_... = ksSpecular, 0.6
PROP_... = ksSpecularEXP, 100
PROP_... = fresnelC, 0.07
PROP_... = fresnelMaxLevel, 0.6
PROP_... = shadowBiasMult, 0
PROP_... = sunSpecular, 8
PROP_... = sunSpecularEXP, 1500
 
to anyone interested here the RaceKing2016 update mentioned:

it seems working with the last @marc_13000 update (try)




and also, i am using this config:



the results of this combo seems to be the best looking Canada Gp ATM

As said, my work is based on that track and will include:

  • New ext_config scratch made with all the features known
  • New TV Cams by me (and if @racealot allow me i can add his own too, so we will have more than 10 cameras for it)
  • New VAO patches

I've tried in the past his config but (at least on my side, of course nothing against Racealot) my version performs way better (as FPS) and looks more real (but this one is a matter of tastes) :)

Maybe i will release it later today if i found time to check the last things to be sure everything is ok ;)
 
Hi could you expand on this a little?
I have a bunch of mods that I have been doing it the other way, but with your way i could just pop that ini file into any car's extension and it'll make it shiny?

Also which parameter controls the mods which go almost white when the sun hits them?
Is it the sunSpecular, 8?

[SHADER_REPLACEMENT_...]
ACTIVE=1
MATERIALS = body
PROP_... = ksAmbient, 0.5
PROP_... = ksSpecular, 0.6
PROP_... = ksSpecularEXP, 100
PROP_... = fresnelC, 0.07
PROP_... = fresnelMaxLevel, 0.6
PROP_... = shadowBiasMult, 0
PROP_... = sunSpecular, 8
PROP_... = sunSpecularEXP, 1500
Putting this file in the extension folder will overwrite the shader properties for all materials (or meshes via MESHES=*) listed and for all skins, unless you have another ext_config.ini in a skin folder. Changing the shader settings in the showroom will a) not work for encrypted mods and b) create a new kn5 with the new shader settings applied - which means you probably can't use the mod online any more due to different checksums.
I'm can't tell you which effects the individual properties have, but changing the values in the showroom with different lights set up should give you an idea. I also found this video useful:
 
Last edited:
Hi could you expand on this a little?
I have a bunch of mods that I have been doing it the other way, but with your way i could just pop that ini file into any car's extension and it'll make it shiny?

Also which parameter controls the mods which go almost white when the sun hits them?
Is it the sunSpecular, 8?

[SHADER_REPLACEMENT_...]
ACTIVE=1
MATERIALS = body
PROP_... = ksAmbient, 0.5
PROP_... = ksSpecular, 0.6
PROP_... = ksSpecularEXP, 100
PROP_... = fresnelC, 0.07
PROP_... = fresnelMaxLevel, 0.6
PROP_... = shadowBiasMult, 0
PROP_... = sunSpecular, 8
PROP_... = sunSpecularEXP, 1500
welcome back

This looks like default 3dsimed params from a FBX model export
see notes:

[SHADER_REPLACEMENT_...]
ACTIVE=1
MATERIALS = body
PROP_... = ksAmbient, 0.5 ; should be about 3-2.5
PROP_... = ksDiffuse, 0.5 ; should be about 3-2.5 (not present in your example)

PROP_... = ksSpecular, 0.6; should be about 0.1 to 0.05 (this is likely your too bright culprit)
PROP_... = ksSpecularEXP, 100

PROP_... = fresnelC, 0.07 ; (this can cause excessive shine)
PROP_... = fresnelMaxLevel, 0.6 ; (this can cause excessive shine)
PROP_... = shadowBiasMult, 0; (this can cause excessive shine)

PROP_... = sunSpecular, 8; (also a likely culprit, start from 0.01 and test)
PROP_... = sunSpecularEXP, 1500
 
Last edited:
If you tell me what to do with all of that gibberish I'll certainly give it a go..! :lol:
After testing mutliple different accounts on three different PCs, I believe Simplygon is quite picky about accounts and that the problem isn't related to the PC/installation itself. It may well be possible to get a free license with a new Microsoft account.
 
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.
Really nice idea and awesome icons. Could I use them in my mod: https://www.racedepartment.com/down...tegories-and-flags-for-content-manager.28714/ with crediting you, of course?
Yeah that is correct, it was pretty long task initially but once done adding new cars a quick process of adding a tag alongside it. I don't think it's possible to automate the predetermine what decade corresponds to each car and I think only way to share would be to upload every car ui file from my content folder which would be unrealistic.

Worth the effort in the long run though as not only I can have more options to make it easier finding a car to drive, it is much more enjoyable sorting out AI opponents as they come under the tags after adding these shown below.

View attachment 1161274
I have improved it a little. This way, it is not absolutely necessary to tag the cars.
Also, I put this decade stuff into an extra file. I will share this if you give me the rights to do so.

My categories currently look like this, without the cars tagged with decades. It just took the years of the cars. Some decades are missing because I seem to be missing some cars from that era.
I reinstalled my AC on a small SSD a while ago, and then I'm more of a track guy. ;)
categories.png
 
Last edited:
to anyone interested here the RaceKing2016 update mentioned:

it seems working with the last @marc_13000 update (try)




and also, i am using this config:



the results of this combo seems to be the best looking Canada Gp ATM

definately an improvement but the black boards used to hide the annoying ones on the terra21 version need hiding or removing
 
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...
All settings are explained here https://www.racedepartment.com/downloads/stflow-shader.23999/ by the author.

But, yeah, I couldn't make a working calculation with this stuff either. 🤪

The main problem seems to be the time dependency in the calculation. 🤷‍♂️
When I set only half a second as the interval for testing, so that you could see results more quickly, I couldn't simply change it to a longer interval.

So at first I also tried around a bit, approximated roughly and then fine-tuned in smaller and smaller steps.

Sorry I can't be of more help there. Maybe someone else can "enlighten" us? :lol:
 
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)

Very well Luca. Do you think at the end these 2010 mods will be better than the old ones you did in terms of physics?

Grazie mitico
 
46k to count. GTR2 conversion but for what it looks like it's actually okay it's not brilliant as expected but atleast it's not boxy.
It's sad no one has made new models. These are not just GTR2-converts. They're actually from the engine that GTR2 is based upon. It has F1 Challenge 99 - 02 origin. It's almost, ALMOST 20 years old. And that fender gave it away instantly.
 
Sharing a mod? Host it on GTPlanet Downloads. Free, public hosting for files up to 10GB in size.
Back