Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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Coming soon... 🙂


Has this also the new pit building included? Thought I spotted it in the video. I am not that familiar with such stuff but I always see some comments from the "updater" on RD which is working on the marc_1300 track.
 
I've put the CM exe there now as well, but before I ran it from somewhere else (D:\CM\ folder ) , and that seemed to work fine too...
despite the fact there was an older CM executable still in %appdata%/local/AcTools Content Manager, I could launch the new CM from that other location.
So I guess you can keep the exe anywhere you want, it does not have to be in the %appdata%/local/AcTools Content Manager (can be handy if you want to quickly launch previous version for example).
I believe you can have all the previous content manager links and pick and chose whichever one you want.
Mine are in separate folders, I think i did it when i was testing each one.

The main one i use is on the desk top as a short cut.
 
The decades can be used with the tagging of the cars, as @Paintbox did, or simply the year of the cars is used.
This way it is more convenient for all of you. 😁

You can make the year filters a bit more succinct by using a wildcard (*). When I'm looking for cars from a particular decade, e.g. the 70s, I use the following filter:
y:197*

The y is shorthand for 'year', and '197*' means a year of '197' followed by anything else, so it'll match 1970, 1978, 1974, and so on. In the same way, '195*' for example will give any year beginning with 195, so 1950-1959. The 1800s filter would just be 'y:18*' - any year beginning with '18'.

It's possible to do the same thing with the tags too if needed, to cater for people who may tag their content with a specific year or miss the 's' off the end. Tags generally need a little more care though, '195*' might match a car tagged with something like '195Inter' (although in that case it's already a 50s car!).
 
Excuse me for asking, has anyone done a balance of performance on the 1988 F.1 mod, because the car models are nice like the drivers' helmets, but the cars are too different in timing.
 
Thanks. I've been trying a few combinations and got some real nice skins.

But there's one peculiarity with the car- the decals on the door. Looks like it's part of the kn5. So all cars seem to have the same number 25 on the side. I noticed with your skins the numbers are not on the same position on both doors. So getting rid of them would be the best solution but not the simplest, or maybe it is but I don't know how. Could you help me out or point me to a tutorial that could show me how, if you don't mind?
I'm not really a modder, just some very few simple tweaks done in the past so I could use some help.
Indeed if you want to make skins with a different umber on the sides, you can take the decals_d.dds from any of my folders, and put a different number , then save it to a new skin folder... In case you don't know how to work photoshop or GIMP, here is a blank decals_d.dds (without number) I already did for you quickly, then you can make skins without any number (the decals file overrides the one embedded in the kn5 , which has nr 25 indeed).

PS: this paint_map.dds I have put in all skin folders and told u to copy if you should make extra skin folders,
that serves to fix these jaggy edges in the paint:
1655486069015.png

turns out this removes the paint glossyness/shine as well... so you get a "mat" paint look...
I don't know how to get rid of these without loosing the shine.
So it's choosing between bad or worse (or which you preffer, glossy w some minor artefacts or mat with less of them.)
Simply remove the file and check out the difference in CM Showroom.

If anyone knows how to remove these artefacts and make the skin 'clean', please share the nesc. file (edited paint_map.dds or other file that needs to be replaced).

(But I guess some here will think we've already spent too much time on an EX Mod car... ;) )
 
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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?


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 🙂
Yeah it will be good!

But why did you want to adapt it into the Formula Abarth???

The dallara 312, 317 and the 320 is the same chassis.

I qoute from the official website:
"The Dallara 320 car is based on the previous generation of Formula 3 car, the Dallara 317, which at the end of the 2019 season ended its historical cycle. In fact, from this car it inherits all the mechanics, the suspensions and the powerplant. "

So why dont you use the RSR F3 mod as base?

Moreover, if you can 3d modelling, why don't you ask the RSR guys to adapt your model, and make a normal mod? (without CSP replacement) He is still active in Racedepartment!

 
Here's the Audi R8 #1 & #2 from Le Mans 2001. Started from VRC skins, and logos from the internet, and the numberplate from RD by Bumblebeetuna. These skins use CSP to hide the position-indicators from the sides and mirrorbacks since they weren't there then. A few touchups to do and will be updated. Go fast :)
Audi-R8-2001_1&2_showroom-13-HD.jpg

 
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Yeah it will be good!

But why did you want to adapt it into the Formula Abarth???

The dallara 312, 317 and the 320 is the same chassis.

I qoute from the official website:
"The Dallara 320 car is based on the previous generation of Formula 3 car, the Dallara 317, which at the end of the 2019 season ended its historical cycle. In fact, from this car it inherits all the mechanics, the suspensions and the powerplant. "

So why dont you use the RSR F3 mod as base?

Moreover, if you can 3d modelling, why don't you ask the RSR guys to adapt your model, and make a normal mod? (without CSP replacement) He is still active in Racedepartment!

I think I was ahead of you 😉
1655488284595.png
Screenshot_dallara_f317_pembrey_16-5-122-17-50-41.jpg
1655488170437.png
The first two image is a previous model. The last one is what I have now and after I revise some technical blueprints of the car. I was thinking the Tatuus FA01 because I've already have an add-on for that car, but the wheelbase is not the same and it would be hard to implement. I'm modifying the Dallara F317 from RSR from the raw model. I'll try to edit the less things I can and make it good quality to not annoy them (despite that modding studio is quite inactive since quite some time)

There are many things yet to do such as the holes of the suspension, bolts and such details like that, textures etc...
 
Coming soon... 🙂


this is just fantastic, thank you for giving this track some much needed love!
I'm watching FP1 right now and I noticed two things:

1. The asphalt on the real track is much brighter overall compared to the Terra version.

2. The grass on the real track looks fresher/greener/more saturated, the grass in the Terra version looks quite dark/lifeless/"old".
Same thing for the trees, most of the trees at the real track look greener/fresher.
Maybe you could adjust both the grass and tree textures? It would make the track look much more lively.

Would it be possible to adjust the colors of the asphalt and grass textures with your extension?
Or would it be necessary to update the track itself to change those textures?

And the sausage kurbs in turns 8,9 and turns 13,14 are painted in bright orange.
 
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Raceking2016 released a new amazing update for canada by @marc_13000

https://www.racedepartment.com/down...ccurate-sponsor-boards-for-canada_2021.51822/

keep waiting for @CrisT86 ext config
Due to the fact he re-released it, now i have to re-check the whole update in order to be sure that it's working fine XD
I hope tomorrow to be able to find time, with these temperature (over 35° outside and almost 30° inside) keep the pc cold is extremely difficult while stay on track for hours atm
 
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this is just fantastic, thank you for giving this track some much needed love!
I'm watching FP1 right now and I noticed two things:

1. The asphalt on the real track is much brighter overall compared to the Terra version.

2. The grass on the real track looks fresher/brighter, the grass in the Terra version looks quite dark/lifeless/"old".
Same thing for the trees, most of the trees at the real track look greener/fresher.
Maybe you could adjust both the grass and tree textures? It would make the track look much more lively.

Would it be possible to adjust the colors of the asphalt and grass textures with your extension?
Or would it be necessary to update the track itself to change those textures?

And the sausage kurbs in turns 8,9 and turns 13,14 are painted in bright orange.
The orange kerbs are available on RD for this track. I don’t know if Daniel Paez will do a skin for Pyyer’s extension, but if he does it will be good
 
Optional ext_config with better rainfx thanks to @twobegreen. Added @twobegreen to the track credits.

On a side note, anyone know how you can update a file on Mega with a new version but still keep the same download link? I would like to add this ext_config to the original package for anyone who downloads the track in the future, but I don't want to have to change the link.
 

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And i have the f1 gp circuits of 2021 but came with a zip with vao patches, what are vao patches? How can add the patches to the circuits? Help, please 😃👍
 
And i have the f1 gp circuits of 2021 but came with a zip with vao patches, what are vao patches? How can add the patches to the circuits? Help, please 😃👍
VAO = vertex ambient occlusion.
In layman terms, another hint of shading. Place the vaopatch files near the kn5 ones. That's it.








VAOs:

gt3_track

hawaii_raceway_park

helsinki_thunder
 
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Indeed if you want to make skins with a different umber on the sides, you can take the decals_d.dds from any of my folders, and put a different number , then save it to a new skin folder... In case you don't know how to work photoshop or GIMP, here is a blank decals_d.dds (without number) I already did for you quickly, then you can make skins without any number (the decals file overrides the one embedded in the kn5 , which has nr 25 indeed).

PS: this paint_map.dds I have put in all skin folders and told u to copy if you should make extra skin folders,
that serves to fix these jaggy edges in the paint:
View attachment 1161882
turns out this removes the paint glossyness/shine as well... so you get a "mat" paint look...
I don't know how to get rid of these without loosing the shine.
So it's choosing between bad or worse (or which you preffer, glossy w some minor artefacts or mat with less of them.)
Simply remove the file and check out the difference in CM Showroom.

If anyone knows how to remove these artefacts and make the skin 'clean', please share the nesc. file (edited paint_map.dds or other file that needs to be replaced).

(But I guess some here will think we've already spent too much time on an EX Mod car... ;) )
Thanks for the dds file. Don't know why I was having such a hard time with it.
 
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