Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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The waiting is over, the NSX Pack is updated (again)
View attachment 1169991
View attachment 1169993
What's in this pack?
  • Acura NSX 2017 - updated to version 1.5
  • Honda NSX 2017
  • Honda NSX 2017 (RHD option)
Changelog (for acura):
  • Body Remap (All LODs), now original PCARS 3 liveries fit perfectly.
  • Digital speedo shader change.
  • Speedo Background shift light added.
  • Fixed hole in interior (thanks @El Locho for pointing that)
Link (stays same with my first post):


Note:
  • For pro tips and full credits, read Readme.pdf in extras folder.
  • Please Delete the old Acura.
  • Please install manually
  • Maybe this is the final updates of my NSX, still receiving an updates, but not as frequent as before.
Edit: For pureEYE user, If you have blurry digital speedometer, install this. (Optional Update - Thanks @Tummie555 for tips)


Cheers!

There might be an issue with PBR cockpit materials in the RHD car - the metallic parts seem to have lost their metallic properties. Not sure if other materials might be affected too?
 
Can someone please DM me this Porsche 911 (993) GT1 please from 1996
trying to complete this '96 24hrs Le Mans carset
I have URD 1997 version and another '97 version, and the 98 version
but not the 1996.

cheers and thank you

Didn't know if anyone had hit you up on this beast, but here is a version of her with several skins preloaded too!
 
Does anyone know if there are lane limits for Lilsky's Road America track?
When racing against the AI, I realized that it can go off tangent without receiving any cuts. I've searched here on the forum, but without success. Thanks
 
There might be an issue with PBR cockpit materials in the RHD car - the metallic parts seem to have lost their metallic properties. Not sure if other materials might be affected too?
Which metallic parts? I didn't realize at all / too much script in there :lol: .
I will upload hotfix if I find the culprit.
 
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Guys why since some days I have embarassing differences between AI cars?
I have no randomization and no variance on... but some car lose even 10 seconds from the leader of the same class... (most of this breaking early and the accelerating again into corner)

What the hell is that
 
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Guys why since some days I have embarassing differences between AI cars?
I have ni randomization and no variance on... but some car lose even 10 seconds from the leader of the same class... (most of this breaking early and the accelerating again into corner)

What the hell is that
yeah I hate that too, sometimes I crash them because of that
 
Guys why since some days I have embarassing differences between AI cars?
I have no randomization and no variance on... but some car lose even 10 seconds from the leader of the same class... (most of this breaking early and the accelerating again into corner)

What the hell is that
Assuming that you are using mod cars. The AI file is by far the most overlooked file by modders. Usually just a copy and paste job from another car. The early braking and then speeding to the corner sounds like the look_ahead value in ai.ini.
 
Assuming that you are using mod cars. The AI file is by far the most overlooked file by modders. Usually just a copy and paste job from another car. The early braking and then speeding to the corner sounds like the look_ahead value in ai.ini.
Yes, I discovered that also the leader breaks early and then speeding again intorno corner...

(But the slowers cars do it way more, it's crazy)

Do you know If I need to rise the look ahead value or lower it?
And which of this 3?
BASE=
SPEED_GAIN=
GAS_BRAKE_LOOKAHEAD=


Thank you... sorry I passed week to install the mods and now if I dont solve this I feel it unplayable
 
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Thanks for sharing, I do have some constructive criticism though.

History shows that if your name is not listed in the ui_car.json author field (and sometimes even if it is), it is not your mod.... at least not for a long time.

Seriously, could you please add your name, a version number and contact data (Discord, FB page, etc.) to the json file and remove the backup kn5 to save some space? Also some details about the origin of the 3d model would be much appreciated.

...and maybe exchange the logo.png :)

View attachment 1170002

Quickfix for the wipers (feel free to include in your mod):
View attachment 1170014 View attachment 1170016
thanks for telling me, it's my first mod, so I accept any advice to improve
 
Tracks listing update

What's new?


Added 2 types of icons in the download column: 1 for Patreon
1657255787369.png
and 1 for paid mods
1657255831239.png



Red Bold : news and updates (tracks) from 24/06/2022 --> 07/07/2022
Red : news and updates (add-ons) from 24/06/2022 --> 07/07/2022


Yellow Bold : news and updates (tracks) from 08/07/2022 --> TBA
Yellow : news and updates (add-ons) from 08/07/2022 --> TBA


As always, thanks to all the modders who amaze us every day.
Thank you guys

Have a nice weekend

ACTL v3.0 by Breathe
 
The waiting is over, the NSX Pack is updated (again)
View attachment 1169991
View attachment 1169993
What's in this pack?
  • Acura NSX 2017 - updated to version 1.5
  • Honda NSX 2017
  • Honda NSX 2017 (RHD option)
Changelog (for acura):
  • Body Remap (All LODs), now original PCARS 3 liveries fit perfectly.
  • Digital speedo shader change.
  • Speedo Background shift light added.
  • Fixed hole in interior (thanks @El Locho for pointing that)
Link (stays same with my first post):


Note:
  • For pro tips and full credits, read Readme.pdf in extras folder.
  • Please Delete the old Acura.
  • Please install manually
  • Maybe this is the final updates of my NSX, still receiving an updates, but not as frequent as before.
Edit: For pureEYE user, If you have blurry digital speedometer, install this. (Optional Update - Thanks @Tummie555 for tips)


Cheers!

I have a feedback regarding the car's tyres is that they don't seem to work with extended physics. I tried looking into the tyres.ini and the LUT files and I can't seem to find anything strange. Also, the analogue temp gauge seems to be working like a oil pressure gauge. But other than that, good job!
 
I have a feedback regarding the car's tyres is that they don't seem to work with extended physics. I tried looking into the tyres.ini and the LUT files and I can't seem to find anything strange. Also, the analogue temp gauge seems to be working like a oil pressure gauge. But other than that, good job!
Thanks for the feedback!
  1. For the car's tyres, I don't know much about it, because I don't use extended physics, and I don't know much about physics, especially tires (look readme for credits)
  2. For analog temp gauge, yes, that's my fault, I don't know why I use oil pressure gauge, instead using vanilla analog temp.
Maybe there's a hotfix alongside RHD metallic part problem.
 
Which metallic parts? I didn't realize at all / too much script in there :lol: .
I will upload hotfix if I find the culprit.
All of the interior trim on the doors, centre console etc... basically most of the 'grey' stuff in the RHD cockpit has less of a metallic/satin-chromed look compard to the LHD car's trim, which looks a lot nicer. Not sure what the issue is, but the material properties are certainly different.
 
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All of the interior trim on the door handles, centre console etc... basically most of the 'grey' stuff in the RHD cockpit has more of a metallic/satin-chromed look compard to the LHD car's trim, which looks a lot nicer. Not sure what the issue is, but the material properties are certainly different.
Ah! I found the culprit, thanks anyway.

RHD Version.
Screenshot_nerd_honda_nsx_17_rhd_enna_pergusa2003_8-7-122-13-1-18.jpg
LHD Version.
Screenshot_nerd_honda_nsx_17_enna_pergusa2003_8-7-122-13-1-57.jpg
I forgot to change extension config for RHD, because RHD uses different mesh name compared to LHD one (because mirroring copies the original, so the new mirrored one uses different name).

The Hotfix will be uploaded shortly.
 
Ah! I found the culprit, thanks anyway.

RHD Version.
View attachment 1170287
LHD Version.
View attachment 1170288
I forgot to change extension config for RHD, because RHD uses different mesh name compared to LHD one (because mirroring copies the original, so the new mirrored one uses different name).

The Hotfix will be uploaded shortly.
Great - thanks!
Please note I edited my original post to read "...most of the 'grey' stuff in the RHD cockpit has less of a metallic/satin-chromed look compard to the LHD car's trim..."
It was a typo.
As they say... less is more..! :lol:
 
Great - thanks!
Please note I edited my original post to read "...most of the 'grey' stuff in the RHD cockpit has less of a metallic/satin-chromed look compard to the LHD car's trim..."
It was a typo.
As they say... less is more..! :lol:
No wonder why I confused at first read😅
 
Guys why since some days I have embarassing differences between AI cars?
I have no randomization and no variance on... but some car lose even 10 seconds from the leader of the same class... (most of this breaking early and the accelerating again into corner)

What the hell is that
I remember having the same issue with the AI (braking early and then accelerating into the corner) a couple years ago when I was still playing on ps4 against 70% AI, so this problem has always been there, but now on PC racing against 100% AI works well for me, no strange braking detected.
 
I remember having the same issue with the AI (braking early and then accelerating into the corner) a couple years ago when I was still playing on ps4 against 70% AI, so this problem has always been there, but now on PC racing against 100% AI works well for me, no strange braking detected.
How do you set the other componenti?
Variation? Aggression? Optional strenght of every single driver?
('Cause I'll be last everywhere against AI 100%... and also I think I tried yesterday even 100% AI but problem seemed still there)
Thank you
 
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How do you set the other componenti?
Variation? Aggression? Optional strenght of every single driver?
('Cause I'll be last everywhere against AI 100%... and also I think I tried yesterday even 100% AI but problem seemed still there)
Thank you
My settings are opponent's strength 100% - no variation, opponent's aggression 100% - no variation (even if sometimes they are too agressive :D), by the way I suspect this strange behaviour is the way kunos slow down AI (keep the same cornering speed but braking 20-30-40 metres earlier, but I'm no expert so if I'm wrong feel free to correct me) so even if 100% AI is really fast it's also the most realistic.
 
Hi all,
I'm running the latest version of Content Manager (0.8.2439.39630)
I noticed that in this version it thinks that any mention of certain letters in a car name, is a URL link (which of course it isn't)
Looked in the settings where I can turn this off, but I have not found anything related to it.
Anybody else has this problem?
 

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My settings are opponent's strength 100% - no variation, opponent's aggression 100% - no variation (even if sometimes they are too agressive :D), by the way I suspect this strange behaviour is the way kunos slow down AI (keep the same cornering speed but braking 20-30-40 metres earlier, but I'm no expert so if I'm wrong feel free to correct me) so even if 100% AI is really fast it's also the most realistic.
What I've seen watching hundreds of laps from AI (different cars, different tracks)... is that the greatest way to slow the slowest one is to make them brake too early, too much early that they accelerate again before the corner starts... I hate this


Even the leader can be seen doing the same but in a less noticeable way
Also, it change from car to car
The latest formula alpha for example is tragic
 
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