Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
  • 140,424 comments
  • 38,827,144 views
You can use any texture that's included in the model kn5 as a replacement for the display:
INI:
[SHADER_REPLACEMENT_...]
ACTIVE = 1
MESHES = CENTER_MIRROR
RESOURCE_0 = txDiffuse
RESOURCE_TEXTURE_0 = common_glass_black.dds

Alternatively, you can use any DDS you copied into the extension folder like so:
INI:
[SHADER_REPLACEMENT_...]
ACTIVE = 1
MESHES = CENTER_MIRROR
RESOURCE_0 = txDiffuse
RESOURCE_FILE_0 = ac_black.dds
Thanks for your help, but I'm not sure where to add these lines. I tried adding the top one to the bottom of the extensions config file within the extensions folder but it didn't do anything.
 
Thanks for your help, but I'm not sure where to add these lines. I tried adding the top one to the bottom of the extensions config file within the extensions folder but it didn't do anything.
do you have data.acd and data ?
ticked “used unpacked data if exists” ?
 
Thanks for your help, but I'm not sure where to add these lines. I tried adding the top one to the bottom of the extensions config file within the extensions folder but it didn't do anything.
Yes, I have data folder and data acd in my car folder. Just not sure where I should put those 2 lines of script above?
can you try this? (make backup first):
 
I would like to assign some specific textures to a differents layout for Spa
there is a way for exemple when I choose Spa 2008 layout(my creation) that the game automaticaly switcht the texture?
Without CSP management or having to make a new .KN5 for it?

Like having a texture folder or else?
 
can you try this? (make backup first):
That has done it..... thank you. I'll see if I can apply the same "fix" to other cars now that I have an example to work from. Thanks to all for your help.
 
You could switch off AutoExposure in the ppfilter:

View attachment 1189979

View attachment 1189980
Thx for that Peter, I learned a new way of playing w the pp filters because of this...

But my initial question is not answered, as I do not use PP (disabled in in video settings).
So autoexposure in the pp being on or off should make no difference... the super bright tunnels are when NOT using any PP filter.
When I enable PP filter, it's fine in the tunnel , even with Autexposure on (but difficult to maintain perfect stutterfree smooth visuals in VR, hence i like to get perfect visuals without using PP)
 
Last edited:
Bit of a WIP Grid Filler

Its a mismash of the various versions found on the interweb (Riveted Metal needs rework/rescale)


RSS 1970 V8 - Equipe Matra Elf Henri Pescarolo version #9

GDrive LINK: https://drive.google.com/drive/folders/1EUGa-s2I7qZxeYN7wcravOywJG9b8J3p?usp=sharing
09_Matra_C61.zip

1970 Championship to follow
View attachment 1190204
View attachment 1190194
View attachment 1190195
View attachment 1190178
Beautiful paint!! Thank you
 
Find of the week:
ControleTechnique.JPG

The BPR series used a sticker for the "contrôle technique" on the Jarama Circuit, where the actual circuit name was spelled "JAMARA".
I found it in a youtube BPR 1994 season review video and had to rework my F40 Strandell #40 skin :D
Front_side_new.JPG

I hope you guys like it.
Daniel
 
There are 115 skins total. I included some of the skins that come with the pack, but with a unified folder structure that is much easier to browse when making grids. We don't have all of the tracks that T/A raced at, but at least we have almost all of the cars now!

Enjoy!
a vast treasure trove ....
Thank you!
 
Lamborghini countach 25th anniversary V2.0

-Fixed a lot of AO issues
-Fixed 3D mesh issues
-Fixed refraction
-Fixed non working gauges
-Added ambient light both outside and inside
-Rim screw issue fixed
-Redone lods
-Added odometers
-Hotfix for the front part of the sides not looking smooth....
8/5/2022-Fixed most of the see trough gaps
8/5/2022-Fixed rear tires.
12/5/2022-some minor stuff has been improved
14/5/2022-digital clock positioned a bit more up its not as low now.
17/5/2022- The should be final update all of the meshes are now smooth there should not be anymore hard like low poly meshes...
If there are any issues with the car please inform me.
Known issues are:
rear plate may flicker


Credits:
Dragster666: conversion to ac
Polyphony Digital : 3D mesh
EA(NFS Heat):Rims
Ama FMOD: sounds
View attachment 1147881

cool car but no download link
can you please reupload

thanks^)
 
EDIT 1845hrs 05092022
Changed Pescarolo number 9 to 4 and added a Beltoise skin (3) as per race numbers in 1970 South African Grand Prix
https://en.wikipedia.org/wiki/1970_South_African_Grand_Prix

RD LINK: https://www.racedepartment.com/down...ipe-matra-elf-bit-of-a-wip-grid-filler.54144/

__custom_showroom_1662398690.jpg__custom_showroom_1662398971.jpg

Adjusted the riveted metal to fit better - doesn't look so false now (?)

Helmets based on Interweb but mine are a bit ropey so if anyone wants to the job properly - Thanks

GDrive: https://drive.google.com/drive/folders/1EUGa-s2I7qZxeYN7wcravOywJG9b8J3p?usp=sharing
Equipe Matra Elf 03-04.zip

Previous post https://www.gtplanet.net/forum/thre...ral-discussion.307899/page-3559#post-13833905
 
Last edited:
Few question about weather/rainFX...

Does the "Grip%" changes with rain?

View attachment 1190092

I enabled the extended physics, kinda let the rain go for a bit and that doesn't seem to change. Looking at AI cars on track they don't seem to slow at all. I look at my teammate's cars and it was slowing down in the rain by like 20 sec a lap. I went out and I can barely stay in a straight line without wet tires....

What else do I need to do to actually have a race with weather for everyone on track?
Interesting, my problem with the AI is just the opposite. They can't even pull out from the pits when it rains, even though they have rain tires on, they drive into the pit wall and keep pushing the throttle, no matter what. I have a random dynamic weather plan in SOL, changing every 20 minutes because I like to be surprised by the weather but when it starts raining the AI go useless.

Other than enabling extended physics, I had to put RAIN_DEV=1 in the car.ini files, otherwise I had no rain physics, it was only a graphical gimmick. So the top section in my edited car.inis looks like so:

Code:
[HEADER]
VERSION=extended-2

[_EXTENDED]
RAIN_DEV=1

Any ideas?
 
Last edited:
Aero Packages 1,2 & 3 tweaked - Subtle engine/car branding

Equipe Matra Elf 03-04-V1.0a.zip on GDrive or at RD

Screenshot_rss_formula_70_actk_zandvoort2021_5-8-122-21-3-20.jpg
Screenshot_rss_formula_70_actk_zandvoort2021_5-8-122-21-3-30.jpg

EDIT 1845hrs 05092022
Changed Pescarolo number 9 to 4 and added a Beltoise skin (3) as per race numbers in 1970 South African Grand Prix
https://en.wikipedia.org/wiki/1970_South_African_Grand_Prix

RD LINK: https://www.racedepartment.com/down...ipe-matra-elf-bit-of-a-wip-grid-filler.54144/

View attachment 1190383View attachment 1190384

Adjusted the riveted metal to fit better - doesn't look so false now (?)

Helmets based on Interweb but mine are a bit ropey so if anyone wants to the job properly - Thanks

GDrive: https://drive.google.com/drive/folders/1EUGa-s2I7qZxeYN7wcravOywJG9b8J3p?usp=sharing
Equipe Matra Elf 03-04.zip

Previous post https://www.gtplanet.net/forum/thre...ral-discussion.307899/page-3559#post-13833905
 
why would you want to delete a texture? you can replace a texture for selected meshes or materials.
hi, i want to delete this texture because it becomes useless, the meshe has been removed with 3dsimed, but the texture is still present in kn5.
thanks for your answer
 
Hello, guys! I hope this won't be considered spamming the topic and I felt I had to post here and nowhere else.

I specifically registered an account just so I can stop by and thank everyone involved in modding AC as a whole.

I want to sent my heartfelt thanks to Bazza, Breathe, Gutbomb, Zwiss, the Reboot Team, RMi_wood, names I see here and know from RaceDepartment and other placees online, and god knows how many more dozens of people that I can't remember right now.

You have created something extraordinary over the years and keep doing it in the current year. I just felt I had to stop by and post here, as some way of communicating my gratitude to that entire body of talented modders, content creators and listing curators.

For all your passion, work and dedication, and for giving simple consumers like me access to all this amazing content, I thank you all from the bottom of my heart!

Hope that wasn't too sentimental, but I felt I had to let it out! :D
 
Updated VIR skin\ext_config test: VIR track skin\ext_config V4b test

Notes:
-- More grass color tweaking and added bare spots around most of the kerbs where I felt drivers might cut the corners and kill the grass. Some tree color tweaking as well.
-- Sorry for the file size. Went a little nuts on variations. If you know my past skins, I do love a variety so that the track doesn't always look the same. You can delete whichever variations you don't want. Spring and Fall is pretty much all green except for some brown spots. Early Spring and Fall shows hints of lighter grass but no bare spots. Early Summer starts to show hints of bare spots. Mid Summer has more bare spots, but still some brown\yellow grass. Late Summer has anything not green as bare spots.
-- To keep file size down, I made the trees a separate skin. Just copy all the files from the trees folder into the other skin folders if you don't want to activate multiple skins.
-- Tried hard to get a good color balance between cool and warm. I made a color neutral filter to test with so on my system things look about right. Can't guarantee things won't be too yellow or blue on yours depending on the ppfilter you use.

vir.jpg


Screenshot_gt4_camaro_vir_5-8-122-22-25-40.jpg


Hope you enjoy it and please share any critiques...
 
Last edited:
I previously spent more time putting together various carsets at to run at various tracksets, setting up real driver names and liveries wherever possible. A trackset might be Fonteny, Deutchlandring and Feldberg, or COTA, Laguna Seca, Sebring and Road Atlanta. If the tracks need custom ai_hints set for different cars...I do it. Carsets are based on series info found usually on Wikipedia. WEC, WSC and IMSA (GTP-GTO-GTU SCCA) dominate my time. (I have maybe 5 formula cars...not my thing.) I will BOP any car that doesn't fit right to make a version that fits the carset. When I'm in the groove, all my opponent car types get my personal setup at every track. This grueling attention really pays off when it finally comes time to race. Problem was, race time wasn't coming enough...

Now, everything is determined by its suitability to VR. VR is the way for me. Could never race sitting in front of a screen again. Nope. So now fields are smaller (18-30), and only tracks that look good in VR make the grade. No change there really. I ditched all the ugly tracks long ago. Much more time spent driving now. Lotsa track days using the carsets mentioned. Racing isn't as important as driving. VR good.
I also drive in VR and about to embark on the same mission - during a break.

In order to save me some time, any way you can do a screen dump (screenshot) of the tracks you kept for VR?
 
I can do that, but it's up to 200 tracks now.(some still to be tested) The usual suspects though... Fat Alfie, Lilski, Reboot... Some that I liked on screen, I don't (as much)in VR. Pinwheel,Dragontrail come to mind. Sometimes it's the lack of detail that makes it immersive though. Especially when called for by the era. On screen, Mosport (in a 906!) 1967 seemed kinda lame and not 67ey at all, but in VR it's great! (Riverside Sebring and Bridgehampton were great but now even better) I guess it's the details that aren't well done that really spoil it. Better spartan than cluttered with wrong. (I should wait until the list is thinned before I share it...?)
 
Last edited:
Hi everyone, Im looking for a mod about the Nissan 350z Morimoto from Tokyo Drift, is there any mod about it? thanks for a link
 

Attachments

  • c0904fa4de9859e5e1244e854ea751ed.jpg
    c0904fa4de9859e5e1244e854ea751ed.jpg
    24.3 KB · Views: 29
Interesting, my problem with the AI is just the opposite. They can't even pull out from the pits when it rains, even though they have rain tires on, they drive into the pit wall and keep pushing the throttle, no matter what. I have a random dynamic weather plan in SOL, changing every 20 minutes because I like to be surprised by the weather but when it starts raining the AI go useless.

Other than enabling extended physics, I had to put RAIN_DEV=1 in the car.ini files, otherwise I had no rain physics, it was only a graphical gimmick. So the top section in my edited car.inis looks like so:

Code:
[HEADER]
VERSION=extended-2

[_EXTENDED]
RAIN_DEV=1

Any ideas?
I don't have this mod so I can't test my theory. I am developing a 2006 Lemans series season mod and have tested the use of rain a number of times. To get rain tyres, you do indeed need to add those lines to every car.ini but once this is done you don't need to check the extended physics box in in CM. I found this was the only way to get the AI to circulate. Having both, in my case, causes chaos.
Unfortunately this is still very much in development so the AI is very slow in the rain (they tend to brake too early and then take a long time to get back on the power exiting corners. However for a varying weather plan it still should work ok.
 
Sharing a mod? Host it on GTPlanet Downloads. Free, public hosting for files up to 10GB in size.

Latest Posts

Back