Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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Got a stupid pit_lane.ai question. When you start recording the pitlane line, can you start from a dead stop or do you need to be moving before you hit the record button?

I recorded mine from a dead stop and now when the ai wants to pit, it gets to the start point and stops before it starts moving again. The video I watched on doing ai said that it didn't matter how fast you drove that line so I thought I could just start from a dead stop to make sure I was lined up right at the start.
 
Wave 1/4 of the "SUV Cup" super-low-quality liveries pack for my custom championship is ready. Get it while it's hot.

The rest most likely won't be coming until after christmas. Wave 2 might come before if I have time, but it's looking like it'll be done probably in January. Until then feel free to suggest brands, there are 15 slots left to fill. At the end I'll also post my own championship I'm using these in for others to download and try.


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Really interesting idea, it will certainly make me use those SUVs for the first time ever in AC
 
Merry Christmas everyone and stay safe those in America with that crazy weather.
And to the Ukrainians "shchaslyvoho Rizdva"
And obviously all the other horrendous stuff that happens all over the world day in day out.... wishing people a safe time. (but not Putin)

Sorry, yes Merry Christmas.
Joy to the world and all of that.
 
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New CSP Preview Out on Patreon... has Ilja just changed AC again ??? look at this :

Most important change is the update for the way tyre contact works. Thanks to Jackson Papageorge tyres now use multiple rays per cast properly, taking into account car tilt, moving contact point and more (update for Tyres FX taking it into account is coming soon). And I have to thank Intel for their Embree library allowing us to cast a lot more rays per tyre at once without a major performance hit.

(By default unless specified in car data extra rays per tyre are only added longitudinally for now, but server configs can override that option adding more latitudinal rays to keep things fair — cars do behave a lot better on curbs with extra rays.)
 
New CSP is out:

Merry Christmas and Happy New Year!
Barely managed to finish the update in time, and unfortunately the public update will have to wait for another day or two, I need to do more testing and fix a couple of small issues first. There are quite a lot of new additions, and some of them might need more work.

Most important change is the update for the way tyre contact works. Thanks to Jackson Papageorge tyres now use multiple rays per cast properly, taking into account car tilt, moving contact point and more (update for Tyres FX taking it into account is coming soon). And I have to thank Intel for their Embree library allowing us to cast a lot more rays per tyre at once without a major performance hit.

(By default unless specified in car data extra rays per tyre are only added longitudinally for now, but server configs can override that option adding more latitudinal rays to keep things fair — cars do behave a lot better on curbs with extra rays.)

Another key change is a major RainFX rewrite. There were plenty of issues with the way rain worked, but the main one was that water thickness was too uneven, stopping aquaplaning and making driving in the rain too boring. So now the puddles generation has been redone, new version pays a lot more attention to natural height differences in laser scan for more accurate puddles arrangement and more even water distribution. Also, the logic of rain control has changed: now wetness parameter controls overall amount of water on a track, and water parameter controls puddles, allowing to simulate case with a small rain starting with large puddles left from the previously happening heavy rain. And the rain intensity is more linear and accurate now, with regular rain being around 15%, heavy rain around 30% and everything above 40% is pretty much undrivable. Old WeatherFX controllers, server plugins and replays should still work with a simple conversion function though.

A lot of visual RainFX features got an update too, to be able to better incorporate new rain intensity (trying to create that undrivable feel visually as well), fix long lasting like malfunctioning drops from wheels, as well as improve overall visual quality. Oh, and things now get wet in reflections and mirrors (although without rain drops yet, going to fix it soon).

If you’re using Dualsense or Dualshock gamepad (or one of Nintendo ones), new update adds proper gyroscope and accelerometer steering allowing to control the car more accurately and precisely. Dualshock also got improved support with functioning glowing bar and tuned feedback, and Dualsense now can do proper haptic feedback (basically, generating some extra audio stream to be used for feedback). Seeing how nice gyroscope works I also added a silly feature allowing to control the car with gyroscope of your Android or iOS mobile phone — still not quite as convenient as a gamepad, but maybe it would work better than steering with a mouse? You can activate it in GamepadFX settings, just switch AC input mode to gamepad, use script “Mobile” and start the race, and AC will show you how to set things up (due to how experimental it is, instead of making a proper app and trying to convince Apple to publish it I just used an expo.dev snack, but it seems to work, at least with an iPhone).

If you’re using a 4K monitor and find AC HUD too tiny and performance too low, there is an option now to scale the whole of AC in the fastest way (pretty much leaving scaling up to Windows composer). Can help a lot if you’re using a laptop. Oh, and also CSP now can handle change in AC window size live, as it should have been from the start (for some reason I never thought about resizing AC before).

Those are the most interesting changes, but there are more, here are a few:

• Sun shadows now can affect road temperature (can be enabled in general settings for offline or in a server config for an online race). Wouldn’t be a big difference on most tracks, but some tracks, such as Monza, can be fully shadowed for a half and lit by sun for another half, so it might be a noticeable difference.

• Triple screen mode now supports Extra FX (although in a limited way; TAA, for example, not quite working yet; and it would still be a major performance hit so you need to enable it separately in Extra FX settings).

• Anticheat part has been improved, now hopefully it should be a bit trickier to be able to hack into CSP itself.

• Mesh-based masking culling: tracks now can prepare a low-poly mesh that can be used for hiding things behind it without all the complications of arranging vertical walls with a config.

• A lot of fixes of all sorts, like improved rendering for new trees, fixes for ExtraFX emissive, fixes for advanced culling, a bunch of performance and stability improvements, better Wine support for Linux users. Ah, and Lua GIF player now supports animated WEBP as well (along with other improvements for Lua too).
:)


As always, thank you so much for all the support! Public update is coming very soon, right after a bit more testing. Merry Christmas and Happy New Year!
 
Hey guys does anyone know if this version of Sandown from @shi is considered to be the best for AC? It's certainly the newest one I can find from a quick Google and using the list from @Breathe.

My wonderful wife got me a drive a V8 Supercar package at Sandown for Xmas and I'd like to at least get a good idea of the layout.

Merry Xmas and happy holidays all. 👍
 
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Since i really missed Project Cars 2 Rallycross, Anyone who can make A45 Rallycross, Olsbergs RX2 and STi (2017) Rallycross for AC?

I almost had all the rallycross car mods for AC (which is from Dirt 3 and 4, PC2 and Dirt Rally 1 and Rally 2.0).
 
Got a stupid pit_lane.ai question. When you start recording the pitlane line, can you start from a dead stop or do you need to be moving before you hit the record button?

I recorded mine from a dead stop and now when the ai wants to pit, it gets to the start point and stops before it starts moving again. The video I watched on doing ai said that it didn't matter how fast you drove that line so I thought I could just start from a dead stop to make sure I was lined up right at the start.
I always hit the pit lane button after I stoppped on the purple fast lane. Make sure the AIs have enough time to brake and it should be fine.
 
Guys, I hate to bother on Christmas but every track I try to race today is in night mode and doesn't even work properly... is this related to new CSP version?
 

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I took the chance to finally install SOL... and it seems everything back to normal

anyway really really strange... from one day to the other, sky got completely ruined
 
a new question... to see the rain in game we need to be patreon subscribers of Jusupov... or the CM purchase is enough?

thank you! 'cause I have just the normal cm and rain doesn't work
 
need to be subscrined to ilja
just one month to get access to the relative build available at the time is enough, then you can unsubscribe if you want to.
But of course then you'll miss future update unless released as free (like the build we all have via CM without the Rain for example)
 
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Nissan R32 JTCC Skin Pack (base 2)
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"base version means that you need to have as a base mod, then follow the updates"

!!Delete the old one before adding this version!!

changes

-New AO map

-5 New skins(2 skins Team UNISIA and Castrol thanks to "shin956",SONY and Watson's by me)

-Some changes in "ext_config"

-Rim blur fix

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Thanks to all who is supports me on Patreon, youtube, etc...

Thanks to those who created the skins and the for the skins Team UNISIA and Castrol

Thanks to Patrik Varga for the reflecting settings

And all those who give ideas&comments for my mods


Download for FREE: Patreon
 

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