Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
  • 138,576 comments
  • 37,831,634 views
Dont know, maybe he is watching Hockey!?View attachment 1219047
Naaaah, it's the same story: gratuitous violence, no relax...

in da face.JPG
 
Last edited:
@Testgame
Tried a few other cars and none of them fell through at that spot. But in all of them, I can feel that there's something wrong with the road mesh, starting there and going on all along the length of the tunnel. After that it's really smooth again until the next turn.
If you know someone who can do something about that staircase thumb...thumb...thumb... feel in corners, it would help a lot.
No idea if it is that disturbing for all wheels, but on a DD wheel it's no fun.
I should add that I always use the BAC Mono for testing on all tracks and have no issues like this one here (that hole I mean).

EDIT: it just occured to me that I already had a High Speed Ring from ACF stashed in my storage and that it is totally different from this one.
So - since you overlooked/haven't answered my earlier question - I assume you are not ACF, right ?
The problem should be too many polygons in a mesh, this is why it's better when you transition to another part (mesh) of the track. I'm really not the expert but I had the same problem whilst trying around. The limit might differ for different computers, not sure. The only solution I know of is to open the mesh and divide it, there might be quicker ways I'm unaware of though.
 
Last edited:
Thanks for help. Well, it helped somehow, now they look better but don't cast shadows. Are they placed randomly by system? It looks like they seat in different locations.
View attachment 1219078View attachment 1219079
That one I can't help you with. The new spectator method has it's pluses when doing an actual race and for track creators, but it has issues if you are doing a practice session. That's why I turn it off and try to overlook the lack of shadows and why i'll never use it on any of my mods until he fixes the black cutouts when are in a session with no crowds. I can deal with not seeing shadows more than I can the black cutouts.

Just throwing this out there. I wanted to take a break from track stuff and do some actual driving. That didn't last long. Hoped onto Longford_67 for the first time and on my system everything was completely washed out. So I threw this together real quick. Don't expect anything special. I only spent about a half hour on it altering some textures and adjusting shader values. At least it gets rid of the washed out look on my system for now. Sometime maybe i'll do a btter job on it and do some things like animate the flags and stuff. It looks best if you set the date to July or August.

I forgot to backup the original ext_config so make a copy of that before you extract this. I didn't touch anything else so no need to worry about overwriting anything.

Longford 67 mod

Before:
longford1.jpg


After:
longford2.jpg
 
Last edited:
For those of you having issues or don't like the smoke on the Spa Vintage tracks, try these configs. Basically, the smoke will get pretty non-existent except maybe in the winter. There will be instances where the smoke is between you and the light source and it will glow pretty hard. Nothing I can do about that.

If it's still not to your liking you can try a batch change on this line using Notepad++. Should tell you 82 lines per file have been changed if you do it right.

COLOR = 0.5, 0.5, 0.5, 0.035

The first three 0.5's are the color. Lower them equally to make the smoke greyer. The last one will impact transparency. Lower will make the smoke less visible. You could try COLOR = 0.5, 0.5, 0.5, 0.025. You might like that better.
Just in case a member is typing inn manually, you could also use the (automatic) replace function for these 82 lines. ;-)

@racinjoe013 just being curious about the color codes. Are these similar to the RBG color code?
 
Last edited:
Short answer. Without movable aerodynamic surfaces, no.

Long answer. The classic way of dealing with high-speed understeer is perhaps counter-intuitively, to reduce REAR downforce, which moves the the aero Center of Pressure forward, helping front grip.
Of course, less rear aero is a pathway to high-speed oversteer, so carefully :)
It's all a balance. The good news is that that low-speed front grip is probably mostly mechanical, anyway, so you won't hurt that as much as you might think.
thanks a lot, that helped. I'm trying now to find that balance haha
 
@Fanapride

At the tunnel, the road was visible on both views, I deleted the one from below

Can you test it if it is better in the tunnel

+
Lowering of the guardrail and posts

Have only uploaded the acf_hsring.kn5
 
Last edited:
hi guys, anyone here can give me the golden tip on how to stop shadows from "flickering".
(it's only in VR , singlescreen does not have the issue)


EDIT: think I found the magic bullit for solving this issue : in Settings - CSP - Mode tweaks (VR) - Single Pass Stereo -> NVIDIA VRS
 
Last edited:
NEW TRACK [UPDATE] by CrisT86 & @pugsang

Adelaide 2021 v1.1

v0.0 by Tewie

- Original track by Tewie (huge thanks for allow us to update it to 2021)

v1.0 by CrisT86 & Pugsang
  • New pit building
  • New 3d stuff around the track (briges, Helicopters, ambulance etc)
  • New buildings
  • TV screens
  • New city wall around the track
  • Fixed UV mappings and sponsor billboards. Old skins might work partially
  • Track skin from 2020 skin modified to match last years race the best possible way
  • Lights all around the track
  • New Ferris wheel
  • Soft collision deformable tyre walls
  • Aerials and ai from @KevinK2
  • New EXT_CONFIG featuring GrassFX, LightFX, RainFX, Seasons
  • New VAO
  • New TV Cams

v1.1 by CrisT86 & Pugsang
  • Fixed track shadows not working
  • Optimized kn5 files
  • Adjusted some shaders and textures
  • Added grandstand at the end of the back straight
  • Added some more lights at the S/F straight
  • Changed the tree walls around the track
  • Fixed the outer terrain in some spots to avoid holes causing glares in VR mode
  • New ai, side lines and an additional set of cameras by @KevinK2
  • Fixed pitlane not working properly on v1.0 (wrong meshes name which not activate the pitlane limiter)
  • Added some bumps and road grain



View attachment 1101127View attachment 1101128View attachment 1101129View attachment 1101130
Hi, I made a Formula E skin for this track. First skin I made, check it out
 
You use the last version CSP 1.80 preview 5 ?
My friend have same problem, with 1.79 is OK, i dont no why
Yes, 1.80 prev.
I just heard that the latest CSP 1.80 triggered issues on some tracks... let's see what happens.
@Fanapride

At the tunnel, the road was visible on both views, I deleted the one from below

Can you test it if it is better in the tunnel

+
Lowering of the guardrail and posts

Have only uploaded the acf_hsring.kn5
This is better now and even the BAC Mono doesn't get swallowed anymore.
 
hi, i downloaded this cool kart mod from a server (download via CM - missing content), and it has esp. nice skins,
but the ai is flawed so can't use them in offline races (opponents stay put). Anyone here can remedy that?
A copy is here for anyone who wants to try...
FYI - that particular mod may be related (a spin-off) to Legion's Shifter Kart mod - versions released in May-2021 and more recently updated in Oct-2022 (liveries are also same).


With 2021 & 2022 F1 liveries respectively released on RD...


 
Last edited:


Link

Added
-Reverse layout

Fixed
-Tunnel (problem with CSP 1.80 Preview+ The cars fall from the map)
-Lowering the guardrail and posts

Thanks Fanapride for feedback.

Fanapride Ja, ich bin ACF


If someone can help
-The road network in the corners
-The logos on the billboards
 
Last edited:
That one I can't help you with. The new spectator method has it's pluses when doing an actual race and for track creators, but it has issues if you are doing a practice session. That's why I turn it off and try to overlook the lack of shadows and why i'll never use it on any of my mods until he fixes the black cutouts when are in a session with no crowds. I can deal with not seeing shadows more than I can the black cutouts.

Just throwing this out there. I wanted to take a break from track stuff and do some actual driving. That didn't last long. Hoped onto Longford_67 for the first time and on my system everything was completely washed out. So I threw this together real quick. Don't expect anything special. I only spent about a half hour on it altering some textures and adjusting shader values. At least it gets rid of the washed out look on my system for now. Sometime maybe i'll do a btter job on it and do some things like animate the flags and stuff. It looks best if you set the date to July or August.

I forgot to backup the original ext_config so make a copy of that before you extract this. I didn't touch anything else so no need to worry about overwriting anything.

Longford 67 mod

Before:
View attachment 1219099

After:
View attachment 1219100

That's a huge upgrade for what was already a really nice track! Which is the base version you're using please. Thanks.
 
This is one of the best tracks ever created for Assetto!
I just installed new version and unfortunately I can see some strange looking blackhole-people. What is a cause of it? I am using CSP 0.1.80-preview108 (latest).

Thanks for help. Well, it helped somehow, now they look better but don't cast shadows. Are they placed randomly by system? It looks like they seat in different locations.
View attachment 1219078View attachment 1219079
I'm using same CSP as you, but seemingly different spectators/world detail settings. I can't find any of those 'black' spectators, but I get to see this (approximately the same spot as your picture) with 'new spectators rendering method' enabled:

atlanta_spectators.png
 
That one I can't help you with. The new spectator method has it's pluses when doing an actual race and for track creators, but it has issues if you are doing a practice session. That's why I turn it off and try to overlook the lack of shadows and why i'll never use it on any of my mods until he fixes the black cutouts when are in a session with no crowds. I can deal with not seeing shadows more than I can the black cutouts.

Just throwing this out there. I wanted to take a break from track stuff and do some actual driving. That didn't last long. Hoped onto Longford_67 for the first time and on my system everything was completely washed out. So I threw this together real quick. Don't expect anything special. I only spent about a half hour on it altering some textures and adjusting shader values. At least it gets rid of the washed out look on my system for now. Sometime maybe i'll do a btter job on it and do some things like animate the flags and stuff. It looks best if you set the date to July or August.

I forgot to backup the original ext_config so make a copy of that before you extract this. I didn't touch anything else so no need to worry about overwriting anything.

Longford 67 mod

Before:
View attachment 1219099

After:
View attachment 1219100
What can I say?!?!? You made my another favourite track better. THANK YOU!
Screenshot_ks_alfa_romeo_4c_longford_67_29-11-122-18-12-59.jpg
 

WHAT'S YOUR MOST PLAYED SIM OF 2022?​


I would guess 99% here play AC more than anything else, maybe even only just AC,

So please go there and vote which is your most played SIM in 2022.
images
 
Last edited:

WHAT'S YOUR MOST PLAYED SIM OF 2022?​


I would guess 99% here play AC more than anything else, maybe even only just AC,
So please go there and vote which is your most played SIM in 2022.
images
Assetto Corsa - 100 %
 
Sharing a mod? Host it on GTPlanet Downloads. Free, public hosting for files up to 10GB in size.
Back