Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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Anyone else having issues with the latest CSP preview, namely moving around the setup with the G27's d-pad? It just won't come out of "Drive", everytime I move it it just pops into "Drive" instantly. Is there a fix or should I revert to previous?
 
that cant be....csp extended physics only works to make the tires slide in the wet.
You were suggesting that every single car and mod in AC now automatically has data files added if you click extended physics. I don't believe this is true. If one mod by VRC has it then fine, great, I'm not disputing that.

I found myself after sitting down to hammer the super tourers, trying out a skoda mod I found on another forum (sorry can't link it here) and spent a silly amount of time with those, not sure how accurate to the skodas they are based on and i don't really care, but they felt ace to slam around with and seem to be custom physics, certainly no kunos in there.
 
That's as easy as making each car not need a 'parent' via CSP.
I know you've already fixed it but was using your post as a marker.

I was thinking about the extended physics going into each car and removing or adding lines, and that encrypted cars it doesn't work on. So if that is true, which I'm doubting, then it works in direct conflict with allowing encryption.
I very much doubt Ilija would do that.
As easy as copy the KN5s over, unpack the ACD, edit the lods.ini, and then make the car independent, yes.
Are we 100% sure about this on-the-fly-rewrite story? In the context of multiple fast-moving objects fizix (and everything else AC, CSP, PP are doing), disk writes would be hella costly. I'd be much happier to "buy" the idea of parameter injection into objects loaded into memory? And at that point, the data is decoded already. (NB ALL.speculation.on.my.part)
 
Entitled ? Nah. But talking about a dedicated racing game when he has a track record of not finishing things, let me be skeptical a bit.

Doesn't have time or motivation, so be it. It happens. But don't start talking about other projects then.
Did I say you were being entitled? no. I said "people" but the attitude remains the same throughout the community.
Have you never started something then decided you cant be arsed to finish it or you have no motivation but would rather start something else.
 
Quick VRC Supertourer impression, honestly this is just first pass, a quick run at Donington Park 2018 with basically the default setup then tweak a few things for one more run. Tried all 3 cars then tried the Primera to compare. Handling balances are pretty similar between the new VRCs vs the Nissan car. But VRCs are even twitchier than the Nissan which is interesting. There seems to be more going on with the VRC cars that causes them to move around more especially at the last stage of coming off brake then getting some steering input it. You kinda have to try pretty hard to manage the brake to not lock up to jerk the car into over or understeer. Nissan was like that, but this just seems more so. I tried the Mondeo first then Vectra than Accord. I ran the best time with the Vectra for whatever reason, but I think I need to go back to try the Mondeo again. I used the CSP version of the cars and their tire temps take longer to come up vs the Nissan. Nissan just felt easier to start really pushing. Note I also did not have any setup for the Nissan since I haven't used it since I switched PC so its still relatively blind comparison. Nissan ended up being ~1.5 sec faster for me given the similar amount of running(<10 laps for each car).
Not many "modern" ish cars have this kind of knife edge balancing the car to get them to go around the corner vs these touring cars and its really fun to drive. Need to spend more time in them....
Also can't wait to see all the period skins for the VRCs...
This also affirms how good the PM3DM cars are, consider they are free. Yes VRC cars are their usual HQ selves but it was really good to drive the Nissan again to compare.
 
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that cant be....csp extended physics only works to make the tires slide in the wet.
I believe ticking the check box in the content manager will add rain physics to a car in the game, but there is a far greater range of possibility when you look at the Trello which contains the code that can be added to the ini files to alter the physics... Look and read each section under physics extensions to see how it can be used.
 
I wish people would stop saying extended physics is only rain physics. It's like 10 things, if not more (camber changes, tyre heating, cooling, tyre wear, tyre falloff, chassis flex (sort of),....). This are the lut files from a vrc car (picture 1 - 148 in total), and in picture 2 is a normal car from rss with no extended physics (46 lut files in total). So over 100 aditional files just for rain?

Anyway the PM3D cars are around 2 seconds a lap faster. What I did was make a copy of both PM3D cars with car tuner, added all the lut files from VRC (cause I don't know which are for tyres) and replaced the tyres with VRC ones, and added extended-2 to car.ini. I also edited the minimum ride height of the Volvo and the Primera from 0.0045 to 0.0055 (as in VRC cars), and adjusted ride heights accordingly (don't know which is more correct, so I went with VRC). And that is it, all the cars now run within a second of each other.

Meanwhile this is truly BTCC as I remember it from the 90s :). Last lap of a 10 lap race at Knockhill (you have to put the AI at 100% agression. You just have to, no way around it :) ):

 

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Thanks @petercrill and @shi for this awesome combo. Excellent for VR as well.



Lotus 2-Eleven

Circuit Piddy
 
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I wish people would stop saying extended physics is only rain physics. It's like 10 things, if not more (camber changes, tyre heating, cooling, tyre wear, tyre falloff, chassis flex (sort of),....). This are the lut files from a vrc car (picture 1 - 148 in total), and in picture 2 is a normal car from rss with no extended physics (46 lut files in total). So over 100 aditional files just for rain?

Anyway the PM3D cars are around 2 seconds a lap faster. What I did was make a copy of both PM3D cars with car tuner, added all the lut files from VRC (cause I don't know which are for tyres) and replaced the tyres with VRC ones, and added extended-2 to car.ini. I also edited the minimum ride height of the Volvo and the Primera from 0.0045 to 0.0055 (as in VRC cars), and adjusted ride heights accordingly (don't know which is more correct, so I went with VRC). And that is it, all the cars now run within a second of each other.

Meanwhile this is truly BTCC as I remember it from the 90s :). Last lap of a 10 lap race at Knockhill (you have to put the AI at 100% agression. You just have to, no way around it :) ):


I too found the PM3DM cars to be about 2 seconds faster. Around Brands Hatch GP, I was able to adjust the setup for both the Nissan and Volvo and get the rear planted (suits my driving style). With the Mondeo (as I have read this is the most lively of the 3), I've done what I can in terms of setup but still find myself about 2 seconds slower per lap.

As for the PM3DM FWD cars, are you able to advise where you find the static ride height setting in the data folder? Or are you adjusting the spring rate under the suspensions.ini file to raise it, then changing the setup options under the setup.ini to prevent the spring rate from being modified to be able to drop too low? I was able to do the latter for the BMW with some success, but not the Volvo (I fear the spring rate would become too stiff) and haven't touched the Nissan yet.
 
I too found the PM3DM cars to be about 2 seconds faster. Around Brands Hatch GP, I was able to adjust the setup for both the Nissan and Volvo and get the rear planted (suits my driving style). With the Mondeo (as I have read this is the most lively of the 3), I've done what I can in terms of setup but still find myself about 2 seconds slower per lap.

As for the PM3DM FWD cars, are you able to advise where you find the static ride height setting in the data folder? Or are you adjusting the spring rate under the suspensions.ini file to raise it, then changing the setup options under the setup.ini to prevent the spring rate from being modified to be able to drop too low? I was able to do the latter for the BMW with some success, but not the Volvo (I fear the spring rate would become too stiff) and haven't touched the Nissan yet.
In the car.ini
 
I wish people would stop saying extended physics is only rain physics. It's like 10 things, if not more (camber changes, tyre heating, cooling, tyre wear, tyre falloff, chassis flex (sort of),....). This are the lut files from a vrc car (picture 1 - 148 in total), and in picture 2 is a normal car from rss with no extended physics (46 lut files in total). So over 100 aditional files just for rain?

Anyway the PM3D cars are around 2 seconds a lap faster. What I did was make a copy of both PM3D cars with car tuner, added all the lut files from VRC (cause I don't know which are for tyres) and replaced the tyres with VRC ones, and added extended-2 to car.ini. I also edited the minimum ride height of the Volvo and the Primera from 0.0045 to 0.0055 (as in VRC cars), and adjusted ride heights accordingly (don't know which is more correct, so I went with VRC). And that is it, all the cars now run within a second of each other.

Meanwhile this is truly BTCC as I remember it from the 90s :). Last lap of a 10 lap race at Knockhill (you have to put the AI at 100% agression. You just have to, no way around it :) ):


nothing to do with VRC cars or RSS cars, it was someone saying that every car in your collection has these data files added when you click extended physics, which I am doubting.
If these tourers have it great, but every single car automatically has these feature's done well by clicking a box?
 
If you have issues, what version of the cars are you using? The csp one requiers csp 1.80, which is not out, weird for them to include it.
The requirement is actually 1.78 or above, this was on VRC's Discord and they will correct the UI info in the next update.
 
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Anyway the PM3D cars are around 2 seconds a lap faster. What I did was make a copy of both PM3D cars with car tuner, added all the lut files from VRC (cause I don't know which are for tyres) and replaced the tyres with VRC ones, and added extended-2 to car.ini. I also edited the minimum ride height of the Volvo and the Primera from 0.0045 to 0.0055 (as in VRC cars), and adjusted ride heights accordingly (don't know which is more correct, so I went with VRC). And that is it, all the cars now run within a second of each other.
It would be awesome if you would be kind enough to share this with the community, for those who have no clue how to do it themselves, or dont want to mess around with data files, since it wouldn't be sharing a paid mod, there wouldnt be a real issue, right?
 
You were suggesting that every single car and mod in AC now automatically has data files added if you click extended physics. I don't believe this is true. If one mod by VRC has it then fine, great, I'm not disputing that.

I found myself after sitting down to hammer the super tourers, trying out a skoda mod I found on another forum (sorry can't link it here) and spent a silly amount of time with those, not sure how accurate to the skodas they are based on and i don't really care, but they felt ace to slam around with and seem to be custom physics, certainly no kunos in there.
well all you have to do is take a look in your recycle bin. everytime you load a car with extended physics checked, it creates a temporary data file that it uses. once you finish with that car, the temporary data file goes into the recycle bin. This is my recycle bin from today. I am through arguing as you seem stuck in your ways without knowing or even trying what I have suggested.
 

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