Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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I was already expecting this answer; but I'm always optimistic, so what can I do kkkkkkkk :lol:.

It is a pity that there is almost no interest in making skins for this early period of the Grand-Am/Rolex Series. There are so many quirky paint schemes from that era....

Unfortunately it doesn't exist. There are skins that reflect the S model, but not the car itself. U can search them on RD.
I see, I appreciate the answer
 
Nissan 300ZX JGTC - Motul Racing Team Liveries

300ZX JGTC__Motul-Racing-Team_1.png


Another couple of bad boys for the collection...
...from @Raceabit & @Racealot

300ZX JGTC__Motul-Racing-Team_3.png


DOWNLOAD
 
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Yeah, unfortunately there's an issue with the CUP update system at the moment.
As said above, just use the original download link, any official future updates will use exactly the same link.
I am not sure who is involved or managing the Oulton Park track here, however it’s a fantastic achievement.

Couple of small things, I chose GP layout but the ai just drove straight on at the chicanes and there were no cones or bollards etc…?

Last thing, the area of track that makes up the Fosters layout, just before Knickerbrook the track surface is extremely bumpy, like to a huge degree. Is that the same on the ACC model also? Not sure if there had been some kind of issue or not?
 
I am not sure who is involved or managing the Oulton Park track here, however it’s a fantastic achievement.

Couple of small things, I chose GP layout but the ai just drove straight on at the chicanes and there were no cones or bollards etc…?

Last thing, the area of track that makes up the Fosters layout, just before Knickerbrook the track surface is extremely bumpy, like to a huge degree. Is that the same on the ACC model also? Not sure if there had been some kind of issue or not?
Some feedback from here too. Really love the track, we ran it yesterday for 10 online races. Between the session when you teleport to the pits cars gets stacked on top of eachother and some ended up on their roof in the pits.
 
Does anyone of you know how to remove completely the extended physics part from a car's data ?

It doesn't work well on my side, so I prefer not to use it. For VRC's TA2 cars, they provided the data.acd without the physic extension, but the TA2 challenger based on the same racing serie share the same physics package, but doesn't have a "no extension" one. I tried to copy directly the VRC's data, keeping the lods and everything "car specific", it didn't changed anything (the car is way slower than it should in the straights). I also tried removing any file from the data that was not in VRC's data and still nothing. I'm no expert in the physics department, so if anyone knows what to do, thank you already :D
 
The Grand-Am/Rolex series for me was always in the background to ALMS. Luck of the draw maybe (as to which one I picked up on first) but other factors like TV coverage, and, the R8 and later RS Spyder (and BWW, Panoz, R&S, Lola of course). I have in recent months been working my way through all the ALMS stuff on YouTube while making skins for the cars with each season as I go (mostly the R8). I got caught up in the B2k10 lately (I'm re-building it in the Porsche version) and since it ran a bit in both series I'm going to do the skins for Rolex after that. But then I have 11 more years of ALMS skins to do. Then I have WEC skins to do. Then, the Rolex series. There just isn't room for it any higher on the list! (You were wondering...)
I like how the Rolex Grand Am is at the bottom of your list as well 😂. It's at the bottom for me too, my road map is European C5R skin pack, then I'm going to move on to the C6R, while doing some BPR Global GT skins on the side for the BPR Recreation. Then MAYBE, I might work on Grand Am stuff. Its really no surprise that no one is working on Grand Am things, we don't even have many Daytona Coupes.
And i agree with you guys. The Grand-Am, on that time period, was almost something secondary in relation to ALMS.
But it has that charm of the last place you could see the R&S MKIII clashing with the Ferrari 333, along with a bit of the amateurishness that existed in most of the teams that raced in the lower GT classes. So nostalgic, but here it is not the place to talk about it kkkkkk

Anyway, who knows, maybe one day in the future someone will do something for the Grand-Am. Coming from modders of AC, anything is possible.
 
I am not sure who is involved or managing the Oulton Park track here, however it’s a fantastic achievement.

Couple of small things, I chose GP layout but the ai just drove straight on at the chicanes and there were no cones or bollards etc…?

Last thing, the area of track that makes up the Fosters layout, just before Knickerbrook the track surface is extremely bumpy, like to a huge degree. Is that the same on the ACC model also? Not sure if there had been some kind of issue or not?
GP Layout, which one is that?

Some feedback from here too. Really love the track, we ran it yesterday for 10 online races. Between the session when you teleport to the pits cars gets stacked on top of eachother and some ended up on their roof in the pits.
Pits are fixed now thanks :)


Oulton Park v1.3

-fixed pit positions (last 14 of 34 are in a second row)

Oulton Park v1.4

-fixed ai (might be a bit slower than previous)

Same link as before, should be on CUP system soon - https://www.mediafire.com/file/1988gbrvaa7t6fk/rt_oulton_park.7z/file
 
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I am not sure who is involved or managing the Oulton Park track here, however it’s a fantastic achievement.

Couple of small things, I chose GP layout but the ai just drove straight on at the chicanes and there were no cones or bollards etc…?
GP layout ... if you refer to International 2022, that would be correct according to the official Oulton Park site: https://www.oultonpark.co.uk/about/circuit-layouts
International 2022 has only Brittens chicane and takes straight line at Hislop:

off_oulton.png
 
GP layout ... if you refer to International 2022, that would be correct according to the official Oulton Park site: https://www.oultonpark.co.uk/about/circuit-layouts
International 2022 has only Brittens chicane and takes straight line at Hislop:

View attachment 1235703
This layout isn't 100% correct to real racing there. They use both sets of chicane because of the speed you will get to over top of hilltop it would be too quick to go into knickerbrook. The only time you wouldn't use any of the chicanes is the fosters circuit, but that doesn't get used for racing these days.
 
Does anyone of you know how to remove completely the extended physics part from a car's data ?

It doesn't work well on my side, so I prefer not to use it. For VRC's TA2 cars, they provided the data.acd without the physic extension, but the TA2 challenger based on the same racing serie share the same physics package, but doesn't have a "no extension" one. I tried to copy directly the VRC's data, keeping the lods and everything "car specific", it didn't changed anything (the car is way slower than it should in the straights). I also tried removing any file from the data that was not in VRC's data and still nothing. I'm no expert in the physics department, so if anyone knows what to do, thank you already :D
car.ini


[HEADER]
VERSION=extended-2

remove the "extended-"

[HEADER]
VERSION=2 ;extended-2

you can also force uncheck the "use extended physics" in the Drive section in CM under the car
 
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This layout isn't 100% correct to real racing there. They use both sets of chicane because of the speed you will get to over top of hilltop it would be too quick to go into knickerbrook. The only time you wouldn't use any of the chicanes is the fosters circuit, but that doesn't get used for racing these days.
Yes this makes sense, but the layout is based of literature from their own web-site. They show the second chicane as bypassed as @Fanapryde stated, but I have not seen a race that skips this chicane. Maybe that's the layout going forward? This is a direct link to the international circuit map on Oulton Park's site:

 
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Last thing, the area of track that makes up the Fosters layout, just before Knickerbrook the track surface is extremely bumpy, like to a huge degree. Is that the same on the ACC model also? Not sure if there had been some kind of issue or not?
My thoughts exactly on above comment - that short chute into tricky multi-apex right hander is extremely bumpy on the left hand side and unsettles the car so you can't turn right - best to drive around it. This is different than the on-board video on Youtube from +5 years ago where drivers are able to start turning from the left side (racing line). However, if it truly is there in the laser scan then so be it...

Thank you Reboot team for yet another wonderful job on Oulton Park.
 
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Yes this makes sense, but the layout is based of literature from their own web-site. They show the second chicane as bypassed as @Fanapryde stated, but I have not seen a race that skips this chicane. Maybe that's the layout going forward? This is a direct link to the international circuit map on Oulton Park's site:


Fingers crossed! One of my favourite circuits to spectate at but that chicane always feels really unnecessary.
 
Hey guys, anyone knows how to fix RSS Lanzo v10 extremely dim extra lights (near the splitter, very dim green lights)? The ones that are used at night in IMSA/WEC ...
Thanks!
 

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car.ini


[HEADER]
VERSION=extended-2

remove the "extended-"

[HEADER]
VERSION=2 ;extended-2

you can also force uncheck the "use extended physics" in the Drive section in CM under the car
I'll try that as soon as I have the time for, thanks a lot!
 
Anybody knows why some cars refuse to be painted with CM ? Correct files used (Body.dds for txDiffuse, metail_detail.dds for txDetail) and nothing changes.
 
Ooh, how is it? I love me a bit of SGT.
This sums it up I guess, drives decently though:

So here it is... originally started as a grid-filler but due to unexpected popularity I decided to make something resembling an interior with my non-existent Blender knowledge.

PLEASE NOTE: This is my first ever mod - Don't expect anything that is close to good at all. Lots of missing details, stupid and primitive decisions by me because I wasn't using my brain to solve the issue or just wanted to get around it. If you don't want to cause yourself a headache don't open the car in a 3D modeller software to see the structure lol This mod heavily relies on Kunos cars' data but slightly tweaked with some specs of the car I and my buddy could find. It can keep up with the rest of Kunos GT3 grid but be sure to tell me how you or the AI performed in longer races with it. Uses the engine sound of TS040 (Shares the same engine) but I'm not sure if everything is alright with it, maybe doesn't rev up that high as the real car does (The Prius GT300 reveal video shows how the car can rev up to about 10000rpm while the TS040 revs up to 8500, so you might find it weird how the rpm bar stops at about half of the display)

I'm going to describe as this was a huge deal but it's completely basic:
  • AO inside & out - Working wipers (probably not as the real car but usable)
  • A somewhat accurate interior (based on the reveal car) & display (to a certain level because Assetto Corsa doesn't support fuel level and Water temperature bar and I couldn't read out the display from 200x200 pictures so there might be things on the display that don't make sense at all, for example the lap time difference doesn't work because when I tried to implement it it was completely black)
  • Accurate sounds (TS040 lol)
  • LODs for better performance (Had 165fps on Suzuka alone with a relatively medium rig on basically the highest settings)
 
Anybody knows why some cars refuse to be painted with CM ? Correct files used (Body.dds for txDiffuse, metail_detail.dds for txDetail) and nothing changes.
Two simple things to check, firstly that metal_detail.dds isn't being used as a texture on other items, sometimes this prevents painting, but not always. Secondly check the shader settings and make sure useDetail: is set to 1.
 
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Two simple things to check, firstly that metal_detail.dds isn't being used as a texture on other items, sometimes this prevents painting, but not always. Secondly check the shader settings and make sure useDetail: is set to 1.
Checked that already, still ain't working. Baffling.
 
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