Assetto Corsa PC Mods General DiscussionPC 

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How do You edit and export a car that has animations in 3dsimed ?

I tried with a Dodge superbee that has the Ram air intake animated, but when exporting the fbx from 3dsimed to AC editor it gets rotated by about 140 degrees ?

...tried to take in account that rotation in 3dsimed and exported to ac editor with a negative 140 ° pitch... this time it looks ok in ac editor, but in game it shows up again rotated by that +/- 140 degrees ?!?

It has to be a problem related to the ksanim file, but i have no clue how I edit that kind files ?!?

any tutorial or explanation around that doesn't imply the use of 3dsmax ?
 
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Hi gents,
Here it is, Mitsubishi FTO GP:
48216297662_46ce591a69_b.jpg

Renamed, so you can compare with the original one.
Several files modified: performances and specifications are identical to those from automobile catalog.
The maximum speed varies from 180 to 240 depending of the sites, I think the difference is due to the presence of the speed governor. On youtube, a German posted a video and his FTO goes to 225. Let me know if you have good feelings with that. Here, I choose 240, according to automobile catalog, without speed governor.
At maximum speed, the sound varied, so I replaced it with a Kunos 6-cylinder sound. Semi slick tires were not suitable, they are replaced in version 10
download here: https://mega.nz/#!gkVwyayY!fq_8gZ9FTz6ToPlIs58gIRif0yFz1_S_TLg1oK5ohe4
Tell me if you think something needs to be changed.
Have fun, Mike.
 
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Hi gents,
Here it is, Mitsubishi FTO GP:
48216297662_46ce591a69_b.jpg

Renamed, so you can compare with the original one.
Several files modified: performances and specifications are identical to those from automobile catalog.
The maximum speed varies from 180 to 240 depending of the sites, I think the difference is due to the presence of the speed governor. On youtube, a German posted a video and his FTO goes to 225. Let me know if you have good feelings with that. Here, I choose 240, according to automobile catalog, without speed governor.
At maximum speed, the sound varied, so I replaced it with a Kunos 6-cylinder sound. Semi slick tires were not suitable, they are replaced in version 10
download here: https://mega.nz/#!k1kgwYSR!hwFAU0KkQrNDPGmayYme76XMeL-POaOEpmxl4WL1oQI
Tell me if you think something needs to be changed.
Have fun, Mike.

Could someone make this car into a bone stock version and not with the veilside front bumper?
 
Lexus RC F GT3 by unknown. Originally by Rob Bonkers - Velo?

View attachment 833968
View attachment 833974
upload_2019-7-5_2-5-51-png.833362

Reworked the original 3D object to mimic the real GT3 flashing light in the pitlane.


VISUAL UPDATE by delpinsky

Fix V1.0

— created wiper animation
— created new LCD RPM texture
— created lit up numbers
— fixed missing brake discs dummies
— reworked INTERNAL WINDSHIELD to avoid raindrops also on black plastics
— redone INTERNAL GLASS to match side windows shape and see raindrops correctly
— added Racelogic VBOX OLED Display from ACC***
— added several objects on the passenger side from ACC
— added lumirank
— Replaced 4 skins in 4K (by M4MasterKey) + 1 new skin (by enkay74)
— reworked lights
— created lights, extralights, configuration ini file

Enjoy! :D
Download + Mirror

p.s.
Open lights.ini and change this value for LIGHT_1 or wait for the next update.
I just found out the 3D model has the brake light object doubled to simulate the positions lights, instead of using OFF_COLOR=2,0,0 (for example)

[LIGHT_1]
NAME=HGLOB
COLOR=2,0,0 ///////18,4,4

You really set "delpinsky" standart!:) Thank you!
 
Hello guys, am back after a brief work experience I did. My suggestions for next cars that need updating are the Acura NSX (BOP and IMSA skins needed?), Cadillac DPI, and possibly even a tuned version of the XKR GT2 to make the Emil Frey Jaguar.
 
Thanks for the link to the MR-S Masscot. Drives very well.

One thing that I can't sort out is that I can't update the previews for this car's skins. They just end up scrambled like some weird Picasso. The car looks like that if you view it in Content Manager's custom showroom too.

If anyone knows how to fix the issue, I'd appreciate learning how.

Do you use sol/shader patch? I don't use it and the car also appears garbled in CM showroom and on track. Same issue with the Silvia S13 by the same author. It looks like the whole car is covered by blue and white triangles (which I assume are the polygons without texture because my non-sol game can't decipher the info). Still drives ok and I use bumper cam so it doesn't matter in the grand scheme of things, but yes it will be nice if anyone comes forward with a way to fix it for non-sol users 👍
 
Hi gents,
Here it is, Mitsubishi FTO GP:
48216297662_46ce591a69_b.jpg

Renamed, so you can compare with the original one.
Several files modified: performances and specifications are identical to those from automobile catalog.
The maximum speed varies from 180 to 240 depending of the sites, I think the difference is due to the presence of the speed governor. On youtube, a German posted a video and his FTO goes to 225. Let me know if you have good feelings with that. Here, I choose 240, according to automobile catalog, without speed governor.
At maximum speed, the sound varied, so I replaced it with a Kunos 6-cylinder sound. Semi slick tires were not suitable, they are replaced in version 10
download here: https://mega.nz/#!k1kgwYSR!hwFAU0KkQrNDPGmayYme76XMeL-POaOEpmxl4WL1oQI
Tell me if you think something needs to be changed.
Have fun, Mike.

Thanks so much for this, can't wait to try it out tonight! :bowdown:
 
anyone else think i should make the ai a bit slower on the Acura and the LMP2?
Hi,

I duplicated the present 2019 full IMSA grid - and ran practice session after practice, letting the AI drive your cars. The Oreca's were outrunning the entire field, until you released your Acura. After that, the top 4 were guaranteed to be the two Oreca's and two Acura's (Acura's usually 1/2, Oreca's 3/4). This was on the following tracks:

Daytona road course
CTMP
Watkins Glen
Laguna Seca (KS)
Detroit Belle Isle
Long Beach (latest version released a week or two ago).

AI set at 90 percent, aggression at 40. Ya, a bit low, but these work for me!

Compared to reality, that makes them too fast (especially the Oreca)- but honestly I think the problem really is that all the other cars (especially the Cadillac DPi) are too slow! Even after I BoP'd (using CM's restrictor/weight settings) the Oreca's significantly outstripped all the unmodified DPi's.

Just for fun, I stuck your Oreca Aero and engine settings into the Cadillac, and that evened things up a bit, resulting in a better mix at the top. I doubt that's anything remotely accurate, but it did even things up a bit.

Interestingly, the unmodified Mazda DPi's usually finished around 5th/6th or so - so they actually finished close to where the usually do (excepting last week's Watkins Glen finish of course!).

Just providing the info - I'm not suggesting anything. Either the Cadillac and Mazda need your treatment to be more realistic, or the Oreca/Acura need to be slowed down. If I had a choice, I'd stick with whatever provides the most realistic results. Understanding the amount of effort that goes into these mods, I'd hesitate to change your two previous releases, as they "hit the numbers" right. The real issues seems to be the limitations in the game itself. I know from modding flight simulator models for years, just plugging in real world figures usually doesn't result in an aircraft that "flies right" according to recorded figures. Coming up with a car model that "feels right" is as much art as science, and your two previous releases feel "more right" than they did before you worked on them!
 
Hi,

I duplicated the present 2019 full IMSA grid - and ran practice session after practice, letting the AI drive your cars. The Oreca's were outrunning the entire field, until you released your Acura. After that, the top 4 were guaranteed to be the two Oreca's and two Acura's (Acura's usually 1/2, Oreca's 3/4). This was on the following tracks:

Daytona road course
CTMP
Watkins Glen
Laguna Seca (KS)
Detroit Belle Isle
Long Beach (latest version released a week or two ago).

AI set at 90 percent, aggression at 40. Ya, a bit low, but these work for me!

Compared to reality, that makes them too fast (especially the Oreca)- but honestly I think the problem really is that all the other cars (especially the Cadillac DPi) are too slow! Even after I BoP'd (using CM's restrictor/weight settings) the Oreca's significantly outstripped all the unmodified DPi's.

Just for fun, I stuck your Oreca Aero and engine settings into the Cadillac, and that evened things up a bit, resulting in a better mix at the top. I doubt that's anything remotely accurate, but it did even things up a bit.

Interestingly, the unmodified Mazda DPi's usually finished around 5th/6th or so - so they actually finished close to where the usually do (excepting last week's Watkins Glen finish of course!).

Just providing the info - I'm not suggesting anything. Either the Cadillac and Mazda need your treatment to be more realistic, or the Oreca/Acura need to be slowed down. If I had a choice, I'd stick with whatever provides the most realistic results. Understanding the amount of effort that goes into these mods, I'd hesitate to change your two previous releases, as they "hit the numbers" right. The real issues seems to be the limitations in the game itself. I know from modding flight simulator models for years, just plugging in real world figures usually doesn't result in an aircraft that "flies right" according to recorded figures. Coming up with a car model that "feels right" is as much art as science, and your two previous releases feel "more right" than they did before you worked on them!

Thank you for your effort :)
The ai is tuned to take corners probably too effective, as i increased AI grip.
And when i race them at 100% ai, they are impossible to catch on every track.

I will look into getting them down a bit, but nothing substantial, dont worry. I also add Acura Text on the steering which i like better than cosworth tbh :lol:
 
I'd guessed it was cornering ability that was resulting the in lap times. The BoP settings I had to use to get the Oreca slowed down was insane... something like 50 percent restrictor and more weight than you could really get into the car! :) That's why I copied your aero settings for the Caddy...

On a somewhat related note, I just noticed that the Nissan DPi is on Pole for today's CTMP race. Wow, that's unexpected (by me at least). In the AC SK forum set, the Nissan is the slowest of the bunch, way down the pack... and I honestly never think about it. More worried where the Acuras/Caddy's/Mazda's are than the lone Nissan! I should be ashamed...!
 
I'd guessed it was cornering ability that was resulting the in lap times. The BoP settings I had to use to get the Oreca slowed down was insane... something like 50 percent restrictor and more weight than you could really get into the car! :) That's why I copied your aero settings for the Caddy...

On a somewhat related note, I just noticed that the Nissan DPi is on Pole for today's CTMP race. Wow, that's unexpected (by me at least). In the AC SK forum set, the Nissan is the slowest of the bunch, way down the pack... and I honestly never think about it. More worried where the Acuras/Caddy's/Mazda's are than the lone Nissan! I should be ashamed...!
ok. what im doing is have the normal data folder, and then an extra folder which comes with the data.acd to have to super quick ai back.
 
UPDATE FOR THE ACURA DPI
Screenshot_gtp_acura_dpi_sebring_7-7-119-16-2-4.png

little update
-added the Acura name to the wheel
-changed some cameras again
-AI adjusted to be a tiny bit slower
-there is an EXTRAS folder in the car folder, just drop the data.acd in the car folder to overwrite the normal data folder. (delete previous version for this to work)

https://mega.nz/#!YNtTQYaJ!1IDk1hB9mypI2SXCkWahCPDaZxB_EMrMT0vpkW_u_IA
 
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