Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Thread starter daan
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hello

thanks for this nice track...
I just tryed to create a more realistic feel of the road. the elevations are nice but the feeling was flat.

I compared your models.ini files to the current files, and I think you're behind the most recent update from CrisT. Users will lose the most recent track update if they extract your models.ini files and overwrite the current files.
 
Simola Hill Climb South Africa - rain and grass and vao and so on...

Track can be found here: https://www.speedfestival.co.za/general-news/2021-virtual-simola-hillclimb-download-available-now/

My tinkering can be found here: https://www.racedepartment.com/down...frica-rain-and-grass-and-vao-and-so-on.60203/

  • You should be able to copy the files straight into you assetto corsa folder as long as you have the track installed. It will ask to override - backup your track if you want to keep the original files.

  • If the new grass still won't show check your assetto corsa folder: extension/textures/grass_fx. You should have a "highlands.dds" file in there, otherwise no grassFX.

snap.jpg
 
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Hello guys! Someone know what "AI spline might be missing or broken" means? I don't understand...it only happens on a wet track and with other cars...

Thanks
 
Hello guys! Someone know what "AI spline might be missing or broken" means? I don't understand...it only happens on a wet track and with other cars...

Thanks
That's an issue with some tracks when using the latest development version of CSP. Just turn off "Use sparse grid" and "avoid sides when raining" and "avoid puddles" in the "New AI BehavIor" tab of CM.
 
That's an issue with some tracks when using the latest development version of CSP. Just turn off "Use sparse grid" and "avoid sides when raining" and "avoid puddles" in the "New AI BehavIor" tab of CM.
Ah ok, because it appens with all tracks, both Kunos or modded...turning off these options what changes? Still manage to race against the AI?
 
To be honest i don't remember to have seen in this way, but in months that i make extensions, is not the first time i saw lines put randomly by CSP (only a visual problem, not real lines), maybe @pugsang knows more about it and he already know if what you see is right or not ;)

Anyway:

Track UPDATE WIP BAKU 2019/2022
(i'm working on it since weeks, so it will be probably the biggest ever update i did since i started). It will work in perfect combinations with @Pyyer extension, so i will put together my work with his one in order to have something definitive (maybe i can send it to him for a proper full release if he want?)

I don't know when it will be ready yet

Some teaser images (FAR from being ready the other parts of the config for know)

View attachment 1174189View attachment 1174190View attachment 1174191View attachment 1174192View attachment 1174193
Cris are you still working on updating this track or you abandoned the project?
 
Cris are you still working on updating this track or you abandoned the project?
Still working on it even is on hold. The track is missing light source that can allow night races (they need 3D portable lights) but i need the help of someone who has time to work in 3D space on it in order to finish it.
 
Grindelwald is a great track but for some reason it is a collection of "ways how to do the pit lane wrong":
First there is a fast lane that is saved as a pit lane, second there is a pit lane that runs over the whole track, third it goes trough the walls and fourth, the most elegant variant, there is simply none. 🧐 🙄 :D Don't take this too seriously but that was strange enough to tell you.

Simply take this please:

EDIT: Some fast lanes also have to have some work. Will maybe do this later.
 
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BTW, if anyone uses the DDS and config to de-jaggy any powerlines on tracks, please share them here. They're pretty quick to do, but no point reinventing the wheel if it's already been done.
For anyone who's interested I did Masscot's cable fix for some H22 tracks (buenos aires, la plata, rosario and cabalen)
 

Attachments

Chassis 6075
Customer: Jack Leconte
Delivery: 8. June 1993
Color: Grand-Prix White

This is one of the famous Larbre cars. The livery of the car is present in most of our minds. A real classic.
The car was delivered just in time for the 1993 24H of Le Mans. Larbre had just 12 days of preparation, which shows how incredible competitive the 964 RSR was coming straight from the factory.

LM24 1993, Larbre Compétition #78, GT2

__custom_showroom_1683062968.png

The car finished 16th overall and 2nd in the GT class.

1 month and a few days later the car was entered in the Spa 24H race. In 1993 this race was filled with a lot of Porsche. It saw the 964 Cup, several 964 RSRs and Cup or RS cars which had been converted to RSR spec.
The car ran under the Monaco Media International banner.

Spa 24H 1993, Monaco Media International #48, ProGT
__custom_showroom_1683050938.png

The car finished in 5th place for general classification and in class.

The car did not compete in any other races in 1993, but came to the BPR series in 1994.

BPR 1994, Paul Ricard 4H, Larbre Compétition #47, GT3
__custom_showroom_1682971044.png

In this race the colors look like if it was the chassis 6074 which competed under the banner of Monaco Media International in 1993s Le Mans 24H race. The "RSR 3.8" book (authors:Jürgen Barth and others) says that chassis 6075 was the car which competed in Paul Ricard in 1994.

The car finished the race in 3rd spot for the general classification and 1st in class. 3rd is again an incredible result, as there have been GT1 cars competing against it.

to be continued......
 

Attachments

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Hello could someone tell me, what is lost when deactivating ExtraFx in CM? I ask, because I disabled it, and my fps doubled.. Does it make sense to use this function?
 
Hello. Maybe any of you know what is this about. The car is bm_lamborghini_huracan_gt3_evo from Bonny and the skin is Konrad Motorsport. The other door is alike. This is happening in ac showroom and in game, while in cm showroom is ok. Only this skin. I thought is something about the extension of the car or the ext_config of the skin. But there I'm lost. Thanks.

ofuglej3h1xa1.png



Edit: Nevermind. Solved.
 
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Grindelwald is a great track but for some reason it is a collection of "ways how to do the pit lane wrong":
First there is a fast lane that is saved as a pit lane, second there is a pit lane that runs over the whole track, third it goes trough the walls and fourth, the most elegant variant, there is simply none. 🧐 🙄 :D Don't take this too seriously but that was strange enough to tell you.

Simply take this please:

EDIT: Some fast lanes also have to have some work. Will maybe do this later.
Please let the modder know over at RD so he can fix it at source for the next update. He seems to be open to any constructive comments.
 
Already done Masscot ;-) And he answered me. He had issues with pitting cars after the first lap.

I've added a new fast lane for the Long layout. The cars had problems at the start.


Track is ready for night races btw.

20230502215927_1.jpg
 
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Hello could someone tell me, what is lost when deactivating ExtraFx in CM? I ask, because I disabled it, and my fps doubled.. Does it make sense to use this function?
For me Extra.Fx is the "cherry on the cake"

Here you can see what is inside:

If you have SSLR active i suggest you to turn on "Exterior only" for example. This is a Expensive one.

FULLNAME=Extra FX
PREVIEW=https://acstuff.ru/images/modules/extra_fx.jpg
DESCRIPTION=Adds an option for secondary rendering pass allowing to use more visual effects. For now, only works for single screen without VR, with post-processing enabled. Also, doesn’t work if AC’s motion blur is enabled.
SHORT_DESCRIPTION=More post-processing
; URL=https://trello.com/c/CfuT5QqM/28-particles-fx

[BASIC]
; Extension
ENABLED=1 ; Active (set to 0 to disable Extra FX); 1 or 0
EXTERIOR_ONLY=0 ; Disable everything for interior cameras; 1 or 0

; [DEPTH_REDUCTION]
; ; Analyze depth to improve shadow mapping and other effects
; ENABLED=1 ; Active; 1 or 0
; READBACK_DELAY=3 ; GPU-to-CPU delay (required to improve performance); from 0 frame(s) to 5, round to 1

[MOTION_BLUR]
; Motion blur
ENABLED=1 ; Active; 1 or 0
EXTERIOR_ONLY=0 ; Disable for interior cameras; 1 or 0
MULT=1 ; Amount of blur; from 0 to 1, perc.
QUALITY_2=2 ; Quality; 0 for Low, 1 for Medium, 2 for High
JITTER_MULT=1 ; Noise (helps to reduce banding); from 0.5 to 1, perc.

[TAA]
; Temporal anti-aliasing
ENABLED=1 ; Active; 1 or 0
SAMPLE_SPREAD_MULT=1 ; Sample spread; from 0 to 1, perc.
EXTERIOR_ONLY=0 ; Disable for interior cameras; 1 or 0
HISTORY_SHARPEN=0.3 ; Sharpen temporal data (applies slight sharpening to previous frame before mixing it with current one); from 0 to 0.5, perc.
EXTRA_SHARPEN_PASS=0 ; Extra sharpness; from 0 to 1, perc.
BLUR_NEW=0.5 ; Blur new pixels (blur intensity for pixels which don’t have TAA information ready for them); from 0 to 1, perc.
BEFORE_MOTION_BLUR=1 ;; hidden
__HINT_BOTTOM=For the best look, disable extra sharpness and then enable FidelityFX by AMD in Graphics Adjustments section. ;; hidden

[SSLR]
; Local reflections (SSLR)
ENABLED=1 ; Active; 1 or 0
EXTERIOR_ONLY=1 ; Disable for interior cameras; 1 or 0
TRACING_QUALITY2=2 ; Quality; 1 for Low, 2 for Medium, 3 for High
EXTRA_SPECULARS=1 ; Long speculars for wet tracks; 1 or 0
SCALE=1 ; Resolution; from 0.1 to 1, perc.
USE_TAA=0 ; Use TAA data to improve quality (at the moment, noisy in some places); hidden

[ASSAO]
; Ambient occlusion (ASSAO by Intel)
ENABLED=0 ; Active; 1 or 0; not available with SSAO/ENABLED or HBAO/ENABLED
EXTERIOR_ONLY=0 ; Disable for interior cameras (for open wheelers); 1 or 0
OPACITY=0.8 ; Opacity; from 0 to 1, perc.
QUALITY=2 ; Quality; -1 for Lowest, 0 for Low, 1 for Medium, 2 for High, 3 for Very high (adaptive)
RADIUS=1 ;; hidden
EXP=0.8 ;; hidden
CLAMP=0.98 ;; hidden
MULT=1 ;; hidden
HORIZON_ANGLE_THRESHOLD=0.06 ;; hidden
SHARPNESS=0.98 ;; hidden
DETAIL_SHADOW=0.5 ;; hidden
QUALITY_ADAPTIVE_LIMIT=0.45 ;; hidden
FADE_FROM=150 ;; hidden
FADE_TO=400 ;; hidden

[HBAO]
; Ambient occlusion (HBAO+ by NVIDIA)
ENABLED=1 ; Active; 1 or 0; not available with SSAO/ENABLED or ASSAO/ENABLED
USE_NORMAL_BUFFER=1 ;; hidden
EXTERIOR_ONLY=0 ; Disable for interior cameras; 1 or 0
OPACITY=0.8 ; Opacity; from 0 to 1, perc.
RADIUS=1.2 ;; hidden
EXP=1.6 ;; hidden
BIAS=0.2 ;; hidden
SHARPNESS=16 ;; hidden
SCALE_SMALL=1 ;; hidden
SCALE_LARGE=1 ;; hidden
DEPTH_FOREGROUND=4 ;; hidden
DEPTH_BACKGROUND=10 ;; hidden
DEPTH_MAX=2500.0 ;; hidden
DEPTH_SHARPNESS=2 ;; hidden

[SSAO]
; Ambient occlusion (old and not very good)
ENABLED=0 ; Active; 1 or 0; not available with ASSAO/ENABLED or HBAO/ENABLED
EXTERIOR_ONLY=0 ; Disable for interior cameras (for open wheelers); 1 or 0
OPACITY=0.8 ; Opacity; from 0 to 1, perc.
RADIUS=1.0 ;; hidden
EXP=1.0 ;; hidden
SCALE=0.5 ; Resolution; from 0.1 to 1, perc.
BLUR_SCALE=0.5 ; Blur resolution; from 0.1 to 1, perc.

[SS_LIGHTING]
; Extra space-screen lighting (e.g. sparks)
ENABLED=1 ; Active; 1 or 0
SCALE=1 ; Resolution; from 0.1 to 1, perc.

[LIGHT_BOUNCE]
; Simple light bounce emulation for supported tracks (requires space-screen lighting)
ENABLED=1 ; Active; 1 or 0; only with SS_LIGHTING/ENABLED

[SSGI]
; Simple light bounce (SSGI)
ENABLED=1 ; Active; 1 or 0
EXTERIOR_ONLY=0 ; Disable for interior cameras (for open wheelers); 1 or 0
SCALE=0.5 ; Resolution; from 0.1 to 1, perc.
INTENSITY=1 ; Brightness; from 0 to 2, perc.

[VOLUMETRIC_LIGHTS]
; Volumetric headlights
ENABLED=1 ; Active; 1 or 0
EXTERIOR_ONLY=0 ; Disable for interior cameras; 1 or 0
SCALE=0.2 ; Resolution; from 0.08 to 0.32, perc.
INTENSITY_MULT=1.5 ; Luminocity; from 0 to 2, perc.

[FOG_BLUR]
; Fog blur
ENABLED=1 ; Active; 1 or 0
HEATING=1 ; Include heat distortion; 1 or 0
EXTERIOR_ONLY=1 ; Disable for interior cameras; 1 or 0
; DISTANT_BLUR=1 ; Add a bit of distant blur; 1 or 0
DISTANCE_MULT=2.18 ; Distance multiplier (distance multiplier for distant b
lur); from 0.5 to 2.5, perc.
 
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