Assetto Corsa PC Mods General DiscussionPC 

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Hi people. Can someone help me with the AI of the two layouts of this track?

I can't stop the AI crashing the pit wall.

El Calafate

View attachment 1256664
It needs new left and right sidelines recorded. As they are now, they run through pit lane which will cause the ai to hit the wall if they run outside the normal racing line. If you don't know how to do it, let me know. I can record them real quick for you.



I'm bored since I don't have any ongoing projects so I goof'd around a little with the Bilster Berg 2020 track. Turned out pretty nice, IMO.

Original:
bilsterberg_original.jpg


Patchy grass:
bilsterberg_patchy.jpg


Lush grass:
bilsterberg_lush.jpg
 
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My STW Hasseröder Skinpack for the 406 BTCC is finished.
It includes #1, #2 and a Gridfiller #21.
Im sorry for the weird artefacts on the Hood, I dont know how i could compensate the Mapping of the Car itself. Paintshop didnt work ingame for me.
Screenshot_vrc_erc_1999_vorax_csp_vhe_hockenheim_15-4-123-12-47-19.jpg


The Pack can be downloaded here:
https://sharemods.com/pyfxz2cqb9vl/bem_peugeot_406_stw_gen1-Hasseroeder.zip.html

Edit: This Pack is only for Gen1 for now.
 

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  • Screenshot_bem_peugeot_406_stw_gen1_vhe_hockenheim_15-4-123-12-45-23.jpg
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Attachments

  • autodromo_elcalafate new AI.zip
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It needs new left and right sidelines recorded. As they are now, they run through pit lane which will cause the ai to hit the wall if they run outside the normal racing line. If you don't know how to do it, let me know. I can record them real quick for you.



I'm bored since I don't have any ongoing projects so I goof'd around a little with the Bilster Berg 2020 track. Turned out pretty nice, IMO.

Original:
View attachment 1256675

Patchy grass:
View attachment 1256677

Lush grass:
View attachment 1256678
Hi !
How to switch between the different quality of grass on a track like on your pictures ?
Thanks
 
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It needs new left and right sidelines recorded. As they are now, they run through pit lane which will cause the ai to hit the wall if they run outside the normal racing line. If you don't know how to do it, let me know. I can record them real quick for you.



I'm bored since I don't have any ongoing projects so I goof'd around a little with the Bilster Berg 2020 track. Turned out pretty nice, IMO.

Original:
View attachment 1256675

Patchy grass:
View attachment 1256677

Lush grass:
View attachment 1256678
Mate, are you really sure, it isn´t just your PPF?
This is how it looks on my system with standard Pure PPF. Way, way less bright than your first screenshot.
1684181238167.png
 
Hi !
How to switch between the different quality of grass on a track like on your pictures ?
Thanks
Unfortunately you need my modified ext_config. I reassigned new materials and textures to the terrain meshes so it's not something you could do without my files.

Mate, are you really sure, it isn´t just your PPF?
This is how it looks on my system with standard Pure PPF. Way, way less bright than your first screenshot.
View attachment 1256728
I wish it looked like that on my end because that looks great. Then I wouldn't have had to take the time to change it. I doubt it's ppf related because there's too big a difference to be as simple as a ppfilter. I'm guessing I either have an older version of the track (although I just downloaded it two days ago) or a different config then you have. Either way, that looks way better than what I saw originally.

Any chance you remember where you got the track so I could see if I have an old version? Or even a copy of the ext_config so I could see if it's config related?

EDIT: Not ppf related. Just tried the default pure ppf and it still doesn't look like your pic.
 
Subaru Impreza WRX STI S206 NBR Challenge Package Public Release !!!!
Download:https://sharemods.com/n9bljuwnaic6/subaru_impreza_s206_nbr_2012_public_1.01.rar.html
-AO inside and out
-Realistic Dashboard
-CSP Settings
-Physics By VR Driving
-Lods Help Norms
-Driver Animation by Mascot
-Panoramic session Start config Daniel Nogal
-Beta testing and help ,@norms,@filemissing,@Mascot,and others

S206 NBR CHALLENGE PACK
Looking to scratch that rare scooby itch? We think we may have the solution with this... A Subaru Impreza WRX STi S206 NBR Challenge Pack! The S206 was produced in 2011, with the addition of the 'NBR Challenge Pack' option to commemorate its class win at the 24 Hours Nürburgring endurance race...
Out of the total 300 produced, 200 were stock S206 cars and just a mere 100 had the 'NBR Challenge Pack'
The S206 had a huge array of upgrades over the standard STi, check out the full.

Screenshot_subaru_impreza_s206_nbr_2012_ks_nordschleife_15-4-123-14-36-6.jpgScreenshot_subaru_impreza_s206_nbr_2012_ks_nordschleife_15-4-123-14-37-39.jpgScreenshot_subaru_impreza_s206_nbr_2012_ks_nordschleife_15-4-123-14-40-22.jpgScreenshot_subaru_impreza_s206_nbr_2012_ks_nordschleife_15-4-123-14-37-27.jpgScreenshot_subaru_impreza_s206_nbr_2012_ks_nordschleife_15-4-123-14-36-40.jpgScreenshot_subaru_impreza_s206_nbr_2012_ks_nordschleife_15-4-123-14-43-52.jpgScreenshot_subaru_impreza_s206_nbr_2012_ks_nordschleife_15-4-123-14-43-41.jpgScreenshot_subaru_impreza_s206_nbr_2012_ks_nordschleife_15-4-123-14-34-46.jpg__custom_showroom_1684155366.png
 
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Screenshot (7).png


Trying to get TyreFX to work on the SD F1 2012 pack but the sidewall texture keeps appearing in place of the tread texture. Is there any way I can fix this?
 
MONDAY morning GPLmania NEWS (got a coffee?)

View attachment 1256579

The announcement of 3 GPLmania parts is now obsolete, there will be at least 4 parts! So we will have 9 championships and 4 new tracks in total! (Zolder 67, Clermont-Ferrand 1965, Laguna Seca 60s and a new one pictured below)
I was able to map the GPL universe quite well: 60s Formula 1, lower 60s Formulas, 50s Formula 1, Sportscars, CanAm and Pre War GP.

View attachment 1256582


Second news is preparation for the upcoming GPLmania championships. 2 new AI line for Sergio's tracks that will be part of the Formula STARborn.


I removed the Spa '66 AI lines from my account because Racinjoe's version has already good ones.

Last news is that big parts of the old TrippTeam server is online again. This was the greatest resource for gMotor2 games (rFactor, GTR2). There are also some GPL mods, no tracks sadly. This is great for all converters and lovers of old games.

Just loving your work!

On the subject of older tracks, have you ever considered a pre-chicane version of Daytona road course so our 917's and 512's and 935's can run the 24 without having to slow down ? And on the subject of the chicane, as far as I know, all the presently available versions of the track have the post-2006 chicane. Prior to that, the chicane was longer, and exited you closer to turn 3. It would be so nice to have the option to drive the older version of such an iconic track.

Cheers!
 
Check your ppfilter, some of them have a setting in it which causes CM to be set to default after using. I did not figure out which one but most likely it is one which has not been updated for use with csp180p218. With newer ones, it should not reset to default by itself.

My PPF kept resetting to default with the latest preview CSP, but seems to have stabilised now.
I think what I did was deselect the Pure PPF, then activate it again. Since then it's been fine.
Thanks, I will give those a try and see what happens next time i have shut the pc down

Edit: fixed by doing what Masscot said, selected the default, run the game, got into the car, brighter than looking at the sun, closed game, shut down the PC, back into csp, selected pure filter, started game, went into car, everything was back to how it should be, closed game, rebooted PC and next start with CM/AC the pure filter remained selected. Thank you both.
 
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I came across a couple of mods that I tried out and the car tires spin but the car doesn't go anywhere, at least one of them seems to inch forward.

From Googling a bit, it seems like the radius of the tires are off and I need to change it to fit the model. Is there a tutorial somewhere on how to do that and find the appropriate values?

I thought I found one and updated the numbers in the tyre.ini manually but oh god it's so much worse

pure-monza-wlf_mitsubishi_fto-2023-05-15-36-16.jpg
 
Hi people. Can someone help me with the AI of the two layouts of this track?

I can't stop the AI crashing the pit wall.

El Calafate

View attachment 1256664
Your track is missing good (= NOT computer generated) sidelines. So the AI did "see" the pitlane as part of the track and had some problems starting. I didnt touch your ideal lane, which results in the AI using the yellow track parts too. Also some AI-cars have problems in the last corner before start/finish on the largo layout. Just unzip the file and copy it into your track. It willl not replace anything.

Ninja'd by Rainmaker :lol:
 

Attachments

  • autodromo_elcalafate.zip
    203.4 KB · Views: 41
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I came across a couple of mods that I tried out and the car tires spin but the car doesn't go anywhere, at least one of them seems to inch forward.

From Googling a bit, it seems like the radius of the tires are off and I need to change it to fit the model. Is there a tutorial somewhere on how to do that and find the appropriate values?

I thought I found one and updated the numbers in the tyre.ini manually but oh god it's so much worse

View attachment 1256821
From the little I can remember:

confront the tyres.ini file with the wheel measures (visible in REPLACE TYRES)

example: 225/20/R19.9
  • first number is tire width in millimiters
  • second is the height from the rim to the very end of the rim, expressed in percentage of the rim width
  • the third (with the R) it's the diameter of the rim in inches (19.9 inches converted to 505.46 millimiters therefore 0.505 meters)

I used https://www.calculator.net/tire-size-calculator.html to obtain the diameters for tyres or rims (just remember to /2 for radiuses)

Hope it helps, worked for me on 4/5 cars last year.
 
Thanks very much. There's so much to love about this car but the jerky Bruce Lee shifting animation kind of craps all over the VR experience, with the driver's arm teleporting between the rim and the shift knob like he's being electrocuted. It completely kills any sense of immersion whatsoever. I heartily applaud your ambition in attempting a full gear change animation, but the execution isn't great I'm afraid... and it really needs to be absolutely perfect to appear natural. Is there a way to disable it and just have a normal Kunos-style shifting animation that looks believable, for those of us who use VR or have the driver visible?
I tried moving all of the gear shift animations into a separate folder and adding a Kunos shift.ksanim, but it didn't work.
Sorry!
Edit: OK, if all of the various hand animations (lights on/off, wipers on/off etc) are also moved into a separate folder then a normal shifting animation can be substituted in and seems to work fine. I'll do this for my own use.
Thanks again for the car, it really is fantastic.
And thanks for leaving it unencrypted so things like this can be adjusted for personal taste.
Hello! Mate.
I found the reason why Hands Speed are too fast and go back to wired position.
I will be update sooner and share it!
 
Just loving your work!

On the subject of older tracks, have you ever considered a pre-chicane version of Daytona road course so our 917's and 512's and 935's can run the 24 without having to slow down ? And on the subject of the chicane, as far as I know, all the presently available versions of the track have the post-2006 chicane. Prior to that, the chicane was longer, and exited you closer to turn 3. It would be so nice to have the option to drive the older version of such an iconic track.

Cheers!
I'm working on some GPL conversion at the moment. If I can figure out everything I need, I maybe have a look at Ginettos and Sergios Daytona 1970.
 
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