Assetto Corsa PC Mods General DiscussionPC 

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Talking about issues... Some idea why the AI cars of this sidesplitting hilarious mod (Abarth 595 Hellspec by D1ablO) are hovering while the one that I drive is touching the asphalt as it should be? I assumed it was some problem with the change in diameter of the mod wheels compared to the Kunos base car, but my limited knowledge of modding was not enough to solve the problem.

Thanks in advance.

Screenshot_abarth_595_hellspec_ks_barcelona_29-7-123-22-38-48.jpg


(Before someone jokes around, let me clarify that what I want is all the AI cars to touch the asphalt, not for mine to also float on the track... 😁)


EDIT: Solved... https://www.gtplanet.net/forum/threads/assetto-corsa-pc-mods-general-discussion.307899/post-14083753

Goodwood Circuit Update...
By the way, I take advantage of this message to thanks you. THANKS!
 
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Hi, maybe is there some mod about the Accord CL7, I saw this 3d model, maybe it was ported to AssettoCorsa?
Link to a mod will be appreciated
 
Hi all
Today I saw a query posted on a FB site and by chance, I stumbled across the solution yesterday, so I thought I should share my solution as many of you may also not be aware that you can choose the area which a PP filter uses for the auto-exposure metering.

Problem:
Most PP filters, but not all, run "Auto-exposure", which acts much the same as digital cameras always have, where the exposure is adjusted to bring the overall picture back to a pre-set overall luminosity. So in the car with drivers view camera, the shadow areas and black trim of the interior brighten up the overall picture, as the PP filter tries to compensate.

Solution:
Thankfully it's built into the "Post Process Filter" app that you would normally use to switch between to PP filters and make overall Exposure adjustments.
1. Right click on the filter name and select "Edit"
2. Open the "Auto-exposure" section triangle
3. If your PP filter has "Auto-exposure" ticked than the area can be adjusted.
4. Tick "Show auto-exposure metering area" - by default the yellow overlay will be full screen.
5. Use the sliders to adjust the size and position of the yellow area to only include the area you are seeing through the windscreen.
I am unable to adjust the centre point up, only down, which might be a problem for triple screen users only, not sure. Try tweaking the driver's camera viewing angle "Tilt" adjustment, to give you a bit more windscreen and less dashboard.
6. Untick "Show auto-exposure metering area" before saving the filter, otherwise the yellow overlay stays on.
7. Right-click the "Save changes" button, to bring up a "Save as" option where you can rename your tweaked PP filter. You can simply save, but i recommend doing a Save As so that you always have an original version of all the PP filters to revert back to.
This PP filter will now focus it's auto exposure on the road and scenery and not be distracted by your dark interior. much the same as your eyes when you glance up to look at the road outside in real life.

Differences are subtle of course, but often the road to perfection is a lot of a small improvements.

Tip 2: Another advantage renaming any of your favourite PP filters with something like your name at the beginning of the title is that your favourites will now all be grouped together in the PP filter app. Helpful if you have a lot of PP filters but only want to cycle between a few of them.
 

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Hi all
Today I saw a query posted on a FB site and by chance, I stumbled across the solution yesterday, so I thought I should share my solution as many of you may also not be aware that you can choose the area which a PP filter uses for the auto-exposure metering.

Problem:
Most PP filters, but not all, run "Auto-exposure", which acts much the same as digital cameras always have, where the exposure is adjusted to bring the overall picture back to a pre-set overall luminosity. So in the car with drivers view camera, the shadow areas and black trim of the interior brighten up the overall picture, as the PP filter tries to compensate.

Solution:
Thankfully it's built into the "Post Process Filter" app that you would normally use to switch between to PP filters and make overall Exposure adjustments.
1. Right click on the filter name and select "Edit"
2. Open the "Auto-exposure" section triangle
3. If your PP filter has "Auto-exposure" ticked than the area can be adjusted.
4. Tick "Show auto-exposure metering area" - by default the yellow overlay will be full screen.
5. Use the sliders to adjust the size and position of the yellow area to only include the area you are seeing through the windscreen.
I am unable to adjust the centre point up, only down, which might be a problem for triple screen users only, not sure. Try tweaking the driver's camera viewing angle "Tilt" adjustment, to give you a bit more windscreen and less dashboard.
6. Untick "Show auto-exposure metering area" before saving the filter, otherwise the yellow overlay stays on.
7. Right-click the "Save changes" button, to bring up a "Save as" option where you can rename your tweaked PP filter. You can simply save, but i recommend doing a Save As so that you always have an original version of all the PP filters to revert back to.
This PP filter will now focus it's auto exposure on the road and scenery and not be distracted by your dark interior. much the same as your eyes when you glance up to look at the road outside in real life.

Differences are subtle of course, but often the road to perfection is a lot of a small improvements.

Tip 2: Another advantage renaming any of your favourite PP filters with something like your name at the beginning of the title is that your favourites will now all be grouped together in the PP filter app. Helpful if you have a lot of PP filters but only want to cycle between a few of them.
It works good for very steady cockpit cameras. But in VR that could kill your experience if you focus too much on YEBIS AE. Even with some headmovement the exp starts to wooble. In the last years we developed much better methods to calculate exposures. Also, if you just been focused on the windshield, you miss important parts of the influence by the illumination of the cockpit. AND every car has a different shape, the users have different FOVs and the seat position can vary with the cars.

The best way is to have just a minor influence of AE for the exposure calculation and take more screen part into account then. So it also take dark places into account.
 
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New Mod Release: Jaguar XJ220 LM
__custom_showroom_1693122382.jpg

!!!DELETE THE OLD BETA FIRST!!!

Jaguar XJ220 LM this is the initial version, I have plans for more updates in the pipeline.

Key Features:

  • The car boasts an interior that shares similarities with the Kunos Maserati MC12 GT1.
  • This version includes three livery skins,
1.Gran Turismo Livery
2.Gran Turismo Special Livery
3.Jaguar Team LM Livery




Download GTPlanet:
Download Patreon:
 
It works good for very steady cockpit cameras. But in VR that could kill your experience if you focus too much on YEBIS AE. Even with some headmovement the exp starts to wooble. In the last years we developed much better methods to calculate exposures. Also, if you just been focused on the windshield, you miss important parts of the influence by the illumination of the cockpit. AND every car has a different shape, the users have different FOVs and the seat position can vary with the cars.

The best way is to have just a minor influence of AE for the exposure calculation and take more screen part into account then. So it also take dark places into account.
Hi @Peter Boese (I always try to catch you when you're here)
Quick question: why does Pure now take so long to load when first joining a track? There's about ten seconds of stuttery images as various things seem to load in slowly... and half the time it crashes back to CM (but then loads pretty instantly when launching after this).
Pure never used to be so sluggish to initialise, or so fragile and unstable.
Is there something I need to disable?

Also: half the time headlights still get turned on during daylight, which is a major PITA as it affects performance quite a bit in AI races.

Cheers.
 
A quick update for you regarding Pescara 1957, it's been a while since I posted, but I'm working full time on it.
Buildings are virtually all done and I have recreated all the stations along the small gauge railway that ran along part of the track.
Check out this photo from 1938, 180mph along a road barely 8 metres wide, with trees, houses, telegraph poles.. they were bonkers!

straightbef chicane maybe.jpg


I have made contact with a friendly local historian who has provided me with some reference photos not to be found anywhere else, allowing me to add a few more houses/businesses that have since disappeared :)

grab1.jpg


grab2.jpg


I've also been planting a fair few trees around the track, thousands of olive trees to start with, seen here near the cemetery at Spoltore
grab3.jpg


On the home stretch now so I will hopefully be aiming for release this autumn, I'm going flat out.
 
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It works good for very steady cockpit cameras. But in VR that could kill your experience if you focus too much on YEBIS AE. Even with some headmovement the exp starts to wooble. In the last years we developed much better methods to calculate exposures. Also, if you just been focused on the windshield, you miss important parts of the influence by the illumination of the cockpit. AND every car has a different shape, the users have different FOVs and the seat position can vary with the cars.

The best way is to have just a minor influence of AE for the exposure calculation and take more screen part into account then. So it also take dark places into account.
Thanks Peter. Of course, your understanding of such things is beyond question, and you have brought up some very valid points. Especially the problem of the difference in car windscreen shapes, the effect on the stability of the exposure and not working with VR, which I didn't consider at all.

In a few tests yesterday it seemed to be of benefit to me, but I run with very minimal head movement, and I might be prepared to sacrifice a some interior visual fidelity in order to achieve a little more consistency between driver camera exposure and that of other external camera views, which does seem to be something that a few others have found bothers them.

I need to test with more cars and tracks, and try your suggestion of a lowered influence of the AE.

Thank you for your input.
 
Hi @Peter Boese (I always try to catch you when you're here)
Quick question: why does Pure now take so long to load when first joining a track? There's about ten seconds of stuttery images as various things seem to load in slowly... and half the time it crashes back to CM (but then loads pretty instantly when launching after this).
Pure never used to be so sluggish to initialise, or so fragile and unstable.
Is there something I need to disable?

Also: half the time headlights still get turned on during daylight, which is a major PITA as it affects performance quite a bit in AI races.

Cheers.
Which CSP version do you use, ppfilter and CM version? Does the Lua Debug app posts some errors? Actually its not a normal behavior.
 
Which CSP version do you use, ppfilter and CM version? Does the Lua Debug app posts some errors? Actually its not a normal behavior.
What I figured out @Masscot is that CM only crashes when loading a track for the first initial launch. So I think it´s not related to Pure. Maybe some setting in CSP which is either connected to AI or track setting.
 
for those not yet subscribed to Peter Boese's patreon, see the splendid WIP he's doing on new version of Pure.

YOUTUBE video on upcomming Pure features

(it's the video his patreon received a link to , but it is publicly available on youtube, and published over a week ago,
so I guess it's ok to promote it here - although, who here isn't a patreon of Peter??? I guess not a lot... :))

Very well made video that shows off the new features that will come in the next release of Pure.
Nicely done Peter, thanks! :cheers:


ps: also posting this to make some fun ofcourse... (not to offend you Peter)

watch the video carefully to find the reference!
1693392755832.gif

1693393710461.png

1693393461563.png
1693393481989.png


1693393841685.png
 
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for those not yet subscribed to Peter Boese's patreon, see the splendid WIP he's doing on new version of Pure.

YOUTUBE video on upcomming Pure features

(it's the video his patreon received a link to , but it is publicly available on youtube, and published over a week ago,
so I guess it's ok to promote it here - although, who here isn't a patreon of Peter??? I guess not a lot... :))

Very well made video that shows off the new features that will come in the next release of Pure.
Nicely done Peter, thanks! :cheers:


ps: also posting this to make some fun ofcourse... (not to offend you Peter)

watch the video carefully to find the reference!
View attachment 1283848

View attachment 1283851 View attachment 1283852

yeah, it always sucks if i see such dumb typos after the video is online. But actually there is someone, who read the texts. Maybe i build in further typos to have a reference...
 
Which CSP version do you use, ppfilter and CM version? Does the Lua Debug app posts some errors? Actually its not a normal behavior.
Hi @Peter Boese, thanks for the response.
I won't be at my PC until tomorrow but CSP and CM are the latest versions, and I use the standard Pure PPF.

Ref the video showcasing Pure's new features, it wasn't clear whether wind speed and direction could be randomised. Random wind direction would be particularly useful, as having flags waving in random directions can help to freshen up a oft-used track.
CM's wind direction randomiser currently has no effect in Pure.
 
Goodwood Circuit Update

Track Skins\Shader update for mantasisg's excellent Goodwood Circuit. It's a standalone track because I couldn't figure out a way for people to easily back out of it if they don't care for the changes. There were too many changes in the config, plus a couple of added kn5 files. It will come up as Goodwood Circuit in your track list.

Goodwood Circuit Track Skin\Shader update

Just to be clear, all credit for the track itself goes to mantasisg. I had nothing to do with the track creation nor did I alter any of the original kn5 files. I simply tried to make it look\work better with some CSP additions.

Credits:

Original Mod by @mantasisg
CSP Additions and Track Skins by @racinjoe013
Sound Banks from gt_sainte_croix and @gunnar333
Config help from @pk3r72owns (Nukedrop)
Beta Testing by @Quikslvr , @Perico Lospa and @pk3r72owns (Nukedrop)

Notes:
-- CSP is required.
-- Crowd sounds can be disabled in the ext_config by setting the entry to ACTIVE = 0
-- If you don't care for my shader values for things like the trees and grass, you can find any value I changed from the original track in the ext_config file. Or you can try one of the included brighter or darker alternatives simply by renaming the two included files in the extension folder.
-- Always leave the Trees skin enabled, but you can swap between the two grass skins to see which one you prefer. The Cool one is a little darker and has a tiny bit more blue tint. The Warm one is enabled by default (I think).
-- I redid the original ai to eliminate the crash in the chicane, but if you have an ai file that you already use with the original track, just copy it to this version.

View attachment 1283748

EDIT: Attached an updated ext_config file. I discovered last night that I missed a set of trees that would render too bright under certain lighting conditions. Doubt anyone would have noticed because you had to be using one specific replay cam and a specific weather condition for it to be visible on one part of the track. Just extract and overwrite when it asks.
Attached an updated config to the original post to correct the lighting on a specific set of trees I somehow missed. Most people probably wouldn't have picked up on them, but I wanted to fix them none the less.
 
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A quick update for you regarding Pescara 1957, it's been a while since I posted, but I'm working full time on it.
Buildings are virtually all done and I have recreated all the stations along the small gauge railway that ran along part of the track.
Check out this photo from 1938, 180mph along a road barely 8 metres wide, with trees, houses, telegraph poles.. they were bonkers!

View attachment 1283832

I have made contact with a friendly local historian who has provided me with some reference photos not to be found anywhere else, allowing me to add a few more houses/businesses that have since disappeared :)

View attachment 1283833

View attachment 1283834

I've also been planting a fair few trees around the track, thousands of olive trees to start with, seen here near the cemetery at Spoltore
View attachment 1283835

On the home stretch now so I will hopefully be aiming for release this autumn, I'm going flat out.
I'm so excited for this. I don't suppose AC modding will make you rich, but the return on this project should at least buy you a nice holiday or something. Keep up the great work.
 
Attached an update config to the original post to correct the lighting on a specific set of trees I somehow missed. Most people probably wouldn't have picked up on them, but I wanted to fix them none the less.
Can you post this on a different link please? Google keeps saying it already downloaded it and tries to give me a buffered version...
 
Can you post this on a different link please? Google keeps saying it already downloaded it and tries to give me a buffered version...
Sure thing. I'll put it on Google Drive or maybe try out the GT Planet Downloads. Be back in a few with a link. Just to be sure, are you talking about the track link or the updated configs?
 
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I finally get to drive my local track, MSR Houston, in AC! Thanks Tyrone/Nukedrop, @pk3r72owns for the first release!

The track is close, though there is more camber on some turns, and with more details, it could be really good.

You need to be a Patreon to download this early release. Nukedrop-MSR Houson on Patreon

Here's my photos of the track I shot after a 24-hour race, after my team and everyone else had left.

I actually walked the track, starting around image 196. MSRH Photos (557 images)

I've been away from my simulator and racing a little while, so I'm a little sloppy at the moment.

 
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Sure thing. I'll put it on Google Drive or maybe try out the GT Planet Downloads. Be back in a few with a link. Just to be sure, are you talking about the track link or the updated configs?
Updated configs... (and the track :)) Thanks! (GTP might be better in this case, since it's google that's buffering it...)
 
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