Assetto Corsa PC Mods General DiscussionPC 

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@Pfalzdriver are the shader setting for the 934 ok? windows look almost like mirrors when i update the previews and also when i load in showroom.

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all fine here , I guess it's a setting on your end, as also your hangar windows seem way too bright (and the outside)...
Here a shot I took:
1699198066835.png

my preview settings for SR Hangar: https://acstuff.ru/s/3Bctd7

EDIT : oops hold on, I'm still on v1.5 of the car... I see now that there is an update (1.51) available!

EDIT2: and here a shot after clean install of v1.51 :

1699198462534.png

so indeed something changed to the window reflective properties...

EDIT3: putting the Main light brightness to 1% is a workaround
1699198902470.png


EDIT4: don't know if related to that , but in first person view (VR) , I get strange reflections , which are off:

1699199610873.png

(a plea to all posting pics : always point out what you are referring to , even if it seems obvious... may save others having to search for "what's wrong"... )

EDIT5 : I reverted back to 1.5 and it also has this weird reflection thing already (I just didn't notice it before as I didn't drive at dawn... )
 
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@Pfalzdriver are the shader setting for the 934 ok? windows look almost like mirrors when i update the previews and also when i load in showroom.

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I also have strange glass blurry rims etc.
__custom_showroom_1699200659.jpg

ingame looks like this
Screenshot_pfa_porsche_934t_rsr_rr_reims_5-10-123-17-16-11.jpg

Windows looks like light milky and refraction glass is low res bluish chromish imo

edit: IMO many efffects added with CSP thats why it looks so in showroom
edit3:saw that some materials have no nm some have and other little missing things
 
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multimap emissive is just the regular multimap with an extra slot for an emissive texture

it's part of a few shaders mostly (all?) by Stereo

Wow, thank you for pointing out! Looks like I really need to dig into his repository.
I don't think ksWindshield has reflective properties... have you checked what shader is the inner glass using?
Sometimes you have to use default ksEditor if you are using modded ksEditor, Ilja forgot to add some ks shaders and never bothered to fix it Really cool because if you put ksBrakeDisc on cars (literally always needed) the editor crashes...damn fix this important stuff ilja
Yeah I've been using original ksEditor until I bumped into this weird-ass car which made it crash, that's why I found out the car was using those weird shaders. And by the way, I gave up on modded ksEditor years ago... nothing about it is better than vanilla version except the new hardware-accelerated viewport providing 60FPS edit view.
 
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Yas Marina Circuit 2021 mod v2.0, made by BAI Zhantang and so on.
·Model by BAI Zhantang and me, road mesh is converted from rfactor 1 and fix by me, other model files are copied from acu_yasmarina.
·Most of texture UV and lightfx are remade by ZHU Wushuang.
·Ai, real TV camera replay , rainfx and grassfx are made by GUO Furong.
Many thanks for the sponsorship of Tongfu Inn(Xi'an city, Shaanxi province, China), hoping you a great journey to Shaanxi someday, welcome to our inn.
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Link:https://mega.nz/file/605k3BpI#-b6KwixtrClJBIeiQeFWOpKU9GSyyqbfPCJKKde7Zgo
CSP 1.78 or higher is needed.
xie xie!

Xi'an is a great city I was there for 2 weeks time (summertime however very hot!), sorry I didnt stay in your Inn
 
For those who haven't seen:



Fenryr has released a Bahrain International Circuit. Patrons only for now in its beta state, but will be free for all in a week or two.

Considering his use of laser scan data in each of his previous projects, I wonder if this is finally the RFactor 2 laser scan conversion many have been clamoring for. I'd say it's probable.

I am aware many are critical of him in here (including myself, doing so very harshly on his substandard COTA release that has since been largely fixed), but Bahrain is one of the huge holes in AC - I've tried all of them available and frankly none are good enough. Hopefully with some extra work, this becomes the definitive version.
 
UPDATE: Crystal Palace 1969 v1.5
Fixed holes next to the pit wall and in the escape road before New Link (3rd corner).
Added more objects, refined some tuned some shaders and textures
Paddock area has been modified, new building added, more vehicles added.
The Northern infield has been remodeled:
  • infield roads are real roads now (maybe a genuine pre-war version will come)
  • a missing pond has been added with the Crystal Palace Bowl (concert stage build in 1961)
(my favourite seventies band is about to play after the race)
Thanks to CrisT86 for CSP additions: New Camera's, VAO, RainFX, seasonal adjustments, smoke and a working lap counter (thx to Racinjoe13)

Screenshot_fiat_600_zw_crystalpalace_6-11-123-1-51-13.jpg
Screenshot_fiat_600_zw_crystalpalace_6-11-123-1-50-41.jpg
Screenshot_fiat_600_zw_crystalpalace_6-11-123-1-50-58.jpg
Screenshot_fiat_600_zw_crystalpalace_6-11-123-1-51-50.jpg
 
UPDATE: Crystal Palace 1969 v1.5
Fixed holes next to the pit wall and in the escape road before New Link (3rd corner).
Added more objects, refined some tuned some shaders and textures
Paddock area has been modified, new building added, more vehicles added.
The Northern infield has been remodeled:
  • infield roads are real roads now (maybe a genuine pre-war version will come)
  • a missing pond has been added with the Crystal Palace Bowl (concert stage build in 1961)
(my favourite seventies band is about to play after the race)
Thanks to CrisT86 for CSP additions: New Camera's, VAO, RainFX, seasonal adjustments, smoke and a working lap counter (thx to Racinjoe13)

View attachment 1301226View attachment 1301227View attachment 1301228View attachment 1301229
Always impressed at how excellent your tracks look and race. Would love to see a pre-war layout at some point because the level of quality you provide is top-tier.
 
Hello there.

Question that someone might know the answer.
I recently tried to drive Lamborghini Huracans, kunos and mods (street versions), just to see that the rev counters don't work anymore (the digital bar).
Deactivating CSP, everything works again, so it's not any fonts missing.
Deleting the extension folder makes no difference.
Tried almost everything but no luck.
I am on latest CSP preview.
Anyone else having the same issue? (and might know the fix?)

Thanks for your time!
 
it was a texture (normals) + false shader settings issue
And that texture and false shader is?

There are absolutely no problems on my side tho.

Maybe I should have made the windscreen (EXT) real glass, all other were acrylic. For that they look a bit milky.

__custom_showroom_1699256176.jpg
 
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And that texture and false shader is?

There are absolutely no problems on my side tho.

Maybe I should have made the windscreen (EXT) real glass, all other were acrylic. For that they look a bit milky.
seems there is a problem though, not just 1 person has said this. My windows seem fine, but in show room, the wheels show the blur, the same as shown in previous images above..
 
Disable blur in car params. :)

Had to do this myself taking the screenshot in my last post too. No clue why its enabled and if there is a settings to disable it.

I'm not denying there is maybe a problem, but I cant reproduce it. And imho there are no weird settings related to glass materials:

Unbenannt.JPG


Again, I'll surely fix it but currently I dont understand what is causing this at some systems.
 
Disable blur in car params. :)

Had to do this myself taking the screenshot in my last post too. No clue why its enabled and if there is a settings to disable it.

I'm not denying there is maybe a problem, but I cant reproduce it. And imho there are no weird settings related to glass materials:

View attachment 1301339

Again, I'll surely fix it but currently I dont understand what is causing this at some systems.
The rim blur is a kseditor thing. Sometimes if you load your fbx, ksEditor turned "on" the rimblur automaticaly. You need to double check if the rim blur is turned off in kseditor before export as kn5. I had this couple of times and was wondering why rimblur is always shown in showroom. So i double check this everytime, if its turned off before export.:)
 

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X90
For those who haven't seen:



Fenryr has released a Bahrain International Circuit. Patrons only for now in its beta state, but will be free for all in a week or two.

Considering his use of laser scan data in each of his previous projects, I wonder if this is finally the RFactor 2 laser scan conversion many have been clamoring for. I'd say it's probable.

I am aware many are critical of him in here (including myself, doing so very harshly on his substandard COTA release that has since been largely fixed), but Bahrain is one of the huge holes in AC - I've tried all of them available and frankly none are good enough. Hopefully with some extra work, this becomes the definitive version.

even his 1.2 is still a problem, when I enabled the sparse grid it makes the grid can't start on the race.

P.S that track is the only 1 that has the problem
 
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shi
Atlantic Motorsport Park v1.01
Atlantic Motorsport Park (AMP) is an all-purpose motorsports facility located near Shubenacadie, Nova Scotia. The 11-turn road course was opened in August, 1974, and is situated on a 116.56-hectare (1.2 km2) site. (Wikipedia)
Conversion from GTL.

View attachment 1300260
-CSP recommended
-24 pit/start
-AI, cam

Credits & Thanks;
GTL Original Track by maeckie
-Thank you for giving me permission

AC Converted by @shi (shin956)
JPS billboard texture by @Breathe
logo.png and sections file by @Fanapryde
Crowds texture by @Kniker97
marshall and some textures by kunos
Test and Feedback by @Masscot , @Breathe , @macko68

Download (mediafire)

Enjoy.

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.01 changelog;

-Fixed a problem with floating visual road surfaces in pit lane.
-The number of pit/start was increased to 24.

Atlantic Motorsport Park v1.01
The link is in the quote.

v1.01 changelog;
-Fixed a problem with floating visual road surfaces in pit lane.
-The number of pit/start was increased to 24.
shi
Pasargada Autodrome v1.1
View attachment 1196212
Fictional circuit in Brazil.
Conversion from Grand Prix 4.

-CSP recommended
-30 pit/start
-AI, cam

Credits & Thanks;
Original Track by Gildoorf Rozencrantz, Jimbob, Lo2k, Fongu, Ruboy Ricardo Lampert
-Thank you for gave me permission (Gildoorf)

AC Converted by @shi (shin956)
.lua and font by @gunnar333
logo.png by @Fanapryde
some objects and textures by kunos
Test and Feedback by @Fanapryde , @slider666 , @Breathe , @Masscot

Download (mediafire)

Enjoy.

Patreon-only track requests are now being accepted.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.1 changelog;

Added 3D terrain.
Fixed floating objects.
Fixed treewall mapping.
Tweaked textures.
Updated ext_config.ini.
Changed crowd textures by Kniker97. (Thanks)
Other minor fixes.

Pasargada Autodrome v1.1
The link is in the quote.

v1.1 changelog;
Added 3D terrain.
Fixed floating objects.
Fixed treewall mapping.
Tweaked textures.
Updated ext_config.ini.
Changed crowd textures by @Kniker97 . (Thanks)
Other minor fixes.
Screenshot_abarth500_s1_pasargada_autodrome_6-10-123-18-54-10.jpg
 
Now that Croft and Crystal Palace have been updated, I'm finally going to try to finish my scratch build Nivelles-Baulers 1974.
Not the most challenging of tracks, but host to F1 in 1972 and 1974. Emerson won twice.
Another track that has been totally demolished, although I once drove around the closed but still complete track in 1993.
Screenshot_fiat_600_zw_nivelles_6-11-123-13-40-6.jpg
 
Yas Marina Circuit 2021 mod v2.0, made by BAI Zhantang and so on.
·Model by BAI Zhantang and me, road mesh is converted from rfactor 1 and fix by me, other model files are copied from acu_yasmarina.
·Most of texture UV and lightfx are remade by ZHU Wushuang.
·Ai, real TV camera replay , rainfx and grassfx are made by GUO Furong.
Many thanks for the sponsorship of Tongfu Inn(Xi'an city, Shaanxi province, China), hoping you a great journey to Shaanxi someday, welcome to our inn.
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Link:https://mega.nz/file/D1h1SKwC#lLhnLX3BNyrW1nDZNSm10rxMx7YQ-lQvIsiSILpXsWo(Fix some lights, add the Pit camera)
CSP 1.78 or higher is needed.
Fix some lights, add the Pit camera,Link:https://mega.nz/file/D1h1SKwC#lLhnLX3BNyrW1nDZNSm10rxMx7YQ-lQvIsiSILpXsWo
 
RELEASE


Circuit Thermalito 2023

Circuit Thermalito is a 5.035km fictional temporary race track based on a real life location, using the actual roads surrounding the Thermalito Dam in Oroville, California. Winding its way between the walls along the water's edge, and through two tunnels in the dam itself, Circuit Thermalito features high speed elevation changes, sweeping banked corners and slow speed technical sections which all come together to create an incredibly challenging, yet hugely rewarding, driving experience.

Originally made by DDF Racer using limited satellite data 15 years ago for rFactor, Circuit Thermalito has been completely rebuilt from scratch to modern standards in stunning detail by Nukedrop. Crowdfunded on Kickstarter by the DDF Racer YouTube community and using hi resolution laser scan data, drone footage and countless photographs of the area, Circuit Thermalito is now available to download for free for Assetto Corsa.




Screenshot_ks_porsche_911_gt3_cup_2017_thermalito_2023_6-10-123-10-44-17.jpg

Screenshot_ks_porsche_911_gt3_cup_2017_thermalito_2023_6-10-123-10-43-39.jpg



thermalito-direct-comparison3.jpg
Screenshot_vmw_ferrari_275_gtb_c_thermalito_2023_6-10-123-11-26-47.jpg
Screenshot_ac_legends_ferrari_330p4_thermalito_2023_6-10-123-11-24-57.jpg
Screenshot_bcrc_296_gt3_thermalito_2023_4-10-123-17-47-0.jpg
 

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@Pfalzdriver

Finally got to try the latest version. Anyone else have the same issues?

The boost gauge not going past 1.0, it looks like it should go to 1.4, so I changed the STEP to 188.5 in the analogue instruments ini.
Is this right?

The sublime ffb I had on the last version has been replaced with a huge centring force but that may be the way I have my ffb set up. Gyro or smg? Anyway I played with the FFMultiplier and Steer Assist settings in the car.ini and got the feel back.

But the biggest trouble I have is the tyres lose temps immediately, I pull away with pre-heated tyres and within 10m they have gone deathly cold. Also my tyre wear indicators are red even with no tyre wear at all.
 
The boost gauge not going past 1.0, it looks like it should go to 1.4, so I changed the STEP to 188.5 in the analogue instruments ini.
Is this right?
Nope. 😁
Default boost pressure is at 70%, which is ~1bar. Either increase the pressure in setup or adjust it while driving to 100%, which is 1.4bar. Works fine on my side. But as I can see all day long, many things working on my side dont work globally. :ouch:
The sublime ffb I had on the last version has been replaced with a huge centring force but that may be the way I have my ffb set up. Gyro or smg? Anyway I played with the FFMultiplier and Steer Assist settings in the car.ini and got the feel back.
FFB wasnt touched since v1.3, but I've made some minor changes to the suspension.

Well, would be always helpful to post your changes, so I could test them myself and maybe implement them, if I think they work with my wheel too. :cheers:
But the biggest trouble I have is the tyres lose temps immediately, I pull away with pre-heated tyres and within 10m they have gone deathly cold. Also my tyre wear indicators are red even with no tyre wear at all.
Those are the tire physics by Arch, which are imho pretty much like its in reality. Even preheated tires never have the temperature they need on track. So you'll need to drive a couple of corners until they are within their window. Whenever I test at the Nords my grip indicator is at max after I'm out of the section Hatzenbach.
 
RELEASE


Circuit Thermalito 2023

Circuit Thermalito is a 5.035km fictional temporary race track based on a real life location, using the actual roads surrounding the Thermalito Dam in Oroville, California. Winding its way between the walls along the water's edge, and through two tunnels in the dam itself, Circuit Thermalito features high speed elevation changes, sweeping banked corners and slow speed technical sections which all come together to create an incredibly challenging, yet hugely rewarding, driving experience.

Originally made by DDF Racer using limited satellite data 15 years ago for rFactor, Circuit Thermalito has been completely rebuilt from scratch to modern standards in stunning detail by Nukedrop. Crowdfunded on Kickstarter by the DDF Racer YouTube community and using hi resolution laser scan data, drone footage and countless photographs of the area, Circuit Thermalito is now available to download for free for Assetto Corsa.




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Faster release than I expected, so here's the sections file and track logo:

logo.png
 

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Hi guys,

I need your help for my next Porsche 964 RSR 3.8 skin. Rohr competed in the 1995 Daytona 24H race with #02. I have a very good side shot of the car, but no photos showing the front, rear or top. Maybe somebody has a scale model or some photos showing the car.

Main sponsors are: Aggreko and Maxcom
Drivers: Johannes Huber (A)/Lloyd Hawkins (USA)/Andreas Knapp-Voith (D)/Niki Siokola (A)
Result: 11th

Maybe there is a shot in the 1995 Porsche Sport Yearbook, which I sadly do not own :-(

Thank you for your help :-)
 
But the biggest trouble I have is the tyres lose temps immediately, I pull away with pre-heated tyres and within 10m they have gone deathly cold. Also my tyre wear indicators are red even with no tyre wear at all.
This car looks to be using the CSP thermal model so the temps may not be reported correctly by the Kunos tyres app, try this one
 
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Hey everyone, quick question. Does anyone know if it’s possible to remove meshes from a track using ext_config.ini? I know you can hide them, they are invisible but you can still collide with them. I want to remove them so they aren’t visible and have no collision. Is that possible? Thank you!
 
Hey everyone, quick question. Does anyone know if it’s possible to remove meshes from a track using ext_config.ini? I know you can hide them, they are invisible but you can still collide with them. I want to remove them so they aren’t visible and have no collision. Is that possible? Thank you!
Not sure how you tried it, but try this.

[MESH_ADJUSTMENT_...]
ACTIVE=1
DESCRIPTION=
MESHES = MESHNAME
IS_RENDERABLE=0
 
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