Assetto Corsa PC Mods General DiscussionPC 

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So, here I am after having invastigated a bit more. Probably it's something having to do with the sun rays since in the night everything work smooth... at the sunset and sunrise the situation is critic for my system

GPU: Nvidia 830M
CPU: Intel Core i5-5200U 2,20 GHz
RAM: 8GB

so as you can see not a very high performance PC.

Anyway, new day new bug:


I thing I'm the only one with this bug. Lights start on (as they should) but if I switch them off and try to turn them on again, they simply switch on for a second and then they turn off. This thing happened with the old version of CSP too but after some consecutive switches on everything was working fine.
All this happening with both mods and kunos cars (all)

Improve RAM to 16 , and have a great improve.
 
Good afternoon.

After many tests and improvements to the textures (when possible), by our mate "MrHunt" there are several models from Team Matra, most of them "imported" just the main body (models from the Absolute Le Mans Mod GTR2).

ABSOLUTE LE MANS MODDING TEAM
Antoniog7772
Jempy
Marco1990
Saxony
matteo
Der_jaguar
Commodore
Joeschmoe
Prostriker92
almafera
nickM


The Matra 620 (1966) version would need to be improved (either by the authors themselves, who are always improving; or someone else).
Included in the pack (to make things easier), is the MS 630 model (which I downloaded), which was improved (I don't remember the name now, I exchanged some ideas with him, he improved, in addition to this Matra model, two versions of the Ferrari 206 Dino, which I'm still testing, and also making adjustments to create a version of the 365p2 (1966).

Includes the model of our mate "MrHunt" for those who don't have it yet (other skins and just search).
I mentioned to him that the car's sound was spectacular (but I didn't change the models) that I had already converted (maybe I will do it later). Some models have a better "symphony" in the noise of the V12, it remains to be adapted later.

I had to adapt the "shorttail" model from Brands Hatch, as it didn't exist anywhere else. There is still room to improve the models, as many of them I don't know how to adjust the "headlights", instrument panel, etc...

All models tested, working, and with a "BoP" compared to other cars of the time and with Le Mans race times (within acceptable) as it is complicated to adjust everything (as there are many variables.

Most of the tests were done with setup (basic), gear ratio (the longest), fuel (about 1/3 of the tank).

One lap when leaving the pits, and the next (taking time), most of the time with "slower cars" ahead.
Some cars (mainly the Le Mans skins), there are 2 versions (one for each driver), so if you have a favorite driver in a certain race, for example (Beltoise/Jarier), both versions are already ready (with the helmets of each one).

Below are some prints of some skins and most versions. That's it for now. Let's have fun. Soon I hope to pass on the other models (to compose the grids). Good fun everyone!!

EQUIPE MATRA ( 1966 - 1974 )


FIX

For those who downloaded the "Equipe Matra" pack, I don't know why, the "folder", "UI" of the ( MATRA MS680 '74 ) was missing.
Follow the file link to download.
 

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Good afternoon.

After many tests and improvements to the textures (when possible), by our mate "MrHunt" there are several models from Team Matra, most of them "imported" just the main body (models from the Absolute Le Mans Mod GTR2).

ABSOLUTE LE MANS MODDING TEAM
Antoniog7772
Jempy
Marco1990
Saxony
matteo
Der_jaguar
Commodore
Joeschmoe
Prostriker92
almafera
nickM


The Matra 620 (1966) version would need to be improved (either by the authors themselves, who are always improving; or someone else).
Included in the pack (to make things easier), is the MS 630 model (which I downloaded), which was improved (I don't remember the name now, I exchanged some ideas with him, he improved, in addition to this Matra model, two versions of the Ferrari 206 Dino, which I'm still testing, and also making adjustments to create a version of the 365p2 (1966).

Includes the model of our mate "MrHunt" for those who don't have it yet (other skins and just search).
I mentioned to him that the car's sound was spectacular (but I didn't change the models) that I had already converted (maybe I will do it later). Some models have a better "symphony" in the noise of the V12, it remains to be adapted later.

I had to adapt the "shorttail" model from Brands Hatch, as it didn't exist anywhere else. There is still room to improve the models, as many of them I don't know how to adjust the "headlights", instrument panel, etc...

All models tested, working, and with a "BoP" compared to other cars of the time and with Le Mans race times (within acceptable) as it is complicated to adjust everything (as there are many variables.

Most of the tests were done with setup (basic), gear ratio (the longest), fuel (about 1/3 of the tank).

One lap when leaving the pits, and the next (taking time), most of the time with "slower cars" ahead.
Some cars (mainly the Le Mans skins), there are 2 versions (one for each driver), so if you have a favorite driver in a certain race, for example (Beltoise/Jarier), both versions are already ready (with the helmets of each one).

Below are some prints of some skins and most versions. That's it for now. Let's have fun. Soon I hope to pass on the other models (to compose the grids). Good fun everyone!!

EQUIPE MATRA ( 1966 - 1974 )
Very nice thanks for posting.
 
Improve RAM to 16 , and have a great improve.
After running AC for 5 years on 8gb and jumping to 16gb in the same rig, there was 0 improvement in performance, nor was I expecting any as AC does not use more than 6gb or so.

Please dont give arbitrary advice without actually knowning there will be an improvement. (Further, I have never once heard that going from 8gb to 16gb in AC increases improvement, or this would be the first thing to say in any performance discussion about AC)
 
After running AC for 5 years on 8gb and jumping to 16gb in the same rig, there was 0 improvement in performance, nor was I expecting any as AC does not use more than 6gb or so.

Please dont give arbitrary advice without actually knowning there will be an improvement. (Further, I have never once heard that going from 8gb to 16gb in AC increases improvement, or this would be the first thing to say in any performance discussion about AC)

I wanted to go from 12 to 16 gigs but after I saw your post, I'd rather not
 
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New updates for Las Vegas!!

Here's a comprehensive list of changes.
Using the F1 TV coverage as Reference T 14,15,16 complex has been mildy corrected.

T7,8 and 9 chicane was waaay of as well, I had it as more of a Monza T1, rather than the elongated chicane it actually is.

The entry for t5 has been narrowed

White lines for t9 have been shuffled to be closer to the real track.

So realistically this release has changes for T1,2,3,5,6,7,8,9,12,14,15,16

Also added a few more visual elements, extra buildings, the monorail that crosses the track twice.

Changed the positions of all of the kerbs to match the IRL circuit.

Included the kerbs decorated with the playing card suits where appropriate.

Shifted barrier positions to follow the real circuit

Pit Entry and Exit also changed entirely

Added track limits to the areas that you can run wide or cut

Added DRS zones.

Upped pit boxes to 30

Changed main grandstand building to be closer to the real one, this still isn't perfect yet.

Added some drains on the main strip that act as rumble strips for that 100% true to Sainz experience.

More reflective and dark Asphalt surface to give everything that 'new asphalt' look.

Added new sponsors to the relevant areras. This isn't a 100% match for the real track yet, there are sill some places that are left blank.

Screenshot_acfl_f1_2023_ferrari_lasvegas23_18-10-123-17-39-39.jpg
Screenshot_acfl_f1_2023_ferrari_lasvegas23_18-10-123-17-50-22.jpg
Screenshot_ks_porsche_911_gt3_cup_2017_lasvegas23_18-10-123-18-19-11.jpg
Screenshot_ks_porsche_911_gt3_cup_2017_lasvegas23_18-10-123-18-18-30.jpg
Screenshot_acfl_f1_2023_ferrari_lasvegas23_18-10-123-17-37-17.jpg
Screenshot_acfl_f1_2023_ferrari_lasvegas23_18-10-123-17-37-40.jpg
Screenshot_acfl_f1_2023_ferrari_lasvegas23_18-10-123-17-38-43.jpg
 
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Launching a race, practice hotlap session, anything results in the famed "race cancelled" message. Works after restarting it but man it sure as hell isn't user friendly !
This has nothing to do with the track itself, it´s a bug which occurs when reading the ai spline for the first time a new track has been installed and launched. Ilja has fixed this already.
 
Good afternoon.

After many tests and improvements to the textures (when possible), by our mate "MrHunt" there are several models from Team Matra, most of them "imported" just the main body (models from the Absolute Le Mans Mod GTR2).

ABSOLUTE LE MANS MODDING TEAM
Antoniog7772
Jempy
Marco1990
Saxony
matteo
Der_jaguar
Commodore
Joeschmoe
Prostriker92
almafera
nickM


The Matra 620 (1966) version would need to be improved (either by the authors themselves, who are always improving; or someone else).
Included in the pack (to make things easier), is the MS 630 model (which I downloaded), which was improved (I don't remember the name now, I exchanged some ideas with him, he improved, in addition to this Matra model, two versions of the Ferrari 206 Dino, which I'm still testing, and also making adjustments to create a version of the 365p2 (1966).

Includes the model of our mate "MrHunt" for those who don't have it yet (other skins and just search).
I mentioned to him that the car's sound was spectacular (but I didn't change the models) that I had already converted (maybe I will do it later). Some models have a better "symphony" in the noise of the V12, it remains to be adapted later.

I had to adapt the "shorttail" model from Brands Hatch, as it didn't exist anywhere else. There is still room to improve the models, as many of them I don't know how to adjust the "headlights", instrument panel, etc...

All models tested, working, and with a "BoP" compared to other cars of the time and with Le Mans race times (within acceptable) as it is complicated to adjust everything (as there are many variables.

Most of the tests were done with setup (basic), gear ratio (the longest), fuel (about 1/3 of the tank).

One lap when leaving the pits, and the next (taking time), most of the time with "slower cars" ahead.
Some cars (mainly the Le Mans skins), there are 2 versions (one for each driver), so if you have a favorite driver in a certain race, for example (Beltoise/Jarier), both versions are already ready (with the helmets of each one).

Below are some prints of some skins and most versions. That's it for now. Let's have fun. Soon I hope to pass on the other models (to compose the grids). Good fun everyone!!

EQUIPE MATRA ( 1966 - 1974 )
A great addition to the classic prototype racing scene of AC. Any plans to do Beltoise's Matra-Simca MS650 from the 1970 Tour de France?

43766805741_3d179c1408_b.jpg
 
A great addition to the classic prototype racing scene of AC. Any plans to do Beltoise's Matra-Simca MS650 from the 1970 Tour de France?

View attachment 1304574
What you could do is add this skin. I wouldn't know how to install the auxiliary headlights (perhaps importing them from someone else), but the biggest problem would be getting them to work. If anyone wants to try (feel free to anyone who wants to modify).
 
Two hours later and a totally different subject so I'm supposing... hoping... praying that this won't count as a double post.

@Peter Boese do you know what's causing this halo between the track geometry and your Pure landscape, and how to possibly avoid it?
It kind of looks like the whole environment has been selected in Objects Inspector, but it's not that.

View attachment 1304421

Also (and a bigger problem really), tracks sometimes load with shadows seemingly disabled (latest CSP, latest Pure). Even in bright sun, track objects and cars cast no shadows, and everything has a slight 'glow' almost as if it's being lit from within (but this might just be an illusion based on the lack of shadows).
Possible issue with Pure's lighting initialisation?
It can happen on any track with any car, and might happen more often when swapping between tracks quite regularly. There doesn't seem to be any logical trigger or pattern though.
Thanks.
Yes, on VIR its the same
1700377037300.png


I'll have a look. Maybe i can improve it further....

EDIT:
I found a workaround. Not realy the final solution, but it will need a change in CSP for a proper work.
The landscape shader is now only a skyshader by default. This will prevent that alpha issues with transparent objects or edges.

i attached the corrected shader file. Just replace it in /assettocorsa/extension/weather/pure/render/landscape

EDIT 2 (21.11.2023) fixed a bug with sun is visible through landscape shader
 

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After running AC for 5 years on 8gb and jumping to 16gb in the same rig, there was 0 improvement in performance, nor was I expecting any as AC does not use more than 6gb or so.

Please dont give arbitrary advice without actually knowning there will be an improvement. (Further, I have never once heard that going from 8gb to 16gb in AC increases improvement, or this would be the first thing to say in any performance discussion about AC)
He have a nvidia 830M , it is a onboard video card , not have more information on this laptop . The best improvement is an a ssd hd and more ram . Of course . But , sorry , what is for you the word " performance " ? Have a great day.
 
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Yes, on VIR its the sameView attachment 1304597

I'll have a look. Maybe i can improve it further....

EDIT:
I found a workaround. Not realy the final solution, but it will need a change in CSP for a proper work.
The landscape shader is now only a skyshader by default. This will prevent that alpha issues with transparent objects or edges.

i attached the corrected shader file. Just replace it in /assettocorsa/extension/weather/pure/render/landscape
Thanks Peter.
How about that other issue I mentioned where shadows sometimes don't get generated?
 
Free release MOD

1996 Ferrari 550 Maranello

Model : Wire Wheels Club
Active Extra
・EXTRA A : Front fog light
・EXTRA B : Rear fog light
・EXTRA C : Room light
・EXTRA D : Security alarm light

Features implemented
・Rim blur
・AO map
・Reflecting light
・LODs (created with Blender)
・Switch Low / High beam
・Light (Turn, Reverse, Fog, Plate, Room, Gauge, Security)
・Various analog meters (Oil, Water, Fuel, Clock)
・Various indicator light
・Active wiper
・Drivable AI

In order to release in the fine quality possible, after going through a Closed Beta Test and developing while testing, today is the official release. This time I tried Reflecting-Light and Rim-blur for the first time.
With permission from Mr.GADU, many data and files from his created 575M Maranello are used.


※Not encryption
スクリーンショット (1685).png
スクリーンショット (1672).png
Screenshot_dg_550_maranello_ks_highlands_19-10-123-17-3-18.jpg
スクリーンショット (1673).png
Screenshot_a3dr_porsche_993_turbo_miseluk_19-10-123-16-21-41.jpg
 

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I wanted to go from 12 to 16 gigs but after I saw your post, I'd rather not
Try to measure first on what your bottleneck is. When I do face a possible bottleneck I go for software like Afterburner to check what’s going on. CM does also have a nice onscreen tool to check what game aspect is causing troubles.
Do a Duck-Duck search or Google on how to detect hardware bottlenecks, but mostly, it is normally never an surprise, as it’s in 90% of the cause the CPU or GPU.
 
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This has nothing to do with the track itself, it´s a bug which occurs when reading the ai spline for the first time a new track has been installed and launched. Ilja has fixed this already.
Yeah, I know ? And so fixed someone else helped me with that.

Ain't paying a dime anymore for someone who treats AC as his personal bank account.

Imagine locking a fix behind a paywall... Something that could, should be released right now. Sure hell ain't shady eh ?
 
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shi
Magnificent Park v1.4
View attachment 1302462
Fictional circuit in France.
Converted from rFactor and rFactor2.

-CSP recommended
-3 layout
-32 pit/start
-AI, cam

NOTE; If you are using Sol and the track screen is dark, rename ext_config_for_sol.ini to ext_config.ini in the extension folder.

Credits & Thanks;

rFactor Original Track by HarySeb
-Thank you for giving me permission.
rFactor2 Converted by Nibiru

AC Converted by @shi (shin956)
AI by Viola_seven
Alternative skins and Michelin Bridge texture by @Masscot
textures and config updates by @Mike08
Animated flagmen by Alessandro Micali (ASR Formula) (Original by doublezero)
Crowds texture by @Kniker97
.lua and font base by @gunnar333
Test and Feedback by @RMi_wood , @Masscot , @ApexVGear , @mrtomcat66 , KevinK2 , TITI , @Fanapryde

rFactor2 version (steam workshop);

This track consists of an rFactor1 version and an rFactor2 version.
The base International/National layout was converted from the rFactor1 version.
Converted and combined parts of the Enduro layout from the rFactor2 version.
The reason I didn't convert everything from the rFactor2 version is because the wall billboards on the walls were omitted.

Download (mediafire)

Enjoy.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

v1.1 changelog;
-Fixed shaders for windows and fence. Thanks to report by @Masscot .
-Fixed pit surfaces. Thanks to report by @ApexVGear .
-Added ai_hints.ini. Thanks to report by @mrtomcat66 .
-Fixed semaphore.ini.
-I deleted the old Balloon and replaced it with a new one.
-Fixed the mapping of the Michelin Bridge . Also changed the texture to the one created by @Masscot . Thanks.
-Changed the preview of the enduro and international layout.
-Fixed the mapping of some billboards.
-Fixed cone normals.
-I also added groove to the enduro layout section. Thanks for the suggestion by @KevinK2 and @Masscot .

v1.2 changelog;
-Fixed the mapping of some billboards. Thanks to report by @Masscot .
-I replaced the back of the billboard with a different texture.
-Corrected the mapping of Treewall.

v1.3 changelog;
-A number of minor fixes were made. Fixes to normals, mappings, floating objects, etc.
-Groove/skidmark was re-created.
-Added spectators by camera_facting.ini. The crowd textures were from Kniker97. (Thanks)
-Added 3D terrain.
-Added working scoreboard. (.lua and font base by gunnar333)
-Added Animated flagmen by Alessandro Micali (ASR Formula) (Original by doublezero)
-Updated pit_lane.ai by TITI. (Thanks)
-Included textures and config updates by Mike08. (Thanks)
-Included skins by Mascot. (Thanks)

v1.4 changelog;
-New physical road surface by pugsang. (Thanks)
-Updated ext_config. (Thanks for the report by Mascot.)
-Added flying stuff by Mascot. (Thanks)
-Plugged holes in the grass.
-Removed Treewall and added trees.

Magnificent Park v1.4
The link is in the quote.

v1.4 changelog;
-New physical road surface by @pugsang . (Thanks)
-Updated ext_config. (Thanks for the report by @Masscot .)
-Added flying stuff by @Masscot . (Thanks)
-Plugged holes in the grass.
-Removed Treewall and added trees.
Screenshot_tw_bmw_m3_enfini_magnificent-park_18-10-123-14-46-3.jpg
 
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