Assetto Corsa PC Mods General DiscussionPC 

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Thanks for your answers and advices.

Like I said in my edited last post, I found an Alfa quick as the others two cars, that's great!! Yesterday run a five laps Race and the first six drivers finished on a 3 seconds pace! Really hard to overtake the CPU cars (99% of strenght) and for me, a very realistic Race.

Now I want to try to setup the strengh of every driver separately, to make the real champions be faster thank the others, many things to try, but for me, AC IS a Life Game, no need to be hurry.

See you on Track!!
 
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Do
Hi everyone,
does anyone know how to set the Acfl f1 2000s for cleaner driving? Car physics are pretty weird. Thanks in advance
Don’t exactl know what you mean, but first of all - Open wheelers - do not set aggressiveness to high …
Try about 70%
 
I have some stuff I am releasing over the next week. If you like older cars, Pessio's stuff is pretty good. I have just added some CSP textures to a few. I also am working on some updates for some camtool sets.




Y'know, this whole thing about CSP texture replacement upgrade stuff has been bugging me for a whole time ever since I started modding, how exactly does it work? Does it replace existing textures on a car with its own set or do I still need to provide my own ones (like I did with my upcoming Honda City Turbo II converted from GTA V) and adjust them all with ext_config from there?
 
Thanks for your answers and advices.

Like I said in my edited last post, I found an Alfa quick as the others two cars, that's great!! Yesterday run a five laps Race and the first six drivers finished on a 3 seconds pace! Really hard to overtake the CPU cars (99% of strenght) and for me, a very realistic Race.

Now I want to try to setup the strengh of every driver separately, to make the real champions be faster thank the others, many things to try, but for me, AC IS a Life Game, no need to be hurry.

See you on Track!!


You might want to try this. it includes some other BOPed cars as well.
 
Here's the results of the Trackday BOPing for Laguna Seca: Under half second spread for the top 10, under a second for the top 15, under 2 seconds for top 20. (and only 27 tests to get there! ;) )

RESULTS-GT3-TST27-Trackday_FINAL-MidView-1920.jpg


  • kept the new mustang in there even though it's slow. ** Noticed an improvement when I upped that car's skill level to 100 (from 95ish for others) and 50% aggression (from 30ish for others). I will test to quantify that.
  • tried that same boosts with the chemflummi 296... helped a bit.
  • I like to have two creator's versions of a car in the field. Kinda simulates what two different teams might achieve with the same car. (chemflummi/fsr 296 and urd/fsr 992 for example. I will get the fsr huracan evo ii back in for that reason.)
  • Added the Astons. How could I forget the Astons? Took alot to tame it down though. (I think when a car is added late, the system fumbles to integrate it. Something to do with only a certain # of cars can be front runners...)
  • it's necessary to stop trying at some point. That one next adjustment sometimes resets the order completely... surprise surprise. Under a half second top ten is when to quit.
  • I'll do the same for Sebring and Spa. I know they should be quite different BOP, but I will run this Laguna Seca BOP at those tracks first. Maybe it's good enough, which works better if it's an ac championship (can't change BOP midway)
  • Recommendation to car creators: With your car release, put versions with 2% & 5% more power in with it. BOP'd versions because there's no freaking way your car's power level will match everbody's setup. (and that leaves you out)

Of course I wonder if this will translate to qualifying... That's next. (spoiler: Things change.) (RESULTS~BigView.zip below has a few more details of this test.)

______________________________________________________________________________________________________________________________________________________________
I see Sylana has released DTM 95 on youtube...

 

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Here's the results of the Trackday BOPing for Laguna Seca: Under half second spread for the top 10, under a second for the top 15, under 2 seconds for top 20. (and only 27 tests to get there! ;) )

View attachment 1312788

  • kept the new mustang in there even though it's slow. ** Noticed an improvement when I upped that car's skill level to 100 (from 95ish for others) and 50% aggression (from 30ish for others). I will test to quantify that.
  • tried that same boosts with the chemflummi 296... helped a bit.
  • I like to have two creator's versions of a car in the field. Kinda simulates what two different teams might achieve with the same car. (chemflummi/fsr 296 and urd/fsr 992 for example. I will get the fsr huracan evo ii back in for that reason.)
  • Added the Astons. How could I forget the Astons? Took alot to tame it down though. (I think when a car is added late, the system fumbles to integrate it. Something to do with only a certain # of cars can be front runners...)
  • it's necessary to stop trying at some point. That one next adjustment sometimes resets the order completely... surprise surprise. Under a half second top ten is when to quit.
  • I'll do the same for Sebring and Spa. I know they should be quite different BOP, but I will run this Laguna Seca BOP at those tracks first. Maybe it's good enough, which works better if it's an ac championship (can't change BOP midway)
  • Recommendation to car creators: With your car release, put versions with 2% & 5% more power in with it. BOP'd versions because there's no freaking way your car's power level will match everbody's setup. (and that leaves you out)

Of course I wonder if this will translate to qualifying... That's next. (spoiler: Things change.) (RESULTS~BigView.zip below has a few more details of this test.)

______________________________________________________________________________________________________________________________________________________________
I see Sylana has released DTM 95 on youtube...


Thanks for your study.
Yes, there must be some anti-clogging code here and there. Been bopping 7 cars and them racing all together is just 10% or less of testing the pack since there's this kind of magic field that keeps more cars from approaching the first cars.

The "when to quit" point is what I wanted to read, precisely today. :lol:
In a few days I'll leave for a vacation and it is good to know the pack runs glued, there's nothing more I should do.
 
Here's the results of the Trackday BOPing for Laguna Seca: Under half second spread for the top 10, under a second for the top 15, under 2 seconds for top 20. (and only 27 tests to get there! ;) )

View attachment 1312788

  • kept the new mustang in there even though it's slow. ** Noticed an improvement when I upped that car's skill level to 100 (from 95ish for others) and 50% aggression (from 30ish for others). I will test to quantify that.
  • tried that same boosts with the chemflummi 296... helped a bit.
  • I like to have two creator's versions of a car in the field. Kinda simulates what two different teams might achieve with the same car. (chemflummi/fsr 296 and urd/fsr 992 for example. I will get the fsr huracan evo ii back in for that reason.)
  • Added the Astons. How could I forget the Astons? Took alot to tame it down though. (I think when a car is added late, the system fumbles to integrate it. Something to do with only a certain # of cars can be front runners...)
  • it's necessary to stop trying at some point. That one next adjustment sometimes resets the order completely... surprise surprise. Under a half second top ten is when to quit.
  • I'll do the same for Sebring and Spa. I know they should be quite different BOP, but I will run this Laguna Seca BOP at those tracks first. Maybe it's good enough, which works better if it's an ac championship (can't change BOP midway)
  • Recommendation to car creators: With your car release, put versions with 2% & 5% more power in with it. BOP'd versions because there's no freaking way your car's power level will match everbody's setup. (and that leaves you out)

Of course I wonder if this will translate to qualifying... That's next. (spoiler: Things change.) (RESULTS~BigView.zip below has a few more details of this test.)

______________________________________________________________________________________________________________________________________________________________
I see Sylana has released DTM 95 on youtube...


Do you use the rubber-banding setting in CM? If you do, what settings do you use and how does it make a real difference?
 


You might want to try this. it includes some other BOPed cars as well.

Thank you very much for the link.
I already have allí this cars, at least, one versión of them but I'll take a look of these ones of course!!

Never understand why I can't found a 1995 versión of The Calibra, with the other front bumper... Maybe someday.
 
Do you use the rubber-banding setting in CM? If you do, what settings do you use and how does it make a real difference?
No, no rubber-banding. BOP'd for pace in Race Weekend. Must be more relaxed there than qualifying though, as quali turned out a bit different (post soon).

ninezeroniner: Yup. If you can get it set up with 10 cars running close, then when you up the field to 20 (2-car teams?) it works out that one of the two often makes that top ten group. Feels kinda realistic, like maybe one of the team's drivers is better than the other. (I think maybe the (let's call it the) prime group is even 15 cars...)
 
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No, no rubber-banding. BOP'd for pace in Race Weekend. Must be more relaxed there than qualifying though, as quali turned out a bit different (post soon).
Interesting, will be waiting for the next post, i wonder if you can make those cars perform almost equaly in the race with a specific rubber-banding setting without tweaking anything else.
 
Hi everyone.

I'm new here so I must apologize if my cuestión was solved too many times before.

These days I'm trying to make a DTM Championship of The middle 90s. Using the Kunos 155V6 and the Klass C/ Calibra from modders. I'm using de Nurburgring GP Track as a time test track and I'm very dissapointed.

Mercedes 2:05:xxx
Calibra 2:07:xxx
Alfa 2:17:xxx

I've tryed these differences using the ballast and the restrictor, but for me something doesn't work because I've to put 600kgs of ballast and restrictor 100/70 for Merc and Opel.

Please, can anyone tell what I'm doing wrong? Is there any way to make the Alfa fast enough to fight with the others rivals?

Thank you very much!

Edit: Finally I've found a Evo versión of The Alfa and it's faster thank the others, not mucho, maybe a half of second but for me that's a reasonable different. If anyone want to try this car you'll find the download in The description of this video.


94 and 96 itc
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Screenshot_alfa_romeo_155_v6_dtm_94_r2_ks_nordschleife_3-11-123-12-45-5.jpg
 

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Good Afternoon race fans

Anybody out there able to help when racing in the rain apart from ASR cars all the others do not get rain drops on the drivers visor. The rain drops are on all the cameras on all cars. Any idea's

I'm running :-
CM VERSION 0.8.2594
CSP 0.2.1-Preview 2

Regards

Mark
 


You might want to try this. it includes some other BOPed cars as well.

I don`t like to critisize someone for his efford, but i have tested the pack on Hockenheim 92 and Modern Hockenheim.
On both tracks there was Differences of up to 6,5 seconds between the first and the last. The Merc was also obviously stronger than all others, so i ask myself where is the BOPing ??

I achieved already tighter results with ballast, restictor BOPping only.
 
I don`t like to critisize someone for his efford, but i have tested the pack on Hockenheim 92 and Modern Hockenheim.
On both tracks there was Differences of up to 6,5 seconds between the first and the last. The Merc was also obviously stronger than all others, so i ask myself where is the BOPing ??

I achieved already tighter results with ballast, restictor BOPping only.
There's two different eras of DTM there, mid-90s ITC and the early 2000s revived DTM. The M3 GTR is there too for some reason but is an FIA GT2 car.

You'd want to be running the ITC and early 2000s DTM cars separately, as they are two different series/eras. Otherwise you're going to need to balance them yourself if you want to run them all at once for a championship or a preset.
 
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There's two different eras of DTM there, mid-90s ITC and the early 2000s revived DTM. The M3 GTR is there too for some reason but is an FIA GT2 car.

You'd want to be running the ITC and early 2000s DTM cars separately, as they are two different series/eras. Otherwise you're going to need to balance them yourself if you want to run them all at once for a championship or a preset.
Yeah i know that. The car´s doesn`t really fit together, beside the 2001 editions, but why than "advertise" them as a BOPed pack, while it really isn`t? Thats my only point of critisism.
 
Redone the windows on the BTCC Volvo 850 estate just so there is no "milkyness" to them, not a huge fix but it was bugging me so i decided to change it and share incase it bugged anyone else. first pic is as it was the second is after, not a huge difference but in my opinion it looks alot better with windows made of glass instead of semi skimmed milk. i would of done the inside aswell i did try but the mapping is a mess.

to install: unzip and drag the .dds file into the correct skin folder and hit overwrite



Screenshot (333).png

Screenshot (334).png
 
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Yeah i know that. The car´s doesn`t really fit together, beside the 2001 editions, but why than "advertise" them as a BOPed pack, while it really isn`t? Thats my only point of critisism.
Yeah its says there's BOP in the pack, not that every car in the pack is balanced to the exact same performance, the two eras have separate BOP.

Nobody's telling you that the pack has to be used that way only anyways, it's your choice how to use it at the end of the day.
 
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Yeah its says there's BOP in the pack, not that every car in the pack is balanced to the exact same performance, the two eras have separate BOP.

Nobody's telling you that the pack has to be used that way only anyways, it's your choice how to use it at the end of the day.
If i read the youtube video description i understand it my way. You understand it another way. All legit, all good. No need for us to argue about such a thing. :cheers:
 
tHE rESULTS:

  • my ai driven car was not a part of the Race Weekend test. I find the user's ai-driven-car often performs better than the same car as an ai-opponent in the field. (I just exited to the pits and watched)
  • 992 and M4 take their turn at the top in practice and quali. Huracan for the win. 992 tanks... incident I think.
  • race was messy at the start... need to figure that out (I'm thinking aggression levels has something to do with it)
  • was sure the Vette would come through... need to try longer race to see what happens.
  • notable that no specific setups were done for the field. Normally I'd go out and drive each car and save an ai_default for each. After I drive them all and do that, I'll compare. A few had setups.
  • FUN! (I'm a data driven guy sometimes...)

RESULTS-RACE-WEEKEND.jpg


CSP-BOP-NUMBERS&TRACKDAY-RESULTS.jpg


The attached .zip has an all-in view of this test.

My head hurts ;) I'll be working with this (and do Sebring and Spa) for a while. I intend to add aero to the process, maybe soon.

REMEMBER, this is only relevent to ai performance, particularly the cars, which I haven't tested much yet. It will be interesting to see if driving the nicer (but slower) versions will overcome their apparent ai performance deficit. Probably, and perfect.

NEXT UP: To drive the cars (all the original ones that were excluded, included) in groups of model types (ferraris, porsches etc) , noting the (obvious) differences. I wonder if I should formalize or casualize this process? Do creators want to hear about it, or not... Formalize would be an itemized list for the drive test. Casualize would be I really like that one, not that one ;)
(blah blah blah :D )
 

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I don`t like to critisize someone for his efford, but i have tested the pack on Hockenheim 92 and Modern Hockenheim.
On both tracks there was Differences of up to 6,5 seconds between the first and the last. The Merc was also obviously stronger than all others, so i ask myself where is the BOPing ??

I achieved already tighter results with ballast, restictor BOPping only.

Same here. Furthermore, the DTM 00s do not turn, at least the Audi and the Opel look like an F1 without a front wing. Very big understeer.
 
Redone the windows on the BTCC Volvo 850 estate just so there is no "milkyness" to them, not a huge fix but it was bugging me so i decided to change it and share incase it bugged anyone else. first pic is as it was the second is after, not a huge difference but in my opinion it looks alot better with windows made of glass instead of semi skimmed milk. i would of done the inside aswell i did try but the mapping is a mess.

to install: unzip and drag the .dds file into the correct skin folder and hit overwrite



View attachment 1312848
View attachment 1312849
Hi. Where do you get the car from please.
 
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