Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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Can't say I have that issue. I just loaded up CM and added a tag to a track with multiple layouts, hit save and it kept the change. Its annoying having to add tags to each layout but I guess the easier way would be to open up the ui.json file in Notepad++ and make the changes there.

@MikeontheMic btw
 
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Hi, everyone
I'm wondering if it's possible to hide one side of a double sided mesh via ext config? A car mod has doublesided windows and I want to hide interior side faces, so to not get weird reflections in cockpit... maybe something with CULL_MODE= ?
Thanks in advance if anyone has answer
Don't know if that's possible via a config, but I also hate those interior reflections. Usually the quick way to get rid of them is to change shader values in the custom showroom of CM. I know it might ruin the way the windows look in external view, but at least it makes some cars driveable.
 
Does anyone else have this issue in CM? It's driven me crazy since the start and I wanted to know if anyone else has this issue.

Editing tracks in the content tab is such a pain, it seems like this only happens when there is more than one layout. I edit the description, geo tag, city, tags, etc. and every time I save it just reverts back to what was there before. I have to edit and save 2-3 more times for it to actually take.

My cars are meticulously organized with tags, that is half the fun for me lol. Tracks have the custom preview and wotnot, but the tags are a mess. I'm crazy but not so crazy to organize each tag on every layout multiple times and pray it stays. Has anyone got a fix?
I've got the same issues.
I guess CM is in trouble when you edit different tags for different layouts (even geotags)
The best approach - to me - is to manually edit those.
 
I tried implementing the new menu interface (by changing gui.ini) but find that it seems quite non-functional. Primarily, the driver-names/laptimes are not recorded on the list. Is there something else I need to do, or is it just not fully functional yet?

On a similar note, is there a way to make this driver list (old gui) bigger onscreen? (old eyes need bigger)
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EDIT: And now I can't get that new interface to fire up at all. The new pause menu and taskbar are there but not the new pits menus...
Clicking to watch other driver onboards also does not work with the new UI, same with any sort of Pitstop strategy modification.

To be clear - all of these things used to work - perhaps not at the same time though. They no longer do.

I just think the new UI is not properly updated or maintained. I still use it most of the time though.
 
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X90
Clicking to watch other driver onboards also does not work with the new UI, same with any sort of Pitstop strategy modification.

To be clear - all of these things used to work - perhaps not at the same time though. They no longer do.

I just think the new UI is not properly updated or maintained. I still use it most of the time though.
Thanks for the reply... When you switch from old gui to new gui, what is it that you do? (What are the "switches" to make it happen, and what csp version?) I was able to try it before, but now it won't start (just stays with the old gui). I thought it was just REPLACE_MAIN_MENU=1 in gui.ini.
 
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Hi, everyone
I'm wondering if it's possible to hide one side of a double sided mesh via ext config? A car mod has doublesided windows and I want to hide interior side faces, so to not get weird reflections in cockpit... maybe something with CULL_MODE= ?
Thanks in advance if anyone has answer

Don't know if that's possible via a config, but I also hate those interior reflections. Usually the quick way to get rid of them is to change shader values in the custom showroom of CM. I know it might ruin the way the windows look in external view, but at least it makes some cars driveable.
If you are running latest CSP, deactivate Dynamic windscreen reflections

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Ascari A410, KZR-1 Pack version 1.1 for Assetto Corsa

Merry Christmas eve or Christmas

V1.1 update

download: https://www.mediafire.com/file/fsnq3593x6hmgk2/RMS_Ascari_A410%2C_KZ1-R_pack_1.1.7z/file

Please delete old version 1.0 and replace with this version 1.1 or any other previous versions.

Change log

-reduction in interia with all three models
-Aero adjusment to all 3 models mainly Ascari KZR-1
-complete Changes in Ascari KZR-1 aero implementation
-braking torque increased Ascari A410, Ascari A410 LMS and Ascari KZR-1
-Aero F/R biases tweaked
-slight reduction in drag Ascari A410 Judd and Ascari A410 LMS Judd
-Changes to steering ratios.
-Added Ascari A410 Judd Lemans test 2000
-graphic offset change lf,rf,lr,rr

Outside testing help: Luke Welch

Original credits

Ascari A410, KZR-1 Pack

Cars Included: 2001 Ascari A410, 2001 Ascari A410 LMS, 2002 Ascari KZR-1 LM

Team: RMS

Memebers that worked on mod: NeilB1971,Peuegot905,Kamil Kader

Conversion: NeilB1971

Model: NeilB1971,Kamil Cader,Peugeot905

Physics: Peugeot905

Other updated Lemans Prototypes: https://www.mediafire.com/folder/7g6488jsyt2ux/Lemans_Prototype_Near_Finalized

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For those who drive with the auto-shift activated, "downshift" value in drivetrain.ini, is too high, too close to "up-shift" value, therefore the car cannot upshift correctly and the gear seems to slips and not changes. For example, for one of the car it looks like this (you have to unpack the data in CM):

[AUTO_SHIFTER]
UP=8500 ; gear change up
DOWN=7395 ; gear change down

For correctly up-shift it have to look like this, or another value that allows the gear change up:

[AUTO_SHIFTER]
UP=8500 ; gear change up
DOWN=2000 ; gear change down

This problem appear on all your cars and some people don't know what they have to do for auto-shift to work.

Thank you for the cars and sorry if the post seem pointless. Merry X-mas!
 
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Thanks for the reply... When you switch from old gui to new gui, what is it that you do? (What are the "switches" to make it happen, and what csp version?) I was able to try it before, but now it won't start (just stays with the old gui). I thought it was just REPLACE_MAIN_MENU=1 in gui.ini.
Hmm, that's what it is for me, and it still works. Latest CSP preview.
 
Does anyone else have this issue in CM? It's driven me crazy since the start and I wanted to know if anyone else has this issue.

Editing tracks in the content tab is such a pain, it seems like this only happens when there is more than one layout. I edit the description, geo tag, city, tags, etc. and every time I save it just reverts back to what was there before. I have to edit and save 2-3 more times for it to actually take.

My cars are meticulously organized with tags, that is half the fun for me lol. Tracks have the custom preview and wotnot, but the tags are a mess. I'm crazy but not so crazy to organize each tag on every layout multiple times and pray it stays. Has anyone got a fix?
After pressing save, when it reverts back, press "reload" (bottom of page) once. Usually fixes it.
 
Does anyone else have this issue in CM? It's driven me crazy since the start and I wanted to know if anyone else has this issue.

Editing tracks in the content tab is such a pain, it seems like this only happens when there is more than one layout. I edit the description, geo tag, city, tags, etc. and every time I save it just reverts back to what was there before. I have to edit and save 2-3 more times for it to actually take.

My cars are meticulously organized with tags, that is half the fun for me lol. Tracks have the custom preview and wotnot, but the tags are a mess. I'm crazy but not so crazy to organize each tag on every layout multiple times and pray it stays. Has anyone got a fix?
Same here, until I finally realized CM actually does the job, it just doesn't refresh it, and sometimes the "reload" of the page shows the previous change, or only a part of it. Annoying, but not a problem in itself.

Do your changes, save, and reload. Normally you'll see it's correctly saved.
 
A Christmas present from GADU.
Incredible cars.



MERRY CHRISTMAS TO EVERYONE. ENJOY YOUR LOVED ONE/// ENCRYPTED MODEL ////// MOD REQUIRES CSP PATCH TO WORK /// CSP PATCH 0.1.80 OR ABOVE IS REQUIRED TO WORK PROPERLY
  1. Base 3D Model: GT6
  2. 3D Rework and improve: GADU Boyz
  3. Physics: GADU Boyz
  4. CSP extension: GADU Boyz
  5. Animations: GADU Boyz
  6. Skins: Pasta
  7. Sound: Fonsecker
  8. encription: x4fab
  9. Beta test: Mascot, Æsir, RedManuel, FastTomM
EXTRA_BUTTONS:
  • EXTRA_A: day lights
  • EXTRA_B: endurance lights (only work on endurance version)
  • EXTRA_C: glass left
  • EXTRA_D: glass right
TAPE LIGHTS CAN BE ACTIVATED IN SETUP MENU

DOWNLOAD: https://www.patreon.com/posts/alfa-romeo-tz2-1-95168367

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A Merry Christmas indeed! Very awesome work as always, really really excited to turn more laps around this piece of history! Thank you!
Hi, everyone
I'm wondering if it's possible to hide one side of a double sided mesh via ext config? A car mod has doublesided windows and I want to hide interior side faces, so to not get weird reflections in cockpit... maybe something with CULL_MODE= ?
Thanks in advance if anyone has answer
I have no idea if it will work on a car, but you can try this, it works for tracks.

[SHADER_REPLACEMENT_...]
ACTIVE=1
DESCRIPTION= ENABLE SINGLE SIDED
MATERIALS=
MESHES =
CULL_MODE= ON
 
Peugeot 106 procar 1998 skin + car 2k/4k/6k
download instructions in the download section

car is by BE_MODDING

certain minor things i couldn't get done but overall a pretty decent representation


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Prevent overlapping window stickers.
Create ext_config.ini and add the following;
Code:
[NODE_ADJUSTMENT_...]
IS_ACTIVE = 1
NODES = INT_Glass,OUT_GLASS_3
MOVE_TO = COCKPIT_HR
Screenshot_bem_peugeot_106_procar_ks_drag_25-11-123-13-32-16.jpg
 
Prodded into action by @chas1723's CSP updates for @pessio's cars (many thanks, top work), I finally got around to painting a livery for my never-never-but-yes-some-day 1970's Springbok Series collection. It's the Frank Gardner, Mike De Udy Boss 302 Mustang livery, that they raced in all the 3-hour rounds. I was at the 1970 Cape 3hr to see it, and remember being quite sad that such a great car had such a poor day.

preview.jpg


Here y'go, complete with some history:
 
Hi and Merry Christmas:gtpflag:

Wanted just to ask, since someone had mentioned it a couple of weeks ago, if there is a solution to get Maneking-TS's paid versions of Fuji and SUGO? They are supposed to have crowds and probably some more stuff compared to the free version. But he didn't accept PayPal payments, neither had he a patreon account or something else than the fantia account
 
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.​

Hi everyone, submited this yesterdey on RD, "Nissan Skyline R33: GT-R [BETA] v0.1"

First release with the 1995 GTR
Quite still needs to be done regarding to materials, textures, 3D interior parts, LODs, animations etc. but the basics works.

Requires Light Patch v0.2+

bcnr33-rd.jpg
002_RDR33.jpg
006_RDR33.jpg
 
Hi and Merry Christmas:gtpflag:

Wanted just to ask, since someone had mentioned it a couple of weeks ago, if there is a solution to get Maneking-TS's paid versions of Fuji and SUGO? They are supposed to have crowds and probably some more stuff compared to the free version. But he didn't accept PayPal payments, neither had he a patreon account or something else than the fantia account
I´ve got these ones here, don´t know if these are the full versions each though:

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@shi or anyone who knows the solution : since I don't know when , the AI is broken on Fliegerhorst ...

At lights out the cars behave "stupid" , some stay put, others just steer straight away and move a few meters, one finally heads of and commences the first lap...

Anyone recognize this and knows a possible cause? I suspect it's a new CSP settings thing... disabling "New AI behavior" doesn't help.

Appreciate any good tip.
(& Merry Xmas all !!! )
 
@shi or anyone who knows the solution : since I don't know when , the AI is broken on Fliegerhorst ...

At lights out the cars behave "stupid" , some stay put, others just steer straight away and move a few meters, one finally heads of and commences the first lap...

Anyone recognize this and knows a possible cause? I suspect it's a new CSP settings thing... disabling "New AI behavior" doesn't help.

Appreciate any good tip.
(& Merry Xmas all !!! )
It might be related to cached grids, I seem to recall someone answering one of my questions about that a few weeks back which had similar behaviour issues.
 
Development hasn't stopped for a day I just have to guess the performance myself without any information on GT500 cars (no I won't copy other GT500 mods' physics)


AI ran like 100 laps on Suzuka being on par with real laps but I'm sure people will dislike it still
You just do what you think is right mate can always adjust later on if needed.

As most of us Modder's know People will always find something to complain about lol

Car looks great so far!
 
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