Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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Speaking of which, any news about F1 1999, mate?
Since JK1977 is doing i guess not. And he seems to know modding then it's cool that he picked it up.


Also i'm gonna throw a bottle in the sea here, but is there anyone who knows about UV mapping that would be willing to help me with a car?

I have a high quality BMW Sauber 08 F1 car that I would love to convert to Assetto corsa (paid 80 euros for that thing, would be a waste not to convert it) but it's mapped with blender "UV smart project" (so it looks like ****, no AO possible on that thing.) I've tried to learn uv mapping but for a beginner to map a high poly model it's kinda hard.
 
I think no ........i have over 2600 cars
And you can start the game without content manager directly from Steam?
Yeah i think ales100i version is more realistic. I have round about 450 cars and about 180 tracks (+several variations not counting here) running.
Adding some more cars without deleting some others - ends in never ending loading the main menu.

For me it´s absolutely ok, i am not collecting, i need only the stuff i can run my championships with.
Speaking about the limits - 40 championships at once is also the vanilla limit.
 
I'm trying to updates previews for ASR Footwork FA13. For some reason CM gets stuck creating new previews. Out of thousands of cars this is the only car I've ever had this problem with. Anybody know a reason for this, or a possible solution?
 
I'm trying to updates previews for ASR Footwork FA13. For some reason CM gets stuck creating new previews. Out of thousands of cars this is the only car I've ever had this problem with. Anybody know a reason for this, or a possible solution?
What version of CSP are you running? I've found with the newer CSP versions some cars get "stuck". Rolling back to 1.79 allows the preview to get taken and then I just roll back to 2.2 or whatever it is up to now...
 
What version of CSP are you running? I've found with the newer CSP versions some cars get "stuck". Rolling back to 1.79 allows the preview to get taken and then I just roll back to 2.2 or whatever it is up to now...
I'm on 0.1.79. I also tried going back to couple of older "recommended" versios, but no luck with Footwork.
 
I'm on 0.1.79. I also tried going back to couple of older "recommended" versios, but no luck with Footwork.
Extract the data.acd with CM, delete the data.acd file then and try again. You should get a preview without problems then.

1703796352926.png
 
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View attachment 1271434

Released:Lotus Elise GT1 ´97 LM Spec
Upadate :
-new physics
-new sound
-new wiper animation
have fun!
delete the old car

car sound file:
delete the file "f302_lotus_elise_gt1_97.bank"
use this sound file:

Hi, is the download link no longer available? .. Congratulations for your work and thank you
 
Guys, does anyone have the problem with RSS Aero V10 Evo2 dashboard. I installed it, but it showing no info. I installed everything inside the folder. Don't have problem with other RSS GTM car. Anyone know how to fix it ?
1. \rss_gtm_aero_v10_evo2\extension\display\display_2.lua can be opened in a text editor.
2. Where it says on line 84:
Code:
gameTime = sim.gameTime
formattedGameTime = string.format("%02d:%02d", math.floor((gameTime/(1000*60)))%60, math.floor((gameTime/1000))%60, math.floor((gameTime%1000)/100))
Replace with:
Code:
gameTime = {sim.timeHours, ":", sim.timeMinutes}
formattedGameTime = table.concat(gameTime)
3. Hit save
 
Peugeot 106 procar 97 loose replica 2-4-6k
only had 1 low res picture to go from so that's why i call it a loose replica, the higher up you go on the car the more wobbly the uv map is, i have had to work with it as best i can. i have included an ext_config in the skin folder which applies shi's fix for the window stickers.



Screenshot (351).png
 
There's a limit to how much mods you can have for starting AC from steam. And it's not a high number. I can confidently say none of us here can start it from steam anymore. It hangs on 99% checking content. This is normal behaviour.

Edit: I googled. 625 car mods is the limit.

Thanks god!!

I have 1200 Cars instaled right now, so it's normal that I can't run the Game.

Thank You very much for your answers!! You save me!!
 
Do you know where I find this skins? There isn't any on RD
 

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Delete, already answered above.
JuanAC, I'd be very skeptical about any info about editing AC from someone who claims to be able to run the standard AC install with 2600 cars installed.. it's just not possible with the standard install
 
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Extract the data.acd with CM, delete the data.acd file then and try again. You should get a preview without problems then.

View attachment 1314940
I've also tried that already. Also checked the json-files of skins, in search of some errors, seems ok. Car show normally in showrooms. Very weird. Not a big deal since it's just one car out of 4369, but still it's somewhat annoying. :D
 
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Delete, already answered above.
JuanAC, I'd be very skeptical about any info about editing AC from someone who claims to be able to run the standard AC install with 2600 cars installed.. it's just not possible with the standard install

Problem solved!

I moved near 700 Cars to another fólder and the Game starts without any issue. And yes, the Game needs a short amount of Cars to work properly, in my case with 560 Cars in the fólder It doesn't work, the answers is clear for me too.

And YES!! Now I can make Championship with a real results!! Only need 50kgs of ballast to make a clear difference between first and last Cars in a qualifying. Now I have a lot of work to do all the Championships, so I think it's better to going one by one.

One more time, thanks to all of you!!
 
1. \rss_gtm_aero_v10_evo2\extension\display\display_2.lua can be opened in a text editor.
2. Where it says on line 84:
Code:
gameTime = sim.gameTime
formattedGameTime = string.format("%02d:%02d", math.floor((gameTime/(1000*60)))%60, math.floor((gameTime/1000))%60, math.floor((gameTime%1000)/100))
Replace with:
Code:
gameTime = {sim.timeHours, ":", sim.timeMinutes}
formattedGameTime = table.concat(gameTime)
3. Hit save
Thanks mate. It's worked.

update csp
This, sooner or later I'll have to do it. But for now, it's all good on my side
 
I'll tell you, the only thing that makes me turn up my nose a little is having a car with an H gearbox graphically but in reality it's a sequential one. If I'm not mistaken there should be sequential e46 gtr.


One evening, after some work on tvr, I tried to create a soundmod for this car for fun (inspired both by the classic video at the Nurburgring and by the sound of the engine during a test). If something acceptable comes up I will publish it later in time.

There were no sequential gearbox used in any of the BMW Schnitzer or PTG cars. The car used in the 2006 ALMS had a sequential gearbox for that year only, but it was not a GTR, a GT2 with the 6 cylinder engine.
 
GRiD Autosport - Washington D.C v1.01


wanted to give feedback that this is a fantastic conversion. Everything about the track itself is excellent. Performance, textures, lighting, everything. It looks almost identical to Autosport itself, which speaks volumes to the work. It is an essential download.

I'll note that the AI is not quick enough to race here, though. They get through the lap just fine - which is quite the achievement considering the high-speed left handers on the back straight - but are simply off the pace elsewhere. I am lapping in the mid 1:59s in the RSS Lambo - and the AI at 100% and 95% aggression are almost 4 seconds a lap slower. There's another second or two out there as well, for non-**** drivers. It's sadly not worth booting an AI weekend up yet.

Let me list a few places they're sluggish:
  • through the esses with the death kerbs in S1 (understandable), as well as around the roundabout.
  • the 90 degree left hander onto the back straight - losing almost a second here, maybe more, as they're braking way too deep
  • the exit out of the high-speed left hander on the back straight onto the mini straight - way too cautious and heavy on brakes
  • pretty much the whole complex around the pit area - cautious and heavy on the brakes to a fault

I do stink, but I actually was quite quick on Autosport back in the day. I have cracked out the TT Cup and am going to see what I can do with an AI line of my own for this track. I'll report back with results.


I'll be using this for league races, no question, even if I can't get the AI right.

Cheers.
 
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Anyone tried this yet?
I have. Interesting.

I thought they'd just be a fizix copy of the gold standard V8Corsa cars, but they're noticeably different in good (and tracking IRL) ways. They feel heavier and less powerful. The sound is more "brmm" and less "wheee". And back to back, they're slower.
At Adelaide for me, about 2-3 seconds (not exhaustively tested). FFB feels like I'd expect.
They share that V8Corsa trait of not heating their tyres, which I've never completely understood. A fat-a** car on skinny slicks with 600hp can't warm the tyres, wut?

The visuals are completely in line with what the author says. Thrown together. Especially the Mustang. That bonnet. Gracious.
Shaders are either matte or incandescent. Really not sure the visuals are even save-able.

I do like the fizix though...
 
Disable the extension folder for the time you create your previews (re-name it to something else).

Is somebody able to create a wiper config for AssettoDrive´s Porsche 911 GT2 RS please? Or is a config already available somewhere? Would love to see this car getting some updates, since I think it is the best GT2 RS available?
Copy this in ext-config :

[ANIMATED_WIPER_...]
MESHES = GEO_Wiper5,GEO_Wiper4,GEO_Wiper2,GEO_Wiper1
UNDERLYING_SURFACE = FrontWindow_Windshield_Glass
DEBUG = 1 ; remove when everything is ready

[MESH_ADJUSTMENT_...]
MESHES = GEO_Wiper5,GEO_Wiper4,GEO_Wiper2,GEO_Wiper1
MOVE_TO = modelRoot:y

[BASIC]
DISABLE_WIPER_KSANIM = 1
---------------------
[ANIMATED_WIPER_0]
DEBUG = 1
MESHES = GEO_Wiper5, GEO_Wiper4, GEO_Wiper2, GEO_Wiper1
UNDERLYING_SURFACE = FrontWindow_Windshield_Glass
GROUP_0 = 'GEO_Wiper2@A=', 'GEO_Wiper1@A='
GROUP_0_ANGLE_TO = 120
GROUP_0_AXIS = 0, 0.70710677, 0.70710677
GROUP_0_AXIS_OFFSET_0 = 0, 0.70710677, 0.70710677
GROUP_0_AXIS_OFFSET_1 = 0, 0.70710677, 0.70710677
GROUP_0_END = -0.65879905, 0.73148143, 0.6872159
GROUP_0_PIVOT = 0.52884674, 0.72183037, 0.8451538
GROUP_0_BASE_AXIS = 0, 0.70710677, 0.70710677
GROUP_0_BASE_PIVOT = 0.52884674, 0.72183037, 0.8451538
GROUP_1 = 'GEO_Wiper4@A=', 'GEO_Wiper5@A='
GROUP_1_ANGLE_TO = 120
GROUP_1_AXIS = 0, 0.70710677, 0.70710677
GROUP_1_AXIS_OFFSET_0 = 0, 0.70710677, 0.70710677
GROUP_1_AXIS_OFFSET_1 = 0, 0.70710677, 0.70710677
GROUP_1_END = -0.65758467, 0.73688126, 0.6839595
GROUP_1_PIVOT = -0.060710907, 0.69358253, 0.92959595
GROUP_1_SCALE_LUT = '(|0.000=1.000|1.009=1.052|)'
GROUP_1_BASE_AXIS = 0, 0.70710677, 0.70710677
GROUP_1_BASE_PIVOT = -0.060710907, 0.69358253, 0.92959595
 
Figure this is worth a separate post, as it entails a question.

So, I finally knuckled down and learned how to improve AI lines. I have a strangely functional AI Line for @RMi_wood 's Washington DC Street Circuit that I mentioned above. AI is 4-4.5 seconds quicker than stock in the RSS Lambo, and about ~3.5 seconds quicker in the TT Cup. Everything seems to be working well - I weaved in extra hints and incidents are now quite rare. A good thing, considering this circuit is a complete death trap.

I just have one problem - on first boot, the cars will not start when the lights go out. They'll just sit there at the start-finish line, slowly edging out of their starting box until they roll away slowly a half minute later. If I restart the event once, though - even if it's instant and I don't even see the lights go out - they roll away at lights out perfectly.

Is this a problem with my AI line, or perhaps an issue with the track? I don't see any major segmentation at the start-finish line in the purple fast_lane, as I was sure to overlap. The left and right boundaries are also as far left and right as they can be at the grid - so no cars are outside of the red boundaries at the start. Disabling the AI behavior in CSP does nothing, sadly.

I feel like it's my simple mistake - I'd appreciate someone in the know chiming in to point me in the right direction.

If I can get this start issue squared away, I'd be happy to give this line out for further testing. Cheers.
 
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