Assetto Corsa PC Mods General DiscussionPC 

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Search RealityMotion, by the guy who makes RealityFilter (can't use that one as I'm in HDR10).

Can't play without it.
yeah i found it already earlier, but cannot`use it because it´s a CM preset only. I need the ini.file because no CM user.

If you are using it, could you eventually upload this neck.ini for me?
 
Small update to this mod that only makes one small change. If you have my previous version and this addition is not important to you, then you can skip this update. If you do download the update, make sure to disable\delete any track skins from my previous version first to be safe. Please make sure to check folder names so you don't delete a skin from someone else by mistake.

-- Made a change in the way you can switch between a patchy grass look and a green grass look. The old way required people to edit the ext_config file. I changed it so that now you just need to enable a specific track skin thanks to a quick lesson from @The Vampire on how to use this feature.
Curious if anyone using the latest CSP version has tried this update? I just switched to the latest CSP version and now the grass will not change from patchy to green and visa versa when enabling the specific track skin. If I go back to the old method of doing it through the track's ext_config file, it works fine. I'm curious if it's just me or if anyone else has the same problem and if the latest CSP version somehow broke the ability to do it this way.
 
yeah i found it already earlier, but cannot`use it because it´s a CM preset only. I need the ini.file because no CM user.

If you are using it, could you eventually upload this neck.ini for me?
Here you go.
 

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Thanks have tried it. Yes it´s it´s subtile, but somehow it behaves that way i get even more motion sickness then my current neck.ini :boggled:
I don't know what I'm doing wrong but I can't come even close to these effects - mines are very subtle.
 
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which is the best looking version for Montjuic?
I tryed 2 tracks, but there are 2D trees and a 2D cathedral very disturbing

None, all the montjuic tracks comes from VERY OLD games, where 2D stuff where the high def of sorrounding buildings.
Indeed.
And 3d trees (TreeFX if that is what you meant) surely aren't going to make any track better either.
 
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First of all a Cozy and Happy New Year to all of you.

Release:
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View attachment 1315870


I have quite a weird issue that only occurs with this car and its parent car, the stock C126 from the same author. No other car is affected. Auto exposure is totally off and the entire game gets way too bright. Below is a comparison of the C126 and some other random car. Does someone have an idea what causes this issue?

Assetto Corsa 02.01.2024 00_08_10.png

Assetto Corsa 02.01.2024 00_09_46.png
 
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i'm pretty sure he talks about 2D trees which are really really not the "AC classical 3D", which are looking way way better even they are basically a 2D texture, not asking for the 3D from TreeFX ;)
You're right. To be more clear I edited my message...:D
 
Curious if anyone using the latest CSP version has tried this update? I just switched to the latest CSP version and now the grass will not change from patchy to green and visa versa when enabling the specific track skin. If I go back to the old method of doing it through the track's ext_config file, it works fine. I'm curious if it's just me or if anyone else has the same problem and if the latest CSP version somehow broke the ability to do it this way.
I'm using the latest CSP version and switching from Patchy to Green and vice versa works perfectly for me.
 
Has anyone else had issues with the wheels flickering on replays with this 3.0 CSL from Yuki? I'm using CSL 2.3 and Pure .234. I figure there is a setting or two I might need to play with in CM.
Thanks for any suggestions!
 

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Thanks for checking. Guess it's just me, but for the life of me I can't figure out what's wrong.
It may not be CSP who is responsible for this, but CM.
It may help to reinstall CM. I once had a similar problem where not all settings were displayed correctly.
I then simply reinstalled CM.
 
I'll give that a try. I'm ok if it's just a problem on my end. I'm happy enough to stick with an older CSP version. I was mostly concerned that my mods were not working right for people using newer versions of CSP. Sounds like everything is fine.
 
Happy New Year everyone!

I'm struggling with two issues...

1. How do you disable AI collision in the pits? I notice some tracks have this and others don't. I have a few tracks that could really benefit from this as the AI are piling up all trying to leave at once.

2. Is there a way to adjust the trigger sensitivity/linearity/deadzones on an xbox controller? I remember seeing some settings before but I cannot for the life of me find them now. I can adjust the thumbsticks (steering) but I would really like to tweak the triggers so my throttle is less sensitive. It's basically like an on/off switch at the moment.

Thanks!
 
hi everyone, asking for an updated version, maybe with working wipers, of this car: Mines Nissan Skyline GT-R R34 V-Spec II N1, I know PedroBLR's version, but it has a low detailed interior even if is the same 3d models of the next mod, the Jack Thorpe's version 2.0, but it has not working wipers and maybe a histeric drivetrain I think...
Link for PedroBLR ver:
for Jack Thorpe ver:
 

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Has anyone else had issues with the wheels flickering on replays with this 3.0 CSL from Yuki? I'm using CSL 2.3 and Pure .234. I figure there is a setting or two I might need to play with in CM.
Thanks for any suggestions!
Dream car, nice looking mod. Is it new? Not seen that one before.
 
i'm pretty sure he talks about 2D trees which are really really not the "AC classical 3D", which are looking way way better even they are basically a 2D texture, not asking for the 3D from TreeFX ;)
exactly, in some points there is a single texture cloned for meters and meters.
and I saw a real camera come from 1975, the Abbey was almost not visible from the car. in the track is very big that 2D object. removing it would be the best thing to do I think
 
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Yep , the AI is a wee slow. It is a very agressive track to obtain a fast lap, cutting kerbs etc and is super fun. AI have huge issues on kerbs at med/low speeds and also do not late brae well. All this adds up to slow AI (and at most tracks with that style). Will be happy to add any new AI improvements to the next version.

Happy you are enjoying the track

Try running a Time Attack once after creating a new AI, this generates a new overlays.ini, which may or may not be causing the issue
Are you sure running a Time Attack creates a new overlays.ini? I've tried to do it a few times, both after generating a new AI and just offhand, and the overlays.ini always stays the same. Latest version, 12/9/2023.

I've also tried removing the overlays.ini altogether from the data folder, and it did not change the start behavior unfortunately.

I thought I had gotten to the finish line here, but I can't seem to get past this problem. If you'd like, I can send over everything I have. No worries if not.
 
Happy, healthy new year to everyone ! :bowdown:

New year - new questions :D

Is there any neck.fx guide out there ?? Because any neck.fx preset i find so far is "too heavy" for me. This means i am a motion sickness guy, VR is not an option, neck.fx is still interesting, but i can`t find a more subtile configuration for me. I would like to optimize it myself, but some options are hard to understand without a kind guide.

Or maybe someone has a very subtile neck.fx ini for me?

I use Real Head Motion. Without it I get very sick.

 
Has anyone else had issues with the wheels flickering on replays with this 3.0 CSL from Yuki? I'm using CSL 2.3 and Pure .234. I figure there is a setting or two I might need to play with in CM.
Thanks for any suggestions!
It's a blurred_objects.ini file issue.
A quick fix is, back up the blurred_objects.ini file and then edit it as,

Where MAX_SPEED=75 make it 750
and
where MIN_SPEED=76 make it 760.

But there is a much bigger problem with this mod. Physics wise.
This is a rear wheel drive car.
When you accelerate, instead of the back of the car deeping down, it rises up.
Acceleration lifts the car up(!?).
So the physics is completely borked.
Came across this issue before with the BMW 2002.
Posted a question here but nobody came up with a solution.

Maybe a physics guru can help here.

BTW, graphics are very good!
 
It's a blurred_objects.ini file issue.
A quick fix is, back up the blurred_objects.ini file and then edit it as,

Where MAX_SPEED=75 make it 750
and
where MIN_SPEED=76 make it 760.

But there is a much bigger problem with this mod. Physics wise.
This is a rear wheel drive car.
When you accelerate, instead of the back of the car deeping down, it rises up.
Acceleration lifts the car up(!?).
So the physics is completely borked.
Came across this issue before with the BMW 2002.
Posted a question here but nobody came up with a solution.

Maybe a physics guru can help here.

BTW, graphics are very good!
Exactly:

https://mega.nz/file/vC5DQKzJ#hNItrq_-6hFUrQ6ecFEDKvoAkWWSdmtOoSBmrAmrMbg
 
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Don't know if this one has been mentioned yet, it's working well for me:

 
Small update to this mod that only makes one small change. If you have my previous version and this addition is not important to you, then you can skip this update. If you do download the update, make sure to disable\delete any track skins from my previous version first to be safe. Please make sure to check folder names so you don't delete a skin from someone else by mistake.

-- Made a change in the way you can switch between a patchy grass look and a green grass look. The old way required people to edit the ext_config file. I changed it so that now you just need to enable a specific track skin thanks to a quick lesson from @The Vampire on how to use this feature.
Hi Joe, I dont know why but with your update the grass at my end becomes like this weird thin something , its not dense as it was before..
bilster grass.jpg
 
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