Assetto Corsa PC Mods General DiscussionPC 

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Interesting that other people are reporting this. Perhaps it's just a bug with CSP then.

I think I'm just going to release my AI line then and see what people say.
I can also confirm... The AI won't even leave the pits in several circuits in weekend mode... I hope Ilja finally fixes the AI soon! It's really frustrating to see it being ******d up in some way after almost every new CSP version release!

Also, I would really appreciate it if someone could send me some good AI line files (fast lane, pit lane, side lines, hints, ideal line) for rt_bathurst. 2:10 for GT3 is W-A-Y too slow...
 
Why do you think it´s encrypted? I can un-pack and re-pack the data with CM easily.
After changing the data.acd file (only one parameter, i.e. fuel consumption) and repacking it, I can no longer enter the game with this car. AI cars also have the same error: "Failed to decrypt model" and the game crashed. I can continue loading, but then the car has broken graphics (full of triangles). I've read a lot of forums and it follows that the car must have encrypted not only the kn5 files but also the data.acd file... I don't know much about it, I'm not a modder. I wanted to adapt the car to my GT3 grid for the new season (I do it for all cars to compete with each other). However, the LP Design's Ford (version 1.0) does not work when data is changed and repacked. Without packing, the change does not appear, of course (the car consumes the same amount of fuel as before the change). Any ideas? Thoughts? Solutions?
 
All right, I've released the AI for RMi_wood's Grid: Autosport Washington DC conversion, both on RD and here on GTP.

1702138415528-png.1310196


Not thrilled about releasing the line with the cars not starting issue, but after seeing multiple people here in the thread and on Ilja's Patreon reporting the exact same problem with other combos, I figured it may be a global problem with the latest CSP and not my line methodology.

RaceDepartment:

RaceDepartment DC AI

GTP:

GTP DC AI


Cheers to RMi for the excellent track, and for the screenshots (which I intend to replace with my own - sadly a week of racing removed my race replays out of the queue).

It will be pre-1.0 until it works properly - whether that's dependent on CSP updates or not.
 
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@TheNuvolari

Wow, no question, the mod is really awesome, I love this car.

Sure, the car has a small problem with the size, (5%-10%) but it's nothing earth-shattering, by any means, and VR isn't the standard anyway.


Really, thank you for your hard and good work!
Well, everything always looks smaller next to a modern skyline GTR, anyway. And I think the 400z is supposed to be slighly smaller than the previous 370/350 (might be wrong there).

Honestly, it's not shocking right here.
@Masscot maybe your standard Z400 is too big :lol:
 
Well, everything always looks smaller next to a modern skyline GTR, anyway. And I think the 400z is supposed to be slighly smaller than the previous 370/350 (might be wrong there).

Honestly, it's not shocking right here.
@Masscot maybe your standard Z400 is too big :lol:
The 400z and 370z share exactly the same wheelbase (2,550mm) but the 400z bodywork is about 140mm longer overall. But those are the production cars, not the race versions.

Maybe I got it completely wrong and the car is actually too big? The driver is actually 6'3".

1704755817806.jpeg


All joking aside, I'm sure @TheNuvolari will investigate and let us know what's what.
Could be the car just feels small because of the cramped cockpit and tiny driver.
 
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Hi all,
I am trying to find a good or the best available 1970 Ford Mustang Boss 302, free or paid versions is fine.
I do have a few Mustangs from this era including the ones from Joshua Widder but I feel they still aren't as good as they could be.
If anyone knows of any really top notch Mustangs and could point me in their direction it would be much appreciated.
 
Hi all,
I am trying to find a good or the best available 1970 Ford Mustang Boss 302, free or paid versions is fine.
I do have a few Mustangs from this era including the ones from Joshua Widder but I feel they still aren't as good as they could be.
If anyone knows of any really top notch Mustangs and could point me in their direction it would be much appreciated.
Road cars only, or perhaps the Mustard Bull?
 
TVR T400R beta 0.1b

Minor fixes:

1) Corrected the name of the main folder with only lowercase letters;
2) Slightly improved Lods with associated flickering problem resolved;
3) Increased engine damage threshold from 7500 rpm to 7600 rpm;
4) Reduced gear change up time. According to what I saw in an onboard, the car does not allow flat foot shifting and requires heel toe when downshifting. Now you can change a little more easily;
5) Fixed a mesh disappearing when cockpit_lr is loaded;
6) Fixed wobbly brake discs on the right side;


I recommend a clean installation. :D


EDIT: For those who have already downloaded it: re-download it from the same link above to fix the brake discs.



Sequential shifter fix --> https://mega.nz/file/WlBgRZCa#vPYCiFYrDL8wr5vvfbG6K7qwTzLOL_75DIjTorXtHNs

View attachment 1316271
Great work on the model detail. Looks fantastic. Some suggestions for the next update. Take a look at:
http://tech-racingcars.wikidot.com/tvr-tuscan-t400r

Your model is 180mm too wide and 200mm too long. Wheelbase is also 229mm too long. Height is about right so you will need to do some rescaling. Try and have all your body parts external of your cockpit in one parent (eg CHASSIS_TVR). This will make rescaling much easier.
Compare to my GTR2 conversion on the right which has the correct dims:
__custom_showroom_1704796717.jpg


Also try and change the main body shader to ksPerPixelMultiMap_damage_dirt, so the body will show dirt and damage when appropriate.
Wheels and tyres are a bit large for what they ran on these cars. It should be something like this:
[FRONT]
WIDTH=0.262
RADIUS=0.3235
RIM_RADIUS=0.254

[REAR]
WIDTH=0.292
RADIUS=0.340
RIM_RADIUS=0.254

Physics there are a few things as well. Some here have touched on the gear change times. Data taken from Xtrac for sequential change should be like this:
[GEARBOX]
CHANGE_UP_TIME=100
CHANGE_DN_TIME=150
AUTO_CUTOFF_TIME=100 this should align with the same in ai.ini and AUTO SHIFT at the end of drivetrain.ini

You should also raise your engine damage rpm point to be above your rev limit point. If you have it close, put a hard cut on the limiter frequency at 333Hz.
The power.lut shows no transmission loss. On this car I expect it would be at least 11%.
The car weight is 70kg too light as well.
 
As you know, I'd like to be able to present the most complete listing possible, but I must inform you that due to disagreement with ACTK over his monetization policy, his tracks are no longer visible in the listing (and consequently, the links are no longer available).
If one day he decides to stop monetizing the work of others, his links will be visible again.

Vous le savez, je souhaite pouvoir présenter le listing le plus complet possible mais je dois vous informer qu'en raison de désaccord avec ACTK quant à sa politique de monétisation, ses tracés ne sont plus visibles dans le listing (et par conséquent, les liens ne sont plus disponibles).
Si un jour il se décide à arrêter de monétiser le travail des autres, ses liens seront à nouveau visibles.
 
As you know, I'd like to be able to present the most complete listing possible, but I must inform you that due to disagreement with ACTK over his monetization policy, his tracks are no longer visible in the listing (and consequently, the links are no longer available).
If one day he decides to stop monetizing the work of others, his links will be visible again.

Vous le savez, je souhaite pouvoir présenter le listing le plus complet possible mais je dois vous informer qu'en raison de désaccord avec ACTK quant à sa politique de monétisation, ses tracés ne sont plus visibles dans le listing (et par conséquent, les liens ne sont plus disponibles).
Si un jour il se décide à arrêter de monétiser le travail des autres, ses liens seront à nouveau visibles.
Keep up your good work and KUCF this fool!
 
As you know, I'd like to be able to present the most complete listing possible, but I must inform you that due to disagreement with ACTK over his monetization policy, his tracks are no longer visible in the listing (and consequently, the links are no longer available).
If one day he decides to stop monetizing the work of others, his links will be visible again.

Vous le savez, je souhaite pouvoir présenter le listing le plus complet possible mais je dois vous informer qu'en raison de désaccord avec ACTK quant à sa politique de monétisation, ses tracés ne sont plus visibles dans le listing (et par conséquent, les liens ne sont plus disponibles).
Si un jour il se décide à arrêter de monétiser le travail des autres, ses liens seront à nouveau visibles.
IMG_7225.gif
 
Great work on the model detail. Looks fantastic. Some suggestions for the next update. Take a look at:
http://tech-racingcars.wikidot.com/tvr-tuscan-t400r

Your model is 180mm too wide and 200mm too long. Wheelbase is also 229mm too long. Height is about right so you will need to do some rescaling. Try and have all your body parts external of your cockpit in one parent (eg CHASSIS_TVR). This will make rescaling much easier.
Compare to my GTR2 conversion on the right which has the correct dims:
View attachment 1317852

Also try and change the main body shader to ksPerPixelMultiMap_damage_dirt, so the body will show dirt and damage when appropriate.
Wheels and tyres are a bit large for what they ran on these cars. It should be something like this:
[FRONT]
WIDTH=0.262
RADIUS=0.3235
RIM_RADIUS=0.254

[REAR]
WIDTH=0.292
RADIUS=0.340
RIM_RADIUS=0.254

Physics there are a few things as well. Some here have touched on the gear change times. Data taken from Xtrac for sequential change should be like this:
[GEARBOX]
CHANGE_UP_TIME=100
CHANGE_DN_TIME=150
AUTO_CUTOFF_TIME=100 this should align with the same in ai.ini and AUTO SHIFT at the end of drivetrain.ini

You should also raise your engine damage rpm point to be above your rev limit point. If you have it close, put a hard cut on the limiter frequency at 333Hz.
The power.lut shows no transmission loss. On this car I expect it would be at least 11%.
The car weight is 70kg too light as well.

Regarding the dimensions I exposed the problem a few of my posts ago. In essence (see image below) the car is microscopic compared to the RSS 360 GTC. Based on the measurements I found regarding the t400r, it should be 10 cm shorter than the 360 Modena and more or less the same height (by scaling the model with the proportions of the gtr2 it becomes slightly wider). I was forced to scale the model also because the driver did not fit into the cockpit except making it as small as Tsunoda (this is where Tsunoda's TVR was born). This led to larger tire sizes, it's true, otherwise they would be clipped in the asphalt.I measured everything in blender and technically it should now be compliant. The doubt now is that GTR2 uses a slightly different scale or that Blender has made some mess.I'll fix the rest straight away. :dopey:

1704820330046.png

1704820350081.png

1704820851147.png
1704820865408.png


I used this data for the upscaling. Lunghezza in italian means lenght (4.557 against 4.404). You can see that the typhon/t400r/t440r is also higher than a 360 gtc. The only "wrong" value is the width, my tvr is basically a little wider than the ferrari, but I used a complete scaling method (X,Y,Z) to match more or less what the data is saying about these two cars. Obviously they won't be precise to the millimeter, but at least we're about there. Unfortunately this thing drove me crazy.

I didn't use the damage dirt shader because it crashes AC. I get an error saying something like "failed to reset dirt level" or something similar. I thought it was just the tvr but in reality it happens regardless, so I had to completely deactivate it.

I voluntarily decided (mistakenly perhaps) to set the engine damage before the redline because as I understand the speedsix on this car doesn't like high temperatures very much and tends to fail easily. Since I don't know if you can cause engine damage based on temperature like on gtr2, I decided to introduce the "if you don't want to break it, don't pull its neck too much" mode. 😂

For the weight via cm I indicated that the 1100kg is the sole weight of the car without a driver
 
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...
I was forced to scale the model also because the driver did not fit into the cockpit...
Am I reading this right - you scaled the whole car so that a particular driver (steer.ksanim) would fit in the cockpit?
Scaling the driver (or selecting another one with different posture) takes just a couple of minutes.
Much easier (and far more correct for a whole host of reasons) to get the driver to fit the car than the other way around.
 
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Am I reading this right - you scaled the whole car so that a particular driver (steer.ksanim) would fit in the cockpit?
Scaling the driver (or selecting another one with different posture) takes just a couple of minutes.
Much easier (and more correct) to get the driver to fit the car than the other way around.
No Sir, it was one of the factors that made me realize something was wrong. I could have also done the driver scaling via cm, but there were a few things out of place. Having a backup of the pre scaling version I can easily return to the dimensions of gtr2 anyway, but in any case even just the steering wheel or the elements of the car were very small compared to the 360 gtc (taken as a reference because it should have the same dimensions as mentioned above)

1704822561776.png


Original TVR against 360 GTC. That difference is 53 cm.

Edit: I just measured the original car (tsunoda version) and it is 3.9 m long, excluding the splitter (which are not used on the road version).
 
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View attachment 1317902

Do we know where this information is pulled from? I've looked in the data folder multiple times and haven't found it.
It's pulled from where those parameters are in the data. The tyres.ini has a version number. The turbo parameters have a setting for adjustable turbo in engine.ini. Brake balance in brakes.ini. Drivetrain.ini shows the gear change method and how many gears.
 
MSA britcar 24hr endurance seat leon mk1 2-4k (skin+car)

car is by be_modding

2k skin is in the main car folder, 4k fitted by default


i made the skin (recently) and swapped the physics out a long time ago i cannot remember what car i used as it was months ago i did it, feels much better for me on controller, what its like on a sim rig i have no clue.

Outside is not too bad the inside needs a bit of work here and there, a fair bit actually but it's serviceable just not pretty in places. The real life counterpart had rolled front arches i cant replicate that without going into 3d software i wasn't going to skin this car but i cannot see a 100% accurate model ever being made/ported to assetto so i decided to go ahead and get it done this car only had 1 skin for it so wanted to give it 1 more.

I have painted the wheels black as they should be but in game as soon as you start rolling the wheels turn white, i cannot change this. Also the tyre walls in real life were black with no writing on them just incase you thought i missed texturing the tyre side walls

windows are not mapped inside apart from the front screen, so anything on the side or back windows will not show from the inside.

If the windows look a little milky in the CM preview they will look fine in CM showroom and in game it's what CM does to the picture and i haven't got around to fiddling with all the settings

CM drag and drop installation


Screenshot (364).png
 
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İf there is reboot team member here, i want to ask if pcars3 tracks are possible to convert to ac ? Because nenkai updated the pcarstools to support the pc3 MEB files .https://github.com/Nenkai/PCarsTools/releases
 
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Thanks for pointing that out. How can i recognize whether the track is encrypted or not? Are there any good unencrypted touges?
Unless you want to edit it (extract textures, editing it in 3D software) there's no reason to recognize them, you can use them without any issue. The problem came out only in case of editing. About touges track, no idea, i can't help you
 
No Sir, it was one of the factors that made me realize something was wrong. I could have also done the driver scaling via cm, but there were a few things out of place. Having a backup of the pre scaling version I can easily return to the dimensions of gtr2 anyway, but in any case even just the steering wheel or the elements of the car were very small compared to the 360 gtc (taken as a reference because it should have the same dimensions as mentioned above)

View attachment 1317912

Original TVR against 360 GTC. That difference is 53 cm.

Edit: I just measured the original car (tsunoda version) and it is 3.9 m long, excluding the splitter (which are not used on the road version).
Are you making it as a 440R or as a 400R? I doubt that the specs on tech racing wikidot are incorrect.
I am curious, did you check the specs of the 360 Modena against the RSS model? RSS don't necessarily make their cars exact to what we think they are, probably due to licensing reasons. I know their physics are not all accurate.
To me, on track, your model looks the size of a Corvette especially in the width.
The important thing from a physics point is to have the wheelbase and width correct which then affects the track and will allow more accurate tyre sizing.

I had the same problem with the driver on my gtr2 model but I managed to make it work with the animated shifter and seat belts.
Strange that your system crashes with the damage/dirt shader. I make all my cars with it now and have no issues. Maybe it's the textures you tried? The ones from kunos models should work but I use the ones from the Assetto garage (AG) Audi R8 LMP which work well
 
Are you making it as a 440R or as a 400R? I doubt that the specs on tech racing wikidot are incorrect.
I am curious, did you check the specs of the 360 Modena against the RSS model? RSS don't necessarily make their cars exact to what we think they are, probably due to licensing reasons. I know their physics are not all accurate.
To me, on track, your model looks the size of a Corvette especially in the width.
The important thing from a physics point is to have the wheelbase and width correct which then affects the track and will allow more accurate tyre sizing.

I had the same problem with the driver on my gtr2 model but I managed to make it work with the animated shifter and seat belts.
Strange that your system crashes with the damage/dirt shader. I make all my cars with it now and have no issues. Maybe it's the textures you tried? The ones from kunos models should work but I use the ones from the Assetto garage (AG) Audi R8 LMP which work well
Let me explain.

From what emerged from my research, the TVR Typhon/Tuscan T400R/T440R are practically the same car whose name has changed over time. So the blueprint with the measurements (the one I posted previously) is valid for all three denominations. The first thing I did was to measure both models in length. Once I imported the models into blender, I measured them:

360 gtc/modena by RSS--> 4.48 m (0.026 m less than the real Ferrari measurements)

TVR converted from GTR2 without modifications --> 3.90m (50 and more cm less than the blueprint)

TVR upscaled --> 4.42 (0.02 m more than the blueprint)

Let's say that 0.02m are negligible margins of error, 50 and more cm are not.If the GTR2 model was exactly proportioned, the other two dimensions should also be approximately correct. Unfortunately, as you may have noticed, only the width is slightly off (1.85 over mirror against the upscaled 1.87 and 1.77 against 1.90 upscaled*) . The only thing I can think of is that the model isn't perfectly proportioned. The other element that makes me understand that the measurements in the blueprint are actually his is that the wheelbase coincides with the upscaled 3D model (2.574 brought to 2.58 in AC for that 0.02 difference in length). If the length coincides, the wheelbase as well as the height, then I assume that the model had to be upscaled.

As for the wheels, I have to explain myself better this time too. The dimensions were deliberately increased to avoid clipping with the asphalt (beta version) because I had already enlarged them in the Tsunoda version trying to respect the measurements (by doing the upscaling they became larger, now I have already fixed them with the right measurements).

Having read that in GTR2 there are several errors in aerodynamics, physics, etc., I wouldn't want them to have also been made on a graphic/measurement level.

EDIT: let's be clear, I don't want to impose myself. I've just checked and experimented several times and I've come to this conclusion.:cheers:

*1.90 refers to the width at the rear, the widest part of the car. Tightening it by 0.12 it would no longer have the over mirror measurements, so I assume it has been widened in the racing version or in any case it is not exactly like in reality.
 
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Does anyone knows if there is any grass extension config to Terra's Reims 67?

I was using Gilles' version until recently, but I ended up discovering this Terra version, which is much more detailed and eye-candy. The only downfall is that it doesn´t have grass.
 
As promised, here is the track skin needed to make the grass in the center of the track match better. I don't believe it impacts anything else on the track, but please let me know if it does. If you are only interested in changing the grass, just extract and enable the Grass skin from the skins\cm_skins folder. It should work fine with the CM\CSP config for the track.

I also included the my own fork of the CSP config because as usual, I needed things darker than the CSP config. To try my modifications, also extract the files in the extension folder. You can make adjustments to anything I changed if you need things brighter or darker by editing the values for materials in the Shader Stuff section of the config. If you like those changes, then you can extract the files for the two f1 layouts so that those layouts will look the same as the regular track with my config.

Imola Mod
Imola looks so great
Thanks

Grass and Grooves : racinjoe013
Trees : TheNuvolari
balloons,billboards etc. : Delta7Fox
Screenshot_some1_acura_nsx_1994_imola_10-0-124-4-6-3.jpg
Screenshot_ks_mazda_rx7_tuned_imola_10-0-124-3-11-54.jpg


Screenshot_ddm_toyota_supra_ma70_imola_10-0-124-3-10-46.jpg
 
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