Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Thread starter daan
  • 152,055 comments
  • 46,510,544 views
Okay, I'll try that, thank you.

PS: I got a problem with 2008 mod also, seems like I have it with any mod... The cars hit 276kph on main straight in Barcelona and then they stop accelerating, why is this happening??
Had the same with 2004 mod this morning

Go to gear settings and change the ratio. Then reduce the rear wing to get more top speed.
 
I would disable or reset the setting "AI" section of CSP
DElete all *.bin in "TRACKS" folder too


At least for me, no need anymore for SOL or other PP Filters since PURE 0.238...the end results is now ok in all conditions without tweaking anything
Thanks so much Nas
 
Go to gear settings and change the ratio. Then reduce the rear wing to get more top speed.
But this is happening with several cars, the problem wasn't there before, at least I hadn't noticed and the normal gear ratio works very well for me, only ai is slow... I hadn't changed a setting btw
 
What Do I tweak to not make the AI pit on lap 1?
Are you driving a single Race or a whole Weekend, with practice/qualify etc.?

Generally if you do Weekends with at least 5 to 10 minutes sessions before the race the AI will manage refuelling properly.
But that depends on the car(s) you are using as AI, too. Could be that there's something dumb in the car.ini file.
 
Virginia International (VIR) mod

A mod i've been working on for awhile now. It's actually the first track I ever tried to mod and it's gone through a bunch of different iterations over the past few years. I finally got in a place I feel good enough about to make it public. It changes quite a lot of things so be sure to read the included readme file before trying it out. I'm not sure if dazzyb2k3 will approve of me releasing this. When I asked him if I could, he said he wanted to include this stuff in his own track update . That's been over a year now and I haven't heard from him. Since then i've seen other people release mods for the track on RD without him saying anything, so I felt it was ok to do this. If he asks, i'll pull it immediately.

It basically does what all my mods do. Adds some CSP features and makes the track easier on my eyes. Most of these older tracks designed before CSP\Sol\Pure became a thing are really bright for me. If you don't have that problem, then you probably won't like these updates.

VIR mod

View attachment 1325202
I hate this game sometimes and i'm so sorry about this. I tested this mod so much that there is no way I could have overlooked this, but this morning the windows on the Full Course layout are all flickering for some reason. Replace the config in the Full Course layout extension folder with this one. It should fix it and hopefully doesn't cause some other problem tomorrow. The full mod download has been updated with this file for future downloads.
 

Attachments

Last edited:
Further to the above, try this. It'll limit the wing mirror FOV to 45 degrees on the CSP mirror adjustment app, so setting 45 degrees (which seems to be the sweet spot for the wing mirrors) is now simply a case of moving the slider all the way to one side. It also increases the left-right rotation to 90 degrees (from 60), meaning less bodywork/ more road is possible in the reflection.
Remove the .txt extension and add it to ...apps\lua\CarMirrorsConfigurator\CarMirrorsConfigurator.lua after backing up the original.
This assumes you've already installed the CSP mirrors app, of course.
Big spooky thanks to The Ghost Of Momma Bongos for the code.
Thank you so much Masscot for sharing this little nugget. You have no idea how much click click click click click click click click click click click click click click click click click click click click click click click click you will be saving me with every car I try out to get a realistic mirror setting.
 
Last edited:
Now I kinda know what the problem is but no idea how to fix it... The ai is not going full throttle, they don't fully send it on the straights, but no idea why...
 
Hi all! I just wanted to ask the community: whats the best version of Monaco track today?
Monaco 2019 by CHiQuiFReaKy - although it's behind Patreon



Not perfect (parts in the tunnel seems goofy), but it's the most accurate model available. I heard he based it off Codemasters' version, but worked meticulously to address the inaccuracies, and he managed to do so for the most part.
 
Just tested it, and it's because of a combination of the LOD-switching, a CSP setting and COCKPIT_HR distance switch.

This is what's happening; the code is ONLY affecting the main model. Not LOD B, C or D. So the cars further away don't seem to have any issue.

For the Pagani you mentioned, the COCKPIT_HR dinstance switch is set to 7(meters) in the data.acd.
The LOD_0 > 1 switch is set to happen at 15 meters.

Our code put's those meshes inside cockpit_hr, which get's "deleted" after 7meters. This is when the meshes we transferred disappear. But since it only affects the main model, after 15meters, when the LOD_1 (or lodB) gets activated, and our code no longer applies, the meshes re-appear again.

The simplest solution would be to unpack the data.acd, and change the COCKPIT_HR - DISTANCE_SWITCH to the same value as the LOD_0 > 1 switch-value. Which in this case is 15 meters. This solves the issue, unless you have a default CSP function turned on (CSP-settings>Graphic Adjustments>LOD-settings>Force low-res cockpits for other cars in first person view.)

This might also be the right time to say that I'm no expert. I just like tinkering with my favorite game. I hadn't tested your use-case (with other cars) yet, so I'm glad you found this issue so fast.
Thx ! it's indeed solved by disabling this
Force low-res cockpits for other cars in first person view
and I increased the mutiplier for car LODs to 1000 % (rather then changing the data of the car)
1707064206286.png


It's very enjoyable now!
(But remains to be seen if this 1000 % doesn't yield too much performance issues with other mods...)
 
Now I kinda know what the problem is but no idea how to fix it... The ai is not going full throttle, they don't fully send it on the straights, but no idea why...

Okay the ai of every single car is so slow that it isn't even making it into the final gear, you know what... Imma reinstall the game now

Wrote to Ilja a couple of weeks ago about the AI (he answered so at least he is aware of it).
Every time an update comes, somehow the AI is always being ****ed up in one or in an other way... As an offline gamer, this is getting more and more frustrating. I even tried to record my own AI lines for some tracks and now after the end of its out-lap, the AI stops on the start/finish line for some reason!!!
 
Thank you so much Masscot for sharing this little nugget. You have no idea how much click click click click click click click click click click click click click click click click click click click click click click click click you will be saving me with every car I try out to get a realistic mirror setting.
You can also hold the click or CTRL + click on the number and enter the value of your choice and hit ENTER
 
Wrote to Ilja a couple of weeks ago about the AI (he answered so at least he is aware of it).
Every time an update comes, somehow the AI is always being ****ed up in one or in an other way... As an offline gamer, this is getting more and more frustrating. I even tried to record my own AI lines for some tracks and now after the end of its out-lap, the AI stops on the start/finish line for some reason!!!
Ohh, so this is because of an update?? How do we fix it... I had it once that the ai steered directly onto the racing line after the start but that "fixed" itself or let's say I don't know how it stopped doing this
 
Ohh, so this is because of an update?? How do we fix it... I had it once that the ai steered directly onto the racing line after the start but that "fixed" itself or let's say I don't know how it stopped doing this

To be honest I'm not sure that it's because of a specific update, but it didn't use to do it before. At least not of my knowledge.
But that's only one example of what's happening lately...
In some tracks the AI won't even leave the pits, in others it will hit walls for no reason, sometimes it will stop on the start/finish line, sometimes it will almost stop after getting out of the pits and into the track and sometimes it won't start the race but stay stationary on its starting grid slot. At least the last issue is solved after restarting the race.
 
I hate this game sometimes and i'm so sorry about this. I tested this mod so much that there is no way I could have overlooked this, but this morning the windows on the Full Course layout are all flickering for some reason. Replace the config in the Full Course layout extension folder with this one. It should fix it and hopefully doesn't cause some other problem tomorrow. The full mod download has been updated with this file for future downloads.
Hi Joe,

with this latest VIR update, are these skins still mandatory? Sorry, lost the tracker with it recently.

1707072830278.png


Folder Seasonal textures also include a weird file?!

1707072812161.png
 
Hi Joe,

with this latest VIR update, are these skins still mandatory? Sorry, lost the tracker with it recently.

View attachment 1325455

Folder Seasonal textures also include a weird file?!

View attachment 1325454
You can probably ditch all of those skins unless you like them better. They should still work except for some potential lighting issues since a lot of the shader values have been changed.

As for the weird file, it's needed to call up the changing seasonal textures if you want to use them. It's a trick that @The Vampire taught me on how to make an ext_config file into a track skin. Instead of having that code in the track's ext_config file and requiring people to enable\disable that feature by editing the track config, they can just enable\disable a track skin. Much easier on the end user.
 
Regarding the disturbing unrealistic reflections from road/curb paint etc. inside the cockpit :

the move meshes to COCKPIT_HD (as proposed earlier by Tummie555) is unfortunately not a one-fix-for-all ...

Some parts can't be added to the COCKPIT_HD because they then become static when they shouldn't be (eg a chrome part of a steering wheel... )
For some mods in some cases it just doesn't fix it at all either and the reflection remains...
(for example on the WSC60 Ferrari 330 P4 Spyder the LOD_A_EXT_SEAL mesh )
1707074204407.png

I had to revert to lower the reflectiveness of the material.

This with a trick I picked up here in the forum (forgot who shared it though):

[SHADER_REPLACEMENT_...]
ACTIVE=1
MATERIALS = Black Plastic
PROP_... = fresnelC, 0.01
PROP_... = fresnelMaxLevel, 0.02

(add this at the end of the ext_config.ini in the extension folder of the car)
 
[SHADER_REPLACEMENT_...]
ACTIVE=1
MATERIALS = Black Plastic
PROP_... = fresnelC, 0.01
PROP_... = fresnelMaxLevel, 0.02
Sorry... I don´t know if I'm doing something wrong... I copy-pasted literally this code at the end of the ext_config.ini of the WSC60 Ferrari 330 P4 Spyder and nothing happens; the unreal reflections continue to be seen inside the cockpit. Do I have to modify anything else?
 
Hello! How is everyone? I wonder what's wrong with the Showroom quality? Thank's.


***
SORTED OUT!
 

Attachments

  • 1707083704843.png
    1707083704843.png
    404.6 KB · Views: 25
Last edited:
Awesome version of the track but the infield is way to bumpy should be much closer to the oval. Also minor gripe but the inside of turn 7 looks like a jungle when there are only 3 or 4 big oak trees.
 
My version adapted for the Sunbeam Tiger (Monte Carlo 1965)
 

Attachments

  • __custom_showroom_1707085766.jpg
    __custom_showroom_1707085766.jpg
    47.8 KB · Views: 26
  • __custom_showroom_1707085784.jpg
    __custom_showroom_1707085784.jpg
    55.2 KB · Views: 22
  • __custom_showroom_1707085820.jpg
    __custom_showroom_1707085820.jpg
    49.1 KB · Views: 22
  • __custom_showroom_1707085832.jpg
    __custom_showroom_1707085832.jpg
    45.5 KB · Views: 24
  • __custom_showroom_1707085864.jpg
    __custom_showroom_1707085864.jpg
    66.5 KB · Views: 24
  • 117434-2.jpg
    117434-2.jpg
    42.4 KB · Views: 29
Regarding the disturbing unrealistic reflections from road/curb paint etc. inside the cockpit :

the move meshes to COCKPIT_HD (as proposed earlier by Tummie555) is unfortunately not a one-fix-for-all ...

Some parts can't be added to the COCKPIT_HD because they then become static when they shouldn't be (eg a chrome part of a steering wheel... )
For some mods in some cases it just doesn't fix it at all either and the reflection remains...
(for example on the WSC60 Ferrari 330 P4 Spyder the LOD_A_EXT_SEAL mesh )
View attachment 1325460
I had to revert to lower the reflectiveness of the material.

This with a trick I picked up here in the forum (forgot who shared it though):

[SHADER_REPLACEMENT_...]
ACTIVE=1
MATERIALS = Black Plastic
PROP_... = fresnelC, 0.01
PROP_... = fresnelMaxLevel, 0.02

(add this at the end of the ext_config.ini in the extension folder of the car)
That's kind of a special car-case, since it doesn't have it's own .kn5 model. It borrows everything from the Kunos P4, which can technically be adjusted in 3ds. But that's not legal... Also, there's another weird thing with that car, because the STEER_HR is already inside of the COCKPIT_HR in the Kunos model, but I can confirm the chrome on the steering-wheel reflects kerbs and stuff. Must be something CSP related.

This worked on my pc:

[REFLECTIONS_FX]
INTERIOR_NODES = INT_GAUGES, STEER_HR, COCKPIT_HR

[MESH_ADJUSTMENT_...]
MESHES = LOD_A_EXT_DOOR_RIGHT_METAL, LOD_A_EXT_SEAL
MOVE_TO = COCKPIT_HR

----------------------------------------------------------------------------------
There's already a [REFLECTIONS_FX] in the ext_config (almost at the top), replace that part. I only added : , STEER_HR, COCKPIT_HR.

I have no idea what that function does, but it seemed to interfere with the rest of the code. Also, it seemed to work wonders for removing the outside reflections of the steering wheel without breaking it. Maybe it's an even better solution-code..

Just for reference, this is where I found the code: https://github.com/ac-custom-shaders-patch/acc-extension-config/wiki/Mesh-adjustment

According to that page you can also move the entire STEER_HR node into the COCKPIT_HR node through [NODE_ADJUSTMENT_...]
 
Last edited:
Sharing a mod? Host it on GTPlanet Downloads. Free, public hosting for files up to 10GB in size.
Back