Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
  • 138,286 comments
  • 37,630,473 views
1708041249878.png 1708041003419.png ?
 
Smaller is better, but bigger is better, therefore smaller is bigger. Makes sense
I was wrong. I did the test over again because it didn't make sense to me. The 7zip file is indeed smaller with the textures with no mipmaps. Now I just need to run a few laps to make sure nothing looks odd with no mipmaps on the textures.
 
A user on the CSP discord posted what finally seems to be a solution to the problem of missed sequential shifts in Assetto Corsa when having h-pattern, paddles and sequential shifter all mapped to the same control profile.
Basically, map the paddle shifters in the CM/Settings/Assetto Corsa/Controls/BUTTONS tab (along with the h-pattern mapping) and keep 'combine with keyboard' UNTICKED.

Screenshot (85).png



Then map your sequential shifter in the SECOND column of the CM/Settings/Assetto Corsa/Controls/PATCH tab.

Screenshot (84).png



This means you should now only need one controller profile with h-pattern, paddles and sequential all working as intended, and no need to swap profiles when changing between a paddleshift car and one with a sequential shifter.
I was hoping this would allow me to finally get my SHH shifter to work in AC again, but still nothing, heh. I can map it to the Next and Previous slots in the Patch tab, but I still get no response in-game.
 
As long as no one develops something closer to the real thing in relation to the 3 models:

Ferrari 250TR/61,
330TRI/LM62,
330TRI/LM63,

Follow the link to the "fake" Ferraris, at least to make up the Le Mans grid and have some fun.
What was possible to improve in the textures/shadows of the cars, were done by our mate "MrHunt".

Some skins were just adapted (as I decided not to create another fake Ferrari 246P model)Below are some prints of the models.

FERRARI 250TR/61-Fantuzzi - 330TRI/LM62-Fantuzzi - 330TRI/LM63-Fantuzzi
 

Attachments

  • preview - Copia.jpg
    preview - Copia.jpg
    78.2 KB · Views: 25
  • preview - Copia.jpg
    preview - Copia.jpg
    77.8 KB · Views: 26
  • preview - Copia.jpg
    preview - Copia.jpg
    43.7 KB · Views: 27
  • preview - Copia.jpg
    preview - Copia.jpg
    43.8 KB · Views: 28
  • preview - Copia.jpg
    preview - Copia.jpg
    49.2 KB · Views: 23
  • preview - Copia.jpg
    preview - Copia.jpg
    49.7 KB · Views: 23
  • preview - Copia.jpg
    preview - Copia.jpg
    52 KB · Views: 23
  • preview - Copia.jpg
    preview - Copia.jpg
    51.9 KB · Views: 23
  • preview - Copia.jpg
    preview - Copia.jpg
    50 KB · Views: 25
  • preview - Copia.jpg
    preview - Copia.jpg
    49.8 KB · Views: 24
  • preview - Copia.jpg
    preview - Copia.jpg
    50.3 KB · Views: 25
  • preview - Copia.jpg
    preview - Copia.jpg
    50.4 KB · Views: 22
  • preview - Copia.jpg
    preview - Copia.jpg
    51 KB · Views: 23
  • preview - Copia.jpg
    preview - Copia.jpg
    50.6 KB · Views: 25
As long as no one develops something closer to the real thing in relation to the 3 models:

Ferrari 250TR/61,
330TRI/LM62,
330TRI/LM63,

Follow the link to the "fake" Ferraris, at least to make up the Le Mans grid and have some fun.
What was possible to improve in the textures/shadows of the cars, were done by our mate "MrHunt".

Some skins were just adapted (as I decided not to create another fake Ferrari 246P model)Below are some prints of the models.

FERRARI 250TR/61-Fantuzzi - 330TRI/LM62-Fantuzzi - 330TRI/LM63-Fantuzzi
look great thanks is the seleen mustang coming soon
 
Last edited:
Thank you for the feedback ; much appreciated.
So, you confirm the uselessness of mipmaps ; in any case (I mean for car textures) ?

For AC, yes, definitely. Like Masscot said, mipmaps are generated automatically by the engine, it's just a waste of space. Well, from my experience it is, adressing customized mipmaps doesn't do anything, so... I don't even talk about loading times in fact, I don't think it makes much a difference (supposedly longer, but by what margin), but it does make one in size, and size do matter (wink)

It depends very much on the game engine/virtual engine you're using your texture with. For some it's mandatory, for others a waste of ressource (mostly because they already create them).

And I don't know why I quoted your message, anyway, I 100% agree with it :lol:


Who you're apologizing for ? No need to, for others I can't speak but personally I'm just glad if I can help making it better in any way. For the rest, decision and such, you and @Langheck_917 are in charge, You do it your way.

And yes, you do have a good PC :lol: 42 cars on Nords and mine gets hotter than a volcano, with the fps of the original Tetris.
mipmaps are needed to reduce the jitter!

if you always use the original sized textures then the renderer has a big amount of different pixels to get with a small amount of position change.

Imagine you have a big texture in a distance and the renderer picks the pixel according to your camera vector and where the texture is been placed. and the camera just moves a little bit, maybe a 1/10 of a pixel in output resolution, but in the texture it is a movement of 3 pixels, it will output you a different color then. To solve this you can use anisotrop filtering, but this will go several times and read a bunch of pixels around the pixel's position and need to do an avarage of it. This costs time and GPU usage.

So mipmaps are reduced versions of bigger textures and they already have some kind of averaging in it. So the jitter is reduces, because the renderer will read the same pixel with little camera movement.

Also, such texture read processes cost time too. With mipmaps a GPU could cache results and if a read command at the same position is done again, it could output it much faster. For every read process, the GPU already needs to interpolate the pixel neighbors, because you request the pixel with float values.

So a texture render on distant objects is way more efficient with a mipmap, than to have only the fullsize texture, which you can monitor in fps or GPU usage.
 
Last edited:
Even with the lotus 49 it does the same. lol

I tried to duplicate your session to see the problem. The AI seems to come dangerously close to the track boundaries. Instead of creating new sidelines, you can try to fix that problem with a change in the ai_hints.ini (which can be found in the data-directory). Open the file with an editor and add these lines at the end of the text:

[DANGER_6]
START=0.001
END=0.99
LEFT=0.1
RIGHT=0.1

This makes the AI stay away from the left and right track border by 10% on the entire track. But of course this will make it even more problematic for the AI to overtake each other. I hope this will help.
 
I tried to duplicate your session to see the problem. The AI seems to come dangerously close to the track boundaries. Instead of creating new sidelines, you can try to fix that problem with a change in the ai_hints.ini (which can be found in the data-directory). Open the file with an editor and add these lines at the end of the text:

[DANGER_6]
START=0.001
END=0.99
LEFT=0.1
RIGHT=0.1

This makes the AI stay away from the left and right track border by 10% on the entire track. But of course this will make it even more problematic for the AI to overtake each other. I hope this will help.
Thank you very much for taking the time to help me.

Tested these changes, but the Ai did the exact same has before. Can probably try adjusting these numbers
to see what happens. Always nice to learn something new.
ai hinit.jpg


Edit
Interestingly if you active the driver Ai for the player car it drives 99.9% of the circuit without issues
only has a slight issue at the hairpin at the very end of the lap.


In an unrelated issue got a notification that CM updated this morning, now there is an unpleasant black border on my track map app.
Tried reinstalling the track and setting map app to defaults but that did not help. It was working fine yesterday.
 
Last edited:
mipmaps are needed to reduce the jitter!

if you always use the original sized textures then the renderer has a big amount of different pixels to get with a small amount of position change.

Imagine you have a big texture in a distance and the renderer picks the pixel according to your camera vector and where the texture is been placed. and the camera just moves a little bit, maybe a 1/10 of a pixel in output resolution, but in the texture it is a movement of 3 pixels, it will output you a different color then. To solve this you can use anisotrop filtering, but this will go several times and read a bunch of pixels around the pixel's position and need to do an avarage of it. This costs time and GPU usage.

So mipmaps are reduced versions of bigger textures and they already have some kind of averaging in it. So the jitter is reduces, because the renderer will read the same pixel with little camera movement.

Also, such texture read processes cost time too. With mipmaps a GPU could cache results and if a read command at the same position is done again, it could output it much faster. For every read process, the GPU already needs to interpolate the pixel neighbors, because you request the pixel with float values.

So a texture render on distant objects is way more efficient with a mipmap, then to have only the fullsize texture, which you can monitor in fps or GPU usage.
Thank you very much Peter for this feedback, I've actually learned a lot from it.
You think it is still needed to make custom mipmaps for the texture even if AC makes them itself if there's none ? Or did I understood it wrongly and it doesn't generate them at all ?
 
Also at the risk that I have overlooked something: I have recently had the problem in CM that the Ai cars go to the box after the first round and show no interest in getting out of it. In the quick race and also on weekends. Now I have read that there were other problems with the last cm. A new update came yesterday but the problem is the same.Back to an old version? If so, to which one?
 
Indianapolis 1988 v1.01

Screenshot_ks_ferrari_288_gto_indianapolis_1988_5-1-124-17-49-52.jpg

Conversion from rFactor.

-CSP recommended
-46 pit/start
-AI, cam

Credits & Thanks;
Original rFactor Track by Unknown
-I tried to find the author but could not. Thanks for his work.

AC Converted by @shi (shin956)
.lua and font base by @gunnar333
Crowds texture by @Kniker97
some textures by kunos
Test and Feedback by @Breathe

Download (mediafire)

Enjoy.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.01 changelog;

Reversed pit box position. (Suggestion by FerrariFan9.)
 
Last edited:
Thank you very much Peter for this feedback, I've actually learned a lot from it.
You think it is still needed to make custom mipmaps for the texture even if AC makes them itself if there's none ? Or did I understood it wrongly and it doesn't generate them at all ?
Idk if AC is creating them. BUT. If you have the possibility to create it yourself, i would always go this way. You have more influence then on how they will look. It depends on the texture itself, if the mipmap just looks too dark or too bright, after the shrinking.

So if you do them manually and check them, you can control the way the small textures will look.
You can also use a better resizing function which takes more processing, but deliver better rezized textures.
 
Thank you very much for taking the time to help me.

Tested these changes, but the Ai did the exact same has before. Can probably try adjusting these numbers
to see what happens. Always nice to learn something new.
View attachment 1328517

Edit
Interestingly if you active the driver Ai for the player car it drives 99.9% of the circuit without issues
only has a slight issue at the hairpin at the very end of the lap.


In an unrelated issue got a notification that CM updated this morning, now there is an unpleasant black border on my track map app.
Tried reinstalling the track and setting map app to defaults but that did not help. It was working fine yesterday.

After you modified ai_hints, did you delete all the "payloads" files from the track's "AI" folder before trying a new race? In this folder must remain only "fast_lane.ai" and "pit_lane.ai". If not, do it and try again!
 
Last edited:
Also at the risk that I have overlooked something: I have recently had the problem in CM that the Ai cars go to the box after the first round and show no interest in getting out of it. In the quick race and also on weekends. Now I have read that there were other problems with the last cm. A new update came yesterday but the problem is the same.Back to an old version? If so, to which one?
AI has nothing to do with CM. AI is CSP.

If the cars get stuck in the pits try to enable this option:

1708100053929.png


Good luck...
 
I dream of a quality 1987 & especially 1989 F1 mod for AC. ASR have a McLaren, but there’s nothing else at all out there. :(

There’s a 1989 mod for rF1 and someone was talking about converting it, to AC here a couple of years ago, but that went silent.

Hey Greg, did you check this hybrid I did with ACFL, skins and six other cars that I found. The other cars are pretty much fillers as they're slower but at least I got a 20 car 1987 grid. And you can add even more if you want.

I did a full season with this combo and it was quite realistic and very enjoyable. Not as polished as ASR or RSS 1990 but beggars can't be choosers. ACFL cars are at least fast and drive pretty much like any Lotus98T based F1 mod. They lose their tyres really fast if you spin or turn the car with gas 360 degrees and if you're having longer races you definitely need pitstops.

In the season I was driving with Piquet and was 6 points behind Mansell after Estoril but I wasn't competitive at Suzuka and Adelaide and finished 3rd after Senna (Lotus) and Mansell. It was very enjoyable season. ACFL costs a few bucks but all other free stuff to download is in the video description. Give it a go!



I would love to have 1985 and 1989 too. Crazy that there is no 1989. Second part of the Senna vs Prost trilogy (1991 doesn't count as Prost's Ferrari was slow as a truck as he described it LOL).
 
I was wondering which are the files that can be modified without a "checksum failure".
I know that KN5 files (track and cars), surfaces.ini (track) and data.acd (cars) should be left unchanged, but are there any other?
 
New Detroit Street Circuit is out for the IndyCar fans - first time this track has been released for free.

 
Sharing a mod? Host it on GTPlanet Downloads. Free, public hosting for files up to 10GB in size.
Back