Assetto Corsa PC Mods General DiscussionPC 

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So I finally took the plunge and moved on from Sol to Pure. I honestly love it. Very happy with it.

Here's a funny story though about my trepidation to move from my beloved Sol to Pure.

I love Sol, and it has brought me many hours of eye-candy lovin'. So when I started inquiring about Pure, @Peter Boese was always really critical of Sol's coding/quality. So in my head I'm like, "Dang Peter, I think the guy who did Sol did a really terrific job and I'm really grateful to him. Don't be so mean, man."

LOL. You see where I'm off base? I didn't realize until a couple of days ago when I was toying with the Weather script dropdown that Peter also created/coded Sol.

Bahahaaa. That made it easy for me to make the decision to move to Pure. Both are his babies and he's suggesting to move to Pure.

Seems that my system is one of the ones that runs better with Pure than Sol, btw. I know some folks are getting hitches with one or the other. I was getting a long hitch while racing with Sol randomly. Pure runs smooth all the way around for me personally.

Side note:
Peter, if anyone pings you with a problem after installing Pure with AI running off the track/bumping into each other, I'm thinking they most likely turned on RainFX after installing Pure. The issue is NOT with Pure but with a CM setting. Tell them to turn off/uncheck the "Rain Awareness" setting in New AI Behavior section of CM. That fixed it for me. Initially I thought it was a problem with Pure, but it was actually because I turned RainFX back on to run Pure with CSP rain. Hope this helps troubleshooting any complaints you receive.
Thanks for the tip and have fun with Pure! The upcoming release will have a new shader called "groundfog". It will add additional "fog billboards" randomly scattered along the AI spline. It is very efficient and with normal settings it will nearly no hit an CPU/GPU:
1711034741075.png


without:
1711034785822.png
 
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I was interested to see how far the fog was in fact extending, as sometimes moving your eyes from one image to another can be deceiving, so I created a 'venetian blind' layer mask on a layer containing the one screenshot, overlaid over the other, as a comparison.
'Groundfog' will certainly add another element of incredible realism to misty mountain tracks.
Screenshot 2024-03-21 at 17.56.52.jpg
 
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Thanks for the tip and have fun with Pure! The upcoming release will have a new shader called "groundfog". It will add additional "fog billboards" randomly scattered along the AI spline. It is very efficient and with normal settings it will nearly no hit an CPU/GPU:
View attachment 1339093

without:
View attachment 1339094
Does that mean that for very steep and/or long hillclimb track, or Nordschleife, we will/could have clear/foggy start and a foggy/clear finish?? :drool::bowdown:
 
Thanks for the tip and have fun with Pure! The upcoming release will have a new shader called "groundfog". It will add additional "fog billboards" randomly scattered along the AI spline. It is very efficient and with normal settings it will nearly no hit an CPU/GPU:
View attachment 1339093

without:
View attachment 1339094
Sounds like a great feature, and one that can hopefully develop and be expanded to generate pockets of fog based on ground moisture (eg over fields) or elevation (eg in dips and low areas where cold air sinks) rather than just being randomly placed.
I remember one of the sim(cade) devs - can't remember which, maybe SMS or Turn 10? - mentioning realistic fog areas based on atmospheric conditions, so on the Nordschliefe for example low areas of the track could be shrouded in fog that you emerge from as you climb higher. Not sure it ever came to pass though... until now. Great work @Peter Boese, this is a much-needed and long overdue* feature of weather simulation.

*or should that be 'over dew'..? ;)
 
What the hell is going on with the ai lately?!

Without changing anything, they’re not pitting at all now after a handful of laps during practice and qualifying.
In the races, they’re rejoining the races after teleporting back to the pits, when this didn't happen up until a few days ago. :confused:
 
In a strange turn of events I reinstalled SOL back again today along side Pure 0.238 because I felt the clouds and the way the sky looked better using SOL planner than in pure. However I am sure you can customize these things just never tried to go in depth
with all the advanced settings Pure has to offer I am sure it can achieve much more that what I use it for.

Here is my latest test using SOL for weather instead of pure. Set video playback quality to 1080p for best visuals.


Look at the Sky here using SOL planner it looks realistic. For some reason I can't get the same cloud look with pure planner.

I also use SOL planner 2.5 with PURE since day 1 and really am happy with the results.
 
What the hell is going on with the ai lately?!

Without changing anything, they’re not pitting at all now after a handful of laps during practice and qualifying.
In the races, they’re rejoining the races after teleporting back to the pits, when this didn't happen up until a few days ago. :confused:
Welcome aboard to the "wtf you broke up?! I don't done anything!" AI train, choo-choo!

Sorry for joke, but this topic also makes me (and others too) really cause I don't understand - what could gone wrong and broke the behavior of the AI. %)

I've been trying to figure it out for a week now, but it's probably just how the stars came together.
 
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Is there a way to not make the AI teleport to the pits when they spin out? AFAIK the damage is not enabled yet whenever they get pit maneuvered by another ai or spin out they give up most of the time unless they are turned the right way after the crash.
 
Is there a way to not make the AI teleport to the pits when they spin out? AFAIK the damage is not enabled yet whenever they get pit maneuvered by another ai or spin out they give up most of the time unless they are turned the right way after the crash.
Check AI apps by Nuzzi on RD and on his Patreon - he have solution to this.
 
does anyone know of an app or way to copy the ai setups?

as i understand the ai on 100% difficulty will do their own setups after a practice/qualification session.

is there a way to copy the setups they then use?
 
Thanks, man. I actually think I might have those other ones you noted. I'll switch it up.

I only have one 1970 nascar (possibly) from legion. So you probably already have the superbird. Doesn't make for a fun grid with only the one.... and then I have the 1971 nascar carset that most of us have already probably. If you find any 1970s, let us know. I would be interested.
Ye, its been some weeks that I'm searching for a 1970 Nascar mod. I know that there was a AC nascar group on Facebook that could have a mod for that year, but this group simply vanished - and I cant find any more info about them
The file to change driver names is the ui_skin.json file in the skins folder.
But there are instances where there is no such file, yet car has a driver+name+nationality.
Where does that come from?
Is there another file where names orginate?
No. Just rename the skin file (through the CM) and you will be able to edit the name, team, number, etc...

All the cars come with a JSON file, because its a standard document in a skin file. But some people dont edit it (adding the necessary info) - and thats why some of the JSON files are blank.
 
I test drive my modded cars at ksMonza "66" with an October date and the fall colors where great. I've updated to Pure 2.50 with 0.2.3 preview 1 and have lost the fall colors. Am I doing somthing wrong? I was using CSP 1.60, I know it was old version but it worked good for me. My Racinjoe013 fall track mods don't seem to work either.

What the hell is going on with the ai lately?!

Without changing anything, they’re not pitting at all now after a handful of laps during practice and qualifying.
In the races, they’re rejoining the races after teleporting back to the pits, when this didn't happen up until a few days ago. :confused:
As someone said before (he has not got any like, I wonder why, lol), the problem is are:

All together; CM, CSP, SOL, PURE, PP Filters, and a couple more.
Every time one have an update, screws something, making people losing more time to fix, than playing. :lol:

Nothing wrong with updating for better any feature, unfortunately it seems to affect other APPs and features.
Honestly, I hope this start heading to a better end, or will be a never ending story. Really.
 
Ye, its been some weeks that I'm searching for a 1970 Nascar mod. I know that there was a AC nascar group on Facebook that could have a mod for that year, but this group simply vanished - and I cant find any more info about them

No. Just rename the skin file (through the CM) and you will be able to edit the name, team, number, etc...

All the cars come with a JSON file, because its a standard document in a skin file. But some people dont edit it (adding the necessary info) - and thats why some of the JSON files are blank.
That's the thing, sometimes there isn't JSON file.
How do I solve that?
 

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anyone else can confirm Z-fighting on the new version of rt_zolder on the big billboard above the start/finish?
Also the asphalt is lighter on the newer version, which does not look better imho...

(I went back to v1.01 from 1.2 because of these issues, I don't find it an improvement over the older version... )

jac0 I tried to fix that z-fighting at Zolder, but it looks like I made it worse :lol:

Quikslvr grass was not touched for 1.2 update AFAIK :) Asphalt was touched though, but just very slightly :)

I will look on both issues again when I will have some time.
There's absolutely no Z-fighting on my side here (v1.2)

@interminded : just add one from another, and change to your liking.
 
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jac0 I tried to fix that z-fighting at Zolder, but it looks like I made it worse :lol:

Quikslvr grass was not touched for 1.2 update AFAIK :) Asphalt was touched though, but just very slightly :)

I will look on both issues again when I will have some time.
Actually there is one file that is different on Zolder 1.2 vs the older version that makes the grass more yellow and saturated.

Zolder 1.2 uses a diffuse texture for the main grass areas named bathground.dds. Version 1.01 used a texture named bathgrounddesat.dds that was just a desaturated version bathground.dds. A simple fix might just be to include a small Grass track skin that has the bathgrounddesat.dds in it for those that prefer the less saturated grass. That's what I made for myself.
 
I decided to add 2 new features:
The car got the double rear wing and the rear bumper with more vents.
Both things will be available per skin via an [INCLUDE:...] line in your skins config.
Template skins for all combinations are included as well (including recalculated AOs forcthe adjusted car parts).
So it is possible now to recreate an even higher amount of skins more realistic!
20240321-204645-Chevrolet_Corvette_C6.R_GT1.png


20240321-204656-Chevrolet_Corvette_C6.R_GT1.png


20240320-230314-Chevrolet_Corvette_C6.R_GT1.png

Most things are done, not too long to wait for you anymore!
 
That's the thing, sometimes there isn't JSON file.
How do I solve that?
Open the CM > CONTENT > CARS > (CAR YOU WANT TO EDIT THE JSON) > SKINS > (OPEN THE SKIN YOU WANT TO EDIT) > CHANGE THE NAME OF THE SKIN (its the name on the top of the skin preview) > SAVE - after that, it will generate a new JSON file.

In some really rare cases, a car can´t save the changes on name and can´t generate a new JSON file. This happens because of some encrypted data that corrupts any changes in the skin names.
 
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