Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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Okay, here's the 1984 F1 season with mandatory pitstops. Races are

1. Jacarepagua (20 laps)
2. Kyalami 1967-1985 (20 laps)
3. Imola 1988 (15 laps)
4. Zolder 1967 (20 laps) masterpiece by Rainmaker
5. Dijon-Prenois 1979 (25 laps) masterpiece by Rainmaker
6. Monaco 1988 (20 laps)
7. Montreal 1982 (20 laps)
8. Detroit 1988 (20 laps)
9. Dallas 1980's (20 laps)
10. Brands Hatch vintage (25 laps)
11. Hockenheim 1988 (15 laps)
12. Oesterreichring (20 laps)
13. Monza 1988 (15 laps)
14. Nurburgring (20 laps)
15. Estoril 1988 (20 laps)

Two classic memorable races.

1984 Monaco that Senna almost won with a Toleman-Hart in torrential rain (video). Legendary Stefan Bellof was also having a great race.

1984 Dallas street circuit that Keke Rosberg won in a crazy heat

Dallas is a decent track conversion. It might have some crashes and DNF's but so had the real GP. Watch that real race when you can... one of the best races I've ever seen.

Zandvoort is missing on purpose (again). There is a vintage Zandvoort AC track and we rigorously tested that track but no matter what, these cars will not work with it. They crash everywhere and drive like maniacs. All other races should have very accurate layout and the cars work nicely most of the time. Osterreichring can have crashes but then again many races of this era did.

Top ai drivers are Lauda (the eventual champion of 1984 (ai level 100) and Prost (ai level 100). Only half a point divided them at the end of the season.

The user is driving Keke Rosberg (Williams) but of course this can be easily changed to your liking. I like to drive with a top driver but an underdog car. Williams got Honda Turbo in the Kyalami 1983 (last race of the season) but their turbo in 1984 was still considerably slower and unreliable. McLaren and Brabham have better boost and more power on the straights.

Yes, they are SimDream cars and I know people don't like them. But the physics are pretty much Lotus98T Kunos. And there is no other option for 1982, 1983 and 1984 seasons. In their default form they're completely useless as they are slow in the races with their race tyres. But I have removed all other tyremodels but supersoft and now they're competitive. I also slowed down the refueling process. Sure it's not realistic to race with QF tires but beggars can't be choosers. I also fixed all wrong driver names, nationalities and driver pictures in the skins folder (they were mostly wrong on the SimDream package).

Every car will pit, in every race. You will have to pit too. This is achieved simply by adjusting the max. fuel of each car and the fuel consumption. Again, no apps or Content Manager settings are needed. It's no rocket science but it works. The ai cars will pit somewhere around the halfway of the race. There is some variation and randomness though but that just keeps it interesting.

I also removed the cockpit adjustable turbo and it's now automatic 100% for practice/QF and 70% for race. Makes it more challenging. No engine failures. Also slowed down the refueling time process.

All you have to do is to adjust your pitstop preset during the practice or qualifying and the process will be automatic when you enter the pit during the race.

I don't share any commercial stuff but if you need the cars, PM me. I might know where they can be found.

All links only in the video description. Not because I want likes and views (nobody bothers to like them anyway) but if I edit something I only have to edit them from one place. LOL.

I've done mandatory pitstop seasons for:

1983 SimDream
1984 SimDream
1987 ACFL
1990 RSS
1991 ASR
1992 ASR
1994 ACFL
1998 Virtua Simulazione

Here's the playlist.
youtube.com/watch?v=oPR7GLDDojk&list=PLC2pgSbZ1PFeKXMKFfwZ1tUnmSUYh6tRy

There's a lot of time invested. But I've done them for myself too. I love to drive these seasons and I try to get them as good and authentic as possible. And I think pitstops really gave them a "new life".

Enjoy! And if you need something for these seasons don't hesitate to pm.

 

I think that the Stack display isn't functional yet. After unpacking the data.acd I noticed that there's no font mentioned in the digital instruments.ini.
That modder should really rethink the car's folder name too...Caterham_R500_Superlight_2013_by_Alexander_Sprint..
It's far too long and there should be no capitals, so no top speeds and driven distance gets recorded in CM.
Also a lot of strange looking stuff... Needs a lot of TLC to become decent.
The tires look like if they are made from glossy carbon... :rolleyes:
 
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I think that the Stack display isn't functional yet. After unpacking the data.acd I noticed that there's no font mentioned in the digital instruments.ini.
That modder should really rethink the car's folder name too...Caterham_R500_Superlight_2013_by_Alexander_Sprint..
It's far too long and there should be no capitals, so no top speeds and driven distance gets recorded in CM.
Also a lot of strange looking stuff... Needs a lot of TLC to become decent.
The tires look like if they are made from glossy carbon... :rolleyes:
It is visible on my computer
 

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SUZUKA 1988 UPDATE
v2.31
-added DRS zones


Thanks man.

Could you make Hungaroring 1988 ai a bit faster? Like 3-4 seconds. Those 1988 tracks are so good but Hungaroring ai is soooo slow. :)
 
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Schermafbeelding 2024-03-23 235613.png


little quistion

this is the first time i installed skydomes
but everytime i select it en i leave the game en then start the game again ,and i
go in to the pure settings it is set to default again.

i tryed press save button ,but still to default

is there a way to let it stick on maiven
 
Yesterday night i've finished the first skin, to find some issues with the model and mapping.

And found some things wich need some rework:
wing side panels are mirrored, mirrors are 90° spinned, rollcage need a reworked NM, body need some UV map rework

But i edited and finished these things already today night. Physics are 90% done, dash is working and it's already close to the BoP of the other cars.

It's already fun to drive and looks nice with a skin.😌

20240323-034243-sx_lemans-corvette_c6r_early_mosler.png
20240323-033457-sx_lemans-corvette_c6r_early_mosler.png
20240323-033814-sx_lemans-corvette_c6r_early_mosler.png
20240323-034334-sx_lemans-corvette_c6r_early_mosler.png
20240323-034520-sx_lemans-corvette_c6r_early_mosler.png
20240323-034331-sx_lemans-corvette_c6r_early_mosler.png
 
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Yesterday night i've finished the first skin, to find some issues with the model and mapping.

And found some things wich need some rework:
wing side panels are mirrored, mirrors are 90° spinned, rollcage need a reworked NM, body need some UV map rework

But i edited and finished these things already today night. Physics are 90% done, dash is working and it's already close to the BoP of the other cars.

It's already fun to drive and looks nice with a skin.😌

View attachment 1339872View attachment 1339873View attachment 1339874View attachment 1339875View attachment 1339876View attachment 1339877
fantastic
 
Any suggestion for pp filter for peformance, tried many but a lot have a serious affect to frames, have been using kunos standard long time.
 
Goodnight

Does anyone have problems with the Porsche 961 GTSupreme?
There are floating pointers in version 1.6...


P.S

I noticed that when deactivating the option
ignore cached data,
The pointers had been corrected, but, when crossing the finish line on the track, they went wrong again.
 
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jac0, very freakin' cool, man. I'm currently compressing my cars folder. I'm wondering how my backups will go. So at the moment, when I do a nightly backup of my assetto folder, it's about 3.75 Terabyte. With it compressed at half the size, I'm wondering if it will stay compressed when I do my nightly backup. Or will it uncompress it on the target backup drive. I'm hoping it will stay compressed in the backup because I'm running out of space on the backup drive as well. We'll see.

Actually, I had a few races last night and sometimes the new skydomes are absolutely beautiful. No complaints in the end. Your new skydome implementation might also be why I don't get random hitches like I did with Sol. @Peter Boese , one thing I wouldn't mind seeing in a future version is hover-over tooltips on the planner screen that has the weather type cards/buttons. Not really a big deal, because I will eventually learn what each one is. Just something I was thinking about last night.
That is already implemented, even multilingual:
1711263985167.png

1711264018686.png

1711264060536.png
 

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KS Monza66 Mod

ks_monza66_mod

First draft of the changes I made to Kunos' Monza 66 track. It's a work in progress so don't expect high quality. Since it's a test version, you will have to put up with some hassles finding a combo that suits you. I'll explain later. I'm just throwing it out there now in the hopes to get some feedback or help on improving it.

-- Includes my own version of the track's CSP config done by @leBluem. I made some shader, seasonal and lights changes to fit my eyes better. There is the default version and one that has lighter grass and trees. You just need to rename the file to try the lighter version. Anything I did can be adjusted by altering the correct entries in the ext_config file. Or delete the ext_config file and you can go back to using the CSP version.
-- New VAO patches that make the shadow areas not as black as the CSP vao patch. Again, can be deleted to go back to the CSP version.
-- A bunch of different track skins for the grass, trees and road. This is were the hassle comes in. They are all separated because I couldn't decide which I liked better. In theory, the Grass skin is supposed to go with the Trees skin, Grass2 with Trees2, etc. but you can mix and match them any way you like. The differences between them are subtle and I doubt most people will notice much difference. Basically, Grass and Tress have more yellow and magenta based colors. Grass2 and Tress2 are a little more blue and green tinted. Grass3 and Trees3 are more green tinted. For the record, my ppfilter prefers Grass2 and Trees2. The Road skin is completely optional and the track looks fine without it even enabled. I just prefer the more grey appearance it gives to the stock road textures.

CSP look:
View attachment 1339440

My Mod:
View attachment 1339441
Link updated to new test version. Just some little tweaks here and there and a couple of optional additions added to the config for the way I prefer the track to look.

-- Replaced the old Grass3 and Trees3 skins with less saturated versions of the original Grass2 and Trees2 skins. If you were using the old Grass3 and Trees3 skins, don't extract that part of the mod so you don't overwrite them.
-- Added two optional things at the bottom of the config that you can enable by changing the ACTIVE value to 1. The first hides the ridiculously out of place and ugly 3D trees. The second one probably only benefits those that have enabled the 'Trees receiving per-vertex shadows' option under Track Adjustments in CM. It alters the normals on the trees and makes for what I think are more realistic shadowing of the trees. Gone are the overly black areas in the shadows. It could work even if you don't have the CM option enabled, but it will most likely cause the trees to not have proper shadows and look flat.
 
Any suggestion for pp filter for peformance, tried many but a lot have a serious affect to frames, have been using kunos standard long time.

Best Filter since long time. I heard it´s not that hardware hungry. I notice no fps, but my pc is pretty strong. So just try

Everyone should try, it´s really fantastic filter pack:

realLife_Evo - beautiull and realistic
realLife_GTS - more the fancy cany style, more bling bling less real
 

Best Filter since long time. I heard it´s not that hardware hungry. I notice no fps, but my pc is pretty strong. So just try

Everyone should try, it´s really fantastic filter pack:

realLife_Evo - beautiull and realistic
realLife_GTS - more the fancy cany style, more bling bling less real
See, for me the best all around PP filter is the pure one, great at sunny day, cloudy day and at night!
All the other ones I tried where great until certain type of weather where they looked like isht.
 
See, for me the best all around PP filter is the pure one, great at sunny day, cloudy day and at night!
All the other ones I tried where great until certain type of weather where they looked like isht.
Thanks mate, i'll check that one out.

Because it forces the alternative post processing. Its not the nicest one but it saves fps.
It can be activated in a script via this command:
pure.pp.forceYEBISBypass()

Can be activated in weatherFX too:
View attachment 1339974
Thanks Peter, i check it out
 
See, for me the best all around PP filter is the pure one, great at sunny day, cloudy day and at night!
All the other ones I tried where great until certain type of weather where they looked like isht.
That's my experience also. Most other filters will eventually run into a situation where it doesn't look so good. Some sooner than others.
 
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