Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Thread starter daan
  • 149,486 comments
  • 45,242,790 views
Are there any NYC tracks made that have a circuit configuration featuring times square or the Brooklyn bridge?

Also are there any bridge/highway tracks that are compatible with laps ? The few i've found seemed to be continuous and the only NYC track i've found seemed to be unfinished/very low detailed.
 
Last edited:
Road America AI by Rainmaker

The AI by Parrilla is only for aliens and much too fast for an old man.
You can turn the AI strength down in the Quick Drive menu if it's too fast.
 
X90
You can turn the AI strength down in the Quick Drive menu if it's too fast.
I know, but I prefer an AI, that has about the same strenght on every track, so I always can use the same AI settings. I don't want to have to test and adjust the AI strength for each track.

The Parrilla AIs are well done and perfect for really fast drivers, who can easily beat the normal 100 % AI. But the difference to the standard AI strength is just too big and so I deleted all Parrilla AIs from my tracks.
 
The BAC Mono v1.1 by "Reboot Team" is a fantastic car and I use it very often to test new tracks.

But the cockpit interior is much too bright and very distracting in VR and also the shift sound is very loud.
If you have the same problem, you can add this to the "ext_config.ini" of the car.

[SHADER_REPLACEMENT_...]
ACTIVE = 1
DESCRIPTION = darker interior
MATERIALS = interior
PROP_... = ksAmbient, 0.05
PROP_... = ksDiffuse, 0.05
PROP_... = ksSpecular, 0.05
PROP_... = ksSpecularEXP, 5

[AUDIO_VOLUME]
GEAR_EXT = 0.3
GEAR_INT = 0.3
DOWN_SHIFT = 0.2
UP_SHIFT = 0.2
I fully agree on the BAC being a great car, but after having driven it for about 30000 km I still like the complete sound. About the interior being too bright, don't you think it might be one of your settings (CSP, SOL, PURE, whatever) ?
Because it looks fine to me.
Pic taken at noon, sol/clear sky/sol xtra PP.
Had to use my up/down view button, thus that somewhat darker upper part:

bacint.png
 
I fully agree on the BAC being a great car, but after having driven it for about 30000 km I still like the complete sound. About the interior being too bright, don't you think it might be one of your settings (CSP, SOL, PURE, whatever) ?
Because it looks fine to me.
Pic taken at noon, sol/clear sky/sol xtra PP.
Had to use my up/down view button, thus that somewhat darker upper part:

View attachment 1340389
Yep, it's always looked perfectly fine to me too.
 
Did Piper ever compete in Le Mans or in any races at all.?
Almost. first car didn't due to not being ready in time, second car did drive in practice but lost half the bodywork flying the Hunaudières straight, couldn't repair it in time before the end of practice, and the rule say both drivers must mark a time on the leaderboard to register for qualifying sessions. Only one did before the "crash", so... First and last apperance of the Piper at Le Mans, the end.

But a good bunch of P2 and GTT did some racing back in their day, moslty british races I guess.
 
I fully agree on the BAC being a great car, but after having driven it for about 30000 km I still like the complete sound. About the interior being too bright, don't you think it might be one of your settings (CSP, SOL, PURE, whatever) ?
Because it looks fine to me.
Pic taken at noon, sol/clear sky/sol xtra PP.
Had to use my up/down view button, thus that somewhat darker upper part:

View attachment 1340389
I'm using CSP 0.2.2 with SOL and the standard SOL PP filter in VR. But the pedals are very bright for a closed cockpit and if you drive over grass with the car the bottom plate is always changing between dark and bright. This is very visible and distracting for me in VR. I also tried to find an onboard video on youtube, where you can hear this loud shift sound, but I couldn't find any.

My fix is just an option, if someone has the same problems.
 
Last edited:
I'm using CSP 0.2.2 with SOL and the standard SOL PP filter in VR. But the pedals are very bright for a closed cockpit and if you drive over grass with the car the bottom plate is always changing between dark and bright. This is very visible and distracting for me in VR. I also tried to find an onboard video on youtube, where you can hear this loud shift sound, but I couldn't find any.

My fix is just an option, if someone has the same problems.
The floorpan flashing is probably the car's shadow or track groove clipping. It's a common problem with low cars. Try adjusting smart shadow options in CSP. If Ilja made car shadows not render until ~500mm away in first person view then it might help. A similar technique was used to stop long grass clipping into the cockpit.
 
Last edited:
I'm using CSP 0.2.2 with SOL and the standard SOL PP filter in VR. But the pedals are very bright for a closed cockpit and if you drive over grass with the car the bottom plate is always changing between dark and bright. This is very visible and distracting for me in VR. I also tried to find an onboard video on youtube, where you can hear this loud shift sound, but I couldn't find any.

My fix is just an option, if someone has the same problems.
Grass protruding through the bottom plate is a thing, but there's a massive amount of mods that show this.
Being on triple screen setup I only get to see it when I use my 'look down' button...

 
The floorpan flashing is probably the car's shadow or track groove clipping. It's a common problem with low cars. Try adjusting smart shadow options in CSP. If Ilja made car shadows not render until ~500mm away in first person view then it might help. A similar technique was used to stop long grass clipping into the cockpit.
Thank you for the tip, but I don't know, what setting to change. Do you mean "CSP/Smart Shadows/Extension/Distances for interior"?
What values do you use to prevent track groove clipping?

Grass protruding through the bottom plate is a thing, but there's a massive amount of mods that show this.
Being on triple screen setup I only get to see it when I use my 'look down' button...


This onboard video shows perfectly what I mean. You can hear the shift sound clearly only when the car is still standing (Gear 0-1), but when he drives, the engine is so loud, that you can hear the shift sound only very quiet and subtle under the engine noise. It's there, but you have to concentrate to hear it. That's what my sound setting tries to reproduce.
 
Last edited:
Thank you for the tip, but I don't know, what setting to change. Do you mean "CSP/Smart Shadows/Extension/Distances for interior"?
What values do you use to prevent track groove clipping?
I think I just disabled smart shadows entirely, but it might be possible by adjusting the parameters. Try some and see?
 
Guys, so I've noticed that some cars have a lot more bounce-to-the ounce and some cars have too much cushion when pushing.

Okay, in English, some cars seem to have a lot more bounce in cockpit view. For instance, the VRC trans-am cars have great visual bounce/feedback. I love it personally.

I think I saw somewhere where you guys were discussing a setting for each car that can be changed to increase this? There are some cars that are so over smooth visually in the cockpit and I'd like to increase the 'bounce' in those specific cars that I think are too still while driving.

I don't want to adjust NeckFX. My NeckFX settings are perfect for me for most cars, but there are some cars I'd like to adjust. Is there an .ini setting that each car has for this or was that a false memory I had?
 
Last edited:
I think I've found it. Per a scan of Appendix J of the 1970 FIA International Sporting Code, it states in Article 253 section m (on page 15/16 of the PDF): "during the event, the car shall carry a dry chemical fire-extinguisher of at least 1 kg capacity. It may be located in the space provided for the passenger."

I cannot find any mention of an emergency kill switch though. I recommend having a read through the PDF, very interesting info in here.

I did read somewhere that the historical 24h Le Mans rules were different from FIA. If this is true, is there also a historical regulation overview on the 24h Le Mans races?
 
I did read somewhere that the historical 24h Le Mans rules were different from FIA. If this is true, is there also a historical regulation overview on the 24h Le Mans races?
I guess because the cars running the historical Le mans don't fit the modern FIA rules, so they had to make "modern" rules specifically for those races ? I dunno.
 
Almost. first car didn't due to not being ready in time, second car did drive in practice but lost half the bodywork flying the Hunaudières straight, couldn't repair it in time before the end of practice, and the rule say both drivers must mark a time on the leaderboard to register for qualifying sessions. Only one did before the "crash", so... First and last apperance of the Piper at Le Mans, the end.

But a good bunch of P2 and GTT did some racing back in their day, moslty british races I guess.
didn't the piper GTR do some british races? i saw it in entry lists in 1966 and monza for 1967
 
I did read somewhere that the historical 24h Le Mans rules were different from FIA. If this is true, is there also a historical regulation overview on the 24h Le Mans races?
I think that's true. The ACO ran Le Mans independently from 1923. The AIACR only became the FIA after the war and the FIA only started publishing car classifications then, I believe. Once that happened, the ACO generally adopted them for Le Mans, with some exceptions/additions/relaxations occasionally.
Since 2012, the 24hrs of Le Mans has been a part of the FIA World Endurance Championship, and the FIA and the ACO have worked together under the "Accords Le Mans" agreement.

I don't know of a Historical ACO regulations resource, but that seems like something I'd like to research.
 
Last edited:
I think that's true. The ACO ran Le Mans independently from 1923. The AIACR only became the FIA after the war and the FIA only started publishing car classifications then, I believe. Once that happened, the ACO generally adopted them for Le Mans, with some exceptions/additions/relaxations occasionally.
Since 2012, the 24hrs of Le Mans has been a part of the FIA World Endurance Championship, and the FIA and the ACO have worked together under the "Accords Le Mans" agreement.

I don't know of a Historical ACO regulations resource, but that seems like something I'd like to research.
In fact Le Mans always complained to FIA rules, at least their regulations and car clisaffication, expect for some categories in 70-80's.
even since 1923 there was a tehcnical regulation from the ACO, not the former FIA name. you can find the regulations sometimes on the net, or on the FIA website, even for the very old one.

Sadly most of their time, the FIA tryed to kill Le Mans, and/or at least make them weaker than F1, and the ACO bosses alwyas wanted to keep the freedom of us form the FIA.
 
Last edited:
hi, the car driven by AI enters the pits during a race, but is unable to get out: it accelerates, swerves but remains stuck in the pits. What's the problem? Thank you
I'm having the excat same issue but don't know how to fix ist, and it isn't happening on every track track I race on

It is such a ****ing joke, 14 lap race at montreal and the ai ports into the pits at the end of lap 12 and is slightly jumping in the pitlane and is not going to get out after this, it is so annoying and I have no frickin' clue why this **** is happening

If it is an issue with the cars, track, rare app or major game issue or whatever I have no idea and I'm tired of this nonsense, it is like fighting against something but you don't know what to fight

Maybe it ist because the RARE app cant work with the cars I use on some tracks but I'd really like to get an answer on this otherwise it is just frustrating
 
Last edited:
Sharing a mod? Host it on GTPlanet Downloads. Free, public hosting for files up to 10GB in size.
Back