Assetto Corsa PC Mods General DiscussionPC 

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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.
Yes, I've been trying to put together a category lineage for WEC / Le Mans, and have come across a similar understanding.

ACO added in 'Prototypes' in 1962, is my understanding, and GT from 1959. FIA brought in their "Groups" to essentially define the same categories in 1966, but ACO continued to categorise as Sportscars, Prototypes and GT until 1977 (I may be slightly out, but this is just what my research has been showing). From 1977, they essentially ran to the FIA Groups for a few years, before adding in GTP alongside Group 6 at around the same time Group C was about to start.

From what I've seen it looks like, to me at least, that 2004 is probably the year we can say FIA and ACO aligned finally (unofficially I guess) on categories - at this point having LMP1, LMP2, and LMGTS (which would essentially become GTE).
 
So I got a bug up my butt and looked to see if it were possible for AI to drift. I'm not a drifter, but I might try tandem drifting with AI for the hell of it. Found a way to make unencrypted drift cars work as AI drift bots, so I made a little preview with some smoke for the 4 cars I set up as AI drifters... because I'm a geek with OCD.

2024-03-26 11_39_58-BCRC M_E - Ferrari GT3.png
 
Yes, I've been trying to put together a category lineage for WEC / Le Mans, and have come across a similar understanding.

ACO added in 'Prototypes' in 1962, is my understanding, and GT from 1959. FIA brought in their "Groups" to essentially define the same categories in 1966, but ACO continued to categorise as Sportscars, Prototypes and GT until 1977 (I may be slightly out, but this is just what my research has been showing). From 1977, they essentially ran to the FIA Groups for a few years, before adding in GTP alongside Group 6 at around the same time Group C was about to start.

From what I've seen it looks like, to me at least, that 2004 is probably the year we can say FIA and ACO aligned finally (unofficially I guess) on categories - at this point having LMP1, LMP2, and LMGTS (which would essentially become GTE).
There was a sportscar championship before the LMES, it was from 1997 to 2003, which included the LMP, WSC, LMP675, LMP900 etc.
The GTP category was to attract the small car manufacturer like Rondeau or else and introduce them to prototype before the Group 6 and Group C. It was a fairly free class at first, and in the 80's it became the home of Mazda until the 767b^^.
The LMGTS is basically the GT1 after 1999, which was before the GT2^^. and it became GT1 again in mid-2000.
The GTE was the GT2 and LMGT.

to resume:
GT2 GT1 LMGTS GT1
GT2 GT2 LMGT GT2 GTE
 
I have some mods that seem to have totally messed up skins/textures for different LODs...when watching a replay for example the car skin changes when its distance to the camera changes. Some mods show this effect only with some details (e.g. the side mirros change color) and others change their whole skin in some weird way. Anybody knows this effect, it's causes and maybe even a solution?
 
I have some mods that seem to have totally messed up skins/textures for different LODs...when watching a replay for example the car skin changes when its distance to the camera changes. Some mods show this effect only with some details (e.g. the side mirros change color) and others change their whole skin in some weird way. Anybody knows this effect, it's causes and maybe even a solution?
Non-corresponding materials/shaders between LODs. If the object change aspect (more or less shiny, for exemple), you can change the shaders values in CM by yourself (just switch to the LOD you want to change and select the object) to make it similar to the LOD A one. If the texture is also changing, that means re-doing the LOD properly.
 
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?
Adjust "shake_mul" in car.ini (it's usually around 3, apparently, but I tend to like it higher as well).
 
I'm working on this mod and wondered if anyone has any tips on getting a correct fitting collider?
Hello BTW, new to AC modding as mainly do scene renders but realised i can get them into the game and get pretty good results... and drive them about a bit!

View attachment 1340556
Take a Kunos one that is not to much different in size to your car. Convert it to fbx (CM etc) load it up in your 3D software on top of your car and adjust the collider to fit the car. Export the collider object only as an fbx, load that fbx alone into kseditor, save as collider.kn5 using the option car with no textures. You may need to tweak it a few times to get it neat. Keep faces as low as possible, less than 100 is good.
 
I feel like a vegan when always stating that I'm using VR for this hobby, but the experience is in fact so dramatically different to monitor users, that it needs to be stated. They have it so good in regard to "acceptable quality of all the mods".
Like I have this 7 year old Wiesmann GT MF5 in my library. And I boot it up and without trying to sound like spoiled brat, the cockpit-visuals horrify me. So, I start welding, smoothing, cutting and UV-mapping the polygons. I create AO-maps, set all the material parameters, pour some PBR over it, and suddenly (about 8 hours of work) it looks gorgeous in VR. But!! I then take some photo's of the "before and after" result on my monitor, and you hardly see any difference. Meanwhile the difference in VR is staggering.
I guess I'm trying to say, that even though I love VR, I'm sometimes a little jealous of them monitor users. :P

This is what I mean:
Before_Wiesmann.jpg
Before
After_Wiesmann.jpg
After


And I had the same with the TVR Tuscan S, where I poured maybe 25 hours of updating-work in:
Before_Tuscan_S.jpg
Before
After_Tuscan_S.jpg
After

Maybe you see the differences as well on your monitor, but in the before-shots, it looks acceptable on the monitor, where in VR they look completely unacceptable. Sigh.., the good old monitor life, I miss you. Sometimes.
 
I feel like a vegan when always stating that I'm using VR for this hobby, but the experience is in fact so dramatically different to monitor users, that it needs to be stated. They have it so good in regard to "acceptable quality of all the mods".
Like I have this 7 year old Wiesmann GT MF5 in my library. And I boot it up and without trying to sound like spoiled brat, the cockpit-visuals horrify me. So, I start welding, smoothing, cutting and UV-mapping the polygons. I create AO-maps, set all the material parameters, pour some PBR over it, and suddenly (about 8 hours of work) it looks gorgeous in VR. But!! I then take some photo's of the "before and after" result on my monitor, and you hardly see any difference. Meanwhile the difference in VR is staggering.
I guess I'm trying to say, that even though I love VR, I'm sometimes a little jealous of them monitor users. :P

This is what I mean:
View attachment 1340569
Before
View attachment 1340570
After


And I had the same with the TVR Tuscan S, where I poured maybe 25 hours of updating-work in:
View attachment 1340574
Before
View attachment 1340575
After

Maybe you see the differences as well on your monitor, but in the before-shots, it looks acceptable on the monitor, where in VR they look completely unacceptable. Sigh.., the good old monitor life, I miss you. Sometimes.
Well I partly disagree with you, the before shorts certainly do look horrid on my screen! Great job, they look so much better in the after shots, especially the Wiesmann.
 
I feel like a vegan when always stating that I'm using VR for this hobby, but the experience is in fact so dramatically different to monitor users, that it needs to be stated. They have it so good in regard to "acceptable quality of all the mods".
Like I have this 7 year old Wiesmann GT MF5 in my library. And I boot it up and without trying to sound like spoiled brat, the cockpit-visuals horrify me. So, I start welding, smoothing, cutting and UV-mapping the polygons. I create AO-maps, set all the material parameters, pour some PBR over it, and suddenly (about 8 hours of work) it looks gorgeous in VR. But!! I then take some photo's of the "before and after" result on my monitor, and you hardly see any difference. Meanwhile the difference in VR is staggering.
I guess I'm trying to say, that even though I love VR, I'm sometimes a little jealous of them monitor users. :P

This is what I mean:
View attachment 1340569
Before
View attachment 1340570
After


And I had the same with the TVR Tuscan S, where I poured maybe 25 hours of updating-work in:
View attachment 1340574
Before
View attachment 1340575
After

Maybe you see the differences as well on your monitor, but in the before-shots, it looks acceptable on the monitor, where in VR they look completely unacceptable. Sigh.., the good old monitor life, I miss you. Sometimes.
Well, I see a PRETTY BIG difference myself, and without VR. Job's done, nice!
 
I feel like a vegan when always stating that I'm using VR for this hobby, but the experience is in fact so dramatically different to monitor users, that it needs to be stated. They have it so good in regard to "acceptable quality of all the mods".
Like I have this 7 year old Wiesmann GT MF5 in my library. And I boot it up and without trying to sound like spoiled brat, the cockpit-visuals horrify me. So, I start welding, smoothing, cutting and UV-mapping the polygons. I create AO-maps, set all the material parameters, pour some PBR over it, and suddenly (about 8 hours of work) it looks gorgeous in VR. But!! I then take some photo's of the "before and after" result on my monitor, and you hardly see any difference. Meanwhile the difference in VR is staggering.
I guess I'm trying to say, that even though I love VR, I'm sometimes a little jealous of them monitor users. :P

This is what I mean:
View attachment 1340569
Before
View attachment 1340570
After


And I had the same with the TVR Tuscan S, where I poured maybe 25 hours of updating-work in:
View attachment 1340574
Before
View attachment 1340575
After

Maybe you see the differences as well on your monitor, but in the before-shots, it looks acceptable on the monitor, where in VR they look completely unacceptable. Sigh.., the good old monitor life, I miss you. Sometimes.
I totally agree, for me the most important thing is VAO-patch... that make the whole different for the interior of a Car. As in VR we dont have (yet) extraFX we can not use Abient Oclusión... best option here is https://github.com/ac-custom-shaders-patch/acc-bakeryoptix . for example... most of the RSS mods does not come with a vao-patch (I don't know why), bakeryoptix is the option
 
See the image. The tree in the shaded area are LIT UP.
AC has many mods improving the game in various aspects. Is there any mod that improves this graphics aspect (I won't call it an issue) of the game Or is there a CM setting that fixes it?
 

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For what reason of the world could Codriver App's Voice have turned into mute? Beeps are correct, odometer counting km, but Helena Microsoft is not speaking anymore, without having touched or changed anything.
Tried to reinstall, in different ways, tried some different voices, tried different languages. Tried to play audio files by Media player, they sound pretty good but in any case my (brother's) Codriver is speaking anymore.

Maybe she went on strike for being abused.
 
Hi good people!

This is not my mod, all credits to Andrés Prada.


Screenshot-acm-tutorial-basic-a15-turbo-rmi-slo-dobsina-Copy.jpg



DOWNLOAD
Mazda 3 2.5 BP pack
im trying to download it but for some reason it is stopping the download, and cant find it anywhere... do you still have the files?, it is my IRL car and it would be pretty badass to drive it in the ring :embarrassed:
 

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Last edited:
There was a sportscar championship before the LMES, it was from 1997 to 2003, which included the LMP, WSC, LMP675, LMP900 etc.
The GTP category was to attract the small car manufacturer like Rondeau or else and introduce them to prototype before the Group 6 and Group C. It was a fairly free class at first, and in the 80's it became the home of Mazda until the 767b^^.
The LMGTS is basically the GT1 after 1999, which was before the GT2^^. and it became GT1 again in mid-2000.
The GTE was the GT2 and LMGT.

to resume:
GT2 GT1 LMGTS GT1
GT2 GT2 LMGT GT2 GTE
Yeah GT was a bit messy to follow - but post 1993 (when GT racing returned to Le Mans, there have essentially been 4 categories of GT used:

GT1 : 1993-1998 (just called GT in 1993)
GT2 : 1994-2010 (this was renamed to GT in 2000, and GT1 in 2005 until it's removal)
GTE : 1999-2023 (Started life as N-GT in 1999, before being renamed to GT2 in 2005, and eventually GTE in 2011)
GT3 : 2005-Current (Technically sits under GTE, as it was introduced as 'GT3' while GTE was still known as GT2)

But these did broadly line up with FIA at the time as well.

As for Sportscar/Prototype racing, yes there was that period in 2003 when there was a lot of different, but similar rulesets, that sort of converged into the advent of LMP1 and LMP2 that was recognised with FIA from mid 2000s.

Going backwards, you could essentially say (and this is in very simple terms than the actual nuances of the regulation changes and lineage):
LMP1 = WSC (1994-1998), SR / SRP (1998-2002), LMP / LMP1 (1996-1999), LMGTP (1999-2003), LMP900 (2000-2003), LMP1 (2004-2020)
LMP2 = LMP675 (2000-2003), LMP2 (2004- )

Prior to those, LMP1 < Group C < Group 6 (1966-1982) + Group 5 (1970-1975) < Prototype (1962-1965) < Sportscar (dawn of time, essentially)

The interesting bit to me is during the FIA's numbered Group system (60s-70s), during most of it, ACO still just classified as "Prototype", "Sportscar" and "GT"

PS: Noting I may have some of that a tiny bit wrong, as I've made updates to my little doc I'm working in, but its across two docs and haven't lined everything up fully.
 
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