Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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Not sure if anyone is interested but I like crowd sounds when I'm racing F1 tracks - I know that the driver can't hear them but I think it adds to an immersive experience.
I've attached an example with the 2022 Cota Track plus the separate constitutes that can be adjusted for other tracks
To change the coordinates I used 'CM object inspector' and right-clicked at certain points on the track to get the coordinates for input
YT Video is OOD but for an example of how to use the object inspector see here: 06:48 - Streaming edges and points

2022 F1 Tracks GDrive: https://drive.google.com/drive/folders/1bshEhqxZN0HTbyyOD8V8CA8ABO2l3Y1b?usp=drive_link
USA COTA SFX Folder: https://drive.google.com/drive/folders/1STkmA4em5Vjg-abDkVDtAkGwpkgJ4coL?usp=sharing

Man, that is so weird/random coincidence type thing. Out of the blue today, I was wanting to work on a program similar to CrewChief that would play spectator crowd cheers/etc. when the car is near or on the finish line. I don't know how I would do it, but that's what I was thinking today. Feeding it whatever positional telemetry is avail if possible just for that crowd sound. I was also remembering someone added crowd sounds to Nordshliefe. Was that FallGuy? I can't remember it was so long ago. Although I don't like the particular sound file that is used on Nord (sounds like an airplane or choochoo chugging rather than people) but it is interesting none the less. How was that done? Has anyone tried to program a crowd sound app before? Am I wanting to try something that simply isn't possible? Was really just a random thought, but one that I would love to pursue. I'm rambling. hope you guys are well.

@Cozy61, I'll check out the links in your post when I get a chance. Looks promising. Wondering how much effort was involved for the COTA track. If it's not to difficult, I might perhaps do it for just tracks that I run in custom championships. still rambling. Thanks for your post, brother.
 
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One day we'll have a CM without bugs, but today is not that day.
I wish I could believe that there will ever be a stable and bug-free CM/CSP. Unfortunately, I suspect that it won't ever happen.

Right now, I'd also be very happy to see an update given that there hasn't been once since the end of 2023. Kind of makes you wonder what you're actually paying for on Ilja's Patreon.
 
Hey friends, is there any way to delete all the tags added to my mod collection quickly? without going through each car or track? With almost 7000 cars i am trying to organize and homogenize it would be nice to make that step easy so i could add my own tags
It takes me hours and hours during covid but :
-i edited every car on content manager
-create custom grid for every same type of race car for each year (for f1 i also create realistic BOP grid with ballast)
-create custom grid for non race car based on the ratio HP/weight and the decade
-I also edited all tracks (mostly to know what tracks are compatible with codrier and traffic)

I "only" have 1000 cars because i cleaned all bad mod and i'm more focused on quality.
I immediately delete a mod if i'm not happy with it

edit: don't forget to keep "open wheeler" on F1 and cars with visible tyres from he cockpit, it's essential to use tyre.fx
 

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watching Car Masters: Rust to Riches on Netflix, I got in the mood to bling out a hot rod ... :)

I wanted to give it to you all as an Easter present today, but it needs a bit more extra TLC before I release it (and today ppl might just skip it thinking it's an April fools thing)...
Maybe release will be tonight , but probably later this week.

So here already a preview of what I'm working on (AC modding wise) and wish you all a wonderfull Easter holiday! :cheers:

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ps: anyone knows how to show the driver in Showroom? (not CM Showroom, I need the CSP features!)
 
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It takes me hours and hours during covid but :
-i edited every car on content manager
-create custom grid for every same type of race car for each year (for f1 i also create realistic BOP grid with ballast)
-create custom grid for non race car based on the ratio HP/weight and the decade
-I also edited all tracks (mostly to know what tracks are compatible with codrier and traffic)

I "only" have 1000 cars because i cleaned all bad mod and i'm more focused on quality.
I immediately delete a mod if i'm not happy with it

edit: don't forget to keep "open wheeler" on F1 and cars with visible tyres from he cockpit, it's essential to use tyre.fx
Great to show this monks work, but now the answer to original question, the simple solution is :confused:
Because I have the same question on tags that are not valid anymore.
 
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I have not been able to solve the "Unshaded White Line Syndrome" in the track I mentioned (Barcelona 2023 by Fenryr v3.2)... I copied the code including the name of the material ("whiteline"), and the only thing I manage to do is completely erase all the white lines on the asphalt.
1711976800208.png

This works just fine on my side:
INI:
[SHADER_REPLACEMENT_...]
ACTIVE= 1
DESCRIPTION= shadows cast on white lines
MATERIALS= ?whiteline?, grass-brd?,
MASK_GBUFFER= ?whiteline?, grass-brd?,
DEPTH_MODE= LESSEQUAL
BLEND_MODE= ALPHA_TEST
IS_TRANSPARENT= 0
CAST_SHADOWS= 0

I changed BLEND_MODE back to ALPHA_TEST and got rid of the dark narrow stripes on the sides of the line.
In above screenshot it´s just visible on the right side.

And for the ones using Legion´s layout too, some new modifications made.
You can also just download the new config and extract that to the main folder, so it is used for all layouts. Backup old one before, if you have one.
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Your other problem with the trees shimmering blue when watching replays of Beez....
Sorry, but I can't reproduce that on my system. :(
Does anyone else have this problem?
Could you or someone else post some screenshots of this?
 

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Did have a quick go at the new Nismo Z Super GT car from URD
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Visually it seems fine, didn't have any issue with the mod crashing. They did have a 1.1 update as 1.0 included a bunch of data from their testing(more tires). There is already a skin pack with real logos on the RD now.
 
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Did have a quick go at the new Nismo Z Super GT car from URD
View attachment 1342340

Visually it seems fine, didn't have any issue with the mod crashing. They did have a 1.1 update as 1.0 included a bunch of data from their testing(more tires). There is already a skin pack with real logos on the RD now.
Do you have a lighted display at night ? Mine is completely useless/dark
 
This works just fine on my side:
INI:
[SHADER_REPLACEMENT_...]
ACTIVE= 1
DESCRIPTION= shadows cast on white lines
MATERIALS= ?whiteline?
MASK_GBUFFER= ?whiteline?
DEPTH_MODE= LESSEQUAL
BLEND_MODE= ALPHA_TEST
IS_TRANSPARENT= 0
CAST_SHADOWS= 0
Yep, all is OK now...

Screenshot_dumb_and_dumber_mod_madmax_ks_barcelona_1-3-124-16-55-57.jpg


... thanks for your Magic!
... Your other problem with the trees shimmering blue when watching replays of Beez....
Sorry, but I can't reproduce that on my system...
Well, it doesn't really matter; is not visible when driving (that's the important thing), and possibly is one of these weird glitches that only happens to one or two persons, like the ufo sightings...
 
Small release I'm doing while working on the 2012 and 2013 mod.

F60 reworked

View attachment 1342091

Updated shaders, Edited the 3D model so that the car looks realistic and not like a boat, and proper physics.


Download it now here : https://sharemods.com/mhjzof147zct/F1_2009_F60_By_Cimmerian.zip.html
There are also other 2009 mods that look like boats, see Renault or BMW etc...you should think about a serious rework of the whole 2009 mod, it would be really appreciated. Thank you
 
Hi, better than the original and obsolete version, good work...but can't anything be done about the windshield wipers?

Of course, just download it again and the wipers work. Also the right foglight now works (just noticed it didn't work in the video) and the android screen is just a few pixels bigger to get rid of the blue outline. Sorry to all the early birds that allready downloaded. :ouch:
 
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