Assetto Corsa PC Mods General DiscussionPC 

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Hi
Is there any way I can simulate mechanical failures in Assetto Corsa both for AI and player? I'm trying to replicate all F1 seasons race by race (now I'm focused on 1988 season) but as I race with these cars I feel the races feel "empty" without mechanical failures. Considering the teams that used to race those years (Coloni, Eurobrun, Larrouse, RIAL...)

It would also be brilliant if someone can edit the mod and give all cars real performances (as it is a mod from Scamdream)
View attachment 1344449

Scamdream cars become pretty competitive when you remove all other tyremodels than supersoft.

Here's my 1982 Season WIP. I haven't yet decided whether I include the engine failures. It requires a lot of testing.


I have done 1983, 1984, 1987, 1990, 1991, 1992, 1994 and 1998 seasons with mandatory pitstops (and 15-30 lap races). Very accurate season results.




Here you can see my ASR 1991 season stats analysis. Now I made the races longer with pitstops.
 
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Hi guys... New day, new problems...

I have installed both versions of the 2010 VW Golf from 101 Creative; the street version works great, but the AI of the track version keeps accelerating with the wheels turned but don't move, they stay stuck in place, neither from the pits on trackday, nor from the start on race, and on any track...

I think I remember that a similar problem was recently discussed, but I'm not able to find those messages, sorry if I repeat the topic... Any kind and patient soul who can enlighten me?
Try turning off extended physics. That has worked for me with other cars doing the same thing.
 
Hi
Is there any way I can simulate mechanical failures in Assetto Corsa both for AI and player? I'm trying to replicate all F1 seasons race by race (now I'm focused on 1988 season) but as I race with these cars I feel the races feel "empty" without mechanical failures. Considering the teams that used to race those years (Coloni, Eurobrun, Larrouse, RIAL...)

It would also be brilliant if someone can edit the mod and give all cars real performances (as it is a mod from Scamdream)
View attachment 1344449
is this car from a 1988 F1 season mod or is it a stand alone car?
 
I have an A1GP mod I will release in a few days
giphy.gif
 
I've finally got my dream grid of GT1 cars, thanks to our bud, Legion, but is there a way to increase the grip these cars have? It's really like turning on ice with them right now. The AI also can't seem to handle the lack of grip and all of them go running off the road. How can I, if possible, increase the grip of these cars for my personal use? I'd be super happy to get them to grip the asphalt in a similar way/amount as the RSS GT cars. Thanks for any help.

View attachment 1344159
Guys, so I found my answer:
"If it's on V10 tires, increase DX_REF and DY_REF. If it's on V1-V7, increase DY0 and DX0."

So I just used the same values that were in Kunos' Maserati GT1 car (only the values for DX_REF and DY_REF for each tyre type) and replaced them in LEGION's GT1 cars and now the grip feels much better. No more ice skating ;)

Hope this helps someone else if they run into the same dilly yo.
 
... 2010 VW Golf from 101 Creative... the AI of the track version keeps accelerating with the wheels turned but don't move, they stay stuck in place...
Try turning off extended physics. That has worked for me with other cars doing the same thing.
I have taken the "easy" path, as was subtly suggested by (thanks @marc magnela)...
ACTK has already made a corrected version :D...
... I just copied its corrected ai.ini (nor the .lut, nor the LODS) into the folder I already had, and that's it.

By the way, as always, the Unmentionable always leaves the hallmark of his identity; he fixes some things... and ends up screwing up others; in this case, the mirrors do not work properly... It must be the result of his craving to publish quickly... 🤨
 
I have taken the "easy" path, as was subtly suggested by (thanks @marc magnela)...

... I just copied its corrected ai.ini (nor the .lut, nor the LODS) into the folder I already had, and that's it.

By the way, as always, the Unmentionable always leaves the hallmark of his identity; he fixes some things... and ends up screwing up others; in this case, the mirrors do not work properly... It must be the result of his craving to publish quickly... 🤨
mirrors work very well for me, but as he modified kn5 the mirrors.ini file was modified I saw
 
No, LCS only works for default weather style! Also with the default weather style only the ppfilter ini part is used. So no Pure script is working then.
I heard from someone on Discord that you mentioned that you would have to rebuild a new version of PURE from scratch just for LCS support, are there any plans for it in the future? I personally really liked LCS a lot and would love to have it in PURE too eventually.
 
Another adaptation completed to make up the grid (Le Mans in the 60s), Maserati Tipo 63 (used as a basis for the Maserati Tipo 61 by Adalexis).
It wasn't 100% the same, until someone decided to make a more accurate model. We'll be heading to on-track testing for one (BoP) soon.

6- Briggs Cunningham - Bruce Mclaren / Walt Hansgen
7- Briggs Cunningham - Augie Pabst / Richard Thompson
9- Scuderia Serenissima - Ludovico Scarfiotti / Nino Vaccarella

I decided to adapt the model again (I think it was a little better)

hello
I hope to can drive this maserati...
thank in advance for your share.
 
oke how do i fix this ,it looks like to much overexposed .

how do i get a normal rear view
 

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I can probably figure this out, but exactly which mod is this for? I think I have at least two versions of it.

For any modder providing wonderful mods or upgrades, it helps to include a folder structure in the rar or zip, like in this case "content/cars/car_mod_name/skins." If not that, maybe include a reference readme txt file. Sometimes I download 5-10 mods earlier in the day during a break, but don't install them until that evening. If I don't check the downloaded files, I often end up with a "skins.zip" or "ext_config.ini.txt" and because I've been working several hours, I can't remember what they were for.
Does anyone have these skins?, I wanted to download them but the link is dead, thanks for the replies ♥
I would need them because the ones I have are of very low quality
 
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I heard from someone on Discord that you mentioned that you would have to rebuild a new version of PURE from scratch just for LCS support, are there any plans for it in the future? I personally really liked LCS a lot and would love to have it in PURE too eventually.
Yes, but it will take several months and i don't know if all parts can be reproduced. THe LCS shaders have a very different alpha behavior and actually those sucks the most. Pure shaders like sunblinding looking realy strange and i don't know if i can get it to the meant look.

Also Pure was finetuned for over 2 year to get a realy realistic night day transition and this must be recreated from the ground because all weatherFX functions are different now. Like the skyshader reacts completely different and in Pures last version it is used to also create the ambient light. And ambient light is used for many other things as base and so you are in a very strange loop.

The next very annoying thing is, you must develop 2 things in parallel. For now it seems mods are also affected and needs to be adapted, so we can't say we will use only LCS. Another point on the it sucks list.

Also, LCS looks different. I mean it sure solves problems, but in a direct comparison it also looks like a modern "game". The colors getting more saturated and everything renders in a very compressed way, which is actually a good thing to prevent color burn outs, but it gets this rendered animation movie touch, which i don't realy like. It goes away from a realistic look to a realistic rendered look.

So i need to build it up from the ground and it could be we still have both render models and then you have twice the work to implement something and you have 2 groups of mod creators. At least for the next months or forever with older existing mods. And then its the question, how long will AC live....
 
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Yes, but it will take several months and i don't know if all parts can be reproduced. THe LCS shaders have a very different alpha behavior and actually those sucks the most. Pure shaders like sunblinding looking realy strange and i don't know if i can get it to the meant look.

Also Pure was finetuned for over 2 year to get a realy realistic night day transition and this must be recreated from the ground because all weatherFX functions are different now. Like the skyshader reacts completely different and in Pures last version it is used to also create the ambient light. And ambient light is used for many other things as base and so you are in a very strange loop.

The next very annoying thing is, you must develop 2 things in parallel. For now it seems mods are also affected and needs to be adapted, so we can't say we will use only LCS. Another point on the it sucks list.

Also, LCS looks different. I mean it sure solves problems, but in a direct comparison it also looks like a modern "game". The colors getting more saturated and everything renders in a very compressed way, which is actually a good thing to prevent color burn outs, but it gets this rendered animation movie touch, which i don't realy like. It goes away from a realistic look to a realistic rendered look.

So i need to build it up from the ground and it could be we still have both render models and then you have twice the work to implement something and you have 2 groups of mod creators. At least for the next months or forever with older existing mods. And then its the question, how long will AC live....
I'm curious as to what the new LCS stuff 'fixed'. I haven't switched yet, but I'm not seeing any issues and have my Pure settings and visible environment looking beautiful with the older CSP. What is being fixed/solved with LCS? Is it all just backend, performance, etc? What for example would be noticed, visibly, as a 'fix' if someone were to switch to the new CSP preview? I'm thinking perhaps, for myself personally, that I'm not early adopting this one.

Also, peter, on the Pure planner's weather types selection 'page/dialogue', when selecting weather types, what do the numbers on each weather indicate? I thought perhaps the numbers meant that 'higher numbers' would be selected at random more frequently, but I turned everything back to 1 but noticed yesterday that those numbers have become higher on some of the weather slots/cards; which makes me think that number indicates how many times the weather type was selected by Pure over time?
 
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I'm curious as to what the new LCS stuff 'fixed'. I haven't switched yet, but I'm not seeing any issues and have my Pure settings and visible environment looking beautiful with the older CSP. What is being fixed/solved with LCS? Is it all just backend, performance, etc? What for example would be noticed, visibly, as a 'fix' if someone were to switch to the new CSP preview? I'm thinking perhaps, for myself personally, that I'm not early adopting this one.

Also, peter, on the Pure planner's weather types selection 'page/dialogue', when selecting weather types, what do the numbers on each weather indicate? I thought perhaps the numbers meant that 'higher numbers' would be selected at random more frequently, but I turned everything back to 1 but noticed yesterday that those numbers have become higher on some of the weather slots/cards; which makes me think that number indicates how many times the weather type was selected by Pure over time?
You can make your own probability set for EVERY slot. If you want to duplicate those, just use the copy/paste function.

So for example in the first slot you have a random weather where Clear is 10x and Rain 1x and in the next Slot you set Clear to 1x and Rain to 10x.

No you can have Clear or Rain in both of the slots but in the first slot it has probable more Clear weather and in the second slot Rain has a higher chance.

Every slot has its own settings...
 
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If you have the RSS GT (update), and think the transmission sound is much too loud, add this to any of the cars
./extension/ext_config.ini (adjust to your taste)

[AUDIO_VOLUME]
ENGINE_EXT = 1.0
ENGINE_INT = 1.4
GEAR_EXT = 1.0
GEAR_INT = 1.0
GEAR_GRIND = 0.1
BACKFIRE_EXT = 2.0
BACKFIRE_INT = 2.0
TRANSMISSION = 0.15
 
Yes, but it will take several months and i don't know if all parts can be reproduced. THe LCS shaders have a very different alpha behavior and actually those sucks the most. Pure shaders like sunblinding looking realy strange and i don't know if i can get it to the meant look.
As tempting as the screenie below is, I reckon (personal opinion) it's time for me to just pause the update train for a while. I think I see dragons around the next bend. I know many others have already made this decision. Also the AC Evo question is valid and looming.
I'm curious as to what the new LCS stuff 'fixed'. I haven't switched yet, but I'm not seeing any issues and have my Pure settings and visible environment looking beautiful with the older CSP. What is being fixed/solved with LCS? Is it all just backend, performance, etc? What for example would be noticed, visibly, as a 'fix' if someone were to switch to the new CSP preview? I'm thinking perhaps, for myself personally, that I'm not early adopting this one.
Here's a vusual example from someone who tried it. Not in every situation, not on every car, (too?) many things break, and, and...
But I think we can all agree, there's something there.
 
Nobody knows except me lmao no need to ask others.

And they are still in the work so they'll be released once they are finished, hopefully this month or next month
Thought that someone else is informed better haha, well thank you then, looking forward to it, do you think 2010 will get an update before or after this?
 
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