Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Thread starter daan
  • 149,478 comments
  • 45,238,269 views
I was mostly impressed with the number of skins that car has, like everything from 1997-2002, so watching your work with TVR made me think that maybe the model could be improved around the edges (headlights, rearlights, exhaust, interior details...), so it's still usable in AC... or maybe just RSS to make one for GT pack ;)
Anyway, also looking forward to your interesting projects, that Matech Ford was my go-to car in Shift 2
The GT1 is in excellent hands, as soon as it is completed it will be published without hesitation :cheers:
 
I don't agree on the laptimes argument. Rememenber we're driving a digital car in a simulator which allows us to push the car way more without any consequences. If you push too hard the most it could happen is that you crash the pixel car and all you need to do is reset and presto. A lot of people dedicate hours upon hours drvinig these digital cars which of course translate into insane laptimes even beating real life records. So the laptimes argument could go either way. A sim driver will by no means push the car in real life the same way he pushes it in the sim; therefore he will be much slower in real life, alternately a real life driver may suck at sim racing and be crushed by someone who has put a lot of hours behind the cockpit.
Exactly right. I've often thought about this, but no one else has ever vocalized it. Without the danger -- the visceral factor -- and with the opportunity for unlimited practice, we can push way beyond the real-life limits. To me, it's silly to try to compare sim lap times with real-life lap times. They're two very different activities. It's apples and oranges.
 
Last edited:
since i switched to the latest csp version, i cant really switch to "exit". tried fixing it with resulution change but that didnt made a change. does someone know a fix?

and also does someoone knows how i can reload the picctures in the csp settings? i tried deleting and reinstallling it
 

Attachments

  • Bild_2024-05-17_040653247.png
    Bild_2024-05-17_040653247.png
    222.3 KB · Views: 26
  • Bild_2024-05-17_041606800.png
    Bild_2024-05-17_041606800.png
    30.6 KB · Views: 27
since i switched to the latest csp version, i cant really switch to "exit". tried fixing it with resulution change but that didnt made a change. does someone know a fix?

and also does someoone knows how i can reload the picctures in the csp settings? i tried deleting and reinstallling it
It's a bug that has been discussed by many people on the CSP Patreon. There is no fix yet but you can still exit by pressing that tiny little sliver of the Exit button on the right-hand side of the Photo Mode button.
 
Tracks listing update


Red Bold
: news and updates (tracks) from 26/04/2024 --> 16/05/2024
Red : news and updates (add-ons) from 26/04/2024 --> 16/05/2024

Yellow Bold : news and updates (tracks) from 17/05/2024 --> TBA
Yellow : news and updates (add-ons) from 17/05/2024 --> TBA

Note to modders: more and more links are no longer available. I'm sharing them on my sharemods, but it goes without saying that if you provide me with a new “official” link, I'll make the change to your link.


As always, thanks to all the modders who amaze us every day.

Thank you guys


ACTL v3.1 by Breathe
 
Exactly right. I've often thought about this, but no one else has ever vocalized it. Without the danger -- the visceral factor -- and with the opportunity for unlimited practice, we can push way beyond the real-life limits. To me, it's silly to try to compare sim lap times with real-life lap times. They're two very different activities. It's apples and oranges.
It has been vocalised a few times in the past, I've even said it myself.
Accurate lap times on laser-scanned tracks are just one more way for us to try and fool ourselves that the car is somehow accurate to its real-life counterpart. Of course, claiming that any sim car provides an accurate experience is like playing Call Of Duty and claiming you know how a soldier feels in the heat of battle. Sim racing is a videogame, and even sitting in a g-seat in VR on a motion platform with surround sound, FFB wheel, shifter and pedals... it's still just a videogame. We can use all the technology available to our wallets but it'll never really feel much like driving a real car around a real track. It's still bloody good fun though. But let's not try to pretend that an accurate lap time means that the car is somehow accurate, or that we have the skills of motorsport professionals. Devs and modders know that lap times are one of the few metrics by which 'accuracy' will be judged by the average Joe Simmer, so car specs are often fudged to achieve this. It's pretty meaningless.
 
This is a standalone version of Fenryr's Imola 2024 track. It will come up as Imola Circuit 2024 in your track list. It was a request from a member that i'm working on while I recover. It is unfinished, but far enough along that I think some people might still get some use out of it. Basically all I did was restore the tree textures from the original Kunos versio
Working on a member is always therapeutic, recovery times not what it used to be though. Thanks for the track.
 
It has been vocalised a few times in the past, I've even said it myself.
Accurate lap times on laser-scanned tracks are just one more way for us to try and fool ourselves that the car is somehow accurate to its real-life counterpart. Of course, claiming that any sim car provides an accurate experience is like playing Call Of Duty and claiming you know how a soldier feels in the heat of battle. Sim racing is a videogame, and even sitting in a g-seat in VR on a motion platform with surround sound, FFB wheel, shifter and pedals... it's still just a videogame. We can use all the technology available to our wallets but it'll never really feel much like driving a real car around a real track. It's still bloody good fun though. But let's not try to pretend that an accurate lap time means that the car is somehow accurate, or that we have the skills of motorsport professionals. Devs and modders know that lap times are one of the few metrics by which 'accuracy' will be judged by the average Joe Simmer, so car specs are often fudged to achieve this. It's pretty meaningless.
I find it laughable when people start arguing about the minutiae of which version of a car is most accurate in any sim. You can only say "this car feels better to me" or "this car is closer to what I expect the real car to behave", but nothing more concrete than that.

Real F1 teams spend millions on state of the art simulators with full motion rig, wraparound screen and a room full of technicians monitoring telemetry. Not to mention all the CFD and wind tunnel testing. They download literally terabytes of data from all sorts of sensors from 2 cars over a race weekend to feedback into the sim to make it more accurate. And yet, sometimes when they test a new part, the sim says it makes them faster, but when they put it on the real car it doesn't do anything or even makes it slower. Sometimes even from free practice 1 to free practice 2 the track conditions change slightly - temperature, wind speed, dust/rubbering - and the car feels completely different again. The brightest engineers and technicians in the world cannot figure out why and they just shrug "we just can't get the tyres to work today".

So the next time some modding team claims "this is the most accurate simulation of x" and wants you to fork out your cash, think again. A free version of the mod someone cooked up in their basement may well be more accurate, or both are wrong, or both are right depending on which session IRL you compare it to :lol: Then the next race the team brings upgrades and that's it, your mod is obsolete.

Road cars are generally easier to simulate but even then you don't know all parameters. And for low volume/handbuilt/old cars there can be small variances in the build quality at the factory, you just cannot guarantee what is accurate because the baseline always changes. So yeah, for me as long as the car roughly handles the way I expect it to, it's good enough ;)

P.S. We haven't even taken into account the differences in wheel equipment and FFB settings, or any of the myriad CSP physics adjustments. Even the same mod can handle totally different for different people.
 
F1 1998 - ROUND 04 - Imola v1.0
The Imola billboard in the Imola 1995-2005 by RMi has been updated to the F1 1998 version.
Some textures and objects from Grand Prix Team's rFactor F1 1998 Track Pack were used.

Screenshot_ks_toyota_supra_mkiv_imola_1998_17-4-124-18-20-28.jpg

-CSP recommended
-26 pit/start
-AI, cam

Credits & Thanks;
Imola 1995-2005 by @RMi_wood
rFactor F1 1998 Track Pack by Grand Prix Team
-Thanks for giving me permission.

1998 Updated by @shi (shin956)
AI and sidelines by Thockard
distmarker.dds obtained from F1-97 By @JV82 (skin)
marshall and cameraman by kunos

Download (mediafire)

Enjoy.
 
no, it seems an issue with SteamVR... I can't start steamVR itself...
But I'm quite sure before the Oculus Rift rendering mode didn't involve SteamVR (it always loaded Oculus )

So it's probably a Meta issue , or a SteamVR issue (or both) and not a CSP issue.
Did you already try the XR picker. There you can select the runtime:
 
Just my two cents. I have been racing for fifty years. I have driven many different kinds of cars over my amateur career. Sedans, open wheel and sports racers (see photos) and won fourteen Northeast, USA Championships. AC has become my favorite sim to race on. The extent of cars and tracks is huge. Some of the tracks I raced on are in the game but no longer around (Bridgehampton, Bryar).The game is a lot of fun and I get hours of enjoyment from playing it. Does it simulate real driving? Without the physical effects, it's not really close. Without the pull of g forces I don't get a sense of real attachment to the car I am driving. It is difficult as it requires visual representation of the g forces. When driving an actual car, your body provides some much feedback to what is happening all around you. In any sim, even with a motion chair, it is all still visual. A motion chair provides movement but not the feel of being pushed by inertia into the side of the seat or the weight pulling on your neck or arms and legs. I'll even add in the heat. During the simmer temps inside the car are well over a hundred degrees. Oh, and one other thing, when you crash you just reset and go again. I am lucky, in my career I have had only several bad crashes (one hospitalization and two total rebuilds of the cars). Real life crashes hurt and cost a lot of money.
scan.jpg
S6.jpg
49300707321_93169a56f3_o.jpg
scan0008.jpg
Fit at Pitt 5.jpg
66F67915-3982-4D27-BCF7-E9D672AF609B.JPG
 
:redflag:WARNING:redflag:
if you use a Quest with USB Link cable as PCVR for playing AC , DO NOT update to v65 of the Meta software.
This seems to break the USB Link functionality.

(check here for the Forum post, if you encountered the same please give a bump there in form of a reply or increase Kudos.
I also informed admins to take a look at that posting... hopefully they react quickly, as now my Q3 is an expensive paperweight.)
 
It has been vocalised a few times in the past, I've even said it myself.
Accurate lap times on laser-scanned tracks are just one more way for us to try and fool ourselves that the car is somehow accurate to its real-life counterpart. Of course, claiming that any sim car provides an accurate experience is like playing Call Of Duty and claiming you know how a soldier feels in the heat of battle. Sim racing is a videogame, and even sitting in a g-seat in VR on a motion platform with surround sound, FFB wheel, shifter and pedals... it's still just a videogame. We can use all the technology available to our wallets but it'll never really feel much like driving a real car around a real track. It's still bloody good fun though. But let's not try to pretend that an accurate lap time means that the car is somehow accurate, or that we have the skills of motorsport professionals. Devs and modders know that lap times are one of the few metrics by which 'accuracy' will be judged by the average Joe Simmer, so car specs are often fudged to achieve this. It's pretty meaningless.
Data point in support: Just watching F2 Quali, and they had a live heart-rate monitor on Miyata. A full second off the pole-pace, in an F2, and his heart-rate was absolutely PINNED over 180bpm for the entire lap. Gracious.
 
shi
F1 1998 - ROUND 04 - Imola v1.0
The Imola billboard in the Imola 1995-2005 by RMi has been updated to the F1 1998 version.
Some textures and objects from Grand Prix Team's rFactor F1 1998 Track Pack were used.

View attachment 1356148
-CSP recommended
-26 pit/start
-AI, cam

Credits & Thanks;
Imola 1995-2005 by @RMi_wood
rFactor F1 1998 Track Pack by Grand Prix Team
-Thanks for giving me permission.

1998 Updated by @shi (shin956)
AI and sidelines by Thockard
distmarker.dds obtained from F1-97 By @JV82 (skin)
marshall and cameraman by kunos

Download (mediafire)

Enjoy.

Great work on the late '90s Imola! I have just one hint to say: May i suggest some waiving flag here and there on the grandstands? Tha would add so much immersion!
 
Anyway it seems some people don't understand the concept of comparing a simulator mod lap-time to reference Lap-time
set irl by an F1 driver.

Today during FP1 the fastest Laptime was a 1:16:990 by a Ferrari. I took the RTT RB20 V1.20 yes it's not a Ferrari on Imola F1 2023 layout.

I think some people don't understand that is what I was comparing or referring to! You would have to be crazy to assume I implied anything more than this. AC Track + F1 Car MOD vs irl F1 Lap time, the mod does come close. This is exactly what I said!!!

So my statement holds true the RTT RB20 mod can achieve similar lap-times to the current irl F1 2024 cars in the game!!!

I managed in game a 1:16:993. If this concept is too hard for you guys to understand I can't help any of you.

imola Fp1.jpg


Does this make me has good has an IRL F1 driver??? Obviously NOT! I never made any such claim! this is a game people! A Game!

Does it matter or make AC more or less fun? This has nothing to do with what I said in my OP. Many of you guys blew this
way out of proportion with talks about realism etc... It does not matter in the least, "I said of the 3 RB20 mods I tested the RTT versions comes the closest to IRL laptimes" Where did I say you will be good has an IRL F1 driver if you match the laptime in a game?

Peace!
 
Last edited:
Sharing a mod? Host it on GTPlanet Downloads. Free, public hosting for files up to 10GB in size.
Back