Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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Physics overhaul, sound updates, and model updates 1996 Porsche TWR WSC-95. Also, update to the digital instruments. Release will be very soon.

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So, I decided to update personal build of the Monaco Circuit with all actual stuff and I realized - what a mess is there!
  • monaco_2020 (by Pyyer's recommendation)
  • monaco_2020 (by Ofitus21)
  • azure_2019 (by Junshen Wu)
and some other versions too..

And if the difference between the third track and the first two is more or less clear, then the first two - what is the difference between their versions? Plus, you need to add extensions from Pyyer, plus update the AI... What a disorder this is all.
And, the worst part, I couldn’t find a combination of the available AI configs (also with testing 2 new ones on Overtake) so that in races with AI, this same AI could take the Casino turn on open-wheels (at least on Kunos ones, Lotus 98T and Ferrari F2004) without bumping into each other’s butts.

This part of AC modding is really painful - there are a huge bunch of releases and fixes here and there, and you have to somehow manage to put all of this together into a working best build.

Assetto Corsa - the Real Butthurt / Modded Mess Simulator... :D
Agreed, there’s no definitive ultimate version of Monaco. So many over the years based on the same Codies build from the F1-17 game or something, which was probably based off their first one in 2010. We need one to rule them all, with all the recent extensions and updates and with camera-facing crowds, etc too, so that we can forget about any others.
 
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Agreed, there’s no definitive ultimate version of Monaco. So many over the years based on the same Codies build from the F1-17 game or something, which was probably based off their first one in 2010. We need one to rule them all, with all the recent extensions and updates and with camera-facing crowds, etc too, so that we can forget about any others.
Agree. It's quite funny, but also sad.
But what’s really surprising is that after so many years no one thought of importing the Monaco Circuit from Project CARS 2. The assets there are quite nice, the track itself is well detailed. :)
 
Yes these are excellent. Sold my bass shakers and never looked back. Wasnt expecting much because of the size compared to the bass shakers I was running but with them being directly behind/underneath you the effects are way better felt. I think a lot of the bass shakers vibration is lost when using aluminium profile rigs, especially if you have a larger size profile. Another upgrade thats really worth while is some haptics on the pedals.
I used to have a large bass shaker attached to my pedal mount. It was indeed a nice addition.
Bought one of those HF8 1 month ago without expecting much, bypassed the software and used Simhub directly, very user friendly.
My seat is not dead anymore, I get more infos on traction and it's almost silent. It's good as a cheap solution.

Oh, some seem to complain about engines under the thighs not being very confortable, I'm huge and tall and no issue.
That's exactly what I did, went directly with SimHub. Makes it super easy.
I have been using something similar (it is in my signature) for many years feed trough Simhub, in addition to my buttKicker, I am very happy with the result.
In conjunction with DD and VR, it is an important tool to better immersion.
Cote, man, I loved my buttkickers. I went through 3 buttkickers during my days of racing NASCAR 2003. Unfortunately the pistons of the buttkicker would always eventually overheat and sieze up on me. :( I couldn't use those now-a-days as the buttkickers were as loud as my bass shakers but with more of a sharp sound to it. But I did love my buttkickers.

Sorry guys, didn't mean to go so off-topic. My next post will be something relevant to our home thread here. ;)
 
Agree. It'se quite funny, but also sad.
But what’s really surprising is that after so many years no one thought of importing the Monaco Circuit from Project CARS 2. The assets there are quite nice, the track itself is well detailed. :)
Yeah.
 
You need to delete the old folder, download the new one and apply the data.acd
I didnt have the car previously so downloaded the latest, deleted the data.acd and replaced with the new data.acd

if I dont replace data.acd it seems to be fine
 
merc clk dtm - de milked windows
no upscaling just removed the milkyness and touched up as necessary, they look good enough for 1024x1024. Should be drag and drop installation although to acheive this and to get CM to recognise the files i have had to put the full skin folders in not just the window.dds file.

i do have more stuff to upload but no time right now, for now i just wanted to smash this out


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merc clk dtm - de milked windows
no upscaling just removed the milkyness and touched up as necessary, they look good enough for 1024x1024. Should be drag and drop installation although to acheive this and to get CM to recognise the files i have had to put the full skin folders in not just the window.dds file.

i do have more stuff to upload but no time right now, for now i just wanted to smash this out


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Thanks, I meant to report the milky windows.
Edit: big improvement, thanks again @maximeerkat
 
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Agree. It's quite funny, but also sad.
But what’s really surprising is that after so many years no one thought of importing the Monaco Circuit from Project CARS 2. The assets there are quite nice, the track itself is well detailed. :)
There is a very early wip version made from ChiquiFreaky which is based on the PCARS2 version IIRC available but he never finished it.
 
Speaking of DTM tracks, has anyone taken a look at the VENCIALO version of Hockenheim?
I find it much more pleasing to the eye compared to the VHE one.
It just needs some tweaking.

Gonna have to disagree with you there. I asked around beforehand and the VheEth track got everybody's vote as subjectively the best base to update.
The Vencialo track seems to be inferior in just about every way, to my eyes anyway.
shrugs

Edit: just to elaborate; the road is glass-smooth with no feedback, lots of textures have broken alpha, trees and tree walls look unnatural and have a lot less layered depth, it uses old clockwork 2D grass, road textures look bland, geometry is a lot more basic (compare the staircases to the rear of the Mercedes stand, for example), many logos are stretched or squashed... all IMO of course.

That's not to say further visual improvements couldn't be made to the VheEth track. It's perhaps a little low-contrast overall, so stronger vao patches and trees tweaked to have more contrast might sharpen the whole look. I'll maybe look at these in an update.
 
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Guys, I've been having a problem lately using the "Replace Sound" option in CM. More times than not, lately, the engine sound is silent after using the "Replace Sound" option. Even if I try to manually replace a sound bank in the sfx folder and update the GUIDs file, which I've done many times in the past, does not seem to work in these instances. Any idea what I'm missing?
 
Hi guys. Suddenly my CM gives me this. This happens with all the content from Kunos in DLC. I have all the DLC´s, since a looong time ago. Can anyone give me a light on this?
 

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hi all, anyone else noticed the newest rt_zolder track update that was pushed a while ago via CM breaks the billboards above the track (with breaking I mean that they are Z-fighting when seen from a distance, only when you are closer the flickering stops).
I've reverted back to v1.01 because it was perfectly fine there (I don't recall if it was after a fix done to it or not)...Anyway here a Download of the old version 1.01 for anyone who also dislikes the flickering of the billboards.

The newer version 1.2 does come with cool extra trackside bigscreens, and probably some other improvements, so I wouldn't mind if someone can fix the billboard Z-fighting flickers in v1.2... :)
No billboard flickering in my v1.2, Just tried to be sure...

-----------------------

Fixed it, please redownload.


For my version, it has different kerbs, different armco/wall, different collision physics, different turn swimming pool, different tree model, different texture, different ai could through hairpin,different lights in tunnel, and so on.
not bad, but you really should get rid of those trees, they are the wrong kind, look ugly and totally kill the track for me.
I'm sticking to the Ofitus21 version, added the Pyyer F1 2024 v2.0 and Climax F1 skin, then deleted the third Party folder (containing those other ugly and mismatched 3D trees from Ludwig666).
In the end I get a decent Monaco track... :D
 
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I'd look at the aero, keeping in mind that the game engine is quite good, but not perfect, so it might be necessary to fudge it a little.

1. Be sure the tyre size/gearing/rpm limit is OK for the required speed.
2. Start reducing the wing area of each of the wings (chord x width). In this case you're looking for 9kph, so small steps, perhaps just start with chord. Do both ends to avoid moving the aero balance.
3. Use a straight-line speed test track to minimise the time wasted on each test run.

Howzat?
I'm not a guru, but I would advise playing with the drag, for example by adjusting the files
wing_body_AOA_CL.lut
wing_body_AOA_CD.lut
this should help, of course, if all other parameters are correct.
Thanks for your helps, guys.

I'm kind of at the limit already on the tyre and gear cap, and rpm limit was at 7500 (it seems, looking at the dial).

But! I actually changed a few things on the aero file, placed the front spoiler flat an correctly and put what looks like to be a "drag coefficient multiplier" at 0.28 on the body.
I reached up to 270km/h on mid-length at les Hunaudières. Wasn't expecting that much, but I also might have overdone it on that (a bit too powerful compared to the "real" ratio, i'm more around 165 bhp instead of 155...)
 
I was playing an hour ago with URD Loire 07 (ELMS 2024), but the skins were too heavy so I saved in lower quality to reduce their size, and then now I can't start an event with that car, cause it crashes. CSP error. I had analized the car with CM and 0 problems. Any other car gives me that issue. What can I do? I hope not have to reinstall all the ELMS skins.
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The 3D effect is achieved by making a Normal Map of the tyre texture.
A Normal Map is like the answer to the question "If this bit was raised from the surface, what would the light/shadow do aound it?"
When you combine the two, it looks 3D.
There are many ways to make them, but easy-peasy one is to make a PNG of the tyre texture, and feed it to this website:
Then make a DDS from the PNG you get back and rename it. You can inspect the tyre mesh to find the name, but the convention is:
For tyre.dds, the normal map is tyre_NM.dds
Add to the skin folder.

Good luck, and thanks for all the skins :)
Thank you (and others) for detailed information! :cheers:

Cars updated with normal maps for tires
 
No billboard flickering in my v1.2, Just tried to be sure...

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ru looking at it via (Oculus Rift render) VR ? (if not, it might be a VR only issue, although Z-fighting if I remember correct should be visible also in pancake mode) Anyway, the issue is there for me for sure, and not on the older version I've linked.
And to specify, it's on the 2 large billboards above the track , one is the one just after the start/finish line, and only when you are still far from it does it flicker , so as you turn up in the final straight towards the finish line.
 
I was playing an hour ago with URD Loire 07 (ELMS 2024), but the skins were too heavy so I saved in lower quality to reduce their size, and then now I can't start an event with that car, cause it crashes. CSP error. I had analized the car with CM and 0 problems. Any other car gives me that issue. What can I do? I hope not have to reinstall all the ELMS skins.View attachment 1359216
Are you able to generate skin previews with the lower quality ones you created without error?
 
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Agreed, there’s no definitive ultimate version of Monaco. So many over the years based on the same Codies build from the F1-17 game or something, which was probably based off their first one in 2010. We need one to rule them all, with all the recent extensions and updates and with camera-facing crowds, etc too, so that we can forget about any others.
I'am trying to do this, the version I upload yesterday is added camera - facing people. Actually, I tried to find some methods to convert monaco from Project CARS games and quit F1 game model completely. But unfortunately failed, I couldn't find the methods on the net. Although these is mod converted from Project CARS.
 
Agree. It's quite funny, but also sad.
But what’s really surprising is that after so many years no one thought of importing the Monaco Circuit from Project CARS 2. The assets there are quite nice, the track itself is well detailed. :)
I tried, failed, none method of convert from project cars could be found. Only I found are some car models.
 
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ru looking at it via (Oculus Rift render) VR ? (if not, it might be a VR only issue, although Z-fighting if I remember correct should be visible also in pancake mode) Anyway, the issue is there for me for sure, and not on the older version I've linked.
And to specify, it's on the 2 large billboards above the track , one is the one just after the start/finish line, and only when you are still far from it does it flicker , so as you turn up in the final straight towards the finish line.
Triple screen, latest CSP, CM, SOL.
I did check all billboards.
 
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