Assetto Corsa PC Mods General DiscussionPC 

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question.

In some of the F1 cars, I do some aero upgrades through csp object replacement feature. That won't cope well with lods right?

Since I do a lod for the mclaren, which has the dong pointed Downard, if the AI use the skin that replace with the mid season one that has some viagra on it, then switching from lods in a player pov will just see the dong moving up and down ?

No way to somehow "include" an object replacement on lods?
It depends on how you implemented them. Consider that each object replacement works on a specific LOD, so if you assign it to LOD_A it will only be valid for LOD_A. Therefore, and perhaps I would also say unfortunately, we need to extend the addon (in this case the aero upgrades) to the other LODs too. For a matter of optimization it would be better to create the addon and then modify it to make it consistent with the LOD. Obviously once you have created addon A, let's call it that, the others can easily be .kn5s without textures since they will be loaded from the main .kn5.

No way to somehow "include" an object replacement on lods? -> Yes you can, as mentioned before, in the same way as it is carried out on LOD_A

Below you can see how I set up the same reasoning for the speedlines for the rss 36 gtn. Speedline is the addon for LOD_A, speedline_b is used for the LOD_B ecc... :D


1718643931881.png

1718643956904.png
 
Hello everyone! I've been having the weirdest issue, I'm really curious if this is known or anyone has already had it.

To give a bit of context, I was trying out VR and messed with a lot of settings. Also, I very rarely play single player and may have never noticed this issue.

Now, the issue: I first noticed this on this track https://www.overtake.gg/downloads/braga.68831/ : What happens is, I try to load this track on single player, with a kunos car, and when it reaches Miscellaneous Preparations - Replays my whole PC bogs down and completely freezes, to the point of me having to force restart it everytime. After some tries, I saw that what was happening is the game eats both all my RAM and VRAM, all 32GB and 8GB of it respectively. On the rare occasions that it goes through without freezing, CM gives an error due to "Memory Allocation".

I remember entering a server with friends in the past with this track and didn't have this issue whatsoever, it ran flawlessly. It seems my game eats more RAM on single player than on multiplayer (which is weird to me) but on this specific track it completely kills my PC.

Something I've also notice, if I turn down some replay quality settings, it goes through (still eating RAM like crazy).

I'm sensing I may have broken something while trying VR, it came to the point where CM would launch the original AC launcher with that awesome intro.

I'm lost. Does anyone have any clue? Already tried removing both CSP and Pure and install again, still happens.
Try editing the models_ ini file of the layout you are using and removing the tires_new1.kn5 entry (3) then rename the one below 3, so they are all ascending without any number missed. See if that helps, if it does then it is down to the collideable tires.

1718647533818.png
 
Try editing the models_ ini file of the layout you are using and removing the tires_new1.kn5 entry (3) then rename the one below 3, so they are all ascending without any number missed. See if that helps, if it does then it is down to the collideable tires.

View attachment 1365697
Thank you! LeBluem had already told me about it, those collidable tyres really hog the memory. However, If I leave it as is and enter a race with 17 AI cars, it won't even reach 7GB of usage and all loads seamlessly.

I've heard about CSP having memory leaks, have I stumped into one? I'm running 0.2.4p1 (already re-installed it twice lol)
 
Hi. Does someone know which preview setting has been used in this photo?
View attachment 1365636
The Showroom and preset are here.
Guess somebody else then. Sorry for the confusion :embarrassed:, not in 30days on my PC, but I guess the @Breathe splendid track listing will helping.
@Teddie I will try next weekend to see what the right track it is.
Almost certain you mean the @Rainmaker87 version. For me, that's the best of the bunch by a long margin.
CC: @Teddie

I can't even remember doing Mexico 67 for AC :)
Yeah, I can't remember the 60s either 😂
 
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Thank you! LeBluem had already told me about it, those collidable tyres really hog the memory. However, If I leave it as is and enter a race with 17 AI cars, it won't even reach 7GB of usage and all loads seamlessly.

I've heard about CSP having memory leaks, have I stumped into one? I'm running 0.2.4p1 (already re-installed it twice lol)
I think there's some trickery going on with CSP maybe when more cars are loaded, not sure though. If you remove the tires from sections.ini and anything after ; in camera_facing.ini it becomes vanilla compatible, you could try single and multi player there and see if same results just for testing sake? If you can even be bothered hah!
 
That one is quite nice! Thank you Andrevr.
Have you also considered this version here?

 
I think there's some trickery going on with CSP maybe when more cars are loaded, not sure though. If you remove the tires from sections.ini and anything after ; in camera_facing.ini it becomes vanilla compatible, you could try single and multi player there and see if same results just for testing sake? If you can even be bothered hah
I've been bothered for days now ahah On my last testing session, I managed to shrink down the overblown 32GB of RAM usage on Practice, to a mere 800MB. The solution? Shrink my replay size down to the minimum (10MB I think). It also loads lightning fast that way.

It seems AC saves a ton of stuff related to replays on memory, and either that track is abusing stuff somehow of CSP has some known bug related to this.

So... If anyone stumbles into overly excessive RAM usage issues, turn down the replay settings, the impact is ridiculous. I just lost hours of my life going insane about this, I hope I spare this suffering from someone else lol
 
I know everyone prefers the sx_lemans track and rightfully so, but for whatever reason, I always spend more time on the lemans_2017 track from Tiago Lima/Jim Lloyd/Terra21. It's not without it's issues though so I spent some time this weekend going over some things and creating a few track skins for the track. If you want to try this mod, it's best to make a backup of your extension folder first because I altered the original config.

Lemans_2017 mod

Stuff I did:

-- Track skins and shader changes to make the track fit my ppfilter better and look the way I prefer. Anything I changed is in the 'Shader Stuff' section of the config and can be adjusted to fit your preference. If you want to use the track skins, the Trees skin will make the trees darker and enable whichever Grass skin you prefer.
-- Some cull mode adjustments for objects that would disappear from certain angles. If anyone spots any I missed, please let me know.
-- Corrected missing shadows on some trees and bushes.
-- Shader type changes to the power lines and applied the @Masscot cable fix.
-- Added seasonal changes for fall and winter races.
-- Altered the light settings to come on when it rains.
-- Restored the start lights and added live displays to the Rolex board.
-- Probably some other stuff I can't remember.

lemans2017.jpg
 
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I've been bothered for days now ahah On my last testing session, I managed to shrink down the overblown 32GB of RAM usage on Practice, to a mere 800MB. The solution? Shrink my replay size down to the minimum (10MB I think). It also loads lightning fast that way.

It seems AC saves a ton of stuff related to replays on memory, and either that track is abusing stuff somehow of CSP has some known bug related to this.

So... If anyone stumbles into overly excessive RAM usage issues, turn down the replay settings, the impact is ridiculous. I just lost hours of my life going insane about this, I hope I spare this suffering from someone else lol
It's the collideable tire stacks, AC stores the replay in RAM and something to do with those physics calculations multiplies the space needed pretty drastically as there are a LOT of them. At least you found a workaround 👍
 
Have you also considered this version here?

Wow, that one is also very good. I saw the 4th in many version file names and thought they can't be much different from each other, but they are. Very cool, FG. Thank you for the link.
 
Going through the Zero to Hero mod. If anyone was looking for an offline career its pretty comprehensive:

I'm looking for a few cars but this specifically, if anyone could share;

  • gtsupreme_groupC_956_85_LM
  • gtsupreme_v8_supercars_ford_ba (have car need lods)
  • gtsupreme_v8_supercars_holden_vy (have car need lods)
  • gtsupreme_v8_supercars_ford_au (have car need lods)
  • gtsupreme_v8_supercars_holden_vx (have car need lods)

I've asked Tony but hes been away for a while. Does anyone have? (If it isnt a paymod)
 
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Going through the Zero to Hero mod. If anyone was looking for an offline career its pretty comprehensive:

I'm looking for a few cars but this specifically, if anyone could share;

  • gtsupreme_groupC_956_85_LM
  • gtsupreme_v8_supercars_ford_ba (have car need lods)
  • gtsupreme_v8_supercars_holden_vy (have car need lods)
  • gtsupreme_v8_supercars_ford_au (have car need lods)
  • gtsupreme_v8_supercars_holden_vx (have car need lods)

I've asked Tony but hes been away for a while. Does anyone have? (If it isnt a paymod)
mate those cars are crap, low poly car models, no shaders
the versions I have , have NO lods at all

costs money but worth it for there aussie V8s

 
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hey there, does any body have a helmet template for the rss gt m 23 driver model from RSS ?

i've looked on their discord and their website, and cannot find a template for this driver helmet at all

wanting to do some custom helmets on this model

cheers
 

Attachments

  • rss gt m23 driver.png
    rss gt m23 driver.png
    56.5 KB · Views: 8
I know everyone prefers the sx_lemans track and rightfully so, but for whatever reason, I always spend more time on the lemans_2017 track from Tiago Lima/Jim Lloyd/Terra21. It's not without it's issues though so I spent some time this weekend going over some things and creating a few track skins for the track. If you want to try this mod, it's best to make a backup of your extension folder first because I altered the original config.

Lemans_2017 mod

Stuff I did:

-- Track skins and shader changes to make the track fit my ppfilter better and look the way I prefer. Anything I changed is in the 'Shader Stuff' section of the config and can be adjusted to fit your preference. If you want to use the track skins, always keep the Trees skin enabled and enable whichever Grass skin you prefer.
-- Some cull mode adjustments for objects that would disappear from certain angles. If anyone spots any I missed, please let me know.
-- Corrected missing shadows on some trees and bushes.
-- Shader type changes to the power lines and applied the @Masscot cable fix.
-- Added seasonal changes for fall and winter races.
-- Altered the light settings to come on when it rains.
-- Probably some other stuff I can't remember.

View attachment 1365773
Helps that this version seems more 'optimised' than the Forza port (which is still good)
 
Have you also considered this version here?


Just to +1 this is for sure the best current version of Mexico '67

Just needs some better AI, it's easy to make huge time over them in the first sequence of corners.
 
hey there, does any body have a helmet template for the rss gt m 23 driver model from RSS ?

i've looked on their discord and their website, and cannot find a template for this driver helmet at all

wanting to do some custom helmets on this model

cheers
I dont see any templates in the downloaded files, and I get the same looking on their website, not a template for anything.
you could try this one I made up from exporting the dds file from CM showroom, adding the wireframe out of the same place, finding a 4096 skin with a helmet, resizing the exported images from CM and placing in the his res helmet skin.
Its from the Lanzo evo 2. Not sure if its exactly the one you want, hope it helps
 
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It depends on how you implemented them. Consider that each object replacement works on a specific LOD, so if you assign it to LOD_A it will only be valid for LOD_A. Therefore, and perhaps I would also say unfortunately, we need to extend the addon (in this case the aero upgrades) to the other LODs too. For a matter of optimization it would be better to create the addon and then modify it to make it consistent with the LOD. Obviously once you have created addon A, let's call it that, the others can easily be .kn5s without textures since they will be loaded from the main .kn5.

No way to somehow "include" an object replacement on lods? -> Yes you can, as mentioned before, in the same way as it is carried out on LOD_A

Below you can see how I set up the same reasoning for the speedlines for the rss 36 gtn. Speedline is the addon for LOD_A, speedline_b is used for the LOD_B ecc... :D


View attachment 1365684
View attachment 1365685
oh perfect thanks a lot
 
Going through the Zero to Hero mod. If anyone was looking for an offline career its pretty comprehensive:

I'm looking for a few cars but this specifically, if anyone could share;

  • gtsupreme_groupC_956_85_LM
  • gtsupreme_v8_supercars_ford_ba (have car need lods)
  • gtsupreme_v8_supercars_holden_vy (have car need lods)
  • gtsupreme_v8_supercars_ford_au (have car need lods)
  • gtsupreme_v8_supercars_holden_vx (have car need lods)

I've asked Tony but hes been away for a while. Does anyone have? (If it isnt a paymod)
Not a pay mod but link is broken https://www.patreon.com/posts/porsc..._campaign=postshare_fan&utm_content=web_share

Here

 
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