Assetto Corsa PC Mods General DiscussionPC 

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A quick Google found these:
and none of those are for the SR10, which was the car they were asking about.
 
Anyone got any clue who made these two mods?
image_2024-07-04_015738520.pngimage_2024-07-04_015748185.png

Think the E36 is FSR? Seeing as he's had the E36 as one of this paid mods on his patreon for a month or two now.


Nevermind figured it out, Its FSR that is just converting the rF2 Super touring mods by Cyril Cherry from the steam workshop.
Annoyingly the mapping has been changed somewhere between so can't just put all the liveries made specifically for the PM3DM version onto this one :(
 
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@Ale2Passos
I would not recommend the update, I've just spend at least an hour trying to figure out why suddenly all my Kunos DLC content had been updated (as shown by the green dot in CM)

It will reset all your custom previews and other changes you've made to Kunos (DLC) files! Luckily I have a good backup system, so was able to rollback. It also gave me the opportunity to see what has been changed compared to my backup.

The update changes the following files:

\content\gui\NationFlags\TWN.png has been changed to the Chinese Taipei Olympic Committee flag
\launcher\themes\.base\ac.utils.js on line 1036 "TWN": "Taiwan", has been changed to "TWN": "Taiwan, China",
\launcher\themes\default\js\ac.localization.chs.js line 535 "Taiwan": "
台湾", has been changed to "Taiwan, China": "中国台湾",
\launcher\themes\default\js\ac.localization.cht.js line 538 "Taiwan": "
台灣", has been changed to "Taiwan, China": "中國臺灣",
\launcher\themes\default\modules\profile\profile.html line 283 value="TWN">Taiwan has been changed to value="TWN">Taiwan, China


Very weird that Kunos has decided that Taiwan is now part of China (People's Republic of China). A very controversial topic!

To only interesting change is in to the following files:

\acs.exe file size was 22.918.296 is now 22.890.776
\acs_x64.exe file size was 21.921.880 is now 21.895.384
\content\cars\ks_audi_r18_etron_quattro\data.acd inside this archive the ratios.rto file has been changed


Here is an archive with both the 'original' files and the files that have been changed in this update: https://modsfire.com/5833Ua9G5g0wG8o
 
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Anyone got any clue who made these two mods?
View attachment 1369692View attachment 1369693

Think the E36 is FSR? Seeing as he's had the E36 as one of this paid mods on his patreon for a month or two now.


Nevermind figured it out, Its FSR that is just converting the rF2 Super touring mods by Cyril Cherry from the steam workshop.
Annoyingly the mapping has been changed somewhere between so can't just put all the liveries made specifically for the PM3DM version onto this one :(
one of the people over at FSR did say they were going to sort that out so all skins can be swapped from the PM3DM version. Not sure when they will get around to it though. I've held of skinning this car for this reason
 
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one of the people over at FSR did say they were going to sort that out so all skins can be swapped from the PM3DM version. Not sure when they will get around to it though. I've held of skinning this car for this reason
He mentioned in the ACFSK discord that he'd put out an updated version of PM3DM's version for free with just the interior update, But idk when that is supposedly coming out or if it's even going to come out.
 
i finished switching my ac and also launched the game via steam and now its „stuck“ saying „loading car metadata 100%“ can i close the original launcher and now open it with cm?
 
Are you working on the 'Enver Bozkaya, ACU, OSRW & AC Reboot Team' version of the track?

The (exit of the) connecting road of the Intermediate track is quite rough, is that something you could fix? Would be very nice :D
I believe that's the version i'm editing. Unfortunately i'm not a mesh guy so I don't think I could do anything about the road surface. Sorry...
 
He mentioned in the ACFSK discord that he'd put out an updated version of PM3DM's version for free with just the interior update, But idk when that is supposedly coming out or if it's even going to come out.
cool i didn't know that, hopefully they will do both and release both
 
I got Nuzzis Pit App working. For me it was confligting lua app, CRF Config App. I disapled the app and pit stops work again!
Thanks so much! Finally got it working again. You're a genius, I didn't even think to check any other apps other than RARE 😅
 
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i finished switching my ac and also launched the game via steam and now its „stuck“ saying „loading car metadata 100%“ can i close the original launcher and now open it with cm?
Don't know, but seems that the original launcher can't open the game when you have a very big amount of "aftermarket" mods, so...
 
i finished switching my ac and also launched the game via steam and now its „stuck“ saying „loading car metadata 100%“ can i close the original launcher and now open it with cm?
That happens, if you have too many mod tracks or cars installed. I had the same effect some weeks ago, when I transfered AC to my new PC. But that's no problem. You only have to start AC via Steam once, that steam can install additional stuff needed for AC to work. It's not necessary to load AC completely. Just open the Task Manger (STRG + ALT + ENTF) and stop the AC task. Now AC should start via CM as before.
 
i finished switching my ac and also launched the game via steam and now its „stuck“ saying „loading car metadata 100%“ can i close the original launcher and now open it with cm?
Yes you should be able to end the task with Task Manager and then open it using CM.
 
Regarding Simplygon's ridiculous paywall and the lack of mod LODs since, I was reminded of this Blender method that I used before Simplygon was integrated into CM. Might be worth investigating? I seem to remember being able to produce a set of rudimentary LODs in about 10 mins. Won't be as quick and easy as Simplygon, but better than nothing.
 
i finished switching my ac and also launched the game via steam and now its „stuck“ saying „loading car metadata 100%“ can i close the original launcher and now open it with cm?
The vanilla launcher suck anyway, the interface is REALLY outdated, looks like a game from the early 90's
And yes vanilla launcher cant work with too many mods installed
 
Sorry to repeat topics, but... I revisited Reboot's Fuji with the recent ClimaxF1 retexture, and I have the issue of distant mountains (including Mount Fuji) looking plain gray. I think in the past I solved it by modifying some of the "Adaptive Clip Planes" parameters, as was commented here.

I have tried to find the solution again with the forum search, and neither of the two options I have found (increase "Far plane, m:" or increase "ta_fog_distance %" in Sol) seems to work... By the way, CSP 0.1.79 and 3 Monitors, not VR...

Could someone without this problem share their "Adaptive clip planes" settings, or suggest some idea to see if I can fix it?

Thanks in advance, pals...
 
Sorry to repeat topics, but... I revisited Reboot's Fuji with the recent ClimaxF1 retexture, and I have the issue of distant mountains (including Mount Fuji) looking plain gray. I think in the past I solved it by modifying some of the "Adaptive Clip Planes" parameters, as was commented here.

I have tried to find the solution again with the forum search, and neither of the two options I have found (increase "Far plane, m:" or increase "ta_fog_distance %" in Sol) seems to work... By the way, CSP 0.1.79 and 3 Monitors, not VR...

Could someone without this problem share their "Adaptive clip planes" settings, or suggest some idea to see if I can fix it?

Thanks in advance, pals...
Blue/grey mountains are normally a fog or smog issue.
If the mountains 'wobble' then that's usually insufficient far clip plains, but I don't think that will solve the blue/grey mountains.
In Sol (and Pure) reducing fog/smog should fix it, but you'll probably lose the rest of the nice 'fade with distance' depth effect that fog/smog provides.
Changing the time of day can also help, so the sun direction on the mountain is different.
 
Regarding Simplygon's ridiculous paywall and the lack of mod LODs since, I was reminded of this Blender method that I used before Simplygon was integrated into CM. Might be worth investigating? I seem to remember being able to produce a set of rudimentary LODs in about 10 mins. Won't be as quick and easy as Simplygon, but better than nothing.
sounds interesting
 
Blue/grey mountains are normally a fog or smog issue.
If the mountains 'wobble' then that's usually insufficient far clip plains, but I don't think that will solve the blue/grey mountains.
In Sol (and Pure) reducing fog/smog should fix it, but you'll probably lose the rest of the nice 'fade with distance' depth effect that fog/smog provides.
Changing the time of day can also help, so the sun direction on the mountain is different.
I tried that method before but although the fbx file size was significantly reduced, the converted kn5 file tended to be barely any smaller. But digging through that thread further than I did before I think I might have messed up a few steps.

Another plugin for blender is this - https://blendermarket.com/products/lods-maker--create-level-of-details-in-1-click/?ref=1193, although it does tend to make a lot of additional filing work as it spreads stuff into new collections. However it does keep parent dummies and their animation properties so that is a bonus.

Maybe the winner is a combo of both methods?
 
Regarding Simplygon's ridiculous paywall and the lack of mod LODs since, I was reminded of this Blender method that I used before Simplygon was integrated into CM. Might be worth investigating? I seem to remember being able to produce a set of rudimentary LODs in about 10 mins. Won't be as quick and easy as Simplygon, but better than nothing.
I've tried it in several situations and when everything is in place it works very well and reduces lod creation times.. The first step, merge vertices by distance, merges neighboring vertices within a certain distance. Especially in older 3D models, or in those with an incorrect topology, rather annoying distortions are created, in some cases even serious ones (1) . All this happens due to the alteration of the topology of the model. With just the first step, taking TVR as an example, exactly this happens. If we then decimate the model, the situation gets worse: we will have decimated a disaster, obtaining a double disaster (2). Furthermore, it would still be necessary to manually eliminate all the useless meshes for that lod, so specific work would still need to be done. Every time I've had to create a lod, I've never been lucky. 🙁


1. Merge vertices by distance

1720094731697.png


2. Decimate modifier

1720094764411.png
 
I've tried it in several situations and when everything is in place it works very well and reduces lod creation times.. The first step, merge vertices by distance, merges neighboring vertices within a certain distance. Especially in older 3D models, or in those with an incorrect topology, rather annoying distortions are created, in some cases even serious ones (1) . All this happens due to the alteration of the topology of the model. With just the first step, taking TVR as an example, exactly this happens. If we then decimate the model, the situation gets worse: we will have decimated a disaster, obtaining a double disaster (2). Furthermore, it would still be necessary to manually eliminate all the useless meshes for that lod, so specific work would still need to be done. Every time I've had to create a lod, I've never been lucky. 🙁


1. Merge vertices by distance

View attachment 1369862

2. Decimate modifier

View attachment 1369863
were you in edit mode
 
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