Assetto Corsa PC Mods General DiscussionPC 

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"I'm just starting to learn these things and I'm a beginner. How can I do what you said?"
that's ok, we all have to start somewhere.

click on the platic trim and click the 3 dots next to "material" and then hit "change values" and change the very first value "ksambient" it will probably be 0.1 or something. as you enter a value it will automatically change. If you get it where you want it hit save and thats that

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Anyone familiar with the Istanbul track know if the gravel is this yellow on the real life track? And what about the saturated green strip. Is that accurate as well? They stand out so much that i'd love to change them unless that is actually how they look.


gravel.jpg
 
Anyone familiar with the Istanbul track know if the gravel is this yellow on the real life track? And what about the saturated green strip. Is that accurate as well? They stand out so much that i'd love to change them unless that is actually how they look.


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Google maps say no. F1 2021 onboard too. No grass, no astroturf, but kerbs and tarmac

 
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Anyone familiar with the Istanbul track know if the gravel is this yellow on the real life track? And what about the saturated green strip. Is that accurate as well? They stand out so much that i'd love to change them unless that is actually how they look.


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It is definitely not like this. Here is an example, albeit an old one.

Saved by me 6 months ago

 
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Google maps say no. F1 2021 onboard too. No grass, no astroturf, but kerbs and tarmac


After watching the video, I wonder where the track creator got the idea that those things should be those colors. Unless it's based on the track prior to 2021 and they used to look that way. Guess I got some color editing to do. Thanks for the video.
 
@Ale2Passos
I would not recommend the update, I've just spend at least an hour trying to figure out why suddenly all my Kunos cars were updated (as shown by the green dot in CM)

It will reset all your custom previews and other changes you've made to Kunos 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 correct flag (Republic of China)
\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


If anybody want these changed ACS files, let me know and I'll upload them!
I'd love those files because China can get screwed
 
that's ok, we all have to start somewhere.

click on the platic trim and click the 3 dots next to "material" and then hit "change values" and change the very first value "ksambient" it will probably be 0.1 or something. as you enter a value it will automatically change. If you get it where you want it hit save and thats that

View attachment 1370201

View attachment 1370198
Thanks for the tip. It helped a lot and I got the result I wanted :cheers:

__custom_showroom_1720204741.jpg
 
It's better but it's not without it's faults. Two biggest being:

1.) It's looks wavy in it's pattern. That one I can probably fix.

2.) To eliminate a grass strip that runs between the kerb and the fixed area, I needed to edit the kerb texture and remove the grass part. Unfortunately that creates a concrete strip along the curved astro patch at the bottom. That one i'm not sure how I can fix.


gravel2.jpg
 
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For anyone who wants to try it, i've uploaded a test version of the changes i've made to Instanbul Park so far. It's a full track version because it's easier for me to test and change things this way. Don't worry, it's a standalone track for now and won't interfere with your original version. You can safely delete it if you don't like it. In your track list, it will come up as 'Istanbul Park Test'.

Istanbul Park Test

List of changes I can remember:

-- New grass textures.
-- New VAO patches.
-- Jumbotrons are live via a track skin. They can be turned off by disabling the skin.
-- Fixes to some of the shader and material entries. No value changes, but a bunch of them had the same names which disabled a lot of the lights that were supposed to come on.
-- Added some trees and treewalls to hide some dead space areas.
-- Other little tweaks here and there.

One thing i've noticed with this track is a ton of z-fighting and flickering. So much that I wouldn't even know where to begin to try and correct them all. At first I thought it was something I did, but I tested an unedited copy of the original track and it does the same thing. Does anyone else have the same problem with this track or could I possibly have an older version?
New test version if you are interested. Use the link in the quote and delete the old track folder.

-- Removed the yellow sand and green rug and replaced them with tarmac textures as per @CrisT86 video. I'll be adjusting other areas as well once I go through everything I can see in the video.
-- Toned down the saturation of the green astro near the kerbs.
-- Changed the night light colors to be less red tinted. I can put them back the way they were if people prefer.
-- Some tree texture tweaks. Still trying to find a good replacement for the lollipop tree.
 
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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 cars were updated (as shown by the green dot in CM)

It will reset all your custom previews and other changes you've made to Kunos 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.


<snip>
hmm... and how do you recon we do that?
Seems there is no option to turn off automatic updates ... (or is there a way?)

1720222384676.png
 


Now available for free at my Patreon... Enjoy :)

Haven't tried the new clio or the cupra yet (love the "old" versions), but thank you so much for this one! My IMSA grid got 1 car larger today :D

Feels just as great as the previous cupra you released. All your fwd cars translate the feeling through the FFB very nicely imho :cheers: Looks great too. I don't know what it is about that car, but a plain hyundai sedan in TCR race trim really does it for me :lol:

Screenshot_fw_elantra_tcr_2024_jr_road_atlanta_2022_5-6-124-23-42-9.jpg
Screenshot_fw_elantra_tcr_2024_jr_road_atlanta_2022_5-6-124-23-43-31.jpg
 
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It's release Friday!

This time lets celebrate track number 100 with the most downloaded WIP track Daytona 1970!

DAYTONA 1970 release

This 3D-track was made for Grand Prix Legends by Sergio Loro and Ginetto. GTR2 conversion and enhancement by motorFX, Philrob and BillBro. It was converted by Rainmaker to Assetto Corsa. Thank you Philrob for the permission.

Features:
-both layouts road and oval
-competitive AI
-working track map
-support for hot lap mode
-replay cameras by DaBaeda
-support for time attack mode
-40 pit boxes with working pit lane
-RainFX, GrassFX, water shader
-night lights
-option for bumpy and smooth road meshes in extras folder, standard is bumpy

KNOWN ISSUES: Some corners are edgy in design.


Get always the latest version here:


View attachment 1370082View attachment 1370083View attachment 1370084View attachment 1370085

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This is track #100 released!​
whoa thank you so much! finally a proper pre 82 Daytona track, now that i am setting everything up i can do proper 60's, 70's and that one time in 82 or 85 that they raced pre-bus stop chicane.
 
whoa thank you so much! finally a proper pre 82 Daytona track, now that i am setting everything up i can do proper 60's, 70's and that one time in 82 or 85 that they raced pre-bus stop chicane.
Yeah I just ran the WSC '66 Jaguar XJ 13 there. That's the first time I've ever driven Daytona without the chicane. Pretty cool track.
 
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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 cars were updated (as shown by the green dot in CM)

It will reset all your custom previews and other changes you've made to Kunos 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
Update didn't reset any previews or UI files on my installation.
 
Does anyone find it super odd that there doesn't seem to be any skins or skin packs floating around for the URD Radical SR10 XXR? I see plenty of SR3 XXR packs and tbf, it's free, but it's not like URD paid mods aren't an established thing
It is weird, let's hope something comes...

I also noted:
There's no Lotus Elise PBR for Elise Cups, which are still going on...
There is a two years old 1996 Elise Cup in beta. Or, there's the GUE Lotus Exige V6 CUP R behind a paywall, but needs some skinning love.
 
hmm... and how do you recon we do that?
Seems there is no option to turn off automatic updates ... (or is there a way?)

View attachment 1370268
Yesterday after a month of non AC, I did open CM to load some mods. Before I know the “pro-China” update was installed. Did try AC but everything was working great, found no Issues. For me it’s not a real problem, as I never sim race in China or Taiwan.

Edit: check out this posting, because seeing the sXXtload 💩 I received from some members, they do not get what I’m talking about, while I think this is serious interference from China to the free world, all being facilitating by Steam:
https://www.gtplanet.net/forum/threads/assetto-corsa-pc-mods-general-discussion.307899/post-14286246
 
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For those who may not have seen it, I just thought I'd draw attention to this fantastic beast from Legion. And a big thanks to him for it too. It's a handful, but it sure does make my fizzy bits fizz! (*Clean underwear may be required after driving at high speed.)

 
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I've downloaded some of the fantastic track texture updates by ClimaxF1 in the last time. :bowdown:

But as the DDS files are uncompressed, they really need too much disc space and the installation with content manager just doubles the needed disc space. As I see absolutely no difference between uncompressed and compressed track textures in a racing game, so I was looking for an easy way to batch convert these DDS files to DXT5 without mipmaps to save 75% of the disc space. But none of the normal graphics programs like GIMP, PAINT.NET or IRFANVIEW has a function to batch convert DDS files.

After some search a found the tool "ImageMagick", that does a batch conversion of DDS files. But you have to do it with a command line or a BAT-file.

First install the program on your PC, then create a new TXT-file and copy the following text to it and save it.

C:\Programs\ImageMagick-7.1.1-Q16-HDRI\magick mogrify -format dds -define dds:mipmaps=0 -define dds:compression=dtx5 *.dds

(Note: "C:\Programs\ImageMagick-7.1.1-Q16-HDRI" has to be the installation path on your personal PC. Maybe, you have to change it, if you have installed ImageMagick somewhere else)

In the next step you have to rename the TXT-File to something like "convert_dds.bat" (or what you like).
If your TXT-File has no .txt extension, you have to activate "show file extensions for known file types" in Windows Explorer first.

Now you can copy the BAT-file to the folder with the uncompressed DDS-files and start it with a double-click. The conversion process can take some time, if there are a lot of DDS-files in the folder. Of course you can also use the BAT-file in skin folders with large uncompressed car skin DDS-files. (do we really need a single skin folder with more than 300 MB in a racing game like AC? This means 9 GB for a field with 30 cars).

If you want to create the DDS-files with mipmaps, just change "dds:mipmaps=0" to "dds:mipmaps=1" in the BAT-file. This increases the resulting file size by 25% and I don't think, that the game needs mipmaps any more as they are automatically created at the start of a race. But maybe someone else has more information about that. By the way RSS doesn't use mipmaps for their skins anymore.

I hope this helps a little bit to save some of the limited disc space on your SSD and will increase the performance of the game on low end PCs.
cool, a good step to save even more space... but I would love to be able to use this on a folder (and finally on the whole content\tracks folder) to have it convert all DDS which aren't already compressed in that folder AND ALL SUBFOLDERS...
right now the batch file would only take the *.DDS files in the folder where you run the batch file.

Anyone here can write the batchfile to recursively go over all subfolders too ? (out of my league)

after having gone through all 23 skin directories of the (fw_clio_cup_5_2024) mod, running the batch file in each skin folder to compress the DDS (btw saving a whooping 1GB of diskspace on this 1 car mod alone by compressing the dds files and then using compactor!)
I would like to repeat my question in hopes someone can pull it off ...

Anyone knows how to rewrite the batch file to recursively have the compress command go over every subfolder of the folder you run the batchfile in?

This would save hundreds of Gigabytes of diskspace (and the need for me to replace an SSD with a bigger one, as all my M.2 slots are already filled) , but I do not want to do this manually 1by1 on thousands of skin folders ...
 
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