Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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... please tell me why the author of these skins doesn't have headlights on the bumper...
Because he didn't put the line that activates them on the Ext_config file of the skin

Also because in British GT (unless I am blind) they do not run Endu Lights
... or possibly (if the car mod have two versions) because the author made the skin for the sprint version of the car, which does not have these lights. When the skin is installed in the endurance version, if there are stickers in the lights area, they appear cut off.
 
... or possibly (if the car mod have two versions) because the author made the skin for the sprint version of the car, which does not have these lights. When the skin is installed in the endurance version, if there are stickers in the lights area, they appear cut off.
It's the RSS
 
It's the RSS
Ok, I hadn't noticed who was the author of the mod. Well, in fact I don't even remember by heart which modders offer two independent versions of the same car, or which offers the (more logical) possibility of endurance or sprint versions via the ext_config... 😙

I just wanted to point out one more possibility to solve the mystery raised.
 
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View attachment 1383583

Released for free on my Patreon, the next car in the 1988 Indycar series, the March 88C.

Credits

This car would not be possible without the great ISO team, who were very kind to give us permission to convert their cars over and have also been helpful at solving a few issues along the way. In particular we wish to thank David Sabre, Jason White, Richard Wilks, Richard Coxon and Alberto Ibanez for their work in the original mod and their permissions to use it again in AC.

ISO still runs a very active series of leagues which is worth checking out - https://intlsimracingforum.boards.net/
Model - original model by David Sabre, converted by BruceD
Sounds conversion - original sounds by Richard Wilks, converted by BruceD
Physics - BruceD, originally based off work by G0D
Engines - BruceD
Skins and textures - David Sabre, Jason White, Alberto Ibanez
Goodyear tyre textures - ozzy98 - available here https://www.overtake.gg/downloads/nascar-goodyear-tyres.49988/

Also available at the same link is the latest update of the Lola T8800, featuring a number of bug fixes and updates.

I can't download the March, Mediafire give me an error

Edit: solved downloaded by Smartphone
 
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View attachment 1383583

Released for free on my Patreon, the next car in the 1988 Indycar series, the March 88C.

Credits

This car would not be possible without the great ISO team, who were very kind to give us permission to convert their cars over and have also been helpful at solving a few issues along the way. In particular we wish to thank David Sabre, Jason White, Richard Wilks, Richard Coxon and Alberto Ibanez for their work in the original mod and their permissions to use it again in AC.

ISO still runs a very active series of leagues which is worth checking out - https://intlsimracingforum.boards.net/
Model - original model by David Sabre, converted by BruceD
Sounds conversion - original sounds by Richard Wilks, converted by BruceD
Physics - BruceD, originally based off work by G0D
Engines - BruceD
Skins and textures - David Sabre, Jason White, Alberto Ibanez
Goodyear tyre textures - ozzy98 - available here https://www.overtake.gg/downloads/nascar-goodyear-tyres.49988/

Also available at the same link is the latest update of the Lola T8800, featuring a number of bug fixes and updates.


@BruceD i'm the only one who don't have FFB at all for the oval version unless while losing the car you try to save it with countersteer (there i start feeling the FFB)?
 
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Hey all,

If I use GarryRealV1.1 it looks like this...
Anybody got an idea why this is?
Am i doing something wrong?
e1.JPG
E2.JPG
 
Does anyone still have the old Devil Z mod from some years ago? Probably from 2020 and earlier?
I remember it was included in SRP's carpack and on many other sites, but i can't find anything about it anymore.
 
@BruceD i'm the only one who don't have FFB at all for the oval version unless while losing the car you try to save it with countersteer (there i start feeling the FFB)?
A bit odd this, I haven't felt that myself and nobody else has reported it, and I've just checked and the steering strength settings are the same for both road and oval. But I'll test it again and see.
 
A bit odd this, I haven't felt that myself and nobody else has reported it, and I've just checked and the steering strength settings are the same for both road and oval. But I'll test it again and see.
I noticed that in all folders you left DATA folder and DATA.ACD

Which one is the right one to use? Btw, no idea, tried on Indy and i have zero FFB while turning, only if i lost control of the car and i try to save it, i start feeling the FFB.
 
Has anyone ever made a drs_zones file for Zandvoort 2023? If not, would anyone know exactly on the track where they should start and end so I could make one? A nice overhead shot of where they should begin and end would be nice so I can get the points correct.
 
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Has anyone ever made a drs_zones file for Zandvoort 2023? If not, would anyone know exactly on the track where they should start and end so I could make one? A nice overhead shot of where they should begin and end would be nice so I can get the points correct.
I believe not, if you're referring to RacingSounds' version. I mentioned it to him a few months ago, along with a few other things, in a feedback post but I believe he's moved on.

Here's my notes (from May):

  • The big thing still to address, I think, is that it's very easy to fall through the map when crashing. I'd say it happened about 5 times between practice, quali and the race. It happens near the pit exit, in the banked corner, and out of the final corner as well. I think the boundaries could use another pass to make sure no cars can fall through - it happened often enough that it was notable.
  • The DRS is enabled throughout the track - so no DRS zones have been set. As this is a pretty famous open-wheeler circuit, I think it might be worth the time to make them.
  • The pit lane entry is inaccurate - where the line and board say the pit lane starts is not where it occurs in game. It happens about 20 meters after.
  • The Flag LED boards throughout the track show a Red flag after the checkered flag, rather than a checkered flag pattern. It threw a few people off in quali.
  • Finally, the AI is not up to par - they are slow, crash often and can't exit the pits in Practice and Quali sessions. It definitely needs a rework - perhaps you could ask Parri for some help, as he made an excellent AI rewrite of ACTK's version (the one this is based off of).
If you could have a look at any of this stuff, it'd be appreciated - but I'm not sure your work on other tracks crosses into these areas.

You are credited on my version of the track, so I figured I'd mention it. As it stands, your update to the ACTK rFactor version with Parri's AI is feature complete, has competitive, safe AI, and is near-flawless - but doesn't have the big boy T3.

Cheers.
 
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With permission from @RacingSounds , I created a quick and not very good raceday layout for his excellent Zandvoort 2023 track. It was thrown together quickly so there are plenty of mistakes and I can't vouch for the accuracy of the placement of the grandstands. I used the 2020 version of the track as a guide on where to place things. Also, because of the terrain changes he made, the car objects I used don't line up right so you will see some floating and some sunken cars. I plan to do some more work on this eventually, like adding some sponsor billboards in front of the grandstands and a few other things. My hope is that @Pyyer beats me to it so that we can get a good race day mod for the track, but this will have to do for now.

The mod will overwrite @RacingSounds original ext_config files, but no changes were made to his settings. I needed to add a line at the bottom in order for the included grass skins to work, but you do not need to use them. The raceday layout will still work without one of the skins enabled. As for the skins, they will get progressively more burnt out looking as you go down the line. There is also less saturated versions of the skins included if you find the grass too vibrant.

Zandvoort 2023 Raceday Layout

As always, please let me know of any mistakes or suggestions on how to improve it.

View attachment 1322170
Small update to the mod. Use the link in the quote if you want to try the update.

-- Changed the way the digital lights work so that they don't flash green all the time.
-- Added a drs_zones file to both the raceday and stock layout and drs_markers to the raceday layout. The drs_zones file comes from Pyyer's 2024 F1 extension. I did not get his permission to use it so I hope he doesn't mind. If he says anything, i'll make my own. I saw no reason to reinvent the wheel so I just used his.

I did not add the drs markers to the base track because that would cause issues for those that use Pyyer's F1 extensions with this track. There would end up being two sets of drs markers. If you don't own\use Pyyer's F1 extensions and want the drs markers on the base track, copy and paste the code below into the bottom of the models_2023.ini file.

[MODEL_4]
FILE=drs_markers.kn5
POSITION=0,0,0
ROTATION=0,0,0
 
Small update to the mod. Use the link in the quote if you want to try the update.

-- Changed the way the digital lights work so that they don't flash green all the time.
-- Added a drs_zones file to both the raceday and stock layout and drs_markers to the raceday layout. The drs_zones file comes from Pyyer's 2024 F1 extension. I did not get his permission to use it so I hope he doesn't mind. If he says anything, i'll make my own. I saw no reason to reinvent the wheel so I just used his.

I did not add the drs markers to the base track because that would cause issues for those that use Pyyer's F1 extensions with this track. There would end up being two sets of drs markers. If you don't own\use Pyyer's F1 extensions and want the drs markers on the base track, copy and paste the code below into the bottom of the models_2023.ini file.

[MODEL_4]
FILE=drs_markers.kn5
POSITION=0,0,0
ROTATION=0,0,0
Thank you for making the DRS zones. However at the banking Ai doesnt open wing at the Drs marker, but just at the end of banking. When I´m driving all works as intended. I have the excaxtly same problen every Zandvoort version.

Pekka
 
Thank you for making the DRS zones. However at the banking Ai doesnt open wing at the Drs marker, but just at the end of banking. When I´m driving all works as intended. I have the excaxtly same problen every Zandvoort version.

Pekka
Not sure what I can do about that. If I try and fix the ai wing not opening at the right spot, i'm guessing it will throw off when the drs zone kicks in for a human driver. If anyone knows how to fix that problem, i'm all ears.
 
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