Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
  • 138,678 comments
  • 37,883,123 views
I've gone way back to v1.2 of Sol. Latest ones have all kinds of bugs on my end. Dynamic Weather auto enables, PP Filters are messed up and the skies just dont look as good imo. In fact I have purple horizons but they dont look like a bug but more a stylistic choice. To be honest Im done messing with CSP and Sol all the time.
 
AssettoLand uploaded Mercedes Formula Truck 1.3. Tried it on a hillclimb track. Super fun to drive.

https://assettoland.wixsite.com/assettoland


upload_2019-8-10_0-11-18.png
 
Last edited:
Which ones?
Unfortunately there is imho no overall fix. Most of horizon objects are named different on each track, so any fix is individually. There can be fixed per track with an config ini file. You can try download newest ini files per CM. With luck they include the fix.
Or list the tracks here and someone, eventually me, has the ini´s or generate them for you if track can be examined.
I made a lot of these fixes and posted them here a while ago. Imho last one was Laguna seca historic.
 
Nice to see they took care of the display.
Downside: all mirrors are still black...
This truck is fantastic in VR on a motion rig.
I've rolled back to preview 140 and the mirrors are fine there.

**THIS TRUCK NEEDS RIM BLUR**
Anyone know how?
 
Last edited:
This truck is fantastic in VR on a motion rig.
I've rolled back to preview 140 and the mirrors are fine there.

No need to do that. I just posted a 'fix' on discord:

BLACK MIRROR "SOLUTION" !!!
I accidentally stumbled on a 'fix':
I noticed that after cycling through the cockpit camera's and returning to my 'normal' cockpit view the black mirrors suddenly worked.
I was messing with some values in SOL config 'outside' the car and at first I thought it must have been one of these changed values.
Took another affected car: black mirrors again, so no....

I then 💡 cycled throught the cameras (without making other changes) and when back in the cockpit view the mirrors worked !!!

I tried all the affected cars I knew of and it worked for all of them:

just cycle once through all the camera's and your mirrors will work...

EDIT:
Sadly this is not completely right...

When I found out (Mercedes F-truck) I was halfway round a track. After changing the view and several other things to get the sky look better to my taste, the mirrors worked to my surprise. I continued for several laps with working mirrors. I then tested all other cars 'static', that is standing in the pits without moving. I did not drive them, I just assumed I stumbled on a workaround. So, no.... At least it may be a hint for a solution from @x4fab for this issue... ? I hope...

 
Last edited:
If anyone needs AI lines made for a track, hit me up. I'll make them, but you have to keep up with someone thats actually raced open wheel cars, closed, and shifter karts IRL. ;)

Well i love silverstone GP track and bit fed up of the AI as too easy as i drive that track all the time so an new AI line for that would be cool if you get the chance.
 
Fk2 mod is called:Honda Civic Type-R 2015 by RZZ for AC v1.15.
In game foder is:rzz_honda_civic_type_r_2015.

IMO it drives well and performance seems OK I didnt compare it to car specs just by driving it.
On my version I give it sound of Audi S1.
Seems close to real one just exhaust is a little loud and has pops and bangs that fk2 dont but I dont know how to remove them...
Also I give it stiffer suspension and played with diff...

I found the Civic, I'll check that soon, thanks for that!

Regarding the NSX and the advice on here so far. I really am starting to enjoy this car and would love it if I/We could sort a few of the issues out. After checking various sources and finally finding a Honda brochure, the tyre sizes should be: F:245/35ZR19 R:305/30ZR20. Both the new NSX car mods I have have wrong sizes installed. Also the weight distribution is wrong too, it is set at 0.49 at the front but it should be 0.42. The flames come out of the side of the car and they should be at the rear centre.

After lots of reading and re-reading, as I am only still learning the basics of modding, I have spent the last few hours working on a set of tyres that are the OEM size and perform as well as I can expect. I've also began to move the flames but I have no idea which co-ordinate moves in which direction so for now that is trial and error. I don't want to spam the thread with questions about this particular car mod, so would any body be willing to test what I've been working on? @djtopa ?

A question I do have a concern is about the changing of the weight distribution. From what I can gather, I needed to change CG_LOCATION=0.49 to CG_LOCATION=0.42 in suspensions.ini. I did this and the wheels moved forward into the car body! I read that I needed to change GRAPHICS_OFFSET in car.ini, I've done that and the wheels are nicely seated now. I've test drove the car after doing this and it seems to start sliding a little when I push it round mid speed corners that it did not seem to do before (this could well be wanted behaviour though - or perhaps in my head :boggled:) My concern is, after changing that CG_LOCATION value, have I messed up anything else that I cannot see, or is there something else I need to check for? Any help would be appreciated! :)
 
A question I do have a concern is about the changing of the weight distribution. From what I can gather, I needed to change CG_LOCATION=0.49 to CG_LOCATION=0.42 in suspensions.ini. I did this and the wheels moved forward into the car body! I read that I needed to change GRAPHICS_OFFSET in car.ini, I've done that and the wheels are nicely seated now. I've test drove the car after doing this and it seems to start sliding a little when I push it round mid speed corners that it did not seem to do before (this could well be wanted behaviour though - or perhaps in my head :boggled:) My concern is, after changing that CG_LOCATION value, have I messed up anything else that I cannot see, or is there something else I need to check for? Any help would be appreciated! :)


Any car will handle differently when you significantly shift it's center of gravity. There's many ways to alter the behavior back to how it was by adjusting any of the following; Spring rates, dampers, toe, roll bars, ride height and limited slip differential.

It's a matter of making tweaks to those and testing them out on the track.
 
Does anyone want to make some skins for the Ford Mustang Cobra SCCA car by Zin5ki?

I found some skins here:

http://forum.projectcarsgame.com/sh...ra-SCCA-TransAm-Custom-Paints-Here-(NO-CHAT!)

If anyone's interested, that is.

That would be awesome. Its much needed, love the cars, I can't be alone.

I don't know if this can be fixed with that car, when up shifting, there's a long high rev before it drops into the taller gear. Light a heave-ho. Yes its a stick shift car but with paddle shifters, its painful, and even more so in replays.

Like throwing this skin or something that's out of the SCCA livery :D Taken long ago....
2lxz0n6.png
 
I found the Civic, I'll check that soon, thanks for that!
Regarding the NSX and the advice on here so far. I really am starting to enjoy this car and would love it if I/We could sort a few of the issues out. After checking various sources and finally finding a Honda brochure, the tyre sizes should be: F:245/35ZR19 R:305/30ZR20. Both the new NSX car mods I have have wrong sizes installed. Also the weight distribution is wrong too, it is set at 0.49 at the front but it should be 0.42. The flames come out of the side of the car and they should be at the rear centre.

After lots of reading and re-reading, as I am only still learning the basics of modding, I have spent the last few hours working on a set of tyres that are the OEM size and perform as well as I can expect. I've also began to move the flames but I have no idea which co-ordinate moves in which direction so for now that is trial and error. I don't want to spam the thread with questions about this particular car mod, so would any body be willing to test what I've been working on? @djtopa ?

A question I do have a concern is about the changing of the weight distribution. From what I can gather, I needed to change CG_LOCATION=0.49 to CG_LOCATION=0.42 in suspensions.ini. I did this and the wheels moved forward into the car body! I read that I needed to change GRAPHICS_OFFSET in car.ini, I've done that and the wheels are nicely seated now. I've test drove the car after doing this and it seems to start sliding a little when I push it round mid speed corners that it did not seem to do before (this could well be wanted behaviour though - or perhaps in my head :boggled:) My concern is, after changing that CG_LOCATION value, have I messed up anything else that I cannot see, or is there something else I need to check for? Any help would be appreciated! :)
We can continue on PM until the NSX is good.Vai halen updated is better then first one.But I had some strange unexpected loss of rear end grip on fast corners on Ring on flat circuit was ok.Also steering is too fast and heavy maybe because of too wide tront tyres...I would love to test yours.On his version there are no flames from exhaust I like that.There is a fix few pages back with NSX with flames from exhaust. Thanks for all .Im going to play more with FK2 physics...
 
Last edited:
I just posted a 'fix' on discord:

BLACK MIRROR "SOLUTION" !!!

just cycle once through all the camera's and your mirrors will work...



Sadly this is not completely right...
When I found out (Mercedes F-truck) I was halfway round a track. After changing the view and several other things to get the sky look better to my taste, the mirrors worked to my surprise. I continued for several laps with working mirrors. I then tested all other cars 'static', that is standing in the pits without moving. I did not drive them, I just assumed I stumbled on a workaround. So, no.... At least it may be a hint for a solution from @x4fab for this issue... ? I hope...
 
Would love an accurate NSX '16+, the ones I have including this one just don't feel right at all (not that I've driven the real thing :lol:). The sounds all seem wrong and yeah that under steer can't be how they drive IRL? They all seem to stop too slowly too, looking at limited data for 0-100-0 times, acceleration isn't too bad but the braking doesn't add up on any of the models I've tried.

After just reading on here how to analyse the cars with more information, it looks like all these NSX's use bits of physics from other cars. Not sure if that's a bad thing overall but I do know that the NSX doesn't really sound like a Nissan GT-R. I'm slowly learning how to modify things here and there but I am long way off from "fixing" things like this. Keep us updated if you get any further with the car.
Unfortunately, this is what many AC mod cars consist of: Bits and pieces of official Kunos cars, presumably b/c the modder doesn't know how to do the correct suspension for the real car, or doesn't have the data available, or the real data doesn't result in a drive-able car (I've heard all 3 at various times).

What remains unknown (because CM can't scan for it) is to what degree various mod cars are ripping off one another re: aero, engine and suspension data. Then again, even Kunos cars aren't exactly sacrosanct. I've driven an MP4/12c IRL and the one in the game is a sloppy mess compared to what I experienced. Same goes for the in-game Kunos 370z. I mean, it's fun - but it feels nothing like a real 370z. The FD3S RX-7, however, is so close it's spooky: You could use that one for driver training.
 
I tried them both and they are 100% identical, why is asr now offering the msf car under their name? does anyone know what is happening?
Yes, they are 100% identical !

I follow the history but I thought someone here will talk about the MSF situation.

To be short, some guys of the MSF staff decided to work with ASR so, there is no more "MSF" team, It splitted.
It's sad and I regret it very much because MSF offered to us a really good work... and for free !

So, some "WIP" MSF works as the McLaren MP4/19 and the Ferrari 312T4 will be branded as "ASR" in the future (I don't know when).
I don't have a Facebook account but I was able to watch the MSF page where you could read the story.
https://www.facebook.com/pg/msfmoddingteam/posts/

Cheers ! ;-)
 
Any car will handle differently when you significantly shift it's center of gravity. There's many ways to alter the behavior back to how it was by adjusting any of the following; Spring rates, dampers, toe, roll bars, ride height and limited slip differential.

It's a matter of making tweaks to those and testing them out on the track.

Thanks for that, I have a day of tinkering ahead of me it seems :lol:
 
Sharing a mod? Host it on GTPlanet Downloads. Free, public hosting for files up to 10GB in size.
Back