Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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When composing my 2005 custom championship together I tried to search a SimHub/CM scoreboard/overlay/hud/leaderboard for this era... and... THERE'S NONE. There's only that 2005 revmeter.

According to my calculations there are about 17.119 overlays/leaderboards for 2017-2024 but ZERO for 1994-2010. Zero. That is amazing.

This might be the most popular era of F1 ever. And no one in the whole sim racing community has done this leaderboard which was in use for what... 10 years?

Any volunteers who already knows how to make these? If not, I probably have to learn to do this myself eventually.

1*dc_mQYEZa7WK1j8qUJgi1Q.png
Alonso leader with 0 stops followed by teammate having stopped.
How about feeling like this just for a moment in a life.
Anyway, have anyone in whole AC history thought in an effective blue flag mod for AI?
They have ruined me (or almost) a hundred races that would have been epic if AI cars that were lapdown hadn't battled their position.
 
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24H
is there no way to to install those updates without putting the dds files into every skin folder?
maybe someone got an idea :)
Replacing textures in ContentManager or 3DSimED works fine for me.

For 3DSimED:
Open the KN5 file, choose save textures in a folder not temporary, put the new dds files in there and save the model.

The ContentManager works with the custom Showroom as well, but it is more fiddly with more than one texture.
 
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I actually don't know to be honest.

My update only adds 13.5mb to each skin.
Love your stuff but in one case (maybe it was the Vectra? or the first T78's bmw you've made now I don't remember...) every skin resulted weighting x4.

Not complaining and loving your work, I have a new disgustingly powerful pc incoming this week, I'm simply installing your updates very slowly and carefully. :)
 
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Replacing textures in ContentManager or 3DSimED works fine for me.

For 3DSimED:
Open the KN5 file, choose save textures in a folder not temporary, put the new dds files in there and save the model.

The ContentManager works with the custom Showroom as well, but it is more fiddly with more than one texture.
This is a very clever solution/tactic. Ta.
 
@Peter Boese assuming this is the Pure weather system in this video (I'm not aware of another one with mist pockets?), how do you get the mist to look as 'wispy' and as clearly-defined as in this video (from around 4:40 onwards)? I can only get it to look quite vague and ethereal, without the form and texture shown here. I tried the same track (Spa) and cycled through dawn to dusk at all times of the year and in different temperatures. My graphics settings are maxed out, I'm also running a 4080 like in the video, but I've never managed to achieve mist looking like this. Any ideas?
(video is time stamped to start just before this spot)


1727507685597.png
 
@Peter Boese assuming this is the Pure weather system in this video (I'm not aware of another one with mist pockets?), how do you get the mist to look as 'wispy' and as clearly-defined as in this video (from around 4:40 onwards)? I can only get it to look quite vague and ethereal, without the form and texture shown here. I tried the same track (Spa) and cycled through dawn to dusk at all times of the year and in different temperatures. My graphics settings are maxed out, I'm also running a 4080 like in the video, but I've never managed to achieve mist looking like this. Any ideas?
(video is time stamped to start just before this spot)


View attachment 1392641

That is the groundfog shader. You can also set humidity high and set a bit of mist in Pure Planner weather slots and you get ground fog with clear weather. Also if you use low temperatures, you get more ground fog effect with high humidity values.
 
I don't know if it will work or not, but I do know for tracks you can make a folder named 'texture' in the actual track's folder (not the content\track folder). Then you can drop dds files in there and the game will use those textures to override any textures assigned in the kn5 file. The nice thing is, a skin folder will still take precedence over the files in the 'texture' folder so there is no worries about messing up any skins.

Worth a shot to see if it works for cars as well. If it does, it should solve your problem.
It works well for tracks, but I have had no luck making this work dor cars. The files in the texture folder just will not apply. This would definately be very useful for general texture updates like interiors etc. Very easy and non-intrusive. Maybe in the next csp version...
Can't you drop them in the extension folder and add lines to replace the texture there?
That works, but it's a whole lot of work.
 
That is the groundfog shader. You can also set humidity high and set a bit of mist in Pure Planner weather slots and you get ground fog with clear weather. Also if you use low temperatures, you get more ground fog effect with high humidity values.
Thanks, I'll do more experimenting.
I have the groundfog shader active, I just couldn't replicate that look in the video.
Didn't think to adjust humidity.
Ta!
While I have your attention, I always think it's a shame that the contrails in the 'Few Clouds' skybox are only there for a short time in the early afternoon. It'd be great to have a separate 'Contrails' skybox where they're up there all day long. They look fantastic.

Edit: the size, scale, structure and gain sliders in the groundfog shader settings are what I was looking for - thanks. Everything is eminently tweakable.
Can't help thinking the groundfog defaults don't really do it justice, and 99% of users probably won't ever tweak it.
The more defined 'wispy' look is so much more effective IMO, especially when it's getting blown by wind and moving laterally.
Thanks again.

Edit 2: seems odd to have 'car turbulence' off by default too, it's such a nice feature.

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Thanks, I'll do more experimenting.
I have the groundfog shader active, I just couldn't replicate that look in the video.
Didn't think to adjust humidity.
Ta!
While I have your attention, I always think it's a shame that the contrails in the 'Few Clouds' skybox are only there for a short time in the early afternoon. It'd be great to have a separate 'Contrails' skybox where they're up there all day long. They look fantastic.

Edit: the size, scale, structure and gain sliders in the groundfog shader settings are what I was looking for - thanks. Everything is eminently tweakable.
Can't help thinking the groundfog defaults don't really do it justice, and 99% of users probably won't ever tweak it.
The more defined 'wispy' look is so much more effective IMO, especially when it's getting blown by wind and moving laterally.
Thanks again.

Edit 2: seems odd to have 'car turbulence' off by default too, it's such a nice feature.

View attachment 1392667
Yes, but the size of the groundfog shader is influencing fps much, also the turbulences effect eats fps. Maybe I add those quality buttons again and set such things with those.
 
Yes, but the size of the groundfog shader is influencing fps much, also the turbulences effect eats fps. Maybe I add those quality buttons again and set such things with those.
Does 'structure' have much influence on FPS? That's the one that really helps to add some texture to the fog, making it more wispy, and the one that really improved the look of the groundfog for me.
The default 'structure' setting means there's very little texture variance in the fog, so if it doesn't eat FPS then it might be worth raising this a little as a default?

(I've actually reduced the 'size' from the default 1.0 down to 0.25 so the fog hugs the ground more - I'm guessing this reduces load quite considerably?)
 
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Dumb question:
Is there a way to set default camera for replay?
Since some time when i do a replay my default cam is always in cockpit, and i cannot find a way to change this.
cam.png

Change replay cam using the arrows on the side.

Latest CSP does always start in cockpit, just hit F3 to get another one...
that CSP version also lets me drive with open door, until I restart, then the door closes... (dedicated extra keys won't let me close the door)... :irked:
 
hi, with which program can I read a json file containing the data of an offline race?
json is just formatted text. You can read it with any text editor, Notepad etc.
There are also libraries for json handling for Python, all the Microsoft languages etc, etc.
 
Does 'structure' have much influence on FPS? That's the one that really helps to add some texture to the fog, making it more wispy, and the one that really improved the look of the groundfog for me.
The default 'structure' setting means there's very little texture variance in the fog, so if it doesn't eat FPS then it might be worth raising this a little as a default?

(I've actually reduced the 'size' from the default 1.0 down to 0.25 so the fog hugs the ground more - I'm guessing this reduces load quite considerably?)
No, structure is just an exponent. The higher it is, the more you see the "noise" function in the groundfog billboards. The noise is used to create this structured wafts of fog.

And with the scale you can change their size within the billboard. The size parameter changes the size of the billboards. The bigger they are, the more pixels must be rendered.

But parameters like structure or scale don't influence the calculation amount.

So reducing size helps a lot with reducing the load on the GPU.

Turbulences actually does not influence GPU but CPU, because it must check the distance of all cars to every billboard in sight. I optimized this very much to only the needed calculations, but it is still CPU hungry. The higher the amount of cars in sight, the higher the amount of calculations for turbulences.
 
Automotodrom Brno v2.5.1 update:

View attachment 1381563

v2.5.1 changelog:
  • Corrupt AI fixed.
  • Totally reworked physical road mesh, now perfectly synchronised with the visual road mesh.
  • Missing sponsor banners added back (erroneously hidden by config in v2.0).
  • Additional new Czechia/Brno sponsor brand artwork added, and previous sponsors from v2.0 have been reworked. Previous skins have been removed due to model updates.
  • New pitlane technicians added.
  • Start line clock & session information displays updated.
  • Various texture/shader/config/model tweaks and improvements.
  • Various instances of z-fighting, clipping and flickering resolved.
  • Sections updated, new preview added.
  • ClimaxF1 lighting config added with permission.

Please do not rehost the full track as part of any skin creation. Please keep this existing link so that incremental updates might be added at later dates.
The AI still seems broken for me, especially during Quali
 
Released : Opel Calibra DTM V6 4x4´95,Alfa Romeo 155 Ti V6´95
Author:F302
3D Model Car ,3D Model: KW Studios
Texture Update : F302 (rework)
Skins: KW Studios (include all liverys)
3d work: F302
Lod´s: ACTK
Physics: (éboo´s Opel only) Kunos
Rear Wing Animation
Turnlight is Working
new ext_config file for Mercedes Benz C-Class´95
hope u enjoy the Car
ps : send feedback ,bugs ,missing things

tested on CSP 0.2.4-preview1
PP filer PURELIFE EVO GT
VR

have fun!
To install, move folders to "...\SteamApps\common\assettocorsa" or simply
drag'n'drop archive to Content Manager


20240927-232949-spa-f302_alfa_romeo_dtm_95.jpg
20240926-212519-spa-f302_opel_calibra_dtm_95.jpg
 
Released : Opel Calibra DTM V6 4x4´95,Alfa Romeo 155 Ti V6´95
Author:F302
3D Model Car ,3D Model: KW Studios
Texture Update : F302 (rework)
Skins: KW Studios (include all liverys)
3d work: F302
Lod´s: ACTK
Physics: (éboo´s Opel only) Kunos
Rear Wing Animation
Turnlight is Working
new ext_config file for Mercedes Benz C-Class´95
hope u enjoy the Car
ps : send feedback ,bugs ,missing things

tested on CSP 0.2.4-preview1
PP filer PURELIFE EVO GT
VR

have fun!
To install, move folders to "...\SteamApps\common\assettocorsa" or simply
drag'n'drop archive to Content Manager


View attachment 1392720View attachment 1392721
Thanks! Question, is there a reason the Alfa is missing Nicola Larini skin?
 
Released : Opel Calibra DTM V6 4x4´95,Alfa Romeo 155 Ti V6´95
Author:F302
3D Model Car ,3D Model: KW Studios
Texture Update : F302 (rework)
Skins: KW Studios (include all liverys)
3d work: F302
Lod´s: ACTK
Physics: (éboo´s Opel only) Kunos
Rear Wing Animation
Turnlight is Working
new ext_config file for Mercedes Benz C-Class´95
hope u enjoy the Car
ps : send feedback ,bugs ,missing things

tested on CSP 0.2.4-preview1
PP filer PURELIFE EVO GT
VR

have fun!
To install, move folders to "...\SteamApps\common\assettocorsa" or simply
drag'n'drop archive to Content Manager


View attachment 1392720View attachment 1392721

shocked jurassic park GIF

IT...IS...BEAUTIFUL!!!!! Thank you from the bottom of my heart for beauties such as these. You really make AC the best game there is for me.
 
Pescara is out!

Blimey, I didn't have even have time to upload it, get lunch and then post here! :cheers::lol:

Yes, after over 5000 hours working on it since April 2021 (and as a full time 'job' since August 2023) it is finally ready for you to try!
For 5GBP you get a pack containing the 25.6km circuit in AC (CSP required), rF2 and AMS1. So you can drive the longest, craziest and perhaps one of the most challenging circuits in F1 history in whichever sim you choose.
The AC version features 60 grid slots and Rain and GrassFX. It's been tested with Sol and Pure Gamma with no problems, I have reports of texture issues in Pure LCS, so for now it's best to revert to the former.



Screenshot_ks_maserati_250f_6cyl_pescara_27-8-124-3-40-55.jpg

Screenshot_ks_maserati_250f_6cyl_pescara_27-8-124-3-43-43.jpg

Screenshot_ks_maserati_250f_6cyl_pescara_27-8-124-3-55-44.jpg

Screenshot_ks_maserati_250f_12cyl_pescara_27-8-124-3-44-24.jpg

Screenshot_ks_maserati_250f_12cyl_pescara_27-8-124-3-45-43.jpg

Screenshot_ks_maserati_250f_12cyl_pescara_27-8-124-3-47-57.jpg
 
Blimey, I didn't have even have time to upload it, get lunch and then post here! :cheers::lol:

Yes, after over 5000 hours working on it since April 2021 (and as a full time 'job' since August 2023) it is finally ready for you to try!
For 5GBP you get a pack containing the 25.6km circuit in AC (CSP required), rF2 and AMS1. So you can drive the longest, craziest and perhaps one of the most challenging circuits in F1 history in whichever sim you choose.
The AC version features 60 grid slots and Rain and GrassFX. It's been tested with Sol and Pure Gamma with no problems, I have reports of texture issues in Pure LCS, so for now it's best to revert to the former.



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Erf, i'm going to buy it anyway 😂, but about the AMS version, how many AI slots? Asking for a friend
 
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