Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
  • 141,826 comments
  • 39,328,682 views
Was it the first lap? In Practice mode there are tracks where the clock starts ticking the moment you load the track, not when you go through the starting line.
yes it was the first lap, thank you, you are right, I didn't notice that the timer was starting before the lap started.
 
It is currently being develiped in the le mans project discord server
So cool. Since we're on the 1965 Lemans edition i suppose, do you know if they're working on the 275p2 and 330p2 as well? Those cars are missing in my Monza 1000km preset as well. If you have a link to the discord i'm super interrested!
 
Gabiria-Legazpi port from RBR finally out for AC in the next weeks...Project started by original creators Jan Kaderábek and Lorenzo Clerici, finished and released by Superstage. Probably the best looking trees i have seen in AC.
treesGab.jpg
Screenshot_20241002-155121_YouTube.jpg
Screenshot_20241002-155138_YouTube.jpg
Screenshot_20241002-155147_YouTube.jpg
 
Last edited:
Question for the braves : if i need to switch to another skin for opponents in real time OR in replay, what's the best plan here? Avoiding the "erase and replace skin" technic
 
Gabiria-Legazpi port from RBR finally out for AC in the next weeks...Project started by original creators Jan Kaderábek and Lorenzo Clerici, finished and released by Superstage. Probably the best looking trees i have seen in AC.View attachment 1393768View attachment 1393769View attachment 1393770View attachment 1393772
Please send links when its released, looks amazing.

Edit : Oh boy it goes way deeper than i thought
Haha, I should have warned you it would be a rabbit hole, but then again I think you'd enjoy it.
 
One thing i certainly wasn't expecting was to get the Alpine 220 and the BRM haha


Edit : Oh boy it goes way deeper than i thought
It is a pretty deep hole indeed. Happy to see you there and hopefully we can help you out with completing the 1965 grid as it is one we didn't spend a lot of time on yet. 1967 is actually done and can be shipped but we have opted to hold off and have the Abarth 1300 and Costin finished properly first before it going out. Hope you can make it to our 1966 enduro race on the 26th.

IS that the one that raced in the 1987 WTCC ? I think it might be one of the few cars missing for that year.
 
20241001145402_1-jpg.788627

Adjust the cockpit view, then save the dashboard view, you will need to exit and re-enter to see the changes in dashboard view. If you do not see "save dash" in your in game app, you will need to unpack the data in CM first.
i mean the screen where you have no steeringwheel only cockpit ,that i cant adjust with that app your talking about
 
Hi Guys

Small update, just want say thank you to @bongady for noticing this problem and letting me know.

Unfortunately I edited the wrong headlight texture which pevented the lights to show at night.

Problem fixed :)

Update details v1.1:

- Headlight beam fix

  • If you have v1.0 installed, please delete the Headlight_D texture for lights to show at night
  • Reworked Headlight_Glass_D3 texture, include new texture

Screenshot_bmw_m3_e30_dtm_rj_doningtonpark2023_2-9-124-19-48-38.jpg


 
Last edited:
Hi Guys

This is such a small update but has been bothering me driving around in cockpit view.

Update details v1.1:

- Added missing black ring trimming to red and yellow dash lights

__custom_showroom_1727895781.jpg
__custom_showroom_1727895821.jpg
__custom_showroom_1727896213.jpg


 
Last edited:
i mean the screen where you have no steeringwheel only cockpit ,that i cant adjust with that app your talking about

Yes, you can, just follow the instructions I wrote for you in the post. The screen with no steering wheel nor driver is called Dashcam.:)
No, that view is set in data.acd - car.ini - (GRAPHICS) - Drivereyes=

Its XYZ set, so adjust, save and drive to test it out. Repeat to adjust (which is a pain)

1727906850716.png
 
Ford Focus uk Junior Cup skins

seeing as i live in the UK i thought i would make some skins up for this car as the ones that came with it didnt do it for me i cannot see durex sponsoring a junior cup series. These were made with reality in mind even though they are fantasy i have tried to keep most logo's/sponsors period correct and what you would expect to see IRL.


8 skins


choose with or without AO and drag that content folder over to CM

car: https://modsfire.com/nKF1Sc29eLa45Td


Screenshot (709).png

Screenshot (710).png

Screenshot (711).png

Screenshot (712).png

Screenshot (713).png

Screenshot (714).png

Screenshot (715).png

Screenshot (716).png
 
Last edited:
No, that view is set in data.acd - car.ini - (GRAPHICS) - Drivereyes=

Its XYZ set, so adjust, save and drive to test it out. Repeat to adjust (which is a pain)

View attachment 1393867
Yes you can do it that way as well, but the way I propose works also, I have done it hundreds time, and is not as difficult.
That said, I am trying to help, offering a solution that I know works because I am using it, believe me, don’t believe me, it is up to you.
Let’s @Sebasje try it. It would fix what he wants to in the Cadillac in minutes.
 
1982-1984 generic, period correct ads for RacingJoe version rj_kyalami_1976 (with starting lane fix). Wanted to have better ads for my 1982-1984 seasons.

Couldn't find this old WesBank logo anywhere so I painted it myself. :D

Q3FBKdH.png


Here are the skins.


Here's the full track with ads already installed. Also updated my 1982, 1983, 1984 F1 seasons.


LsYEws5.jpg


bZZMTMi.jpg


Xnkx3vD.jpg


Nothing special but at least my seasons just got a tiny bit more accurate again. :D
 
Last edited:
Question for those more experienced with modding and car ini files, is there any reason not to add "steer assist" to the generic tab on the setup.ini for a car? Once I finally understood what it did lol I want it in every car :lol: I see it in some cars, and not others, was curious if there was a reason it wasn't "standard" in mods.

Text for anyone curious to add it to a car they find has "weak" steering at low gs (the farther away from 100, the more crunched the G forces are on your wheel. - You change this in the car setup, not here in the code. The code is added under the "Generic" section in the car.ini (please correct me if I'm wrong on this point, just copied what I saw others doing)

[STEER_ASSIST]
SHOW_CLICKS=0
TAB=GENERIC
NAME=Steer assist
MIN=0
MAX=100
STEP=1
POS_X=0.5
POS_Y=3
HELP=HELP_STEER_ASSIST
 
Last edited:
Ford Focus uk Junior Cup skins

seeing as i live in the UK i thought i would make some skins up for this car as the ones that came with it didnt do it for me i cannot see durex sponsoring a junior cup series. These were made with reality in mind even though they are fantasy i have tried to keep most logo's/sponsors period correct and what you would expect to see IRL.


8 skins


choose with or without AO and drag that content folder over to CM

car: https://modsfire.com/nKF1Sc29eLa45Td


View attachment 1393876
View attachment 1393877
View attachment 1393878
View attachment 1393879
View attachment 1393880
View attachment 1393881
View attachment 1393882
View attachment 1393883
That Durex skin is so wild :D, thanks for the lovely set.


alfredwayne

Question for those more experienced with modding and car ini files, is there any reason not to add "steer assist" to the generic tab on the setup.ini for a car? Once I finally understood what it did lol I want it in every car :lol: I see it in some cars, and not others, was curious if there was a reason it wasn't "standard" in mods.

Text for anyone curious to add it to a car they find has "weak" steering at low gs (the farther away from 100, the more crunched the G forces are on your wheel. - You change this in the car setup, not here in the code. The code is added under the "Generic" section in the car.ini (please correct me if I'm wrong on this point, just copied what I saw others doing)

[STEER_ASSIST]
SHOW_CLICKS=0
TAB=GENERIC
NAME=Steer assist
MIN=0
MAX=100
STEP=1
POS_X=0.5
POS_Y=3
HELP=HELP_STEER_ASSIST
To me it is mostly just an extra wheel stiffness parameter that can easily be saved in the race setup so yes, thanks.
 
Last edited:
Question for those more experienced with modding and car ini files, is there any reason not to add "steer assist" to the generic tab on the setup.ini for a car? Once I finally understood what it did lol I want it in every car :lol: I see it in some cars, and not others, was curious if there was a reason it wasn't "standard" in mods.

Text for anyone curious to add it to a car they find has "weak" steering at low gs (the farther away from 100, the more crunched the G forces are on your wheel. - You change this in the car setup, not here in the code. The code is added under the "Generic" section in the car.ini (please correct me if I'm wrong on this point, just copied what I saw others doing)

[STEER_ASSIST]
SHOW_CLICKS=0
TAB=GENERIC
NAME=Steer assist
MIN=0
MAX=100
STEP=1
POS_X=0.5
POS_Y=3
HELP=HELP_STEER_ASSIST
Hmm, this could be useful for adding to my mods, given some issues that some people have had with the steering weight. Does anyone know what the POS_X and POS_Y refer to?
 
Question for those more experienced with modding and car ini files, is there any reason not to add "steer assist" to the generic tab on the setup.ini for a car?
First we need to understand what “steer assist” is in Assetto Corsa.
For those interested see below a detailed explanation from Lord Kunos himself.

"Steer assist is a variable power steering. It doesnt work on speed but it works on the amount of force. It's basically a gamma function, I use gamma functions a lot in AC.
So let's say you have a FF input from -1 to 1 (it's the job of the ffmult to get the actual torque and scale it down to a normalized -1 , 1 range)... the resulting FF after the steer assist will be:

assist_ff=input_ff^steer_assist

The job of steer assist is to allow the driver to feel the steer "full" at low speed with cars with heavy downforce without killing his arms if the car is going through a corner at 200kmh.

The rule for steer assist is very simple:

Are you doing a F1/LMS or other VERY high downforce car designed in the last 10/15 years?

yes ? experiment with steer assist value below 1 only AFTER you've tuned the ffmult to give you a good range of forces in the -1..1 area
no? steer assist is 1"
From Stefano Castillo

As you can see, it depends on what car and what effect you are looking after. If FFB feeling is what you are after, there are better way to adjust FFB to you preferences.
 
First we need to understand what “steer assist” is in Assetto Corsa.
For those interested see below a detailed explanation from Lord Kunos himself.

"Steer assist is a variable power steering. It doesnt work on speed but it works on the amount of force. It's basically a gamma function, I use gamma functions a lot in AC.
So let's say you have a FF input from -1 to 1 (it's the job of the ffmult to get the actual torque and scale it down to a normalized -1 , 1 range)... the resulting FF after the steer assist will be:
Interresting! Is there a way to make the driving experience absolutly atrocious thru this, like, undrivable for a human but that won't mess it up for AI? As i've been tweaking some mods to make them faster to race against offline but i don't want them to be drivable.



Also, on my day 789 of trying to get a better AI :

I'm curious about one thing, do you guys know what's the setting, anywhere in the game, that decides for the distance the AI cars would take other cars into account? My english being what it is, let me explain this better :

AI car1 goes into a corner, slides a little, hits the brakes.
AI car2, behind, starts braking because car1 is in its way.

How do assetto decides when AI car2 starts braking? At which distance does the script decides it's time to release throttle and/or adapt speed?

Same goes for lateral distances, i see Ai cars that can race side by side but depending on the mods some would just drop out of the battle immediatly if you're just standing 50cm next to them.

I've made a Goodwood video using the Mini from Pessio lately and it's a good example : other minis would keep on fighting and never let it go, whereas the Lotus Cortinas would immediatly drop back. there has to be a setting in the data.acd somewhere that controls that.

I believe it could be related to the aggression levels but then again, where is the aggression script/data?
 
Last edited:
Sharing a mod? Host it on GTPlanet Downloads. Free, public hosting for files up to 10GB in size.
Back