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Tires are in the data files.
What you've described is pretty much exactly how Assetto Corsa does work. Kunos doesn't have to update all of their cars after every update. On the v1.9 update, yes, they had to update all of them because of the new FMOD issue.It's ok if it's just sound, as the cockpit view is still unaffected. And you can replace it with another car as you said. More problematic if the game can't load the car at all.
I don't know how AC's physics engine works, but it's a bit unwieldy if for every update Kunos has to update all 100 cars (and more will come in the future). That can't be good for productivity. What I had in mind is every car has a physics file that is set in stone (the car's data isn't going to change is it), but how the physics engine interprets it change. When Kunos updates the engine, there will be no need to update the cars because it's automatically applied from a higher level (if that makes sense). Sounds are a bit more complicated and I can sort of understand if it can't be fixed automatically.
Haha the Reliant is just an example I have off the top of my head. There are a few other cars but they're no big loss, or they are not so good in quality anyway. The Reliant may be a crap can but it's hella lot of fun. It's one of those cars where you bust out when your friends come along to get them into simracing, just because it's so weird and anyone can have fun without being good at the game. The Blue Falcon from F-Zero is another one that's broken
BTW, anyone knows where all the easter egg locations for the 4 EXE files for the VIR mod? I can't be bothered going off track to scour for every possible nook and cranny lol.
I feel like I must be missing something but I can not find the PSD files for the cars to make skins. Can anyone help me locate them?
Thanks. I am clearly doing something wrong as I do not have that folder.assettocorsa/sdk/dev/skin_templates
What you've described is pretty much exactly how Assetto Corsa does work. Kunos doesn't have to update all of their cars after every update. On the v1.9 update, yes, they had to update all of them because of the new FMOD issue.
I'm sure you've probably installed a mod or two where the author didn't package all the data files into one data.acd file. The way to check for this is to go into the root folder for that particular car and if you see a folder called "DATA", go into that folder and you'll see a buttload of files. THOSE files are the car's data files and look-up-tables. Poke around in them if you've got an hour to kill.
I only spent about 10 minutes peeking around, but I think I might have figured out a way to upgrade cars to the TM10. When I have some more ambition I'll give it a go and see if I can upgrade a car still on TM7 to TM10 and see if I don't break anything.
Thanks. I am clearly doing something wrong as I do not have that folder.
Finally found one with working sounds and physics that are not tweaked. I don't know why people do that. It is only on TM7 - I'm going to try getting it to TM10.
@LeGeNd-1 I don't know what to say about your old mods. I have only had 2 old mods that would crash back to the launcher. One was the NSX, which I figured out the solution to and I can't remember the other. It might have been an AC Legends mod (in that case, it might have been 5 or 6 cars in the AC Legends series - I'm not positive).
The only problem I've had (besides those two) is older mods that have their sounds stop working. The cars still load to the track just fine. Could you give me an example of an older mod that crashes you back to the loader? I'm just curious. Maybe it's an older version? I'd love to help you if I can. 👍
The car's data files do not have to be packed into a data.acd file to work properly. Kunos does that just to protect the data that they use to create cars. Fortunately for us, it is extremely simple to unpack & re-pack those .acd files with QuickBMS.
Yup...I noticed that too. When I have time I'm going to try and investigate why. Obviously, the vast majority of mods are built by people who don't have much more information than what you or I could locate in a Google search. I'm okay with that, to an extent. A lot of the time I like to use the mod cars for AI drivers just to have a varied grid. In this case, I really wanted to get my hands on a working F40 Competizione/LM but I would only find 'em with all sorts of disastrous issues.The graphic offset of the front wheel is wrong on the f40 in your picture, the wheel is going trough the fender.
Found it. I knew I was doing something wrong. Thank you.You should have it and I should have been more clear, it's not in the assettocorsa folder found in your My Documents folder. It's the one in program files/steam/steamapps/common/assettocorsa/sdk/dev/skin_templates
If you still can't find it, run an integrity check in Steam.
It is graphic offset data at the bottom of the car.iniYup...I noticed that too. When I have time I'm going to try and investigate why. Obviously, the vast majority of mods are built by people who don't have much more information than what you or I could locate in a Google search. I'm okay with that, to an extent. A lot of the time I like to use the mod cars for AI drivers just to have a varied grid. In this case, I really wanted to get my hands on a working F40 Competizione/LM but I would only find 'em with all sorts of disastrous issues.
Another thing that really bothers me - I just discovered this last week - modders who tweak data files to impossible values. In this case, it was a KTM X-Bow RR. I decided to check it out. Right away I could determine all sorts of problems. Sure enough, I pop into engine/power/general settings and see all sorts of nonsense. I can't remember any exact numbers, but it was ridiculous. This person even jacked up the time it takes to refuel the car, change the tires, fix body or engine damage. I opened the data.acd file from the Kunos X-Bow R for comparison and I started to try to fix a lot of these crazy values. I'm thinking of it as a learning exercise.
With this F40, I really, really want to get it setup properly and hopefully I'll be able to fix that front wheel protrusion fairly easily. Oh yeah, and I'd like to move it from TM7 to TM10.
Wonderful! I admit that wasn't going to be the first place I looked. 👍It is graphic offset data at the bottom of the car.ini
I grabbed the fll versiuon of content manager and i am happy i can fix now the sound of all cars that didn't had an update after 1.09...
But one thing still remain... there are some really good mods i love like the ginetta G55 GT4 that don't have the dash view... How is possible to fix that view to get a dashboard view on mods that dont have that fix?
I always drive with most of the HUD off as i rely mainly on the instruments on the dashboard only and not having the dashboard view is annoying for me...
About the issue of non updated mods... This is the good and bad thing about mods... You can have a lot of contents that the main studio cannot do (for time costraints or decision of the publisher or for licensing issues) but modders are not professionals, they do it in the free time and sometimes they left a game modding to start modding the new one coming out... So we have a lot of cars and tracks fr AC that are still in beta version left untouched for months or years... Sad but true...
@LeGeNd-1 I don't know what to say about your old mods. I have only had 2 old mods that would crash back to the launcher. One was the NSX, which I figured out the solution to and I can't remember the other. It might have been an AC Legends mod (in that case, it might have been 5 or 6 cars in the AC Legends series - I'm not positive).
The only problem I've had (besides those two) is older mods that have their sounds stop working. The cars still load to the track just fine. Could you give me an example of an older mod that crashes you back to the loader? I'm just curious. Maybe it's an older version? I'd love to help you if I can. 👍
The car's data files do not have to be packed into a data.acd file to work properly. Kunos does that just to protect the data that they use to create cars. Fortunately for us, it is extremely simple to unpack & re-pack those .acd files with QuickBMS.
Check the logs. They should give you some clues as to why a car causes a crash.
I grabbed the fll versiuon of content manager and i am happy i can fix now the sound of all cars that didn't had an update after 1.09...
But one thing still remain... there are some really good mods i love like the ginetta G55 GT4 that don't have the dash view... How is possible to fix that view to get a dashboard view on mods that dont have that fix?
I always drive with most of the HUD off as i rely mainly on the instruments on the dashboard only and not having the dashboard view is annoying for me...
About the issue of non updated mods... This is the good and bad thing about mods... You can have a lot of contents that the main studio cannot do (for time costraints or decision of the publisher or for licensing issues) but modders are not professionals, they do it in the free time and sometimes they left a game modding to start modding the new one coming out... So we have a lot of cars and tracks fr AC that are still in beta version left untouched for months or years... Sad but true...
I think he means the newer dash view.Do you mean the normal cockpit view? My Ginetta has that.
I think he means the newer dash view.
Probably. However, I believe track modding is much, much harder in terms of overall hours spent. For someone who models a vehicle from scratch and then implements every facet of physics required & makes the sounds, etc... Yes, that is an enormous project. I think that's why we see so few "top quality" mods of cars appearing on RD.Is it me or has Tracks modding been dropped lately?
Where do I find the log file?
Somebody hold me back...cuz I'm gonna Superfly Jimmy Snuka Legend-1 from the top of the steel cage!!! The two mods that you're complaining about "Kunos BREAKING" are the goofy three wheel toy and a g-d damn flying car that the author says he made as a "joke" a version 0.3 that the author abandoned.... What's the number for the mental institution, I need to check myself in.
Probably. However, I believe track modding is much, much harder in terms of overall hours spent. For someone who models a vehicle from scratch and then implements every facet of physics required & makes the sounds, etc... Yes, that is an enormous project. I think that's why we see so few "top quality" mods of cars appearing on RD.
The frequent 'steal this 3d model from forza or steal it from an incredible 3d artists who's not into sim racing at all and then steal the physics files from a similar car, likewise with the sounds'... those are falling from the sky with increased frequency.
I'm not saying that you can't make an incredible track with the Bob's Track Builder. I'm sure you can. I probably have some installed and don't even know it. But, you still have to put in a tremendous amount of work to really make it standout. I've watched Lilski build a couple of tracks from start to finish and it takes a crap ton of work. I know licensing also has something to do with it, but look at how many cars Kunos can supply in a year versus tracks.
Neither cars nor tracks are easy to create start to finish, but I'd wager tracks are a little harder. Although, I think a car's 3D Model requires an extremely talented person to make it look almost identical to the real thing. Tracks generally don't have the subtleties cars do. I'm not talking about adding stands, benches, fences, trees.. That's time consuming too.
You make excellent points about creating quality car mods. There is so much guess work going on and I suppose that's okay -- but let it be known in a .txt file or something.I almost choked on my drink! No, it's true that those are joke cars and I'm insane for wanting those 2 to work, but I've always liked oddball things and there's nothing crazier than a 3 wheeler that keeps tipping over and a car that doesn't even have any business being in a sim, but somehow is I don't profess to spending lots of time in either of those, but when friends come over (many of them aren't into sims), those 2 are the cars that I will bring out first
So yeah, I can live without them, but I'd prefer if they still works
I've always thought car modding is a lot more difficult in terms of brainpower, because you have to get physics correct, acquire sounds and mix them properly, and model the body and interior. All of which is difficult unless you got access to the real thing, which a lot of modders sitting at home doesn't. Using online research, youtube videos and scale models/pictures for reference just isn't the same. That's why I feel even the best mods is still missing that extra 5% that makes Kunos cars feel oh so right.
Tracks as long as you have basic elevation and corner profiles correct, it's reasonably drivable. Of course the gold standard is laser scanning, but with a decent mesh you can still create a convincing illusion of an undulating tarmac. No one's going to remember the exact location of a pebble on a racetrack after all. Trackside objects can be difficult and time consuming to get correct, but again as long as you get all the major landmarks right it's ok.
Basically I'm saying cars are harder to get correct - you either nail it or you don't. Tracks are maybe more time consuming, but turning out a decent one is a lot quicker. Also not all tracks are Nordscheleifes, but a car is a car and you need to get all physics correct.
Sadly for me though I prefer having lots of tracks than lots of cars. What would I give to see all rFactor track mods updated to AC standards...