Assetto Corsa PC Mods General DiscussionPC 

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Screenshot_actk_ford_gt40mk2_sebring_60s_13-11-124-9-7-31.jpg

in the track: sebring_60s, we can see and feel those pink lines. they are there to simulate the concrete slabs, but to me, on my DD wheel, they feel annoying and not realistic. What can I alter in the folder file to remove them?
The track is credited to
"author": "Nukedrop",
"version": "2.1",
"url": "https://www.patreon.com/nukedrop"
}
Other wise it is a great track.
 
Does anyone know, if there are good versions of the Porsche 911(991) GT3 R 2000/2001 years? I am currently using the bm_porsche_991_gt3r_2020 version (Bonny 2.0)
Thank you.
Nobody uses this car?) Bonny's version is well done, i like it, but it has a bug with the collider. There is also a version from Crash (1.0) , but in my opinion the physics are broken, the car is very poorly controlled, and the graphic model is made worse than Bonnys. All the links i find through the search no longer work. As an alternative, perhaps you can recommend a good version of the Porsche 992 GT3, except for URD, i bought an Aston Martin from them and i didnt like it at all, especially since 992 is encrypted. TRR version 992 is simply poorly done (IMHO)
 
View attachment 1404743
in the track: sebring_60s, we can see and feel those pink lines. they are there to simulate the concrete slabs, but to me, on my DD wheel, they feel annoying and not realistic. What can I alter in the folder file to remove them?
The track is credited to
"author": "Nukedrop",
"version": "2.1",
"url": "https://www.patreon.com/nukedrop"
}
Other wise it is a great track.
Hey sorry for not replying on the Race Department thread, probably best to PM me on there if you have a serious issue.

As the pink lines are visible, it looks like the config file hasn't loaded? Do you have Content Manager and CSP installed? They are a requirement for my tracks.
 
Hey sorry for not replying on the Race Department thread, probably best to PM me on there if you have a serious issue.

As the pink lines are visible, it looks like the config file hasn't loaded? Do you have Content Manager and CSP installed? They are a requirement for my tracks.
Thank you for your reply, as I was enjoying you track this morning, I also tried again to minimize the jolt I feel in my wheel when driving on the concrete. As I was trying thing, I enabled something in the bump section in the ext_config.ini in the extension folder that made the “MESHES” appear. I thought a picture with “grove” appearing would explain better what my issue is. Those lines feel unnatural to me, they feel like a sharp jolt in the wheel, like something is broken. I would prefer not to feel them.
Maybe if I could also feel them in the Simhub suspension feedback in tactile it would be better, but unlike any other bump, on this or any other track, those jolt are just in the wheel.
Yes, I have everything CM and CSP installed.
Surely, when you drive you can feel the jolt as well, they have (to me) been put there on purpose, presumably by you.
 
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Anybody know of tracks with open garage doors?
The beautiful Sachsenring 2022 made by Gunnar333
I believe the doors even open when a player joins online.

 
Found stuff on my second GDrive account.

F1 1985 and 1987 in 0.1 state so whoever wants to finish these be my guest, I've not touched them in a couple of years and never will again lol. No shadows bc my old PC was too potato to use them so I never bothered.

SDD base with bits and bobs used.

Was also my first attempt at modding stuff, how things have changed !

1985 :

1987 :

I'll check it out, as I'm adjusting some things from this turbo era (1986/1988), maybe "MrHunt" can help me later.
 
Thank you for your reply, as I was enjoying you track this morning, I also tried again to minimize the jolt I feel in my wheel when driving on the concrete. As I was trying thing, I enabled something in the bump section in the ext_config.ini in the extension folder that made the “MESHES” appear. I thought a picture with “grove” appearing would explain better what my issue is. Those lines feel unnatural to me, they feel like a sharp jolt in the wheel, like something is broken. I would prefer not to feel them.
Maybe if I could also feel them in the Simhub suspension feedback in tactile it would be better, but unlike any other bump, on this or any other track, those jolt are just in the wheel.
Yes, I have everything CM and CSP installed.
Surely, when you drive you can feel the jolt as well, they have (to me) been put there on purpose, presumably by you.
Yeah I put them there, and spent hours with lots of other people testing to find the optimum height for them. By all accounts the surface back in the day was anything but smooth. Shaking many cars to pieces.
 
Yeah I put them there, and spent hours with lots of other people testing to find the optimum height for them. By all accounts the surface back in the day was anything but smooth. Shaking many cars to pieces.
No doubt, Sebring is renowned for its uneven surface, those "bumps" are a work of love and maybe on my previous belt driven wheel base they might have felt just right.
Is there a way to alter them from my end, as, for me, they feel like a distraction breaking the otherwise great immersion of this great track?
 
No doubt, Sebring is renowned for its uneven surface, those "bumps" are a work of love and maybe on my previous belt driven wheel base they might have felt just right.
Is there a way to alter them from my end, as, for me, they feel like a distraction breaking the otherwise great immersion of this great track?
I have raced at Sebring a number of times. It is not so much that there are bumps in the track as it is more the settling of the large concrete slabs that make up the road surface (they were once airport runways). As you pass over them, one may be tilted to the left, the next one to the right or maybe slightly up and the next slightly down. Even though the track is essentially flat, there is constant car movement in all directions as you pass over the slabs one by one. At speed they feel like bumps. There is one large bump on the inside of turn seventeen (hairpin leading onto the main straight). How do I know? I broke a rear a-arm of the last lap during a sprint race on this car (see picture).
 

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I'll check it out, as I'm adjusting some things from this turbo era (1986/1988), maybe "MrHunt" can help me later.
Yeah enjoy these... Things. They're prehistorical lol. It predates MrHunt's valiant effort at importing all those F1 cars so they're definitely less refined.


I made it because SDD didn't do those seasons and rfactor was bugging like hell on my old PC and I wanted to start modding stuff myself
 
Yeah I put them there, and spent hours with lots of other people testing to find the optimum height for them. By all accounts the surface back in the day was anything but smooth. Shaking many cars to pieces.
It feels awesome with a 3dof motion rig. It's the track I use to scare guests on Saturday nights. I leave them at the vintage Sebring in an old, overpowered car with bubblegum for tyres and elastic bands for brakes. Free beers for the first to manage a clean lap. Epic.
 
I tested the car, and the result of 0-100 was roughly 12 seconds. You can write to the UI that it goes 0-100 in 1.1 seconds with a top speed of 400 km/h, it has nothing to do with the actual performance - unless the modder has actually written correct values into UI.json.

EDIT: You said road going one is 0-100 in 12 seconds? I seriously doubt that, according to the data I found it should be more like 17 seconds.
12 seconds, because i timed it in real life in the real car, early reviews were around 12 seconds also. maybe you are reading in mph. by the way the speedo was in mph, so 0 to 62mph in 12 seconds. it only weighed around 700 or 800kg for 59hp, and me only 60kg at the time. was a zippy little thing, close ratio 4 speed, i think top speed was around 140kmh from memory. ill test the atcc one, i was commenting on how its better cos less power than the custom by LM, but only the picture from content manager that says 0-100 in 5.8 seconds and 89hp. but didnt try it as the model is made by the same person, and being atcc spec, and edited by Biggangbangers so i dont expect it to feel real at all.
 
Found stuff on my second GDrive account.

F1 1985 and 1987 in 0.1 state so whoever wants to finish these be my guest, I've not touched them in a couple of years and never will again lol. No shadows bc my old PC was too potato to use them so I never bothered.

SDD base with bits and bobs used.

Was also my first attempt at modding stuff, how things have changed !

1985 :

1987 :

It's like you knew that I was searching for these exact two seasons for all the past week.
Thank you so much for sharing! :cheers:
 
i really like to know what the diehards use for a csp and pure version
There's no perfect answer to that imo, you have modders creating tracks without CSP, HSS studios relies on CSP 0.2.1 and Pure 0.2, I know some creators here still use CSP 0.179 and Pure 1.8 (which still has a very good perf/bug ratio), personnally with Broken AI lua and the last CSP (0.2.5) and Pure gamma 2 i'm having excellent graphics, medium FPS performances and very little annoying bugs from time to time; So much has been slightly upgraded over the last 2 years it's freaking hard to keep track of what would impact your personnal experience.

The broken AI was my main concern, it's fixed by a third party lua at the moment.

As for the graphics and Pure, i'm still a bit torn with the more oversaturated and overbright results from last pure versions. Uchimura tonemapping is great but kinda dark, Lottes is better for close contrast, but the original Sensitometric was so realistic... Hard to pick up a favourite.
 
There's no perfect answer to that imo, you have modders creating tracks without CSP, HSS studios relies on CSP 0.2.1 and Pure 0.2, I know some creators here still use CSP 0.179 and Pure 1.8 (which still has a very good perf/bug ratio), personnally with Broken AI lua and the last CSP (0.2.5) and Pure gamma 2 i'm having excellent graphics, medium FPS performances and very little annoying bugs from time to time; So much has been slightly upgraded over the last 2 years it's freaking hard to keep track of what would impact your personnal experience.

The broken AI was my main concern, it's fixed by a third party lua at the moment.

As for the graphics and Pure, i'm still a bit torn with the more oversaturated and overbright results from last pure versions. Uchimura tonemapping is great but kinda dark, Lottes is better for close contrast, but the original Sensitometric was so realistic... Hard to pick up a favourite.
Its the gamma shaders that are mostly dull and weak. So actually Pure LCS is the way to go. With the next version end November or early December there will be a massive graphics update and new post processing effects.
Compared to LCS, Gamma will always look like an old game due to the false rendering.


The new version will have much better dynamics of the skydomes:
Screenshot_ks_maserati_levante___ks_red_bull_ring_13-10-124-13-36-8.jpg


Screenshot_ks_porsche_macan_ks_nordschleife_6-10-124-18-51-23.jpg


also the skydomes got a big update of their textures quality
Screenshot_ks_porsche_macan___ks_red_bull_ring_7-10-124-13-14-20.jpg


I fixed the horizon part and its rendering. So now the skydomes are integrated much better into the world.
Also i was able to fix the cubemaps reflection problem!

in former versions and in the default wfx, the cubemaps have no fog renderiing. So if you got foggy weather, the reflections are still showing a clear sky and such.

before the fix:
1731590764301.png


after the fix:
1731590791510.png




So actually its always the best to use the latest version of Pure. I'm contantly updating and fixing it.
 
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Its the gamma shaders that are mostly dull and weak. So actually Pure LCS is the way to go. With the next version end November or early December there will be a massive graphics update and new post processing effects.
Compared to LCS, Gamma will always look like an old game due to the false rendering.


The new version will have much better dynamics of the skydomes:
View attachment 1404960

View attachment 1404961

also the skydomes got a big update of their textures quality
View attachment 1404962

I fixed the horizon part and its rendering. So now the skydomes are integrated much better into the world.
Also i was able to fix the cubemaps reflection problem!

in former versions and in the default wfx, the cubemaps have no fog renderiing. So if you got foggy weather, the reflections are still showing a clear sky and such.

before the fix:
View attachment 1404964

after the fix:
View attachment 1404965



So actually its always the best to use the latest version of Pure. I'm contantly updating and fixing it.
Could Pure be causing (or anything to do with) the flickering shadows on driver's gloves that sometimes occurs?
Using standard Pure, not LCS.
 
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