Assetto Corsa PC Mods General DiscussionPC 

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Coming soonly to an Alfa Romeo near me.
__custom_showroom_1736052083.png
 
Hi and thanks for the reply! Unfortunately since 2022 I fell into one of those holes but I got out when WSC + GTC updates got released! x)
It's possible that there are more but I'm not sure, seems that connection of asphalt and that brighter 'concrete' edge creates some issues? Cheers!

  • One post from our Discord showing the hole before the La Carriere entry at the house with the map beside with the X marking it
  • the Kemmel straight hole on the left side of the track
  • The last image below is the third one I know about, after La Carriere and the house, before the next right kink
View attachment 1418427


View attachment 1418428
When you have time, can you give this updated spa66_phy file a try and tell me if you still have hole issues in those spots you mentioned. Also, let me know if you notice any difference in how the track feels for better or worse. Like I said above, this was a quick and probably incorrect attempt to fix the holes, but if it works and the track feels the same, i'm good with that. Then I can move on to trying to tone down the road feel.

Thanks for the help...

spa66_phy_update
 
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I'm getting this strange grayscale look with the C13 Aegis filter (v.2.14). It's been like this with the last couple of versions of the filter as well. This version apparently has scripts for both Pure Gamma and LCS; the attached image is from Pure Gamma. I've done a fresh install of all PPF files. BTW, the LCS looks even more messed up. Any ideas?View attachment 1418415
You could try to reset the script settings in Pure PP app. Press the "DEFAULT" or "DELETE" button.

Question:

I just updated my csp to 0.2.5 and i fixed all the little issues apart from 1, which is on all kunos tracks i have a snow effect and no 3d grassfx the 3 or 4 modded tracks i quickly tried are unaffected. I have reverted back to 0.2.4 but i still have the issue. Has anyone come across this?

cheers :cheers:
If you don't want seasonal track adjustments (we have winter now) then select a date in summer for your drive session or deactivate seasonal adjustments in the CM settings - CSP - track adjustments. Set it to "Never - use actual sun trajectory".
 
I'm getting this strange grayscale look with the C13 Aegis filter (v.2.14). It's been like this with the last couple of versions of the filter as well. This version apparently has scripts for both Pure Gamma and LCS; the attached image is from Pure Gamma. I've done a fresh install of all PPF files. BTW, the LCS looks even more messed up. Any ideas?View attachment 1418415
I was getting the same with LCS, went back to Gamma on my side and it's alright. I should try to figure out LCS (I get weird quirks like crazy amounts of sparks, headlight issues) but Gamma already looks great.

For some reason the WSC60 Ferrari 330 P4 Spyder doesn't work for me (Failed to read car model, it might be due to encryption, if possible, consider not using it).
So I can't drive it, can't see it in showroom. The Berlinetta is OK...
Anyone else ?

EDIT:
@PGMurphy Pure GAMMA and C13 Aegis filter (v.2.14)
With Pure LCS it looks about the same.
Did you try to reset to default in the Pure PP app ?

View attachment 1418416
330 Spyder doesn't have any encryption. Easiest thing would be to copy kn5 files and lods.ini from the Kunos car
 
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You could try to reset the script settings in Pure PP app. Press the "DEFAULT" or "DELETE" button.


If you don't want seasonal track adjustments (we have winter now) then select a date in summer for your drive session or deactivate seasonal adjustments in the CM settings - CSP - track adjustments. Set it to "Never - use actual sun trajectory".
Thankyou very much for the reply Peter, it was indeed the issue with the "use seasons" setting. I totally missed this and should not have done. Cheers!
 
shi
Spa-Francorchamps 1994 v1.1
View attachment 1407187
Spa-Francorchamps with 1994 layout.
Following the deaths of Roland Ratzenberger and Ayrton Senna at Imola earlier in the season, a chicane was installed at Eau Rouge to slow the cars. (wikipedia)
Conversion from F1 Challenge/ rFactor.

-CSP recommended
-30 pit/start
-AI, cam

NOTE; If you are using Sol and the track screen is dark, rename ext_config_for_sol.ini to ext_config.ini in the extension folder.

Credits & Thanks;
F1 Challenge Track by dmarques
(Based on the default F1C circuit with major upgrades to buildings and surroundings)

rFactor Track by F1-S-R (1994 Track Pack)
-Thank you for giving me permission

AC converted by @shi (shin956)
AI, sidelines and ai_hints.ini by IMEAN
logo.png and Sections file by @Fanapryde
Spa-Francorchamps 1988 Real TV Replay Cameras from 1988 & 1991 by @Gregz0r (Edited by me)
lights objects by @CrisT86 (new_lights_by_crist86.kn5, Part of spa1988)
Crowds texture by @Kniker97
.lua, fonts and config from Spa Francorchamps 2022
some textures by kunos
Test and Feedback by Connor - Timonike

Enjoy.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.01 changelog;
Updated cam by Gregz0r. (Thanks)
Added missing white lines. (chicane and T1)

v1.02 changelog;
Fixed a buried white line in the chicane.

v1.1 changelog;
“Ayrton how can i forget you” road surface signs were added to the chicane.
(Loomis3 created the texture. Thank you.)

Spa-Francorchamps 1994 v1.1
The link is in the quote.

v1.1 changelog;
“Ayrton how can i forget you” road surface signs were added to the chicane.
(Loomis3 created the texture. Thank you.)
image.png

Screenshot by Loomis3
 
are where some good reference pictures of the 2019 Nismo that has been driven in 2019 DTM final round at Hockenheim?

Skin work in progress -> URD Shiro 2021
The best image that shows the layout of the whole car is unfortunately not linked anymore on Autosport, you just get a thumbnail of it on Google image search:
dtm-nismo.jpg

There is this one available elsewhere:
1736076516299.png


Seems the livery is the same as the SuperGT one but with very basic sponsor coverage
 
330 Spyder doesn't have any encryption. Easiest thing would be to copy kn5 files and lods.ini from the Kunos car
I figured that, but copying the original kn5 from the Kunos car did not work either. Then a friend send me his kn5 and that got rid of the issue.
My original was from 2018 and his from 2021. So something must have changed somewhere.
Strangely enough, my Kunos car with the 'not working' kn5, has no errors and drives fine... :confused:
 
Sure.

bsas_h22/6

Layout 6 is the correct one for 1998.


I would appreciate if you could look at the Caesars Palace 1982 fastlane too. The cars always crash in the last corner before the goalline during the races and the ai is both slow and crashy on this track. We managed to improve it a bit with pekkahe but it's still crap.

I’ve created a new pitlane.ai file for the layout 6.

You can download it here : https://www.mediafire.com/folder/90jb3l4zij0l2/bsas_h22

It only has to be used with the layout 6, not tested with others and should not work with them.

To make a pitlane.ai work, the fastlane path and the pitlane path need to cross along a minimal distance, or to be close to each other on a minimal distance, in order to give AI some time to make its choice between staying on the track or pitting-in.

With this layout, there was only 1 intersection point between the two lines, after a flat-out turn, so AI had no time to decide to pit-in.

I've found another ai line for this layout made by Parrilla, you can download it here :
He uses a hint file to make AI faster in each straight line, I think it is too much, the line is still fast without it. The only problem is that the line uses all the kerbs, not always ideal for F1. He should have make it with a car with a high ride height.

Question to track modders :

This layout is not exactly the 1998 layout.
To achieve this, there are only 5 cones to delete as the one on the following picture :

1736082907608.png


In the mesh, they are named AC_POBJECT 43, AC_POBJECT 44 .. AC_POBJECT 47.

Their material name is “ butacas”, I think they share this name with all the other cones on the track.

The car can collide with them and move them.

I don’t know much in modding tracks, but if I understood well, the ext_config.ini file allows to modify properties of mesh items.

Is it possible to modify the collision properties and visual properties of these 5 elements?

Or does it need to modify the kn5 file?
 
try:

[MESH_ADJUSTMENT_0]
MESHES = AC_POBJECT 43, AC_POBJECT 44, AC_POBJECT 45, AC_POBJECT 46, AC_POBJECT 47
IS_RENDERABLE = 0
IS_ACTIVE = 0

be sure the names are correct, an underscore may have been missed when you posted
 
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shi
Spa-Francorchamps 1994 v1.1
The link is in the quote.

v1.1 changelog;
“Ayrton how can i forget you” road surface signs were added to the chicane.
(Loomis3 created the texture. Thank you.)
View attachment 1418527
Screenshot by Loomis3
Funny enough, I watched this yesterday!!

Edit: I HIGHLY recommand to anyone!! (Its on Netflix)

1736084969562.png
 
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When you have time, can you give this updated spa66_phy file a try and tell me if you still have hole issues in those spots you mentioned. Also, let me know if you notice any difference in how the track feels for better or worse. Like I said above, this was a quick and probably incorrect attempt to fix the holes, but if it works and the track feels the same, i'm good with that. Then I can move on to trying to tone down the road feel.

Thanks for the help...

spa66_phy_update
Thanks a lot!

Could it be that part of the confusion is from Spa 34-66 not having the same physics-mesh? The folder does not contain a spa66_phy.kn5 file. Or was that somehow integrated in the main kn5 file?

When watching this tutorial, it looks like the surfaces.ini is also linked to the physical mesh, however it is just named road in this occasion. Is this correct?

 
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Hi racingjoe013, first of all, I'm a big fan of your work! Really amazing to see how you breath new life into all these tracks, in VR it's almost like being there :cool:

Is there any chance this track will get a track surface 3d-mesh overhaul? Even with old, soft vintage racing cars the bumps are hardly bearable, the bumps literally feel like massive potholes, with a DD wheel its ripping your arms...

Is anyone within this community aware of an existing 3d-mesh update? Does this mean a lot of work or is it do-able?

Best regards, Bazza
Can you try this updated road mesh file for Spa66 and let me know if the road seems toned down or the same as it was? If it's smoother, is it too smooth now? I can try to add some noise to the mesh. Thanks...

spa66_phy_update2

Thanks a lot!

Already feels like an improvement!

Could it be that part of the confusion is from Spa 34-66 not having the same physics-mesh? The folder does not contain a spa66_phy.kn5 file. Or was that somehow integrated in the main kn5 file?
I think Spa 34-66 had the road mesh integrated, but i'd have to go back and check. That was a THR track so whoever created that version may have integrated the mesh into the main kn5 file. I just added my visual upgrades\additions to what was already there.

EDIT: I just checked. The road mesh is separate in the 34-66 version, but it's named base_collision. You could try renaming the updated files i've posted to base_collision and see if they work with the 34-66 version of the track. No guarantees they will.
 
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So after watching that above mentioned tutorial it states renaming the surfaces.ini add a P for the ROAD and PIT parameters.
Is this still needed or does CSP manage this by itself? Question to trackmodders

../data/surfaces.ini

...

[SURFACE_0]
KEY=PROAD

[SURFACE_5]
KEY=PPITS

...
 
anyone else has spotted this weird skydome issue of late?
The skydome is not rendered correct in both eyes...
when tilting my head to the left (VR only I presume ! - using Oculus render, CSP 0.2.3-preview1 and Pure Gamma 2.38)
in 1 eye the sky becomes plain blue , and the clouds are no longer rendered to some extent (above the horizon - from a certain height they are still rendered , just the clouds near the horizon are gone in 1 eye)
The further you tilt your head left the higher the clouds dissapear...

1736088676538.png


edit: this with Single Pass Stereo OFF ... when turning SPS on it's fixed !

(and I had SPS off because of the grass not being rendered correctly , but that seems fixed now! )

@Peter Boese : maybe still put that on a todo for people wanting to keep SPS off for some reason ? ;)
 
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In light of the series' partnership with the Deutsche Tourenwagen Masters, two races featured entries from both Super GT and DTM. The first was the DTM season finale at the Hockenheimring, where one team from each GT500 manufacturer was invited to take part as a wildcard entry.

here is the first livery, the Nissan GT-R GT500 #35, driven by Tsugio Matsuda.

the Skin is for URD´s Shiro JT5 2021 car.

Screenshot_urd_jt5_shiro_2021_vhe_hockenheim_5-0-125-15-45-31.jpg
Screenshot_urd_jt5_shiro_2021_vhe_hockenheim_5-0-125-15-46-15.jpg
 
anyone else has spotted this weird skydome issue of late?
The skydome is not rendered correct in both eyes...
when tilting my head to the left (VR only I presume ! - using Oculus render, CSP 0.2.3-preview1 and Pure Gamma 2.38)
in 1 eye the sky becomes plain blue , and the clouds are no longer rendered to some extent (above the horizon - from a certain height they are still rendered , just the clouds near the horizon are gone in 1 eye)
The further you tilt your head left the higher the clouds dissapear...

View attachment 1418605

edit: this with Single Pass Stereo OFF ... when turning SPS on it's fixed !

(and I had SPS off because of the grass not being rendered correctly , but that seems fixed now! )

@Peter Boese : maybe still put that on a todo for people wanting to keep SPS off for some reason ? ;)
It is already fixed in CSP development and will be working with the next CSP update. There is/was a bug in the render pipeline...
 
So after watching that above mentioned tutorial it states renaming the surfaces.ini add a P for the ROAD and PIT parameters.
Is this still needed or does CSP manage this by itself? Question to trackmodders

../data/surfaces.ini

...

[SURFACE_0]
KEY=PROAD

[SURFACE_5]
KEY=PPITS

...
this is absolutely wrong unless the actual meshes are 1PROAD_*, 1PPITS_, etc

surfaces.ini names MUST match the MESH name. If the mesh is 1ROAD_FOO the surfaces.ini must have
[SURFACE_0]
KEY=ROAD

for example

you can check any of my tracks to use as reference and you will find this exact convention
 
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I’ve created a new pitlane.ai file for the layout 6.

You can download it here : https://www.mediafire.com/folder/90jb3l4zij0l2/bsas_h22

It only has to be used with the layout 6, not tested with others and should not work with them.

To make a pitlane.ai work, the fastlane path and the pitlane path need to cross along a minimal distance, or to be close to each other on a minimal distance, in order to give AI some time to make its choice between staying on the track or pitting-in.

With this layout, there was only 1 intersection point between the two lines, after a flat-out turn, so AI had no time to decide to pit-in.

Thanks. Does this now have this fixed or not? Or does it need major altering of the track?

This is the first track that I ever saw that doesn't enable ai pitting. All other 1998 tracks work flawlessly in that regard. It's really weird as technically I've modified my 1998 season cars so that it shouldn't be possible to complete the 20 lap Buenos Aires race without a pitstop, with the fuel load that they have. But they still do complete the race without issues. No fuel issues although they should be able only to do 15-16 laps. Weird, really weird.

Personally I don't feel like it's even like a real race without pitstops. They are essential part of real F1 so imho they should always be present in every F1 season. And 20 laps is pretty much the maximum I want to play... it takes about 45 mins with the qualifying. To me that's pretty much max. I want to have.

And yes, the ai lines weren't that great as you can see from my video. Thanks for fixing it. I will test.
 
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Thanks. Does this now have this fixed or not? Or does it need major altering of the track?

This is the first track that I ever saw that doesn't enable ai pitting. All other 1998 tracks work flawlessly in that regard. It's really weird as technically I've modified my 1998 season cars so that it shouldn't be possible to complete the 20 lap Buenos Aires race without a pitstop, with the fuel load that they have. But they still do complete the race without issues. No fuel issues although they should be able only to do 15-16 laps. Weird, really weird.

Personally I don't feel like it's even like a real race without pitstops. They are essential part of real F1 so imho they should always be present in every F1 season. And 20 laps is pretty much the maximum I want to play... it takes about 45 mins with the qualifying. To me that's pretty much max. I want to have.

And yes, the ai lines weren't that great as you can see from my video. Thanks for fixing it. I will test.
Is there any chance to make the real 1990s F1 layout, by leading the ai through Senna S instead of Tobogan or isn't it possible?
 
It is already fixed in CSP development and will be working with the next CSP update. There is/was a bug in the render pipeline...
Peter, what causes shadows in the car to strobe even when driving in clear sun with no other shadows over the track?
It's almost like Pure is calculating a cloud shadow on/off.
 
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