Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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Was a bit thinking about DLSS4 this weekend and by fiddling, I think, I did get DLSS4 active in AC-VR. Not sure but I have the left/bottom text at the screen the DLSS4 “Preset K” notification. That according to some only shows at the screen when you are running DLLS4
Its was very late this sunday evening could be placebo effect. Maybe if @Peter Boese is willing I can sent him the instructions how I did this as he has a lot of knowledge, a VR headset, patience because I have to write the instructions and my sources.
Sure why not
 
strange that not everyone has this problem, I don't see this grid either, maybe something activated in CSP that creates this problem?
Well, I couldn't really say... It seems like half of the people have this problem and the other half don't...

Aside from could be a CSP issue, I also think the monitor's resolution or settings may be playing a role, or guess what... It's a very subtle effect that can go unnoticed, but it definitely exists, as pugsang provided a solution...
 
Well, I couldn't really say... It seems like half of the people have this problem and the other half don't...

Aside from could be a CSP issue, I also think the monitor's resolution or settings may be playing a role, or guess what... It's a very subtle effect that can go unnoticed, but it definitely exists, as pugsang provided a solution...
add this to ext_config.ini , it should work

[SHADER_REPLACEMENT_...]
ACTIVE = 1
MATERIALS = INT_WINDOWS_2
BLEND_MODE = ALPHA_BLEND
IS_TRANSPARENT = 1
CAST_SHADOWS = 0

but this will create overlays on the badges, which is not a problem with APHA_TEST.

audi.jpg
 
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24H
possible if you have some highres pictures?
There's something here:
 
add this to ext_config.ini , it should work

[SHADER_REPLACEMENT_...]
ACTIVE = 1
MATERIALS = INT_WINDOWS_2
BLEND_MODE = ALPHA_BLEND
IS_TRANSPARENT = 1
CAST_SHADOWS = 0

but this will create overlays on the badges, which is not a problem with APHA_TEST.

View attachment 1426531
This should fix it

[SHADER_REPLACEMENT_...]
ACTIVE = 1
SHADER = ksPerpixel
MATERIALS = INT_WINDOWS_2
BLEND_MODE = ALPHA_BLEND
IS_TRANSPARENT = 1
CAST_SHADOWS = 0
 
add this to ext_config.ini , it should work

[SHADER_REPLACEMENT_...]
ACTIVE = 1
MATERIALS = INT_WINDOWS_2
BLEND_MODE = ALPHA_BLEND
IS_TRANSPARENT = 1
CAST_SHADOWS = 0

but this will create overlays on the badges, which is not a problem with APHA_TEST...
While you were editing the message I was doing tests and indeed, the code you posted solves the grid pattern issue... but other problem appears to me, as you mentioned; some elements, like the black edge of the inside of the windshield, that overlaps the rest of the windows...

1738705408100.png


I think for now I'll stick with the ACTK version with pugsang's main .kn5 and Den_88's ex_config.ini, which adds, among others, the reversing light and it looks great with this gorgeous skin reworked by StoffelWaffle...

1738706497264.jpeg


All that's left to implement in this Frankestein combination is the antenna woble and Masscot's lightening of the rear lenses, and I think it would be pretty good... if it weren't for the front tires clipping on the fenders... 🥳
 
the Porsche 911 Carrera RS 3.8 by RealSpecs (rs_porsche_911_964_38_rs_93) , found in the Garage
is quite enjoyable but only comes with 1 skin, so here some extra (fictional) skins :
preview.jpg
preview.jpg
preview.jpg
preview.jpg
preview.jpg
preview.jpg
preview.jpg
preview.jpg

(original skin was also made less reflective by adding a config ini file inside the original skin folder)
preview.jpg


DOWNLOAD
 
While you were editing the message I was doing tests and indeed, the code you posted solves the grid pattern issue... but other problem appears to me, as you mentioned; some elements, like the black edge of the inside of the windshield, that overlaps the rest of the windows...

View attachment 1426535

I think for now I'll stick with the ACTK version with pugsang's main .kn5 and Den_88's ex_config.ini, which adds, among others, the reversing light and it looks great with this gorgeous skin reworked by StoffelWaffle...

View attachment 1426537

All that's left to implement in this Frankestein combination is the antenna woble and Masscot's lightening of the rear lenses, and I think it would be pretty good... if it weren't for the front tires clipping on the fenders... 🥳

[SHADER_REPLACEMENT_...]
ACTIVE = 1
SHADER = ksPerpixel
MATERIALS = INT_WINDOWS_2
BLEND_MODE = ALPHA_BLEND
IS_TRANSPARENT = 1
CAST_SHADOWS = 0
 
Hello everyone.
Is it possible to move or delete an object on a track using ext_config?
Move, i'm not sure about. Delete, not really, but you can hide it one of two ways. First you need to know the object mesh name. That you can get with the Object Inspector app. Then you can use either of these two methods to hide the object.

1.) Can sometimes cause problems if the object has collision physics. If you drive where the object was, you can still bounce off of it like it was still there.

[MESH_ADJUSTMENT_...]
ACTIVE = 1
DESCRIPTION = Not really needed, but you can put something here if you want.
MESHES = 'Mesh name you got from the object inspector app'
IS_RENDERABLE = 0

2.) Try this one first

[MODEL_REPLACEMENT_...]
ACTIVE = 1
FILE = ?.kn5
HIDE = 'Mesh name you got from the object inspector app'
 
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This should fix it

[SHADER_REPLACEMENT_...]
ACTIVE = 1
SHADER = ksPerpixel
MATERIALS = INT_WINDOWS_2
BLEND_MODE = ALPHA_BLEND
IS_TRANSPARENT = 1
CAST_SHADOWS = 0
Now I'm really lost... I don't know whether to cut my veins or let them grow... 🥴 This code is to use the ACTK version removing the windscreen grid pattern without having overlap problems...?

(I think you all are plotting to drive me completely bananas. I'm going to sleep and tomorrow will be another day...)
 
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Regarding the recent release of the Fairlady 2000 (road and club versions) :

We received enough feedbacks about the pretty bad behaviour of the car to undergo some serious changes about it. So, If anyone of you have also reasons to complain about the physics of the car (you can say it, I think it drives awful too), I have made a new version of the data for the clubman version. Should be way more forgiving in coast and braking clearance (still careful tho, it's a 60's sportcar), at least enough to make it "fun to drive". There have been changes mostly on tyres and suspension, but a bit here and there too, so : whole new data.


I would gladly receive feedbacks about it before update release. Don't hesitate to PM for the feedbacks (like a before/after, for exemple). Replace data.acd by this one, don't forget to remove the .txt of course.

For the clubman version only, for now.

Thanks much :cheers:
 

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