Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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I have some problems with the interior's UVW map in some parts of the car and I need to finish the driver/crew suits for the final release
When in cockpit, ground reflections on windscreen are related with those problems, cause I wanted to report that?
 
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Hello everyone, this is my first time posting here. I need help with my Honda NSX from GTP.
I have a problem with the interior net in the car, which constantly appears and disappears while I'm driving.
Does anyone know how I can fix this?
Thanks.
 
Good evening. Where do you think the problem might be coming from?
I've reset all my CSP settings. I'm using the latest Pure with LCS. I'm using CM version -0.8.2731.39678. CSP 0.2.8 preview1. AMD driver 25.3.1.
the graphics have a metallic look
thank you for your help
 

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Hello everyone, this is my first time posting here. I need help with my Honda NSX from GTP.
I have a problem with the interior net in the car, which constantly appears and disappears while I'm driving.
Does anyone know how I can fix this?
Thanks.
This was a bug of an older CSP version. Install the latest version CSP 0.2.7.
 
Good evening. Where do you think the problem might be coming from?
I've reset all my CSP settings. I'm using the latest Pure with LCS. I'm using CM version -0.8.2731.39678. CSP 0.2.8 preview1. AMD driver 25.3.1.
the graphics have a metallic look
thank you for your help
Seems like the paint is set to "transparent"?
 
I seem to remember reading someone having issues with the Suzuka reboot circuit graphically, im having issues with the racing groove line looking very bitty and almost like a low res gif image sat above the track, there looks to be no shading it in, like its a low compression image all of a sudden. Any ideas what i can edit ext wise?
 
I seem to remember reading someone having issues with the Suzuka reboot circuit graphically, im having issues with the racing groove line looking very bitty and almost like a low res gif image sat above the track, there looks to be no shading it in, like its a low compression image all of a sudden. Any ideas what i can edit ext wise?
Look for
[SHADER_REPLACEMENT_...]
ACTIVE=1
DESCRIPTION= shadows cast on white lines
MATERIALS= groovesuzuka, groovesuzukalayouts
BLEND_MODE = ALPHA_TEST
IS_TRANSPARENT = 0

Delete or disable the entry (ACTIVE=0) This should help.
This is a so called shadow fix for rt tracks. I didn't noticed any disadvantages disabling it.
 
Logbook - What happened to you?

I won't deny that I've slowed down a lot on the various projects. I've spent more hours on Blender than on AC, and that's worn me out a lot. Lately I'm getting back into it, not fully but better than nothing. I'm trying to improve my skills, especially in the optimization and shading sector. I also thought about interspersing some simpler work, taking some models from Forza Horizon 5. It's an absurd disaster with the materials due to some conversion problems in 3dSimed, but nothing impossible. I think the first one that will come out is this 695 biposto. It's not finished but it's well underway. Unfortunately the correct dashboard is still missing. This way you'll have something every now and then, without waiting a year for a restoration of a gtr2 model.

Now I'm practicing with the self light script to create some nice effects, like headlights or interior lights. Of course, I redid the rims from scratch. I can't help it, I can't resist.
 

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Hello everyone, been a long time since I've made a post since the track editing days of GT6. Been working with AC since then. Current mod I'm working with is this 2017 Ford Fusion Titanium by FSR from what I've gathered. I've meticulously edited it to be like my daily an 2018 SE model. I've got the physics down as well as fix most of the lights, wiper blade animation and added Android Auto to the dash screen. Only thing left is Hazard/turn signal lights, adjusting brights to light up inner bulb like irl, functioning speedometer and add license plates. I don't think I can add a plate without 3D software. Although is there any script I can add to my cars config file to fix the lights and speedometer?
 
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When in cockpit, ground reflections on windscreen are related with those problems, cause I wanted to report that?
Ground reflections on the windscreen? can you post a picture, also I think it is from a setting in CSP but I don't remember

EDIT: I forgot, open the ext_config.ini and scroll down to";glass" Use Notepad++ it is better to find it and delete what is written below.
you can remove the other futures that you don't like too

"\assettocorsa\content\cars\nissan_skyline_bcnr33_jgtc\extension"
 
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Ground reflections on the windscreen? can you post a picture, also I think it is from a setting in CSP but I don't remember
Try this (add internal windscreen material name) :
Code:
;to remove road reflection from internal glass
[SHADER_REPLACEMENT_...]
ACTIVE = 1
MATERIALS =
SHADER = ksWindscreen
 
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Hello everyone, been a long time since I've made a post since the track editing days of GT6. Been working with AC since then. Current mod I'm working with is this 2017 Ford Fusion Titanium by FSR from what I've gathered. I've meticulously edited it to be like my daily an 2018 SE model. I've got the physics down as well as fix most of the lights, wiper blade animation and added Android Auto to the dash screen. Only thing left is Hazard/turn signal lights, adjusting brights to light up inner bulb like irl, functioning speedometer and add license plates. I don't think I can add a plate without 3D software. Although is there any script I can add to my cars config file to fix the lights and speedometer?
So I did a bit of digging about the speedometer because it depends if it is analog or digital as to how you sort it out. If I'm right the dash is as per the picture below? I managed to find a video which I presume is the FSR car that shows that the dash doesn't work. Being an analog it will require a dummy and physical needle to work properly, after that its just a bit of fiddling numbers in analoginstruments.ini to sort it out. Not sure if the model already has a dummy and needle in it.

You can also add the digital info as well, but that requires a dummy too. So some model editing will be needed.

Unless someone has a better idea...

1742292485490.png
 
Due to the fact that most modding studios cars are not matched to each other, it is sometimes easier to have the cars from each studio to have a matched grid without editing everything
 
Before I take the time to do this, could someone who owns\uses the Pyyer extension for melbourne_2022 tell me if he has flags above the buildings on the main straight and are they animated? The only version of the track I have is the generic one he posted on Overtake and they are not animated. I didn't know if he added them on his extensions. Thanks...
 
Before I take the time to do this, could someone who owns\uses the Pyyer extension for melbourne_2022 tell me if he has flags above the buildings on the main straight and are they animated? The only version of the track I have is the generic one he posted on Overtake and they are not animated. I didn't know if he added them on his extensions. Thanks...
Here you go. :)



/edit: Oh wait, the foldername is just melbourne. So this isn't melbourne_2022 ?

Hmm. On his Patreon he describes it as follow:

Track is melbourne (new unified version melbourne_2019 + melbourne22)
 
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Well, would be nice if all the GT3's came from one developer. You don't have to BOP each model.
I think RSS is developing all the GT3 models; a few months ago on their Discord channel they posted pictures of Mclaren, Nissan and Bentley, as well as the new Ford, Ferrari and Aston Martin.
This thing reassures me. For me the BOP is not a problem, but I have always thought that the priority are the models already present on the track for a while. It's strange to have two Ferrari 296 but no Nismo, for example. But the important thing is that they will arrive, sooner or later :dopey:
 
Here you go. :)



/edit: Oh wait, the foldername is just melbourne. So this isn't melbourne_2022 ?

Hmm. On his Patreon he describes it as follow:

Track is melbourne (new unified version melbourne_2019 + melbourne22)

Oops, sorry. Yes it is for the melbourne22 layout in the melbourne track folder. Looks like he already animated them so I don't have to waste my time. Thank you...
 
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shi
Detroit Street Circuit 1982 v1.01
View attachment 1432274
Detroit Street Circuit with 1982 layout.
Conversion from F1 Challenge.

-CSP recommended
-36 pit/start
-AI, cam

Credits & Thanks;
F1 Challenge Track by dmarques
(Converted from Carrera.4's rF version)

Terms Of Use; (F1C)
Enjoy this mod to the fullest, that's all. If you want to convert or use this
as a base to create other cars, you're welcome in doing so as long as the
appropriate credit is given to the respective authors of the files you are
using. You can find all authors in this file

AC converted by @shi (shin956)
logo.png and sections file by @Fanapryde
window light textures and config base from detroit1988 by @rainmaker
Crowds texture by @Kniker97
marshall and some textures by kunos
Test and Feedback by @Apocalypse211

Enjoy.

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.01 changelog;

Updated ext_config.ini. (tunnel light)
Added led display animation.

Detroit Street Circuit 1982 v1.01
The link is in the quote.

v1.01 changelog;
Updated ext_config.ini. (tunnel light)
Added led display animation.

Screenshot_ks_porsche_935_78_moby_dick_detroit_1982_18-2-125-22-19-1.jpg

Screenshot_ks_porsche_935_78_moby_dick_detroit_1982_18-2-125-21-16-15.jpg
 
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