Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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Hello, please tell me, I play on automatic transmission, but on some mods when switching to a higher gear you need to switch as on a manual, and to a lower gear as on an automatic
 
Hello, please tell me, I play on automatic transmission, but on some mods when switching to a higher gear you need to switch as on a manual, and to a lower gear as on an automatic
Take a look at drivetrain.ini file in data. The RPM target for upshift is likely higher than the max RPM for the car. Change the upshift target to the correct RPM for the car.

[AUTO_SHIFTER]
UP=
DOWN=
SLIP_THRESHOLD=
GAS_CUTOFF_TIME=
 
Take a look at drivetrain.ini file in data. The RPM target for upshift is likely higher than the max RPM for the car. Change the upshift target to the correct RPM for the car.

[AUTO_SHIFTER]
UP=
DOWN=
SLIP_THRESHOLD=
GAS_CUTOFF_TIME=
Correct
[AUTO_SHIFTER]
UP=5000
DOWN=4500
SLIP_THRESHOLD=
GAS_CUTOFF_TIME=

I have added some numbers to illustrate the pt
The car will change up at 5000 rpm (if max engine revs is more then 5000) BUT in changing up the revs will likely drop below 4500 rpm making the car automatically change back down.
Generally if the change up revs seem ok, what I do is start progressively lowering the DOWN number by about 250 at a time until the car shifts normally.
 
Is that the layout you used for the video?
I just (over the weekend) downloaded the newest versions and installed them in sequence.
As @Rivanov says, he has smash-merged the older 2019 and 2022 version into one, now simply Melbourne.
It has 2019 and 2022 layouts, and I've added his 2024 and 2025 layouts as well.

On my system, 2022 has flags with no animation, 2019 has flags with absolutely minimal animation, 2024 has poles without flags, and 2025 has flags with proper animation.

¯\(ツ)
 
Correct
[AUTO_SHIFTER]
UP=5000
DOWN=4500
SLIP_THRESHOLD=
GAS_CUTOFF_TIME=

I have added some numbers to illustrate the pt
The car will change up at 5000 rpm (if max engine revs is more then 5000) BUT in changing up the revs will likely drop below 4500 rpm making the car automatically change back down.
Generally if the change up revs seem ok, what I do is start progressively lowering the DOWN number by about 250 at a time until the car shifts normally.
You don’t need that amount of trial and error (changing by 250). If you have a tachometer HUD, then you can view the rpm during the gear changes.
 
New Pure 2.57 development update is available.
One new feature worth high-lighting (for me anyway) is:
"new "mountain" shader, improves skydomes look in foggy sceneries (Pure LCS only)"
Mountains are hard to get right and look real. This feature looks fantastic. "Hello Fuji!" :)

Thanks @Peter Boese :cheers:
Just tested at St Croix which often seemed to have duck-egg blue distant mountains, and indeed they now seem fixed. But I can't remember if I did something to the fog settings a while ago to already mitigate this. Anyway, fingers crossed..!
Something I've been meaning to ask @Peter Boese for a while but keep forgetting: on a weather slot such as 'Broken Clouds', default settings have a Rain Probability of 10%, but with Rain Wetness set at 0%. This means that it can be visibly raining, but no raindrops at all hit the windscreen, which can look quite odd. Raising Rain Wetness to anything above zero, even 0.x%, starts to make some drops land on the glass. Shouldn't Rain Wetness have an appropriate value more than zero if Rain Probability is also more than zero?

1742306858882.png
 
at the moment there is a problem with switching to the mod TRR_LMH_aston_martin_valkyrie_amr-lmh
but it doesn't have a data folder or a drivetrain.ini file
 
313
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.
Thank you, I'll try when I get home this evening 🔥
 
[WIP] Working on a VRC Formula Alpha 2024 F1 Generic Dashboards for all teams.
For SimHub.

-Current Lap
-Delta
-Last Lap
-Speed
-Lap
-Engine Temperature
-BBAL
-Position
-Fuel Remaining Laps
-Time Ahead and Behind
-Mgu-H Mode
-Mgu-K Mode
-DRS
-RPM
-Gear
-Tires Temperature with different colours
-Tires status
-ERS charge
-Yellow flag alert

+

Popup Screens for:
-MGU-H
-MGU-K
-BRAKE BALANCE

+

Idle Screens for all F1 teams.

To do list:
-different colours for every teams
-second screen with track map status
-try for working green and blue flag alert

Immagine00.png

Immagine01.png

Immagine02.png

Immagine03.png

Immagine04.png
 
Last edited:
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...

View attachment 1436982
Yeah, thats the gauge cluster for it. There's two meshes for the needle. interior_panel_18 (Needle) and interior_panel_14 (base). I do remember editing the analog_instruments.ini to get a gauge to work for another mod a couple years back. Yet, when I try for this one, it don't work.
[SPEED_INDICATOR]
OBJECT_NAME= interior_panel_14, interior_panel_18
ZERO=0
STEP=1.45

I know STEP controls the angle from 0 iirc.
Now the digi gauges on the sides, I don't have enough experience for that yet. Got lucky with the Android auto thanks to a tutorial and a long night of fidgeting with numbers.



Also, if anyone is interested about the android auto, here's the numbers I got for that in my config.

//////////////////////////
Android Auto
//////////////////////////

[INCLUDE: android_auto/config.ini]
[Display_AndroidAuto]
Meshes = interior_panel_10,interior_panel_12 ; display mesh
Resolution = 665,720 ; texture resolution
Size = 650,247 ; size of the screen area
Offset = 2,467 ; left top corner of screen area
Scale = 1.3 ; might need adjusting to get the scale right
RearCameraPosition = 0, 0.25, -2.5 ; position of rear view camera
aftermarketComponent = 0
 

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Try this (add internal windscreen material name) :
Code:
;to remove road reflection from internal glass
[SHADER_REPLACEMENT_...]
ACTIVE = 1
MATERIALS =
SHADER = ksWindscreen
For some reason, for his car, your command only changed the shader after I deleted what he suggested. So, I combined both indications. Thx
 
I just (over the weekend) downloaded the newest versions and installed them in sequence.
As @Rivanov says, he has smash-merged the older 2019 and 2022 version into one, now simply Melbourne.
It has 2019 and 2022 layouts, and I've added his 2024 and 2025 layouts as well.

On my system, 2022 has flags with no animation, 2019 has flags with absolutely minimal animation, 2024 has poles without flags, and 2025 has flags with proper animation.

¯\(ツ)
The flag addition I made over the weekend is for the melbourne_2019 version from ACU. I believe (but could be wrong), the 2019 version Pyyer puts in his Overtake download is the ACU version of the track. So my flags addon should work with that. The 2022 layout he includes looks like it's not even a finished track. The banners and walls are just a green color and the road texture looks terrible. Maybe he's updated it since then and it's only available on Patreon. That one definitely has no flag animation at all. That's why I was considering making the flags animated. I thought it might work for people using his 2024 and 2025 extensions. Sounds like he did it for 2025 already, but not 2024.
 
Hello! Is there any way to change or reduce these darker areas between the trees?

Thanks
 

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I don't want to reopen the discussion about duplicates created between modding teams, but who knows when we'll see a 720s or a Nismo GT3. 😟
both are being worked on by RSS. After the 296, it seems like the nismo is next in line for them. The 720s also has been rumored to be getting the extreme version of it along with the GT3 homologated one.
 
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