Assetto Corsa PC Mods General DiscussionPC 

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Need an option for Carbnon up the middle with transparent sides.
:lol: , will be seen after the first poll .... , but the idea is good !

Capture d’écran (881).png
 
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I'm sorry, it was heading in a direction and then I voted and made it 50/50 again. I'm no good use :)
Good morning. Is there any easy app or program other than 3D Max or Blendel that can correct and adjust the hand movement with the gear lever? Many high-quality mods are impaired. This is because when shifting gears, the driver's hand moves to one side, which has nothing to do with the position of the gear lever. Thank you very much in advance, guys.
Short answer is no. Complex stuff is complex shrug.
As @24H suggests, searching through @Masscot's posts, you might find some configs that might match up with the cars you're trying to fix.
 
What is the cause of this? I'm trying to make new lods for Ginetta G40 GT5 from Garage ACTK, but every now and then I run into this. Sorry if this is a simple problem, but I only use Blender to make lods and track grid extensions. Thanks in advance.

View attachment 1437624
this problem comes from the double face created by 3dsimed, which breaks the geometry, and the modeurs who use it really don't know what they're doing.
 
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Good day,

Hope you are all doing fine.

Short question; Some of my cars are suffering from engine sounds quiting as of certain speeds and revs. Say, from 0 to 120 km/h all is good but after that engine sounds disappear... When i decellerate the engine sounds come back in though. Very weird. Other cars do not have this anomaly, so it should not be my system I guess.

Anyone here encountered something similar and knows how to solve this? Thanks in advance.
Not atm, but imo it would be useful to name the cars in question, so others can check ?
 
Corso v1.04
Screenshot_ks_abarth_595ss_s1_corso_21-2-125-22-0-23.jpg


Fictional circuit.
Conversion from GTL.

-CSP recommended
-2 layouts (Full/ Speed)
-30 pit/start
-AI, cam

Credits & Thanks;
GTL Original Track by @carTOON (barcika)
-Thank you for giving me permission

AC Converted by @shi (shin956)
Sections file and logo.png by @Fanapryde
Crowds texture by @Kniker97
3D terrain from Chuck_CG's Landscape pack
"Pack - Realistic - 3 Warehouse" (https://skfb.ly/osoBI) by Islide is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).
"Lowpoly Buildings" (https://skfb.ly/oCnGO) by l0wpoly is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).
tree, marshall and some textures by kunos
Test and Feedback by @Masscot

Option;
Alternative adboards for Corso by Mascot
https://www.overtake.gg/downloads/alternative-adboards-for-corso.79577/
Screenshot_rss_gt_shadow_v8_corso_7-9-125-21-2-57.webp


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

Fixed a problem where all vibrators on the right side of the course were upside down relative to the direction of traffic.
Included Emmissive textures and part of light config by Quark67.
Updated ext_config.ini. (tree shader)
The problem of some car mods getting stuck on the road surface has probably been fixed.

v1.02 changelog;
1WALL mesh was hidden in the relevant area. That was the cause of the crash. It has been removed.

v1.03 changelog;
Added tire wall to prevent shortcuts. (Full layout)

v1.04 changelog;
Even when CSP settings → General Patch Settings → CPU optimizations → Chunks optimizations are set to Advanced, ground objects are no longer hidden. (Tested with CSP 0.2.12-preview1.)
 
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What is the cause of this? I'm trying to make new lods for Ginetta G40 GT5 from Garage ACTK, but every now and then I run into this. Sorry if this is a simple problem, but I only use Blender to make lods and track grid extensions. Thanks in advance.

View attachment 1437624

View attachment 1437625
I don't remember exactly how to solve this problem because it only happened to me once. If I remember correctly it's just a display problem, some faces are turned the other way and are transparent. Try selecting the mesh that has this problem and recalculate the normals (press tab > normals > recalculate outside).

If this doesn't work, then the problem is related to the mesh itself. If alt+j (deletes triangulations) + merge vertices from distance bring back the entire mesh, even if practically destroyed, then we need to figure out how to "rebuild" it
 
Hey All,

I hope everyone is doing well.

I'm looking for someone to help develop my home circuit.
Who would you guys recommend? Or, would you like to help?

I appreciate any help you can provide.
 
Good day,

Hope you are all doing fine.

Short question; Some of my cars are suffering from engine sounds quiting as of certain speeds and revs. Say, from 0 to 120 km/h all is good but after that engine sounds disappear... When i decellerate the engine sounds come back in though. Very weird. Other cars do not have this anomaly, so it should not be my system I guess.

Anyone here encountered something similar and knows how to solve this? Thanks in advance.
A possibility is that sounds being used which just don't go as high as your mods engine rpm. On the car selection tab of Content manager there is (lower middle right) a button to select the sounds from a different car. If you choose to use say the sounds from a large slow reving American V8 as replacement sound for your 2.5 liter Formula one mod then the engine sound will die well before the engine gets to Maximum revs. If you have Content Manager try selecting the sounds from a suitable mod as replacement.
 
Track Release: 1937 Tripoli v.90
by Historic Sim Studios & Sergio Loro
Free to the public


View attachment 1426739
Track update: 1937 Tripoli v0.95
by Historic Sim Studios & Sergio Loro
Free to the public

Changelog:
1. New tarmac texture (with more details).
2. Added AGIP ad in the last corner and at start/finish.
3. Replaced and refined starting grid according to actual historical starting grids (4-3-4-3-4-3-4-3).
4. Added embankment on the left at turn 1.
5. Telephone/electrical poles & cables added.
6. New sandbag "safety" barriers.
7. Added road from southeast joining the track as seen in several maps from the time.
8. Changed position and size of flags at start/finish.
9. Added hazard signs at crossing.
10. Added more spectator 3D models around the track.
11. Revised some track edge transitions.
12. Trackside cars optimized a bit better.
13. New stairs added at start/finish.
14. Added brake meter markers at various points around circuit.
15. Revised latter half circuit foliage.
16. Added some small Buildings at start/finish and tower for the marshals in the last bend.
17. Updated crossroad sign.
18. Added new umbrellas.
 
Zwartkops Raceway V2 - v2.10

1742571427979.png

"This a complete 3d rework of a previously released track. Aprox 75% of the track is completely new"

features:
  • 2 layouts, circuit and kart
  • 27 pit/grid circuit, 14 pit/grid kart with AI
  • RainFx, Lighting, etc
  • CSP required

credit:

:: DOWNLOAD v2.02 ::

changelog v2.10
  • wall flickering report fixed by @pugsang
  • cable fix by @Breathe
  • typo in config fixed

:: DOWNLOAD v2.10 ::
Zwartkops Raceway V2 - v2.10

changelog v2.10
  • wall flickering report fixed by @pugsang
  • cable fix by @Breathe
  • typo in config fixed

:: DOWNLOAD v2.10 ::
 
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Chrysler LMP, Doran-Lista Dallara SP1's Version 1.2

download: https://www.mediafire.com/file/9dn7...ista_Dallara_SP1%27s_Pack_version_1.2.7z/file

Please delete earlier versions.

Cars in pack
2001 Team PlayStation Chrysler LMP Mopar (Dallara)
2002 Doran-Lista Dallara SP1 SRP Judd (GV4)
2002 Doran-Lista Dallara SP1 LMP900 Judd (GV4)
2003 Doran-Lista Dallara SP1 SRP Judd (GV5)
2003 Doran-Lista Dallara SP1 LMP900 Judd (GV5)

Other Lemans Prototypes: https://www.mediafire.com/folder/7g6488jsyt2ux/Lemans+Prototype+Near+Finalized

Credits

Team: RMS

Model: PerfectDark, Unknown

Converstion: Marneus_boss

Model Scaling and Model Work: Marneus_boss, Peugeot905, Kamil Cader,

Physics: Peugeot905,Kamil Cader

Sound: RMS

Screenshots: AndyGTR

Updates

Version 1.2

-Added 2002 and 2003 Doran-Lista Dallara SP1 SRP's
-Repositioned driver and new shift animation
-fixed shift lights for 2003 Doran-Lista SP1 LMP900
-Updated Sound.ini for 2002 Doran-Lista LM900
-Updated onboard for Chrysler LMP and Doran-Lista LMP900's
-Added winglet aero for Doran-Lista LMP900's
-Reworked front aero for Doran Lista's LMP900s and Chrysler LMP
-Updated to set Support Shifter to 0 for all cars in the pack. To replicate Sequential gearbox.


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A possibility is that sounds being used which just don't go as high as your mods engine rpm. On the car selection tab of Content manager there is (lower middle right) a button to select the sounds from a different car. If you choose to use say the sounds from a large slow reving American V8 as replacement sound for your 2.5 liter Formula one mod then the engine sound will die well before the engine gets to Maximum revs. If you have Content Manager try selecting the sounds from a suitable mod as replacement.
In regards to my scenario where I lost audio it wasn't rev related, once the engine audio was lost it stayed silent. I'm guessing the OP who asked for question might have been in a similar situation.
 
Track update: 1937 Tripoli v0.95
by Historic Sim Studios & Sergio Loro
Free to the public

Changelog:
1. New tarmac texture (with more details).
2. Added AGIP ad in the last corner and at start/finish.
3. Replaced and refined starting grid according to actual historical starting grids (4-3-4-3-4-3-4-3).
4. Added embankment on the left at turn 1.
5. Telephone/electrical poles & cables added.
6. New sandbag "safety" barriers.
7. Added road from southeast joining the track as seen in several maps from the time.
8. Changed position and size of flags at start/finish.
9. Added hazard signs at crossing.
10. Added more spectator 3D models around the track.
11. Revised some track edge transitions.
12. Trackside cars optimized a bit better.
13. New stairs added at start/finish.
14. Added brake meter markers at various points around circuit.
15. Revised latter half circuit foliage.
16. Added some small Buildings at start/finish and tower for the marshals in the last bend.
17. Updated crossroad sign.
18. Added new umbrellas.
Thanks for noticing, can finally change the poorly made Tripoli track in my championship by this one.
 
In regards to my scenario where I lost audio it wasn't rev related, once the engine audio was lost it stayed silent. I'm guessing the OP who asked for question might have been in a similar situation.
I had a similar issue and I think i solved it by going into settings>general patch settings>audio and I unticked the box "Silence malfunctioning FMOD channels"....Im not a technical modder and don't know how many things work but I poke around until some issues go away and I think that was the culprit when I was dealing with something similar
 
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Track update: 1937 Tripoli v0.95
by Historic Sim Studios & Sergio Loro
Free to the public

Changelog:
1. New tarmac texture (with more details).
2. Added AGIP ad in the last corner and at start/finish.
3. Replaced and refined starting grid according to actual historical starting grids (4-3-4-3-4-3-4-3).
4. Added embankment on the left at turn 1.
5. Telephone/electrical poles & cables added.
6. New sandbag "safety" barriers.
7. Added road from southeast joining the track as seen in several maps from the time.
8. Changed position and size of flags at start/finish.
9. Added hazard signs at crossing.
10. Added more spectator 3D models around the track.
11. Revised some track edge transitions.
12. Trackside cars optimized a bit better.
13. New stairs added at start/finish.
14. Added brake meter markers at various points around circuit.
15. Revised latter half circuit foliage.
16. Added some small Buildings at start/finish and tower for the marshals in the last bend.
17. Updated crossroad sign.
18. Added new umbrellas.
1742586330298.png

I think the asphalt has too much shine
1742586626885.png

it seems a little better to me)))))
 
Good day,

Hope you are all doing fine.

Short question; Some of my cars are suffering from engine sounds quiting as of certain speeds and revs. Say, from 0 to 120 km/h all is good but after that engine sounds disappear... When i decellerate the engine sounds come back in though. Very weird. Other cars do not have this anomaly, so it should not be my system I guess.

Anyone here encountered something similar and knows how to solve this? Thanks in advance.

A possibility is that sounds being used which just don't go as high as your mods engine rpm. On the car selection tab of Content manager there is (lower middle right) a button to select the sounds from a different car. If you choose to use say the sounds from a large slow reving American V8 as replacement sound for your 2.5 liter Formula one mod then the engine sound will die well before the engine gets to Maximum revs. If you have Content Manager try selecting the sounds from a suitable mod as replacement.
hi Jeroen, if it is the case Glenn explained, that your sound only has for example till 7500rpm but your car mod goes to 8000 rpm - and thus when reaching above 7500 rpm the sound cuts off , and as soon as you go below 7501 again you have sound again,
you can use this trick with any sound :

add in extension\ext_config.ini the following:

[AUDIO_PARAMETER_TRANSFORM]
ENGINE_EXT_RPMS = (| 0=0 | 8000=7500 |) ; lower the second number for lower tones
ENGINE_INT_RPMS = (| 0=0 | 8000=7500 |)

like that you use the sound of rev till 7500 but transpose that to higher car rpms (eg on 8000rpm you will hear the 7500 rpm sound... )


Good luck!
 
Good day,

Hope you are all doing fine.

Short question; Some of my cars are suffering from engine sounds quiting as of certain speeds and revs. Say, from 0 to 120 km/h all is good but after that engine sounds disappear... When i decellerate the engine sounds come back in though. Very weird. Other cars do not have this anomaly, so it should not be my system I guess.

Anyone here encountered something similar and knows how to solve this? Thanks in advance.
This is due to a bug in the latest CSP. I'm not at my sim right now, so this is a bit imprecise, but there's a new setting in the CSP general patch settings tab that's called something along the lines of 'Silence Malfunctioning FMOD Channels'. Deselect that and you should be back in business.
 
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Hi,
How can I ensure the ai cars have a much less(but not insufficient) amount of race fuel, regardless of race length?

I usually run 15-25 lap races with the ai, in a few car types, and I’ve noticed that if for example a certain race requires 50 litres of fuel to complete it, they usually have nearly or more than double that, making them much slower as a result.

An obvious ‘fix’ is to run the same fuel load as they do, but I’d rather they’d be at 55 litres or something, instead of 110!
 
Hi,
How can I ensure the ai cars have a much less(but not insufficient) amount of race fuel, regardless of race length?

I usually run 15-25 lap races with the ai, in a few car types, and I’ve noticed that if for example a certain race requires 50 litres of fuel to complete it, they usually have nearly or more than double that, making them much slower as a result.

An obvious ‘fix’ is to run the same fuel load as they do, but I’d rather they’d be at 55 litres or something, instead of 110!
I've got the opposite problem. I run 10 lap races against the AI and sometimes they all pit after lap 2 or 3 because they started super light on fuel. I don't know if it's that particular mod that's set up that way or the track that's causing it.
 
I've got the opposite problem. I run 10 lap races against the AI and sometimes they all pit after lap 2 or 3 because they started super light on fuel. I don't know if it's that particular mod that's set up that way or the track that's causing it.
Wow both extremes but no happy medium.
I’ve tried saving my setups as ‘ai_default’ for each car with no success.
 
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