Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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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!
 
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