Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Thread starter daan
  • 154,798 comments
  • 48,706,504 views
Once again, I've opened my big mouth too soon...

I've fiddled with the rev limits between gearshifts and engine damage in the data folder, but it didn't stop the AI from revving the Alfa Romeo 155 TS's engine to the point of blowing it out... although I must admit that the sparks that fly out of the exhaust pipe and bounce off the ground just as the disaster occurs add a nice touch of realism to the situation...

(Trying to get the attention of some expert to fix it Mode, Off)

Speaking of lollipop guys, could someone tell me where to tinker to return the pit boys to their normal height when they look like they've grown like teenagers who've had a growth spurt, or when they look like dwarves from Lord of the Rings?

Thanks in advance.
Could problem be in ai.ini file gear up is set to high, must be set to 100rpm lower than engine limiter.
 
Hello guys, I have a question concerning texturing. I'd like to remap some models, or better parts of them like for example the front mesh of the 992 cup porsche (both guerilla and urd) or the windows and front banner of the kunos gt3 cup 2017, so i can paint on them. Is that possible, preferably in blender and are there any tutorials how to do that. My blender knowledge is very small, did that donut tutorial series two years ago and played around. But i hate not being able to recreate some liveries and am willing to learn.
 
Yep, that's what I did, but either I'm too clumsy, or there's more wrecked data, because I didn't solve the problem.

Thanks anyway!
No problem. Most likely its ai.ini. Few times for me there was strange bug when ai stuck in low gears. To fix it i had to resave ai.ini with version 4 file thru ai app in game. Hope this helps.
 
I have stuttering again with CSP 0.2.8 preview 1 (with PURE 2.57 and C13Aegis 2.24).
I think It's since I had to update the shader patch to 0.2.8 P1 for the last RSS cars ...
the last time i had stuterring, I had to untick "new KN5 loader" and everything was fine, but here I have tried many things without success ...

Does someone have also issues with the last shader patch ?
 
Last edited:
L have stuttering as well, but i thin kit might have to do with my old nvidia card and new drivers. i almost always have stutters, maybe half a second long at the end of hairpins and sometimes 90 degree or more cotners. i have a 1060ti 6gb, i know, quite old butz it always worked until about 6 months or so ago
 
Once again, I've opened my big mouth too soon...

I've fiddled with the rev limits between gearshifts and engine damage in the data folder, but it didn't stop the AI from revving the Alfa Romeo 155 TS's engine to the point of blowing it out... although I must admit that the sparks that fly out of the exhaust pipe and bounce off the ground just as the disaster occurs add a nice touch of realism to the situation...

(Trying to get the attention of some expert to fix it Mode, Off)

Speaking of lollipop guys, could someone tell me where to tinker to return the pit boys to their normal height when they look like they've grown like teenagers who've had a growth spurt, or when they look like dwarves from Lord of the Rings?

Thanks in advance.
Don't think your problem but easy to blow up the engine if In the engine configuration setting;
Inertia is set to near zero
or
The Coast_ref NON_LINEARITY is set to 1

[ENGINE_DATA]
INERTIA=0.133 (not 0)

[COAST_REF]
NON_LINEARITY=0 (not 1)

And of course some times also in the engine config. RPM too Low or K= too high will blow the engine

[DAMAGE]
RPM_THRESHOLD=7000 ; RPM at which the engine starts to take damage
RPM_DAMAGE_K=1 ; amount of damage per second per (rpm-threshold)
 
Last edited:
Yep, that's what I did, but either I'm too clumsy, or there's more wrecked data, because I didn't solve the problem.

Thanks anyway!
No problem. Most likely its ai.ini. Few times for me there was strange bug when ai stuck in low gears. To fix it i had to resave ai.ini with version 4 file thru ai app in game. Hope this helps.
Another idea - open the drivetrain.ini and check if the autoshifter settings match the ai.ini and engine.ini settings.

EG:

[AUTO_SHIFTER]
UP=8450
DOWN=5000
SLIP_THRESHOLD=0.95
GAS_CUTOFF_TIME=0.280
 
WIP Public MOD ALFA ROMEO 147 GTA Cup
__custom_showroom_1744023476.png

__custom_showroom_1744023380.png

__custom_showroom_1744409504.png
 
(RELEASED)NINJA P75 TEAM NITRO CALLS REDESIGN 3D + SKINS
1744566206774.png

DOWNLOAD LINK

 
Nice retouch on the Honda RA272 with some shaders, selfmade Good Year tyres and baked AO. What do you think?

Also slightly changed physics, because it ran faster than the other '65 cars.
Unfortunately it’s 10sec slower than the real thing. 😅

I'm still learning…
 

Attachments

  • IMG_3398.jpeg
    IMG_3398.jpeg
    114 KB · Views: 14
  • IMG_3399.jpeg
    IMG_3399.jpeg
    111.6 KB · Views: 14
  • IMG_3403.jpeg
    IMG_3403.jpeg
    81.5 KB · Views: 14
  • IMG_3402.jpeg
    IMG_3402.jpeg
    84.4 KB · Views: 20
Last edited:
Nice retouch on the Honda RA272 with some shaders, selfmade Good Year tyres and baked AO. What do you think?

Also slightly changed physics, because it ran faster than the other '65 cars.
Unfortunately it’s 10sec slower than the real thing. 😅

I'm still learning…
Looks like the GT7 model, no? Truly gorgeous anyway, wish F1 would go back to the simpler cars - who needs safety anyway?
 
Hello, what is the process to add rainfx to tracks that refuse to show rain?
 

Attachments

  • Screenshot_atcc_60-64_appendix_j_jaguar_mk2_4-1_am_barbagallo_raceway_14-3-125-19-0-24.jpg
    Screenshot_atcc_60-64_appendix_j_jaguar_mk2_4-1_am_barbagallo_raceway_14-3-125-19-0-24.jpg
    94.5 KB · Views: 15
  • Screenshot_atcc_60-64_appendix_j_jaguar_mk2_4-1_am_barbagallo_raceway_14-3-125-19-1-21.jpg
    Screenshot_atcc_60-64_appendix_j_jaguar_mk2_4-1_am_barbagallo_raceway_14-3-125-19-1-21.jpg
    109.2 KB · Views: 16
Hello, what is the process to add rainfx to tracks that refuse to show rain?
There's no track that refuses rainFX, only tracks where the effect is set in the wrong way or with wrong shaders applied to the materials. By the pic you shown it seems you're talking about Barbagallo for which i did my own config a long time ago, no idea on how many version are out there, but for sure, on my version the rainFX works fine as planned
 
hi all , I feel so stupid, but I just found out that with this url ( https://www.gtplanet.net/forum/threads/assetto-corsa-pc-mods-general-discussion.307899/unread ) I can always go to the first unread post...

For years now I've been copying and saving the bookmark of the last post I read, in order to be able to read on the next day...
(but that fails when an admin deletes that post ofcourse)

Anyway, thought I'd share the new found wisdom in case anyone else still didn't know.
 
hi all , I feel so stupid, but I just found out that with this url ( https://www.gtplanet.net/forum/threads/assetto-corsa-pc-mods-general-discussion.307899/unread ) I can always go to the first unread post...

For years now I've been copying and saving the bookmark of the last post I read, in order to be able to read on the next day...
(but that fails when an admin deletes that post ofcourse)

Anyway, thought I'd share the new found wisdom in case anyone else still didn't know.
I was today years old when I learned this. Many thanks :cheers:
 
hi all , I feel so stupid, but I just found out that with this url ( https://www.gtplanet.net/forum/threads/assetto-corsa-pc-mods-general-discussion.307899/unread ) I can always go to the first unread post...

For years now I've been copying and saving the bookmark of the last post I read, in order to be able to read on the next day...
(but that fails when an admin deletes that post ofcourse)

Anyway, thought I'd share the new found wisdom in case anyone else still didn't know.
I just press the bell & press the first notification that's shown there as it always brings me to the newest unread comment post.
 
Сan any make this skin for Bentley GT 3???
 

Attachments

  • IMG_20250414_203719.jpg
    IMG_20250414_203719.jpg
    118.6 KB · Views: 15
  • IMG_20250414_203712.jpg
    IMG_20250414_203712.jpg
    142.1 KB · Views: 8
  • IMG_20250414_203653.jpg
    IMG_20250414_203653.jpg
    159.4 KB · Views: 14
  • IMG_20250414_203639.jpg
    IMG_20250414_203639.jpg
    135.4 KB · Views: 12
  • IMG_20250414_203620.jpg
    IMG_20250414_203620.jpg
    175.6 KB · Views: 15
  • IMG_20250414_203548.jpg
    IMG_20250414_203548.jpg
    194.1 KB · Views: 13
  • IMG_20250414_203539.jpg
    IMG_20250414_203539.jpg
    178.7 KB · Views: 28
Last edited:
hi all , I feel so stupid, but I just found out that with this url ( https://www.gtplanet.net/forum/threads/assetto-corsa-pc-mods-general-discussion.307899/unread ) I can always go to the first unread post...

For years now I've been copying and saving the bookmark of the last post I read, in order to be able to read on the next day...
(but that fails when an admin deletes that post ofcourse)

Anyway, thought I'd share the new found wisdom in case anyone else still didn't know.
I have this thread "watched" and bookmarked the "Forums" main page, so the AC threads show as first.
But I take also many many drugs so.

ryan reynolds mouth GIF
 
Thanks to your video, but I really don't know how to solve it.
For pitlane's ending, it's intentional, in order to let ai not crash in tunnel.
I've done some digging into AssettoCorsaMods.net and I've found some early documentation:


Timing:
These objects don't need the axis orientation like the spawn objects
AC_TIME_0_L
This must be placed on the LEFT side of the start/finish
AC_TIME_0_R
This must be placed on the RIGHT side of the start/finish

AC_TIME_1_L
AC_TIME_1_R
Same rule about left and right but it will became the first intermediate.
AC_TIME_2_L
AC_TIME_2_R
The second intermediate.
You can place only 2 intermediates.

The trigger will be a line drawn from the center of the object to the other side (not visible obviously)



So there are "gates" that are labeled in the .kn5 editor called AC_TIME that are incorrectly placed. These indicates sectors on a track marked as "circuit" in tags and goes from start to finish in the same place (another reminder to please add the "circuit" tag to your tracks in future updates, it is important).


I'm going to try and open it myself and see if I can find the problem, although I have no further reference and haven't opened a track in kseditor before. I'll let you know if I find the issue.






EDIT: I've found the AC_TIME variable, it's in the "grid.kn5", which needs to be unpacked after the "yas_marina.kn5" model and then opened as an FBX file in KSEditor. In here, all the timing and positioning data for the track is stored. I assume that AC_TIME 2/3/ etc. here is misplaced.


I am trying to figure out how to move these "AC_TIME" blocks in grid.kn5 (or any blocks for that matter, so pit slots, grid slots, etc.), but I can't figure it out at the moment. Any help from those in the know will be appreciated. I think it's safe to assume these elements are not created in Blender itself but in the KSEditor, I just can't figure out how to control them.




EDIT2: The sector "blocks" in the KSEditor view of grid.kn5 are definitely placed incorrectly. They're out of order (AC_TIME 2 is where AC_TIME 1 should be, hence the timing breaking) and they're not in the right place on the actual track itself. See this map for where the actual sectors should be:

Abu_Dhabi_Circuit
 
Last edited:
Sharing a mod? Host it on GTPlanet Downloads. Free, public hosting for files up to 10GB in size.
Back