Assetto Corsa PC Mods General DiscussionPC 

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Does anyone know how to adjust the wheel specs for a mod car?

I have a Noble M600 mod, but the 'A' fitment tyres are F 205/45/18 and R 225/45/18 which is the sort of ridiculous inaccuracy that makes me wonder why the modder bothered converting the car in the first place (real fitment should be F 255/30/19 and R 335/30/20). I'm slightly worried that it involves graphical editing as even replacing the default tyres with much wider ones has no visual impact.

Edit to say, I've edited the data of the tyres.ini and now I believe the data at least is correct in what it's processing so it's just the visuals so that the car doesn't look stupid.
 
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Does anyone know how to adjust the wheel specs for a mod car?

I have a Noble M600 mod, but the 'A' fitment tyres are F 205/45/18 and R 225/45/18 which is the sort of ridiculous inaccuracy that makes me wonder why the modder bothered converting the car in the first place (real fitment should be F 255/30/19 and R 335/30/20). I'm slightly worried that it involves graphical editing as even replacing the default tyres with much wider ones has no visual impact.


Do you just want to change the input data for the physics or do you need to visually replace the wheels on the car with wider ones?

If you just need to change the physics, that's easy peasy. Open up tyres.ini in the car's data folder with Notepad++.
The first three sets of values are the size of your tyres. Example:

[HEADER]
VERSION=10

[COMPOUND_DEFAULT]
INDEX=0

[FRONT]
NAME=Street Performance
SHORT_NAME=ST
WIDTH=0.2650
RADIUS=0.29200
RIM_RADIUS=0.2304

ANGULAR_INERTIA=1.9200
DAMP=500
RATE=259072
DY0=1.2937
DY1=-0.0500


Just make sure to scroll down through the file and change both the front and back tyres of all tyre compounds.
 

yep, since preview194
Vertex AO:

Support for cars & drivers positioned in cars;
• Now affects reflections, after being scaled;
• Patches can contain SHADER_REPLACEMENT_… sections, allowing to increase “ksAmbient” where necessary;
• Option for gamma;
• AO splitting, for smooth transitions;
• Alternative AO set (for driver shadows);
• Extra AO samples for fast and reliable ambient occlusion for dynamic objects;
• Slow loading is fixed;
 
If you just need to change the physics, that's easy peasy. Open up tyres.ini in the car's data folder with Notepad++.
The first three sets of values are the size of your tyres. Example:.........
Tell me, is it possible to change the weelbase in this way without having to edit the 3D model?
 
Now this is a fantastic mod.
Like with all URD mods my personal preference is to change the steer sensitivity from 0.52 to 1.0. I find that works wonders for me and my FFB set up.
Except that the left rear view mirror is not working...
And the right one is flipped (which I managed to fix using a tip from @Cote Dazur )
 
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Tell me, is it possible to change the weelbase in this way without having to edit the 3D model?

Yes, like @Cote Dazur said in their post above.

Do you have Content Manager? Use that to open up your M600 in CM's showroom. As well as seeing your car, you'll see a window of options. The 4th tab in that window displays the car's parameters, suspension etc. Once you've selected the 4th Tab (car params) look down past a bunch of checkboxes where it says "WHEELS". Check the box below it that says "Align wheels with data".

Now when you make adjustments you can see them happening in real time. You can continue to check the other boxes such as tyres, suspension, colliders and so on to view those as well, which you can also see being adjusted in real time.

Tick the tyres checkbox to make sure you've got those right after your adjustments you asked about earlier. It will display how big the wheels and tyres will be in the game physically, not graphically, by representing them with green circles, ignore the 3D model of the wheels themselves, because the game does.
 
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Oddly you post that, recently tested for fun the nitro guzzler. Dont know why the tires are floating off the track, must be the car ;)


Yup, its a floater.
Screenshot-top-fuel-dragster-ks-monza66-21-8-119-5-4-39.jpg

You might be correct P1 but I have had issues with this and tyres being below ground. Solution for me is change the tyre radius in the uni. Larger number for smaller and smaller number for larger if that makes sense? Cars always look right in showroom, only on track that happens for me.
 
Now this is a fantastic mod.
Like with all URD mods my personal preference is to change the steer sensitivity from 0.52 to 1.0. I find that works wonders for me and my FFB set up.

Have had this car for so long I forgot about it. Still can't believe that there are No skins made for this car. Maybe one or two...that's it. Going to try that sensitivity change, thx.

custom-showroom-1566418800.png


You might be correct P1 but I have had issues with this and tyres being below ground. Solution for me is change the tyre radius in the uni. Larger number for smaller and smaller number for larger if that makes sense? Cars always look right in showroom, only on track that happens for me.

Gotcha. Just a mess around with car for a few minutes, its long been in beta for a while unless a newer version came out.
 
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Need a big favour, guys. Can anyone upload or pm me the original Kunos sfx folder for the Mercedes 190, please? Don´t need or want to make a file integrity check :) Please, anyone?
Capturar.JPG
 
To be clear though, it's not that I'm opposed to a collaboration with Esprit. I've already lent my R32 V-spec II physics for the upcoming release. Perhaps we can do the same with the Supra to avoid rips like this and improve the mod.


I've never done it myself so I don't know the exact specifics like software or hardware, but basically if you run a scanner through the geometry of the car, you can get a proportionally accurate suspension geometry and find the geometric location of the balljoint centers and tie rod links.

With DWB and strut, basically you get a perfect, ready-done geometry. IRL there are things like bushing flex and link directional bias which will contribute to the curves mid-corner but lets not get into that.

The Supra rear is multilink with the LCA separated into two links, so the curves are *dramatically* different from a similar DWB. AC's ML simulation works fine curve-wise but the bumpstops don't work among other bugs, so I had to convert it to DWB + fix the anti-squat geometry for AC's vanilla anti-squat bug. While maintaining curves and the other aspects as well as possible.


Rear ML Orig
163, 385 = 0.60, 0.08
143, 364 = 0.15, 0.04
123, 342 = -0.33, -0.04 Ref
103, 322 = -0.80, -0.14
83, 302 = -1.33, -0.27

Rear DWB Adjusted
163, 385 = 0.51, 0.10
143, 364 = 0.13, 0.05
123, 342 = -0.32, -0.04 Ref
103, 322 = -0.82, -0.15
83, 302 = -1.38, -0.27

Without the laserscan, you have much less accuracy in the links. So these curves could be 0.10deg, 0.20deg, or more away from reality depending how well I would have made it.
I think this reply illustrates just how difficult it is to create a great mod from a physics standpoint. It also indirectly explains why so many mods re-use stock Kunos suspensions (and likely borrow from one another as well).

As a (former) driver, I do wonder how much these very esoteric suspension elements can actually be "felt" while tossing the car around.

Having driven plenty of terrible mods, I suspect the answer is: Quite a bit, actually.
 
Have had this car for so long I forgot about it. Still can't believe that there are No skins made for this car. Maybe one or two...that's it. Going to try that sensitivity change, thx.

custom-showroom-1566418800.png




Gotcha. Just a mess around with car for a few minutes, its long been in beta for a while unless a newer version came out.


Forgive me, its steer assist not steer sensitivity. Only time i might have a steer assist of less than 1 is with F1 cars / LMP's..

[CONTROLS]
FFMULT=1.8
STEER_ASSIST=1
STEER_LOCK=200
STEER_RATIO=17.0
LINEAR_STEER_ROD_RATIO=0.00268
 
I think this reply illustrates just how difficult it is to create a great mod from a physics standpoint. It also indirectly explains why so many mods re-use stock Kunos suspensions (and likely borrow from one another as well).

As a (former) driver, I do wonder how much these very esoteric suspension elements can actually be "felt" while tossing the car around.

Having driven plenty of terrible mods, I suspect the answer is: Quite a bit, actually.
Almost all of the feel in sims comes via the tires, communicated via the steering system. The rest is the steering system simulation.

IRL, there'll be a hell of a lot of more difference between individual parts, like how your joints are constructed or what shape your control arms are and how they flex due to that, but there's basically none of that in the sim. At most in AC you can fake rear axle bushing flex with AWS.

Even being like that, the difference between car geometries, and especially a realistic geometry which makes sense and a rubbish geometry which doesn't make any sense is very large. I find most well-made geometries will feel more or less similar in AC, although I mainly make 80's and 90's roadcars which have quite similar approach. If something feels drastically different, chances are it is, or it's just really badly made.

Even then, you could swap around everything except the geometries in my cars and I'd still be able to figure out what I'm driving just from the characteristics of how the axles handle acquiring and losing grip. Which has more grip, what the tempo is individually and between them, if it feels peaky or if the margin for driving on the limit feels large etc. Irregardless of tires.
 
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