Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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Just been blasting round Spa at night in the 911 rsr 2017 and on the darkest area on the back of the circuit I couldn't see far enough in the distance with the headlamps, which csp setting extends how far down the road you can see? Running VR as always, Cheers gents
 
Is there someone willing to take a look at this car?In the showroom it works fine,but when i go to drive it i only see a black screen.

preview-29-600x370.jpg


https://gtpsimracing.com/download/honda-nsx-r-gt-05/

(You have to register to download the car,its free)

Thanks
 
can you show me a picture of the black screen?

It seems i did something wrong.I analyzed and "fixed" the car with cm.That was causing it not to work.This time i just dropped it in the cars folder and just tried it.It works ok now!!!

Many thanks for the quick reply and help!
 
Gumpert Apollo 2004
create the directory
"assettocorsa\content\cars\gumpert_apollo\extension"

then create a file in this directory called
"ext_config.ini"

and paste this:

[INCLUDE]
INCLUDE=common/no_popup_lights.ini

[LIGHT_HEADLIGHT_0]
NAME=Back.008_SUB2
BIND_AS=head_lights
AFFECTS_TRACK=1
COLOR=16,148,216,0.01
OFF_COLOR=0
ACT_AS_HEADLIGHTS=1
FADE_AT=800
FADE_SMOOTH=30
LOCATION=FRONT
RANGE=150
RANGE_GRADIENT_OFFSET=0.1
SPECULAR_MULT=3
SPOT=120
SPOT_SHARPNESS=0.69
upload_2019-11-17_18-48-16.png
 
create the directory
"assettocorsa\content\cars\gumpert_apollo\extension"

then create a file in this directory called
"ext_config.ini"

and paste this:

[INCLUDE]
INCLUDE=common/no_popup_lights.ini

[LIGHT_HEADLIGHT_0]
NAME=Back.008_SUB2
BIND_AS=head_lights
AFFECTS_TRACK=1
COLOR=16,148,216,0.01
OFF_COLOR=0
ACT_AS_HEADLIGHTS=1
FADE_AT=800
FADE_SMOOTH=30
LOCATION=FRONT
RANGE=150
RANGE_GRADIENT_OFFSET=0.1
SPECULAR_MULT=3
SPOT=120
SPOT_SHARPNESS=0.69
View attachment 866243

Thank you for posting this as it answered my question of whether this folder should have been in the cars folder or not :cheers:

I'm a bit confused about the extension folder containing ext_config.ini that is in some of the car mods folders. Should this be moved to the CM extension folder in the AC directory?
 
Thank you for posting this as it answered my question of whether this folder should have been in the cars folder or not :cheers:
yes, second possible way is to put
"gumpert_apollo.ini"
in
"assettocorsa\extension\config\cars\mods" or some other sub dir of
"assettocorsa\extension\config\cars"
or as a third way even in
"Documents\Assetto Corsa\cfg\extension\config\cars\mods" or some other sub dir of
"Documents\Assetto Corsa\cfg\extension\config\cars"
 
yes, second possible way is to put
"gumpert_apollo.ini"
in
"assettocorsa\extension\config\cars\mods" or some other sub dir of
"assettocorsa\extension\config\cars"
or as a third way even in
"Documents\Assetto Corsa\cfg\extension\config\cars\mods" or some other sub dir of
"Documents\Assetto Corsa\cfg\extension\config\cars"

Good to know, thank you.
 
create the directory
"assettocorsa\content\cars\gumpert_apollo\extension"

then create a file in this directory called
"ext_config.ini"

and paste this:

[INCLUDE]
INCLUDE=common/no_popup_lights.ini

[LIGHT_HEADLIGHT_0]
NAME=Back.008_SUB2
BIND_AS=head_lights
AFFECTS_TRACK=1
COLOR=16,148,216,0.01
OFF_COLOR=0
ACT_AS_HEADLIGHTS=1
FADE_AT=800
FADE_SMOOTH=30
LOCATION=FRONT
RANGE=150
RANGE_GRADIENT_OFFSET=0.1
SPECULAR_MULT=3
SPOT=120
SPOT_SHARPNESS=0.69
View attachment 866243
one last question is there any way to make the back lights work too? I've revamped the interior lights and wanted to finish it up.
2019.11.17-19.22.png
 
[INCLUDE]
INCLUDE=common/no_popup_lights.ini

[LIGHT_HEADLIGHT_0]
NAME=Back.008_SUB2
BIND_AS=head_lights
AFFECTS_TRACK=1
COLOR=16,148,216,0.01
OFF_COLOR=0
ACT_AS_HEADLIGHTS=1
FADE_AT=800
FADE_SMOOTH=30
POSITION=0,0.3,2
LOCATION=FRONT
RANGE=150
RANGE_GRADIENT_OFFSET=0.1
SPECULAR_MULT=3
SPOT=140
SPOT_SHARPNESS=0.69

[EMISSIVE_LIGHT_0]
NAME = back_light_SUB1
BIND_TO_HEADLIGHTS = 1
COLOR = 20, 0, 0
LAG = 0
LOCATION = REAR
SIMULATE_HEATING = 0

[LIGHT_HEADLIGHT_1]
NAME=back_light_SUB1
BIND_AS=head_lights
AFFECTS_TRACK=1
COLOR = 5, 0, 0
OFF_COLOR=0
ACT_AS_HEADLIGHTS=1
FADE_AT=800
FADE_SMOOTH=30
POSITION=0,0.3,-2
DIRECTION=0,0.3,-2
LOCATION=REAR
RANGE=2
RANGE_GRADIENT_OFFSET=0.1
SPECULAR_MULT=3
SPOT=180
SPOT_SHARPNESS=0.69

[LIGHT_REVERSE_1]
NAME=back_light.002_SUB1
AFFECTS_TRACK=1
COLOR = 10, 10, 10
OFF_COLOR=0
FADE_AT=800
FADE_SMOOTH=30
POSITION=0,0.3,-2.65
DIRECTION=0,0,-2
LOCATION=REAR
RANGE=2
RANGE_GRADIENT_OFFSET=0.1
SPECULAR_MULT=3
SPOT=180
SPOT_SHARPNESS=0.69

[EMISSIVE_REVERSE_0]
NAME = back_light.002_SUB1
COLOR = 10, 10, 10
LAG = 0
LOCATION = REAR
SIMULATE_HEATING = 0


; could be fine tuned
 

I'm curious, do you know what was done to fix the windshield issue?
I have the same problem with a Mercury GTO Cougar from Zins5ki. The properties for both the internal and external windscreens are set to transparent yet all I see is a dark blue opaque windscreen when in the driver's seat even though the windscreen appears transparent in Showroom.

Also not sure about Spyrious' response since the windscreen in your Acura link was transparent both before and after I used the CM analyze function, which just found issues concerning weight in the UI and the rev limiter being too low in the SFX.
 
Mine is still correct, maybe your shader patch?

I've seen shader patch mentioned as being needed on a few cars in Assettoland but they never tell you which shader patch is needed.
for example there's a West Corvette I downloaded that needs a mysterious shader patch and when you view the exterior in Showroom it just appears to be a mass of spiky, opaque polygons.
Any ideas about how to discover the correct shader patches?
 
I've seen shader patch mentioned as being needed on a few cars in Assettoland but they never tell you which shader patch is needed.
for example there's a West Corvette I downloaded that needs a mysterious shader patch and when you view the exterior in Showroom it just appears to be a mass of spiky, opaque polygons.
Any ideas about how to discover the correct shader patches?
Have you got Content manager?under settings custom shader about and updates you can see and choose, I had the same issue with the Imsa Cougar and it was corrected
 
Upcoming pay mod: LA Canyons 1.2

I've paid for it once, some have probably paid for it twice and I'm sure a lot of us will pay for it a third time but IMO it will deserve a few more sheckles as it's it's original and obviously a lot of blood, sweat and tears has been put in to it. I'm sure this update will be well worth it and will not disappoint. Besides, we need a place to drive all them street cars.

Big Tujunga Canyon Road - Bridge at Sunset
74177977_1169637353222360_2187948600774885376_o.jpg


Angeles Crest - Looking East at Sunrise
75625257_1169637446555684_9153098675310821376_o.jpg


Angeles Crest / Upper Big Tujunga Junction
74913057_1169637546555674_4245630976606076928_o.jpg


Clear Creek Junction
73533035_1169638016555627_5149345013976530944_o.jpg


Big Tujunga Dam No. 1
76645615_1169638253222270_6234686002749767680_o.jpg


La Cañada Flintridge - Full moon
75636138_1169646623221433_9037279496285192192_o.jpg
 
o. no. sorry. i used 3dsimed and just deleted the windshield. bit crude but at least it works
No worries, you set me on the right track. I've been running 1.25 preview245, which they admit is still buggy, but I wanted to check out all the new grass, and smoke effects. I downgraded to the recommended version of 1.25 preview49 and the windshield is now crystal clear.
Cheers!:cheers:
 
I'm curious, do you know what was done to fix the windshield issue?
I have the same problem with a Mercury GTO Cougar from Zins5ki. The properties for both the internal and external windscreens are set to transparent yet all I see is a dark blue opaque windscreen when in the driver's seat even though the windscreen appears transparent in Showroom.

Also not sure about Spyrious' response since the windscreen in your Acura link was transparent both before and after I used the CM analyze function, which just found issues concerning weight in the UI and the rev limiter being too low in the SFX.
not sure.
also my cm did not recognize anything bad the nsx works fine from the get go.
you can find here all of the cars that you need almost all of them are fixed.
https://assettoland.wixsite.com/assettoland/cars-1
 
Upcoming pay mod: LA Canyons 1.2

I've paid for it once, some have probably paid for it twice and I'm sure a lot of us will pay for it a third time but IMO it will deserve a few more sheckles as it's it's original and obviously a lot of blood, sweat and tears has been put in to it. I'm sure this update will be well worth it and will not disappoint. Besides, we need a place to drive all them street cars.

This is such an amazing project. Looking forward to V1.2 but I still need to donate for all Phoenix77's hard work. I see he is setting up a Patreon at some point nearer the new versions release so I'll jump on that when he does. Awesome to see that Matt Farah from The Smoking Tire has driven this and reckons it's as close to the real thing as you can get. Deffo deserving of a few sheckles for sure :cheers:
 
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