Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
  • 138,615 comments
  • 37,850,106 views
@MrB00 @safi hellie @leBluem @OooAhh Cantona

I also got curious about this as soon as I read that you need to change the track ini either in ..\tracks or ..\tracks\loaded this concerned me a little. I have been messing about with editing tracks lately and hiding models would be ideal to test things etc. My concern about this method is that in @safi hellie 's case, if the additions are put into the ..\tracks folder and Silverstone receives an update via CM into the loaded folder, that new file and any benefits it brings will not get used. Similar if the additions are put into ..\tracks\loaded folder, any updates will actually wipe out those additions and then the objects will be back. After scratching my head a bit, there is a simple solution. Instead of editing a "track".ini, simply create a folder in the track folder called extension and make a file called ext_config.ini. Or if that folder and file already exists just put or add the [MODEL_REPLACEMENT_#] additions in there. Now both those additions and the ../tracks/loaded will each load and future updates will still work and not affect or remove the hidden objects.

There is also a way to have the [MODEL_REPLACEMENT_#] work in both the track.ini and the ext_config.ini but you need to keep a track of which model number you are up to. For example, if the ext_config.ini has 5 models hidden which will be numbered up to [MODEL_REPLACEMENT_4] and you want to hide some more objects but this time in "track".ini, you have to continue the number scheme. This means the first model to hide in the "track".ini must now start at the 6th hidden model, which is [MODEL_REPLACEMENT_5] in this scenario.


I then had a go at removing the items @safi hellie wanted hiding and it is not so simple in Silverstone with the objects being split over separate files.

My assettocorsa\content\tracks\ks_silverstone\extension\ext_config.ini looks like this for removing one set of trucks:

[MODEL_REPLACEMENT_0]
FILE = 1.kn5
HIDE = add1_HI_4 ; test
[MODEL_REPLACEMENT_1]
FILE = 1.kn5
HIDE = add1_LOW_4 ; test

the add1_HI_4 is the clue to where the object is, in this instance the bold 1 here referes to 1.kn5.

I hope that makes more sense to you @safi hellie.
 
I had mag wheels on my Raleigh Burner bmx lol
I've still got them on my mid-nineties GT LTS, now sadly stripped, stuffed and mounted...

20191202_164938.jpg

;)

(yes kids, those are COMPACT DISCS on the right. Look them up)
 
Last edited:
@MrB00 @safi hellie @leBluem @OooAhh Cantona

I also got curious about this as soon as I read that you need to change the track ini either in ..\tracks or ..\tracks\loaded this concerned me a little. I have been messing about with editing tracks lately and hiding models would be ideal to test things etc. My concern about this method is that in @safi hellie 's case, if the additions are put into the ..\tracks folder and Silverstone receives an update via CM into the loaded folder, that new file and any benefits it brings will not get used. Similar if the additions are put into ..\tracks\loaded folder, any updates will actually wipe out those additions and then the objects will be back. After scratching my head a bit, there is a simple solution. Instead of editing a "track".ini, simply create a folder in the track folder called extension and make a file called ext_config.ini. Or if that folder and file already exists just put or add the [MODEL_REPLACEMENT_#] additions in there. Now both those additions and the ../tracks/loaded will each load and future updates will still work and not affect or remove the hidden objects.

There is also a way to have the [MODEL_REPLACEMENT_#] work in both the track.ini and the ext_config.ini but you need to keep a track of which model number you are up to. For example, if the ext_config.ini has 5 models hidden which will be numbered up to [MODEL_REPLACEMENT_4] and you want to hide some more objects but this time in "track".ini, you have to continue the number scheme. This means the first model to hide in the "track".ini must now start at the 6th hidden model, which is [MODEL_REPLACEMENT_5] in this scenario.


I then had a go at removing the items @safi hellie wanted hiding and it is not so simple in Silverstone with the objects being split over separate files.

My assettocorsa\content\tracks\ks_silverstone\extension\ext_config.ini looks like this for removing one set of trucks:

[MODEL_REPLACEMENT_0]
FILE = 1.kn5
HIDE = add1_HI_4 ; test
[MODEL_REPLACEMENT_1]
FILE = 1.kn5
HIDE = add1_LOW_4 ; test

the add1_HI_4 is the clue to where the object is, in this instance the bold 1 here referes to 1.kn5.

I hope that makes more sense to you @safi hellie.

That makes a lot more sense to me. I only really figured out how to remove one or two items and got excited lol (doesn't take much these days:lol:) but didn't think about how the track config ini gets updated within the extensions folder. I'll do a bit more messing about with this in the next few days as it's getting more interesting now I can sort of wrap my brain round these things. TBH I just wanted to see if I could remove objects as a little exercise. I've put all the gazebos and tents back in now as I don't mind a bit of track scenery
 
Last edited:
cause the mod got leaked from a discord group where we dont share publicly unless its finished.
its already been removed from assettoland. maybe remove the broken link as well, when its done there will be a proper link.
Aha! That explains it. Thought it was in a weird state. Glad to edit my post and remove the link and I look forward to the finished car..!
Apologies for unwittingly contributing to its distribution. I guess leaks are sadly inevitable. Do you know the culprit?
 
Wow guys, very interesting stuff regards track object removals. I figured it out thanks to you guys. Next thing is for sure the extension folder within the track folder itself.
Really amazing info and help so thank you to all involved.

The reason i wanted to do this was just simply that i was messing around with my 'off season' silverstone track skin which was simply removing any logo boards and due to seeing UK tracks at club racing level, you simply don't have 3000 articulated lorries or 10000 cars and gazeebo parties.
OK AC is not exactly Shift 1 with rollercosters and fireworks and hipsters etc track side, but silverstone is a bit cluttered IMO.
 
Aha! That explains it. Thought it was in a weird state. Glad to edit my post and remove the link and I look forward to the finished car..!
Apologies for unwittingly contributing to its distribution. I guess leaks are sadly inevitable. Do you know the culprit?
no, but we try to be more careful going forward
 
Wow guys, very interesting stuff regards track object removals. I figured it out thanks to you guys. Next thing is for sure the extension folder within the track folder itself.
Really amazing info and help so thank you to all involved.

The reason i wanted to do this was just simply that i was messing around with my 'off season' silverstone track skin which was simply removing any logo boards and due to seeing UK tracks at club racing level, you simply don't have 3000 articulated lorries or 10000 cars and gazeebo parties.
OK AC is not exactly Shift 1 with rollercosters and fireworks and hipsters etc track side, but silverstone is a bit cluttered IMO.
To each their own. Kudos to Kunos for making AC moddable! I have no plans to edit Kunos tracks or high quality mod tracks (e.g. Fat Alfie, Lilski, etc.). But now I'm thinking about redownloading some tracks with less than appealing objects and hiding those objects. Looking at you, Solitude (spectators) and Evo Triangle (houses).
 
@GzeroD -- I've downloaded and testing your Voiturette race car series. Enjoyable change of pace! However I noticed the driver hands for the Bugatti Type 51A is at "7am and 1pm" when the wheel is centered. Is this intentional? The other 3 Voiturette cars have driver hands at "9am and 3pm" when the wheel is centered.
Yep, as designed. I can't test in VR however, how does it look?
 
To each their own. Kudos to Kunos for making AC moddable! I have no plans to edit Kunos tracks or high quality mod tracks (e.g. Fat Alfie, Lilski, etc.). But now I'm thinking about redownloading some tracks with less than appealing objects and hiding those objects. Looking at you, Solitude (spectators) and Evo Triangle (houses).

Yep it's a handy little tool for sure. Will keep me entertained for a bit.
I am glad i have other sim games and 'normal' games....... but I never use them these days....AC is a world to discover.
 
Only issue i have come across so far is that some of the lorry batches and gazeebo's are there but as you get nearer they disappear? So that is no good. It is like opposite to 'pop in'...so, huh huh... 'pop out'...i need to sleep...

Works fine with some of the bigger stuff..so not sure what that is to do with. I think i may switch to messing about with mod tracks.
 
Only issue i have come across so far is that some of the lorry batches and gazeebo's are there but as you get nearer they disappear? So that is no good. It is like opposite to 'pop in'...so, huh huh... 'pop out'...i need to sleep...

Works fine with some of the bigger stuff..so not sure what that is to do with. I think i may switch to messing about with mod tracks.

There is LOD at work here, as in my post earlier there should be 2 objects for each lorry. add1_HI_4 and add1_LOW_4 are both the same batch. When you are using object explorer, if you Alt click more than once it will cycle through all objects under the cursor.
 
Cool, thanks for the info. As I said, anything these guys release is a must have anyway. It's a pity that building a track from scratch is so time consuming.
So, if MidO is indeed not as bumpy, I'll switch to the NAGP version (I still had the bumpy version installed).
Btw: just noticed you're even older than me... :cheers:

NAGP Mid Ohio is the best of all versions of this track to date in my books.
 
nobody wanted me to post this: Rio v0.3 http://www.mediafire.com/file/8psblsfhn3vh3v9/rio_v0.3.7z
-rio.kn5 - optimized and added walls
-rio2.kn5 - smaller textures
-groove.kn5 - adjusted skidmark height
-unpack to AC folder (NOT directly into ac\content\tracks)
-still very heavy, includes light config
-after install (to avoid strange things) move "rio.ini" and "rio__lights.kn5" from
"extension\config\tracks\" to
"extension\config\tracks\loaded\"
 
nobody wanted me to post this: Rio v0.3 http://www.mediafire.com/file/8psblsfhn3vh3v9/rio_v0.3.7z
-rio.kn5 - optimized and added walls
-rio2.kn5 - smaller textures
-groove.kn5 - adjusted skidmark height
-unpack to AC folder (NOT directly into ac\content\tracks)
-still very heavy, includes light config
-after install (to avoid strange things) move "rio.ini" and "rio__lights.kn5" from
"extension\config\tracks\" to
"extension\config\tracks\loaded\"
hey nice! its an improvment forsure, i used to get 29-32 FPS on old rio. now im getting 59FPS in VR with a Rift S. hardware is a msi 2080super 2900x cpu i belive its called 3.9Ghz 32gb ram and idk what els is important. also that was with Sol and CSP activated with pretty high settings in assetto settings. it stays pinned at 80fps (limit for rift s) on any other track though. but hey its an amazing start. and it helps me out with my rio optimization mission, since i can start further optimisation on this one. grouping and renaming materials
 
hey nice! its an improvment forsure, i used to get 29-32 FPS on old rio. now im getting 59FPS in VR with a Rift S. hardware is a msi 2080super 2900x cpu i belive its called 3.9Ghz 32gb ram and idk what els is important. also that was with Sol and CSP activated with pretty high settings in assetto settings. it stays pinned at 80fps (limit for rift s) on any other track though. but hey its an amazing start. and it helps me out with my rio optimization mission, since i can start further optimisation on this one. grouping and renaming materials
Your post raised my hopes for serious gains so I ran a before/after comparison hot-lapping the Kunos Abarth 500* at midday, VR cockpit view, and I'm actually getting worse frame rates with the new version for some reason. I can't really understand it.
On the original track (yes, with all kn5s active) I average 44fps. This translates to a relatively smooth experience with ASW active for most of the lap with just a few areas of slowdown where ASW isn't active and frame rates aren't aided.
With this new version the average framerate is 43.6 (so not a lot of difference), but almost all of the track is obviously running without ASW as it's a judderfest for almost the entire lap.
Just wondering how your FR is doubled whereas mine is actually worse.

The new lighting in the tunnel looks phenomenal though..! ;)

*the Abarth 500 with its short wheelbase isn't a great choice for a track this bumpy, lol.
 
There is LOD at work here, as in my post earlier there should be 2 objects for each lorry. add1_HI_4 and add1_LOW_4 are both the same batch. When you are using object explorer, if you Alt click more than once it will cycle through all objects under the cursor.

SORTED!!!

Cheers guys.
So i will remove what i need to and stick it on a post in here if anyone wanted to try a slim'd down club race looking silverstone.
Also i will know where to find it myself if my copies get lost or whatever..

There are plenty of pointless objects on the old part of the track like the old bridge. I can see how legion was able to open up that whole section now. Wonder if kunos had ideas of actually using an old layout?

You could lose the whole lot and doubt you'd ever notice from cockpit view...got to be some FPS in that.
 

Attachments

  • outline.png
    outline.png
    43 KB · Views: 40
  • outline.png
    outline.png
    37.4 KB · Views: 36
Sharing a mod? Host it on GTPlanet Downloads. Free, public hosting for files up to 10GB in size.
Back