Assetto Corsa PC Mods General DiscussionPC 

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just found out something interesting, so Targa Florio on race department has seemed like its been stuck at pre alpha 0.0.6 and i was disappointed since the guy said he will never stop working on the project. so just to motivate the guy ever so slightly i became a $1 patron, figuring i might get to read the last few thoughts he had before he had "stopped" working on the project and left it at 0.0.6

Turns out its being updated every week but only Patrons have access to the new content. so now i have access to test build 0.0.17! thats right 17! there has been 11 updated test builds since the 0.0.6 on race department. He updates weekly and adds monthly test build updates. For $1 pledge ide say thats pretty solid and figured you guys might want to know. i havnt tested it yet as im at work but from the photos it looks like the buildings have widow sills and stuff now, and updated road data from real measurements he got sent to him from Sicily + more citys/buildings. No building textures yet though, he wanted to finish all the 3D stuff for buildings first.
Link to his patron incase you want to join https://www.patreon.com/abulzz/posts
 
The "driving fast" is never easy even with underpowered cars, that’s my experience as an old virtual racer.
When you are reaching the limits, all the cars are becoming difficult with skills... or not. :-)
 
On the subject of grip, is it just a matter of increasing/decreasing DX_REF= & DY_REF= in the tyres.ini? Or is there more too it?
I'm going to see if I can loosen up this Fiat X1/9 Dallara by ACR tonight.

upload_2020-1-13_7-56-33.jpeg
 
I don’t quite understand why there is a debate about a non existing car..! ^^
For the same reason that there were two AC mods of this non-existent car, for which this non-existent car already has several versions, and is present in three parts of the game:)
Because it is the most interesting of the non-existent cars:) Because it was invented by the genius of engineering thought, who built more than one champion car. And which more than anyone knows than the invented concept differs from what turns out in life. :)
 
just found out something interesting, so Targa Florio on race department has seemed like its been stuck at pre alpha 0.0.6 and i was disappointed since the guy said he will never stop working on the project. so just to motivate the guy ever so slightly i became a $1 patron, figuring i might get to read the last few thoughts he had before he had "stopped" working on the project and left it at 0.0.6

Turns out its being updated every week but only Patrons have access to the new content. so now i have access to test build 0.0.17! thats right 17! there has been 11 updated test builds since the 0.0.6 on race department. He updates weekly and adds monthly test build updates. For $1 pledge ide say thats pretty solid and figured you guys might want to know. i havnt tested it yet as im at work but from the photos it looks like the buildings have widow sills and stuff now, and updated road data from real measurements he got sent to him from Sicily + more citys/buildings. No building textures yet though, he wanted to finish all the 3D stuff for buildings first.
Link to his patron incase you want to join https://www.patreon.com/abulzz/posts

I've been wondering about it and have been patiently waiting a new update to be posted on RD that will never come unless you're a patron? So how much money will patrons have invested in this before it's finished at 1.0? I don't like the idea and I think this is what's going on with L.A. Canyons as well where only top tier patrons will get the full release even though some people like me for example have already donated twice for the current full version.
 
I've been wondering about it and have been patiently waiting a new update to be posted on RD that will never come unless you're a patron? So how much money will patrons have invested in this before it's finished at 1.0? I don't like the idea and I think this is what's going on with L.A. Canyons as well where only top tier patrons will get the full release even though some people like me for example have already donated twice for the current full version.

Edit, wow he's making $130 per month? Not too bad, that pays a bill or two.

39
patrons
$130
per month

I sense a new trend on the horizon

Edit, Oops for replying to my own thread :dunce:
 
@Electroforce : I were thinking the same thing a few days ago, about modders going over to use Patron for "financing" their mods. Not sure what to think of it yet.

Mostly, if some one is really interested in a particular track or car mod, it gives them the opportunity for a small token to make it happen. It is a great concept. The mythic targa florio is probably a good exemple of a project that would never flourish without financial help.

I do not have a great appetite for Targa Florio, what we have already suits me fine, but I would consider helping individuals in getting us GT6 worthy tracks in all all their Gran Turismo splendour to drive in VR in AC like: Circuito de Madrid, London or Circuito de la Sierra.
 
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On the subject of the RBX cars, I don't quite understand why anyone would want to drive anything glued to the road with the accelerator planted to the floor all the time. That's not driving, it's just steering.
*shrugs*

I actually didn't enjoy driving it lol..In fact I don't think I've driven more than a handful of F1 style cars, well the newer ones anyways, in my whole time of driving AC. But as far as the RBX2010 I just wanted to see what everyone was making a fuss about and got caught up in the "debate" :mischievous:.

Much prefer cars with a bit more character and involvement like the Alfa 33 you posted, which I have to say keeps you on your toes but in a good way
 
On the subject of grip, is it just a matter of increasing/decreasing DX_REF= & DY_REF= in the tyres.ini? Or is there more too it?

If all you want is less grip, it is going to be easier and more realistic to lower the track grip ( to a point) . Messing up with tyres when not really knowing what we are doing is never yielding interesting results.
 
Regarding the new RCF GT3 just released. Is there a way to remove the number plates completely without editing the complete Car?
I can try erasing any paint on the dds file and see if it works

Tried deleting the numberplate.dds and that didn't do anything so the only way would be to edit the ext_config.ini and add hide=DOOR_L_numberplate_a, DOOR_L_numberplate_b, DOOR_R_numberplate_a, DOOR_R_numberplate_b
 
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On the subject of grip, is it just a matter of increasing/decreasing DX_REF= & DY_REF= in the tyres.ini? Or is there more too it?
I'm going to see if I can loosen up this Fiat X1/9 Dallara by ACR tonight.

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im sorry i just finished writing this about tires and didn't realize how long it got :dunce:

ok so changing tire grip there is a few more things involved that effect it. especially if you are trying to change the behavior and feel of the tire, because if you just raise the grip of a Street tire, it wont feel like a Slick, or a trofeo tire, itll feel like a oddly broken mushy grippy tire. The Dx and Dy ref are directly related to the FZ0 right above them, and in my expereince DX will effect accell and brake friction more and DY does the cornering friction more.

also the FZ0 explains how you'll see the front and rear tires of a car have the same value of dx and dy say dx=1.39 dy=1.37 front and back matching. but the rear tire is larger and has more grip. so how? well that comes down to the FZ0 youll see front tires typically have a FZ0 of 3000-3700 and rears will be 3600-4400 on street cars. those are the load rating of each tire at peak load,

Edit: deleted a bunch of explanation since i finally was able to get the tire worksheet posted, that worksheet can explain better than i can. so this link will take you to the tire sheet link. check out the tire worksheet to understand the values in tyres.ini better in a simplified way
https://www.racedepartment.com/threads/explanation-of-values-in-tyres-ini.167883/
 
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Regarding the new RCF GT3 just released. Is there a way to remove the number plates completely without editing the complete Car?
I can try erasing any paint on the dds file and see if it works
No need for that (unless I misunderstood the question):

What I did (wasn't sure how to):
I renamed the lexus_rcf_gt3_acc.kn5 to lexus_rcf_gt3_acc_backup.
Then I took one of the extra kn5 files and changed that name to lexus_rcf_gt3_acc.kn5.
Now the car has only one number plate in showroom and previews.
The "end" files show a car with endurance lights, the "std" files not.
I have not found the difference (yet) between the files 18 and 19 though.
 
No need for that (unless I misunderstood the question):

What I did (wasn't sure how to):
I renamed the lexus_rcf_gt3_acc.kn5 to lexus_rcf_gt3_acc_backup.
Then I took one of the extra kn5 files and changed that name to lexus_rcf_gt3_acc.kn5.
Now the car has only one number plate in showroom and previews.
The "end" files show a car with endurance lights, the "std" files not.
I have not found the difference (yet) between the files 18 and 19 though.
Any idea what the kn5 inside the extension folder is for?
 
No need for that (unless I misunderstood the question):

What I did (wasn't sure how to):
I renamed the lexus_rcf_gt3_acc.kn5 to lexus_rcf_gt3_acc_backup.
Then I took one of the extra kn5 files and changed that name to lexus_rcf_gt3_acc.kn5.
Now the car has only one number plate in showroom and previews.
The "end" files show a car with endurance lights, the "std" files not.
I have not found the difference (yet) between the files 18 and 19 though.

The 18 files has only numberplate A and the 19 ones has numberplate B.
But replacing the main kn5 is not a solutions, because all others kn5 (the LODS ones) still has both numberplates
 
im sorry i just finished writing this about tires and didn't realize how long it got :dunce:

ok so changing tire grip there is a few more things involved that effect it. especially if you are trying to change the behavior and feel of the tire, because if you just raise the grip of a Street tire, it wont feel like a Slick, or a trofeo tire, itll feel like a oddly broken mushy grippy tire. The Dx and Dy ref are directly related to the FZ0 right above them, and in my expereince DX will effect accell and brake friction more and DY does the cornering friction more.

also the FZ0 explains how you'll see the front and rear tires of a car have the same value of dx and dy say dx=1.39 dy=1.37 front and back matching. but the rear tire is larger and has more grip. so how? well that comes down to the FZ0 youll see front tires typically have a FZ0 of 3000-3700 and rears will be 3600-4400 on street cars. those are the load rating of each tire at peak load,

Then youll have to set the Friction limit angle. typical street front tires are about 7.37-7.60 and rears i see mostly 6.95-6.99 the lower the FLA the less you turn the tire before it reaches peak grip/load the higher FLA the more you have to turn to reach max grip, F1 cars will have a FLA of like 5.50 compared to street being 7.20+ CX_MULT will dictate how the tire feel, so a cxmult of 1.0 means dead even grip between longitude friction (acell and brake) and latitude (turning) 1.08 will make it more geared toward latitude and give it turning feel/grip, sharper sportier feel. 1.2 is like racecar sidewall. ive never went below 1.0 since that is drag tire territory and maybe classic tires too, more squishy turning but better accell and braking force grip/load compared to the cornering load. so this value wont add grip, it just changes how grip is distributed with front to back or side to side grip.

here is a worksheet that helped me out alot when i started messing with tires. , (pm me for tire sheet, for whatever reason its posting the whole sheet here instead of a link)

because i only listed like 4 things you can change but a few values that are just as important as the ones i listed are, /tire spring rate/RADIUS_ANGULAR_K/BRAKE_DX/FLEX_GAIN/CAMBER_GAIN/RELAXATION_LENGTH (big one i missed) and speed sensitivity/ so theres alot of BS you gotta mess with to get it to feel "right" and not just like a historic tire glue stick

Well it's way more complicated than I ever imagined but many thanks for taking the time to write this up. It's going to be helpful for me and I'm sure others as well. :cheers:

I might just reduce the track grip like @Cote Dazur suggested, but if I find the time I'll start messing around with it.
 
Well it's way more complicated than I ever imagined but many thanks for taking the time to write this up. It's going to be helpful for me and I'm sure others as well. :cheers:

I might just reduce the track grip like @Cote Dazur suggested, but if I find the time I'll start messing around with it.
if you check the post again, i was finally able to get that tire worksheet link up. so i deleted a bunch of the paragraphs of explanation, that worksheet explains everything i tried to explain, but it does it with 100x less words. they say if you cant explain it simply then you dont know it well enough. and i think im over complicating it with my explanation.
 
Ema
The 18 files has only numberplate A and the 19 ones has numberplate B.
But replacing the main kn5 is not a solutions, because all others kn5 (the LODS ones) still has both numberplates
But they don't show in game, so no problem imo. I got my previews like I want and all skins work fine.
Only thing is that this car is way too fast compared to other GT3's
 
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Tried deleting the numberplate.dds and that didn't do anything so the only way would be to edit the ext_config.ini and add hide=DOOR_L_numberplate_a, DOOR_L_numberplate_b, DOOR_R_numberplate_a, DOOR_R_numberplate_b
thank you, i tried that but i didnt get it to work.
 
thank you, i tried that but i didnt get it to work.
That might not be the correct way to do it - was trying to remember how someone told me a way to hide things on cars so I may be wrong....I just remembered it only works when driving and not in the showroom.

EDIT: Found the post it was @slider666 who helped me hide some objects.

Try
HIDE = DOOR_L_NUMBERPLATE_A, and the rest of the lines I'd put (Make sure to use capitals for HIDE and a space between the = and the next bit
 
That might not be the correct way to do it - was trying to remember how someone told me a way to hide things on cars so I may be wrong....I just remembered it only works when driving and not in the showroom.
i tried on track and its still there. I will have to see what i can do, cause i wanna release the skins when they are ready.
 
i tried on track and its still there. I will have to see what i can do, cause i wanna release the skins when they are ready.
I edited my post so try again using capitals and a space between the HIDE = DOOR etc

I haven't checked it myself so it might just be the wrong way of doing this but I'll try it out later and let you know if someone else hasn't figured out how to completely remove them

@Fanapryde Do they show in game using your method?
 
@Electroforce : I were thinking the same thing a few days ago, about modders going over to use Patron for "financing" their mods. Not sure what to think of it yet.
I think it is great. I would rather support modders this way. I think it would encourage them to create mods more consistently and help them with a more reliable (although probably not huge) income. I would only do this for scratch built mods generally.
 
For those wondering about the Red Bull, it’s the X2014. Should be as fast as the X2010, unless it’s the ‘Standard’ edition from GT6 which should be slightly quicker than an F1 car

however...

You can clearly see in the video that this new one is slow, even compared to an F1 car

 
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