Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
  • 139,013 comments
  • 38,168,642 views
I had copy the glare and godrays setting from A-Wagnum filter into "Sol_Extra". (Combining the best of both PPFilter) This is the results but I had to tone down the godrays a little, also I'm using Sol default aka "Sol 2"

I swear I have never seen that "solar lens flare" in game before! :D

20200208224336_1.jpg


Just In case anyone like to try it out themselves.
Sol 1.4.2
CSP 0.1.42
Be sure to change the Weather Script setting to "Default" not Sol. (Go to Setting>Custom Shader Patch>Weather FX)

 
Last edited:
I'm using Wagnums PPFilter but modified it using @Beezer215 's settings. If you have that filter make sure you back it up first and just copy mine over. (Make sure you Rename it to A-Wagnum.ini)

Then in SOL_Config do this

- page 1 - Make sure the ppfilter can modify the 4 areas at the bottom of the page.
- page 6 - Sun Dazzle mix - 65 | Sun Dazzle Strength - 75 | Zenith Multi - 0 - Sun Sky Bloom - 54
- page 12 - Nerd Sun Adjust - LS Saturation - 110 | LS Level - 400
AP Saturation - 500
AP Level - ~200

Thanks loads to Beezer for these although mine are slightly different..but have a play around with them yourself and see what you come up with.
And also change the times of the day as you'll get better results at certain times. My pic was around 5pm I think.

I use CSP 1.40 and I'm not sure what version of sol I'm using lol. I think it's 1.4 but it might be the one before that ( i might just be dumb but I can't see where to tell what version it is)
Pages are now 1, 7 and 13. They added a "Blue Sky" preset page in there. Looks even better to me, no need not to update.
 
CSP v0.1.42 is now available. :)

Changelog v0.1.41: https://acstuff.ru/patch/?info=0.1.41
  • Partial reload for tracks and cars for easier and more stable configuring;
  • Various fixes for shader replacement;
  • New chase camera script by Bombadil;
  • Color grading: now compatible with 48-bit CLUTs as well;
  • File system watching for configs auto-reload is more
  • Fixes for local reflections (SSLR):
    • Forced mode for reflections for track to reduce holes;
    • Buggy reflections in water fixed;
    • Raytracing on smaller scales improved;
    • Functions better with a mix of G-buffer masking and extra sharpening;
    • Much better and faster blurring;
  • Fake Shadows FX:
    • More concentrated by default;
    • Baking fixed;
    • Online fixed;
  • Braking lights lighting up current car in mirrors fixed;
  • Visually adjustable wings fixed;
  • Option to disable custom LOD management is back;
  • Blurry motion blur fixed;
  • Bounced back light fixed, now not taking angle between surface and light source into account;
  • New car paint and some others: ambient specular fixed, now reflecting from the right direction with the right color;
  • Brake Disc FX completely reworked:
    • Procedural textures and specialized material settings for disc part;
    • Ceramic brakes options;
    • Visual wear;
    • New heating, not using txGlow;
  • Dashboard multi-channel emissive (with 25 channels): separate luminocity masking for indicators and fallback channel;

Changleog 0.1.42. https://acstuff.ru/patch/?info=0.1.42
  • Partial reload for tracks and cars for easier and more stable configuring;
  • Various fixes for shader replacement;
  • New chase camera script by Bombadil;
  • Color grading: now compatible with 48-bit CLUTs as well;
  • File system watching for configs auto-reload is more
  • Fixes for local reflections (SSLR):
    • Forced mode for reflections for track to reduce holes;
    • Buggy reflections in water fixed;
    • Raytracing on smaller scales improved;
    • Functions better with a mix of G-buffer masking and extra sharpening;
    • Much better and faster blurring;
  • Fake Shadows FX:
    • More concentrated by default;
    • Baking fixed;
    • Online fixed;
  • Braking lights lighting up current car in mirrors fixed;
  • Visually adjustable wings fixed;
  • Option to disable custom LOD management is back;
  • Blurry motion blur fixed;
  • Bounced back light fixed, now not taking angle between surface and light source into account;
  • New car paint and some others: ambient specular fixed, now reflecting from the right direction with the right color;
  • Brake Disc FX completely reworked:
    • Procedural textures and specialized material settings for disc part;
    • Ceramic brakes options;
    • Visual wear;
    • New heating, not using txGlow;
  • Dashboard multi-channel emissive (with 25 channels): separate luminocity masking for indicators and fallback channel;
 
hi everyone, I have a problem with the windows, would anyone know the solution ? Thanks !

Exterior view : no probleme
1581178119-capture-d-ecran-447.jpg


Interior view (steer on) : no smoke , no ligths , no flammes
1581178184-capture-d-ecran-448.jpg


Interior view (steer off) : no smoke , no ligths , no flammes AND no cars !!
1581178223-capture-d-ecran-449.jpg

Try a csp reinstall

thanks for your answer but I don’t have a CSP ...
 
t
I had copy the glare and godrays setting from A-Wagnum filter into "Sol_Extra". (Combining the best of both PPFilter) This is the results but I had to tone down the godrays a little, also I'm using Sol default aka "Sol 2"

I swear I have never seen that "solar lens flare" in game before! :D

View attachment 889170

Just In case anyone like to try it out themselves.
Sol 1.4.2
CSP 0.1.42
Be sure to change the Weather Script setting to "Default" not Sol. (Go to Setting>Custom Shader Patch>Weather FX)


hanks for this bud, my game has never looked so beautiful
 
I had copy the glare and godrays setting from A-Wagnum filter into "Sol_Extra". (Combining the best of both PPFilter) This is the results but I had to tone down the godrays a little, also I'm using Sol default aka "Sol 2"

I swear I have never seen that "solar lens flare" in game before! :D

View attachment 889170

Just In case anyone like to try it out themselves.
Sol 1.4.2
CSP 0.1.42
Be sure to change the Weather Script setting to "Default" not Sol. (Go to Setting>Custom Shader Patch>Weather FX)


Might give these settings a go tonight. Have you tried it in VR?
 
I'm using Wagnums PPFilter but modified it using @Beezer215 's settings. If you have that filter make sure you back it up first and just copy mine over. (Make sure you Rename it to A-Wagnum.ini)

Then in SOL_Config do this

- page 1 - Make sure the ppfilter can modify the 4 areas at the bottom of the page.
- page 6 - Sun Dazzle mix - 65 | Sun Dazzle Strength - 75 | Zenith Multi - 0 - Sun Sky Bloom - 54
- page 12 - Nerd Sun Adjust - LS Saturation - 110 | LS Level - 400
AP Saturation - 500
AP Level - ~200

Thanks loads to Beezer for these although mine are slightly different..but have a play around with them yourself and see what you come up with.
And also change the times of the day as you'll get better results at certain times. My pic was around 5pm I think.

I use CSP 1.40 and I'm not sure what version of sol I'm using lol. I think it's 1.4 but it might be the one before that ( i might just be dumb but I can't see where to tell what version it is)
Amazing. Thanks mate
 
Hello all, just saw this Liberty Walk M4 released on Assetto Corsa Drift community. I know drifting isn’t really this group’s thing but this M4 surely looks delicious!

My computer is fixing at the moment so can’t try it yet. But still, hope you guys have fun with it.

Released by Mike Bouhabib:
Little model rework, DCGP physics, working digital dash

AC DREAM PACK #2 IS REQUIRED!

4F3F9DCB-5A03-462F-B1A5-852B3B77B1BA.jpeg
DE68B276-4A34-4B14-9875-706E39ADD0D5.jpeg
9A41881B-8D7C-4621-A6A2-FC8D8CFBFBD3.jpeg

 
Indeed, that's the solution :cheers:. I was so focused on the final ratio file that I forgot to go back and adjust the drivetrain file again. Ironically, one of my data sources for the car lists 4.11 as the final drive which seems much too high for anything except perhaps drag racing. I'll keep testing with different ratios and probably add some new ones in the next update.
In the meantime I've already uploaded the change to the default final drive. Thanks again!!

I don't normally do American muscle as I think boats work better on water, but your GT350 R drives very nicely indeed. Great job, thanks!

This led me on to try Velo's new Chevrolet Corvette C1 Hardtop 1962, but (like a lot of Velo's cars) parts of the driver's head (in this case, the stupid sunglasses) show through in VR and the simple CM analyse trick to get rid of them isn't available.

https://www.velosmodsworkshop.com.mx/chevrolet.html

I changed the driver to the no_hans version (because the sunglasses guy looks like a smug prick in the mirrors) and the problem persists.
Anyone know an easy fix please?
 
Hello all, just saw this Liberty Walk M4 released on Assetto Corsa Drift community. I know drifting isn’t really this group’s thing but this M4 surely looks delicious!

My computer is fixing at the moment so can’t try it yet. But still, hope you guys have fun with it.

Released by Mike Bouhabib:
Little model rework, DCGP physics, working digital dash

AC DREAM PACK #2 IS REQUIRED!

View attachment 889229 View attachment 889231 View attachment 889230

I do like those LW kits.
There are already several grip-tune M4 Libert Walks on Assettoland here https://assettoland.wixsite.com/assettoland/bmw
 
when you press drs, your wing open, anywhere or just in the drs zone. Could you send me a data folder of one of the car, I could check where mine is faulty. I have checked and I have a wing animation in animation, a drs command in aero and a wing command in drs. I am puzzled!
When I press DRS, wings opens everywhere on track, drs zone or not. When braking the wing closes:

drs_close.png
drs_open.png


While I'm at it, can somebody tell me how to get rid of those horrible stripes on the car body.
I have that issue with almost all cars and on some track side objects. I have no idea which setting causes this ?

Here the data from the aura: https://mega.nz/#F!GSw22IRL!5Ji4tOAgWRXKiv646NXA1g
 
Indeed, that's the solution :cheers:. I was so focused on the final ratio file that I forgot to go back and adjust the drivetrain file again. Ironically, one of my data sources for the car lists 4.11 as the final drive which seems much too high for anything except perhaps drag racing. I'll keep testing with different ratios and probably add some new ones in the next update.
In the meantime I've already uploaded the change to the default final drive. Thanks again!!


Just took this for a quick run thanks really great

My Bentley mod is still alive somewhere, packed on my backup hard disk :D
I believe it's the V1.3

But hey, my old links work... in the mutli-mirror host, there are links tested now available and also Yandex link works. 👍
Anyway here, new link:
https://sharemods.com/o4ln6dg9fglw/Bentley_Continental_GT3_fix_V1.3_by_delpinsky.7z.html

@delpinsky Can I just update existing car through cm or do I need to delete it? thanks

I'm like a kid in a sweet shop with all the great mods shared here thank you
 
Last edited:
While I'm at it, can somebody tell me how to get rid of those horrible stripes on the car body.
I have that issue with almost all cars and on some track side objects. I have no idea which setting causes this ?
Are you on v0.1.42? The colour grading fix might solve that. Apart from that, check SMART SHADOWS or FAKE SHADOWS FX settings.
Failing that, try a different pp filter.
I just worked out that deactivating FAKE SHADOWS FX stops the cockpit looking like it's half-submerged in inky liquid in VR.
 
Are you on v0.1.42? The colour grading fix might solve that. Apart from that, check SMART SHADOWS or FAKE SHADOWS FX settings.
Failing that, try a different pp filter.
I just worked out that deactivating FAKE SHADOWS FX stops the cockpit looking like it's half-submerged in inky liquid in VR.

FAKE SHADOWS are disabled.
Tried disabling SMART SHADOWS: no change.
Changing PP filters (I have mostly SOL_HC activated) didn't change a lot. The stripes are always present (move around a bit, depending on sun angle) but sometimes more (or less) visible.
 
FAKE SHADOWS are disabled.
Tried disabling SMART SHADOWS: no change.
Changing PP filters (I have mostly SOL_HC activated) didn't change a lot. The stripes are always present (move around a bit, depending on sun angle) but sometimes more (or less) visible.
Weird. I seem to remember I briefly had something similar a long time ago but have no idea what caused them or why they disappeared.
 
Ordos international circuit is here. http://gtsupreme.com/ordos-international-circuit-assetto-corsa/
no need login now...

cameras, 13 Ai. Shaders of backround need some more attention. IF someone can and want to continue work on this track, i can send textures and FBX file, so no need extra 2dsimes and 3dmax actions. PM if so.

Circuit hels FIA GT1 2011 race. Actually it is a beatifull track in Inner Mongolia, China and interesting, what is important. First corner will be copied by Shanghai GP track later. Ordos raceway is unpopular among international events due to location of Ordos itself with all that it implies.

Track layout is made in shape of horse, which is nice too. One of the symbol of region.

working base cameras, 13 Ai, pretty good for racing.
shaders of backround objects are probbaly bad. You dont see it when driving from cocpit. but replay is not a pretty thing to see sometime

Screenshot_ks_porsche_cayman_gt4_clubsport_gtsupreme_ordos_9-2-120-17-47-58.jpg
Screenshot_rss_gt_tornado_v12_gtsupreme_ordos_9-2-120-18-29-0.jpg
Screenshot_gtsupreme_sard_mc8_gtsupreme_ordos_9-2-120-18-47-39.jpg

Screenshot_ks_porsche_cayman_gt4_clubsport_gtsupreme_ordos_9-2-120-17-45-59.jpg
 
Ordos international circuit is here. http://gtsupreme.com/ordos-international-circuit-assetto-corsa/
no need login now...

cameras, 13 Ai. Shaders of backround need some more attention. IF someone can and want to continue work on this track, i can send textures and FBX file, so no need extra 2dsimes and 3dmax actions. PM if so.

Circuit hels FIA GT1 2011 race. Actually it is a beatifull track in Inner Mongolia, China and interesting, what is important. First corner will be copied by Shanghai GP track later. Ordos raceway is unpopular among international events due to location of Ordos itself with all that it implies.

Track layout is made in shape of horse, which is nice too. One of the symbol of region.

working base cameras, 13 Ai, pretty good for racing.
shaders of backround objects are probbaly bad. You dont see it when driving from cocpit. but replay is not a pretty thing to see sometime

Screenshot_ks_porsche_cayman_gt4_clubsport_gtsupreme_ordos_9-2-120-17-47-58.jpg
Screenshot_rss_gt_tornado_v12_gtsupreme_ordos_9-2-120-18-29-0.jpg
Screenshot_gtsupreme_sard_mc8_gtsupreme_ordos_9-2-120-18-47-39.jpg

Screenshot_ks_porsche_cayman_gt4_clubsport_gtsupreme_ordos_9-2-120-17-45-59.jpg

Thanks for this Tony - looks like a great track.
I'm getting a lot of purple artifacts in VR with CPU/GPU optimisations. I think this is an issue with the alpha channel settings on some of the textures. I've taken pics of all of the examples I could find.
Screenshot_porsche_911_gt2_rs_mr_mod_handlingbyhoward_gtsupreme_ordos_9-2-120-11-51-43.jpg Screenshot_porsche_911_gt2_rs_mr_mod_handlingbyhoward_gtsupreme_ordos_9-2-120-11-52-17.jpg Screenshot_porsche_911_gt2_rs_mr_mod_handlingbyhoward_gtsupreme_ordos_9-2-120-11-52-55.jpg Screenshot_porsche_911_gt2_rs_mr_mod_handlingbyhoward_gtsupreme_ordos_9-2-120-11-53-27.jpg Screenshot_porsche_911_gt2_rs_mr_mod_handlingbyhoward_gtsupreme_ordos_9-2-120-11-54-25.jpg Screenshot_porsche_911_gt2_rs_mr_mod_handlingbyhoward_gtsupreme_ordos_9-2-120-11-54-41.jpg Screenshot_porsche_911_gt2_rs_mr_mod_handlingbyhoward_gtsupreme_ordos_9-2-120-11-54-44.jpg Screenshot_porsche_911_gt2_rs_mr_mod_handlingbyhoward_gtsupreme_ordos_9-2-120-11-55-14.jpg
 
Thanks for this Tony - looks like a great track.
I'm getting a lot of purple artifacts in VR with CPU/GPU optimisations. I think this is an issue with the alpha channel settings on some of the textures. I've taken pics of all of the examples I could find.
View attachment 889245 View attachment 889246 View attachment 889247 View attachment 889248 View attachment 889249 View attachment 889250 View attachment 889251 View attachment 889252
that is really strange. Its opbects which are transparental/ however i dont have it on my pc....
 
Hello everyone,
I have a big problem and I really need some help - does anyone know if it's possible to change the number of laps AI does during a qualifying stint from 3 to 4?
 
UPDATES !

Benetton B191 - 1991 by ASR Formula V1.02 [Free Car]
Release: 08/02/2020
Link:
https://www.asrformula.com/mods/assetto-corsa/free-cars-ac/benetton-b191-1991/



Minardi-Ferrari M191 - 1991 by ASR Formula V1.04 [Free Car]
Release: 08/02/2020
Link:
https://www.asrformula.com/mods/assetto-corsa/free-cars-ac/minardi-m191-1991-ac/



Tyrrell Honda 020 - 1991 by ASR Formula V1.12 [Free Car]
Release: 08/02/2020
Link:
https://www.asrformula.com/mods/assetto-corsa/free-cars-ac/tyrrell-020-1991/



McLaren-Honda MP4/6 - 1991 by ASR Formula V1.28 [Free Car]
Release: 08/02/2020
Link:
https://www.asrformula.com/mods/assetto-corsa/free-cars-ac/mclaren-mp4-6-1991/
Early Season

Late Season

Changelog (for all the cars above):

- Update tyres shaders (more light)

Williams-Renault FW14 - 1991 By ASR Formula V1.34 [Free Car]
Release: 08/02/2020
Link:
https://www.asrformula.com/mods/assetto-corsa/free-cars-ac/williams-fw14-1991/


Changelog:
- Update tyres shaders (more light)
- Update gear physics (only paddle)

Installation notes:
Please, delete the previous version of the car before installing it !
Copy the content folder inside “AC Files” to your AC directory.
Please, be sure to install our custom driver inside “assettocorsa\content\driver”.

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