Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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So I know how to use CM to swap materials among the materials within the car open in CM but I don't know how to swap material/textures from another car into the car you're trying to edit in CM. Is there some method I'm unaware of to do that? Is there a previous post or page link I can visit that describes that process?

I think masscot was referring to the material and texture settings in CM by simply saving the preset and the loading that on another cars material/texture. To transfer a texture from another car you would export the material to your desired folder from the showroom, switch cars, then replace a texture with the new one. This would have limited use though taking UV maps and other variables into consideration.
 
I think masscot was referring to the material and texture settings in CM by simply saving the preset and the loading that on another cars material/texture. To transfer a texture from another car you would export the material to your desired folder from the showroom, switch cars, then replace a texture with the new one. This would have limited use though taking UV maps and other variables into consideration.
Thank you, very helpful.
 
I think masscot was referring to the material and texture settings in CM by simply saving the preset and the loading that on another cars material/texture. To transfer a texture from another car you would export the material to your desired folder from the showroom, switch cars, then replace a texture with the new one. This would have limited use though taking UV maps and other variables into consideration.
Thanks @norms, I'm away from my rig for the night so thanks for answering.
 
Pessio Garage RD1 "Porknose" BETA
Built from scratch to pay homage to the formula of the 60s and as a gift to the RaceDepartment community, the RD1 is in effect a F1 car from the late 1960s, but with more modern technologies and driveability.
Built on a tube frame, just little bigger to comfortably accommodate even taller drivers, it's powered by a generous but easy to mantain Ford 302, paired with a Quaife transaxle, a replica of the ZF mounted on the Ford GT40.
Modern shock absorbers and brakes, combined with better performing compounds, make the RD1 easier to drive, remaining extremely fun and exciting.

This time, had fun with animations; you can see throttles moving in stacks, and, little bonus, you can add or remove meshes from stacks in setup.

BETA
LODs missing, will be a terrible work i suppose

View attachment 889902 View attachment 889903 View attachment 889904 View attachment 889905 View attachment 889906 View attachment 889907 View attachment 889908

https://www.racedepartment.com/downloads/pessio-garage-rd1-porknose.30886/


Besides of that great looking car these are stunning screenshots. This guy is a genius.
 
Corvette GT3 WIP: Added some new things to my mod and currently creating a new skin from a well-known endurance series (Guess, which? :D):
Going back to the NSX/discord talk - this is a good example.

Earlier you mentioned you made assumptions on your physics, on this Vette, the geometry and data is out there, so will this vette go off raw data or your interpretations of it?

This I think is where that discussion was going.
 
Wow. Very nice. I never had that track before. Thanks as lot.
i drove that track aswell and noticed the concrete on that map is like jagged bumps and stuff do i have an old version or is that just how it is? the grpahics were fine so if it can be smoothed out over time it would be grade A i just thought maybe i have a old version and yours is buttery smooth or something
 
Thank you for the reply, but I still don't get any fireworks. Which version of CSP are you using?
i wasn't getting fireworks for a long time until i realized they are a setting in the particles tab in CSP. then you have to set it so they arn't just holidays only. switch it to always on, then they always will go off. or at end of races thats how igot mine to work. hope thats the same deal for you

Edit: its in the tab where new tire smoke is, plus the sparks and stuff like that
 
Thank you for the reply, but I still don't get any fireworks. Which version of CSP are you using?

CSP 0.1.42
Sol 1.5 alpha 7

Did you try "always active" and test on a kuno's track like Laguna Seca?
Then you may want to reinstall the latest patch in CM.
 
Just trying to determine the cause... until then what I am currently trying to implement into the NSX GT3 is going to have to be put on hold... :cheers:

Could it be the track itself? If you're using the terra21 version of daytona there's lots of comments over at RD about problems with the banking and collisions. Seems like there might be a fix on the way... https://www.racedepartment.com/threads/daytona-2017.132811/post-2903489 but last mention was 1 year ago.
 
Going back to the NSX/discord talk - this is a good example.

Earlier you mentioned you made assumptions on your physics, on this Vette, the geometry and data is out there, so will this vette go off raw data or your interpretations of it?

This I think is where that discussion was going.

I am still not totally convinced real data works in a game necessarily.
I can't myself, see any logic in the real world to the game world where the data sets match up 100%, so work arounds and simply working to the constraints etc and feel come into it.

stuff like weight / wheel base etc is ok, but the stuff like matching the exact size of a nut in the rear track rod etc etc etc is all just bluster.
 
I am still not totally convinced real data works in a game necessarily.
I can't myself, see any logic in the real world to the game world where the data sets match up 100%, so work arounds and simply working to the constraints etc and feel come into it.

stuff like weight / wheel base etc is ok, but the stuff like matching the exact size of a nut in the rear track rod etc etc etc is all just bluster.

How can you be convinced that real world data isn't needed in coming up with baseline physics? Just come up with your own physics based on "weight and wheelbase"? Your quality mods are based on as much real physics data as one can dig up to get as close to %100 as possible. This is where RSS comes to mind, and the reason they spend 3,000+ hours on one car. Maybe it was 4,000.

And no, were not talking about the size of the nut on a tie rod.
So my question maybe again, what are the physics of the GT3 Vette based on?

This is where they were going on discord with the NSX. Theres many talented guys there that know physics front to back.
 
Ok, so I have about 58 car classes in my copy of Assetto Corsa (organized by deleting every tag on every car and just adding one to each which labels the car based on the class it's in), and as you can probably tell it's a pain keeping track of all the balancing I need to do in order to optimize every car class. I was wondering what tips anyone has in order to smoothen the process of adding ballast and restrictor for every car in every category? Are there any calculators that exist or methods which create reliable results?

Currently I just get one of each car on a track day at Barcelona/Catalunya, put the AI to 100% strength and have them hotlap until I can determine which car is fastest, then I apply an amount of ballast or restrictor in order to bring the car closer to the bottom of the list.

This is a question I've had for a long time now and I've never been able to come up with anything even close to a conclusive answer to. The problems lie in the fact that the AI; 1) have very limited ability and 2) are driving with the default setup unless you force them otherwise. I also don't trust myself to compare the cars through driving them personally as I; 1) am not a particularly consistent driver, 2) am not particularly good at setup and 3) simply don't have the time.

I'm sure there'd be a way for someone to make some kind of capable AI programming that could read all of the data files and make some determinations. Even something that would be able to come up with some rough estimated lap times at a selected variety of circuits based on those data files would be exceptionally helpful. However, that is so far beyond my ability that I wouldn't even know how to google where to start from.
 
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Audi TT Coupé 3.2 quattro DSG (2003)
Version 3.0 - 2020.02.11

All the credits for the 3D model go to an unknown converter!

81645720_498638630842350_810616931852746752_o.jpg


CHANGELOG
- adjusted suspension setup
- tweaked aero (ACCR v2)
- corrected downshift time
- tweaked EDL config
- fixed lights
- tweaked shaders
- updated previews
- regenerated LOD files
- moved config file into main folder structure



DOWNLOAD HERE
 
Kunos said once that you can't put real car data 1:1 in the sim and boom, you have the same exact physics for that specific car.
They need to tweak something more in order to make a car to behave as close to the real thing as possible. There are other variables in play.

Well if that is correct then that ends the 'debate'. It's pretty much exactly as i see it.
I'll go dig around to see if i can find that original quote.

I'll be honest i am not always sure what people actually think they mean by physics...some folks think it is how the FFB feels.
 
 

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