Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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That is mainly because AI is much too slow in 99% of the cars/tracks. I always have them maxed out (aggression a tad lower to try to rule out dive bombing) and to get a bit of a race I start last (25 or more cars). In most cases it takes less than three laps to get into the lead.
So imo starting in eight place and moving up to third within half a lap at Spa is not a sign that BOP hasn't been done well.

Then you need to either speed up the AI or (a better solution?) drive all the cars yourself and time each PB separately. N.B. You need to be a very steady driver and have really good setups (less important in GT4 with fewer setup options than GT3) to accurately judge the differences.
 
Content Manager hasn't had love for a year and now it's updated everyday. Another one out. Does anybody else laugh when you start CM and there's yet another update. because covid-19
Screenshot_go_kart_****_shed_nurburgring1967_23-3-120-4-34-47.jpg
 
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Then you need to either speed up the AI or (a better solution?) drive all the cars yourself and time each PB separately. N.B. You need to be a very steady driver and have really good setups (less important in GT4 with fewer setup options than GT3) to accurately judge the differences.

The rev. 2 of Mr. Waffles rework of the Hyundai Genesis GT4 is perfect. I did extensive tests with it and not only is the BoP right on the money, it's also a joy to drive. The handling is wonderful, the car is easy to drive on the limit, predictable, rock steady and fun. Well done. My setup is attached (just change the suffix from .txt to .ini).
 

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  • Mr Waffles Hyundai GT4.txt
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Are you saying he took a look or are you saying he will take a look?
If he already did some work, I would be glad to hear from anyone who has access to ACF mods on how the track is now.

I did reply to one of his Youtube-videos and did suggest to mod Motegi (already WIP by somebody else) and Ascari. He did respond by saying he will check out Ascari. But that is at least 2 or 3 months ago. I cannot find that Youtuibe video anymore. Seems he has disabled the commentary-function on his videos nowadays.
 
Nice guy on Racedepartment :dopey:

jk5r.png


I'm being insulted for sharing ... a mod !? :boggled:
It sounds like the same issue as with your Spa mod, where you've altered the original Kunos models.ini instead of creating a new layout. As I said back in February, this will stop the original track from being usable online due to checksum errors. I replied in your RD Imola thread with this:

@Delta7Fox as with your Spa update, if you alter the models.ini then you should create new layouts with these changes (and with new corresponding models.ini) and leave the original Kunos files untouched, otherwise anyone trying to use the track online will get checksum errors. It might be worth releasing an update that not only adds these changes as a new layout, but also restores the original models.ini for anyone that's already installed your current version.

I also replied in your Spa thread back in Feb highlighting the issue and you did subsequently update Spa. I think you need to release a similar update to Imola. If you create new layouts for any similar future track updates then you'll hopefully avoid this problem going forward.

https://www.racedepartment.com/threads/spa-francorchamps-the-real.179086/#post-3119570
 
@Masscot its an easy fix. Do you think front and rear wheels and tyres should be a little bigger? Appriciate the feedback.
Yeah, like I said, they do look a little small at the moment, not quite filling the wheel arches. What do other people think?
 
Then you need to either speed up the AI or (a better solution?) drive all the cars yourself and time each PB separately. N.B. You need to be a very steady driver and have really good setups (less important in GT4 with fewer setup options than GT3) to accurately judge the differences.

Like I wrote, I have AI set at 100% and I have no idea how to make 'm go faster. Wherever I find optimised AI lines, I install them to check. In several cases AI behaves better (or worse) but very seldom faster. And in all cases it also depends on the used car.
I test all my cars on the same track, same conditions, stock setup to compare laptimes.
Even when I know I'm not the fastest driver, my lap times are consistent and after a few laps to get used to a new car, I will be lapping at a pace that stays within a few hundreds of a second.

I wish there was a way in AC to speed up AI like in rF2, where a slider lets you move them up to 130%. Impossible for me to keep up with them but at 100-120% (depending on car/track) I have a real race on my hand. Very difficult to qualify in pole and even then they are constantly on your tail. Very rewarding to get a win there :)
 
Here's v5 of my Sweet Lamb Dirt Rally conversion.

Needing useful feedback, specifically about road "feel", preferably in video comments, 925 pages and counting!

After many runs along the track, it start's to feel normal to me and I am not 100% sure it's correct.
If anyone has the ability to edit the "surfaces.ini" or just has opinions, please share your thoughts.

I am aware that I might get multiple people with different preferences for grip levels, it's a risk I'm
willing to take just to get more opinions. I can always try to split the difference.

I recommend gravel tuned rally vehicles due to their longer suspension setups.
Some car options : https://assettorallygrb.wixsite.com/rallygrb

Constructive feedback is welcome, crying about my video or your crash into a fence is not.

I hope someone enjoys it, download in description.

 
It sounds like the same issue as with your Spa mod, where you've altered the original Kunos models.ini instead of creating a new layout. As I said back in February, this will stop the original track from being usable online due to checksum errors. I replied in your RD Imola thread with this:

@Delta7Fox as with your Spa update, if you alter the models.ini then you should create new layouts with these changes (and with new corresponding models.ini) and leave the original Kunos files untouched, otherwise anyone trying to use the track online will get checksum errors. It might be worth releasing an update that not only adds these changes as a new layout, but also restores the original models.ini for anyone that's already installed your current version.

I also replied in your Spa thread back in Feb highlighting the issue and you did subsequently update Spa. I think you need to release a similar update to Imola. If you create new layouts for any similar future track updates then you'll hopefully avoid this problem going forward.

https://www.racedepartment.com/threads/spa-francorchamps-the-real.179086/#post-3119570
I also realized this when trying to launch an online event. I have a clean backup in my external HDD so it was fixed in a minute but I understand the reviewer here. At least a warning should be added.
@Delta7Fox I've been meaning to ask, what are the differences between original layout and revised layout in your work?

I've learned to duplicate tracks while trying to install Delta7Fox's edits keeping the original files. You may find it useful:
- Copy "imola" folder in tracks folder. Our example will be Imola but I did this with a few Kunos tracks, all the same.
- Rename second Imola folder. In my case it's "imola_delta7fox".
- In the new folder, rename "imola.kn5" to "imola_delta7fox.kn5".
- Go to each models.ini file. There should be one for each layout. Replace "imola.kn5" with "imola_delta7fox.kn5".
- New folder will launch properly now. Editing track names, authors etc. is recommended.
 
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Yeah, like I said, they do look a little small at the moment, not quite filling the wheel arches. What do other people think?

Hi @The7thSense and everybody, new to this forum and rewinding from the last posts. I have the same impression as @Masscot for the rear wheels. Front wheels seem ok for me.

That said it could be only a "visual trick". The rear height of the car seems a bit high and the wheel itself seems a bit inside the arch, giving the impression that the rear "voie" is to small. (Voie = distance between the wheels, sorry for my bad english)

Other than that the car looks really nice!
 
I also realized this when trying to launch an online event. I have a clean backup in my external HDD so it was fixed in a minute but I understand the reviewer here. At least a warning should be added.
@Delta7Fox I've been meaning to ask, what are the differences between original layout and revised layout in your work?

I've learned to duplicate tracks while trying to install Delta7Fox's edits keeping the original files. You may find it useful:
- Copy "imola" folder in tracks folder. Our example will be Imola but I did this with a few Kunos tracks, all the same.
- Rename second Imola folder. In my case it's "imola_delta7fox".
- In the new folder, rename "imola.kn5" to "imola_delta7fox.kn5".
- Go to each models.ini file. There should be one for each layout. Replace "imola.kn5" with "imola_delta7fox.kn5".
- New folder will launch properly now. Editing track names, authors etc. is recommended.
I've just noticed the 2020 update to VRC Alabama alters the models_layout.ini and introduces a new kn5 as well.
@Delta7Fox this is another track that is used a lot in various championships online so you really should get into the habit of creating new track layouts when you do updates like this, so that the original files are preserved untouched and people can still use the track online. If you add new kn5s can you also state what these are for? I think overall the information you provide with the downloads on RD could contain more detail so people know exactly what they are installing.
One other minor (but important) irritation: you always include your own UI elements which overwrite whatever people have in the original track folder (your instructions always say 'overwrite everything', which will lead to permanent loss). Some people have themed UIs across all of their tracks so that they all follow the same basic design, but yours will hijack those and break that theme. I've unwittingly lost a few of my own when installing your updates. I think it might be better if your UI updates were in a separate folder so that the user can decide if they want to install them or not?
 
De Tomaso Pantera GT5-S (1984)
Version 3.0 - 2020.03.23

All the credits for the 3D model go to s3r1u5
Thanks to RealAKP for support and tips


90670769_523689831670563_8644003879454769152_o.jpg


CHANGELOG
- tweaked aero
- added a bit of downforce from the car's bottom end
- new engine power/torque figure
- new suspensions setup
- tweaked brake power and bias
- adjusted limited slip differential
- increased FFb multiplier
- totally reworked skins
- added and tweaked interior lights
- corrected flames position and direction
- VAO patch (thanks to RealAKP)
- tweaked shaders (CSP only)
- skins with PBR materials (CSP only)
- PBR interior materials (CSP only)
- adjusted smart mirrors (CSP only)
- exhaust smoke (CSP 0.1.47 or above only)
- regenerated LODs .kn5 files
- updated previews



DOWNLOAD HERE
 
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It looks like this in my game, I guess it's because there are two files called Livery in the skin folders :/
Previous versions didn't have this problem

Did you uninstall previous version before install the newest one?
Mine looks like the one I've posted, it's an in-game screenshot!
The livery.png is used for thumbnails by CM, while livery.dds should be used by the car in-game.
Do you use CSP?
 
Yes, I use CSP. But I haven't removed the previous one. I will delete it and try again
Edit: I tried but I still have the same problem. If I delete the livery preview icon it fixes, so I guess it really is because of the two livery files. It's weird that I'm the only one with this probelm tho.

It basically applies to the car the livery preview icon instead of the correct livery

Yes, it's strange, in my system it works without problem and, anyway, I didn't change texture name between this and the previous version.. :confused:
Anyone else is facing this problem?
 
Alfa Romeo 155 Q4 (1992)
Version 2.2 - 2020.03.20
Graphics update

CREDITS
- s3r1u5 for the original mod
- RealAKP for tips and support

90550416_521837688522444_1733938018915450880_o.jpg


FULL CHANGELOG

- added v10 street tyres
- tweaked shaders
- regenerated VAO patch (CSP only)
- tweaked PBR materials (CSP only)
- adjusted smart mirrors (CSP only)
- exhaust smoke (CSP 0.1.47 or above only)



DOWNLOAD HERE


First, I really appreciate the overhaul of all the models you work on.
Could you check blurred rims on this alfa 155 car. The original one had brake disc and brake caliper visible when wheels are blurred, but this one shows the road due to transparent issue.

edit: no issue with 8c competizione on my side.
 
First, I really appreciate the overhaul of all the models you work on.
Could you check blurred rims on this alfa 155 car. The original one had brake disc and brake caliper visible when wheels are blurred, but this one shows the road due to transparent issue.

edit: no issue with 8c competizione on my side.

I'll take a look, thank you!

Edit: @unpierrot can you download this file, replace it with the one in the 155 folder and let me know if it works? Thanks!
 
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Wow, with so many versions out there I'm a bit lost.
Haven't tried this Legion version, but that 180 snap doesn't sound good! haha. I'll try to check it out myself aswell.

Made before CSP could show sparks and therefor show when you are bottoming out. Engine braking is very strong but can be lived with, cars got to have some character!
Unlike some, please give it more than a handful of laps and make a suitable setup.
Bear in mind this particular one, whilst not BOPed is made to run with the other cars in the set.

And feel free to give feedback, as always my stuff is in perpetual Beta.
 
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Great news! Shaun Clarke updated one of the best car mods for AC of all times, Seat Leon, to version 2.0 and released the evoltion car, that replaced the Leon in the wtcr the Cupra TCR. He also updated the Snetterton track, both 200 and 300 layouts. Find them on his page:

https://shaunclarke35.wixsite.com/website

I guess it is time to do some TCR racing again. it's been a while. Can't wait to come home in the afternoon.

Edit: tracks not updated, just newly hosted on his site.
 
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Made before CSP could show sparks and therefor show when you are bottoming out. Engine braking is very strong but can be lived with, cars got to have some character!
Unlike some, please give it more than a handful of laps and make a suitable setup.
Bear in mind this particular one, whilst not BOPed is made to run with the other cars in the set.

And feel free to give feedback, as always my stuff is in perpetual Beta.

Definitely! I use some of your mods so by any means did I want to disrespect your work. :)
The final idea is to try and find reasonably good dynamics taking into account the real information of the car that we have.
See if I can find your version later and test it.
 
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