Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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Here's something different to try. I told you I was working on trying to get Karts more into the fun range. If someone wants to try them and see if the fun value went up, here's a Kart 100 and Kart Track bundle.
They slide around more but remain controllable. I'm not really going for 100% accurate here, more for fun. The originals seemed to grippy and took 15 seconds to start going off the start. AI are given everything I could to make them competitive.

To try this it's recommended that AI = 100, Aggression = 100, somewhere around 7 laps and turn fuel consumption off so random AI don't start pitting (they may anyways for whatever reason though)
Also, I recommend counting to 5 before shifting to 1st gear and going. I know, lame, but these could really benefit from a rolling start in this game. The AI are going to get into accidents and go off. That's part of the fun. So tell me if it's worth it to copy to the other ones or if it's a lost cause. I had a couple good races and once the AI spreads apart, they get pretty fast, way faster than what they were before.

 
AO looking nice, original colour too, or as close as I can get. Got to leave it for tonight. Not a perfect model but decent enough that it deserves at least a bit of love but I'll not be spending a lot of time on this car as I have so much to do already. I'll try and fix the physics tomorrow. It would be good if @megolito would take over the physics part though ;)


what track is the 2nd pic taking place in and do u have a link to it?
 
Ever since a3rdperson made the showroom model for the Mercedes AMG GT3 EVO extension made by AGU (which deserves an update since the main mod got recently updated), I want someone to fix its offline data.acd file since it gives me an error whenever I try to drive it ingame and when I analyze it, it gives me a message about tyres.ini which I can fix it, but it comes back again when I re-analyze it.
I've got the new showroom model, but only for myself, no more uploading here. :D
 
Here's something different to try. I told you I was working on trying to get Karts more into the fun range. If someone wants to try them and see if the fun value went up, here's a Kart 100 and Kart Track bundle.
They slide around more but remain controllable. I'm not really going for 100% accurate here, more for fun. The originals seemed to grippy and took 15 seconds to start going off the start. AI are given everything I could to make them competitive.

To try this it's recommended that AI = 100, Aggression = 100, somewhere around 7 laps and turn fuel consumption off so random AI don't start pitting (they may anyways for whatever reason though)
Also, I recommend counting to 5 before shifting to 1st gear and going. I know, lame, but these could really benefit from a rolling start in this game. The AI are going to get into accidents and go off. That's part of the fun. So tell me if it's worth it to copy to the other ones or if it's a lost cause. I had a couple good races and once the AI spreads apart, they get pretty fast, way faster than what they were before.



Very nice, thank you. The Carts drive much better now. I just have problems with AI drivers becoming invisible sometimes (I am using VR).

By the way: Pitting AI can usually be stopped by adding an ideal_line.ai in the data-directory (just copy and rename the fast_lane.ai file from the ai-directory).
 
Here's something different to try. I told you I was working on trying to get Karts more into the fun range. If someone wants to try them and see if the fun value went up, here's a Kart 100 and Kart Track bundle.
They slide around more but remain controllable. I'm not really going for 100% accurate here, more for fun. The originals seemed to grippy and took 15 seconds to start going off the start. AI are given everything I could to make them competitive.

To try this it's recommended that AI = 100, Aggression = 100, somewhere around 7 laps and turn fuel consumption off so random AI don't start pitting (they may anyways for whatever reason though)
Also, I recommend counting to 5 before shifting to 1st gear and going. I know, lame, but these could really benefit from a rolling start in this game. The AI are going to get into accidents and go off. That's part of the fun. So tell me if it's worth it to copy to the other ones or if it's a lost cause. I had a couple good races and once the AI spreads apart, they get pretty fast, way faster than what they were before.



They're really a lot of fun to drive, as you said ai retires to the pits, thanks for sharing ! ;)
 
Hmmm. I thought the same thing about the engine sound level when driving a couple of different cars last night. Decided to go to bed instead of going on another 'bug hunt'. After spending the last two weeks trying to solve a GPU 'freezing' issue, I'm a bit over that right now and just want to spend more of my time actually driving!

(The good news is that I did finally find the source of my GPU/graphics issue.)
couldn't agree more... I'm pretty tired of going to the bug hunt, also because between CM and CSP updates it's getting difficult to understand what is causing what.

What was causing your problems btw?
 
CSP updated:

v0.1.49 - Weather FX: option for additional directional ambient; - Default Weather FX script updated; - Shadows on trees and grass shouldn’t flicker now; - Smart Mirror: option for mirrors mapping normalization, option to disable Real Mirrors with virtual mirror, few fixes and rearrangements; - Custom emissives now can control colors of digital instruments; - Dynamic flags improved, with a lot of fixes, new movement, new shader with backlit and optional tessellation; - Button for decreasing wipers speed fixed; - Tyres audio in Wine is no longer broken; - Transparent objects now can cast shadows; - Refracting glass: reworked raytracing, various optimizations, fix for distance look; - Bounced light in Extra FX: fixes, no longer affect interior; - New option [BASIC] IGNORE_OTHER_CONFIGS=0 (default value is 0), for cars to ignore loaded config; - New option [BASIC] HAS_CORRECT_COCKPIT_NODE=1 (default value is 1), to disable interior effects for some mods; - New ac.ext_isVirtualMirrorForced() Python function; - Python apps crashing replay with ac.getCarRealTimeLeaderboardPosition() shouldn’t do that anymore; - Duplicate shaders removed from archive to save size; - Loading screen: new option for slideshow (without any fancy transitions at the moment); - PBR shaders: dynamic lights fixed; - Support for CM automatically loading vertex AO for cars; - Custom emissive templates: mixins for properly working front and rear fog lights (need to set position); - Few smaller fixes.
 
Thanks a lot, it worked now, apart from two error messages and strangely having no sound at all, the rest is fine thankfully
No problem but there shouldn't be any error messages. Also you need to replace sound using CM, I forgot to add that, sorry.

Edit: PM'd.
 
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Modding can be a frustrating cycle at times, as you get a better understanding and more capability to fix stuff, you start to pick up on more and more MAJOR issues with mods that you'd previously declared 'good to go'.

The bombshell this week? Aerodynamics and the fact that literally about half the road car mods in my collection basically don't have them, they're there and visible but with no data behind them, they do nothing. The impact? Well, using an Audi TTRS at the 2km drag strip as an example:

- Without aero, crosses the line at 190mph with a 36.9 second time
- With proper aero, crosses the line at 158mph with a 39.3 second time

It's extremely demotivating having to move a huge number of mods from the 'finished' pile back into the ever growing pit of despair, otherwise known as 'WIP'.
 
Modding can be a frustrating cycle at times, as you get a better understanding and more capability to fix stuff, you start to pick up on more and more MAJOR issues with mods that you'd previously declared 'good to go'.

The bombshell this week? Aerodynamics and the fact that literally about half the road car mods in my collection basically don't have them, they're there and visible but with no data behind them, they do nothing. The impact? Well, using an Audi TTRS at the 2km drag strip as an example:

- Without aero, crosses the line at 190mph with a 36.9 second time
- With proper aero, crosses the line at 158mph with a 39.3 second time

It's extremely demotivating having to move a huge number of mods from the 'finished' pile back into the ever growing pit of despair, otherwise known as 'WIP'.

Definitely man. I started ot get into the physics side of modding not too long ago and out of curiousity started to check the in-depth physics (especially suspension parameters and kinematic config) of a lot of cars that I considered 'finished' and 'reference' and some of the things I saw shocked me...
 
Hi guys, i'll leave here my skins for the Audi WTCR if you're interested in it.

Link: https://www.racedepartment.com/downloads/2019-audi-rs3-lms-wtcr-audi-sport-wrt-team-skins.31675/

__custom_showroom_1585066763.jpg
 
@Sylana82
Hi Gentleman ! :)

All is right now with the (little) issues warned to you for the Ferrari 488 GT4, thank you !

Well, I saw a (little) issue about... missing backfires.
I’m far from my rig and I don’t remember if there are some dedicated/specific files.

Cheers ! :cheers:
 
Is there someone who still have the 2014 Monza version? With the original parabolica without the runoff?
I hate this new version and tried to download old version of AC but never succeed...

It's a much better version in the past

Thank you
 
Hey guys. A strange thing happened to me today. My CM got reset to factory settings. Even had to put my license code in again. It never happened before. I did however turn on use of untested versions a couple of days ago, maybe that is the reason. Anyway, my question is: is there a way to backup all CM settings? I spent now an hour setting everything back by memory, and still a lot of things are not the way i had before. Even ingame apps got reset. I would like to have settings backed up somwhere, if this happens again.
 
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