Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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Has anyone figured out with the newish CSP scripting stuff if getting rolling starts with the AI is possible? I don't know how extensible the scripting is.
 
I don't know what happened but I no longer see the mechanic and the slot when I'm in the pits.

??? :confused:

SOLVED: reset world details to maximum...:ouch:
 
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Bit of a problem here. Hoping someone with some knowledge might have a suggestion. I'd like to include @Pyyer animated flags with my little RBR update for anyone using the stock track, but there is an issue. If I include his flag stuff as part of my ext_config, when you chose to drive with one of the F1 layouts, it reads the flag stuff from my config and actually puts two flags on every pole.

I've been wracking my brain around a way to prevent this and the only thing I can come up with is that I have to make my updates as a separate layout. Problem with this is, the shader adjustments I made in my ext_config for the odd texture lighting won't carry over to the F1 mods.

If you can make heads or tails of this explanation, would anyone know a way to make this work?
maybe you can hide the original flags with
[MESH_ADJUSTMENT_...]
MESHES = mesh1, mesh2
IS_RENDERABLE = 0
(dunno if it'll work for flags just an idea, if you can capture the mesh name w object inspector it's worth a shot)
 
Maze Pass Touge Japan - rain and grass and vao and so on...

Track can be found here: https://www.racedepartment.com/downloads/realistic-touge-project-release-1-maze-pass.45478/


  • You should be able to copy the files straight into you assetto corsa folder as long as you have the track installed. It will ask to override - backup your track if you want to keep the original files.

  • If the new grass still won't show check your assetto corsa folder: extension/textures/grass_fx. You should have a "highlands.dds" file in there, otherwise no grassFX.
 

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Bit of a problem here. Hoping someone with some knowledge might have a suggestion. I'd like to include @Pyyer animated flags with my little RBR update for anyone using the stock track, but there is an issue. If I include his flag stuff as part of my ext_config, when you chose to drive with one of the F1 layouts, it reads the flag stuff from my config and actually puts two flags on every pole.

I've been wracking my brain around a way to prevent this and the only thing I can come up with is that I have to make my updates as a separate layout. Problem with this is, the shader adjustments I made in my ext_config for the odd texture lighting won't carry over to the F1 mods.

If you can make heads or tails of this explanation, would anyone know a way to make this work?
Try to create an extension directory inside layout_gp and put into it the extconfig.ini for the flags. If it works you can copy it to all other layouts directories (except Pyyer ones)
 
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Has anyone figured out with the newish CSP scripting stuff if getting rolling starts with the AI is possible? I don't know how extensible the scripting is.
I think rolling starts in AC will never be possible, I've looked into it for weeks now and answer is always that there is something within AC that means its impossible.
I'd love rolling starts, for oval racing road or dirt it would be icing on the cake for me. I think if it could be done it would be done already.

Did anyone ever ask Ilija about it? I'd imagine he has tried and if he cant do it then no ball.
 
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I think rolling starts in AC will never be possible, I've looked into it for weeks now and answer is always that there is something within AC that means its impossible.
I'd love rolling starts, for oval racing road or dirt it would be icing on the cake for me. I think if it could be done it would be done already.

Did anyone ever ask Ilija about it? I'd imagine he has tried and if he cant do it then no ball.
This was his reply to me a few weeks ago.

Still hope yet.

"sorry, not yet, I tried to add some hacks to AC AI, but it’s not quite there yet"
 
... landing jumps ain't one of them though...
Really...?

Screenshot_rl_ford_fiesta_wrc_forestrallystage2_19-5-122-16-25-21.jpg


(Well, I have to admit that yours is bigger than mine. The jump, I say...)
 
maybe you can hide the original flags with
[MESH_ADJUSTMENT_...]
MESHES = mesh1, mesh2
IS_RENDERABLE = 0
(dunno if it'll work for flags just an idea, if you can capture the mesh name w object inspector it's worth a shot)
I've already hidden the original flags so I could replace them with proper animated ones from Pyyer. The problem is to make the animated flags show on the stock track, I need to have an entry in the ext_config file in track's extension folder. No big deal except when someone chooses to use one of the F1 mods. Then the game loads the flags from the track's main extension folder that I added, along with the flags that Pyyer included with his F1 mods. So you end up with two sets of flags.

There is a way to do it, but it would require altering Pyyer's F1 mods and disabling his flags, which I wouldn't even think of doing. It's looking more and more like if I want to release this for people to use, it's going to have to be a separate layout like Pyyer did with his F1 mods. Anyone suggest a good layout name?

Try to create an extension directory inside layout_gp and put into it the extconfig.ini for the flags. If it works you can copy it to all other layouts directories (except Pyyer ones)
I never thought of that. I think that would work. Thank you for the suggestion...

EDIT: You're a genius. Worked like a charm. Can't thank you enough...
 
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Just found out the "Yzd_Aston_Martin_V8_Vantage_GTE" is missing Wiper Animations.
I made one in CSP. its not even near the Quality of El Lochos Wiper Animations but atleast its something for now.
There is no Interior Window Mesh (atleast i think so) for the Rain, so there will be no real wiping in the FPV. I dont have the knowledge to do so.
Maybe somebody wants this small Addition.
 

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I can't remember if I've asked this question here before, so if I'm repeating myself, apologies. But...

Is anyone else having issues with some of Pyyer's extensions where some distant billboards flicker on and off (only at a fair distance, for the most part), revealing parts the original billboards underneath the ones updated by Pyyer? If so, are there any known CSP or config adjustments that will fix the issue?

EDIT: I'm running the latest CSP Patreon build and Pure, just to be clear. I also have the render distance maxxed out in my settings.
 
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I can't remember if I've asked this question here before, so if I'm repeating myself, apologies. But...

Is anyone else having issues with some of Pyyer's extensions where some distant billboards flicker on and off (only at a fair distance, for the most part), revealing parts the original billboards underneath the ones updated by Pyyer? If so, are there any known CSP or config adjustments that will fix the issue?

EDIT: I'm running the latest CSP Patreon build and Pure, just to be clear. I also have the render distance maxxed out in my settings.
I can confirm (latest CSP / SOL).
 
That is so cool! Will you be releasing your tweaks or setups and tracks?
Don't know yet, still fiddling with it all, plus someone contacted my guy who helps me out and tests stuff on facebook moaning about a video they posted that used some old mod from rfactor which they ripped from nascar heat mod and gave all sorts of lurid threats like they were Turn 10 or something.
It won't stop me as i don't care, but just happy learning and messing and what with idiots and idiots who moan about tiny minutia in every mod I just don't know if I can be arsed.

Anyway I fiddled with this truck and got some result bar the weird tyre flex.
Before it broke the front suspension as soon as it landed.

 
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I can't remember if I've asked this question here before, so if I'm repeating myself, apologies. But...

Is anyone else having issues with some of Pyyer's extensions where some distant billboards flicker on and off (only at a fair distance, for the most part), revealing parts the original billboards underneath the ones updated by Pyyer? If so, are there any known CSP or config adjustments that will fix the issue?

EDIT: I'm running the latest CSP Patreon build and Pure, just to be clear. I also have the render distance maxxed out in my settings.
The only times I have noticed this it turned out to be that I had a different third party skin active (one of @Blackcelica 's or DP's), or once where I had not installed a 'clean' version of the track. I assume you've deactivated any of those other skins etc, in which case I'm not much help.
 
Thanks for the tip samdale12. I'll do some more testing and see if that is the culprit with some of my tracks that have Pyyer extensions.

In some cases, I don't think it will be, because I'm seeing the problem on Cozy61's F1 tracks that appear to have nothing but the original track mod with no extensions or skins other than Pyyer's.
 
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shi
Indianapolis 2001 v1.0

View attachment 1208941
Conversion from GTR2.

-CSP required
-36 pit/start
-AI, cam

Credits & Thanks;
Original Track from GP4
rFactor Converted by TTTTT
GTL Converted by derDumeklemmer
GTR2 Converted by RacerM
-Thank you for giving me permission (RacerM)

AC Converted by @shi (shin956)
.lua and font by @gunnar333
AI by @Viola_seven
logo.png by @Fanapryde
Added the parallax lights (config) by @ Tyrone
cameraman, background and some textures by kunos
Test and Feedback by @Breathe

Download (mediafire)

Enjoy.
Converted upon request by Patreon member Luke Durrant.

I will make tv camera for it.
 
Red Bull Ring Mod

The finished(?) modifications for Red Bull Ring that hopefully solve the lighting issues if you don't use CSP's WeatherFX seasonal adjustment changes. If you also have Allow Seasonal Adjustments turned off under Track Adjustments, I can't say how this will look.

Special thanks to @Quark67 for the advice on how to make my animated flags work without impacting @Pyyer F1 mods. I ended up using my own animated flags. I took the time to make them, it only seemed right that I used them.

As usual, a few notes:
-- Backup before extracting to be safe. Might overwrite files you already have.
-- The mod comes with two skins and ext_config modifications, but you do not need to use them together. If you have a particular skin you like, my config changes will work with other skins. You may however need to adjust some diffuse and ambient values in the ext_config-shader-adjustments file.
-- The config is designed for one specific purpose. To fix the bright washed out textures if you have the seasonal stuff turned off under Track Adjustments and/or WeatherFX in CSP. It will make things potentially too dark if you have those things enabled. If so, open up the ext_config file and set the ext_config-shader-adjustments section to ACTIVE = 0.
-- If you find the grass lacks saturation use the Texture2 skin.
-- If you like the darkness modifications I made in the config, you can apply them to the F1 mods by extracting the files in the Pyyer_F1mod_adjustments folder. I also fixed the flags on the 2021 versions, but I doubt anyone even uses the 2021 versions anymore. There was a line missing in one .ini file that caused the game not to hide the stock flags.
-- Please let me know of any problems. Any and all suggestions for improvements are welcome.

Red Bull Ring Mod V1.1

rbr1.jpg



EDIT: Almost forgot, if someone knows how to get the stupid sparkle\shimmer out of the grass, could you tell me how. It's driving me nuts because it's so dumb looking. I've never seen the grass in my yard shimmer before. Same thing on Brands Hatch. Thanks...
 
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Don't know yet, still fiddling with it all, plus someone contacted my guy who helps me out and tests stuff on facebook moaning about a video they posted that used some old mod from rfactor which they ripped from nascar heat mod and gave all sorts of lurid threats like they were Turn 10 or something.
It won't stop me as i don't care, but just happy learning and messing and what with idiots and idiots who moan about tiny minutia in every mod I just don't know if I can be arsed.

Anyway I fiddled with this truck and got some result bar the weird tyre flex.
Before it broke the front suspension as soon as it landed.


Ok, now we're ready for stadium truck racing!:lol:
 
For those who are interested in a little fun at the end of the year, without too much perfection.
There are some cars included in the micro packs (1978 and 1979), and in the mini pack (1979/1980) that were made about 2 months ago when I was still more active.

For now, attention "around here" is on "things much more important to me". As much as possible I'll put something new (if I can, if any rules are broken, please let the moderators know). Thank you all!

Micro pack 1978
Micro pack 1979
Mini pack 1980/1981


After I had uploaded the files, I noticed that some cars had "very shiny" tires.

I hope that most of you could solve it using the "Content Manager", I learned from a "tip" that was given to me right here in the "forum", I believe that everyone will be able to solve it.

The other "problem" is the "driver's position", I noticed that one of the Renaults (pack 1980/1981) has this problem, he was way behind (the hands do not reach the steering wheel). It is solved very easily, also by the "Content Manager".
 

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Thanks for the tip samdale12. I'll do some more testing and see if that is the culprit with some of my tracks that have Pyyer extensions.

In some cases, I don't think it will be, because I'm seeing the problem on Cozy61's F1 tracks that appear to have nothing but the original track mod with no extensions or skins other than Pyyer's.
Hi @xezez - Not sure which track your seeing on (if not a few) but I have been replacing the tracks since Pyyer mentioned it in his releases - However some of the earlier ones have not been altered.

As I only rename the original main track KN5 it may be worth trying to update the tracks by copying over the new files then renaming the main KN5 file using the '00_country_gp22.kn5' format ie 22_brazil_gp22.

You shouldn't have to adjust anything else as the original extension files in my amended track versions have been renamed to fit with this format - Hope that helps

PS Let me know which track(s) and I'll have a look see and update as necessary

For info (Those updated with new clean versions)

Singapore
Japan
COTA
Mexico
Brazil
 
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Red Bull Ring Mod

The finished(?) modifications for Red Bull Ring that hopefully solve the lighting issues if you don't use CSP's WeatherFX seasonal adjustment changes. If you also have Allow Seasonal Adjustments turned off under Track Adjustments, I can't say how this will look.

Special thanks to @Quark67 for the advice on how to make my animated flags work without impacting @Pyyer F1 mods. I ended up using my own animated flags. I took the time to make them, it only seemed right that I used them.

As usual, a few notes:
-- Backup before extracting to be safe. Might overwrite files you already have.
-- The mod comes with a skin and ext_config modifications, but you do not need to use them together. If you have a particular skin you like, my config changes will work with other skins. You may however need to adjust some diffuse and ambient values in the ext_config because I set those numbers based on my track skin textures.
-- If you find the grass lacks saturation, go into the skin folder and delete the grass13C.dds file. Rename the grass13C - Copy.dds to grass13C.dds. It's a more saturated grass texture. If you find things too bright or dark, you can make ambient and diffuse value changes in the ext_config.
-- If you like the darkness modifications I made in the ext_config, you can apply them to the F1 mods by extracting the files in the Pyyer_F1mod_adjustments folder. I also fixed the flags on the 2021 versions, but I doubt anyone even uses the 2021 versions anymore. There was a couple of lines missing in one .ini file that caused the game not to hide the stock flags.
-- Please let me know of any problems. Any and all suggestions for improvements are welcome.

Red Bull Ring Mod

View attachment 1209069


EDIT: Almost forgot, if someone knows how to get the stupid sparkle\shimmer out of the grass, could you tell me how. It's driving me nuts because it's so dumb looking. I've never seen the grass in my yard shimmer before. Same thing on Brands Hatch. Thanks...
You are the man! Thank you for this, Red Bull Ring was a bit messed up
 
Red Bull Ring Mod

The finished(?) modifications for Red Bull Ring that hopefully solve the lighting issues if you don't use CSP's WeatherFX seasonal adjustment changes. If you also have Allow Seasonal Adjustments turned off under Track Adjustments, I can't say how this will look.

Special thanks to @Quark67 for the advice on how to make my animated flags work without impacting @Pyyer F1 mods. I ended up using my own animated flags. I took the time to make them, it only seemed right that I used them.

As usual, a few notes:
-- Backup before extracting to be safe. Might overwrite files you already have.
-- The mod comes with a skin and ext_config modifications, but you do not need to use them together. If you have a particular skin you like, my config changes will work with other skins. You may however need to adjust some diffuse and ambient values in the ext_config because I set those numbers based on my track skin textures.
-- If you find the grass lacks saturation, go into the skin folder and delete the grass13C.dds file. Rename the grass13C - Copy.dds to grass13C.dds. It's a more saturated grass texture. If you find things too bright or dark, you can make ambient and diffuse value changes in the ext_config.
-- If you like the darkness modifications I made in the ext_config, you can apply them to the F1 mods by extracting the files in the Pyyer_F1mod_adjustments folder. I also fixed the flags on the 2021 versions, but I doubt anyone even uses the 2021 versions anymore. There was a couple of lines missing in one .ini file that caused the game not to hide the stock flags.
-- Please let me know of any problems. Any and all suggestions for improvements are welcome.

Red Bull Ring Mod

View attachment 1209069


EDIT: Almost forgot, if someone knows how to get the stupid sparkle\shimmer out of the grass, could you tell me how. It's driving me nuts because it's so dumb looking. I've never seen the grass in my yard shimmer before. Same thing on Brands Hatch. Thanks...
Its a nice mod. I think the landscape is not litten enough by the sun, its too dark. Also the red of the sidestrips is kind of wrong. Thats the thing the vanilla track also had. It should be a stronger red.
It feels like it is desaturated. Also the grass and the pines should have a bigger difference in color.
1668848029382.png

Maybe the red could be brighter, than in my example. I think its real hard to handle. Idk how often they must paint it. It looks realy different on different pictures.

But i would say the grass is realy bright there compared to the trees. Thats on all pictures i saw:
1668848465340.png
 
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