Assetto Corsa PC Mods General DiscussionPC 

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Hello, I have this big bug in AC. I've pure 0.190 + CSP 0.1.80. All works properly for weeks but today I noticed this bug in some of original kunos tracks like Silverstone, Nurburgring ecc. Please someone tell me how to solve this bug without reinstalling all the game?:confused: Thank you so much to all :)
 

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Hello, I have this big bug in AC. I've pure 0.190 + CSP 0.1.80. All works properly for weeks but today I noticed this bug in some of original kunos tracks like Silverstone, Nurburgring ecc. Please someone tell me how to solve this bug without reinstalling all the game?:confused: Thank you so much to all :)
Seems to be a common bug as I've seen this on a few forums.
The idea is to create further countryside that extends beyond the track limits, but it seems not to have been perfected as of yet. I imagine that it will be fixed in future updates.
 
Hello, I have this big bug in AC. I've pure 0.190 + CSP 0.1.80. All works properly for weeks but today I noticed this bug in some of original kunos tracks like Silverstone, Nurburgring ecc. Please someone tell me how to solve this bug without reinstalling all the game?:confused: Thank you so much to all :)
Do you use triple screens?
Then it could this know issue and there you find also the first workaround for it:
1689081451213.png
 
Hello i have 2 question

1 how can I manipulate backfire sound with the car physics? Fmod has a backfire event but in game i don't hear any, so something must trigger it


2 How can I swap parts on and off in game ? VRC Formula 2007 has a toggle to enable front fin or make halo disappear. I want to toggle these fins on and off too on the sauber

1689083139586.png
 
Did you try entering some limit data? Smtg like
Code:
[ABS]
SLIP_RATIO_LIMIT=0.12
CURVE=
PRESENT=1
ACTIVE=1
RATE_HZ=250

[TRACTION_CONTROL]
SLIP_RATIO_LIMIT=0.22            ; Slipratio limit before TC engages
CURVE=                            ; Slipratio lookup table with different slipratio limits, in order to define TC levels if present. Leave blank for a single level given by above line. ctrl+T to toggle
PRESENT=0                        ; 1 if present in car, 0 if not present (TC always work if TC assist is activated from realism menu UI)
ACTIVE=0                        ; 1 will make the car start with TC active (if present), 0 will make the car start with TC inactive (even if present). ctrl+T to toggle
RATE_HZ=100                        ; TC pulse frequency. It's better to insert the actual TC pumps refresh rate, than the ECU and sensors frequency
MIN_SPEED_KMH=40                    ; Traction control is set automatically OFF under the min speed value in km/h even if selected as assist by the user.
yeh i tried that first of all. i put everything as it should be like slip ratio limit e.t.c but it made no difference. if you turn on abs and or tc on this car. it will have no brakes and wont move anywhere due to tc being constantly engaged no matter what i do. i have tried every which way but backwards with no effect. thanks for the suggestion though :)
 
Where can I edit this values? Ext config?
That should be used on a LUA script, if I´m not totally wrong.
To use it in ext_config.ini use for example this:
INI:
[SHADER_REPLACEMENT_...]
ACTIVE = 1
DESCRIPTION = change specular shader settings
MATERIALS = material_name_here
PROP_... = ksSpecular, 0.1 ;use proper values here
PROP_... = ksSpecularEXP, 15 ;use proper values here
 
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Each one should test himself FGS! What is good for me can be trash for another, Jesuuuuuuuuuuuuuusssssssss.
And what the hell means 'good physics'?
Again, each one has a personal way of considering 'gp'.

Thank you and have fun.
A great thank you, you really are very nice and of a very great help :bowdown: ... maybe, next time please don't bother Jesus in your (useless) answer.
If you do not know what the hell "good physics" mean, try a RSS mod so you can understand.
 
I wonder why raindrops won't manifest in my screenshots.
 

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Hi, please check this with the following values.
1689088560027.png

CM/Settings/Custom Shaders Patch/Graphic Adjustments.

Hope this will work for you.
Best Regards?
 
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UPDATE Zolder 1967

v3.3
-animated flags by racinjoe013
-removed all people standing in front of the fence
-reimported a road patch

I think that a reference to "FILE=zolder67_flags.kn5" is missing
inside "_extras\more bumpy road surface by Ludwig6666\models.ini"
 
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Sachsenring 1967 from @Rainmaker87

If you like (far) less spectators you can add this code to the ext_config.ini in the extension file of the track folder.
I didn't remove all of them, only the cardboard rows that bothered me the most, as well as the spectators sitting on poles (though I am aware that it has been like that in that era - I guess safety wasn't their main concern back then) :scared:

sachsen.png


But they look so sad....
Anyway: if you don't like the result, just remove these lines again and you're back to the original.
 

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No perfect but more fun:

Ideal car for the track:

EDIT: UPDATE Zolder 1967

v3.4
-corrected models file for the Ludwig6666 road mesh
-added another bumpy road mesh option in extras folder

 
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Hello, I have this big bug in AC. I've pure 0.190 + CSP 0.1.80. All works properly for weeks but today I noticed this bug in some of original kunos tracks like Silverstone, Nurburgring ecc. Please someone tell me how to solve this bug without reinstalling all the game?:confused: Thank you so much to all :)
It is already solved and will be working in future versions of Pure. You can already install this fix for Triplescreen:
 
That should be used on a LUA script, if I´m not totally wrong.
To use it in ext_config.ini use for example this:
INI:
[SHADER_REPLACEMENT_...]
ACTIVE = 1
DESCRIPTION = change specular shader settings
MATERIALS = material_name_here
PROP_... = ksSpecular, 0.1 ;use proper values here
PROP_... = ksSpecularEXP, 15 ;use proper values here
That is for sun specular on track, what if I want to darken the asphalt
 
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I can´t verify that hole. Either by driving the same parts or by 3D model software. What version of this track do you use?
Nevertheless, I worked on some other parts:
View attachment 1272287
View attachment 1272286

Still a lot to do... :odd:
cars falling through the track was found in creating some NZ tracks recently, and it was found that with csp review 1.80 preview 218 some cars would fall through, while others didnt. The fix that worked for me was as follows, thanks to Gzerod
CM>Settings>Custom Shaders Patch>General Patch Settings>Physics Tweaks>Raycasting engine: change from Intel Embree back to ODE.

I also tick 'Disable for deep collisions' and 'Limit amount of cantacts', though they don't seem to be involved with the problem.
It was also found by Rainmaker that the object (part of the track the car fell through) was double sided.
 
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Hello i have 2 question

1 how can I manipulate backfire sound with the car physics? Fmod has a backfire event but in game i don't hear any, so something must trigger it


2 How can I swap parts on and off in game ? VRC Formula 2007 has a toggle to enable front fin or make halo disappear. I want to toggle these fins on and off too on the sauber

View attachment 1272201
You can do this via CSP and add a MODEL_REPLACEMENT line in the ext_config.ini to hide those parts for that skin, or if you want to spend more time you can try and make them disappear by adding them as an animated wing in CSP which means editing the aero.ini and setup.ini to have them show up in the setup screen.
 
While nobody officially develops the Alfa-Romeo 2300 LM and 2300 MM, I'm making my inventions to have a few more cars on the grids of the 30's (to partner with Bentley and Mercedes by Legion).

The biggest problems are the "maps" of the added pieces that are overlapping the original ones, that's why (mainly the skin of "Nuvolari/Sommer de 1931 (number 11)" was strange, but I have nothing to do.

The others were close the real ones ( more or less ) I tried to make two versions of the Alfas: 2300MM ( more elongated front wheel protection, as well as the longer rear one) and 2300MM , slightly shorter rear and front protection too ). The first tests on tracks (after the necessary modifications in the "DATA" folder) were satisfactory.

I have to compare with real times on some track. From what I researched, they reached the maximum speed (close to 185km/h), I used the gear ratios and the differential (from an old collection that I have) that comments on several important cars (in the world of racing).
 

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You can do this via CSP and add a MODEL_REPLACEMENT line in the ext_config.ini to hide those parts for that skin, or if you want to spend more time you can try and make them disappear by adding them as an animated wing in CSP which means editing the aero.ini and setup.ini to have them show up in the setup screen.
I know about model replacement, but I need to replace it with something. I guess i can always replace it with a 0.001 sized object so that "nothing" appears.

And for animated wing what do I need to animate to make it dissappear ? Like I know how to animate (I already animated wing flexing) but dunno what to do to make it dissappear in animation. Change size ? make it go underground?
 
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