Assetto Corsa PC Mods General DiscussionPC 

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The shader is active in the shader tab?
View attachment 1287738
Yes, it was the first thing I checked. Tried toggling it on and off a few times too, but no difference.
I can imagine a few people missing that checkbox though. Is there any reason it's not grouped with the rest of the landscape controls, rather than in a separate tab where it could easily be missed?

One other thing I've noticed is that the first time I load a track after installing the new Pure, it crashes back to CM. Load it again and there's no problem, and no problem on subsequent loads of that same track. I'm wondering if a missing file gets created with tracks that the new Pure hasn't been used with yet, and that causes the initial crash? You can almost guarantee it happening.

One last thing: any chance of a randomiser for wind direction? I know it can be manually set, but it would be add some nice variety if wind direction (and strength) varied every time a track was visited, especially as so many now use FlagFX.

Oh, and daylight headlights continue to be a major annoyance. Still no progress there?

Cheers.

Edit: just a reminder about the feature discussed previously where we can elect to drive in mid summer, no matter where the track is located. This to avoid low default sun angles when driving in the southern hemisphere if your default date is set to June, for example.

Cheers again.
 
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One last thing: any chance of a randomiser for wind direction? I know it can be manually set, but it would be add some nice variety if wind
If you set a range in a slider, it will be randomized in this range, the next time the slot becomes current slot.
So for wind direction, just make the range over the whole slider and it will randomize between 0-360°

Is there any reason it's not grouped with the rest of the landscape controls, rather than in a separate tab where it could easily be missed?
It is a shader, so it is listed there in the list. Actually it is always active. There was just a problem with Pure 0.190, which is fixed now (triple screen bug). So it can be active all the time, but it is controlled via track parameters. So the main control is in the "Track" tab.

"Is there any reason it's not grouped with the rest of the landscape controls, rather than in a separate tab where it could easily be missed?"

You could try this:
1694942713143.png

1694942750664.png


You should see such debug graphics then:
1694942783345.png
 
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If you set a range in a slider, it will be randomized in this range, the next time the slot becomes current slot.
So for wind direction, just make the range over the whole slider and it will randomize between 0-360°


It is a shader, so it is listed there in the list. Actually it is always active. There was just a problem with Pure 0.190, which is fixed now (triple screen bug). So it can be active all the time, but it is controlled via track parameters. So the main control is in the "Track" tab.

"Is there any reason it's not grouped with the rest of the landscape controls, rather than in a separate tab where it could easily be missed?"

You could try this:
View attachment 1287775
View attachment 1287776

You should see such debug graphics then:
View attachment 1287777
Thanks for swift answer Peter.
Ticking the LANDSCAPE_COVER_NEGATIVE box seems to have solved it, even with debug mode deactivated. I'm sure I tried that tickbox during previous troubleshooting though. Weird!
What exactly is that tickbox intended to do?
@RMi_wood try this, it might also solve your issue.

Thanks as well for the tip about randomising the wind direction, it never occurred to me to use the range tolerance like that but it works a treat.

I've been trying to find a pattern, a logic, or a method to trigger the 'daylight headlights' issue.
You could try this, it seems to trigger it but still has certain randomness:
1. start a dry daylight hotlap session, and restart it a few times. (Car and track don't seem to matter).
2. assuming headlights haven't come on, manually toggle them on and of a few times. Then leave them off.
3. start a race against AI on the same track, same conditions, using the same car
4. headlights for your car and AI cars might now be on.

Not 100% effective, but seems to trigger it more often than not.
And sometimes just changing tracks will mean that the session starts with headlights on, which then seems to be the default state until CM is shut down and restarted.
Spooky.

Thanks again.
 
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The trick for me is to quit upgrading to every new CSP version that comes out. I'm still using 180.preview9 with Pure .190. No bugs, no problems. I just get to race or edit tracks and enjoy myself.
The risk with this is that things that might look good on older CSPs don't necessarily look the same with later builds if various shaders (and a gazillion other things) get updated.
 
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Thanks for swift answer Peter.
Ticking the LANDSCAPE_COVER_NEGATIVE box seems to have solved it, even with debug mode deactivated. I'm sure I tried that tickbox during previous troubleshooting though. Weird!
What exactly is that tickbox intended to do?
Which track do you try with the landscape shader?
If this is not checked, the landscape shader does not overdraw any track objects, so it will only draw something beyond the farplane value. If it is checked, the landscape shader will overdraw all track objects below the chosen "LANDSCAPE_HEIGHT". So maybe you just use a map, which already had very far geometry?!
 
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The AC experience in 2023 :

30% installing mods
50% solving bugs
10% playing the game
10% swearing this is the last time I'll ever touch the game (lasts 10 mins)
You forgot time wasted reinstalling, testing and deleting old crappy mods that you'd previously deleted, all because some numbskull has rehosted them years later because they were dropped on their head as a baby.

Which track do you try with the landscape shader?
If this is not checked, the landscape shader does not overdraw any track objects, so it will only draw something beyond the farplane value. If it is checked, the landscape shader will overdraw all track objects below the chosen "LANDSCAPE_HEIGHT". So maybe you just use a map, which already had very far geometry?!
I got it working on SMP's Sochi track (recently updated on Race Department) as that just happened to be my current loadout, but did previously try it with a few different tracks... none of which I can currently remember.
Maybe I just got unlucky?
 
hi gents, anyone can help me out with this Chameleon skin that does not want to stick ?
1694954166218.png

It's for the Mitsubishi Lancer Evolution VI Euro.Sp by TW (Emfini)...

Here you can download my altered version (it's the complete car mod, as I altered the general extconfig.ini - removed the general paint settings there, and added individual config files in the skin folders. Then I added an extra skin, in which also a extconfig.ini but the parameters that are supposed to give it a chameleon paintjob do nothing in this case).

And also trying to launch this car in Showroom (to see with CSP ) , it fails showing:
1694954049931.png


(if you want to revert back to original , here you can find it - but the original skins are way to shiny imho and look better in my version.)
 
Latest everything here (paid version of csp and pure) and the only bug I got (for now) is that the game wont register my progress in career mode... :scared:
 
For me the trick is to avoid CM. So no auto updates, always stick to stable CSP and Pure versions.
That's basically what i'm doing. Newer Pure versions are not the problem. All his versions are stable. Problem is, the newer Pure versions require newer CSP and CM versions. And that's where the problems come from. The new CSP\CM versions are very unstable so I stick with the version where everything just works. Maybe i'm missing some nice new feature that i'm unaware of by using an old CSP version, but the way I look at it, if I don't know i'm missing it, then am I really missing it.
 
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Well this was back when the rain mod first started to come, for some reason, I thought that if the car.ini has those lines "extended-2" and
[_EXTENSION] RAIN_DEV=1. then the mod is ready for the rain (raindrops on the windscreen and rain tires) and i left that as it is because of the many problems with the rain mod, sometimes no raindrops sometimes no rain tires it was a pain in the A**
The other thing is that i don't know **** about coding and 3d, I'm just a graphic designer i only use Photoshop good all other things that i do, i do with 0 knowledge, ah yes I'm also a level designer i do maps for a video game but is on Unity game engine.
that's fair enough, i would of thought the same thing to. thankyou for your reply
 
There's a simple solution to all these problems; stick with vanilla game and enjoy racing the stock product... Easy peasy! 😁
That's exactly what i'm doing mate. I enjoy it without any problems... I also do mods in a simple way, everything works for me. I've used plenty of rF1's, GTL's, GTR's, GTR2's, Race07's...never experienced the fixes I see on this forum - I stick with the stock AC and it's cool.

The risk with this is that things that might look good on older CSPs don't necessarily look the same with later builds if various shaders (and a gazillion other things) get updated.
The question is: do we build mods for AC or CSP...
 
If you set a range in a slider, it will be randomized in this range, the next time the slot becomes current slot.
So for wind direction, just make the range over the whole slider and it will randomize between 0-360°


It is a shader, so it is listed there in the list. Actually it is always active. There was just a problem with Pure 0.190, which is fixed now (triple screen bug). So it can be active all the time, but it is controlled via track parameters. So the main control is in the "Track" tab.

"Is there any reason it's not grouped with the rest of the landscape controls, rather than in a separate tab where it could easily be missed?"

You could try this:
View attachment 1287775
View attachment 1287776

You should see such debug graphics then:
View attachment 1287777
landscape_negative indeed fixes it!!
 
I do not think that floating or incomplete houses, using low poly near high poly objects, razor sharp 2D crowd-row & guiding rails, neon shining water surfaces, endless repeating of the same 2D trees, etc. etc, have anything to do with any kind of CM, Pure, SOL or CSP version.
It's true... there was sloppy work a long time ago too, but I'm not talking about them - I'm talking about technical problems when text files need to be corrected because there is a newer update version or conflicts due to other reasons. We can deny it, but the additions brought not only beauty, but also problems to the game. This can be freely chosen by whoever wants to use it. I just wanted to say that I love browsing the forum, but now only 10-20% are new, 80% problems. Maybe it's time to look for a new game.
 
That's exactly what i'm doing mate. I enjoy it without any problems... I also do mods in a simple way, everything works for me... I stick with the stock AC and it's cool.
And that's the point, to enjoy what we have chosen, which doesn't have to be better or worse than what others choose.

Since I want something more than the vanilla, I use CM and CSP but, as I'm cautious by nature, I have chosen (epic background music here) the Path of the Prudent (or the path of the lazy, it depends... 😏) which some has pointed out here: disable auto-updates and use stable versions... unless I have no choice but to update them to continue playing.

I insist: no choice has to be better or worse than another, if it works for you. There are those who like to be whipped, but this doesn't mean that everyone has to like it... 😙
 
Hi guys,

it has been a long time that I posted no updates concerning the BPR Recreation Project. Basically I have been falling far behind my schedule and real life got in my way as well. Part of the problem is the work on the Porsche 964 Carrera 2 Cup Car. I am just not enough of a physics guy to finish it with the level of quality Zoffty and I are aiming for. We collected a lot of data of the real car and are even fortunate enough to have access to a real one. But that does not change the fact, that we now have a very high quality 3D model, amazing real life skins, lots of data and only a working physics base.
That is why we are looking for help. We would like to find somebody who is experienced in Assetto Corsa physics and who would be willing to commit a fair amount of time to the project. For us nothing counts more than realism, which means the aim is not to create another set of car physics but the the most convincing sim counterpart to the real car.

View attachment 1287508

Another reason why we are looking for help and have been hesitating to release the car in a questionable state is, that the 964 car was used in a lot of different variants in the 90's and in BPR. Just to name a few:

Porsche 964 Carrera 2 Cup
Porsche 964 Carrera 4
Porsche 964 RS
Porsche 964 RSR
Porsche 964 Bi-Turbo
...

The cars mostly used the same body and share also some parts of suspension geometry and other physics aspects. The aim is to create the best possible base in form of the 964 Carrera 2 Cup without any shortcuts or compromises to have a rock solid base to create the other cars on. It also means, that the person we wish to find would be involved in creating the whole range of 964 race cars.
It really depends on the perspective if seeing it negative or positive, but at least in terms of 3D a lot of specific aspects of the following 964 cars are already done waiting for the Cup car to be finally released.

Most of the data files of the car are very well commentated so that it should be easy to understand where data and calculations come from. I would be willing to invest more time to describe the work already done which means the person which we would love to work with could count on the best support possible.

View attachment 1287507
picture shows the difference in driver side and passenger side mirror :-)

If you are interested in helping us or if you know somebody we could contact please get in touch with us.

Daniel
I´m very interested to work in physics!
Nobody knows me at the moment in the assetto community, apart from the drivers who race in the CSR community championships.
I'm a former rally mechanic and I've been developing physics for AC almost since its inception, and for rfactor before that.
This is my youtube channel with some replays
And if you want, I have a private Porsche for you to try and decide if you like my way of working.
I only implement real or calculated data and try to stick to reality as much as possible.
I am interested in this development because Porsche 911s, especially those from that era, are my fetish cars.

I leave you my discord address @Javs_Motor
 
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