Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Thread starter daan
  • 152,019 comments
  • 46,485,133 views
How can you reduce tire grip? I tried decreasing the values of the parameters:
DY_REF=
DX_REF=

and

DY0=
DX0=
but this had absolutely no effect on tire grip.
The cheap dirty way would probably be using GRIP_MULT = (1 being normal) which iirc is just a multiplier for load curve (tho idk if cphys needs to be enabled and/or load curve luts need to be implemented)

otherwise "reduce grip" is a broad term that can be affected by various factors (brake_dx, combined_factor, falloff_level/speed etc.)
 
Released : Audi A4 DTM (R14 and R14 Plus)
Author:
3D Model: Slightly Mad
3D modelling: F302 (rework)
Skins: Unknown
hope u enjoy the Carps : send feedback ,bugs ,missing things
tested on CSP 0.1.80-preview115PP filer Natural_Mod have fun! To install, move folders to "...\SteamApps\common\assettocorsa" or simplydrag'n'drop archive to Content Manager. Download:

View attachment 1304749
I simply love these batmobiles... 👍
 
Free release MOD

1996 Ferrari 550 Maranello

Model : Wire Wheels Club
Active Extra
・EXTRA A : Front fog light
・EXTRA B : Rear fog light
・EXTRA C : Room light
・EXTRA D : Security alarm light

Features implemented
・Rim blur
・AO map
・Reflecting light
・LODs (created with Blender)
・Switch Low / High beam
・Light (Turn, Reverse, Fog, Plate, Room, Gauge, Security)
・Various analog meters (Oil, Water, Fuel, Clock)
・Various indicator light
・Active wiper
・Drivable AI

In order to release in the fine quality possible, after going through a Closed Beta Test and developing while testing, today is the official release. This time I tried Reflecting-Light and Rim-blur for the first time.
With permission from Mr.GADU, many data and files from his created 575M Maranello are used.


※Not encryption
View attachment 1304608View attachment 1304611View attachment 1304612View attachment 1304613View attachment 1304610
Thank you so much!! finally, great work, I can notice some things, can you check the tyres, sometimes looks bright, and the rim ao has a shadows that appear like dirty when is rotating, thank you again!
 
It's time for another rousing round of late 90's sportscar what-if. This week we feature an alternate universe where Dan Gurney's All American Racer's abandon's their CART campaign, and returns to the world of endurance racing to field a pair of factory backed Toyota GT-One's.
AAR_GTOne_001.jpg

AAR_GTOne_002.jpg

AAR_GTOne_003.jpg

AAR_GTOne_004.jpg


If there's interest, I'll get around to packaging up these, as well as the Nissan's from last week, and the BMW's from the week before that at some point soon.
 
Naw, 3D trees are ugly AF on every track and resource heavy, there's literally no upside. People just read "3D" and think it's automatically better, aka placebo :lol:
All depends on the modder skills, as I know some of the (converted) tracks contains 2D trees that it looks like you are driving in a Donald Duck cartoon.
 
I just posted another decal identification post in the dedicated section of the forum. I hope you guys can help me identifying some of the logos, as this car gives me a hard time :-(


1700462618150-png.1304944

1700462654575.png
 

Attachments

  • 1700462618150.png
    1700462618150.png
    272.8 KB · Views: 154
It's time for another rousing round of late 90's sportscar what-if. This week we feature an alternate universe where Dan Gurney's All American Racer's abandon's their CART campaign, and returns to the world of endurance racing to field a pair of factory backed Toyota GT-One's.View attachment 1304920
View attachment 1304921
View attachment 1304922
View attachment 1304924

If there's interest, I'll get around to packaging up these, as well as the Nissan's from last week, and the BMW's from the week before that at some point soon.
I am roused. That's a clever leap/continuation. 👏
 
I've got a little problem after swapping the 962 LT rims onto the Short Tail version, everything seems working fine, but while racing at Monza 92, I've noticed that a different 962, the one by Legion, has lost its rims and tires on LOD B, while LOD A shows the ones I've just installed on the normal car. I've thought about an error while using Blender or ksEditor, but how does it affect another kn5?
Pics for clarity (LOD A / LOD B):
View attachment 1304845 View attachment 1304846
Hi Atlantis, i think you need to redo all lods, nice day all, Mike.
 
Guys, does anyone know how to remove this annoying shiny part from the base of houses and walls?
CSP solution not interested, I don't use it.

Screenshot_alfa_romeo_8c_2300_citta_di_macarone_20-11-123-12-30-56.jpg
 
Released : Audi A4 DTM (R14 and R14 Plus)
Author:
3D Model: Slightly Mad
3D modelling: F302 (rework)
Skins: Unknown
hope u enjoy the Carps : send feedback ,bugs ,missing things
tested on CSP 0.1.80-preview115PP filer Natural_Mod have fun! To install, move folders to "...\SteamApps\common\assettocorsa" or simplydrag'n'drop archive to Content Manager. Download:

View attachment 1304749
The best A4 DTM in AC! Thank you for sharing!

Feedback:

The shifting animation is too fast. Try...
[SHIFT_ANIMATION]
BLEND_TIME=100
POSITIVE_TIME=290
STATIC_TIME=10
NEGATIVE_TIME=290
PRELOAD_RPM=7700

Steer Animation lock should be 360.
[STEER_ANIMATION]
NAME=steer.ksanim
LOCK=360

The Look Behind view is blocked by the rear wing.
 
He have a nvidia 830M , it is a onboard video card , not have more information on this laptop . The best improvement is an a ssd hd and more ram . Of course . But , sorry , what is for you the word " performance " ? Have a great day.
The most important component to run AC is the CPU, then it comes the GPU (a 1080TI with a good integrated RAM is fine enough, unless you don't wanna play with the Ray-tracing effect and with the new DLSS3 support which I don't know if it is supported by the game itself or not) and in the end it comes the RAM). At least this is what I've learned through the years in this forum.
But anyway, thanks for your tip. I will make an update with an all brand new PC 😊
 
very simple with CM, you need to have simplygone installed, rename your actual lods (security first:)) then in CM click on "generate lods", dont forget to save, that' all. To modify lods i use 3dsimed but maybe other solution exists. Nice day, Mike
 
Last edited:
very simple with CM, you need to have simplygone installed, rename your actual lods (security first:)) then in CM click on "generate lods", dont forget to save, that' all. To modify lods i use 3dsimed but maybe other solution exists. Nice day, Mike
i have found it´s not that easy. If you simply generate new lods and in the car folder is a "data" folder, they don´t get saved, you have to delete data folder, make new lods, and then it does get saved. then you can unpack the data
 
Last edited:
The best A4 DTM in AC! Thank you for sharing!

Feedback:

The shifting animation is too fast. Try...
[SHIFT_ANIMATION]
BLEND_TIME=100
POSITIVE_TIME=290
STATIC_TIME=10
NEGATIVE_TIME=290
PRELOAD_RPM=7700

Steer Animation lock should be 360.
[STEER_ANIMATION]
NAME=steer.ksanim
LOCK=360

The Look Behind view is blocked by the rear wing.
Thx for feedback
 
very simple with CM, you need to have simplygone installed, rename your actual lods (security first:)) then in CM click on "generate lods", dont forget to save, that' all. To modify lods i use 3dsimed but maybe other solution exists. Nice day, Mike
When I tried 3dSimEd the resulting kn5 was always corrupted, with missing body, rims or other things, so I prefer not to use it.
I've already created some LODs with Simplygon for other street cars, but this time I went for the long road using Blender, first removing the tires and rims of the 962 ST and applying the ones of the 962 LT (eventually fixing any mesh name, since Blender was adding a '.001' at its end) for every LOD, then I've loaded everything in ksEditor, loaded every persistence file and then corrected any missing textures.
I seriously don't know why is it changing the rims of an entirely different car. Maybe I'm doing something wrong in Blender?
 
When I tried 3dSimEd the resulting kn5 was always corrupted, with missing body, rims or other things, so I prefer not to use it.
I've already created some LODs with Simplygon for other street cars, but this time I went for the long road using Blender, first removing the tires and rims of the 962 ST and applying the ones of the 962 LT (eventually fixing any mesh name, since Blender was adding a '.001' at its end) for every LOD, then I've loaded everything in ksEditor, loaded every persistence file and then corrected any missing textures.
I seriously don't know why is it changing the rims of an entirely different car. Maybe I'm doing something wrong in Blender?
Blender adds a .nnn when one or more meshes with the same name already exist in a project. For example, if you have a mesh called "ciao" in your project and you import one with the same name, the imported one becomes "ciao.001". To avoid this problem, first delete the one you want to replace and then import the new one. Also remember one thing: blender doesn't recognize templates as unique. I mean that if you delete the car in a project and then re-import it, blender will recognize all the materials as duplicates and will add a .nnn to all the materials of the new 3D object you imported (for names, it only adds it if they are actually present in the project, even if hidden). So if you want to import new tires, delete the old ones first. Also remember another thing: when you divide a mesh into multiple parts (tab > P > by loose parts), X meshes will be created based on the number of subparts that compose it, renaming them with the .nnn method. When you go to merge them, if you want to do so, restore the name of the unified mesh because blender will give the name of the parent to the final mesh (the parent is the last selected mesh. If you merge A and B, first clicking B and then A, the final mesh will be called A). I think the problem of missing textures is due to what was said about the materials, or at least when it happens to me it's because of that. Blender adds a .001 to the imported mesh material and recognizes it as new material accordingly. When you import everything into the KsEditor the material is new and you will have to reset it. To avoid this problem either do as I said before or simply delete the new .001 material and restore the original.
 
Last edited:
Blender adds a .nnn when one or more meshes with the same name already exist in a project. For example, if you have a mesh called "ciao" in your project and you import one with the same name, the imported one becomes "ciao.001". To avoid this problem, first delete the one you want to replace and then import the new one. Also remember one thing: blender doesn't recognize templates as unique. I mean that if you delete the car in a project and then re-import it, blender will recognize all the materials as duplicates and will add a .nnn to all the materials of the new 3D object you imported (for names, it only adds it if they are actually present in the project, even if hidden). So if you want to import new tires, delete the old ones first. Also remember another thing: when you divide a mesh into multiple parts (tab > P > by loose parts), X meshes will be created based on the number of subparts that compose it, renaming them with the .nnn method. When you go to merge them, if you want to do so, restore the name of the unified mesh because blender will give the name of the parent to the final mesh (the parent is the last selected mesh. If you merge A and B, first clicking B and then A, the final mesh will be called A). I think the problem of missing textures is due to what was said about the materials, or at least when it happens to me it's because of that. Blender adds a .001 to the imported mesh material and recognizes it as new material accordingly. When you import everything into the KsEditor the material is new and you will have to reset it. To avoid this problem either do as I said before or simply delete the new .001 material and restore the original.
The problem is, I've actually done what you're saying: import 962st in collection1, remove tires with rims, import 962lt in collection2, remove everything but tires and rims, put new tires and rims where the original were, using the DISK_XX as cursor and then moving the objects to that cursor, and then removing any '.001' in materials name. Then I've exported to fbx and loaded to ksEditor, loaded persistence of 962st and then persistence of 962lt, reload the textures so the editor finds them, and then readded the tires and rims textures. This, for all LODs (except LOD D for now). Have to say that I found some errors in some materials after finishing, like some transparency was gone and alpha modes reset.
This just because I hate those 6-spoke wheels :banghead::D
 
The problem is, I've actually done what you're saying: import 962st in collection1, remove tires with rims, import 962lt in collection2, remove everything but tires and rims, put new tires and rims where the original were, using the DISK_XX as cursor and then moving the objects to that cursor, and then removing any '.001' in materials name. Then I've exported to fbx and loaded to ksEditor, loaded persistence of 962st and then persistence of 962lt, reload the textures so the editor finds them, and then readded the tires and rims textures. This, for all LODs (except LOD D for now). Have to say that I found some errors in some materials after finishing, like some transparency was gone and alpha modes reset.
This just because I hate those 6-spoke wheels :banghead::D
I think the problem is at the beginning. They shouldn't be imported together, which is why you end up with a thousand .001 meshes. Try this: import the car you want to change rims on, delete its originals and save the .fbx file. Now open the car that has the rims you want and delete all the other 3D elements you don't need (select the rims, hide them and delete the rest, so you do it faster). Delete the material from the rims and save the fbx file. Reopen the first car file, import the rims you just saved and you should no longer have any problems. Even if you import them into two different collections, blender will consider each element with the same name as a duplicate. 😎
 
Sharing a mod? Host it on GTPlanet Downloads. Free, public hosting for files up to 10GB in size.
Back