Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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Thanks for the info, I actually had some errant keyframes for some odd reason that kept hijacking the position of the car. As for the glass, turns out there was actually 3 different "glass" materials used in the model and the one I couldn't find happened to be the culprit.
After fixing all of that I obtained a much better result but the scale of the actual vehicle is still off unfortunately.
Not aligned using data:View attachment 1379214
Aligned Using Data:
View attachment 1379215

Oh well, looks like that's a problem for tomorrow...
That's just adjusting the wheelbase and COG positions and it'll sort the wheels out.

And yes keyframes would have messed you around a lot in Blender. Always important to make sure you have that set right.
 
Does someone have fixed gear ratios for the F1 2006 mod from The Race Project, as it seems like some of them are f'ed up...
its a paid mod, so message on the patreon page. most of the mods are just retuxtured simdream mods. have you tried changing the gear ratios in the car settings?
 
__custom_showroom_1723115285.jpg

Released : Audi R10TDI´06
Author:F302
3D Model Car ,3D Model: Polyphony Digital
Texture Update : F302 (rework)
Skins: Polyphony Digital Orginal ,F302
3d work: F302
Physics: RMS
Lod´s: ACTK
Tweaks ACTK
hope u enjoy the Car
ps : send feedback ,bugs ,missing things
tested on CSP 0.2.4-preview1
PP filer PURELIFE EVO GT
have fun!
To install, move folders to "...\SteamApps\common\assettocorsa" or simply
drag'n'drop archive to Content Manager
 
As for the wheel positions, you need to edit the suspension.ini file, adjust the body height with the BASEY numbers and then move the wheel positions with the WHEEL and SUSP figures near the bottom of that file.
Be careful using BaseY to adjust height, unless it is at an unrealistic height for the suspension geometry of the car. If it is just a graphics issue it is much better to use the adjustments in car.ini to adjust height, position, and pitch. Only use BaseY if the CoG is inaccurate with respect to the suspension geometry (the suspension tool in CM showroom or standalone KnSusEditor are both helpful with visualizing this).
After fixing all of that I obtained a much better result but the scale of the actual vehicle is still off unfortunately.
Not aligned using data:View attachment 1379214
Aligned Using Data:
View attachment 1379215

Oh well, looks like that's a problem for tomorrow...
That unfortunately is going to need some modeling fixes. The wheel positions are based off of the physics, and if the car body doesn’t fit the wheelbase then the car body is too long. Hopefully the entire model is too big and can just be scaled down X% but that’s the only way I know how to fix that but I’m not very knowledgeable in that department.
 
View attachment 1379276
Released : Audi R10TDI´06
Author:F302
3D Model Car ,3D Model: Polyphony Digital
Texture Update : F302 (rework)
Skins: Polyphony Digital Orginal ,F302
3d work: F302
Physics: RMS
Lod´s: ACTK
Tweaks ACTK
hope u enjoy the Car
ps : send feedback ,bugs ,missing things
tested on CSP 0.2.4-preview1
PP filer PURELIFE EVO GT
have fun!
To install, move folders to "...\SteamApps\common\assettocorsa" or simply
drag'n'drop archive to Content Manager
Good mod! But a simple question. Why is the body split into 2 parts? and why is all the sponsor decals their own object on the car? Would it not be better to merge the entire car model into 1 part??? I'm so confused. I shall leave this UV mapping as a final question
image_2024-08-08_162240029.png


Please dont see this as an direct attack or anything, I'm just trying to figure out if this is better than the common route i have seen from other creators.
 
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Good mod! But a simple question. Why is the body split into 2 parts? and why is all the sponsor decals their own object on the car? Would it not be better to merge the entire car model into 1 part??? I'm so confused. I shall leave this UV mapping as a final question
View attachment 1379304

Please dont see this as an direct attack or anything, I'm just trying to figure out if this is better than the common route i have seen from other creators.
That's because the original car was like that, I just split something so that you could also make the number 7
the original uv map was empty
 
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Be careful using BaseY to adjust height, unless it is at an unrealistic height for the suspension geometry of the car. If it is just a graphics issue it is much better to use the adjustments in car.ini to adjust height, position, and pitch. Only use BaseY if the CoG is inaccurate with respect to the suspension geometry (the suspension tool in CM showroom or standalone KnSusEditor are both helpful with visualizing this).

That unfortunately is going to need some modeling fixes. The wheel positions are based off of the physics, and if the car body doesn’t fit the wheelbase then the car body is too long. Hopefully the entire model is too big and can just be scaled down X% but that’s the only way I know how to fix that but I’m not very knowledgeable in that department.
Yeah I just need to scale it down from 2.925 to 2.87 wheel base relative to it's size, the car side by side with the others in the pack is larger for some reason.
On a related note the Grand Prix is scaled to a 2.75 wheel base so yeah, fun times await me in blender.
 
Alright so it of course changes wildly depending on anyone’s particular screen/setup but for me (in VR on an HP Reverb G2) but both of the filters are rather whitewashed to me, but I also don’t use reshade because it was not available in VR when I set up my system (and still may not be).

One thing I can comment on is they are both pretty resource heavy, especially TB2. I ran three sessions doing the exact same thing just changing filter (warm up lap followed by hot lap followed by a few donuts at the Andretti hairpin to get some graphic intensive tire smoke) and TB2 had the lowest average frame rates, with TB3 about 4% better, both using skydomes. I then tried the same with my normal setup (“Natural Mod” albeit with 3D clouds, which should’ve handicapped it further) and I averaged 5% better FPS than TB3.

This again is solely based on my system, which is very much resource limited because of VR, LCD screens in my headset (which will look very different from, say, OLED screens) and my admittedly aging machine. Keep it up though and thanks for sharing!

Edit: sorry for taking so long to respond, spent most of the weekend at the emergency vet for my pup so I didn’t have a chance to try until late last night.
Yeah i had the issue for the gamma being too high as well. They're actually not really good in terms of overall looks, they work either great in niche tracks and very poorly on the average. Going back and forth with Natural Mod i could spot the issues.

It's related to my settings. Best way to adjust it is to right-click on the ppfilter ingame, edit, tonemapping and adjust gamma to a better feeling : since i'm doing youtube vids i need high gamma for details, which usually brings me around 1.2 to 1.3, but for a more realistic look i would go between 1.05 and 1.15.


As for the perf hit, i never really realised it was so intense, but you made me have a closer look and i got rid of most of the useless stuff. It's still heavier than Nat Mod.

thanks for the feedback anyway, that was exactly what i needed👍

Here are the final sets i'm using for my vids now, just letting them here in case someone wants to try the whole bunch (the reshade presets are included as well):


Edit 23:34 : added color grading LUTs missing for Sad reality cam ppfilter
 
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Good mod! But a simple question. Why is the body split into 2 parts? and why is all the sponsor decals their own object on the car? Would it not be better to merge the entire car model into 1 part??? I'm so confused. I shall leave this UV mapping as a final question
View attachment 1379304

Please dont see this as an direct attack or anything, I'm just trying to figure out if this is better than the common route i have seen from other creators.
GT and FM models all have the decals as a separate objects, nothing much you can do about it - just gotta hide them when you start making skins...
 
Anyone able to help? I seem to be having a brain fart or something...I can't remember how to hide these damn numberplates. I can "alt+h" to hide them in showroom but I've not been able to hide them in game. Thanks in advance!
View attachment 1379417
[MESH_ADJUSTMENT_...]
MESHES = some_mesh
; MATERIALS = some_material ; all objects using same mat would be affected
IS_RENDERABLE = 0
 
just an example
Unfortunately, for this mod I could only use car mods that don't have Extended Physics
Since I drive against AI and in rain
When it rains, the AI with extended physics has a total chaos(no fun)
so i hope in future more modmakers think of offline-players and do two versions of their mods (with and without Extended physics)
or dont encrypt their mods
VRC do this with their mods(FerrenzoP49 and Pageau 9T8)
they release two versions (for CSP or not CSP)
If the driving-physics are real or not I don't care.
When i want ultra and over ultra real driving-physics i drive ACC or other games.
I only want to have fun putting someting together and give life to other peoples work(skinners, track-texturemakers and so on)
When you want to do a project like this,
where you want to have the whole racing series of cars
it is a nightmare to put everything together when more and more mods are encrypted
I understand the modmakers, yes encrypt your 3D models but when possible dont encypt the Data-Files or give other alternatives.
I enjoy the freedom of Assetto corsa to putting, setting and regulating what I need for such projects.
encryped things kill this freedom
thanks for listening
enjoy my videos
https://www.gtplanet.net/forum/threads/assetto-corsa-video-thread.290887/post-14311112
 
Presentation T88.png


EDIT - apologies, error in the driver model, the link has been updated.

Released - Lola T88/00


The first of our 1988 Indycars is now available on our Patreon page for free. Link below

A big thank you to the ISO team of David Sabre, Jason White, Richard Wilks, Richard Coxon and Alberto Ibanez for their permission to convert this mod to AC. ISO still runs a very active series of leagues which is worth checking out -https://intlsimracingforum.boards.net/

Car Link:

Screenshot_bd_lola_t88_judd_ks_laguna_seca_8-7-124-21-27-41.jpg


Screenshot_bd_lola_t88_judd_long_beach1998_8-7-124-21-30-34.jpg
 
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Chrysler LMP, Doran-Lista Dallara SP1's LMP900's Version 1.1

download: https://www.mediafire.com/file/9dn7jg2fku2zi8w/RMS_Chrysler_LMP%2C_Doran-Lista_Dallara_SP1%27s_Pack_version_1.1.7z/file

Please delete earlier versions.

Credits

Team: RMS

Model: PerfectDark, Unknown

Converstion: Marneus_boss

Model Scaling and Model Work: Marneus_boss, Peugeot905, Kamil Cader,

Physics: Peugeot905,Kamil Cader

Sound: RMS

Other Lemans Prototypes: https://www.mediafire.com/folder/7g6488jsyt2ux/Lemans_Prototype_Near_Finalized

Screenshots: AndyGTR

Version 1.1 Updates

-Updated sounds for the Chrysler LMP, Doran-Lista Dallara SP1 GV4 and GV5
-Updated drivetrain for GV5 Doran-Lista Dallara SP1
-Updated onboard setting's and inertia for the Chrysler LMP, Doran-Lista Dallara SP1 GV4 and GV5
-Correct naming for Doran-lista cars
-Increased drag on both Doran-Lista Dallara SP1's
-Updated fuel consumption for Doran-Lista GV4, Chrysler LMP and Doran-Litsta GV5
-Chrysler LMP lower consumption
-Doran-Lista Dallara SP1 GV4 and GV5 higher consumption
-slight changes to ai.ini file.
-Updated flame/backfire position for Chrysler LMP, Doran-Lista Dallara SP1's
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