Assetto Corsa PC Mods General DiscussionPC 

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Friends, the dashboard of the cars has been looking very dark for a while now. I can't see the dashboard unless the sun hits it directly. It wasn't like this before. What could I have changed?
 

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anyone has the SEAT CORDOBA WRC EVO2 by Koldo83 & Verdes Garage with a working Center mirror?

I've got v0.7 and it's Center (rearview) mirror completely black , other then that it's a wonderfull mod...
 
shi
F1 1998 - ROUND 14 - Monza v1.0

View attachment 1403700
Conversion from rFactor.

-CSP recommended
-30 pit/start
-AI, cam

Credits & Thanks;
rFactor Track by Grand Prix Team (1998 Track Pack)
-Thank you for giving me permission

AC converted by @shi (shin956)
AI and sidelines by Thockard
logo.png and Sections file by @Fanapryde
Crowds texture by @Kniker97
some textures by kunos
Test and Feedback by @Breathe

Download (MEGA)

Enjoy.

I'm getting errors trying to download this track. Initially I got some sort of PNG error so I told it to skip it and now this one came up.

Screenshot 2024-11-10 154259.png
 
I think that I've found an easter egg in Chem-Flummi's Chevrolet Camaro GT3.

Add the following lines to ext_config.ini and press the key assigned to "Extra option C" in "Settings\Assetto Corsa\Controls\Patch"

; Celebrate good times
[ANIMATION_...]
INPUT = EXTRA_C
INPUT_LUT = (| 0=1 | 1=0 |)
TIME = 1.5
FILE = celebrate.ksanim
INPUT_AS_PROGRESS = 0
LOOP_WHILE_ACTIVE = 0 ; if set to 0, animation would go to 0% if not triggered, and
; to 100% otherwise; if set to 1, animation would play in
; a loop if triggered and stop otherwise
LOOP_KEEP_UNTIL_DONE = 0 ; only for “LOOP_WHILE_ACTIVE”: set to 1 to make animation
; go to 0% if stopped (like wipers would do, for example)
TICK_TOCK_MODE = 1 ; only for “LOOP_WHILE_ACTIVE”: loop as 0% → 100% → 0% instead
; of jumping from 100% to 0%
AFFECTS_INTERIOR_SHAPE = 0 ; force to update interior reflections mask if animation is
; playing (slower)

There is also a claim.ksanim, works also with your code, just change the filename (maybe changing time as well).
Looks good on other cars too. 😉

Does anybody know if there is a Vettel Finger Animation? Yesterday I watched "Last and Furious" (Documentation about Andrea Moda at Vimeo) and they used the Assetto Corsa ASR 1992 Mod with this winning animation to have something to show while talking about the qualifying in Monaco (because of missing footage).
 

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CSP wipers animation for Toyota Corolla E10 1966 (Custom) by Lucas Macedo :

[BASIC]
DISABLE_WIPER_KSANIM = 1

[ANIMATED_WIPER_...]
DEBUG = 1
MESHES = windshield_wiper_part9, windshield_wiper_part8, windshield_wiper_part7, windshield_wiper_part2, windshield_wiper_part1, windshield_wiper_part, windshield_wiper_part3, windshield_wiper_part10
UNDERLYING_SURFACE = window_part3

[MESH_ADJUSTMENT_...]
MESHES = windshield_wiper_part9, windshield_wiper_part8, windshield_wiper_part7, windshield_wiper_part2, windshield_wiper_part1, windshield_wiper_part, windshield_wiper_part3, windshield_wiper_part10
MOVE_TO = modelRoot:y

[ANIMATED_WIPER_0]
DEBUG = 1
MESHES = windshield_wiper_part9, windshield_wiper_part8, windshield_wiper_part7, windshield_wiper_part2, windshield_wiper_part1, windshield_wiper_part, windshield_wiper_part3, windshield_wiper_part10
UNDERLYING_SURFACE = window_part3
GROUP_0 = 'windshield_wiper_part2@A=', 'windshield_wiper_part@A=', 'windshield_wiper_part3@A=', 'windshield_wiper_part1@A='
GROUP_0_ANGLE_TO = 90
GROUP_0_AXIS = 0, 0.70710677, 0.70710677
GROUP_0_AXIS_OFFSET_0 = 0, 0.70710677, 0.70710677
GROUP_0_AXIS_OFFSET_1 = 0, 0.70710677, 0.70710677
GROUP_0_END = -0.529931, 0.8915192, 0.6895586
GROUP_0_PIVOT = -0.06829834, 0.8529968, 0.83735657
GROUP_0_BASE_AXIS = 0, 0.70710677, 0.70710677
GROUP_0_BASE_PIVOT = -0.06829834, 0.8529968, 0.83735657
GROUP_1 = 'windshield_wiper_part9@A=', 'windshield_wiper_part8@A=', 'windshield_wiper_part7@A=', 'windshield_wiper_part10@A='
GROUP_1_ANGLE_TO = 89.7
GROUP_1_AXIS = 0, 0.70710677, 0.70710677
GROUP_1_AXIS_OFFSET_0 = 0, 0.70710677, 0.70710677
GROUP_1_AXIS_OFFSET_1 = 0, 0.70710677, 0.70710677
GROUP_1_END = -0.044160962, 0.8906977, 0.75913155
GROUP_1_PIVOT = 0.43673706, 0.84434843, 0.79159546
GROUP_1_BASE_AXIS = 0, 0.70710677, 0.70710677
GROUP_1_BASE_PIVOT = 0.43673706, 0.84434843, 0.79159546


before copying and pasting, disable the automatic translator of the web page (if it is active)
 
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Pity, those droplets are brutal.
I've never seen anything like this in real life.
It should be more of a cloud, instead of big droplets flying in all directions.

View attachment 1404195
It behave in that way when the track is extremely wet and the rain is extremely intense and at high speed. At slower speed, with less wet track and less rain, the behave is similar to the one we have. This is still a under-construction feature, developed by one man and it behave on a 10 years old game engine... and its still a game, real life is another thing.
 
CSP wipers animation for Toyota Corolla E10 1966 (Custom) by Lucas Macedo :

[BASIC]
DISABLE_WIPER_KSANIM = 1

[ANIMATED_WIPER_...]
DEBUG = 1
MESHES = windshield_wiper_part9, windshield_wiper_part8, windshield_wiper_part7, windshield_wiper_part2, windshield_wiper_part1, windshield_wiper_part, windshield_wiper_part3, windshield_wiper_part10
UNDERLYING_SURFACE = window_part3

[MESH_ADJUSTMENT_...]
MESHES = windshield_wiper_part9, windshield_wiper_part8, windshield_wiper_part7, windshield_wiper_part2, windshield_wiper_part1, windshield_wiper_part, windshield_wiper_part3, windshield_wiper_part10
MOVE_TO = modelRoot:y

[ANIMATED_WIPER_0]
DEBUG = 1
MESHES = windshield_wiper_part9, windshield_wiper_part8, windshield_wiper_part7, windshield_wiper_part2, windshield_wiper_part1, windshield_wiper_part, windshield_wiper_part3, windshield_wiper_part10
UNDERLYING_SURFACE = window_part3
GROUP_0 = 'windshield_wiper_part2@A=', 'windshield_wiper_part@A=', 'windshield_wiper_part3@A=', 'windshield_wiper_part1@A='
GROUP_0_ANGLE_TO = 90
GROUP_0_AXIS = 0, 0.70710677, 0.70710677
GROUP_0_AXIS_OFFSET_0 = 0, 0.70710677, 0.70710677
GROUP_0_AXIS_OFFSET_1 = 0, 0.70710677, 0.70710677
GROUP_0_END = -0.529931, 0.8915192, 0.6895586
GROUP_0_PIVOT = -0.06829834, 0.8529968, 0.83735657
GROUP_0_BASE_AXIS = 0, 0.70710677, 0.70710677
GROUP_0_BASE_PIVOT = -0.06829834, 0.8529968, 0.83735657
GROUP_1 = 'windshield_wiper_part9@A=', 'windshield_wiper_part8@A=', 'windshield_wiper_part7@A=', 'windshield_wiper_part10@A='
GROUP_1_ANGLE_TO = 89.7
GROUP_1_AXIS = 0, 0.70710677, 0.70710677
GROUP_1_AXIS_OFFSET_0 = 0, 0.70710677, 0.70710677
GROUP_1_AXIS_OFFSET_1 = 0, 0.70710677, 0.70710677
GROUP_1_END = -0.044160962, 0.8906977, 0.75913155
GROUP_1_PIVOT = 0.43673706, 0.84434843, 0.79159546
GROUP_1_BASE_AXIS = 0, 0.70710677, 0.70710677
GROUP_1_BASE_PIVOT = 0.43673706, 0.84434843, 0.79159546

before copying and pasting, disable the automatic translator of the web page (if it is active)
Thank you for this -- for some reason, though, I hear the wipers but they don't move. Any idea why this might be?
 
Fooling around with Pacific Raceways. I realize none of this is accurate to real life, but I really don't care. It's a fun track and needs a little bit of life put into it. So I created a camera_facing setup for the grandstands, added some flags here and there and began adding some pole lights for night racing. I'll eventually add some marshalls, tents, cars in the parking lots, etc.

Disregard the grass and trees. They were thrown together quickly and are a bit oversaturated. I'm not even sure they will be the ones I end up using yet. The flags will eventually have more variety as well, but at least the track doesn't feel as empty during a race.

pacific1.jpg


pacific2.jpg
 
CSP wipers animation for Toyota Corolla E10 1966 (Custom) by Lucas Macedo :

[BASIC]
DISABLE_WIPER_KSANIM = 1

[ANIMATED_WIPER_...]
DEBUG = 1
MESHES = windshield_wiper_part9, windshield_wiper_part8, windshield_wiper_part7, windshield_wiper_part2, windshield_wiper_part1, windshield_wiper_part, windshield_wiper_part3, windshield_wiper_part10
UNDERLYING_SURFACE = window_part3

[MESH_ADJUSTMENT_...]
MESHES = windshield_wiper_part9, windshield_wiper_part8, windshield_wiper_part7, windshield_wiper_part2, windshield_wiper_part1, windshield_wiper_part, windshield_wiper_part3, windshield_wiper_part10
MOVE_TO = modelRoot:y

[ANIMATED_WIPER_0]
DEBUG = 1
MESHES = windshield_wiper_part9, windshield_wiper_part8, windshield_wiper_part7, windshield_wiper_part2, windshield_wiper_part1, windshield_wiper_part, windshield_wiper_part3, windshield_wiper_part10
UNDERLYING_SURFACE = window_part3
GROUP_0 = 'windshield_wiper_part2@A=', 'windshield_wiper_part@A=', 'windshield_wiper_part3@A=', 'windshield_wiper_part1@A='
GROUP_0_ANGLE_TO = 90
GROUP_0_AXIS = 0, 0.70710677, 0.70710677
GROUP_0_AXIS_OFFSET_0 = 0, 0.70710677, 0.70710677
GROUP_0_AXIS_OFFSET_1 = 0, 0.70710677, 0.70710677
GROUP_0_END = -0.529931, 0.8915192, 0.6895586
GROUP_0_PIVOT = -0.06829834, 0.8529968, 0.83735657
GROUP_0_BASE_AXIS = 0, 0.70710677, 0.70710677
GROUP_0_BASE_PIVOT = -0.06829834, 0.8529968, 0.83735657
GROUP_1 = 'windshield_wiper_part9@A=', 'windshield_wiper_part8@A=', 'windshield_wiper_part7@A=', 'windshield_wiper_part10@A='
GROUP_1_ANGLE_TO = 89.7
GROUP_1_AXIS = 0, 0.70710677, 0.70710677
GROUP_1_AXIS_OFFSET_0 = 0, 0.70710677, 0.70710677
GROUP_1_AXIS_OFFSET_1 = 0, 0.70710677, 0.70710677
GROUP_1_END = -0.044160962, 0.8906977, 0.75913155
GROUP_1_PIVOT = 0.43673706, 0.84434843, 0.79159546
GROUP_1_BASE_AXIS = 0, 0.70710677, 0.70710677
GROUP_1_BASE_PIVOT = 0.43673706, 0.84434843, 0.79159546

before copying and pasting, disable the automatic translator of the web page (if it is active)
Thanks for creating this, however I cannot quite get it to work. I can hear the wipers moving, but I have no animation. I pasted your text at the end of the mod's ext.config file.. would that be right?
 
Thanks for creating this, however I cannot quite get it to work. I can hear the wipers moving, but I have no animation. I pasted your text at the end of the mod's ext.config file.. would that be right?
It doesn't work for me either with the same result... Is something missing?
 
Thanks for creating this, however I cannot quite get it to work. I can hear the wipers moving, but I have no animation. I pasted your text at the end of the mod's ext.config file.. would that be right?
This car does not have car_wiper.ksanim in the animations folder.
I don't even understand what this command means.
That's why I think the wiper doesn't work.
 
It behave in that way when the track is extremely wet and the rain is extremely intense and at high speed. At slower speed, with less wet track and less rain, the behave is similar to the one we have. This is still a under-construction feature, developed by one man and it behave on a 10 years old game engine... and its still a game, real life is another thing.
Thank you.
It would just be nice to have the opportunity to turn it off. That would already be so much better.
 
I'm trying to import an .fbx file to blender but get an error saying that "ASCII FBX files are not supported". What am I missing/doing wrong?

Edit: Nevermind, I figured it out.
 
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btw, i like these technical guys around the car, where can i find them ? Does it work with all cars like pit stop guys ?
IIRC SD use it as car_door_l or something, they disappear when you drive a bit, like the door closing on some mod cars.

Clever but still SD-quality in the end lol
 
Hi guys,

i've been setting up a bunch of 1930s cars for offline gaming.

So far my selection went with :
-HSS Maserati 8CM https://www.overtake.gg/downloads/1934-maserati-8cm-grand-prix.65766/
-HSS Alfa Romeo P3 https://simvendor.com/product/1934-alfa-romeo-p3/
-Gary Paterson's AUto Union Type C https://www.overtake.gg/downloads/1937-auto-union-type-c.30182/
-Mantasisg & aphidgod Mercedes W125 https://assettocorsamods.net/thread...1-99DbwEeBwW7xtW58wAG9XFBK_u_edNUo8NOy2XHWjGA
-Forty Too's Delage 15S8 "Dick Seaman Special" https://www.overtake.gg/downloads/1936-delage-15s8-dick-seaman-special.58017/

There are plenty of skins for those cars on Racedep.

The oily smoke from https://www.overtake.gg/members/ukzz4iroc.247598/ definitly adds to the races : https://www.overtake.gg/downloads/o...ge-15s8-maserati-8cm-and-w125-mercedes.72936/

haven't made neckFX for the 125 nor the union type C, but others got dedicated ones on the listing :


I've spent hours trying to make that bloody Auto Union working on most tracks, as it just crashes everywhere it could, but in the end, it works "most" of the time.

The W125 is using the AI Fix from Abookofcolors02 on racedep.

The Type C gets a better gear ratio from the start, a less slippery ability and a small boost at low range RPM.

The others just got either a gear ratio fix and/or a slight torque boost for balance (the delage develops a bit over its supposed power, but it's supposed to be an outsider with greatly skilled drivers. Use your imagination).

Now, i haven't played much with the W125 and Type C cause they are ... "Very special to handle". But running the Bremgarten at 2.29 is HARD with those cars.

The easiest would be the P3, then the 8CM, the hardest probably being the Delage and Type C. The W125 is a blast but it hurts my ankle to manage its power for more than 5 laps.

Anyway, i had some fun on the 1938 Spa (legion and @racinjoe013 edits), but even with the Delage it does not take very long to overtake everyone. Still a nice race to have there.

Here are the AI cars : https://www.mediafire.com/file/n51xhmfplbcfwj8/1935s_AI_Cars.7z/file


On the other end, i was really disapointed in the cars' behavior on the bremgarten (Fat Alfie), so i tried to improve its AI fastlane and AI Hints.

I had... Results. On Weekend during qualifications the W125 whipes hard with a 2.28.5 lap time, the Alfa P3 going at 2.31, and the Type C, Delage and 8CM closing the pack at 2.32-33. The funniest games i had were with the maserati and Delage, as it gets extremely hard to maintain tyre temps and a 2.30 pace over time.

It's not perfect, and i can't fix some issues with those very slippery cars, but if you're lucky you can have a complete 10 laps race without meeting a complete wreckfest on every corner. With 25 cars on the track, you'll still encounter AI crashes still, but i tried to keep them away from the roads. Again, not perfect, but i couldn't get a single lap clean with the original AI lines, and they were slow as hell, so there's that.

I suggest you backup your Bremgarten AI before testing this one. Note that it is 1930s oriented, and if you want to use it for other cars, you'll probably have to edit the AI hints. Here are the files to copy into your Bremgarten folder :




Anyway, if i knew how, i would just make a 1937 skin for the Bremgarten and use it strictly for those cars. In the AI hints, you can adjust basically any hint to fit other cars, and i had excellent results with TCL, ACL and WSC cars, with them being faster and reliable over laps. There's a way to make it "safe" for everyone, including the 1967 Formula ones (running at 2.03, not easy to catch ), but it makes my 1937 pack run 3 secs slower, so i didn't bother in the end. If you want to try it out i can send you the 1967 ai Hints and Fastlane.

I would probably do a skin for the 60s F1s as well, allowing you to keep the original AI on the main track and just go for the next skin depending on which cars you would run on it.

Again, such a rabbit hole to edit : between the no drift fastlane to record, the AI.ini to edit for each car, the hints, the sidelines and basically the AI NOT GIVING A **** in the end it drove me crazy like very few things did in the past. But, again, chasing the W125,sending full, to achieve 2.29 in the AI mirror is very satisfying.

I did it more to prove myself i could edit a fastlane than anything else, so it was interresting to start with a very hard track and very hard cars, as i had to really cover the whole subject to get a grip on how to achieve it.

If anyone manages to get the "skin" or "layout" fixed to keep both AI lanes without overwriting the files i'll be very thankful. Hope you'll have fun anyway!
 
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