Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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Now if we just found out the problem what causes the issue of cars "crawling" on the track after collission. Happens in Detroit1988 occasionally, Monaco 1988 and Oesterreichring 1979 (even after ai fixes).

You know this... affects all SD 80's cars and also Lotus98T Kunos cars (as they're basically the same foundation).

This is insane and it ruins the races completely. The ai cars leave on the track driving like 85-year old grandmas and creating major traffic issues.

I suspected it might be that the cars stay on the 6th gear and can't shift down. Because when you hit these cars and "pump" them they'll find their speed again. It's crazy that in 10 years no one has found the cause.
 
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Now if we just found out the problem what causes the issue of cars "crawling" on the track after collission. Happens in Detroit1988 occasionally, Monaco 1988 and Oesterreichring 1979 (even after ai fixes).

You know this... affects all SD 80's cars and also Lotus98T Kunos cars (as they're basically the same foundation).

This is insane and it ruins the races completely. The ai cars leave on the track driving like 85-year old grandmas and creating major traffic issues.

I suspected it might be that the cars stay on the 6th gear and can't shift down. Because when you hit these cars and "pump" them they'll find their speed again. It's crazy that in 10 years no one has found the cause.
I’ve never come across this, but that’s probably because I have damage turned off, due to the ai always being ruthless around the outside of corners.

The frustration I’ve been having since around April, is how they keep rejoining the races after teleporting back to the pits, even if I have that option turned off in CM.
 
I’ve never come across this, but that’s probably because I have damage turned off, due to the ai always being ruthless around the outside of corners.

The frustration I’ve been having since around April, is how they keep rejoining the races after teleporting back to the pits, even if I have that option turned off in CM.

Yes I have damage on. Turning damage off could be the solution. Hmm... however that is unrealistic but it might be beneficial for the overall experience. But I'm not sure if it's damage as even with damage on you can usually have good speed. It's just the steering that is broken. I go to pits then and repair my car. These ai cars simply stay there driving 20 km/h.

I never had that "teleporting" issue. I've heard about it but I don't even know what it is. I had all kinds of issues when I used ballast/restrictor or ANY kind of CM adjustments as a base for my championships. When I use zero CM settings and define everything (driver ai ratings) in the championship.champs files all my issues went away and I got much more accurate qualifying and race results. I don't know what it is but CM driver settings is not creating as accurate seasons for me.

Even though I say it myself, I have them adjusted pretty well. This was however a 10 lap races only season.


I play 20-30 lap races and all cars have to pit at least once. If there's no pitting it doesn't feel like real race to me. The only way to force the cars to pit is to reduce their fuel load. It's somewhat unrealistic as refueling was banned in some years but hey, beggars can't be choosers. I don't know why we don't have an option to force ai cars to pit at least once, and also define the amount of pitstops per race. Stupid ai often goes to pit as soon as the gas alert turns to yellow (which often means there's still 3-4 laps fuel left) and occasionally they have 2 pitstops when only 1 would have given them much better end result.

I got this absolutely spot on in my 2005 and 2007 VRC seasons but have had issues in other years. The issues are occasional, however, and most of the time I got them pit only once. Personally I think that created another dimension of realism and some unpredictability. 20-30 lap races (15 on Hockenheim) are 30 minutes give or take... that's the perfect length for me. Plus 15 min qualifying.
 
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Now if we just found out the problem what causes the issue of cars "crawling" on the track after collission. Happens in Detroit1988 occasionally, Monaco 1988 and Oesterreichring 1979 (even after ai fixes).

You know this... affects all SD 80's cars and also Lotus98T Kunos cars (as they're basically the same foundation).

This is insane and it ruins the races completely. The ai cars leave on the track driving like 85-year old grandmas and creating major traffic issues.

I suspected it might be that the cars stay on the 6th gear and can't shift down. Because when you hit these cars and "pump" them they'll find their speed again. It's crazy that in 10 years no one has found the cause.
trouble shooting:

a. If it happens on one or two tracks, and not others the issue could be with the track AI or other.
The tracks you mentioned are not Kunos, for example.

b. try other cars on the affected tracks
 

2017 Pirelli World Challenge​

Team-Classic BMW
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shi
Pasargada Autodrome v1.2
View attachment 1196212
Fictional circuit in Brazil.
Conversion from Grand Prix 4.

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

NOTE; If you are using Sol and the track screen is dark, rename ext_config_for_sol.ini to ext_config.ini in the extension folder.

Credits & Thanks;
Original Track by Gildoorf Rozencrantz, Jimbob, Lo2k, Fongu, Ruboy Ricardo Lampert
-Thank you for gave me permission (Gildoorf)

AC Converted by @shi (shin956)
.lua and font by @gunnar333
logo.png by @Fanapryde
some objects and textures by kunos
Test and Feedback by @Fanapryde , @slider666 , @Breathe , @Masscot

Download (mediafire)

Enjoy.

Patreon-only track requests are now being accepted.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.1 changelog;

Added 3D terrain.
Fixed floating objects.
Fixed treewall mapping.
Tweaked textures.
Updated ext_config.ini.
Changed crowd textures by Kniker97. (Thanks)
Other minor fixes.

v1.2 changelog;
New AI, sidelines and ai_hints.ini by IMEAN. (Thanks!)
Updated billboard mapping and textures.
Updated ext_config.ini.
Updated VAO-patch.

Pasargada Autodrome v1.2
The link is in the quote.

v1.2 changelog;
New AI, sidelines and ai_hints.ini by IMEAN. (Thanks!)
Updated billboard mapping and textures.
Updated ext_config.ini.
Updated VAO-patch.

Screenshot_ks_abarth500_assetto_corse_pasargada_autodrome_19-10-124-19-31-37.jpg
 
Yes I have damage on. Turning damage off could be the solution. Hmm... however that is unrealistic but it might be beneficial for the overall experience. But I'm not sure if it's damage as even with damage on you can usually have good speed. It's just the steering that is broken. I go to pits then and repair my car. These ai cars simply stay there driving 20 km/h.

I never had that "teleporting" issue. I've heard about it but I don't even know what it is. I had all kinds of issues when I used ballast/restrictor or ANY kind of CM adjustments as a base for my championships. When I use zero CM settings and define everything (driver ai ratings) in the championship.champs files all my issues went away and I got much more accurate qualifying and race results. I don't know what it is but CM driver settings is not creating as accurate seasons for me.

Even though I say it myself, I have them adjusted pretty well. This was however a 10 lap races only season.


I play 20-30 lap races and all cars have to pit at least once. If there's no pitting it doesn't feel like real race to me. The only way to force the cars to pit is to reduce their fuel load. It's somewhat unrealistic as refueling was banned in some years but hey, beggars can't be choosers. I don't know why we don't have an option to force ai cars to pit at least once, and also define the amount of pitstops per race. Stupid ai often goes to pit as soon as the gas alert turns to yellow (which often means there's still 3-4 laps fuel left) and occasionally they have 2 pitstops when only 1 would have given them much better end result.

I got this absolutely spot on in my 2005 and 2007 VRC seasons but have had issues in other years. The issues are occasional, however, and most of the time I got them pit only once. Personally I think that created another dimension of realism and some unpredictability. 20-30 lap races (15 on Hockenheim) are 30 minutes give or take... that's the perfect length for me. Plus 15 min qualifying.
Yeah the teleporting back to the pits itself isn’t the issue, as it’s an option you can enable/disable in CM to have them do that when stationary in the gravel, or on track for too long.
They shouldn’t be rejoining the session once teleported though, but they still do.

They didn’t rejoin for years, until something got changed in CM last spring, and it hasn’t been identified, never mind fixed.
 
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I can confirm it has something to do with TV being connected as a display. I've just unplugged the HDMI cable from the back of the TV (so that it's only running of my monitor), and has fixed the overscan of Content Manager on that, and has also stopped powering off/overheating my PC.

Now just to get it working together, otherwise, I might just have to get rid of this TV and get another large-ish monitor to replace it.
Weird though, because my old PC used the same TV as it's second panel and never overheated just by having the TV connected.
I also use a TV (43" LG 4K).
Smart TV? Software up to date? Selecting Game Mode in the TV settings solved a few visual issues for me.
 
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