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.
 
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.

That teleporting feature could solve the "crawling car issue". What is exactly that option in CM? Crazy how long I've played this game and didn't know about this.

But if they teleport back at least they become backmarkers and are positioned in the back of the grid, right?
 
I remember reading it somewhere here or somewhere else that there's a file to download or change that really improves the driver's head movement in the track cameras during replays. For example, the driver looking towards the apex in a natural way. Can someone point me to where that is here or if it's somewhere else?
 
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.
Yeah I will have to see what settings I’ve got for that. It’s a… relatively older, basic/cheap branded Smart TV (Ffalcon, which I understand is TCL - purchased in 2021).

I tried using my PC tonight with the TV completely unplugged from it. Which did fix the scanning issue for Content Manager on the monitor, however it did still shutdown from overheating after a couple hours.

Decided to open it up and give it a thorough clean (last did one 3-4 weeks ago) and reseated the GPU cables, and left the covering off, so far so good tonight. Issue is, PC is only 16 months old, so if I keep having issues now, will have to take it back in.
 
ACTK told me that if I make 1 little change I can claim it as my own \o/
It's not just 1 little change. You actually have to click "generate lods" and then click "compress data". Two clicks and its yours! Ah! Almost forgot! You will have to change the version too and then explain on the description that you updated the mod by clicking twice! That's the way he does the thing :lol:

BTW Does anyone have a link for a full grid of 1994 F1 season?
 
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Opel Calibra DTM - Livery Pack#1 - Release

It's been a mammoth project to this day, with niggly-bits & bobs that required that extra attention to complete. This project has now reached the release phase, so here's the 1st pack of three over the coming days - thanks to all that have supported the workflow progress. It's been fun!

mod-features:
  • ac_crew-dds (pitlane-board)
  • skin-ini (driver suit, gloves & helmet - crew suit & helmet)
  • livery & carbon-parts (fictional GTplanet DTM skins)
  • rim-colour & tires
  • racing-seat 'recaro' brand
  • livery-png file


04_quattro.png

05_elf.png

07_gulf.png

08_gulf.png

09_elf.png

10_redbull.png

18_gitanes.png

20_redbull.png


DOWNLOAD_#1
 
Opel Calibra DTM - Livery Pack#1 - Release

It's been a mammoth project to this day, with niggly-bits & bobs that required that extra attention to complete. This project has now reached the release phase, so here's the 1st pack of three over the coming days - thanks to all that have supported the workflow progress. It's been fun!

mod-features:

  • ac_crew-dds (pitlane-board)
  • skin-ini (driver suit, gloves & helmet - crew suit & helmet)
  • livery & carbon-parts (fictional GTplanet DTM skins)
  • rim-colour & tires
  • racing-seat 'recaro' brand
  • livery-png file


View attachment 1406296
View attachment 1406297
View attachment 1406298
View attachment 1406299
View attachment 1406300
View attachment 1406301
View attachment 1406302
View attachment 1406303

DOWNLOAD_#1
Hours and days gone into this, massive, really appreciate this and thank you!
 
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