Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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I understand you, bro: 56 years old here and I also suffer from some back discomfort, although apparently not as pronounced as yours.

I don't know in what position you will have the cockpit adjusted, but I noticed more comfort by lying down more than I was at the beginning, with my feet practically at the height of the "derriere" and my back slightly reclined back, trying to imitate a position halfway between a GT and an F1. In addition to the improvement in my back, I have noticed that my feet swell less when I spend several hours sitting in the cockpit, since apparently before I had them too low relative to the seat. Now the only thing that hurts is my butt, but from spending so much time behind the wheel.

And regarding the computer problems... well, it seems that it's part of the experience, and I'm very afraid that the only solution to nip the problems in the bud would be to switch to playing on... (gasp!) console... In my case, since I only play Assetto Corsa I only have to worry about one game, which is already quite a task, by the way...

To try not to constantly ask about the same questions, I have become accustomed to saving in Favorites links to messages or videos of solutions to problems that arise, to take a look at them again if necessary...

And although it's cool to be in the latest fashion, other thing to avoid problems is follow the "if isn't broken, don't fix it" approach; I don't usually update applications that work well for me unless it's a necessity... For example, until recently I was using CSP version 0.1.79, and I have only updated it because it's almost mandatory for a lot of car mods that are appearing lately.

On a side note, I also tried installing Pure, but seeing how complicated is to adjust to make it look right, I went back to the old reliable Sol, which more or less gives me what I need. I don't know why I didn't follow my prerogative "if isn't broke..."
What is complicated to let Pure look right? You just need to install it and use the "pure" PPFilter and it will look right with all settings on default!
Also Pure is way easier, because if there would be any incompatible CSP setting, it will tell you and you can fix those settings with 1 click!

This is just a quick screenshot with everything on default. For example, the exposure is always right!
Screenshot_ks_maserati_levante___ks_red_bull_ring_10-11-124-10-5-55.jpg


Also you have a simple way to match your preferred look with these 2 sliders in the "pure" ppfilter script:
That mostly covers all the general different looks the people have
1733821763420.png


Not to mentioned that Sol's code is really crap in comparison to Pure Gamma and esp in comparison to Pure LCS.
Pure is way more efficient with the CPU. Sol causes big microstutters. Just look at the render stats.
So Sol was broke all the time if you want fliud frame flow....
 
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What is complicated to let Pure look right? You just need to install it and use the "pure" PPFilter and it will look right with all settings on default!...
Then I did something wrong, because after downloading it from Patreon and installing it following the instructions in your tutorials, with the default settings the image I got was too bright and faded... I started fiddling with settings and it was getting worse and worse; the amount of options is overwhelming... In the end I gave up (easily, I admit) and went back to the familiar.

It will be a matter of trying again.
 
Hello everybody. I need some help with the Ext Config. I managed to build some lights around my track and also got the bulbs glowing. But I don't get how to switch them of when I drive in daylight.
Which magic words do I have to add?
 

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Gumroad no longer supports paypal purchases. So he's set the prices to that to stop people from buying the mods until Gumroad makes it so he can get paid again.

It clearly states in all of them that you need to DM him for the actual prices.
Still selling conversion from GT7 and that's ****** in itself, even if it costs 5 bucks.

if he wants to get paid, maybe he oughta work on his own stuff ? Or get a job like most of us.

So my point still stands lol
 
Then I did something wrong, because after downloading it from Patreon and installing it following the instructions in your tutorials, with the default settings the image I got was too bright and faded... I started fiddling with settings and it was getting worse and worse; the amount of options is overwhelming... In the end I gave up (easily, I admit) and went back to the familiar.

It will be a matter of trying again.
Ok, if something is wrong, please also come to the Pure Discord Server. We will find the problem if it occurs again.
 
Hello everybody. I need some help with the Ext Config. I managed to build some lights around my track and also got the bulbs glowing. But I don't get how to switch them of when I drive in daylight.
Which magic words do I have to add?

[LIGHT_SERIES_...]
"your other stuff"
CONDITION=NIGHT_SMOOTH

[MATERIAL_ADJUSTMENT_...]
"your other stuff"
CONDITION=NIGHT_SMOOTH
 
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[LIGHT_SERIES_...]
"your other stuff"
CONDITION=NIGHT_SMOOTH

[MATERIAL_ADJUSTMENT_...]
"your other stuff"
CONDITION=NIGHT_SMOOTH
I tried that. But now the lights are off even at night :(

All my other lines look like that:

[LIGHT_SERIES_0]
MATERIALS = 420Light
DIRECTION = NORMAL
RELATIVE_POSITION = 100,25,0
ROTATION = 50
RANGE = 120
RANGE_GRADIENT_OFFSET = 0
SPOT = 200
SPOT_SHARPNESS = 0,1
FADE_AT = 1000
FADE_SMOOTH = 200
COLOR = 255, 248, 232, 0.3


Is something else missing?
 
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I tried that. But now the lights are off even at night :(

All my other lines look like that:

[LIGHT_SERIES_0]
MATERIALS = 420Light
DIRECTION = NORMAL
RELATIVE_POSITION = 100,25,0
ROTATION = 50
RANGE = 120
RANGE_GRADIENT_OFFSET = 0
SPOT = 200
SPOT_SHARPNESS = 0,1
FADE_AT = 1000
FADE_SMOOTH = 200
COLOR = 255, 248, 232, 0.3


Is something else missing?
be sure
INCLUDE = common/all_conditions.ini

is in your preamble

a working example:
[LIGHT_SERIES_...]
ACTIVE=1
DESCRIPTION= flood
VISIBILITY_LEVEL=0
MATERIALS= BULBGLOW
CONDITION=NIGHT_SMOOTH
OFFSET=0,0,0
DIRECTION = NORMAL
SPOT=180
SPOT_SHARPNESS = 0.3
RANGE=60
RANGE_GRADIENT_OFFSET=0.4
FADE_AT=900
FADE_SMOOTH=55
CLUSTER_THRESHOLD=8
DIFFUSE_CONCENTRATION=0.55
COLOR=230,200,210,0.024

[MATERIAL_ADJUSTMENT_...]
ACTIVE=1
DESCRIPTION=flood
MATERIALS=BULBGLOW
KEY_...=ksEmissive
VALUE_0=220,200,220,0.35
CONDITION=NIGHT_SMOOTH
 
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be sure
INCLUDE = common/all_conditions.ini

is in your preamble

a working example:
[LIGHT_SERIES_...]
ACTIVE=1
DESCRIPTION= flood
VISIBILITY_LEVEL=0
MATERIALS= BULBGLOW
CONDITION=NIGHT_SMOOTH
OFFSET=0,0,0
DIRECTION = NORMAL
SPOT=180
SPOT_SHARPNESS = 0.3
RANGE=60
RANGE_GRADIENT_OFFSET=0.4
FADE_AT=900
FADE_SMOOTH=55
CLUSTER_THRESHOLD=8
DIFFUSE_CONCENTRATION=0.55
COLOR=230,200,210,0.024

[MATERIAL_ADJUSTMENT_...]
ACTIVE=1
DESCRIPTION=flood
MATERIALS=BULBGLOW
KEY_...=ksEmissive
VALUE_0=220,200,220,0.35
CONDITION=NIGHT_SMOOTH
That did the trick :) Thanks a lot.
 
Finally had time to properly finish Fuji 2007. So much work on that one. You know the famous rain race. It still had a few annoying wrong era ads like Dunlop, Porsche, Audi. Fixed now.

Some improvements to Melbourne 2005/2007 too (old style Marlboro ads switched to all red ones that were used in 2005).

lCK1wih.png


ubgyZOh.png


ZdbSf2P.png


PCtNmfK.png


oPlsyjy.png


Also Melbourne final tuning.

uK5s1NV.png


Ik0jCnf.png


Package updated.

 
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Then I did something wrong, because after downloading it from Patreon and installing it following the instructions in your tutorials, with the default settings the image I got was too bright and faded... I started fiddling with settings and it was getting worse and worse; the amount of options is overwhelming... In the end I gave up (easily, I admit) and went back to the familiar.

It will be a matter of trying again.
try opening the Pure Config app (in-game) and do a "Reset To Defaults"
1733859468511.png



EDIT: I removed the comments / screenshots I made first regarding IFSO gumroad , as I tried the free Ferrari Dino 246 GT '69
and it's not half bad... sound was not good imho but replacing it w the one from Geroda's Dino 246 GTS, it is quite nice to drive.
Wipers are not working though... for someone making paid mods I would expect those to work :)
 
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hmmm in CM Showroom it looks good, but in game it looks like this :
1733862462599.png

and brake lights are not working!?
(and it gets even weirder when using Pure LCS + pureLinear filter)
 
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hmmm in CM Showroom it looks good, but in game it looks like this :
View attachment 1411968
and brake lights are not working!?
(and it gets even weirder when using Pure LCS + pureLinear filter)
1733863042785.png

The 2 spoilers are for the Hockenheim and the Kyalami versions, but idk why there is no brakelight strange, i had an earlier version that had 0 problems, hmmm, error lays in the lights.ini, i hope Legion sees these errors. In an earlier version, these errors were not there, and the fact that the car turns black at a certain distance is also strange. Pls. @GzeroD fix it :-)
 
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@jac0 i have some good news. ur first config was/is the best and ur new version is still buggy but with the new kn5 of it the lights work again with the first config. so i will use it like that. thanks for the afford and fix^^
 
Shouldnt that be MESHES instead of MATERIALS.It worked properly on the car I am working on(thank you so very much) after making the change and using the needed Mesh names for my car.

Thanks to Masscot for that fix...Now I still need the instrument guage glass to stop reflecting the road under the car...any help please?
It should work for either MESHES = or MATERIALS = if they're named correctly. It's often easier specifying material names because (for example) external bodywork often has one material name for the complete bodywork, but different mesh names for each panel.
Adding CULL_MODE = DOUBLESIDED is useful to visually help to plug holes in the cockpit if things like rubber seals are one-sided.

For example, on the recent E21 BMW/Alpina pack, some gaps through to the road can be sort-of hidden with:
Code:
;stop sun ingress around cockpit mesh seams, into footwells etc
[SHADER_REPLACEMENT_...]
ACTIVE = 1
MATERIALS = matt colors?, Black, BODY; external bodywork, trim, pillars, dashboard etc
MESHES =
CULL_MODE = DOUBLESIDED
CAST_SHADOWS = 1
DOUBLE_FACE_SHADOW_BIASED = 1
This just doublesides materials so that (for example) the door skin is no longer transparent from the cockpit side, so the road can no longer be seen through the gap at the top of the door cill... but you do see the door paint on the inside of the door through the gap. Which is not ideal, but IS better than seeing the road. Works best with dark car paints.
Configs like this are a bandaid with mixed results, treating the symptom rather than the disease. The modder really needs to take more care to ensure that gaps like this are properly sealed in the actual model.

Edit: by the way, on the subject of those E21 BMWs, the ones that don't have a right-side mirror but do have a few mirror mesh artefacts still floating around on that side need:
Code:
;useful for hiding stuff
[MESH_ADJUSTMENT_...]
MESHES=R Mirror?
IS_RENDERABLE=0
 
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It should work for either MESHES = or MATERIALS = if they're named correctly. It's often easier specifying material names because (for example) external bodywork often has one material name for the complete bodywork, but different mesh names for each panel.
Adding CULL_MODE = DOUBLESIDED is useful to visually help to plug holes in the cockpit if things like rubber seals are one-sided.

For example, on the recent E21 BMW/Alpina pack, some gaps through to the road can be sort-of hidden with:
Code:
;stop sun ingress around cockpit mesh seams, into footwells etc
[SHADER_REPLACEMENT_...]
ACTIVE = 1
MATERIALS = matt colors?, Black, BODY; external bodywork, trim, pillars, dashboard etc
MESHES =
CULL_MODE = DOUBLESIDED
CAST_SHADOWS = 1
DOUBLE_FACE_SHADOW_BIASED = 1
This just doublesides materials so that (for example) the door skin is no longer transparent from the cockpit side, so the road can no longer be seen through the gap at the top of the door cill... but you do see the door paint on the inside of the door through the gap. Which is not ideal, but IS better than seeing the road. Works best with dark car paints.
Configs like this are a bandaid with mixed results, treating the symptom rather than the disease. The modder really needs to take more care to ensure that gaps like this are properly sealed in the actual model.

Edit: by the way, on the subject of those E21 BMWs, the ones that don't have a right-side mirror but do have a few mirror mesh artefacts still floating around on that side need:
Code:
;useful for hiding stuff
[MESH_ADJUSTMENT_...]
MESHES=R Mirror?
IS_RENDERABLE=0
I am still new to Assetto skinning.So...a material can be doublesided,cast a shadow? Thank you so much man.Watching in realtime as the light leaks blinked out was amazing.

When you say the modder should take care of gaps,you mean the model geometry correct?

I still am getting the cabin reflecting the road under the car.(mostly in the gauges but the whole interior lights up when over hi colored road surfaces) The Reflections FX setting is on.(without it its horrendous)I dont see this problem in Kunos cars but I can find nothing thats different.


Fancy gloves,suit and helmet...all dreesed for the ball.
Portland International Raceway-WSC60 Chevron GT BMW.jpg
 
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try opening the Pure Config app (in-game) and do a "Reset To Defaults"...
Thanks for the suggestion, but I already did it... several times... and I couldn't get an appearance that convinced me, nor do I know if the cause is the monitors, CSP or what...

Let's see if I can find some time to try again, with more patience.
 
Here's my new TAG Heuer/Eurosport 1992-1993 Leaderboard in action. As you can see I finally managed to fix the SD 1993 cars. They drive relatively trouble free in all season tracks now, including Adelaide. I switched ASR 1991 supersofts to the SD 1993 cars (among a million other things that were screwed)

As much as I dislike SD there are some amazing elements in the 1993 cars like the car cockpit view which is among the only one that has the correct "trembling" like genuine footage. I'm sure he has stolen the effect from someone but it still looks pretty amazing in that fast Adelaide main straight don't you think?

 
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Ooops... vanishing posts 😱

Anyhoo. Regarding IFSO's free 246 GT. Got it, tried it, found it's encrapted (the bad, sad, mad kind where not only can you not generate custom previews in CM, even using CSP rendering [warning and blue crystals], it actually crashes CM), binned it.
There's a very nice, older 246 GT by Full Throttle, here (on a blog by someone you might know 🤪). Drives really nicely, nice sound. Didn't check the wipers (sorry). Oldie, but a goodie.
If you save the body shaders from Geroda's GTS as a preset, and then apply them to this one, it becomes moar pretty (it was a leetle bit matte).
 
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