Assetto Corsa PC Mods General DiscussionPC 

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X90
Group E, Group C, ATCC Cars of the 60s, ATCC Cars of the 70s, Road/Street Cars & Australian Tracks done.

Settings----------->Video------->"Max Frame Latency"


So I've had the time to give this 2024 Abu Dhabi a try. Tested with the new RSS F2 2024. I'm one of these weird people who likes this track - and like Jerez and Valencia RT, I'm keen on getting an up-to-date version with all the bells and whistles of modern-day AC (so not an RFactor-era conversion - while shin does great work, the final product is inherently limited).


This version is... pretty good. There's a lot going for it - it's optimized well, especially at night. It seems real-world accurate, and there's no major graphical issues with the buildings or surrounding geometry. The road mesh feels accurate, and felt good to drive.

First, a few outstanding issues, and then perhaps a subjective one. The sector times are broken - around 20 seconds into the lap, just before the first hairpin, the sector will immediately change to Sector 3, and wipe the Sector 1 time. There are timing issues all over the lap, likely as a result of this - there are frequent times where your position will go haywire. Many tracks have this problem (Fenryr's Imola [though not the RJ version, I believe] and Kniker's Silverstone come to mind immediately) - so it definitely is fixable. Timing has to work on these tracks, so this is definitely worth looking into.


The AI is also deathly slow - at 100% strength, I'm about 2.5 seconds a lap faster in the RSS F2 - and I'm no eSports driver or anything of the like. The main issue seems to be in Sector 3, where they basically crawl through the final two corners. Worth really nailing a lap to get right. They also seem to take a fairly odd wide line through the sweeping left hander that replaced the second end-of-straight chicane - and are likely losing a few tenths there as well. They do seem fairly safe, though - as I only saw one crash through the Sector 1 esses in ~6 runs.

Finally, the subjective part - I do think that the whole track, particularly the Sector 3/Start-Finish area, is too darkly lit. This is a track that's known for blasting your face with white night lighting - I'd say the optimization is good enough where a handful of bright dynamic lights throughout the track would make a big difference. (And maybe the mythical "exclusive" lights, if anyone ever figures out what the hell that means).

Point being, I think this is a good enough base for a quality AC Abu Dhabi - it just needs some extra fixes. Cheers.
Adding to this, there are track limits invalidating my laps anywhere. Would love to use this in my league, but this is too big an issue. Kind of amazes me when something like this is overlooked.

Otherwise this is my go-to version for lapping.
 
Released : Ford Mustang 5.0 DTM´92
Author:F302
3D Model: Raceroom
Texture Update : F302 (rework)
3d work:F302
two Version include
more Skins will be add soon
have fun and enjoy the car
ps : send feedback ,bugs ,missing things
tested on CSP 0.2.5-preview1
PP filer _PURELIFE EVO
knowing bugs: Shift Animation not correct
have fun!
To install, move folders to "...\SteamApps\common\assettocorsa" or simply
drag'n'drop archive to Content Manager

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Are the gear ratios correct? I'm very quickly bouncing off the rev limiter in top gear, even on medium-length straights.
 
West Coast Race Track ;);)

West Coast Race Track

Credits:

-- Original track - Sauron
-- Sections and logo files - @Fanapryde
-- Crowd Files - @Kniker97
-- Major mesh work - Asked not to be credited
-- Additional tree objects - @macko68
-- Replay cams - @CrisT86
-- Texture updates, config file, ai, small mesh work, replay cams - @racinjoe013
-- Track testing\feedback - @macko68 , @Perico Lospa , @Quikslvr , @Fanapryde , @CrisT86 , @X90 , @Yellowstone

NOTES: READ the README file.

Lots more could be added, but there comes a time when you need to take a break from a track and that time is now.
 
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