Assetto Corsa PC Mods General DiscussionPC 

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You mentioned earlier you're using a tv to play. If the tv is blending frames together or has input lag: Have you tried enabling something along the lines of "game mode" on the tv? Lots of tvs have frame interpolation, motion smoothing and maybe other bells and whistles to "enhance" the image for video content but for gaming you really just want the raw frames displayed as directly and quickly as possible. "Game mode" should do just that.

If vsync is causing you more stutter/judder than the same framerate but without vsync, it's possible you're dipping below the refreshrate and so to keep it synced to frames, it halves the framerate so it can show the old frame twice rather than showing an incomplete new one (which would be "screen tearing"). Triple buffering aleviates this issue. Worth a try.

You could also try using Rivatuner to cap your framerate to your refreshrate (instead of vsync) and do it in a way that makes the screen tearing happen in a particular area of the screen rather than all over the place. This way you can put it out of the way, effectively eliminating it, but you could leave vsync off. Haven't used the program in a long time so I can't tell you where to click but it may be worth looking into.

Otherwise, a video of the phenomenon would be very helpful, yes. If you post one, could you notify me? I'm interested in this.
I hear everything you said and have tried some of what you mentioned, but the fact remains that this problem only occurs on newer CSP versions. If this was an issue with frame dips, input lag, etc. I would think it would always happen even on the older CSP version I use. Somewhere along the lines, Ilja must have fixed, changed, altered, etc. some CSP setting that my system just doesn't like.

I reached out to him for some help, but he never bothered to respond. Not even with a 'Sorry, no clue'. Considering I had given him $5 a month for about 4 years, I thought that was pretty inconsiderate which is why I dropped my Patreon support a year or so ago. When a new CSP version drops, it's easy enough to find it on the net so need to keep giving money to a guy who doesn't seem interested in helping. That's why I still support @Peter Boese even though I haven't used any newer Pure versions in a year or two. At least if I have a question, even for the old version I use (Pure0.193) he takes the time to try and help.
 
With permission from @RacingSounds , I created a quick and not very good raceday layout for his excellent Zandvoort 2023 track. It was thrown together quickly so there are plenty of mistakes and I can't vouch for the accuracy of the placement of the grandstands. I used the 2020 version of the track as a guide on where to place things. Also, because of the terrain changes he made, the car objects I used don't line up right so you will see some floating and some sunken cars. I plan to do some more work on this eventually, like adding some sponsor billboards in front of the grandstands and a few other things. My hope is that @Pyyer beats me to it so that we can get a good race day mod for the track, but this will have to do for now.

The mod will overwrite @RacingSounds original ext_config files, but no changes were made to his settings. I needed to add a line at the bottom in order for the included grass skins to work, but you do not need to use them. The raceday layout will still work without one of the skins enabled. As for the skins, they will get progressively more burnt out looking as you go down the line. There is also less saturated versions of the skins included if you find the grass too vibrant.

Zandvoort 2023 Raceday Layout

As always, please let me know of any mistakes or suggestions on how to improve it.

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Hi @racinjoe013. Just wanted to ask, is it only me or does the pit wall at the start/finish not have any collisions? I just had a race and I ended up going through the wall and pit building as well.
I haven't checked if the original mod has the same issue, but I was using this one when it happened.
 
I didn't make the track, only the raceday layout addition, but I can check and see if it does. If it doesn't, the original track maker would have to fix it. I did nothing to the track with my addon layout except to add some additional trackside objects.

EDIT: Yes, there is one section of the wall that does not have the 1WALL designation so it would not have collision physics. I might be able to fix is by inserting an additional kn5 file through a config file entry, but it would probably be best if it was fixed by @RacingSounds on the track itself.

EDIT2: @giorgos_nes You can try this and see what happens. Extract the new kn5 file into the track folder and then add this to the bottom of each models.ini file. Change the number after MODEL_ to the next number in the sequence. MODEL_5 should be what you use for the default track. MODEL_7 should be for my race day layout. If that's not right, just use the next number in line.

[MODEL_5]
FILE=zandy_wall_fix.kn5
POSITION=0,0,0
ROTATION=0,0,0

It's a temp fix that I hope doesn't cause any issues. If it does, just undo the changes you made to the models files and delete the new zandy_wall_fix kn5 file.
 

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That's why I still support @Peter Boese even though I haven't used any newer Pure versions in a year or two. At least if I have a question, even for the old version I use (Pure0.193) he takes the time to try and help.
Did you ever try Pure LCS, as this version of Pure is much more stable with less micro stuttering than Pure Gamma versions. You should try this in combination with CSP 0.2.3 / CSP 0.2.4-preview1 (not with CSP 0.2.4 / CSP 0.2.5-preview1 as the AI is broken). Since I use Pure LCS my VR experience is totally smooth without micro stuttering. Just give it a try.

And a big THANK YOU for your great track updates. The tracks just look so good, the brightness and colors are perfect in VR with my Oculus Rift. I can't stop playing your Pacific Raceways update since several days. It's so much fun.
 
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I've mentioned this before, but one of the reasons I am still using a 2 year old version of CSP is because somewhere along the line newer versions caused this really odd stutter\judder effect at times. I have finally figured out the reason, but I don't understand why or if there is a way to correct it with some new CSP setting.

The reason for the issue is that I run the game with vsynch on, always have with no problems. With vsynch off, it creates a weird effect where I can see different frames kind of blending together. It's probably because the TV I game on has low response time. If I turn vsynch off using a newer CSP version, that stutter\judder disappears, but again, I get screen tears so I can't do that.

Where i'm confused is why using vsynch works fine on the old version of CSP that I use and why it causes so much lag on newer CSP versions. Did Ilja add some new option somewhere that would cause this? Any thoughts on what might be going on?
If you have an Nvidia graphics card, you could try enabling vertical synchronization in the Nvidia control panel and turning it off in-game (with a newer CSP version). But I have no idea if that helps.
 
1998 Leaderboard

The system is case sensitive so if you want the genuine ALL CAPS look you have to use all caps driver names in the championship.champ files (my seasons have them like that as default). This could be done in the code probably but I couldn't figure out how because the code picks the text directly from champs files.

If you use different grid or use them in any other season between 1994 or early 2000's they will work of course but the player numbers and team information in the player banner might not appear accurate. But that banner is only optional. You can use that banner or not, all other features work with any grid.

These are NOT tricky to get working, just follow the instructions.

Video shows all F1 real 1998 season tracks (made by my friend Shi) and all cars and the leaderboard in action. I also added some proper driver suits to the drivers, like yellow one for Jordan guys and red suits for Williams drivers.The tracks have all timestamps in the video description so you can check out how amazing work he has done.
I've been testing now for a moment (I hadn't spent much time these last months in AC) your awesome work and it worked well only with vertical position grid and fastest lap banner, the rest remains empty. I don't know if I just have not followed properly the indications, but I'm sure that has a reasonable reason 🤓 and of course an eventual solution.

test.png


2test.png
 
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Did you ever try Pure LCS, as this version of Pure is much more stable with less micro stuttering than Pure Gamma versions. You should try this in combination with CSP 0.2.3 / CSP 0.2.4-preview1 (not with CSP 0.2.4 / CSP 0.2.5-preview1 as the AI is broken). Since I use Pure LCS my VR experience is totally smooth without micro stuttering. Just give it a try.

And a big THANK YOU for your great track updates. The tracks just look so good, the brightness and colors are perfect in VR with my Oculus Rift. I can't stop playing your Pacific Raceways update since several days. It's so much fun.
Yes I did, but it's not a Pure issue for me. It's a CSP issue because it happens with Sol, Pure or the default weather. And your welcome about the tracks. Nice to hear they look ok for someone else. I never know how things will look for others because I can only judge it based on my ppfilter. Look for a new Pacific ai soon. @Thockard made me a new one and I think it's really good.
You post it 2 years ago: December 2022
Thank you. I was racing some Cupra's there this morning and couldn't remember if I made it available. I do so many small track tweaks that I never remember which ones I have made public.
If you have an Nvidia graphics card, you could try enabling vertical synchronization in the Nvidia control panel and turning it off in-game (with a newer CSP version). But I have no idea if that helps.
Thanks, but tried it already. No luck. Strangest problem i've ever run across in my gaming years. I even went as far as restoring my copy of the base game with no mods, added CM\CSP and tested with the base CSP settings. Old version works fine, newer versions stutter.
 
Released : Hyundai Genesis Touringcar (Fictional)
Author:F302
3D Model: Polyphony Digital
Texture Update : F302 (rework)
Skins: F302 (Body Mapping)
3d work:F302
hope u enjoy the Car
ps : send feedback ,bugs ,missing things
tested on CSP 0.2.5-preview1
PP filer _PURELIFEEVO

have fun!

To install, move folders to "...\SteamApps\common\assettocorsa" or simply
drag'n'drop archive to Content Manager.



__custom_showroom_1734815396.jpg
 
I've been testing now for a moment (I hadn't spent much time these last months in AC) your awesome work and it worked well only with vertical position grid and fastest lap banner, the rest remains empty. I don't know if I just have not followed properly the indications, but I'm sure that has a reasonable reason 🤓 and of course an eventual solution.

View attachment 1414497

View attachment 1414508

There are four banners. The fourth is a HALO hud which I don't even know what it does. You have probably clicked that one (the fourth) one because you don't see any information there. Just don't click that, only the three first top ones. The HALO hud looks exactly like the standard driver comparison banner but it doesn't show any info. Also the driver comparison banner only works during the races. It shouldn't even show up during Practice and QF.

The driver banner often appears below the main scoreboard on the left. They're pretty hard to find but when you move your mouse around you'll find them. That only appears when the actual race starts. Not in practice and QF.

And get the new season rosters 1998 which has the uppercase driver grid for the font.

(Suzuka 1998 has issues with the VS cars. I replaced it with Suzuka 1992 with 1995 skins)

PS: I just installed this to friend's machine and it works perfectly. Yours work too (I can see that). You just have to figure out how to move the banners to correct places. Cheers.
 
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New version of Track description on Overtake:

;)
There's a typo in the sections.ini of ks_nordschleife, endurance layout:
- Yokohama-S: OUT=0.30 should be OUT=0.030 (which is why it 'hangs' there, corrected for the next update, but you can correct it for yourself if you want).
Sorry about that... :rolleyes:
 
I've been testing now for a moment (I hadn't spent much time these last months in AC) your awesome work and it worked well only with vertical position grid and fastest lap banner, the rest remains empty. I don't know if I just have not followed properly the indications, but I'm sure that has a reasonable reason 🤓 and of course an eventual solution.

Hey, all player info is not working unless you have uppercaps names in the champ files. Use these as a base. These are designed to be in sync with the 1998 leaderboard. If you want your own name appear you have to edit teams.ini. Cheers.

 
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It's official: Ilja has been abducted by aliens and won't be posting any CSP updates until he reaches their home planet which is 43.7 light years away.

Due to the time dilation effect of travelling at near light speed on the alien spacecraft, that means we can expect the next update sometime after the next 2340 years have passed on Earth.

P.S. Merry XMAS to you all! :cheers:
 
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
-- New fast_lane and pit_lane ai files - @Thockard
-- Replay cams - @CrisT86
-- Texture updates, config file, 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.
Track has been updated to version 1.01b. Use the link in the quote to get the updated version or easier yet, just download the attached zip file. Only one thing has been changed. If you do the full track download, delete your existing track folder first.

-- Added new fast_lane and pit_lane ai files from @Thockard . IMO, much better ai than what I did. Might be best to try it on one layout first just make sure you like it. That way you can copy the old ai from the other layout if you don't.

-- If you download just the attached zip file, you need to make sure you do one thing first. Delete or rename the existing ai_hints file in each layouts data folder. That hints file is not needed with the new ai. @Thockard included a new ai_hints file that he said is not needed except maybe with a few car mods. If you have trouble with any specific mods, go into the data folder and rename the new ai_hints_if_needed.ini file to ai_hints.ini.
 

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Does anyone know if there is an AI update floating around for Legion's Brooklands? The track is like 20km wide but the AI are continually congested, can't figure out how to pass and are quite slow regardless of the layout. Thanks!
 
I have just updated Content Manager (no idea when the update came out as not touched CM in a wee while) and my god what an improvement to the mod install menu. No longer lags to hell, actually shows you the entire list and scroll bars rather than locking up until you install a number of items and works so much faster.

:edit:

I also seem to have no luck with storage media. I previously posted about a backup failure and missing files, well for the last few months I have been using Stablebit Drivepool to combine 4 NVME drives into a single drive, one of the drives was in an NVME to USB enclosure which crapped the bed, knackering the drive. I managed to recover the data and got a new enclosure but it seems that the way Drivepool has split the files across the drives, the vast majority of the UI.json files have ended up on the USB enclosure drive. Now that I have patched things back up after the recovery, those UI files seem broken...and not even the broken that CM can fix, they are full of NULL meaning all data lost :ouch:
 
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