Assetto Corsa PC Mods General DiscussionPC 

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WIP

we are still missing some BTCC ´95 skins... :-)

f302 155TS
__custom_showroom_1734873245.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

Hey, I managed to code out the idiotic case sensitivity. Get the update.
 
Hm, but does it stutter on a different monitor if you use vsync with the other device then?
I'm just curious.
It stutters no matter what, but I think last night I finally found a solution. It was late so I need to test it some more today. If it does work, I don't understand why and more so, why I have to do it on newer CSP versions, but never had to before.

Under the Video settings, I have always had Vertical Synchronization checked and Limit framerate unchecked since I was using vsynch. Last night I kept vsynch on, but enabled Limit Framerate with the slider value set to match my monitor refresh rate and it seems to have knocked out the stutters. More testing is needed to be sure though.
 
What does this new config do?
There's still light leakage in the footwells and the ignition/start sequence is still mandatory.

A short explanation might have been useful?
I reduced the shine effect a bit because I didn't use an AO map in the interior, and I also adjusted the exhaust smoke.
Sorry that I didn't write in the description how to start the car

Simply paste the kn5 file into the main folder
and overwrite the ext config and the data.acd file

kn5 file loda only

data.acd
 

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Forgot to mention, if anyone wants to disable the ignition sequence from the Genesis then just unpack the data and rename 'script.lua' to 'script.lua.disabled' or whatever.

(Note: this won't work as simply with the VRC touring cars from which this data has been borrowed, because they depend on Extra A 'ignition' for the various digital displays to work. If anyone knows how to disable the start sequence from the VRC touring cars (CSP versions) while keeping the digital displays... please shout!).
 
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Sorry thats not normal. "reset to defaults" in Pure Config Main tab and Also default in Pure PP app.

other than that, did you try on other tracks?

It stutters no matter what, but I think last night I finally found a solution. It was late so I need to test it some more today. If it does work, I don't understand why and more so, why I have to do it on newer CSP versions, but never had to before.

Under the Video settings, I have always had Vertical Synchronization checked and Limit framerate unchecked since I was using vsynch. Last night I kept vsynch on, but enabled Limit Framerate with the slider value set to match my monitor refresh rate and it seems to have knocked out the stutters. More testing is needed to be sure though.
Hm, would be nice if it solves this. Maybe a thing with another limiter, like the nvidia one, or something driver related.
 
I reduced the shine effect a bit because I didn't use an AO map in the interior, and I also adjusted the exhaust smoke.
Sorry that I didn't write in the description how to start the car

Simply paste the kn5 file into the main folder
and overwrite the ext config and the data.acd file

kn5 file loda only

data.acd
Add this to the main config to stop sunlight getting where it shouldn't (eg in the footwells through the dashboard)
Code:
;stop sun ingress around cockpit mesh seams, into footwells etc
[SHADER_REPLACEMENT_...]
ACTIVE = 1
MATERIALS = INT_DASH, EXT_PLASTIC, INT_METAL, SKIN
CULL_MODE = DOUBLESIDED
CAST_SHADOWS = 1
DOUBLE_FACE_SHADOW_BIASED = 1

... and this to replace lights.ini makes the brake lights red and dims the rear lights so the brake lights can be seen when the lights are on:

Code:
[HEADER]
VERSION=3
FLASHING_BLINK_TIME=0.15
FLASHING_REPEAT=8

[BRAKE_0]
NAME=115
COLOR=400,0,0
__CM_SMOOTH_DELAY=0.1

[LIGHT_0]
NAME=136
COLOR=800,800,600
OFF_COLOR=0,0,0
__CM_SMOOTH_DELAY=0.3

[LIGHT_1]
NAME=137
COLOR=100,100,80
OFF_COLOR=0,0,0
FLASH=1

[LIGHT_2]
NAME=138
COLOR=100,100,80
OFF_COLOR=0,0,0
FLASH=1

[LIGHT_3]
NAME=1
COLOR=50,50,30
OFF_COLOR=0,0,0
FLASH=1

[LIGHT_4]
NAME=3
COLOR=400,400,200
OFF_COLOR=0,0,0
__CM_SMOOTH_DELAY=0.3

[LIGHT_5]
NAME=118
COLOR=5,0,0
__CM_SMOOTH_DELAY=0.1


[LIGHT_6]
NAME=F_LIGHT
COLOR=1000,1000,800
OFF_COLOR=0,0,0
__CM_SMOOTH_DELAY=0.3

[LIGHT_7]
NAME=R_BUMPER_009
COLOR=320,2,1
PITLINE=1
SPECIAL=1

[LIGHT_8]
NAME=PIT
COLOR=15,15,0
__CM_SMOOTH_DELAY=0.3
PITLINE=1
SPECIAL=1

[LIGHT_9]
NAME=LIGHT
COLOR=10,50,0
OFF_COLOR=0,0,0
__CM_SMOOTH_DELAY=0.3

Edit: also @JK1977 you've got the digital instruments digits spaced 10mm off the face of the display.
You need to edit all the z values from -0.01 to -0.001 to make them 1mm off the face.
eg:
POSITION=-0.0065,-0.0165,-0.001

NOTE: you need to do this in data_override/digital_instruments.ini, and NOT in the normal data folder.
Not sure why you're using data_override if the car is unencrypted, rather than just editing the normal data. Maybe just copied over from VRC?
 
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Sorry thats not normal. "reset to defaults" in Pure Config Main tab and Also default in Pure PP app.

other than that, did you try on other tracks?


Hm, would be nice if it solves this. Maybe a thing with another limiter, like the nvidia one, or something driver related.
I tried everything, and it only appears in LCS mode.
even bright lights of cars or emission objects look like this (this is another person's screenshot)
1734878669344.png
 
Sorry thats not normal. "reset to defaults" in Pure Config Main tab and Also default in Pure PP app.

other than that, did you try on other tracks?


Hm, would be nice if it solves this. Maybe a thing with another limiter, like the nvidia one, or something driver related.
Don't know. I'm just glad I found something that works.

Not a big fan of how grass_fx looks now compared to the way it looked on older CSP versions. To me it lost some character and looks thinner and way more saturated, but i'll get used to it I guess. Everything else seems to be a nice upgrade. I especially like the cockpit shadowing. The version of CSP I was using didn't have proper in car shadowing of the hands on the wheel and always seemed to bright.

Guess now I can give the new Pure versions a try.
 
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I'm fooling around with pm3dm's Volvo S40 (metallic effect). There is a bug with the exhaust_SUB1, it uses the car skin.

I was trying to change it to the black.dds used by exhaust_SUB0, but the code in the ext_config.ini does not work, the DDS is placed in the extension folder.

What am I missing?

[SHADER_REPLACEMENT_...]
MESHES = exhaust_SUB1
RESOURCE_0 = txDiffuse
RESOURCE_FILE_0 = black.dds
 

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Not trying to be a negative Nellie and maybe I just need to adjust some new CSP settings, but i'm not sure how the newer CSP version is an upgrade graphically. The grass_fx is better on older CSP versions and there is no shadowing of distant trees. To me, it's like a step backwards.

Any suggestions on what I can adjust CSP settings wise to fix at the very least the distant tree shadowing? I can live with the grass_fx, but not having the trees shadowed properly in the distance is really turning me off. I looked into the Smart Shadows settings, but there seems to be a lot of options that have been removed. Thanks for any advice.

Older CSP version I was using:
older.jpg


Newer CSP version:
newer.jpg
 
Not trying to be a negative Nellie and maybe I just need to adjust some new CSP settings, but i'm not sure how the newer CSP version is an upgrade graphically. The grass_fx is better on older CSP versions and there is no shadowing of distant trees. To me, it's like a step backwards.

Any suggestions on what I can adjust CSP settings wise to fix at the very least the distant tree shadowing? I can live with the grass_fx, but not having the trees shadowed properly in the distance is really turning me off. I looked into the Smart Shadows settings, but there seems to be a lot of options that have been removed. Thanks for any advice.

Older CSP version I was using:
View attachment 1414741

Newer CSP version:
View attachment 1414743
Ah it's weird cause i've been feeling there's an issue with the Ambient occlusion in the new CSP stuff.$
Also, just check for the shadows under cars, they're way brighter, to a point where they feel very odd on some tracks.


I've solved this in the 2.3.1 CSp preview by adding another shader for ambien occlusion (SSDO or GloomAO from Reshade), but i too think there is something to work on on the matter.

You make me want to give 1.79/pure 1.8 a shot just to make sure it's not stricltly subjective
 
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:
I know this was in jest but FYI...he has not been abducted by aliens.
 

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Hi, just got the game and for fun and curiosity, I want to modify a bunch of GT3 and GT2 cars to make them as fast as prototype and Group C cars. I will give them all the same powerful engine but I know that I need to increase the downforce so that they can keep up with prototype/Group C cars in the turns. However there is so much stuff in the aero.ini that I don't know where to start.
 
Any suggestions on what I can adjust CSP settings wise to fix at the very least the distant tree shadowing? I can live with the grass_fx, but not having the trees shadowed properly in the distance is really turning me off. I looked into the Smart Shadows settings, but there seems to be a lot of options that have been removed. Thanks for any advice.
You can try to deactivate the new option "Automatic splits" under "Smart Shadows" in the newer CSP versions. I don`t like the result of this option in VR at all. You can now again manually adjust the "Distances for interior/exterior" for shadow splits in meter like in the old CSP versions. I use "2.6, 120, 400" for interior and the standard values "10, 50, 250" for exterior. Especially the 2.6 for the first shadow split is very important as the standard value 1.3 causes heavy shadow flickering in the cockpit in VR for me as the first shadow split is with 1.3m distance inside the cockpit for many cars. But I don't know, if this solves the problem with distant tree shadowing. Maybe this has also something to do with the new "Custom shadow matrices: Fourth cascade for distant shadows" option. But I would not deactivate this option as it removes the disturbing "running" shadows of fences and on grandstands in the distance. You should also be aware, that if you increase the distance for the 3rd shadow split to 400 meter, that this will automatically reduce the sharpness and quality of the shadows in shadow split 1 and 2. But that's not too bad as I always thought, that the near shadows of split 1 were always much too sharp in AC compared to real life shadows. I also don't think, that the shadows under the cars are too light now, as in real life these shadows aren't as dark as you might think because the road is always reflecting light under a car in bright sunshine.
 
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You can try to deactivate the new option "Automatic splits" under "Smart Shadows" in the newer CSP versions. I don`t like the result of this option in VR at all. You can now again manually adjust the "Distances for interior/exterior" for shadow splits in meter like in the old CSP versions. I use "2.6, 120, 400" for interior and the standard values "10, 50, 250" for exterior. Especially the 2.6 for the first shadow split is very important as the standard value 1.3 causes heavy shadow flickering in the cockpit in VR for me as the first shadow split is with 1.3m distance inside the cockpit for many cars. But I don't know, if this solves the problem with distant tree shadowing. Maybe this has also something to do with the new "Custom shadow matrices: Fourth cascade for distant shadows" option. But I would not deactivate this option as it removes the disturbing "running" shadows of fences and on grandstands in the distance. You should also be aware, that if you increase the distance for the 3rd shadow split to 400 meter, that this will automatically reduce the sharpness and quality of the shadows in shadow split 1 and 2. But that's not too bad as I always thought, that the near shadows of split 1 were always much too sharp in AC compared to real life shadows. I also don't think, that the shadows under the cars are too light now, as in real life these shadows aren't as dark as you might think because the road is always reflecting light under a car in bright sunshine.
I didn't know that disabling that split option would bring back some of the old options. I'll give that a try and keep my fingers crossed that it works. Thank you.
 
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