Assetto Corsa PC Mods General DiscussionPC 

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I utterly disagree with the whole process. Hanz or whoever in charge of this madness should not have been able to reach the marketing service. And the marketing service should have refused to hear any of this madness.

All of this could have been avoided just by going the extra step after hiroshima and finish the job at berlin. I'll blame the germans first, and then the americans.

From now i'll strictly put my interest on electric cars. I've almost finished my Cybertruck mod for AC, very happy with the performance test, since there's only 11 polygons for the external body. That's how you do cars.
Well... 🙄

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Probably the best place to start. Also copy an existing car and replace stuff in it like the LOD file info. Once you have it in CM Showroom you can position things like exhaust flames etc.
Thanks! I've already successfully swapped wheels, inserted rollcages, swapped seats in 3DSimEd, but converting a whole car is a new one...
 
you forgot to include the light fixes (from Masscot ) and the floating digital instruments texts fix
(eg POSITION=0.016, 0.011, -0.001 instead of POSITION=0.016, 0.011, -0.01)
attached a copy of digital instruments file where it's fixed

Sweet mod ! 👍
@JK1977 will the car be updated again to include all these?
The driver animation is a bit borked too, his right foot kind of glitches when accelerating. When fully depressed it's totally off the pedal.
 
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That looks rather ... low poly... 🤣
5 pounds, no thanks, ill stick to the free
I don't have a degree in marketing or sales, but in today's market, I think Tommy needs a new business strategy. He's got what it takes to make a good car, if he puts enough time and effort into it, but spewing out hastily made cars and pricing them equal or higher than RSS and other top notch modding teams just doesn't work any more.

Unless he has a solid fanbase that keeps him afloat. No secret that I'm a part of this fanbase, because he has the same love for 80's and 90's touring cars as me, and I have the cash to spare to keep supporting his work (oil money 🤣).

But seeing the quality dropping and prices staying the same or even increasing is not a healthy sign for any business.

I think his cars are mostly based on models of the road going cars, which he buys/licenses and then modfies into race cars. That's only guesswork from my side, though. Anyone have any inside information on this?
 
Hello
A little technical question about ext-config.
I am finishing my last track: Rallye du Mont Blanc Joux Verte (new track from scratch).
I have a problem with my small trees that have a KsPerPixelAT shader in order to receive the shadows of the big trees placed around.
At night these small trees do not receive the lights of the headlights and remain black.
I thought about modifying the shader of these objects in ext_config [SHADER_REPLACEMENT_...] (by replacing KsPerPixelAT with kstree) With a CONDITION: NIGHT SMOOTH.
But I can't write the text to make it work... If anyone has an idea... many thanks!!!!!

an example :

Screenshot_rfc_lancia_delta_integrale_16v_gra_joux_verte_jc_23-11-124-13-26-42.jpg
 
Merry Christmas! 🎄

Schottenring 1967 released!
This 3D-track was made for GPL by Mark Daniels, Eric Bourgouin, Andre Streu, Paul Jackson and John Basara. It was converted and improved to gMotor2 by NeelJ. Conversion and enhancement to Assetto Corsa by Rainmaker.


Features:
-competitive AI
-night lights
-vao patch
-working track map
-support for hot lap mode
-replay cameras by DaBaeda
-support for time attack mode
-32 pit boxes with working pit lane
-track description
-animated balloons
-CSP support: RainFX, GrassFX, water shader
-upscaled textures
-working start lights
-option for bumpy and smooth road meshes in extras folder, standard is medium bumpy
-added option to removed 2d crowds: open the ext_config.ini in the extension folder scroll down to last ";remove 2d crowds" and set ACTIVE = 1

Known issues:
-race grids with around 20 cars and more are heavy on FPS
-the original wall objects are double sided, that means especially for open wheelers the collision is a bit harsh, I reworked the walls for the hot spots for better collision reaction, but there are might still some problem areas


Get always the latest version here:




bgr01.jpg
bgr02.jpg
bgr04.jpg
bgr05.jpg
bgr07.jpg
bgr08.jpg
 
Give it to Gadu boyz and let them implement the multiple charger bug, non waterproof trunk and all the other joys of the real thing!

Turning AC into an escape game where the goal is to actually manage to start the car. Multiple dialogues options with customer service, 3 endings, I'd buy that.
 
Same here.
But at least it looks like the have solved many issues from 0.2.5-preview1
@Masscot @giorgos_nes i'm stuck with a WAY older version of CSP. As far as you know it has solved the issue with the inspector object which, most of the time, won't select some meshes randomly after clicking something (never understood what causes it with newer version which the older don't have)?.
 
@Masscot @giorgos_nes i'm stuck with a WAY older version of CSP. As far as you know it has solved the issue with the inspector object which, most of the time, won't select some meshes randomly after clicking something (never understood what causes it with newer version which the older don't have)?.
I don't know, it's always very frustraing.
Two steps forward and one step back.
Things that worked perfectly before suddenly getting broken when on the face of it they weren't even touched.
Spaghetti code has now gone sentient due to its AI overlords?
 
Hi everyone.

Yesterday I found a mod of the Reynard 92D on this site: https://hillclimbheroes.weebly.com/

The Reynard 92D was an open-wheel car which used to race on F3000 and in my opinion one of the most beautiful feeder-series car. But as I installed the car and after adding some skins form the 1992 Japanese F3000 (from rFactor) I saw the mod is a bit outdated and not finished. Does anyone want to improve or polish this mod?

It needs some improvements on the driver position, it doessn't have tyres FX and maybe needs some work with the shaders and textures



Screenshot_reynard_92d_okayama_24-11-124-11-1-48.jpg
 
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hello to all , I am looking for information on this typeface , number and name , someone has an idea, thank you


Capture d’écran (821).png
 
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hello to all , I am looking for information on this typeface , number and name , someone has an idea, thank you


View attachment 1415261
The more similar is Akrux Bold:

font_rend.png

If you are searching for this car, already exist

preview.jpg


It's free from Maid Cafè: https://boosty.to/maid_cafe
This is the edit of @MrHunt of ROC: https://www.gtplanet.net/forum/thre...ral-discussion.307899/page-4099#post-14119525
 
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New CSP is out.
Anyone else finding that AI cars all now immediately dive across the track onto the racing line as soon as the race starts?
It looks a little silly.
Oh that's just great. I was already having trouble with some AI cars on the right side of the grid turning hard right into the wall at the start.
 
Hi everyone.

Yesterday I found a mod of the Reynard 92D on this site: https://hillclimbheroes.weebly.com/

The Reynard 92D was an open-wheel car which used to race on F3000 and in my opinion one of the most beautiful feeder-series car. But as I installed the car and after adding some skins form the 1992 Japanese F3000 (from rFactor) I saw the mod is a bit outdated and not finished. Does anyone want to improve or polish this mod?

It needs some improvements on the driver position, it doessn't have tyres FX and maybe needs some work with the shaders and textures



View attachment 1415250

1.7gb for a car alone?? :scared:
 
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