Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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Hello. Can you tell me which car please? I had no issues with all the cars I've tested before releasing the ai files, I need to check that.
I think I know why. I'm pretty sure the version you used to create the pit_lane file was the test version from the Discord channel. That version has a different pit lane setup with no barriers separating the pit stalls and pit lane. The released version of the track has barriers like the real life track has. So now there is a wall between the pit stalls and pit lane and when the ai exits, they turn into the barriers. I'm going to have to record a new pit_lane.ai file or just revert back to the original one.

Short term fix, here is the old pit_lane file. Just add it to each layouts ai folder. The full track download has already been updated with the old pit_lane file.
 

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Weird ass issue with rendering previews using CSP...

Looks fine :

View attachment 1415004

But somehow this skin has residual front lights (that don't exist, not in CM, and not in lights.ini). Wtf lol


View attachment 1415006
Who's GT-ONE is that?
The one from RSS isnt doing that
1734986706943.png
 
I think I know why. I'm pretty sure the version you used to create the pit_lane file was the test version from the Discord channel. That version has a different pit lane setup with no barriers separating the pit stalls and pit lane. The released version of the track has barriers like the real life track has. So now there is a wall between the pit stalls and pit lane and when the ai exits, they turn into the barriers. I'm going to have to record a new pit_lane.ai file or just revert back to the original one.

Short term fix, here is the old pit_lane file. Just add it to each layouts ai folder. The full track download has already been updated with the old pit_lane file.
Yes you're right. I understand. I'll try to give a new one quickly, I was happy with the way it started and ended.
 
so here the update but delete the other car!

whats new?
-reduce loda size
-fixed exhaust smoke
-new lods
- has no ignition or starter
-physics ,sound the same
-If I've forgotten something, let me know
View attachment 1414994

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 ! 👍
 

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Belcar grid 2000's coming together, anybody has these cars? 996 bi turbo can't find the links anymore...
also any other 996 rs belcar skins like rtm racing?

Screenshot 2024-12-23 224703.gif
 

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Ok I finally found the font that was used in real F1 broadcasts in 1990 and 1991. The one that FIA used. Or at least one that looks exactly the same. It's font called Approach BK.

Helvetica Bold and Futura Bold BK are wrong. They have completely different "R" and "J".

WISWgjh.png


I also made year specific driver photos for both seasons that shows information of driver, accurate driver number (for that season), team and the engine manufacturer.

And as usual these use my custom RSS 1990 and ASR 1991 championships with 20 lap races, mandatory pitstops (through cars fuel manipulation) and 21 car grids.

I use smaller grid because many users have report CPU Occupancy 99% issues with bigger ones and frankly it makes the qualifying better. Not so much traffic problems. And RSS 1990 doesn't even have many other skins available.

RSS 1990 is a pay mod. Costs a few euros and ASR 1991 is free. Both very good cars which I love.

I made a picture installation advice. Most people have got these working with no problems at all, other feel it's difficult. Hope this helps.

UnRAR the RAR package to steamapps/common. If you have the older version just go ahead and overwrite it. No problem.

TMKIOcU.jpg


VeRDu6f.jpg


These vintage F1 seasons in AC are my labour of love as I'm passionate/obsessed with classic F1. Trying to make them better and more realistic any way I can with my feeble modding skills.

Here is the leaderboard in action. Link to both of my seasons in the video description. Check the font.



Here is the update.

 
bit OT on the forum but it can help you out here:

To help you answer the 964 is a 911. the 964 is the type of Porsche like the 930, 993, 996 etc (they're the codes for what porsche they are doing) so 911 Carrera 3.8 uses the 964 as a basis. where 911 GT3 R, RS and RSR is a 996 (before the 997 came along). the 911 name is also on the original 911 before the 930 was developed for the 911.

so yeah during BPR era it was mainly the 964 used in 1994 because the 993 didn't debut until 1995.
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.
 
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... 🙄

1734998869354.png

1734998899507.png
 

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
 
@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?
 
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