Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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Window Adjustments

Just joined up the edges from the glass to the body of the car

rear window done and bunny ears done on the side rear windows nothing else touched and no upscaling or anything

if you dont have ocd then probs ignore this

nothing trailblazing here and not perfect but tidied up a bit

!! before dragging and dropping you need to change the end of the file name on each file from "txt" to "dds" !!

I removed what i uploaded yesterday as this is much better from DAWAFFLE!



Screenshot (842).png
 

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I recently digged out Jerez (Alex Meyer version) and Jeez, how bad this track looks. A shame we don´t have a better one around. My question is, is somebody already aware of a reworked one or is there something proper planned (reboot team)? And, if not, do we at least have a possibility to re-work the horrendous looking background mountains? I´ve added the file here.
try circuito_de_jerez_2010 on Breathe's database
 
OK.
Can somebody please explain in words of one syllable what the FUUUUU the various Smart Shadows settings mean and what they do and how best to adjust the bastards?
I can stop the flickering, but not without introducing horrendous shadow banding on the environment.
CSP is how many years old now?
And STILL the vast majority of settings have no (or next-to-useless) descriptions of what they actually do, and what adjustments have what effect.
It's more than a little bit frustrating at times.
Maybe this helps: https://github.com/ac-custom-shaders-patch/acc-extension-config/blob/master/config/smart_shadows.ini. At least as a thought.
 
When you have time, can you give this updated spa66_phy file a try and tell me if you still have hole issues in those spots you mentioned. Also, let me know if you notice any difference in how the track feels for better or worse. Like I said above, this was a quick and probably incorrect attempt to fix the holes, but if it works and the track feels the same, i'm good with that. Then I can move on to trying to tone down the road feel.

Thanks for the help...

spa66_phy_update
Thank you very much for the reply and the work! I only came now to this but I see you have a second link here as a reply to Bazza a bit later so I will give it a test, attempt to recreate the issue and see if this fixes it
 
1736189415703.png
1736189616646.png


Hey @racinjoe013 thanks for this, I didn't find the mentioned road holes with this new file so I think this fixed that.

However watch out with these two surfaces at the s/f straight on the pictures as they are hollow and the car falls through. Although grass terrain besides it is there. Maybe check similar such joining roads/surfaces in other places if they do have terrain.

I found here one extra TV cameras file that I made some time ago if you want it

Btw do you think something can be done with the haybales? I don't know why track makers stick with them but it is annoying to race with them around acting like cinderblocks since they don't move. Would it be possible to make them non-collidable and instead underneath a haybale to put a curb-like bump that would make the car hop when running over it and upset a car just enough? Similar solution was with the buried tires at Bridgehampton or Sergio Loro what he implemented at his 60s Stardust with also buried tires.

Cheers
 

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Update 1.0 for MNBA BMW E91 320d LCI Touring

View attachment 1418758

View attachment 1418759

View attachment 1418760

-Reworked engine values (correct BHP and NM now)
-Reworked suspension
-Updated interior textures and speedometer (correct for E90 LCI)
-Fully working dash display with a working analog fuel gauge

DOWNLOAD: https://mega.nz/file/zYUlibBT#tNn9bGe_6ROIjxSjJMzVvcGJsTlQP4cc9ztVzH0aUas
(just drag&drop and overwrite the old files)

Unfortunately the car itself is encrypted, so you have to put the new textures into each new skin folder.
Download link updated!
 
When driving at night at sx_lemans (version 2.9 with Pyyer 2024 3.0 extension), you get these helicopters flying around.
I recently discovered that at night the light beams coming from these is no light beam anymore but instead a white 'smear' on the screen. I'm pretty sure it worked before (I'm tinkering with Pure and CSP as little as needed but do always run latest versions).

Schermafbeelding 2025-01-06 204904.png


Schermafbeelding 2025-01-03 235208.png


I've already tried rolling back to previous CSP versions, which did not help.
Does anyone know what could be causing this and/or how to fix this?
 
I have reset Pure in main Pure config and in PP app as per PB advised. Not tried resetting CSP though. Are you using VR or flat screen. I’m on VR so have tried Pure PP and Pure VR filter.


Has this car ever been ported over to AC. Thanks
I don't think the 1990/1991 version of the Peugeot 905 is available in AC.
 
When driving at night at sx_lemans (version 2.9 with Pyyer 2024 3.0 extension), you get these helicopters flying around.
I recently discovered that at night the light beams coming from these is no light beam anymore but instead a white 'smear' on the screen. I'm pretty sure it worked before (I'm tinkering with Pure and CSP as little as needed but do always run latest versions).

View attachment 1418973

View attachment 1418974

I've already tried rolling back to previous CSP versions, which did not help.
Does anyone know what could be causing this and/or how to fix this?
Have you tried to disable the heli kn5 file?
 
View attachment 1418965View attachment 1418966

Hey @racinjoe013 thanks for this, I didn't find the mentioned road holes with this new file so I think this fixed that.

However watch out with these two surfaces at the s/f straight on the pictures as they are hollow and the car falls through. Although grass terrain besides it is there. Maybe check similar such joining roads/surfaces in other places if they do have terrain.

I found here one extra TV cameras file that I made some time ago if you want it

Btw do you think something can be done with the haybales? I don't know why track makers stick with them but it is annoying to race with them around acting like cinderblocks since they don't move. Would it be possible to make them non-collidable and instead underneath a haybale to put a curb-like bump that would make the car hop when running over it and upset a car just enough? Similar solution was with the buried tires at Bridgehampton or Sergio Loro what he implemented at his 60s Stardust with also buried tires.

Cheers
Try it now. I added a second version with a tiny bit of road noise in some areas to at least give the road a little more feel in your hands. The straights felt lifeless to me on my weaker wheel. If it's too much, just delete the spa66_phy.kn5 file and rename the spa66_phy_no_noise.kn5 file to spa66_phy.kn5.

spa66_phy_update

As for the haybales, not sure I want to make them passthrough because of the ai issues that would cause and how unrealistic that would be. I'll see if there is a better way to do it so the impact is not so harsh.

Thanks for the cam. I'll add it too the track for the next update when I feel like the road is fixed.
 
Try it now. I added a second version with a tiny bit of road noise in some areas to at least give the road a little more feel in your hands. The straights felt lifeless to me on my weaker wheel. If it's too much, just delete the spa66_phy.kn5 file and rename the spa66_phy_no_noise.kn5 file to spa66_phy.kn5.

spa66_phy_update

As for the haybales, not sure I want to make them passthrough because of the ai issues that would cause and how unrealistic that would be. I'll see if there is a better way to do it so the impact is not so harsh.

Thanks for the cam. I'll add it too the track for the next update when I feel like the road is fixed.
OK great stuff! Honestly I got used to all the rumble and I only have a G27 and not a DD wheel. But trying out this 'no noise' feels actually nicer and yet again with enough of the dips and road undulations so the car's steering is still quite lively around the track. I think I like personally that one more. Maybe just this last straight section after La Carriere and before the Blanchimont is without any dips at all it seems.

1736197015630.png



Don't forget about the missing terrain on the joining roads at the s/f line and pits exit section, the cars fall through there 🙏


Oh and someone a while ago mentioned that they noticed this zeppelin is moving backwards :D maybe just rotating it 180deg
1736197145471.png
 
OK great stuff! Honestly I got used to all the rumble and I only have a G27 and not a DD wheel. But trying out this 'no noise' feels actually nicer and yet again with enough of the dips and road undulations so the car's steering is still quite lively around the track. I think I like personally that one more. Maybe just this last straight section after La Carriere and before the Blanchimont is without any dips at all it seems.

View attachment 1418979


Don't forget about the missing terrain on the joining roads at the s/f line and pits exit section, the cars fall through there 🙏


Oh and someone a while ago mentioned that they noticed this zeppelin is moving backwards :D maybe just rotating it 180deg
View attachment 1418980
Crap, forgot about that one. Be right back with the fix. Not sure about the Zeppelin. I'm typically not looking up when I race so I never paid attention to how it moves.
 
When driving at night at sx_lemans (version 2.9 with Pyyer 2024 3.0 extension), you get these helicopters flying around.
I recently discovered that at night the light beams coming from these is no light beam anymore but instead a white 'smear' on the screen. I'm pretty sure it worked before (I'm tinkering with Pure and CSP as little as needed but do always run latest versions).

View attachment 1418973



I've already tried rolling back to previous CSP versions, which did not help.
Does anyone know what could be causing this and/or how to fix this?
Pure Gamma/Pure linear PP / latest CSP, this is what I get to see at sx_lemans and Pyyer's 2024 v3.0:

heli2.png
 
Pure Gamma/Pure linear PP / latest CSP, this is what I get to see at sx_lemans and Pyyer's 2024 v3.0:

View attachment 1418985
That is what I used to see, too.

Have you tried to disable the heli kn5 file?
Of course I can try and get rid of the helicopters altogether but that is beside the point. Something somehow changed along the way and made them look like this.
Everyday is an opportunity to learn so I'm trying to figure it out ;)
 
EDIT...I had the wrong update.


It feels pretty good on my G923 but I fell off the map just in front of the start line.(left side)


On a related note...my G923 has started chattering when the steering wheel is centered and am going above 125 mph.Its in the game because you can see it onscreen as well.Its on all tracks and some cars are worse than others.
gain 100. Filter and min force 0. Effects all at 33 percent. Post processong 0.

It didnt seem to be this way before.Changing CSP versions dosnt have any affect.Game files verified.
 
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It feels pretty good on my G923 but I fell off the map just in front of the start line.(left side)


On a related note...my G923 has started chattering when the steering wheel is centered and am going above 125 mph.Its in the game because you can see it onscreen as well.Its on all tracks and some cars are worse than others.
gain 100. Filter and min force 0. Effects all at 33 percent. Post processong 0.

It didnt seem to be this way before.Changing CSP versions dosnt have any affect.Game files verified.
Really? Damn, guess I have to check it again. I didn't see any holes so i'm not sure why.

EDIT: You're going to have to show me where because i'm not seeing it. Are you sure you got the updated version of the updated version. I originally forgot to do the area left of the s\f line.
 
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Really? Damn, guess I have to check it again. I didn't see any holes so i'm not sure why.

EDIT: You're going to have to show me where because i'm not seeing it. Are you sure you got the updated version of the updated version. I originally forgot to do the area left of the s\f line.
OK its good now....sorry,didnt know there was an update of an update. :boggled: Love the track.Thank you very much.(I only crashed 2 times first time around :D )
 
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Try it now. I added a second version with a tiny bit of road noise in some areas to at least give the road a little more feel in your hands. The straights felt lifeless to me on my weaker wheel. If it's too much, just delete the spa66_phy.kn5 file and rename the spa66_phy_no_noise.kn5 file to spa66_phy.kn5.

spa66_phy_update

As for the haybales, not sure I want to make them passthrough because of the ai issues that would cause and how unrealistic that would be. I'll see if there is a better way to do it so the impact is not so harsh.

Thanks for the cam. I'll add it too the track for the next update when I feel like the road is fixed.
Erf just so its clear to me, you just did a new road mesh with LESS feeling? Cause if anything i would actually enjoy to have more 🤪. Those old tracks and their bumps are why i stick to AC.
 
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After intensive tweaking and for the record, for those like me who went crazy about the car shadows disapearing behind small windshields, it's in CSP Fake shadows, uncheck "properly project shadow on the ground".
Many thanks! This has been driving me nuts for ages. FYI, it also applies to older versions of CSP (in my case, 0.1.80 preview 9)...
 
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