Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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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.
Sort of. The track is still plenty bumpy, but might not be as bumpy as it originally was. What this was meant for was to fix the holes in the road mesh that apparently caused people some issues. Personally, i've been driving this track for the last two years and never ran across one of the holes, but if they are there, I wanted to fix them. To fix the holes required me to lose some of the bumpiness because I used the visual road mesh as the base for the physical road mesh since it was the easiest way to fix all the gaps. The visual road mesh did not have as much life as the old physical one. So I tried to compensate for that by adding some 'noise' to the new one. For me, where I ended up works well, but its' an easy enough thing to add more for people who would prefer it. At the moment i'm only concerned with the holes. I'll play around with the road feel once I know the holes are gone.

I'm still wondering where the holes came from to begin with and if the original spa66 track had them as well. I never touched the road mesh so if the original doesn't have the same holes then I don't know how what I did caused them to appear.
 
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Sort of. The track is still plenty bumpy, but might not be as bumpy as it originally was. What this was meant for was to fix the holes in the road mesh that apparently caused people some issues. Personally, i've been driving this track for the last two years and never ran across one of the holes, but if they are there, I wanted to fix them. To fix the holes required me to lose some of the bumpiness because I used the visual road mesh as the base for the physical road mesh since it was the easiest way to fix all the gaps. The visual road mesh did not have as much life as the old physical one. So I tried to compensate for that by adding some 'noise' to the new one. For me, where I ended up works well, but its' an easy enough thing to add more for people who would prefer it. At the moment i'm only concerned with the holes. I'll play around with the road feel once I know the holes are gone.

I'm still wondering where the holes came from to begin with and if the original spa66 track had them as well. I never touched the road mesh so if the original doesn't have the same holes then I don't know how what I did caused them to appear.
I hate to disagree with peeps that want it bumpier but its plenty bumpy IMO.You will never please everyone so ya gotta please yourself. :cool:
 
That does kind of help to deconstruct things. I think.
From this text...
Code:
; Shadow cascades for interior cameras. unfortunately, with only three splits,
; not much can be done, so if you want to increase quality or distance for shadows
; outside, you can go full Gran Turismo and set it to something like 25, 75, 200
; (that game has incredibly bad interior shadows, but with dark interiors, it’s not
; really noticeable). Also, if needed, original Kunos values are 1.3, 80, 250.
INTERIOR_SPLIT=1.3, 40, 200 ; Distances for interior; text; hidden with AUTOMATIC_SPLITS
... it seems that the first value was the distance in metres that the highest-quality shadow would be rendered (then cascading down to the second mid-quality split then the third lowest-quality split), which Kunos had at 1.3m but Polyphony Digital set at 25m.
So, with a beefy PC you should be able to set the first split distance quite high and get (probably totally unnecessarily) cockpit-quality shadows off into the environment at whatever distance you set. But this only seems to work if you have Custom Shadow Matrices ticked, and even then results aren't great, and cockpit shadows flicker. Seems I also need to have shadow resolution set to 4096x4096 in AC video settings to avoid reduce shadow banding in the environment.
 
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  • create a new folder named "data_override" inside "ac_legends_gtc_tvr_griffith_200\extension"
  • create a new text file with notepad and name it "lods.ini"
  • paste the following lines

[COCKPIT_HR]
DISTANCE_SWITCH=8

[DRIVER_HR]
DISTANCE_SWITCH=25

[LOD_0]
FILE=tvr_griffith_200.kn5
IN=0
OUT=20

[LOD_1]
FILE=tvr_griffith_200_LOD_B.kn5
IN=20
OUT=60

[LOD_2]
FILE=tvr_griffith_200_LOD_C.kn5
IN=60
OUT=200

[LOD_3]
FILE=tvr_griffith_200_LOD_D.kn5
IN=200
OUT=1500


You can follow a similar procedure for Alfa Romeo Giulia TZ2.
You have to edit also "hide_plate.ini" in a similar way.
NOTE: this car for now doesn't work. It gives an encryption error.
for which cars can this work for now aswell?
 
shi
Mountain Ring Circuit v1.1

View attachment 1196772
Fictional circuit in Austria.
Conversion from rFactor.

-CSP required
-28 pit/start
-2 layouts (With/without chicane)
-AI, cam

Credits & Thanks;
Original Track by AR rFactor Tracks
-Thank you for gave me permission

AC Converted by @shi (shin956)
AI by Eren Tuzci
rolex clock by @gunnar333
terrain by @pk3r72owns
edit texture, tweak ext_config by @Mike08
logo.png by @Fanapryde
trees, some textures by kunos
Test and Feedback by @Masscot , @Breathe , @Fanapryde , @twobegreen

NOTE: If you want to use the 2D trees, change 3dtree.kn5 to 2dtree.kn5 in models_layoutname.ini.

↓2dtree
View attachment 1196773
Enjoy.

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.1 changelog;

The aspect ratio of the billboard logo has been fixed.
Smoothed kerbs and white lines on chicanes.
Added opening and closing garage doors.
Updated VAO-Patch and ext_config.ini.

Mountain Ring Circuit v1.1
The link is in the quote.

v1.1 changelog;
The aspect ratio of the billboard logo has been fixed.
Smoothed kerbs and white lines on chicanes.
Added opening and closing garage doors.
Updated VAO-Patch and ext_config.ini.
Screenshot_ks_alfa_romeo_155_v6_mountain_ring_7-0-125-20-17-27.jpg
Screenshot_ks_alfa_romeo_155_v6_mountain_ring_7-0-125-20-34-44.jpg
 
for which cars can this work for now aswell?
So the data override trick works for all the files? even the physics one?
  • create a new folder named "data_override" inside "ac_legends_gtc_tvr_griffith_200\extension"
  • create a new text file with notepad and name it "lods.ini"
  • paste the following lines

[COCKPIT_HR]
DISTANCE_SWITCH=8

[DRIVER_HR]
DISTANCE_SWITCH=25

[LOD_0]
FILE=tvr_griffith_200.kn5
IN=0
OUT=20

[LOD_1]
FILE=tvr_griffith_200_LOD_B.kn5
IN=20
OUT=60

[LOD_2]
FILE=tvr_griffith_200_LOD_C.kn5
IN=60
OUT=200

[LOD_3]
FILE=tvr_griffith_200_LOD_D.kn5
IN=200
OUT=1500


You can follow a similar procedure for Alfa Romeo Giulia TZ2.
You have to edit also "hide_plate.ini" in a similar way.
NOTE: this car for now doesn't work. It gives an encryption error.
So the data override trick works for all the files? even the physics one? Because if we can alter all data.acd for all cars like that, it would be amazing
 
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@racinjoe013 @Felix789
Awesome that you try to fix the mesh problems at Old Spa.

I remember a deadly one on the far left side of the Holowel Straight.
If I remember correctly it is at around the 100 Meter Sign before Stavelot.

Spa_Bump_Holowell.png


I guess you found it already. If not and if needed a can make a picture when I am back at my PC.




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.
Onto the haybales. I agree with Felix.
It would be great for online racing to have them passthrough or better slightly touchable, like they behave at 60s Zeltweg (https://www.overtake.gg/downloads/zeltweg-1966.67840/).
The reason is that the haybales are often the last thing drivers see before they end their race in a fatal crash, when they only touch them a bit while passing them fast.

To cover both (AI and Online), two different layouts might be and idea.

Many thanks for your effort @racinjoe013
 
Sort of. The track is still plenty bumpy, but might not be as bumpy as it originally was. What this was meant for was to fix the holes in the road mesh that apparently caused people some issues. Personally, i've been driving this track for the last two years and never ran across one of the holes, but if they are there, I wanted to fix them. To fix the holes required me to lose some of the bumpiness because I used the visual road mesh as the base for the physical road mesh since it was the easiest way to fix all the gaps. The visual road mesh did not have as much life as the old physical one. So I tried to compensate for that by adding some 'noise' to the new one. For me, where I ended up works well, but its' an easy enough thing to add more for people who would prefer it. At the moment i'm only concerned with the holes. I'll play around with the road feel once I know the holes are gone.

I'm still wondering where the holes came from to begin with and if the original spa66 track had them as well. I never touched the road mesh so if the original doesn't have the same holes then I don't know how what I did caused them to appear.
I'll give it a try. There was a few spots where i was missing some rumbling while driving, but otherwise it's always been one of my favourite tracks, including the very bumpy parts you actually had to pay attention for.

I'm not worried too much, you've always done a great job:)
 
Hi @All

Some days/weeks ago someone posted about guerilla´s GT4 possible AI problems ? Can someone confirm that? Someone made the same experience?
I am worried about replacing my current good worjing 0.9 grid with a possibly faulty 1.0 ? :confused:

Another question. Did someone already tested bazza´s updated GTC, WSC cars on older CSP versions (like 179p...) Should everything be fine....

Thanks
 
Something is not working correctly for me, with the latest Alfa TZ2 from the GTCLegends pack. The gaduboyz TZ2(s) are installed as prescribed, but attempts to drive the GTC TZ2 get me the error:
--
TZ2-Error1.PNG

--
I re-downloaded and re-installed both the GTC60s V1.2 TZ2 and the Gaduboyz TZ2, to no avail.

Notable that the other cars using this refer-to-another-car technique work correctly (ferrari 250 GTO and the Alfa 33).

Anyone else? I guess I'll just use the Gadu boyz instead.

(Also notable that when attempting to view (in the CM Showroom) the TC60s TZ2 (and the Alfa 33 Stradale, but not the Ferrrari 250 GTO) results in using the showroom LITE instead of the regular showroom.)
 
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Something is not working correctly for me, with the latest Alfa TZ2 from the GTCLegends pack. The gaduboyz TZ2(s) are installed as prescribed, but attempts to drive the GTC TZ2 get me the error:
--
View attachment 1419088
--
I re-downloaded and re-installed both the GTC60s V1.2 TZ2 and the Gaduboyz TZ2, to no avail.

Notable that the other cars using this refer-to-another-car technique work correctly (ferrari 250 GTO and the Alfa 33).

Anyone else? I guess I'll just use the Gadu boyz instead.
Same here... After messing two days with both packs, with various result, I ended up keeping most of my original cars. Quite some of the 'new' versions looked worse than before and had multiple issues (for me).
E.g. the Ferrari 250 LM. The GADU Boyz/ F40 LM Lover had a great instrument panel, AC Legends used a simplified one that looked quite bad..
For some cars the skins of the old versions became incompatible...etc...

On the other hand, there were some nice additions ;)
 
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Something is not working correctly for me, with the latest Alfa TZ2 from the GTCLegends pack. The gaduboyz TZ2(s) are installed as prescribed, but attempts to drive the GTC TZ2 get me the error:
--
View attachment 1419088
--
I re-downloaded and re-installed both the GTC60s V1.2 TZ2 and the Gaduboyz TZ2, to no avail.

Notable that the other cars using this refer-to-another-car technique work correctly (ferrari 250 GTO and the Alfa 33).

Anyone else? I guess I'll just use the Gadu boyz instead.

(Also notable that when attempting to view (in the CM Showroom) the TC60s TZ2 (and the Alfa 33 Stradale, but not the Ferrrari 250 GTO) results in using the showroom LITE instead of the regular showroom.)
They are aware it's the same for everybody, awaiting an update to fix the problem
 
Porsche 924 LM/GTP/GTU - v1.0

View attachment 1418272View attachment 1418273View attachment 1418274View attachment 1418275View attachment 1418276



features:
  • 3 variants with chassis# matched specifications where applicable
  • LM: dyno tuned, gearbox, top speed and performance accurate acording to historic specs as run at LeMans 1980-1981 (345bhp)
  • GTP: same as above but based on the 1981-1982 customer cars for IMSA GTP Gr4 (375bhp)
  • GTU: based on semi-fictional GTU/GTO Gr5 style specs (572bhp)

- Physics for engines/drivetrain/gearbox were researched from FIA Homologation records and actual dyno run traces

  • skin sets all use custom tyre textures and wheel sets as well as different light treatments and other misc bits via configs
  • small errors may exist, gap in interior door is known, however uncorrectable at this time, sorry for any inconvenience
  • template included

- CSP is required


credits:


:: DOWNLOAD ::
I've been patiently waiting for the release. Many thanks!
 
Same here... After messing two days with both packs, with various result, I ended up keeping most of my original cars. Quite some of the 'new' versions looked worse than before and had multiple issues (for me).
E.g. the Ferrari 250 LM. The GADU Boyz/ F40 LM Lover had a great instrument panel, AC Legends used a simplified one that looked quite bad..
For some cars the skins of the old versions became incompatible...etc...

On the other hand, there were some nice additions ;)
The previous WSC pack used this same 250LM, they've always been separate conversions. Gadu's conversion is fantastic if course, and somewhat heavier in textures - the WSC one is meant for bigger grids and is a bit more simplified.

Fortunately, Gadu's worked with Bazza & Co on the latest set, hence some beautiful polish on cars like the Dino and the T33/2 (on Overtake).

There shouldn't be any examples of the old skins not working on the new cars, but note the 911 model is a completely different one (I kept the older 'R' model for the 1968-1971 cars and the new SWB for the 65-67 ones personally).



Something is not working correctly for me, with the latest Alfa TZ2 from the GTCLegends pack. The gaduboyz TZ2(s) are installed as prescribed, but attempts to drive the GTC TZ2 get me the error:
--
View attachment 1419088
--
I re-downloaded and re-installed both the GTC60s V1.2 TZ2 and the Gaduboyz TZ2, to no avail.

Notable that the other cars using this refer-to-another-car technique work correctly (ferrari 250 GTO and the Alfa 33).

Anyone else? I guess I'll just use the Gadu boyz instead.

(Also notable that when attempting to view (in the CM Showroom) the TC60s TZ2 (and the Alfa 33 Stradale, but not the Ferrrari 250 GTO) results in using the showroom LITE instead of the regular showroom.)

This is an issue caused by different versions of CSP; it works on 2.2 and older but not newer ones. A fix is in the pipeline but give it a week or so for a patch to address a few issues, just ignore the TZ2 for now.


so i can do it for each car listed there but put instead of the example tvr mod (non ac legends) lod names the names of the cars i wanna use instead?

Maybe I misunderstood, but for these three you can copy the KN5 files to the ACL cars, update lods.ini to refer to them, and delete the original cars, if you want to save a few MBs.


@racinjoe013 @Felix789
Awesome that you try to fix the mesh problems at Old Spa.

I remember a deadly one on the far left side of the Holowel Straight.
If I remember correctly it is at around the 100 Meter Sign before Stavelot.

View attachment 1419080

I guess you found it already. If not and if needed a can make a picture when I am back at my PC.





Onto the haybales. I agree with Felix.
It would be great for online racing to have them passthrough or better slightly touchable, like they behave at 60s Zeltweg (https://www.overtake.gg/downloads/zeltweg-1966.67840/).
The reason is that the haybales are often the last thing drivers see before they end their race in a fatal crash, when they only touch them a bit while passing them fast.

To cover both (AI and Online), two different layouts might be and idea.

Many thanks for your effort @racinjoe013

Agree this is a great way to do hay bales, they're inconvenient but not fatal. This is also the reason for the incredible Tulln being a 99/100 rather than the full 100 for me. Maybe 999/1000 is closer.
 
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re haybales and embeded tires:

I have been using a technique for several years now, (first?) realized in my Keimola release with its infamous burried tires.
Another track to feature my softbales style is Paramount Ranch among others.

These were achieved by surfaces manipulation without implimenting CSP custom collision parameters (which is still quite buggy imho).
 
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re haybales and embeded tires:

I have been using a technique for several years now, (first?) realized in my Keimola release with its infamous burried tires.
Another track to feature my softbales style is Paramount Ranch among others.

These were achieved by surfaces manipulation without implimenting CSP custom collision parameters (which is still quite buggy imho).

I know sod all about track edits, so sorry if this is a daft question, but is there a way to apply that to tracks with solid bales if those aren't mentioned in the surfaces.ini file?
 
Hoping in the near future that some of these versions of the

Matra, Ligier J2 and Ford GT40 (partially converted from GTR2) and with the possible improvements in the textures made (by MrHunt) ....

and some WM and Mirage (in the same way but with improvements by Aleroy), can be made ( in the standard by Bazza or another simulator that comes to make them).

For now we will use these to compose the historical grids.
 

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Hoping in the near future that some of these versions of the

Matra, Ligier J2 and Ford GT40 (partially converted from GTR2) and with the possible improvements in the textures made (by MrHunt) ....

and some WM and Mirage (in the same way but with improvements by Aleroy), can be made ( in the standard by Bazza or another simulator that comes to make them).

For now we will use these to compose the historical grids.
Looks great. Will you be publishing them on Discord?
 
Starting to wonder if the last CSP update has borked the shadows. I can't seem to get rid of quite vivid tramline shadow banding on the track and adboards etc.
Changing the time of day with the Pure slider has the tramlines changing direction as the sun position changes.
The effect gets worse at low sun angles.
Increasing shadow resolution lessens the effect, but does not eliminate it.
I've tried all sorts of Smart Shadow settings, different splits etc etc.
Looks pretty awful.
 
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That does kind of help to deconstruct things. I think.
From this text...
Code:
; Shadow cascades for interior cameras. unfortunately, with only three splits,
; not much can be done, so if you want to increase quality or distance for shadows
; outside, you can go full Gran Turismo and set it to something like 25, 75, 200
; (that game has incredibly bad interior shadows, but with dark interiors, it’s not
; really noticeable). Also, if needed, original Kunos values are 1.3, 80, 250.
INTERIOR_SPLIT=1.3, 40, 200 ; Distances for interior; text; hidden with AUTOMATIC_SPLITS
... it seems that the first value was the distance in metres that the highest-quality shadow would be rendered (then cascading down to the second mid-quality split then the third lowest-quality split), which Kunos had at 1.3m but Polyphony Digital set at 25m.
So, with a beefy PC you should be able to set the first split distance quite high and get (probably totally unnecessarily) cockpit-quality shadows off into the environment at whatever distance you set. But this only seems to work if you have Custom Shadow Matrices ticked, and even then results aren't great, and cockpit shadows flicker. Seems I also need to have shadow resolution set to 4096x4096 in AC video settings to avoid reduce shadow banding in the environment.
I think I tried upping the first split from 1.3 to like 15.It made the transition to the next split very stark.

Starting to wonder if the last CSP update has borked the shadows. I can't seem to get rid of quite vivid tramline shadow banding on the track and adboards etc.
Changing the time of day with the Pure slider has the tramlines changing direction as the sun position changes.
The effect gets worse at low sun angles.
Increasing shadow resolution lessens the effect, but does not eliminate it.
I've tried all sorts of Smart Shadow settings, different splits etc etc.
Looks pretty awful.
Yes,I am seeing lots of self shadowing bands on all the tracks.
 
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I decided to create two Corvette skins (DX Sunray Oil Co.) in a simple way.
The version of the Corvette (by Bazza) for the 1968 24 Hours of Daytona (it's 1967 for car number 31).

The cars (29 and 30) are from the (1969 C3) version.

It will do for now. I hope someone does it better.
 

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