Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
  • 140,851 comments
  • 38,951,410 views
Erf and i'm back with issues with the 67 f1s. Now my kunos Lotus 49 seems to have a LOD missing or something, as soon as they reach 50meters the driver is seated in his fishing foldable chair living its best life. I hate it. Any idea how to fix this guys?

Have you turned off New KN5 Loader?
 
Before I use this and maybe delete my modify tracks, what is the function of "Update track values"?
update track value.jpg
 

In light of the Super GT series' partnership with the Deutsche Tourenwagen Masters, two races featured entries from both Super GT and DTM. The first was the DTM season finale at the Hockenheimring, where one team from each GT500 manufacturer was invited to take part as a wildcard entry.

here is the first livery, the Honda NSX GT500 #1, driven by Jenson Button

the Skin is for URD´s SNX JT5 2021 car.


the third and last car will be finished soon (Lexus LC500 GT500)

Screenshot_urd_jt5_snx_2021_vhe_hockenheim_11-0-125-17-55-33.jpg
Screenshot_urd_jt5_snx_2021_vhe_hockenheim_11-0-125-17-55-22.jpg
 
I 'm having 2 super weird bugs with CSP 2.7.1 :

The brightness of the screen suddendly go down, for really any reason. It's like the auto exposure gets stuck ay some point.

I can tweak the settings in CSP, and somehow at some point it's back. Any setting that would drastically force down brightness in CSP?

It's really weird, for a race i'm having a blast with incredible graphics, then it goes down after some sun glare of weather change.

Same for replays, it's like lottery, same race can be crystal bright or dull dark.


Also, even with the 2.38 Pure fix i can't bring the rain back, i only have snow. Not really an issue for now anyway.
 
Seen attach image, the parts in yellow on the AO map are what you are looking for.

thank you so much! Now I only have to make it align...

yeh you would need to import the model in blender or whichever software you choose

if you want "perfect" skins its really the only way............and i am talking 100% perfect


the amount of time's i have said "i wish i could uv map" is in the hundred's, i just dont have what it takes to do 3d let alone the computer for it.

so i go by the "it is what it is" quote

if i do a car and its that bad i just dont do it and find another car instead

although you may be lucky i think someone has pointed out that those bits are hidden in the ao on that car

my advice for that would be to make the AO layer slightly transparent so you can see more........sometimes stuff is hidden in the AO this has happened to me on alot of the stuff i have done, best practice to always mnake that layer slightly treansparent as one of the first things you do

also when you have a car that you dont know, just chuck a few random shapes e.t.c all over it..............just to see what its mapped like.........the last thing you want is to get 50% of the way through the skin only to realise the uv is unusable in certain area's and you then realise you wasted 5-10-15 hours....i hate it when that happens and its always when your trying to do something REALLY accurate.........
words of wisdom... thanks again
 
Last edited by a moderator:
I 'm having 2 super weird bugs with CSP 2.7.1 :

The brightness of the screen suddendly go down, for really any reason. It's like the auto exposure gets stuck ay some point.

I can tweak the settings in CSP, and somehow at some point it's back. Any setting that would drastically force down brightness in CSP?

It's really weird, for a race i'm having a blast with incredible graphics, then it goes down after some sun glare of weather change.

Same for replays, it's like lottery, same race can be crystal bright or dull dark.


Also, even with the 2.38 Pure fix i can't bring the rain back, i only have snow. Not really an issue for now anyway.
There are more bugs with CSP 0.2.7-preview1 and Pure 2.38 hotfix1. I don't see the sun disk and moon anymore. Only if I change the time to sunset the sun disk returns, but the moon is lost for now (maybe stolen by aliens or Elon Musk? :scared:)
 
Bonjour, quelqu'un a-t-il un lien fonctionnel vers Touring Car Series 2015 de PTSims Modding Team ?
 
Nothing good can come from the "New KN5 Loader", it should be nuked to a death only reserved for most evil of things.
(I disabled this the moment I saw it in the settings, it felt wrong and evil and deserves a horrible destruction)
 
Last edited:
Mazda Atenza CUP Public Release!!
Download:https://www.mediafire.com/file/l9ikiw1p9wayi8m/mazda_atenza_cup101creative.zip/file
Converted From GT7
-AO inside and out
-Realistic Dashboard
-Physics
-CSP Settings
-Driver Animation
-Panoramic session Start config Daniel Nogal
Garage ACTK help:
-COCKPIT_HR updated
-Add LODs
-Update collider.kn5

View attachment 1419986View attachment 1419987View attachment 1419988View attachment 1419989View attachment 1419990View attachment 1419991
Beautiful car and great fun! Been having a blast with a grid of these at Brands Hatch Indy...
 
In the next days I will run on Enna Pergusa 2004 1.1 by LuisB, but there are some issues with chicane cuts on this track.
I have modified the sections.ini file to prevent cuts and modified some fealings like little vibrations on external carpets.
 

Attachments

  • surfaces.ini
    4.7 KB · Views: 1
Spa Vintage Track Updates:

These are my updates to all three versions of the Spa Vintage tracks. They are all full stand alone tracks because it was suggested that I do it this way instead of config\track skin mods.

All versions now have a vao patch, animated flags, working clock tower and new grass and tree textures. They also have two additional track skins that get a progressively bluer tint and less saturation. The skins also have only the files I altered from the original so you can edit them to make a skin that fits your liking. There are also new ext_configs for each track that add seasonal changes, some shader adjustments and a few other things.

Explanation about each one so you know which one to download. They each represent a specific version of the track:

Spa-Francorchamps 1938:

Spa-Francorchamps 1938

-- Based on the Spa_Faux_Pre_War version. All credits for the track go to Legion.
-- Additions include all things listed above plus removal of floating flag poles that had no flags and scaling of flag poles that were floating off the ground. Plus I added collision physics to most of the haybales. Some I left without to help with AI behavior. All other things about the track are the same as the original.


Spa-Francorchamps 1966:

Spa-Francorchamps 1966

-- Based on the Spa_1966 version. All credits for the track go to the Reboot Team.
-- Additions include all things listed above plus collision physics to most haybales. Some I left without to help with AI behavior. Also included the Spa 1966 AI done by Parri. The original AI is still included in the ai_original and data_original folders. Just rename them to ai and data to revert back to the original AI behavior. All other things about the track are the same as the original.

Spa-Francorchamps 1934 & 1966:

Spa-Francorchamps 1934 & 66

-- Based on the Spa_THR version. All credits for the track go to the Reboot Team and Waffles for the THR updates.
-- Additions include all things listed above plus a new AI line for the 1934 layout done by me. The original AI was unusable. It was my first attempt at an AI line so don't expect perfection. All other things about the track are the same as the original.

Please point out any and all mistakes. I'm sure there are a few. Was kind of hard managing three versions of the same track. I was never sure if I made the same changes on all three tracks.

View attachment 1419335
Spa 1938 has been updated to version 1.06. Use the link in the quote if you want the update. It would be best to delete or backup your existing folder.

-- Converted the haybale physics to the same method I used for the recent changes to Spa 1966.
-- I was not aware of any holes in the road mesh on Spa 1938 so I didn't change the road mesh. Please let me know if it has the same issues with road holes so I can try to fix them as well.

Spa 1966 has been update to version 1.06 as well, but this one is optional. Use the link in the quote to get that update as well. All I did was bake in the new haybale textures I included as an optional track skin a few days ago. If you are fine with using the track skin, no need to update your current track version.

Might be some time before I get to the Spa 34 & 66 version of the track. That one is going to be a pain because it's two layouts in one. I need to make sure anything I do for one layout doesn't impact something on the other layout since they share some assets.
 
Last edited:
I have found another bug with the new KN5 loader. The pitcrews of all teams have now the graphics of the pitcrew of the player's car. I have to disable "Shared KN5 materials" under "General Patch Settings/New KN5 loader" to fix this.
I did wonder why some of my installed mods now suddenly exhibit this behaviour, where all the ai car's drivers suddenly have the same gloves and overalls as the car I'm driving.
Where's the Enable tickbox located, so I can turn this off?
 
I did wonder why some of my installed mods now suddenly exhibit this behaviour, where all the ai car's drivers suddenly have the same gloves and overalls as the car I'm driving.
Where's the Enable tickbox located, so I can turn this off?
As I wrote disable "Shared KN5 materials" under "General Patch Settings/New KN5 loader" in CSP settings to fix this.
 
Sharing a mod? Host it on GTPlanet Downloads. Free, public hosting for files up to 10GB in size.
Back