Assetto Corsa PC Mods General DiscussionPC 

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can someone tell me what this belongs to and how do I get rid of it?

it shows up in free practice / track day offline play

using latest preview patch

pureLCS

I'd love to know as well, hate it when things just appear.

I get this in weekend mode too, it's been reported and logged on the CSP Discord.

I've never actually rolled back before but this, missing CSP flames from various cars and not being able to record AI lines has me considering it (some updates I don't want to lose, so tough call).
 
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the complete grid for the 2019 DTM meets Super GT Dreamrace at Hockenheim is ready

you have the choice between several mods for the dtm cars (URD, DRF, or in this case, the ACC Aston Martin GT3), my personal choice is the Aston Martin converted from ACC, the DRF one is trash, but the skins are also included. The ACC Vantage comes with a data.acd, to compete with the URD DTM cars.

Screenshot_drf_audi_rs5_dtm_2019_vhe_hockenheim_13-0-125-14-55-30.jpg

Screenshot_amr_v8_vantage_gt3_sprint_acc_vhe_hockenheim_13-0-125-14-56-15.jpg
Screenshot_urd_jt5_snx_2021_vhe_hockenheim_11-0-125-17-58-42.jpg
Screenshot_urd_jt5_shiro_2021_vhe_hockenheim_5-0-125-15-45-31.jpg
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The position of the driver is right, is the hand that are not well aligned (or too forward over the steering wheel, or too datached from it or compenetrated), it's properly a matter of wrong placement
Welcome to my world.
VR really does highlight badly-fitting drivers, so I spend far too much time swapping in different steer.ksanims from other cars then rotating and rescaling them to get a best fit and posture for the seat and steering wheel... and then comes the same laborious fun with the shifting animation.
After eventually getting everything just how I want it I then usually realise the car doesn't really interest me, and delete it.

There's no quick fix, just a lot of guesswork and trial-and-error. It would probably be quicker for me to learn how to create custom drivers and animations.
 
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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)
I tried disabling it and it broke the rotors on one of the choppers.
Had to turn it back on again for the rotors to render properly.

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Guys don't sleep on the Silverstone mod released today on Overtake. This is trully next level. Not only visually.

I was going to post something today about this, but I see you guys were quicker than myself haha.
Hope you like it, I have another track in mind to renew, but I have to find some time to pull it off, we'll see.

@Masscot, I see you are here. You reported the flickering issue in VR also, right? Not sure if you can capture a video showcasing this, but it would be really helpful to find a fix, since on single screen I haven't seen anything. Or if you have a fix, send it over so I can implement it :)
 
HELP NEEDED (from cars modders if possible).

I almost never ever worked on cars, only tracks, but i have some mods that requires some fixes for the driver position.
Except doing it via blender which requires too much time and effort, i remember that was possible to move the driver in CM.

I tried yesterday, but i was able only to move forward or back, up or down. It was ever possible to move the nodes of the elbows, knee and other parts in CM to make the perfect position, or i remember totally wrong?

Thanks
CM cannot alter the ks.anim file, only changing the data for the base animation rig (move, rotate, scale, speed, hide objects, etc... as long as it is only for the whole animation itself).

You can create your own entirely on blender, but you will have to open both the car's model and the reference driver's model, with all the bones rigged provided by ks. Which I never, ever have been able to get working. I only have the driver model in T pose linked to the main bone, and all the other bones linked correctly to the main bone... But not to the body. And no way to make it working. And i tried, I'll tell you.

SO the best way to do it is very easy : rely on the many people who actually made it working, search, loot, find the most fitting animation for steer and gear, and voila. Done.
 
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CM cannot alter the ks.anim file, only changing the data for the base animation rig (move, rotate, scale, speed, hide objects, etc... as long as it is only for the whole animation itself).

You can create your own entirely on blender, but you will have to open both the car's model and the reference driver's model, with all the bones rigged provided by ks. Which I never, ever have been able to get working. I only have the driver model in T pose linked to the main bone, and all the other bones linked correctly to the main bone... But not to the body. And no way to make it working. And i tried, I'll tell you.

SO the best way to do it is very easy : rely on the many people who actually made it working, search, loot, find the most fitting animation for steer and gear, and voila. Done.
the best way is to left them as they are, i already have too much work on tracks to carry than starting also the fix for cars.
I will try to use dash-cam instead cockpit cameras in order to not see them XD
 
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It would probably be quicker for me to learn how to create custom drivers and animations.
That is the one thing that I would very much like to help with, if I knew how to do it.
I have looked for tutorials but found nothing.
It can be done, a few, very few, driver fit perfectly and move in a convincing way. In VR it is golden and truly shows AC as a 2025 title.
 
That is the one thing that I would very much like to help with, if I knew how to do it.
I have looked for tutorials but found nothing.
It can be done, a few, very few, driver fit perfectly and move in a convincing way. In VR it is golden and truly shows AC as a 2025 title.
It's a shame Kunos didn't predict how the popularity of modding would explode in AC and provide a poseable 'rag doll' driver whose hands, feet and body could be tethered to the seat, pedals, steering wheel and shifter using 'magnetic' nodes (easily, in the showroom, without needing to edit 3D files in an external graphics package).
I guess it wasn't a big deal at the time because VR was sci-fi that only existed in The Lawnmower Man.

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It's a shame Kunos didn't predict how the popularity of modding would explode in AC and provide a poseable 'rag doll' driver whose hands, feet and body could be tethered to the seat, pedals, steering wheel and shifter using 'magnetic' nodes.
There's the model inside the sdk folder, but is a 3DSMax model, which i don't think can be opened in blender. I did it in the past for a car, but i would love to avoid try it again since that time took me hours just to learn how to load it
 
Anyone knows why the front lights are working in CM but not in-game ? Bugs me.

There's no trace of anything in the ext_config, no refraction nor self-lighting wankery, the glass is transparent, the material as well, the texture as an alpha channel and yet... Doesn't work.

The emitted light is seen but the lights themselves aren't on lol
 
There's the model inside the sdk folder, but is a 3DSMax model, which i don't think can be opened in blender. I did it in the past for a car, but i would love to avoid try it again since that time took me hours just to learn how to load it
From experience, the only way to get the 3D driver correctly is to open the 3DS Max ragdoll project provided by kunos unfortunately... It is a pain in the ass, but the only option to properly edit a model
 
From experience, the only way to get the 3D driver correctly is to open the 3DS Max ragdoll project provided by kunos unfortunately... It is a pain in the ass, but the only option to properly edit a model
Yep, but as i don't have 3DSMax anymore i can't open it. If i use a max addon, the 3D model is loaded vertically and not placed in the right way, so no way to use it for a noob user like me
 
It's a shame Kunos didn't predict how the popularity of modding would explode in AC and provide a poseable 'rag doll' driver whose hands, feet and body could be tethered to the seat, pedals, steering wheel and shifter using 'magnetic' nodes (easily, in the showroom, without needing to edit 3D files in an external graphics package).
I guess it wasn't a big deal at the time because VR was sci-fi that only existed in The Lawnmower Man.
Making a posed animation for a driver in a car is no big deal, the static pose is not the problem (if you actually can open the file properly... hum.).
The whole problem would be to work with IK nodes in this matter, it's a whole different process than FK nodes and would require a very different lecture of it from the engine. For fixed, predictable and linear animation, like the recording of an animated movie, it's so much better to work in IK. But for a video game with a physic engine and variable input, it's a nightmare, and a very glitchy one.

If someone needs a bit of a lesson on this, FK is for Forward Kinematic, IK is for Inverse Kinematic. First one means you define parameters from the main bone, to the linked next one, then the next, etc... for each frame of the animation. It provide a rigid, very reliable animated body but you have to adapt it for each frame of your animation loop, bone by bone. IK means you define the parameters for the bones-link points, not the bones themselves. like "magnetic nodes". You say point A goes from there to there, and the whole body adapt to it. Looks magically efficient BUT... It also imply the whole animation must adapt to it, for every frame. So any physics input from the game engine, from the user, any non-logical position of the nodes may end up in a ragdoll glitch... debugging this in a game litterally based on physics inputs is, well, ambitious.

Last solution would be an implemented tool, like an editor, where you create easily your animation in IK and convert it to FK to be used in game. Would've been super-cool for modders, but complete waste of time/money for anything else game related, and useless for themselves because they can already do it in most animation related software. It's a shame, I know.

And no, I am not (at all) qualified to create such tool myself.
 
shi
Mountain Ring Circuit v1.11
The link is in the quote.

v1.11 changelog;
Fixed incorrect shader values in ext_config. (Thanks Mascot for the report.)
Set default to 2D trees. (3D trees are optional.)
Updated VAO-patch. (Thanks I.R.Brainiac for the report.)

Check the rF1 source.
I'm getting transparent chunks of the map on Mountain Ring. I've looked up multiple things and I've checked and unchecked draw grooves, I've downloaded a fresh copy installed manually, I've ticked and unticked numerous things and can't figure it out. I dropped down to CSP 2.3p1 and it added the red where the missing chunks are by the yellow but it screwed up the coloring probably because of my ppfilter. Any suggestions on what Im missing here?
 

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I'm getting transparent chunks of the map on Mountain Ring. I've looked up multiple things and I've checked and unchecked draw grooves, I've downloaded a fresh copy installed manually, I've ticked and unticked numerous things and can't figure it out. I dropped down to CSP 2.3p1 and it added the red where the missing chunks are by the yellow but it screwed up the coloring probably because of my ppfilter. Any suggestions on what Im missing here?
Perhaps this setting
shi
Set CSP Settings→ General Patch Settings→ CPU optimizations→ Chunks optimizations to Basic (default).View attachment 1296996
 
Here is the link to (3 new versions of the 1978 Brabham) to add to the Legion model.

The updates were made by our friend "DopiestCandle", who managed to adapt the skins (46C, Argentina and Brazil) as well as (46A, South Africa) as the main ones that were missing.

In this way, the 1978 season (is growing).

Brabham BT46C ( Argentina - Brazil ) + BT46A
 

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crazy, what a normalmap can do to a ****mod.. maybe i will spend some time :-) or anyone can remodel the dtm-aston martin (doors and so on)
 

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Stupid question about ppfilters. Is the exposure mapping factor basically the same thing as an exposure multiplier, or do they impact overall exposure differently?
 
Stupid question about ppfilters. Is the exposure mapping factor basically the same thing as an exposure multiplier, or do they impact overall exposure differently?
The mapping factor is has a different usage in the different tonemapping methods. Like in sensitometric tonemapping or in the newer CSP tonemappings it is not used at all

Or do you mean a different thing?
 
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The mapping factor is has a different usage in the different tonemapping methods. Like in sensitometric tonemapping or in the newer CSP tonemappings it is not used at all

Or do you mean a different thing?
Nope, that explains it well enough. I thought maybe they were the same thing but just used different names in a filter vs a script. Sounds like they do different things in certain situations. Thanks for the info.
 
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