Assetto Corsa PC Mods General DiscussionPC 

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... I know that i've completely lost you (my lawyer is basically showing the same face as yours right now, begging me to plead for insanity on some unrelated case), but i couldn't keep this secret for myself any longer.
You bet! 😆

Jokes aside, I had a vague idea of how this VAO thing works, but thanks to your and Peter's explanations I now have a broader view. You learn something new every day!

Thank you all for taking the time to explain these things to us.
 
@Peter Boese I keep hearing that I should switch from Pure Gamma to Pure LCS because it's objectively 'better', and more efficient, and more 'correct'. So I'd really like to switch.
Things look pretty good to me in Gamma with your PureVR PPF, but if I switch to LCS using the same PPF then grass goes very pale and other things just look subjectively 'weird'.
I guess what I'm asking is: shouldn't the current PureVR PPF (and other 'Pure' PPFs that come bundled with Pure?) be relabelled as PureGammaXX and a new set of PureLCSXX PPFs be included?
Because in my experience the generic 'Pure' PPFs might work with Gamma, but don't necessarily work as well with LCS.
I know I could tweak the config myself but I've no great understanding of the parameters and no real interest in learning. I'd much rather trust the expert (ie you) to come up with something appropriate, based on your extensive knowledge and experience.
People keep recommending various paymod PPFs from snake-oil salesmen and shysters, but in my experience, in VR, they're mostly garbage.
Actually in Pure LCS the normal "pure" ppfilter will manage Screen, HDR and VR automatically. So please try this first. You can manage your taste how it looks in the Pure PP app. In the Script tab you can adjust "photorealistic" and "soft look" to get the picture to your liking. Also you could try to use the "Natural mod" ppfilter which seems also great for VR.

Ac start crashing no matter what track or cars I use. Nvgpucomp64 issue. any help ?​


View attachment 1421594
update your nvidia drivers. It could also be a good thing to use the "Studio" drivers. But maybe first try the "Game ready" drivers.
 
@Peter Boese I keep hearing that I should switch from Pure Gamma to Pure LCS because it's objectively 'better', and more efficient, and more 'correct'. So I'd really like to switch.
Things look pretty good to me in Gamma with your PureVR PPF, but if I switch to LCS using the same PPF then grass goes very pale and other things just look subjectively 'weird'.
I'm still hooked to gamma as well, but if you tell us all the things you wanna change we can either guide you to the proper slider or even make a few pp configs to try for (you would click import and try them in a click).

For my vintage cars and tracks it doesn't work great for example, but for modern cars and recent tracks it is pretty neat. What's a combo you're playing on atm?
 
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Does anyone know how to lower the visual(at least) ride heights of the ACFL 1994 F1 cars? They're decent grid fillers, but they all look like they've jacked up way too high on their suspensions.
 
Does anyone know how to lower the visual(at least) ride heights of the ACFL 1994 F1 cars? They're decent grid fillers, but they all look like they've jacked up way too high on their suspensions.
In CM->select car->go to 'unpack data'->in the created data folder go to 'car' and then alter the second number (y) in GRAPHICS_OFFSET (the higher the number, the lower the car goes).

Then save file and in CM 'pack data' . You can check the height in showroom by clicking 'align using data' (you can save that too, for a correct preview showroom picture).
 
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I'm still hooked to gamma as well, but if you tell us all the things you wanna change we can either guide you to the proper slider or even make a few pp configs to try for (you would click import and try them in a click).

For my vintage cars and tracks it doesn't work great for example, but for modern cars and recent tracks it is pretty neat. What's a combo you're playing on atm?
Thanks, but all I want is a PPF that looks like PureVR does with Gamma, but with LCS instead.
PureVR with Gamma works for everything. The very last thing I want is to have to chop and change PPFs depending on the car/track combo, the weather, the time of day etc.
Do some people really have to do that?
 
Thanks, but all I want is a PPF that looks like PureVR does with Gamma, but with LCS instead.
PureVR with Gamma works for everything. The very last thing I want is to have to chop and change PPFs depending on the car/track combo, the weather, the time of day etc.
Do some people really have to do that?
You got it wrong. I was trying to figure what cars/tracks you were mostly using, just to see how Pure LCS behave on them.

You might just be one slider away for it to be good looking, that's why i asked.
 
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hi, sorry, I tried and didn't get far, because the hood doesn't have a seperate material , it's not possible to recreate this skin exactly ... (the cameleon paint will also stick on the hood and roof, where you want to have different materials - and my skills don't extend to adding extra materials , only painting /changing existing ones)
thats fine, could you provide the ext_config you made? I might be able to fix it
 
dms
In CM->select car->go to 'unpack data'->in the created data folder go to 'car' and then alter the second number (y) in GRAPHICS_OFFSET (the higher the number, the lower the car goes).

Then save file and in CM 'pack data' . You can check the height in showroom by clicking 'align using data' (you can save that too, for a correct preview showroom picture).
Basey in suspension.ini but it change the actual ride height, so for an F1 might not be a good solution since the suspension travel isnt that much
 
That '62 corvette looks great! Where did you get it from?
Just took one of the existing C1s (the one with the most separated meshes) and stripped off the extra bits. For my scca stuff I have hacked up every car from the 50s & 60s to remove as much chrome as possible (or un-chrome it with csp), replace wheels with simpler steels, added roll cages, replaced seats, hide radios... but I haven't determined how to distribute this stuff. I have scca seasons with reasonably accurate grids, Marlboro 12hr, early TransAm (under/over 2L), Marathon de la Route (nurburgring) (love those Tatra 603s!), Bathurst...(etc.) I'll release Marlboro 12hrs first, probably with a list of cars to acquire with and an array of .kn5 updates to strip them down. (That way credit remains with the original creators...?) And although documentation linking car numbers to drivers (and to liveries) is quite sparse, a full set of skins will come with. Plug & Play 60s SCCA is the plan.
cortina_64mk1@marlboro-03.png
dauphine@marlboro-01.png
hillman_imp@road_america-01.png
 
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Very soon, all mods will get a final update.

F1 2007 : this mod state was absolutely SDD level, it will get an update to get close to 2008 quality level

View attachment 1421564

F1 2008 - fixes

F60 ferrari : Fixes too

F1 2010 : New williams steering wheel, some shaders update, new skinpack and also you will be able to get the sharkfin version of both virgin and williams

F1 2011 : Updated cameras, updated chrome for mclaren. Updated helmet shaders

F1 2012 : Updated helmet shaders, fixing transparancy issue on the helmet glass material, fixing some 3D issue on the helmets. League physics added

F1 2013 : League physics added, some fixes and hopefully sort the engine left/right stereo not being balanced right


If there's something I missed, something you want to be sure it's fixed or added please tell me now
Great man, appreciate your work, about 2010, the rain tyres are making trouble as the sidewalls go chrome and the game crashes soon afterwards and the Renault could maybe need the F-Duct version (model), about 2013... The gear ratios need to be optimised in my opinion but apart from that there's nothing I can say against it, truly great work, 2007 maybe rain physics missing but when putting it close to 2007 mod it'll come I suggest, if not... Yeah then not
 
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Great man, appreciate your work, about 2010, the rain tyres are making trouble as the sidewalls go chrome and the game crashes soon afterwards and the Renault could maybe need the F-Duct version (model), about 2013... The gear ratios need to be optimised in my opinion but apart from that there's nothing I can say against it, truly great work, 2007 maybe rain physics missing but when putting it close to 2007 mod it'll come I suggest, if not... Yeah then not
sidewalls go chrome? weird i messed up the naming? maybe

Renault F-Duct won't be done, would make sense if I had an actual fduct system in physics.

2013, gear ratio mmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm will see. was 2011 gear ratio good?

rain physics I already said can't be done, I have a steam deck, enabling rain on it is not possible so I can't test rain.
 
You got it wrong. I was trying to figure what cars/tracks you were mostly using, just to see how Pure LCS behave on them.

You might just be one slider away for it to be good looking, that's why i asked.
Ah, gotcha. Sorry, I misunderstood.
I don't think cars are the problem, it seems to be tracks.
Eg, Autodromo Brno, with Gamma and Pure VR PPF the grass looks as intended, but with LCS and PurePPF, the grass is far too light, a real pale green.
 
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Ah, gotcha. Sorry, I misunderstood.
I don't think cars are the problem, it seems to be tracks.
Eg, Autodromo Brno, with Gamma and Pure VR PPF the grass looks as intended, but with LCS and PurePPF, the grass is far too light, a real pale green.
Could it be the new topography? I personally didn't like the look of the new topography, so I kept Brno v2.5.1... its grass looks perfectly fine with LCS and Pure PPF on my single monitor setup.

You may want to stick with what makes you happy. If it's Gamma, then keep using Gamma. In addition to CSP and track variables, there are PC and monitor hardware/software that we each have.
Automotodrom Brno v3.1
This release includes brand new 3D topography and tree planting based on satellite images and contour data.


View attachment 1402628

Changelog v3.1 updated November 2024:
  • New 3D trackside topography and perimeter environment created using Brno satellite images and contour data.
 
Could it be the new topography? I personally didn't like the look of the new topography, so I kept Brno v2.5.1... its grass looks perfectly fine with LCS and Pure PPF on my single monitor setup.

You may want to stick with what makes you happy. If it's Gamma, then keep using Gamma. In addition to CSP and track variables, there are PC and monitor hardware/software that we each have.
No, the grass I'm talking about is the trackside/infield grass.
I'd happily stick with Gamma but hasn't @Peter Boese said himself that LCS is what we should be using, in the same way that we should be using Pure, not Sol?
Surely there's a way to use LCS and get whatever benefits it brings without having to make adjustments to track configs?
Surely there's a PPF that makes LCS look visually much closer to Gamma regarding tones, saturation, brightness etc?
That's why I'm curious that Peter hasn't included LCS-specific PPFs with the latest builds... because the ones created for Gamma look quite different with LCS. As you'd expect.

(edit: I somehow managed to miss Peter's message above before posting this)
 
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sidewalls go chrome? weird i messed up the naming? maybe

Renault F-Duct won't be done, would make sense if I had an actual fduct system in physics.

2013, gear ratio mmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm will see. was 2011 gear ratio good?

rain physics I already said can't be done, I have a steam deck, enabling rain on it is not possible so I can't test rain.
Let's say... 2011 seems a bit short as well but somehow you'll not reach it but it reaches the limit at 310kph almost... seems short but is reeving up slower than 2013 so it get's better, but maybe would be good to take a look at it
 
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Could it be the new topography? I personally didn't like the look of the new topography, so I kept Brno v2.5.1... its grass looks perfectly fine with LCS and Pure PPF on my single monitor setup.
If you prefer the older Brno with the perimeter treewalls and the original topography, you might as well use this v2.68 version that was never made public because we made the decision to change the topography before it was released.
I've given it a new folder name so you can also download the latest v4.0 'new topography' version as well (it'll overwrite your version 2.5.1, but this v2.68 will supersede it anyway) and run them separately, to easily compare or contrast (or just if you want to drive the reverse route).
This v2.68 version doesn't have the reverse route that v4.0 has, but it does have these changes from v2.5.1 which should be notable improvements:
v2.68 updated September 2024
  • All tree textures replaced to reflect the wider variety at Brno. More trees planted. All tree shadows fixed. Tree meshes fixed. Floating trees seated. New bespoke treewall and bush textures created.
  • Animated flying birds added.
  • Animated camera jib, marshals and cameramen added.
  • Some adboard/sponsor textures updated. Some adboard meshes fixed.
  • New fence textures, distance markers, pit entry signs, and marshal hut numbers.
  • New road texture and skidmarks. Race '07 skidmarks removed.
  • New balloon textures.
  • Solar path corrected to enable proper shadow casting for Brno's orientation.
  • Various other tweaks and fixes, including: new animated paddock helicopter; alpha corrections on pit entry road markings; marshal hut number sequence corrected and missing number textures remapped; s/f gantry banner mapping fixed on the rear side; floating hillside fences fixed; various jumbotron tweaks; various texture/shader tweaks.


1737138148944.png


(Automotodrom Brno is now at v4.0, but the message link you posted above was for the older v3.1. You might not have tried v4.0?)
 
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Just took one of the existing C1s (the one with the most separated meshes) and stripped off the extra bits. For my scca stuff I have hacked up every car from the 50s & 60s to remove as much chrome as possible (or un-chrome it with csp), replace wheels with simpler steels, added roll cages, replaced seats, hide radios... but I haven't determined how to distribute this stuff. I have scca seasons with reasonably accurate grids, Marlboro 12hr, early TransAm (under/over 2L), Marathon de la Route (nurburgring) (love those Tatra 603s!), Bathurst...(etc.) I'll release Marlboro 12hrs first, probably with a list of cars to acquire with and an array of .kn5 updates to strip them down. (That way credit remains with the original creators...?) And although documentation linking car numbers to drivers (and to liveries) is quite sparse, a full set of skins will come with. Plug & Play 60s SCCA is the plan.View attachment 1421650View attachment 1421652View attachment 1421653
Damn...

these screens are magic :)

i want to run this race!
i want a Bop for these cars and make a championship! :D

that's it, i'm in love!
 
dms
In CM->select car->go to 'unpack data'->in the created data folder go to 'car' and then alter the second number (y) in GRAPHICS_OFFSET (the higher the number, the lower the car goes).

Then save file and in CM 'pack data' . You can check the height in showroom by clicking 'align using data' (you can save that too, for a correct preview showroom picture).
Thank you so much for this info. It has/will transform quite a few mods visually! :cheers:

The only thing I need to research now, is how to raise/lower the position of some car’s steering wheels.
ChatGPT has only served to lead me up a few dead and streets.
 
If you prefer the older Brno with the perimeter treewalls and the original topography, you might as well use this v2.68 version that was never made public because we made the decision to change the topography before it was released.
I've given it a new folder name so you can also download the latest v4.0 'new topography' version as well (it'll overwrite your version 2.5.1, but this v2.68 will supersede it anyway) and run them separately, to easily compare or contrast (or just if you want to drive the reverse route).
This v2.68 version doesn't have the reverse route that v4.0 has, but it does have these changes from v2.5.1 which should be notable improvements:
v2.68 updated September 2024
  • All tree textures replaced to reflect the wider variety at Brno. More trees planted. All tree shadows fixed. Tree meshes fixed. Floating trees seated. New bespoke treewall and bush textures created.
  • Animated flying birds added.
  • Animated camera jib, marshals and cameramen added.
  • Some adboard/sponsor textures updated. Some adboard meshes fixed.
  • New fence textures, distance markers, pit entry signs, and marshal hut numbers.
  • New road texture and skidmarks. Race '07 skidmarks removed.
  • New balloon textures.
  • Solar path corrected to enable proper shadow casting for Brno's orientation.
  • Various other tweaks and fixes, including: new animated paddock helicopter; alpha corrections on pit entry road markings; marshal hut number sequence corrected and missing number textures remapped; s/f gantry banner mapping fixed on the rear side; floating hillside fences fixed; various jumbotron tweaks; various texture/shader tweaks.


View attachment 1421684

(Automotodrom Brno is now at v4.0, but the message link you posted above was for the older v3.1. You might not have tried v4.0?)
Based on your response, there is a chance that I'm not using the word topography correctly. :confused: I remember seeing obvious grid layout on distant hillside grass in Brno v3.1. Likely the reason I didn't try v4.0. In addition to obvious treewalls, I don't like seeing grid patterns in distant grass on tracks. I don't mind treewalls as long as they are not obviously noticeable. (See Rainmaker's Solitude for obvious treewalls.)

I've downloaded v4.0 and v2.68. 👍 Will give them a try.
 
Sorry, off the wall question. I'm trying to help a friend with something and I can't remember how I did this for myself a few years ago. I know we have some IT guys here you might know what i'm talking about and remember the command prompt commands I need to type.

He changed his motherboard and CPU and needs to reactivate windows. The typical ways are not working for some reason. Years ago I was able to do it by typing some command prompt commands that gave my a long list of numbers. I believe it was 9 blocks of 5 numbers. Then I had to call microsoft and give them those numbers and verify the license was only installed on one PC. Then they gave a new list of numbers to type back in. Problem is, I can't remember the exact command. I believe it started with slmgr and then something else.

Anyone know what i'm talking about?
 
Thank you so much for this info. It has/will transform quite a few mods visually! :cheers:

The only thing I need to research now, is how to raise/lower the position of some car’s steering wheels.
ChatGPT has only served to lead me up a few dead and streets.
Why are you using ChatGPT in the first place when we exist lol
 
Thank you so much for this info. It has/will transform quite a few mods visually! :cheers:

The only thing I need to research now, is how to raise/lower the position of some car’s steering wheels.
ChatGPT has only served to lead me up a few dead and streets.
ChatGPT, the Ai chat bot that tells you that drinking asbestos is good for your health?

What's next, Using ChatGPT to find out if its raining outside? :eek:
 
update: Alfa Romeo 155 TS BTCC 1995

v1.1
Add LODs - by ACTK
physics revised - avoid rollovers
corrected driver name - #5 Giampiero Simoni

original mod: F302
1995 specs: MS6Driver



View attachment 1416451
Beautiful, congratulations. Let's hope someone makes all the useful liveries: BTCC, Italian Superturismo Championship etc etc

Need a 155 DTM 1994 mod: there is no 1994 version
 
I'm having a problem with KSEditor right now. I'm trying to port the Polestar Synergy concept to AC.

It's fine in blender
Screenshot 2025-01-17 212211.png


But in KSEditor
Screenshot 2025-01-17 212309.png


parts of the body are flat out missing. exporting the separate meshes to a separate kn5 causes CM to crash.

I don't want likes. I want help for this one.
 
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I'm having a problem with KSEditor right now. I'm trying to port the Polestar Synergy concept to AC.

It's fine in blender
View attachment 1421737

But in KSEditor
View attachment 1421738

parts of the body are flat out missing. exporting the separate meshes to a separate kn5 causes CM to crash.

I don't want likes. I want help for this one.
What's the material ? which shader for rendering ?

Scale's correct ? Faces orientation ? No negatives ?

What does the frame look like ? Nothing wrong with the polys' shape ?

It can be a lot of things, will need more than those 2 screenshot for debugging, but checking that would be a start.
 
Sorry, off the wall question. I'm trying to help a friend with something and I can't remember how I did this for myself a few years ago. I know we have some IT guys here you might know what i'm talking about and remember the command prompt commands I need to type.

He changed his motherboard and CPU and needs to reactivate windows. The typical ways are not working for some reason. Years ago I was able to do it by typing some command prompt commands that gave my a long list of numbers. I believe it was 9 blocks of 5 numbers. Then I had to call microsoft and give them those numbers and verify the license was only installed on one PC. Then they gave a new list of numbers to type back in. Problem is, I can't remember the exact command. I believe it started with slmgr and then something else.

Anyone know what i'm talking about?
@racinjoe013:

open (as admin) the windows powershell (not CMD even that one works too) and wrote

slmgr /dti

a script will prompt the Installation ID

Call Microsoft, provide them the Installation ID and they will provide you a confirmation ID. Worte in the same powershell this

slmgr /ato

and insert the ID they gave you.

Hope this helps, if not, DM me
 
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