Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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if you can easily dive them don't look into brakehint but instead increase their aggressivenes.
They won't be much faster with more brakehint at least not without giving up a lot of safety and they are already pretty much on the edge.
Hey mate,

i've played a little with your lanes and the ai hints. I think they are still as fast but way more challenging to overtake. Would you have a look and see if it's working as well on your side?

Basically i made them cut the corners a bit so they keep on the inside and added a few brake hints so they trail brake rather than throttle-play. Also, i've made them accelerate sooner in the fast corner after the straight so they don't loose momentum.

If you guys wanna try it, it's AI lanes/hints for the Crystal Palace 1969, completely based on the @IMEAN 's ones:





I also updated a few GTC60 AI cars, available here :


There's a Drive CSP preset in the folder which i ran my tests on.

The Alfa 33 Corsa is a bit OP (and chaotic) and i've yet to find a proper setup for the Simca, and i'll spend a lil more time on them later. Otherwise they're pretty fun to race against. For some reason the WSC TVR is way more reliable as an AI car than its original counterpart, so i would use the WSC version to fill the grid.
 
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You can't compare small cobbles with the concrete slabs at Sebring (where irl cars break suspensions)


Just FYI, the link for the cars on RD/Overtake doesn't work for me... jetlag maybe ?:lol:

Here you go. :)
 
Sorry that you made this bad experience then, but for most people the newer version works really good. Maybe its because of the Rift CV1, it had no so good displays built in. Also the ppfiiltera are growing with Pure and we try to fix necessary things. So also use their latest versions with Pure 2.38 then...
It isn't a problem of the Rift CV1 as everything looks perfectly for me with Pure 2.16 LCS + C13Aegis 2.04. With Pure 2.38 and with the latest versions of all PP filters I tested, it's impossible to get the same result. The latest CSP 0.2.6 has totally broken the look of the Grass FX. Why? It was looking great before. And with Pure 2.38 LCS I have lost the sun and moon and what has happened to the godrays?

The Pure PP filter is OK in daytime, but the day-night transitions and night lighting is working really bad compared to the C13Aegis PP filter.

It isn't a good idea to make such big changes over and over again, that break the 3rd party PP filters and settings of the users.
 
Good day. Recently I have been actively using the GTC60 AC Legends package, for some reason the bot that goes first (regardless of the car brand) goes much faster than the others (for example, on the Nordschleife it goes 15-20 seconds (per lap) faster than the second one, and all the other bots. I have not seen such a big difference with other Kunos cars. What could this be connected with, is it possible to fix it somehow?
3 or 4 secs ahead is normal for the first car, but 20s per lap seems a lot. You play at 100% strenght? Are the others very slow or something?

Also, considering the differences of power inside the pack, there might be one that is way more powered than the other
 
3 or 4 secs ahead is normal for the first car, but 20s per lap seems a lot. You play at 100% strenght? Are the others very slow or something?

Also, considering the differences of power inside the pack, there might be one that is way more powered than the other
yes, i play on 100% difficulty, 2nd, 3rd and all the rest are pretty tight (not counting those who crash/fly off). the first one stands out, of course not every time, but he (sometimes it's tvr, sometimes alpha, sometimes mustang) is doing about 8:05 laps, when the others are doing 8:20, and often worse, 8:25 and slower. in the thread user exva wrote that it's AC's fault, and he often has this with different cars.
 
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thanks!!!

thank you !

ps:
you could have included Masscot's shadow fix , saving us all to have to go and add that once more after replacing the file ;)


EDIT: and add this to make glass look better:
;make glass look less reflective
[INCLUDE: common/materials_glass.ini]
[Material_Glass]
ACTIVE=1
MATERIALS = WINDOWS_OUT
FilmIOR = 0.83
ThicknessMult = 0.3


example WITHOUT:
View attachment 1423905
WITH:
View attachment 1423907

EDIT 2 :
remove this line in the [Material_CarPaint_Metallic] section:
Skins = SKIN
(this makes for no skin to receive the properties... as no skin is called SKIN)
If you fix this , this is how car 3 looks (with my preview at least):
View attachment 1423910

I also do not like the way the wipers reflect light... but they have been set to have material BODY as well as the actual body of the car...

I will post a new extension cfg , that includes Masscot's shadow fix, JK1977's Wiper Animation for Lod b and c , the body paint fix, and windows and wipers reflection fixes.

then it looks like this:
View attachment 1423912


EDIT3: but I struggle to get the rollcage to look like it does in CM Showroom (chrome-like)...

I settled for this :
View attachment 1423939

DOWNLOAD (can be dragged and dropped in CM)

this extension cfg file is based on the original v1.0 and includes following:
-shadows in interior fix (Masscot)
-Wiper Animation for Lod b and c (JK1977)
-windows and wipers less reflective
-rollcage more chrome-like (more like it's shown in the CM Showroom)
-less reflective steering wheel metal (EDIT: I turned that one off again, it's not better)
@JK1977 please note these glass settings and consider updating your cars with them (and using it for future cars). The milky highly-reflective settings you normally use can look quite odd. These are subjectively better.
 
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@Tetri

First of all your [BRAKE_HINT_] 0, 1 and 2 are not working because you used the wrong command, so everything you said that improved according to trailbraking was fantasy and imagined - the commands don't work. You have to use [BRAKEHINT_]. Test this yourself it does not work in your file, so nothing changed throught those hints.

Second they are NOT trailbraking because you put [BRAKEHINT_] there - even if you would use the correct command. That is not how AC bots work or how this command works. [BRAKEHINT_] just makes them lose more or less speed depending on the number you put there it is not a trailbreak thing.

Third I do not let them drive to the very apex because I leave a bit of margin in them for mistakes and side by sides.

Fourth your [HINT_] 0, 1 and 2 are not increasing the ai speed - overall I gained 0.1 sec on the last straight with a period correct car and that's it.

Fifth as I told you if you want them to be harder on overtakes increase their aggression and they wont let you in easily.


Please don't edit my work in this wrong way everything I do has its purpose ;) .
 
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Hello there, new here, first time doing a car mod for the game, and as expected, im having some issues with it.

So, as far, i was able to get the car to launch in-game, but im having an issue with the wheel position, as you can see in the picture, they're not properly aligned, and i've noticed it's detecting the brakes (DISC_XX) instead of the wheels (WHEEL_XX).
I was wondering if someone had an idea how to fix this, also, some tips in car modding would also come in handy.

thanks in advance.
 

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thanks!!!

thank you !

ps:
you could have included Masscot's shadow fix , saving us all to have to go and add that once more after replacing the file ;)


EDIT: and add this to make glass look better:
;make glass look less reflective
[INCLUDE: common/materials_glass.ini]
[Material_Glass]
ACTIVE=1
MATERIALS = WINDOWS_OUT
FilmIOR = 0.83
ThicknessMult = 0.3


example WITHOUT:
View attachment 1423905
WITH:
View attachment 1423907

EDIT 2 :
remove this line in the [Material_CarPaint_Metallic] section:
Skins = SKIN
(this makes for no skin to receive the properties... as no skin is called SKIN)
If you fix this , this is how car 3 looks (with my preview at least):
View attachment 1423910

I also do not like the way the wipers reflect light... but they have been set to have material BODY as well as the actual body of the car...

I will post a new extension cfg , that includes Masscot's shadow fix, JK1977's Wiper Animation for Lod b and c , the body paint fix, and windows and wipers reflection fixes.

then it looks like this:
View attachment 1423912


EDIT3: but I struggle to get the rollcage to look like it does in CM Showroom (chrome-like)...

I settled for this :
View attachment 1423939

DOWNLOAD (can be dragged and dropped in CM)

this extension cfg file is based on the original v1.0 and includes following:
-shadows in interior fix (Masscot)
-Wiper Animation for Lod b and c (JK1977)
-windows and wipers less reflective
-rollcage more chrome-like (more like it's shown in the CM Showroom)
-less reflective steering wheel metal (EDIT: I turned that one off again, it's not better)
Some exterior window trim gaps can be kinda-plugged with this, and there's a config for the satin-finish roll cage. Yours needs deactivating I think, it glowed white?
Code:
;satin finish roll cage
[INCLUDE: common/materials_interior.ini]
[Material_Metal_v2]
ACTIVE = 1
Materials = 
Meshes = INT_ROLLGAGE
Brightness = 0.9
DetailScale = 0
OcclusionMult = 0.9
Smoothness = 0.5
CubemapReflectionBlur=0.1

;doubleside mesh, eg fix bad wiper arms, window gaps, sun ingress etc
[SHADER_REPLACEMENT_...]
ACTIVE = 1
MATERIALS = INT_CARBON, INT_PLASTIC_BLACK
MESHES = 
CULL_MODE = DOUBLESIDED
DOUBLE_FACE_SHADOW = 0
CAST_SHADOWS = 1
DOUBLE_FACE_SHADOW_BIASED = 1
 
perhaps the better fix would be...:

[SHADER_REPLACEMENT_...]
MATERIALS= groovesuzuka, groovesuzukalayouts
SHADER = ksPerPixelAlpha
PROP_... = alpha, 0.6
CAST_SHADOWS = 0
BLEND_MODE = ALPHA_BLEND
IS_TRANSPARENT = 1

(untested)
I've investigate the issue...
It's caused by applying the following section to skidmarks and/or grooves

[SHADER_REPLACEMENT_...]
ACTIVE= 1
DESCRIPTION= shadows cast on white lines
MATERIALS=
MASK_GBUFFER= ?whiteline?
DEPTH_MODE= LESSEQUAL
BLEND_MODE= ALPHA_BLEND
IS_TRANSPARENT= 0
CAST_SHADOWS= 0

Just delete any reference to skidmarks and/or grooves. Leave only the ones to painted track lines.
I found and solved the same issue on other RT tracks
 
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I've investigate the issue...
It's caused by applying the following section to skidmarks and/or grooves

[SHADER_REPLACEMENT_...]
ACTIVE= 1
DESCRIPTION= shadows cast on white lines
MATERIALS=
MASK_GBUFFER= ?whiteline?
DEPTH_MODE= LESSEQUAL
BLEND_MODE= ALPHA_BLEND
IS_TRANSPARENT= 0
CAST_SHADOWS= 0

Just delete any reference to skidmarks and/or grooves. Leave only the ones to painted track lines.
I found and solved the same issue on other RT tracks
well this will never work right if the shader is an *AT
BLEND_MODE= ALPHA_BLEND
IS_TRANSPARENT= 0 ; blend needs tansp 1

as well this cant be good
DEPTH_MODE= LESSEQUAL
 
@Tetri

First of all your [BRAKE_HINT_] 0, 1 and 2 are not working because you used the wrong command, so everything you said that improved according to trailbraking was fantasy and imagined - the commands don't work. You have to use [BRAKEHINT_]. Test this yourself it does not work in your file, so nothing changed throught those hints.

Second they are NOT trailbraking because you put [BRAKEHINT_] there - even if you would use the correct command. That is not how AC bots work or how this command works. [BRAKEHINT_] just makes them lose more or less speed depending on the number you put there it is not a trailbreak thing.

Third I do not let them drive to the very apex because I leave a bit of margin in them for mistakes and side by sides.

Fourth your [HINT_] 0, 1 and 2 are not increasing the ai speed - overall I gained 0.1 sec on the last straight with a period correct car and that's it.

Fifth as I told you if you want them to be harder on overtakes increase their aggression and they wont let you in easily.


Please don't edit my work in this wrong way everything I do has its purpose ;) .
Hahaha that's a bigfail on me, i tried something😂🤟. I really thought they were harder to overtake but i guess that was just the ai spline.

At least i can correct my other attempts.

Edit : the aggression don't do much on my side, they tend to be a lil faster around 45/55% but otherwise i never noticed much, at least on vintage cars.

Edit 2 : finally! my freaking braking hints are working! They are indeed absolutly useless here but, hey, i'm taking the lesson learnt.
 
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Who has the best content out of these creators FSR, TRR and LP Design?
FSR have a load of BTCC car's (newer stuff) which is not available anywhere else at the moment in AC which is why i have a few of there car's floating around.

they seem to be released on a 0.1 and never touched again..........most of the time
 
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the aggression don't do much on my side, they tend to be a lil faster around 45/55% but otherwise i never noticed much, at least on vintage cars.
Try more agression, something like 75% and the AI becomes really stubborn in my experience they dive you more and they don't leave their lane anymore.
 
... oli65 was asking about the road feel on the paving stones (which I understood as the cobbles ?)...
Ok, I thought he was talking about the feeling at the whole -Montagna di Pietra- track, not just the cobblestone/paving stones parts...

Anyway, in my case the paved area does not transmit any feedback, nothing, not even the slightest vibration... feels unnatural (in my case, I insist). The road maintenance company has done a very good job paving those streets... 😅
 
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Ok, I thought he was talking about the feeling at the whole -Montagna di Pietra- track, not just the cobblestone/paving stones parts...

Anyway, in my case the paved area does not transmit any feedback, nothing, not even the slightest vibration... feels unnatural (in my case, I insist). The road maintenance company has done a very good job paving those streets... 😅

Same thing here, feels like driving on a flat road. Not sure if it helps, but I have a Moza R5.
 
Porque el fantastico Tyrrell 008 aparece en CM Showroom, sin ninguna sombra debajo ?
Tiene solución ?

Why does the fantastic Tyrrell 008 appear in CM Showroom, without any shadow underneath?
Do you have a solution?
Always remembering, they are (conversions/partial).

There will always be some problems in the textures and some others, which I can't explain.
There was a case of a Brabhm BT49 (1979) that I removed the front spoiler, but in the showroom the "shadow" of it remains.
Here I have shadows, but with very little intensity (hard to notice).
 
Always remembering, they are (conversions/partial).

There will always be some problems in the textures and some others, which I can't explain.
There was a case of a Brabhm BT49 (1979) that I removed the front spoiler, but in the showroom the "shadow" of it remains.
Here I have shadows, but with very little intensity (hard to notice).THX
Many thx. Great Work !!
 
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Try more agression, something like 75% and the AI becomes really stubborn in my experience they dive you more and they don't leave their lane anymore.
If I'm not mistaken, many years ago, on the official AC forum, one of the game developers explained the meaning of the "aggression" slider. According to him, "aggression" affects how much the bots will go beyond their prescribed racing trajectory. This has nothing to do with defending against the player or attacking the player. Again, if my memory serves me right.
 
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