Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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it noticeably draws in about 10m in front of the car
This. 10x this. I was unsure if it was the whole thing being generated, but it's actually just the shading. It's so distracting.

This didn't happen in 0.2.5, but not sure if it was introduced in 0.2.6 or 0.2.7.
 
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That would have been my suggestion, separating the object so you don't have to "mask" parts through extension. All good, then!

N°48 is supposed to be the Le Mans '69 car driven by Lalonde and Burton, which ended in a DNS. It is the first proper rendition of the GTR in competition, which started in 1969 (the car was designed and built from late 68). The livery is part of the car's package.

There was a previous car, a prototype made by Henrotte, based on the chassis of an Austin Healey Sprite, which he did race several times for what I understood, before handing the car company to Brian Sherwood. That previous car was dubbed the Piper GT, but has been regularly mistaken as "Piper GTR", probably because the Piper GT is also the name of the actual road car they made later on. Naming things doesn't look like their strongest feat, I guess.

Racingsportcars.com is probably mistaken by that naming problem. There is no reason the actual "Piper GTR" would have existed prior 1969, it wasn't even conceived on the drawing board. I have actually no idea what the "original Piper GT" looked like, there is close to no information of it.

Those info comes from the actual mechanics who made the car back in those days, I had a bit of a chat with some of them when modelling the car (for those who are still alive...), so I believe they are pretty legit.

Hopes that clears it out, a bit :cheers:
Clear, thanks :cheers:
 
Anyone else notice that CSP flags break unless Track Adjustments is active?
So... have teleporting crowds but working jumbotrons and flags, OR have normal crowds but broken flags and jumbotrons.
Wonderful.
Best CSP ever.
It also affects certain scenario elements, like the haystacks in the hooks in Battenbergring.

Even though I have the problem with the new KN5 loader activated and deactivated, I'm wondering if some code clean up done there had an indirect impact here.
 
Place this inside data folder and remove the .txt at the end see attachment at the end of this message


That would be OEM location as a race car more than likely have a fuel cell inside the trunk
View attachment 1425467
strange, in my car it looks like this:
 

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I found a bug, there's a part of street that is over the main floor:
Hi @Rainmaker87 !

I found, maybe, the same thing this morning if It could help you.;)

After some laps, there is one thing which is missing on my side (because I appreciate it a lot), they are the skidmarks. :embarrassed:

mslxnb.png

sybxmh.png


Thanks a lot anyway, I appreciate a lot your works and this track I waited a lot with patience.:bowdown:

:cheers:
 
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Honda S2000 Pack Public Release!!...
I'm testing the pack and I'm finding serious problems with several versions, which is a shame because I love how well finished graphically the 101 Creative mods generally are...

The problem is with the AI of the J'S RACING Supercharged, Mugen, Time Attack and USDM Drift versions; some get stuck changing constantly between first and second gear, others race revving the engine until it explodes, and others simply don't come out... and in the case of the USDM Street Turbo version, it has totally twisted wheels, so it does a funny dance on itself when it starts to move...

Does this happen to the rest of you or have I screwed up once again by installing the mod?
 
I'm testing the pack and I'm finding serious problems with several versions, which is a shame because I love how well finished graphically the 101 Creative mods generally are...

The problem is with the AI of the J'S RACING Supercharged, Mugen, Time Attack and USDM Drift versions; some get stuck changing constantly between first and second gear, others race revving the engine until it explodes, and others simply don't come out... and in the case of the USDM Street Turbo version, it has totally twisted wheels, so it does a funny dance on itself when it starts to move...

Does this happen to the rest of you or have I screwed up once again by installing the mod?
There are also a few issues with the driver trying to shift with the wrong hand, some bad driver positioning with hands clipping through the steering wheel, some bad shifting animations...
Might need a QA pass for the whole pack?
 
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When you add tires to a model, CM generate an "original" ([__CM_FRONT_ORIGINAL], [__CM_REAR_ORIGINAL]) and the size is often not exactly the same but I dont know why it change tho.
But copying and pasting dimension from the one you created to the CM ORIGINAL will get you the "right" fitment
I see it now. I edited the Audi A4 tyres rather than the CM ORIGINAL tyres. In these cases, is it necessary to keep CM ORIGINAL in tyres.ini?
 
Finally tested this car. Are the tyres correct? CM shows an "F" match. Should the ideal data show "A" match?

View attachment 1425446

I can go into tyres.ini and change the radius from 0.325 to 0.305 to get the 255/20/R18 match. But then there is a "setup invalid" error after loading the car to drive, and the game does not allow me to drive the car.
Unbenannt.jpg

replace this file (backup the orginal file)
 

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