Assetto Corsa PC Mods General DiscussionPC 

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These were all issues that were pointed out multiple times during this guys "beta" phase of these mods.
Either he never actually bothers testing his mods properly or he just dont care. I'm going to bet on the latter since he seems to expect the community to fix his broken mods.
It's not that at all, he has a lot going on at the moment, including a major house renovation, so some things are bound to slip through the net. The mods are always unencrypted and released for free after Patreon early access, so if anyone really likes a particular car it can always be polished up afterwards. It's not as if errors are locked behind encryption, like with a lot of cars these days.
 
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...
These are First VR World problems; here in the Third Screen World we are not affected as much by these imbalances, since the hands we see are our own... 😁

Jokes aside, now that I know it's not just my problem, let's see if I can figure it out and be able to fix something...
 
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Esta en proceso. Las versiones de Brabham de 1978 (ya las he compartido, si no las encuentras en el buscador te mando el link luego, siempre esta activo), mas adelante creo que necesitaré hacer actualizaciones (tanto de los Brabham como de los Ferrari de 1978) que compartí primero.
Are you version Brabham BT46 without fan ? (Previous car at GP´s with fan ...)
 
you can edit sidelanes and fastlanes with the ai spline app from app shelf. Make the sidelines start more in the middle of the straight with some distance to the side and make the fastlane not go over the kerbs. It should look like this:
View attachment 1425188
If you link the portimao version you mean it is easier to diagnose.

To add to this, you can easily edit the sidelines with the ai spline app (in the app shelf). They are the blue lines on both sides once in the app, it's a bit tideous but if you edit real time with ai racing you can see how they interact with your new settings

If the AI line goes beyond the kerb or too much on the kerb, it should be better to create a new one, even if you create new sidelines.
Indeed, the AI line is forced to stay inside the sidelines, but that could change the AI behaviour since if you force it too much, the AI line would be modified, and it generally makes AI brake anormally in the zone.

From my experience, something that works well is to start with a minimum space between the AI line and a sideline around the width of a F1 front wheel in wide turns (let say something like 30 cms). It allows the AI to let their wheels go beyond the sideline but the car stays inside.
For tight turns or hairpins, sometimes, you can decrease this space but I would advise to keep the wheel width as minimum space.
And for straight lines, generally the AI does not goes too close to the sideline.
Even if you used the minimum space of a width wheel, AI would drive at a minimum space equal to an half width of the car from the sideline. Except for some modded cars, or Kunos F1 2004.

In the end, the best way to know if you do well is to try and test, but a minimum space of 30 cms should be a good start!
:)
Thank you guys for mentioning that I can edit sidelines and fast lanes directly with the AI spline app, I tried to edit the sidelines with AI line helper by Esotic, but at some point it just deleted the contents of the .csv file I wanted to edit and I got frustrated...

To conclude this problem, I tinkered with the fast_lane.ai and the sidelines here and there, raced for testing, and I can confirm that that tinkering worked, after 20 laps there was only 1 retirement (which was caused by me clumsily missing my braking point and pit-manoeuvring the other car into retirement) and not a single yellow flag for a spin or something similar!
 
Open the ini files inside C:\Users\....\Documents\Assetto Corsa\cfg\extension of the CSP pages were the pictures is missing
Delete all the sections with a statement like PREVIEW='https:'

You can find the solution here:


Thanks, that worked for me... 👍
 
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)

you can find it in the Garage...

I don't know why its glowed white on your end , but with your rollcage code it looks like this on my system:
View attachment 1425536
(so way too dark)

with my code it looks like this for me:
View attachment 1425537
(using csp 0.2.7-preview1 , Pure Gamma 2.38 and Pure pp filter or Natural Mod filter, both same result approx.)
Well, this is what I get to see:

roll_out.png


rollcafe_in.png
 
hey, is the ASR 1992 Round 11 Hungarian Grand Prix the most accurate to the actual track of 1997?

Or is there a better more accurate version of the 1997 track available?
 
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:
That's probably because I had to work on the physical road mesh. The original was much too bumpy. A bit like for Daytona 70s.
 
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

Think it would be wiser for @Ilja Jusupov aka @x4fab to spent his energy to real improving factors like the implementation of the last Nvidia DLSS4 instead of another minor AC aspect that only causes conflicts and confusion.
 
These were all issues that were pointed out multiple times during this guys "beta" phase of these mods.
Either he never actually bothers testing his mods properly or he just dont care. I'm going to bet on the latter since he seems to expect the community to fix his broken mods.
Some dodgy thief will do it for pennies.
 
It's release Friday! :)

This time with the release of the US GP from 1991: Phoenix.

PHOENIX 1991 RELEASED



This 3D-track was made by Nericksenna for rFactor. It was ported to AC by Gilles75. It was overhauled in 2024 by Rainmaker.


Features:
-competitive AI
-working track map
-support for hot lap mode
-replay cameras
-support for time attack mode
-30 pit boxes with working pit lane
-RainFX, GrassFX
-new road mesh
-simple night lights

v2.0
-extra cams by DaBaeda
-new and faster AI
-fixed pit area
-debug for wrong object keys
-fixed many wrong normals and double sided objects
-shader adjustments
-new and smoothed road mesh from the rF version
-added stuff for time attack mode
-new UI
-purged unused objects and material
-corrected position of time gates, now laps count when entering the pits
-added loading screens
-made RainFX
-fixed all trees
-fixed disappearing objects
-added lights from rF original
-vao
-simple night lights
etc.

DOWNLOAD:

View attachment 1425297View attachment 1425298View attachment 1425299View attachment 1425300

A good nineties camtool would make it perrrrrrfect 😊 Anyone up for that?
 
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hey, is the ASR 1992 Round 11 Hungarian Grand Prix the most accurate to the actual track of 1997?

Or is there a better more accurate version of the 1997 track available?
Hello. You should use the 1998 layout. That would be the closest to the 1997 track.
Shi has released it here :

If I remember well, I have not updated the fastlane yet, so the pace of your opponents should be the same if you use 1992 ASR track or the 1998 track.
 
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I've collected all updates for the new Audi A4 Quattro STW by F302 and added them to the data.acd and ext_config.ini.

The update is ONLY for v1.01 by ACTK from the Garage as he already did a lot of updates for the car.

changelog data.acd:
  • new tyres.ini (the car has now the same 208/30/R19 tyres as the BMW 320i STW with 25 PSI as static pressure)
  • fixes in setup.ini
  • adjusted ride height for the new tyres in car.ini
  • fixes in digital_instruments.ini

changelog ext_config.ini:
- added some fixes by Masscot

I didn't include the fix for the glass as I barely see the glass anymore with this fix
and the fix for the rollcage as this was already fixed by ACTK.

Now the car is the perfect partner for the BMW 320i STW.
I tested them together at Macau and had a lot of fun.
The BMW is a little bit faster at the straights, but the Audi as AWD car is a little bit faster at the corners.
But at the end they did almost the same laptimes.
 

Attachments

  • f302_audi_a4q_stw (ONLY for v1.01. by ACTK).zip
    92.9 KB · Views: 1
I only have white in LCS and normal grey in Gamma

The BDM 320i, for example, also has a skin with a silver base colour in Gamma, while in LCS it is white
I went from LCS to Gamma and vice versa so many times now that I'm not bothering any more and sticking to LCS.
Neither of them (not even talking about the huge differences depending on PPF used) are perfect with all cars and tracks.
For this car I use @Masscot code which gives (in both LCS and Gamma) the same dark grey roll cage that I prefer over blinding white or chrome'ish.
 
Are you version Brabham BT46 without fan ? (Previous car at GP´s with fan ...)
You can find it in the post below.

cr2k73.png
 
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Can you please fix the auto gearbox as it won’t go up the gears correctly. Thanks.
Would be nice (the EASY version has the same issue).
In the meanwhile I made a quick fix (doesn't feel 100% right, but at least the auto mode works).
Just wanted to add that I never used auto shift until I ran into medical problems which almost totally disables the use of my left arm/hand...:(

Try it if you want (you need to unpack data and change the drivetrain.ini), you probably know the drill.

[AUTO_SHIFTER]
UP=8450
DOWN=6000
SLIP_THRESHOLD=0.95
GAS_CUTOFF_TIME=0.12
 
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Saw this on RD.



 
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Saw this on RD.




o boy, soon we can hope to see a remake of Carmageddon in AC ! That would be so cool ;)

For the already great Super Touring Car-Audi A4 Quattro STW by F302 ,
1738515832871.png
1738515927377.png

I find the shift indicator to be too bright when not on, resulting in not seeing difference between off and on all too well...

I altered COCKPIT.dds to have it darker... and now it's much more visible
DOWNLOAD

I don't remember how to do it so that all skins use this new one (without havin to put it in all skin folders)?
@F302 please consider taking this in your next version.
 
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