Assetto Corsa PC Mods General DiscussionPC 

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Saw this on RD.




I tried a freeroam track once quite a long time ago (a bit embarrased to admit :P), forgot which one and it had several animated pedestrians, even a dog walker iirc.
It could have been the track in the video. So this was posted today as a novelty ? I think it was over a year ago that I noticed it.

Not to forget the walking marshall at Road America (inside T5) from Lilski and the 'moonwalking' girl at the start stand in Las Venturas and animated photographers etc present in quite some tracks.

lasvent.png


ram.png


Both are contantly on the move, pretty amusing to watch
 
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I tried a freeroam track once quite a long tima ago (a bit embarrased to admit :P), forgot which one and it had several animated pedestrians, even a dog walker iirc.
Not to forget the walking marshall at Road America (inside T5) from Lilski and the 'moonwalking' girl at the start stand in Las Venturas and animated photographers etc present in quite some tracks.

View attachment 1426037

View attachment 1426038

Both are contantly on the move, pretty amusing to watch
Yeah, plenty of animated people on various tracks but this seems to be a new method of easily adding them to any track. I'm not at all interested in freeroam 'maps', only race tracks, but having crowds milling about at tracks could really add much-needed life to stale environments.
 
Saw this on RD.




From the author:
spectatorsjpg.jpg


Well then. Looking forward to beating up some pimps and prostitutes in the Burnout Paradise map.

<insert obligatory "we'll get ____ before GTA VI" meme>
 
Hi Guys, I have been driving the Mercedes-Benz CLK AMG DTM car, and noticed during the replay that the headlights often only appear when the car is close to the camera. I seem to remember it happening in some other mods as well. I'm using CSP 0.2.5 preview 1 and Pure LCS. I'm wondering if anyone has a solution for this? Any advice would be appreciated.
 






Some Skins for LP-Designs AMV / Aston martin are finished :-) now we are just waiting for the ´25 liveries 🙃
now, by this huge amount of links, I ask myself why I didn't just make a skinpack out of it..

Screenshot_lp_amv_gt3_sx_lemans_2-1-125-19-40-53.jpg
Screenshot_lp_amv_gt3_cota_2022_31-0-125-10-55-6.jpg
Screenshot_lp_amv_gt3_sx_lemans_2-1-125-19-43-44.jpg
Screenshot_lp_amv_gt3_industrial_29-0-125-8-42-10.jpg
Screenshot_lp_amv_gt3_cota_2022_31-0-125-21-46-4.jpg
__custom_showroom_1738146120.jpg

D´Station Racing:
  • WEC
  • Le Mans 24h
  • GTWC Asia
  • Super GT GT300

The Heart of Racing:
  • WEC
  • Le Mans 24h
 
Yeah, plenty of animated people on various tracks but this seems to be a new method of easily adding them to any track. I'm not at all interested in freeroam 'maps', only race tracks, but having crowds milling about at tracks could really add much-needed life to stale environments.
AND, IF this system will allow to implement easily also marshalls it will be a game changes since we have thousand of lifeless tracks.
This is what i'm hoping for by a lot of time. Finger crossed
 
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I notice of late , that even if I add skin.ini in each skin folder to give each one a matching color helmet ,
batch preview generation and in-game all drivers have the same helmet ...

Could this be a bug , or is it a CSP feature?
 
I notice of late , that even if I add skin.ini in each skin folder to give each one a matching color helmet ,
batch preview generation and in-game all drivers have the same helmet ...

Could this be a bug , or is it a CSP feature?
This is a bug in the latest CSP version.

 
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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

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 ,
View attachment 1426023View attachment 1426024
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.
I've updated my update for the Audi A4 Quattro STW with a better visible shifting light and a correctly working automatic shifting.

 
I've updated my update for the Audi A4 Quattro STW with a better visible shifting light and a correctly working automatic shifting.

ACTK has updated to 1.0.2:

Update ext_config.ini
Update tyres.ini
Update drivetrain.ini
Fix ksWindscreen
Fix CSP wipers
Fix cast shadows
Fix collider.kn5
Add new LODs

auto shifting is OK, but yeah that shift light is still not like I'd wanted it to be.
Because you mentioned your update was only meant for v 1.0.1: is this going to break stuff on v 1.0.2 ?

EDIT: nevermind that...tried it and all is OK...shift light turns only on when needed 👍
 
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ACTK has updated to 1.0.2:

Update ext_config.ini
Update tyres.ini
Update drivetrain.ini
Fix ksWindscreen
Fix CSP wipers
Fix cast shadows
Fix collider.kn5
Add new LODs

auto shifting is OK, but yeah that shift light is still not like I'd wanted it to be.
Because you mentioned your update was only meant for v 1.0.1: is this going to break stuff on v 1.0.2 ?

EDIT: nevermind that...tried it and all is OK...shift light turns only on when needed 👍
Thanks for the info. I missed his update. I'll check it and change my update for his v1.0.2.

Edit: I've checked his v1.0.2 and my update v2 works also with this version as he only included the changes of my v1 update and didn't make additional changes.
 
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I noticed a bug with sx_lemans version 2.9:
Depending on whether track physics are enabled or disabled most cars are either entering pit lane only to stop on the merging lane and then retire after a while (with physics enabled) or entering pit lane and most of the time just passing through but not stopping (with physics disabled). Some cars are able to do service normally but most come in every lap from a certain point onwards.
At first I thought this was an issue with Pyyer's 2023/2024 24h of Le Mans extension, however I tried it with the normal 'chicane' layout as well with the same results.
I didn't find any setting checkboxes regarding pitstops for AI so if there are any they should be default.
 
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Is this just a me thing, or is anyone else noticing a slight grid like texture over the internal windshield when using the new A4 STW mod by F302. If I delete the Windows_Int.dds file in the skin folder I'm using, the internal banner goes away (obviously lol) but so does the overlay (second image).

Screenshot 2025-02-02 203542.jpg
Screenshot 2025-02-02 203557.jpg
 
Is this just a me thing, or is anyone else noticing a slight grid like texture over the internal windshield when using the new A4 STW mod by F302. If I delete the Windows_Int.dds file in the skin folder I'm using, the internal banner goes away (obviously lol) but so does the overlay (second image).

View attachment 1426148View attachment 1426147
No grid texture for me. Do you have the latest extension config from masscot, jac0, and Frank25?
 
Thought so, but I'll do a clean reinstall. Could be on my end. Thanks for the reply.
This is driving me crazy, I can't figure it out either. Its a mesh pattern anywhere there is glass. I downloaded 1.02 and did a fresh install manually and I still have it, but im fairly new to some of this stuff. I made an ai line the other day and now every time i start a race the ai line is there and when i turn it off and do the race it just comes back when I start another race. I wish I could easily figure this stuff out sometimes but it takes away from the thrill of the hunt and tinkering is half the fun and half the frustration of this wonderful game.
 
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.
excellent thank you!
 
Continuing with the tests (quick race) to correct defects in the (modified physics) and also in the positions/adjustments of the parts.
After the improvements in the textures (by MrHunt), I can better visualize the defects (to be corrected).

In this quick race the main cars are the version (Ferrari 312B2 and March 711...)
I decided to include in the 1972 cars (as well as in the 70/71 cars added), in the file (electronics/abs and TC).

Even if it didn't exist at the time, to keep the fun (and immersion) and the car not to be totally undriveable (I put 5 levels in each one)In the test it was in (abs = 4/5 and TC = 3/5).
The values (levels close to off = 1).It will still take a while to adjust and balance all the added cars.

Test: Mario Andretti / Ferrari 312B2
 
... is anyone else noticing a slight grid like texture over the internal windshield when using the new A4 STW mod by F302...
I still have to update to the latest version, but I also have that grid pattern, and it is not a reflection, because it is always present, regardless of the direction of the light...

By the way, I remember having some other old mods in which that pattern is seen; it gives the impression that the modder wanted to apply some tinting, shade, dirt or something like that to the windshield glass, but with a disastrous result...
 
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