Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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Updated the Nissan Fairlady 240ZG GTS-II "GT-L Edition" original post, here's the new link.
The original car sounds seems work...



On another subject, about this sweet Spagna's skinset on OT:

I'm trying these ballast BOP settings on Riverside to keep the pack tight, let me know how they work for you on other tracks.
Charger 45
Chevelle 65
Mustang 0
Road Runner 65
 
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Hi there,
Apart from the fact the jk1977 A4 STW looks way better, I feel (might be I should drive this one differently?) it is changing directions too aggresively. As if changing directions is not over the actual front wheels, but somewhere more to the middle of the car. Meaning; it changes directions on a different pivot point? Might be my personal feeling though, but noticable to me for some reason.
I havent tried it yet, but it mught be because the toe is too agressive in the setting, try to get it near 0.0 front and back.
Negative front and positive rear will help the car rotate, but if its too agressive it'll be twitchy
 
Hiding non-physical objects is not a problem, but with physical objects it doesn't work that way. You need to change .kn5.
After hiding the meshes via [MODEL_REPLACEMENT_...] or [MESH_ADJUSTMENT_...] in extconfig.ini,
you have to edit surfaces.ini file for the invisible collidable wall meshes:

  • copy the surface [SURFACE_xx] with the ROAD surface.
  • paste it at the end
  • edit the number xx with the following one
  • edit "KEY=" with the mesh of the invisible collidable wall (NOTE: mesh only CAPITAL letters)

To find the invisible collidable wall meshes you have to:
  • unpack the track KN5 file (click on the .kn5 to highlight it and then hold shift while you double click the .kn5. This will automatically unpack it to a new folder)
  • open the track FBX with Blender
 
I havent tried it yet, but it mught be because the toe is too agressive in the setting, try to get it near 0.0 front and back.
Negative front and positive rear will help the car rotate, but if its too agressive it'll be twitchy
others parameters you have to check:
Caster: around 6/7 (easy to change in CMShowroom)
KPI: around 13 (idem)
Have fun, Mike
 
After hiding the meshes via [MODEL_REPLACEMENT_...] or [MESH_ADJUSTMENT_...] in extconfig.ini,
you have to edit surfaces.ini file for the invisible collidable wall meshes:

  • copy the surface [SURFACE_xx] with the ROAD surface.
  • paste it at the end
  • edit the number xx with the following one
  • edit "KEY=" with the mesh of the invisible collidable wall (NOTE: mesh only CAPITAL letters)

To find the invisible collidable wall meshes you have to:
  • unpack the track KN5 file (click on the .kn5 to highlight it and then hold shift while you double click the .kn5. This will automatically unpack it to a new folder)
  • open the track FBX with Blender
Very interesting, thank you!
And what values should be in surface.ini for an invisible collidable wall?

I just tried it, the car doesn't bump as much anymore, but the invisible obstacle is still there.

But this is progress for me anyway, thank you.
 
So I made a Prinz 4L 600 out of the NSU 1000 TT (for the upcoming Marlboro 12hr). As per specs, shortened it (not the full 14") (but didn't bother narrowing since the change was negligable). Seemed to go quite smoothly, until in-game, where the translation of the back wheels got lost. If it's anything like changing the track width in suspensions.ini, I can't find it. Anyone know where wheelbase is adjusted?

Blender-All-Good-02.png
- All good in Blender.

Showroom-All-Good.png
- All good in CM showroom.

InGame-Not-All-Good.png
Translation of back wheels is lost...

I tried "apply transformation" in Blender, but it wonked other things...
ApplyTranslationInBlender.png
ApplyTransformBad.PNG


- HELP :)
 
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So I made a Prinz 4L 600 out of the NSU 1000 TT (for the upcoming Marlboro 12hr). As per specs, shortened it 14" (but didn't bother narrowing since the change was negligable). Seemed to go quite smoothly, until in-game, where the translation of the back wheels got lost. If it's anything like changing the track width in suspensions.ini, I can't find it. Anyone know where wheelbase is adjusted?

View attachment 1426672- All good in Blender.

View attachment 1426673- All good in CM showroom.

View attachment 1426674Translation of back wheels is lost...

I tried "apply transformation" in Blender, but it wonked other things...
View attachment 1426676- HELP :)
1738779618454.png

maybe there is a problem here?
 
What's going with vao-patches making the lighting flicker on a car body (or even interior!) ? It's been happening since... Last year, I think ? And it's absolutely those because once I get rid of it the flickering disappears.
 
Hello guys I got a question... I got that F1 2002 mod but there is something bad about the tyres, they're supposed to be grooved tyres but the grooves look like they have been painted on the car and it seems like they are even slicks for a moment, is there a way to fix that model mistake for the SD 2002 cars.

I already thought taking tyres from 2001 or 2003 would work but after changing and saving the sets, the tyres looked the same.
Or is there an even easier way for this?
 
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Very interesting, thank you!
And what values should be in surface.ini for an invisible collidable wall?

I just tried it, the car doesn't bump as much anymore, but the invisible obstacle is still there.

But this is progress for me anyway, thank you.
Perhaps there is another invisible collidable wall meshes. Which is the track you are modding?
 
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