Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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Hi Kakauiyt, do you have any news for updates? Thanks a lot
1739029334382.png
 
At the same time kunos is using kswindscreen with alpha blend and transparent BUT who are they of course.
 

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At the same time kunos is using kswindscreen with alpha blend and transparent BUT who are they of course.
it's for the inner glass that it's not for the badges it's got nothing to do with it

for cars with inside windows + separate badges, kspixelAT can be used.

take the Alfa Romeo Giulietta Veloce TCR from WSC as an example, there is the interior window in ksWindscreen and the interior badges in kspixelAT, many mods work this way.

image1.jpg
image2.jpg
 
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I rest my case. Post the final version whatever it is and anyone can set it as he prefers. This is the magic of modding

what I really do not understand is why he refuses to use the alpha blend since it is not making any problems
 
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I rest my case. Post the final version whatever it is and anyone can set it as he prefers. This is the magic of modding

what I really do not understand is why he refuses to use the alpha blend since it is not making any problems
those who have this problem can change it in CM showroom but it is not normal this shader is not normally made for that.

pic1.jpg
 
those who have this problem can change it in CM showroom but it is not normal this shader is not normally made for that.

View attachment 1427396
I changed mine like in your picture and it did nothing until i edited the ext_config file in the extension folder to what is below and it cleared right up. Hope this helps everybody now with the windscreen issue

[SHADER_REPLACEMENT_...]
ACTIVE = 1
SHADER = ksPerpixel
MATERIALS = INT_WINDOWS_2
BLEND_MODE = ALPHA_BLEND
IS_TRANSPARENT = 1
CAST_SHADOWS = 0
 
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So... I understand that they still haven't fixed the problems with those automatic updates that make elements of the tracks disappear and screw up the cars, right?
modifying the file solves the problem, but I've just realized that it's another CSP bug since 0.2.5, in version 0.2.4 the file works fine without modification.

one bug fixed, 10 new ones added :D
 
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those who have this problem can change it in CM showroom but it is not normal this shader is not normally made for that.

View attachment 1427396
ACTK/EASY released v 1.0.5:
Audi A4 Quattro STW "F302" v1.0.5 by ACTK
(Final Update)
Update ext_config.ini
Update tyres.ini
Update drivetrain.ini
Update digital_instruments.ini
Update mesh front turn signal
Update lights.ini
Fix ksWindscreen
Fix CSP wipers
Fix cast shadows
Fix collider.kn5
Add new LODs
Add Shaking Exhaust
Add animated antenna
Add reverse lights
Add refracting front and rear lights
Add main_geometry.vao-patch

No issues on my side...:)
 
what I really do not understand is why he refuses to use the alpha blend since it is not making any problems
It causes problems for me, and I can't be the only one.

No issues with ACTK v1.0.5 on CSP v0.1.80p9 out of the box.
 
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I agree but NVIDIA driver was upgraded for another game ... Not for AC.
The last time I had problems, restoring CSP settings was a solution, but here no change ...
This game make me crazy
On the one hand I'm safe, this year Nvidia will stop supporting the GTX 16 series, so I no longer have anxiety about driver updates.

I played it down with my joke, but unfortunately I don't really know how to help you. AC really has a life of its own :(
 
it's for the inner glass that it's not for the badges it's got nothing to do with it

for cars with inside windows + separate badges, kspixelAT can be used.

take the Alfa Romeo Giulietta Veloce TCR from WSC as an example, there is the interior window in ksWindscreen and the interior badges in kspixelAT, many mods work this way.

View attachment 1427385View attachment 1427387
I hope that ACTK understands that our problem is int_glass. We all see the pixel at the glass NOT at the stickers. Even the veloce above uses kswindscreen for the int_glass with Alpha Blend
 
I hope that ACTK understands that our problem is int_glass. We all see the pixel at the glass NOT at the stickers. Even the veloce above uses kswindscreen for the int_glass with Alpha Blend
I showed you an example with another car, the kswindscreen is for the window only and not for the badges which is another mesh apart, the kswindscreen is also used for the rain CSP, if the badge was in kswindscreen the rain would go through the badge which would be awful.

and no, we don't see this pixel in those who don't have this problem.
 
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By the way nice try adding this at line 460 in ext_config, so anyone editing the window will be reverted back to the original settings.

[SHADER_REPLACEMENT_...]
ACTIVE = 1
SHADER = ksPerpixel
MATERIALS = INT_WINDOWS_2
BLEND_MODE = ALPHA_TEST
IS_TRANSPARENT = 0
CAST_SHADOWS = 0
 
What issues do you have?
With INT_WINDOWS_2 set to Alpha Blending, everything looks kind of "wavy" and indistinct through the windshield glass. When I change it back to Alpha Testing, it looks fine. Never actually seen it happen before.

Here's some proper RainFX for SMP Esports' ADM Raceway -- just replace the RainFX code in the ext_config.ini with this.
 

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  • adm_raceway_smp_RainFX.txt
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I changed mine like in your picture and it did nothing until i edited the ext_config file in the extension folder to what is below and it cleared right up. Hope this helps everybody now with the windscreen issue

[SHADER_REPLACEMENT_...]
ACTIVE = 1
SHADER = ksPerpixel
MATERIALS = INT_WINDOWS_2
BLEND_MODE = ALPHA_BLEND
IS_TRANSPARENT = 1
CAST_SHADOWS = 0
Yep, the grid pattern disappears, but returns the problem of the frame and the badge on the windshield overlapping the exterior stickers when looking at the car from the outside...

Screenshot_f302_audi_a4q_stw_ks_barcelona_8-1-125-20-40-39.jpg


(This is starting to become a question of honour... 🤦‍♂️)

EDIT: By the way, AMD card here... although I don't think it has anything to do with the problem.
 
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dms
Guys, does anyone know if there is a good (preferably a camtool) camera for Phoenix 1991 by Rainmaker? Has @Gregz0r worked his magic on this one?
Thanks. :) I’ve been a Phoenix GP nut basically since the first race took place in the summer of 1989 and then in F1GP in 1992, so my fascination with it is beyond normal, as I had been following its development since 2019.

That’s why I bought EKO Simracing’s version regardless of the price(I know, I know). :D

The rainmaker one is EKO’s old rF1 track, converted. If EKO’s current one didn’t exist, I’d be all over the rainmaker version, but the EKO one is much, much more accurate and I made cams for that.
 
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Thanks. :) I’ve been a Phoenix GP nut basically since the first race took place in the summer of 1989 and then in F1GP in 1992, so my fascination with it is beyond normal, as I had been following its development since 2019.

That’s why I bought EKO Simracing’s version regardless of the price(I know, I know). :D

The rainmaker one is EKO’s old rF1 track, converted. If EKO’s current one didn’t exist, I’d be all over the rainmaker version, but the EKO one is much, much more accurate and I made cams for that.
Much more accurate yet still looks like a track from a PS3 era game lol

They've lost the plot, you cannot tell me they couldn't optimise their track - it doesn't even look that good compared to shin's rfactor ports (now now I know I've set the bar quite high!)
 
Much more accurate yet still looks like a track from a PS3 era game lol

They've lost the plot, you cannot tell me they couldn't optimise their track - it doesn't even look that good compared to shin's rfactor ports (now now I know I've set the bar quite high!)
It is what it is. :)
 
No changes here on latest invidia driver so far, hope it helps.

General rule: if your AC is working well, don't touch anything, even a single fart can destabilize the cosmic balance 😂
After literraly 1 entire day of testing, I don't really know why, but my stuttering issue was solved by disabling "New KN5 loader" on CSP "General patch setting" that it is enable by default ...
If it could help someone, this option may affect stability of performances ...

1739050645840.png
 
Yep, the grid pattern disappears, but returns the problem of the frame and the badge on the windshield overlapping the exterior stickers when looking at the car from the outside...

View attachment 1427417

(This is starting to become a question of honour... 🤦‍♂️)

EDIT: By the way, AMD card here... although I don't think it has anything to do with the problem.
NVIDIA card, F302/ACTK 1.0.5 out of the box:

easy_audi.png
 
Is this F302 Super Touring Car - Audi A4 Quattro STW the most tweaked car ever?

To lighten the rear light lenses which can look extremely dark at times:

Code:
;lighten rear light lenses
[SHADER_REPLACEMENT_...]
MATERIALS = LIGHT_GLASS
PROP_0 = ksAmbient, 0.5
PROP_1 = ksDiffuse, 0.1

Also, add Material #42 to the doublesided mesh config to stop sunlight coming through the dashboard and lighting up the footwells.

Attached is a rescaled/repositioned driver to solve his slight dwarfism and for better pedal reach, and better steering wheel & shifter grip.
(remover the .txt extension and put in the animations folder)

Edit: this car has such a prominent antenna on the roof, it's a shame it's not a separate mesh that can be animated as cars corner, accelerate and brake.
We have the code for it, but it needs to be a separate mesh.
Anybody?

Code:
[WOBBLY_BIT_0]
NAME = antenna ; name of the node to move
CONNECTED_TO = X, Y, Z ; point to which node is attached to, and around which it will rotate
MAX_RANGE = 0.003 ; max range node can move from its original position
DAMPENING_LAG = 0.99 ; think of it as usual AC lag value, trying to zero node s speed
G_GAIN = 1 ; how much G-forces affect node s speed
GRAVITY_GAIN = 1 ; how much gravity affects node s speed
OFFSET_GAIN = 2000 ; how strong is returning force
STIFF_AXIS = 0, 1, 0 ; optional higher stiffness axis to reduce movement along it
STIFF_AXIS_STIFFNESS = 0.2 ; now stiff is optional stiffness axis
G_FILTER = 0 ; temporal filter for G-forces
DEFAULT_GRAVITY_INCLUDED_ALREADY = 1 ; either `0` or `1`; set it to `1` if you don t want gravity to skew your stuff when car is in neutral position
Just a reminder about the rescaled driver for VR users, not included in the Garage ACTK version. He clips through the back of the seat a little but for me is a much better fit for the wheel, shifter and pedals.
I still need the config to lighten the rear lenses too (Pure LCS, Natural_Mod PPF).
 
Made a little investigation on the model in Blender

All the parts that you see as artifacts in the side windows are the internal carbon mesh coming out of the window.

If this part is properly fixed by the original modder then no problems should arise
 

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Made a little investigation on the model in Blender

All the parts that you see as artifacts in the side windows are the internal carbon mesh coming out of the window.

If this part is properly fixed by the original modder then no problems should arise
Yeah, I tried doublesiding them a while ago because they weren't visible through the glass from the outside but it kind of made things worse.

BTW, back to the long wait while loading AI splines that a few people are experiencing, has anyone tried the various new CSP options in 'New AI Behaviour' to see if some tickbox combo is responsible?
 
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