Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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I noticed the same when I first tried it. Are you running your base at 100%?

I have the 20nm VRS DD, my usual setup was 50% on the base and around 40% gain in game. That gave me a good balance between FFB and bump/kerb effects. If I increased the base and even with lowering the game gain the bump/kerb effects would become more jarring, like more aggressive than they should be relative to the ffb, even though I had them at 0% in the game settings.

With the FFB script on my usual settings it felt too light as you observed as well. I noticed with the script the FFB bar was more sensitive and I was clipping. I bumped my base to 100% and gain to 30% in game. This now gave me a good FFB feel and the bump/kerb effects are still balanced. If I turn off script with these settings - I again see too aggressive effects.

I havent done enough testing yet, but with the FFB script I do feel a bit more detail and the cars feel like they have more weight to them. Like less of that AC floaty feeling and when turning it doesnt feel as much like I am pulling on a band if that makes any sense.

Anyone else on a DD base try out the new script and want to chime in? Seems the script works on both the standard physics and if you check extended physics too.
Base at 100% and gain 100% too
I only have a Moza R5 with 5.5nm
I might try to change the "alternative ffb seetings" and see if its better

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Here's a question for those with better memories than me.

I'm trying to remember the name of a track, which is a fictional track imported from some earlier sim. It's kind of has a winding Scottish countryside feel, but the defining thing I remember is where you come down a long downhill sweeping right-hander past a pub where there's inappropriate Irish folk music blaring out... just before you cross a bridge.

Big thanks to anyone who can identify this for me!
 
Here's a question for those with better memories than me.

I'm trying to remember the name of a track, which is a fictional track imported from some earlier sim. It's kind of has a winding Scottish countryside feel, but the defining thing I remember is where you come down a long downhill sweeping right-hander past a pub where there's inappropriate Irish folk music blaring out... just before you cross a bridge.

Big thanks to anyone who can identify this for me!
Bannochbrae

 
I think it might be the alternate version, Misty Loch

Hmm. That sounds promising. And it's also suspiciously missing from my track library now, which is probably why I haven't been able to find it for months! :dunce:

Thanks. I'll reinstall it and see if the puzzle is solved.

EDIT: Bingo! You and samdale12 hit the jackpot. Thanks to you both for that. Much appreciated. (And thanks to Frank25 too for another good guess.)

:cheers:
 
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Anyone else on a DD base try out the new script and want to chime in? Seems the script works on both the standard physics and if you check extended physics too.
Using Simucube 1 20Nm 22-bit (4.2M) encoder I tried the alternative ffb script - I'm sure they were in there before, but maybe not this one? Yes lighter ffb, I like it better not just for granular road feeback, but also softer transition when I load/unload front of car with throttle particularly how a 911 responds mid-corner. More subtle instead of an unrealistic sort of thudding I had before (using real feel forces set for 18Nm). Particularly like feeling higher sliding forces. Only tested with zgshnk's Singer 911 so far, yet to try an open-wheeler but I don't drive them often. Script and Simucube driver setting attached.
 

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I noticed the same when I first tried it. Are you running your base at 100%?

I have the 20nm VRS DD, my usual setup was 50% on the base and around 40% gain in game. That gave me a good balance between FFB and bump/kerb effects. If I increased the base and even with lowering the game gain the bump/kerb effects would become more jarring, like more aggressive than they should be relative to the ffb, even though I had them at 0% in the game settings.

With the FFB script on my usual settings it felt too light as you observed as well. I noticed with the script the FFB bar was more sensitive and I was clipping. I bumped my base to 100% and gain to 30% in game. This now gave me a good FFB feel and the bump/kerb effects are still balanced. If I turn off script with these settings - I again see too aggressive effects.

I havent done enough testing yet, but with the FFB script I do feel a bit more detail and the cars feel like they have more weight to them. Like less of that AC floaty feeling and when turning it doesnt feel as much like I am pulling on a band if that makes any sense.

Anyone else on a DD base try out the new script and want to chime in? Seems the script works on both the standard physics and if you check extended physics too.
Until I read these posts I had not put 2 and 2 together because my ffb had been feeling weird over the last few days, very twitchy and grainy as hell when turning but i had not really sunk in the fact it was different. So I have now looked at the settings and the changes are very obvious to the feel and I guess everyone will be affected in a different way. I have tried most combinations in the csp ffb section and cant get the feel I want. However, I have now unchecked the active box completely and activated the experimental section in A/C ffb section. I now have my feedback running as I liked it before it was messed with. I'm running a csl dd 8nm that I run at 100% at base and 60% in game.

There's an old saying 'disturb 💩 and it smells'
 
Hmm. That sounds promising. And it's also suspiciously missing from my track library now, which is probably why I haven't been able to find it for months! :dunce:

Thanks. I'll reinstall it and see if the puzzle is solved.

EDIT: Bingo! You and samdale12 hit the jackpot. Thanks to you both for that. Much appreciated. (And thanks to Frank25 too for another good guess.)

:cheers:
There is also a spot just after start where the cows MOO when you go off track. Still laughing.
 
for some quick offline racing fun, here some extra (fictional) skins for the wonderful Mini John Cooper Works GP 2021 by 101Creative

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Download


(can someone pls fix the 3rd brakelight ? also the other brakelights could be a little brighter please - I tried and didn't succeed...)

EDIT:
And somethin entirely different (I would love to post a new comment because it's not related at all to this mini, but rules are rules)
Anyone knows how I get rid of this awefull reflection in the sea on the Monaco 66 track (reboot team v1.2)
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I made a backup skins folder to try and make it easier to reinstall skins when a mod updates. However the last time I tried to reinstall one, that folder was empty. But when I downloaded the skin originally I just copied it to the backup skins folder. If the backup file was blank could it be because I didn't rename it and when the original installed it pulled the info from both locations?
 
shi
Thank you very much!
The F1C Track mods include variations for each year from 1982 to 1988 for Detroit.
With my motivation, I can convert them.
Don't fret ! Rainmaker's already made it but the shaders are all over the place. (sadly)

I've also tried to 'fuse' the two versions using yours as a springboard, but much like my attempt at making an alternate version of Bathurst, I quickly realised that track modding isn't my forte.

(the aforementioned Bathurst lol)
Screenshot_sf_lamborghini_sc63_sf_bathurst_long_20-1-125-14-41-41.jpg


wouldn't mind Zolder 1982 though wink wink
 
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