Assetto Corsa PC Mods General DiscussionPC 

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What is the cause of this? I'm trying to make new lods for Ginetta G40 GT5 from Garage ACTK, but every now and then I run into this. Sorry if this is a simple problem, but I only use Blender to make lods and track grid extensions. Thanks in advance.

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Good day,

Hope you are all doing fine.

Short question; Some of my cars are suffering from engine sounds quiting as of certain speeds and revs. Say, from 0 to 120 km/h all is good but after that engine sounds disappear... When i decellerate the engine sounds come back in though. Very weird. Other cars do not have this anomaly, so it should not be my system I guess.

Anyone here encountered something similar and knows how to solve this? Thanks in advance.
 
Good day,

Hope you are all doing fine.

Short question; Some of my cars are suffering from engine sounds quiting as of certain speeds and revs. Say, from 0 to 120 km/h all is good but after that engine sounds disappear... When i decellerate the engine sounds come back in though. Very weird. Other cars do not have this anomaly, so it should not be my system I guess.

Anyone here encountered something similar and knows how to solve this? Thanks in advance.
Strangely enough I did encounter this, but I think it was something to do with swapping the audio over from the URD Caddy over to the VRC one. This might just be some weird anomaly with my system (as we've all got totally bespoke computers, all running different settings in csp/AC/cm), BUT, when I went through the tunnels at Motegi with the VRC Caddy after the audio switch the reverb almost seemed to overload my speakers and they stopped transmitting the engine note. Crew chief would still be running and giving me info and tips, so it's not like it was a hardware issue of the actual speakers switching off. Once I used the original VRC car audio I was able to drive through tunnels and retain sound. Might be a new build CSP bug?!
 
Strangely enough I did encounter this, but I think it was something to do with swapping the audio over from the URD Caddy over to the VRC one. This might just be some weird anomaly with my system (as we've all got totally bespoke computers, all running different settings in csp/AC/cm), BUT, when I went through the tunnels at Motegi with the VRC Caddy after the audio switch the reverb almost seemed to overload my speakers and they stopped transmitting the engine note. Crew chief would still be running and giving me info and tips, so it's not like it was a hardware issue of the actual speakers switching off. Once I used the original VRC car audio I was able to drive through tunnels and retain sound. Might be a new build CSP bug?!
Hello Aaron,

Thanks for your reply, I will fiddle around with CSP versions in order to see whether this is the cause of this (currently on 0.2.8.preview1). Only some cars encounter this weird anomaly, 98% does not... Earlier CSP version might solve this...perhaps...
Thanks again and have the best of day.
 
Good morning. Is there any easy app or program other than 3D Max or Blendel that can correct and adjust the hand movement with the gear lever? Many high-quality mods are impaired. This is because when shifting gears, the driver's hand moves to one side, which has nothing to do with the position of the gear lever. Thank you very much in advance, guys.
 
I'm sorry, it was heading in a direction and then I voted and made it 50/50 again. I'm no good use :)
Good morning. Is there any easy app or program other than 3D Max or Blendel that can correct and adjust the hand movement with the gear lever? Many high-quality mods are impaired. This is because when shifting gears, the driver's hand moves to one side, which has nothing to do with the position of the gear lever. Thank you very much in advance, guys.
Short answer is no. Complex stuff is complex shrug.
As @24H suggests, searching through @Masscot's posts, you might find some configs that might match up with the cars you're trying to fix.
 
What is the cause of this? I'm trying to make new lods for Ginetta G40 GT5 from Garage ACTK, but every now and then I run into this. Sorry if this is a simple problem, but I only use Blender to make lods and track grid extensions. Thanks in advance.

View attachment 1437624
this problem comes from the double face created by 3dsimed, which breaks the geometry, and the modeurs who use it really don't know what they're doing.
 
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Good day,

Hope you are all doing fine.

Short question; Some of my cars are suffering from engine sounds quiting as of certain speeds and revs. Say, from 0 to 120 km/h all is good but after that engine sounds disappear... When i decellerate the engine sounds come back in though. Very weird. Other cars do not have this anomaly, so it should not be my system I guess.

Anyone here encountered something similar and knows how to solve this? Thanks in advance.
Not atm, but imo it would be useful to name the cars in question, so others can check ?
 
Corso v1.0
Screenshot_ks_abarth_595ss_s1_corso_21-2-125-22-0-23.jpg


Fictional circuit.
Conversion from GTL.

-CSP recommended
-2 layouts (Full/ Speed)
-30 pit/start
-AI, cam

Credits & Thanks;
GTL Original Track by @carTOON (barcika)
-Thank you for giving me permission

AC Converted by @shi (shin956)
Sections file and logo.png by @Fanapryde
Crowds texture by @Kniker97
3D terrain from Chuck_CG's Landscape pack
"Pack - Realistic - 3 Warehouse" (https://skfb.ly/osoBI) by Islide is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).
"Lowpoly Buildings" (https://skfb.ly/oCnGO) by l0wpoly is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).
tree, marshall and some textures by kunos
Test and Feedback by @Masscot

Enjoy.
 
What is the cause of this? I'm trying to make new lods for Ginetta G40 GT5 from Garage ACTK, but every now and then I run into this. Sorry if this is a simple problem, but I only use Blender to make lods and track grid extensions. Thanks in advance.

View attachment 1437624

View attachment 1437625
I don't remember exactly how to solve this problem because it only happened to me once. If I remember correctly it's just a display problem, some faces are turned the other way and are transparent. Try selecting the mesh that has this problem and recalculate the normals (press tab > normals > recalculate outside).

If this doesn't work, then the problem is related to the mesh itself. If alt+j (deletes triangulations) + merge vertices from distance bring back the entire mesh, even if practically destroyed, then we need to figure out how to "rebuild" it
 
Hey All,

I hope everyone is doing well.

I'm looking for someone to help develop my home circuit.
Who would you guys recommend? Or, would you like to help?

I appreciate any help you can provide.
 
Good day,

Hope you are all doing fine.

Short question; Some of my cars are suffering from engine sounds quiting as of certain speeds and revs. Say, from 0 to 120 km/h all is good but after that engine sounds disappear... When i decellerate the engine sounds come back in though. Very weird. Other cars do not have this anomaly, so it should not be my system I guess.

Anyone here encountered something similar and knows how to solve this? Thanks in advance.
A possibility is that sounds being used which just don't go as high as your mods engine rpm. On the car selection tab of Content manager there is (lower middle right) a button to select the sounds from a different car. If you choose to use say the sounds from a large slow reving American V8 as replacement sound for your 2.5 liter Formula one mod then the engine sound will die well before the engine gets to Maximum revs. If you have Content Manager try selecting the sounds from a suitable mod as replacement.
 
Track Release: 1937 Tripoli v.90
by Historic Sim Studios & Sergio Loro
Free to the public


View attachment 1426739
Track update: 1937 Tripoli v0.95
by Historic Sim Studios & Sergio Loro
Free to the public

Changelog:
1. New tarmac texture (with more details).
2. Added AGIP ad in the last corner and at start/finish.
3. Replaced and refined starting grid according to actual historical starting grids (4-3-4-3-4-3-4-3).
4. Added embankment on the left at turn 1.
5. Telephone/electrical poles & cables added.
6. New sandbag "safety" barriers.
7. Added road from southeast joining the track as seen in several maps from the time.
8. Changed position and size of flags at start/finish.
9. Added hazard signs at crossing.
10. Added more spectator 3D models around the track.
11. Revised some track edge transitions.
12. Trackside cars optimized a bit better.
13. New stairs added at start/finish.
14. Added brake meter markers at various points around circuit.
15. Revised latter half circuit foliage.
16. Added some small Buildings at start/finish and tower for the marshals in the last bend.
17. Updated crossroad sign.
18. Added new umbrellas.
 
Zwartkops Raceway V2 - v2.10

1742571427979.png

"This a complete 3d rework of a previously released track. Aprox 75% of the track is completely new"

features:
  • 2 layouts, circuit and kart
  • 27 pit/grid circuit, 14 pit/grid kart with AI
  • RainFx, Lighting, etc
  • CSP required

credit:

:: DOWNLOAD v2.02 ::

changelog v2.10
  • wall flickering report fixed by @pugsang
  • cable fix by @Breathe
  • typo in config fixed

:: DOWNLOAD v2.10 ::
Zwartkops Raceway V2 - v2.10

changelog v2.10
  • wall flickering report fixed by @pugsang
  • cable fix by @Breathe
  • typo in config fixed

:: DOWNLOAD v2.10 ::
 
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Chrysler LMP, Doran-Lista Dallara SP1's Version 1.2

download: https://www.mediafire.com/file/9dn7...ista_Dallara_SP1%27s_Pack_version_1.2.7z/file

Please delete earlier versions.

Cars in pack
2001 Team PlayStation Chrysler LMP Mopar (Dallara)
2002 Doran-Lista Dallara SP1 SRP Judd (GV4)
2002 Doran-Lista Dallara SP1 LMP900 Judd (GV4)
2003 Doran-Lista Dallara SP1 SRP Judd (GV5)
2003 Doran-Lista Dallara SP1 LMP900 Judd (GV5)

Other Lemans Prototypes: https://www.mediafire.com/folder/7g6488jsyt2ux/Lemans+Prototype+Near+Finalized

Credits

Team: RMS

Model: PerfectDark, Unknown

Converstion: Marneus_boss

Model Scaling and Model Work: Marneus_boss, Peugeot905, Kamil Cader,

Physics: Peugeot905,Kamil Cader

Sound: RMS

Screenshots: AndyGTR

Updates

Version 1.2

-Added 2002 and 2003 Doran-Lista Dallara SP1 SRP's
-Repositioned driver and new shift animation
-fixed shift lights for 2003 Doran-Lista SP1 LMP900
-Updated Sound.ini for 2002 Doran-Lista LM900
-Updated onboard for Chrysler LMP and Doran-Lista LMP900's
-Added winglet aero for Doran-Lista LMP900's
-Reworked front aero for Doran Lista's LMP900s and Chrysler LMP
-Updated to set Support Shifter to 0 for all cars in the pack. To replicate Sequential gearbox.


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A possibility is that sounds being used which just don't go as high as your mods engine rpm. On the car selection tab of Content manager there is (lower middle right) a button to select the sounds from a different car. If you choose to use say the sounds from a large slow reving American V8 as replacement sound for your 2.5 liter Formula one mod then the engine sound will die well before the engine gets to Maximum revs. If you have Content Manager try selecting the sounds from a suitable mod as replacement.
In regards to my scenario where I lost audio it wasn't rev related, once the engine audio was lost it stayed silent. I'm guessing the OP who asked for question might have been in a similar situation.
 
Track update: 1937 Tripoli v0.95
by Historic Sim Studios & Sergio Loro
Free to the public

Changelog:
1. New tarmac texture (with more details).
2. Added AGIP ad in the last corner and at start/finish.
3. Replaced and refined starting grid according to actual historical starting grids (4-3-4-3-4-3-4-3).
4. Added embankment on the left at turn 1.
5. Telephone/electrical poles & cables added.
6. New sandbag "safety" barriers.
7. Added road from southeast joining the track as seen in several maps from the time.
8. Changed position and size of flags at start/finish.
9. Added hazard signs at crossing.
10. Added more spectator 3D models around the track.
11. Revised some track edge transitions.
12. Trackside cars optimized a bit better.
13. New stairs added at start/finish.
14. Added brake meter markers at various points around circuit.
15. Revised latter half circuit foliage.
16. Added some small Buildings at start/finish and tower for the marshals in the last bend.
17. Updated crossroad sign.
18. Added new umbrellas.
Thanks for noticing, can finally change the poorly made Tripoli track in my championship by this one.
 
In regards to my scenario where I lost audio it wasn't rev related, once the engine audio was lost it stayed silent. I'm guessing the OP who asked for question might have been in a similar situation.
I had a similar issue and I think i solved it by going into settings>general patch settings>audio and I unticked the box "Silence malfunctioning FMOD channels"....Im not a technical modder and don't know how many things work but I poke around until some issues go away and I think that was the culprit when I was dealing with something similar
 
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