Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
  • 143,561 comments
  • 40,329,211 views
X90
Announcing that thing I ominously teased earlier this week!



830740-d12c0bd02dd9caa504e45172e24c4b80.data





For those who use Bass Shakers with SimHub, whether it be Dayton pucks, Haptic Seats, Buttkickers or anything in between, you'll know that Assetto Corsa doesn't send any data via telemetry that can be used for Kerb effects. Other titles like AMS2 and ACC have this effect (although ACC's official telemetry support for kerbs is limited and poor) - but AC never has due to this data limitation. Even the official dev of SimHub, Wotever, essentially abandoned the idea a few years ago and left "Road Rumble" for Assetto Corsa as officially unsupported. This meant that there was no kerb/grass vibration through SimHub whatsoever - and things looked bleak.

View attachment 1438473

Until now.

Using the LUA functionality of CSP, RaceDepartment member DaZD has been able to intercept and send considerably more telemetry data from AC to SimHub - and now, this includes the canned "Kerb Effect" that AC uses. After some tweaking to different parameters, we finally have a first draft for "Road Rumble" in AC.


Link to SimHubUDPConnnector:



Kerbs are working (for any kerb that has kerb effect), as is grass (at a little less than half of the gain) - and even collisions with walls and other cars work as well (still WIP, right now it's too soft for our liking).

First and foremost, all credit to DaZD for making this app - the scripting itself is above my amateur coding pay grade. I am merely the test monkey, along with the liaison for the idea itself and the author of the SimHub in-game settings themselves (gain, Hz, white noise, gamma, etc.) - as I already custom-made the effect and curve for AMS2 years ago. It took quite a few hours in the seat to tweak into a good window - and one code rewrite - but I think we're happy at the moment.

Finally, keep in mind that different settings will work for different setups. DaZD uses an NLR HF8 Haptic seat - while I use two Buttkicker Advances. While everything will work just fine at a base level for all haptic setups, the in-SimHub settings will be significantly different for different setups like these. For example, the HF8 doesn't recognize frequencies at all - whereas for my setup, frequency settings and curves are extremely important for differentiating various SimHub effects (I'd say I use about 2/3rds of the available options).


If you use haptics, give the app a download and the new kerbs and grass rumble a try. We're happy with how it's come along - but we definitely expect further tweaking with wider testing.



Cheers all, and don't hesitate to message me both publicly or privately with questions.
A very great thing! Thank you for sharing. It took me a while with my HF8 until I found the right setting, but now it works really perfectly. For me a real game changer! One question: do I have to reinstall this with every new version of Gamehub?
 
Would anyone have any need for this?

I took my additional crowds file that I made for melbourne_2019 and added what was different from mine to Pyyer's 2022+ layouts. That means there are added crowds in the tents, along other areas of the track, etc. to go along with where he already had crowds placed.
If you want to try it, here's the replacement people.kn5 file for all of Pyyer's Melbourne 2022+ based layouts. It would be best to install it manually because I only included the replacement camera_facing file for the layout_f1_2025 layout. That's the only Pyyer layout I have. I think it will work for all of the other 2022+ based layouts, but you will need to copy and paste the camera_facing file into those folders to see. I did include all of his original files so you can easily revert back.

I also included my flags if you want to use those. For me they wave more realistically so I prefer them. I have a lot of other little tweaks as well if anyone is interested. I couldn't figure out an easy way to include them though so I left them out.
 

Attachments

  • melbourne_2022+_additions.zip
    995.3 KB · Views: 1
Last edited:
Hi FlyingSaucer9,
I am sorry for just teasing at the moment. I have set myself the objective to reproduce all the skins (which are well documented on photos) for the 964 Carrera RSR 3.8. I have around 150 skins (BPR, IMSA, GTCup, ItalianGT, LeMans, BGT) for this car at the moment. And of course I will release them as soon as the car is ready for release. Hopefully AC will still be relevant at that point :-)

Thanx for your nice words. They keep my motivation level high.

Daniel
Hi, do you have IMSA '96 skins for Porsche 993 GT2 /964 RSR??
Thanks 🙏
 
A very great thing! Thank you for sharing. It took me a while with my HF8 until I found the right setting, but now it works really perfectly. For me a real game changer! One question: do I have to reinstall this with every new version of Gamehub?
You mean SimHub? Not that I can tell - I've upgraded once to a new SimHub version since testing and the UDPConnector Tab is still on the left hand side and working as intended.

There's a chance SimHub might change how it works - or even fold it in to be a native implementation if it gets enough traction - but if that happens, I'm sure DaZD will update the app accordingly. Keep "watching" the post on RaceDepartment (done automatically if downloaded) - and you should be set.
 
I just want to +1 that :) Any help/redo/feedback/tips are greatly appreciated. Take the track, make it better (only thing I'm asking for is acknowledgement)! It's a hobby project, I didn't earn money with it and if people think they can do better or reach out to me for coworking, it means a lot to me!
I'm past my track building knowledge, all improvements come from the community.
Greetings
The grassfx missing is indeed related to the CSP version, finally brought it back with v0.2.4. I have no idea what makes it disapears on 2.5 and further. Maybe something in the extconfig, maybe in CSP...

Mysteries.
 
CM doing CM things again - slow to update previews (takes a couple of minutes, gotta "install the config", whatever that means), takes 30 seconds to change update a livery icon... Perpetual beta innit ?
 

THR layout v2.0 update


Hey racers,

It took a lot longer than originally planned - being an admin at THR doesn’t leave much free time ;-)

But now, it’s finally done!
We took inspiration from the 1975 TV broadcast and did our best to bring that feeling back to the track.
Countless hours of work went into this update, but all of us at THR are excited to present you with the refreshed version.

Silverstone 1975 is shining in new glory!

View attachment 1438472

Here’s what you can look forward to in v2.0:
  • lowered horizon (Slider)
  • trees added (pitman)
  • pitbuilding added (pitman)
  • pitlane corrected (pitman)
  • grass corrected (pitman)
  • new cameras added (Felix789)
  • grandstands added (pitman)
  • adboards added (pitman)
  • 1975 style applied (Flow)

https://www.overtake.gg/downloads/improved-layout-to-rmi_wood%C2%B4s-silverstone-1975.52348/updates
(You need to install rmi_wood´s base track and can simply drag the THR layout file into Content Manager.)


We will race the track in our current F1 1975 championship. If you like to experience it yourself, join our Discord via our Website THR - THRacing.

We wish you a lot of fun!
THR pitman

P.S.: A small donation would be very cool, to keep vintage racing at THR running.

Credits:
@RMi_wood for the base track and the permission
@Sergio Loro for the people and spectators
@Flow for the 1975 adboard banners
@Felix789 for the cameras
Slider for the lowered horizon
Great track, but is there any way to remove the permanent and somewhat haphazard skid-marks that are on pretty much every corner?

I prefer to let the organic ones build up over a session, as they follow the flow of the track and look much better.
 
Hi, are there any IMSA skins for the Porsche 911 (993) GT2 of "Legion", "F302" or even "GTS" ??
There are many FIA GT2 skins, but I can't find any IMSA
Not many unfortunately from what I've found. One of the GTsupreme 993s (fiagt2_porsche_993_gt2 (in the GT1 section)) comes with some ALMS skins and this user made a few more recently - https://www.overtake.gg/downloads/authors/fredelicious.3281032/

The Legion one either comes with or there are some skins on RD that are fictional but have IMSA badges
 
Last edited:
X90
Announcing that thing I ominously teased earlier this week!



830740-d12c0bd02dd9caa504e45172e24c4b80.data





For those who use Bass Shakers with SimHub, whether it be Dayton pucks, Haptic Seats, Buttkickers or anything in between, you'll know that Assetto Corsa doesn't send any data via telemetry that can be used for Kerb effects. Other titles like AMS2 and ACC have this effect (although ACC's official telemetry support for kerbs is limited and poor) - but AC never has due to this data limitation. Even the official dev of SimHub, Wotever, essentially abandoned the idea a few years ago and left "Road Rumble" for Assetto Corsa as officially unsupported. This meant that there was no kerb/grass vibration through SimHub whatsoever - and things looked bleak.

View attachment 1438473

Until now.

Using the LUA functionality of CSP, RaceDepartment member DaZD has been able to intercept and send considerably more telemetry data from AC to SimHub - and now, this includes the canned "Kerb Effect" that AC uses. After some tweaking to different parameters, we finally have a first draft for "Road Rumble" in AC.


Link to SimHubUDPConnnector:



Kerbs are working (for any kerb that has kerb effect), as is grass (at a little less than half of the gain) - and even collisions with walls and other cars work as well (still WIP, right now it's too soft for our liking).

First and foremost, all credit to DaZD for making this app - the scripting itself is above my amateur coding pay grade. I am merely the test monkey, along with the liaison for the idea itself and the author of the SimHub in-game settings themselves (gain, Hz, white noise, gamma, etc.) - as I already custom-made the effect and curve for AMS2 years ago. It took quite a few hours in the seat to tweak into a good window - and one code rewrite - but I think we're happy at the moment.

Finally, keep in mind that different settings will work for different setups. DaZD uses an NLR HF8 Haptic seat - while I use two Buttkicker Advances. While everything will work just fine at a base level for all haptic setups, the in-SimHub settings will be significantly different for different setups like these. For example, the HF8 doesn't recognize frequencies at all - whereas for my setup, frequency settings and curves are extremely important for differentiating various SimHub effects (I'd say I use about 2/3rds of the available options).


If you use haptics, give the app a download and the new kerbs and grass rumble a try. We're happy with how it's come along - but expect further tweaking with wider testing.



Cheers all, and don't hesitate to message me or DaZD on RaceDepartment both publicly or privately with questions.
Hi X90. This is a big step forward for those of us running Buttkickers or other 'shakers'. I've been running Simvibe for the last 13 years and it is now heading for 'software heaven' thanks to how much better this setup with Simhub and the SimHubUDPConnnector works.

Big thanks too for your shaker profile and the work you put into tuning things with DaZD. It was great to be able to just load your profile, tune it a little to suit my rig and then just get back to driving... with kerb effects and road rumble. Great stuff!

:cheers:
 
Last edited:
Hi X90. This is a big step forward for those of us running Buttkickers or other 'shakers'. I've been running Simvibe for the last 13 years and it is now heading for 'software heaven' thanks to how much better this setup with Simhub and the SimHubUDPConnnector works.

Big thanks too for your shaker profile and the work you put into tuning things with DaZD. It was great to be able to just load your profile, tune it a little to suit my rig and then just get back to driving... with kerb effects and road rumble. Great stuff!

:cheers:
:cheers:

Definitely tune those settings - my shakers are strong and it really does vary by setup. I also like more "parametric" vibration from engines and RPMs (although really not that much, at 20% or less), whereas a lot of people don't like them at all - especially those with haptic pads where the range is mono-frequency.

Most useful are the kerbs/rumble obviously, the "wheel slip" (still tuning it, a little loud still but I exaggerate it for car information purposes), wheel/brake locking, and the ABS/TC. It's not just for immersive purposes, these genuinely help a lot with keeping the car on the road!


One thing I actually forgot - latency with SimHub's bass shakers has always been a sticking point, as Wotever uses an older sound API to actually send the information. The lag is right on the borderline of "usefulness" on stock audio drivers, but I obviously decided a few years ago to use everything for immersive purposes regardless.

But! I came across this while testing. Check this link out:





Switching the driver with this method (my audio out to the amp now says "Headphones" rather than speakers but I don't care) has improved latency by ~80-100ms, I'd say. It's still a bit too much - and hopefully can be improved with a newer, lower latency API like WASAPI (I'll be suggesting that now that AC Road Rumble has finally come) - but with this improvement from the driver change, I consider the latency "acceptable-to-good" and it is just fast enough to really see reaction time and in-car pace improvements when it comes to rear traction loss and kerbs.

Give it a shot - I'll consider asking DaZD to add this stuff to the UDPConnector install process description as well.
 
Last edited:
X90
:cheers:

Definitely tune those settings - my shakers are strong and it really does vary by setup. I also like more "parametric" vibration from engines and RPMs (although really not that much, at 20% or less), whereas a lot of people don't like them at all - especially those with haptic pads where the range is mono-frequency.

Most useful are the kerbs/rumble obviously, the "wheel slip" (still tuning it, a little loud still but I exaggerate it for car information purposes), wheel/brake locking, and the ABS/TC. It's not just for immersive purposes, these genuinely help a lot with keeping the car on the road!


One thing I actually forgot - latency with SimHub's bass shakers has always been a sticking point, as Wotever uses an older sound API to actually send the information. The lag is right on the borderline of "usefulness" on stock audio drivers, but I obviously decided a few years ago to use everything for immersive purposes regardless.

But! I came across this while testing. Check this link out:





Switching the driver with this method (my audio out to the amp now says "Headphones" rather than speakers but I don't care) has improved latency by ~80-100ms, I'd say. It's still a bit too much - and hopefully can be improved with a newer, lower latency API like WASAPI (I'll be suggesting that now that AC Road Rumble has finally come) - but with this improvement from the driver change, I consider the latency "acceptable-to-good" and it is just fast enough to really see reaction time and in-car pace improvements when it comes to rear traction loss and kerbs.

Give it a shot - I'll consider asking DaZD to add this stuff to the UDPConnector install process description as well.
Thanks for the tip on the Realtek driver X90. I'll have a look at that link and try the alternative and see if I notice any difference with the latency. As I only have a single Buttkicker, I can hardly brag that my shaker setup being state of the art, but if it isn't on, part of my brain instantly starts wondering, "What the hell is wrong?"! 😁
 
Last edited:
Thanks for the tip on the Realtek driver X90. I'll have a look at that link and try the alternative and see if I notice any difference with the latency. As I only have a single Buttkicker, I can hardly brag that my shaker setup being state of the art, but if it isn't on, part of my brain instantly starts wondering, "What the hell is wrong?"! 😁
I have 2 Buttkicker Advances, one for the front and one for the rear. My poor mini-amp that I've custom bolt-mounted to my rig can't drive them without major tuning! Poor thing - need a stronger one.

Boosted Media is right - he has an ~$80k triple OLED motion setup, and the bass shakers are the one thing that he misses most when it's not there. I could never go back.
 
Hello everyone, I started making a Hyper Water Racing INGING skin for TheNuvolari mod, but I ran into a problem: in the showroom there is one mod, but in the game there is a slightly different one, how can I solve this problem? Thank you very much in advance.
1.jpg

2.jpg
 
Hello everyone, I started making a Hyper Water Racing INGING skin for TheNuvolari mod, but I ran into a problem: in the showroom there is one mod, but in the game there is a slightly different one, how can I solve this problem? Thank you very much in advance.
View attachment 1439055
View attachment 1439056
The mod uses MODEL_REPLACEMENTs in the ext_config.ini file in the skin folder, to show/hide the different possible configurations of the car. These changes are not visible in the CMShowroom, only in the game. You'll need to examine the code and make decisions about what parts you want to show/hide for your skin.
 

Attachments

  • outline.png
    outline.png
    7.4 KB · Views: 1
  • outline.png
    outline.png
    6.3 KB · Views: 1
  • outline.png
    outline.png
    6 KB · Views: 1
  • outline.png
    outline.png
    5.5 KB · Views: 2
  • outline.png
    outline.png
    6.4 KB · Views: 1
  • outline.png
    outline.png
    6.3 KB · Views: 1
  • outline.png
    outline.png
    6.9 KB · Views: 1
Last edited:

Addon layouts for ACU Barcelona CIty 1.01...​

Before I get into trouble with this mod that I love since it's my hometown, a question: you include a skin with the .dds file "bar_rumble_strips_01_d"... I already have installed a spectacular (except for the tree trunks, too dark with daylight for my taste) ClimaxF1 retexture skin that includes that same .dds file. Since I'm a bit lost on these things, I'm asking: I understand I can delete the skin included in your add-on so they don't interfere with each other?

Thanks in advance.

EDIT:

By the way, El Zorro strikes again...

Screenshot_rt_bacmono_acu_barcelona-city_27-2-125-11-1-21.jpg
 
Last edited:
Before I get into trouble with this mod that I love since it's my hometown, a question: you include a skin with the .dds file "bar_rumble_strips_01_d"... I already have installed a spectacular (except for the tree trunks, too dark for my taste) ClimaxF1 retexture skin that includes that same .dds file. Since I'm a bit lost on these things, I'm asking: I understand I can delete the skin included in your add-on so they don't interfere with each other?
Oh, yes, this skin can be removed, or simply not enabled. This skin is only for changing the curb color to the classic red and white (maybe someone likes it better, like me).
 
Thank you. I will remove that.
Thanks for your quick responses! By the way, I just noticed that those black Z-shaped marks appear when I activate the ClimaxF1 skin. It's happened to me on other tracks, but right now I can't say if the cause is directly related to some ClimaxF1 skin. We'll have to investigate further...
 
Last edited:
Thanks for your quick response! By the way, I just noticed that those black Z-shaped marks appear when I activate the ClimaxF1 skin. It's happened to me on other tracks, but right now I can't say if the cause is directly related to the ClimaxF1 skins. We'll have to investigate further...
Hmm... I don't have any of those Zorros.
But if I notice them, I'll definitely remove them.
 
Hmm... I don't have any of those Zorros.
But if I notice them, I'll definitely remove them.
I did a quick check: the other track where it happened was Goodhoop by carTOON (although right now the damn marks don't show), and they don't appear on other tracks with ClimaxF1 skins either, so this line of investigation has proved fruitless...

Surely those marks aren't directly related to any of your or ClimaxF1 mods; it must be simply one of those bugs that randomly appear depending on Mr. Assetto Corsa's mood...
 
Last edited:
Sharing a mod? Host it on GTPlanet Downloads. Free, public hosting for files up to 10GB in size.

Latest Posts

Back