Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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Mmmm... strange! These darker, bluer mountains on many tracks definitely seemed to start with the 2.57 build. Quite a few people have noticed this.
I'll check fog atmosphere is at 1.0 and also test with the Pure PPF.

Edit: @Peter Boese looks the same with Pure PPF, and fog atmosphere is at the default 1.0.
View attachment 1439402
Maybe it happend after some tweaking of the fog engine itself.
Could you check, which "atmosphere" level would fit the older version?

I did some tests and it seems a value of 0.68 is working the best. Might be a result of fixing the lowest possible fog presence.
 
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Firstly unpack the data as others have said, then make the figures as follows in car.ini:

[FUEL]
CONSUMPTION=0.004
FUEL=151
MAX_FUEL=151

This will give you realistic fuel loads and consumptions for those cars. That's the base figure for my Indycar mods and they are originally using Legion's physics.

Pack the data again afterwards. Or just delete the data.acd file.
Hi !

Thanks a lot for your help, I tried (without no significant change) but as I wrote before, I prefer to give up because It makes me sad barely angry.
I don't understand where is the problem to solve this situation.

For some people who got this mod, first don't forget to replace the sound by the VRC Formula NA 1999 because the original one is terrible.

Cheers and thanks a lot for the help, I appreciated it a lot. :cheers: :bowdown:
 
AFAIK "width"/"radius"/"rim radius" etc in tyres.ini are 99.9% unrelated to handling, the 0.01% is "radius" that can affect gearing.
So if your "borderline undrivable" relates to power maybe radius/radii is the cause. Doubt it, though,
Ok thanks for that. I'll carry on fiddling - I increased the radius so the car was sat on the tarmac but it definitely made the car more on the nose, like as soon as I turned in the rear would spin like a top. I reverted back to the old tyre file and could turn in with no problems, but 1/4 of the tyre would be below the track surface! Good old Simdream. I've reported it on their discord but shockingly no response from a few days ago now. Money well spent.
 
Ok thanks for that. I'll carry on fiddling - I increased the radius so the car was sat on the tarmac but it definitely made the car more on the nose, like as soon as I turned in the rear would spin like a top. I reverted back to the old tyre file and could turn in with no problems, but 1/4 of the tyre would be below the track surface! Good old Simdream. I've reported it on their discord but shockingly no response from a few days ago now. Money well spent.
hi gents,
the only way i know to this problem without changing the handling of a car is using 3Dsimed:
-isolate the wheel
-select 'EDIT'
-select 'RESIZE' (not scale on the right of the screen)
-a pop up menu appears, change the value, x for the width, y and z for the diameter
-save as an object .3se
- go back to the car
-select the same wheel and change it with the one you just saved
-repeat for the other wheels
-export, done
Have a nice day, Mike

Edit:
for GT3Masters97 and the fun, false 3D effect only on the RPM gauge (because i'm lazy :))
dash.jpg
 
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Ok thanks for that. I'll carry on fiddling - I increased the radius so the car was sat on the tarmac but it definitely made the car more on the nose, like as soon as I turned in the rear would spin like a top. I reverted back to the old tyre file and could turn in with no problems, but 1/4 of the tyre would be below the track surface! Good old Simdream. I've reported it on their discord but shockingly no response from a few days ago now. Money well spent.
maybe when you decrease the radius of the tyre the car bottoms out, if that's the case you should probably raise the collider.ini
 
Thanks for the insights, everybody.
I've done the thing of tweaking the three tyre values at least 6/7 times on several cars in order to edit out the "flying car" effect and it has always worked fine...but there's always room for learning. So many quirks and consequences...
 
Devils Backbone (Forza 7) v1.30

1743172447338.png

Screenshot_ks_nissan_skyline_r34_rmi_fm7_devilsbackbone_11-10-121-13-54-17.jpg


features:
  • 64 grid/pit w/AI
  • fwd / rev layouts
  • air force
  • CSP things

credits:
  • original model by Turn10
  • conversion by @RMi_wood
  • graphics and air force by @Masscot
  • cameras by @racealot
  • misc graphics and fixes by @norms
  • optimizations by @shi
  • portable lighting by "Oldman Jumper"

Happy Happy, Joy Joy! :cheers:

:: DOWNLOAD v1.10 ::

changelog v1.30
  • tweaks, VAO, and vehicles by @RMi_wood
  • 3dwork and trees redo by @pugsang
  • airforce, cablefix, flag wavers and glass tweak by @Masscot
  • new physical road mesh, crowds, skids/groove and logo by @shi
  • beta testing by the above @macko68, @Fanapryde

:: DOWNLOAD v1.30 ::
Devils Backbone (Forza 7) v1.30

changelog v1.30
  • tweaks, VAO, and vehicles by @RMi_wood
  • 3dwork and trees redo by @pugsang
  • airforce, cablefix, flag wavers and glass tweak by @Masscot
  • new physical road mesh, crowds, skids/groove and logo by @shi
  • beta testing by the above along with @macko68, and @Fanapryde

:: DOWNLOAD v1.30 ::
 
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maybe when you decrease the radius of the tyre the car bottoms out, if that's the case you should probably raise the collider.ini
I'm actually increasing the radius to raise it up off the ground, I'm guessing I'm still going to run into physics based issues from what other people have said. I'll try increasing the colliders as well to see if that helps. Thanks to all that replied/helped out.
 
Speaking of tires and asphalt... I guess that when the wheels sink in sections of the track and look fine in other sections, the problem is with the track mod, not the car's, that there's no easy way to fix the problem and that solve it involves the use of (beyond my knowledge) 3D tools, right?
 
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Mmmm... strange! These darker, bluer mountains on many tracks definitely seemed to start with the 2.57 build. Quite a few people have noticed this.
I'll check fog atmosphere is at 1.0 and also test with the Pure PPF.

Edit: @Peter Boese looks the same with Pure PPF, and fog atmosphere is at the default 1.0.
View attachment 1439402
Concur. I've seen it as well. You asked before I could gather all the evidence :)
Pure 2.57, pure PPF, Fog atmosphere is at 1.0.

Edit. Solved by @Peter Boese. Reduce Fog Atmosphere :cheers:
 
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Speaking of tires and asphalt... I guess that when the wheels sink in sections of the track and look fine in other sections, the problem is with the track mod, not the car's, that there's no easy way to fix the problem and that solve it involves the use of (beyond my knowledge) 3D tools, right?
Give this a shot?
Settings | Custom Shaders Patch | Track Adjustments | Miscellaneous | Snap tyre grooves to surface
 
Hi GT3Masters97 ! I have taken it all by hand , line by line, number by number :banghead: , and here’s the result , I don’t know if you can do it ?

View attachment 1439397

View attachment 1439398

Thank you very much!
The result is great! I'm looking for all the labels (the ones on the top left) but I can't find anything. For the dials there would have been the alternative: change them with the available versions, even if they are not correct. However, with the work you did I don't think there is any need anymore, they came out really well
 
The result is great! I'm looking for all the labels (the ones on the top left) but I can't find anything. For the dials there would have been the alternative: change them with the available versions, even if they are not correct. However, with the work you did I don't think there is any need anymore, they came out really well
indeed I also have a lot of trouble to find reliable images!

the rest of the symbols are less visible in the car so less important

Thanks again !

interior_lod02.png
 
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C:\Users\XXXXXXXX\AppData\Local\AcTools Content Manager\Data (User)\Miscellaneous

NationalitiesAndNames.json
Umm, that folder is empty in my Content Manager installation. Anyway, someone else already mentioned where the AC game stores the AI names and I already made a few changes that I wanted.

On a different note, here comes my new (noob) question: how can I make the AI pit at least one time in Weekend mode? (in the race itself). They pit on the practice and qualify sessions, but when it comes to the race they don´t pit at all. I set up a 20-lap race and I was the only one that I was forced to pit because of tire degradation. That made me loose a lot of time and finally fell to last position of the grid :lol:

I have heard about the AI pitstop strategy from Nuzzi, but not sure if it's good enough...the rolling start app from him it's a bit flawed.
 
You can use the app "Match start fuel with AI App 1.6" by Nuzzi. I've tested it now and it works really well. But it doesn't work for multiclass races (e.g. WEC with Hypercars and GT3) as all AI cars get exactly the same fuel amount as the player's car. If the player's car has only fuel for the half of the race and you have to pit, the AI will also need to pit.

 
X90
Make sure you're on the latest version of SimHub - 9.7.8. I did my extensive testing on 9.7.6. I assume it requires a very recent version of SimHub to work.

That worked, great idea, thank you. For anyone else, I also had to unblock the .exe in the file properties for the installer to start. - happy rumbling, happy racing.
 
Hi !

Sorry but "better" in which way !?
Sorry,you're right... I mean in the BoP compared to the BMW. I've tried both, and with both it's difficult to compete against the BMW. But maybe I'm wrong about the setup...🤷‍♂️
 
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Sorry,you're right... I mean in the BoP compared to the BMW. I've tried both, and with both it's difficult to compete against the BMW. But maybe I'm wrong about the setup...🤷‍♂️
Probably cause by the time the BMW started racing the 333SP was getting bent over the table and spanked left right and center? It was outclassed by a mile against the BMW lol
 
Probably cause by the time the BMW started racing the 333SP was getting bent over the table and spanked left right and center? It was outclassed by a mile against the BMW lol
Yes, its true, its exactly as you say. They are two cars from different eras but in 1999 they ran together in ALMS. I would like to recreate the 1999 ALMS season, in a custom championship
 
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Yes, its true, its exactly as you say. They are two cars from different eras but in 1999 they ran together in ALMS. I would like to recreate the 1999 ALMS season, in a custom championship
Play around with the CM BoP system then? Add more weight to the BMW until it's on pace with the 333 SP

But to answer your actual question, RSS would be the best one. But legion's one you can also edit the data on (i assume). It's really up to you, You can as i said use the built in Content Manager BoP system to ballast the VRC BMW V12 to be on pace with the 333SP but that's about as far as you can get with the RSS and VRC variant.
 
Play around with the CM BoP system then? Add more weight to the BMW until it's on pace with the 333 SP

But to answer your actual question, RSS would be the best one. But legion's one you can also edit the data on (i assume). It's really up to you, You can as i said use the built in Content Manager BoP system to ballast the VRC BMW V12 to be on pace with the 333SP but that's about as far as you can get with the RSS and VRC variant.
Thank you very much. I will use the BoP system integrated in CM, in fact it's the most effective and convenient solution. I will also modify the Panoz Lmp
 
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