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Imola 2024 beta version

rj_imola_2024

This is a standalone version of Fenryr's Imola 2024 track. It will come up as Imola Circuit 2024 in your track list. It was a request from a member that i'm working on while I recover. It is unfinished, but far enough along that I think some people might still get some use out of it. Basically all I did was restore the tree textures from the original Kunos version of Imola, changed the grass texture setup and improved the ai a bit. There's also a bunch of smaller changes in there that you may notice. I wouldn't suggest driving the track at night yet because i'm not a night light expert and they don't seem to work right. For some reason they are turned off until your car gets close to an area with lights and then they just turn on out of nowhere. Not sure what I did wrong.

There are three grass track skins you can use if you want. One will make all of the grass more saturated. This can be used in combination with the other two. The other two will make the outer grass areas either greener or more burnt out looking.

imola2024.jpg
 
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X90
(PieZello's Autopolis) ... doesn't have the ludicrous amount of 3D trees Mike08's version does.
When someone mentions in the forum a track (or car) that I haven't visited in a while, I like to do a couple of laps to refresh it and I didn't remember that Autopolis 2009 by Zwiss and Mike08 had 3D trees (in fact, I don't think I realized it when I installed it), which I routinely criticize fiercely, since that its implementation usually involves a significant drop in fps, a strange behavior appearing and disappearing suddenly, unusual color changes, etc, etc...

Well, the surprise is that when driving on this track again, almost no of those problems have been reproduced; apart from some cases of lighting not very integrated with the rest of the landscape, the general impression is quite good... Here it does seem that they have made good use of 3D trees with hardly any counterparts, or at least, that is my experience .
 
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Imola 2024 beta version

rj_imola_2024

This is a standalone version of Fenryr's Imola 2024 track. It will come up as Imola Circuit 2024 in your track list. It was a request from a member that i'm working on while I recover. It is unfinished, but far enough along that I think some people might still get some use out of it. Basically all I did was restore the tree textures from the original Kunos version of Imola and changed the grass texture setup. There's also a bunch of smaller changes in there that you may notice. I wouldn't suggest driving the track at night yet because i'm not a night light expert and they don't seem to work right. For some reason they are turned off until your car gets close to an area with lights and then they just turn on out of nowhere. Not sure what I did wrong.

There are three grass track skins you can use if you want. One will make all of the grass more saturated. This can be used in combination with the other two. The other two will make the outer grass areas either greener or more burnt out looking.

View attachment 1355996
Sounds like the lights are "popping in" rather than turning on out of nowhere. I see this all the time.

I'm interested in seeing if there's a solution for this too - a ton of tracks have this problem for me, including Fenryr's Bahrain and sx_lemans. I never got a concrete answer the last time I asked many months ago - there's a "distance" or "fade" value in ext_config.ini that I was pointed to that ultimately had little effect.
 
X90
Sounds like the lights are "popping in" rather than turning on out of nowhere. I see this all the time.

I'm interested in seeing if there's a solution for this too - a ton of tracks have this problem for me, including Fenryr's Bahrain and sx_lemans. I never got a concrete answer the last time I asked many months ago - there's a "distance" or "fade" value in ext_config.ini that I was pointed to that ultimately had little effect.
The strange thing is that not all the lights do it. It's only a handful of them. I thought maybe it was a LOD_OUT issue and the object assigned a light was not rendering until you got closer to it, thus the light wasn't rendering. After changing some LOD_OUT values, it didn't make a difference so i'm back to not knowing what is the cause.
 
The strange thing is that not all the lights do it. It's only a handful of them. I thought maybe it was a LOD_OUT issue and the object assigned a light was not rendering until you got closer to it, thus the light wasn't rendering. After changing some LOD_OUT values, it didn't make a difference so i'm back to not knowing what is the cause.
I think it is a CSP issue.
I tried to investigate the issue notably on bahrain_2020 track because it is a track where the light pop-in effect is highly visible onsome grandstands.
The weird thing I found is that it only "pops in" on interior cameras. If you set camera to F5, lights are OK
Also if I remember wel, the issue doesn't occur on CSP 0.1.79 and 0.1.80 first releases
 
darn, I did a stupid thing and updated CSP (in order to be able to run the new IER P13b) and also Meta software (to v65)
at the same time (without trying AC in between) :banghead:

Now my AC is no longer rendering in Oculus mode...
Also I see a window from SteamVR saying a component of SteamVR is not functioning correctly.
Before I believe it didn't use SteamVR (rather Oculus Dash)...


So now I don't know is it the new Oculus update, the CSP update or SteamVR that is at fault...

Anyone same issue w Quest Link and was able to fix? Thanks in advance!

Does it work again with the older CSP version?
no, it seems an issue with SteamVR... I can't start steamVR itself...
But I'm quite sure before the Oculus Rift rendering mode didn't involve SteamVR (it always loaded Oculus )

So it's probably a Meta issue , or a SteamVR issue (or both) and not a CSP issue.
 
darn, I did a stupid thing and updated CSP (in order to be able to run the new IER P13b) and also Meta software (to v65)
at the same time (without trying AC in between) :banghead:

Now my AC is no longer rendering in Oculus mode...
Also I see a window from SteamVR saying a component of SteamVR is not functioning correctly.
Before I believe it didn't use SteamVR (rather Oculus Dash)...


So now I don't know is it the new Oculus update, the CSP update or SteamVR that is at fault...

Anyone same issue w Quest Link and was able to fix? Thanks in advance!
This is why I shouldn't update and I did. Haven't tried it yet so I'm nervous.
 
I was mostly impressed with the number of skins that car has, like everything from 1997-2002, so watching your work with TVR made me think that maybe the model could be improved around the edges (headlights, rearlights, exhaust, interior details...), so it's still usable in AC... or maybe just RSS to make one for GT pack ;)
Anyway, also looking forward to your interesting projects, that Matech Ford was my go-to car in Shift 2
The GT1 is in excellent hands, as soon as it is completed it will be published without hesitation :cheers:
 
I don't agree on the laptimes argument. Rememenber we're driving a digital car in a simulator which allows us to push the car way more without any consequences. If you push too hard the most it could happen is that you crash the pixel car and all you need to do is reset and presto. A lot of people dedicate hours upon hours drvinig these digital cars which of course translate into insane laptimes even beating real life records. So the laptimes argument could go either way. A sim driver will by no means push the car in real life the same way he pushes it in the sim; therefore he will be much slower in real life, alternately a real life driver may suck at sim racing and be crushed by someone who has put a lot of hours behind the cockpit.
Exactly right. I've often thought about this, but no one else has ever vocalized it. Without the danger -- the visceral factor -- and with the opportunity for unlimited practice, we can push way beyond the real-life limits. To me, it's silly to try to compare sim lap times with real-life lap times. They're two very different activities. It's apples and oranges.
 
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since i switched to the latest csp version, i cant really switch to "exit". tried fixing it with resulution change but that didnt made a change. does someone know a fix?

and also does someoone knows how i can reload the picctures in the csp settings? i tried deleting and reinstallling it
 

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since i switched to the latest csp version, i cant really switch to "exit". tried fixing it with resulution change but that didnt made a change. does someone know a fix?

and also does someoone knows how i can reload the picctures in the csp settings? i tried deleting and reinstallling it
It's a bug that has been discussed by many people on the CSP Patreon. There is no fix yet but you can still exit by pressing that tiny little sliver of the Exit button on the right-hand side of the Photo Mode button.
 
Tracks listing update


Red Bold
: news and updates (tracks) from 26/04/2024 --> 16/05/2024
Red : news and updates (add-ons) from 26/04/2024 --> 16/05/2024

Yellow Bold : news and updates (tracks) from 17/05/2024 --> TBA
Yellow : news and updates (add-ons) from 17/05/2024 --> TBA

Note to modders: more and more links are no longer available. I'm sharing them on my sharemods, but it goes without saying that if you provide me with a new “official” link, I'll make the change to your link.


As always, thanks to all the modders who amaze us every day.

Thank you guys


ACTL v3.1 by Breathe
 
Exactly right. I've often thought about this, but no one else has ever vocalized it. Without the danger -- the visceral factor -- and with the opportunity for unlimited practice, we can push way beyond the real-life limits. To me, it's silly to try to compare sim lap times with real-life lap times. They're two very different activities. It's apples and oranges.
It has been vocalised a few times in the past, I've even said it myself.
Accurate lap times on laser-scanned tracks are just one more way for us to try and fool ourselves that the car is somehow accurate to its real-life counterpart. Of course, claiming that any sim car provides an accurate experience is like playing Call Of Duty and claiming you know how a soldier feels in the heat of battle. Sim racing is a videogame, and even sitting in a g-seat in VR on a motion platform with surround sound, FFB wheel, shifter and pedals... it's still just a videogame. We can use all the technology available to our wallets but it'll never really feel much like driving a real car around a real track. It's still bloody good fun though. But let's not try to pretend that an accurate lap time means that the car is somehow accurate, or that we have the skills of motorsport professionals. Devs and modders know that lap times are one of the few metrics by which 'accuracy' will be judged by the average Joe Simmer, so car specs are often fudged to achieve this. It's pretty meaningless.
 
This is a standalone version of Fenryr's Imola 2024 track. It will come up as Imola Circuit 2024 in your track list. It was a request from a member that i'm working on while I recover. It is unfinished, but far enough along that I think some people might still get some use out of it. Basically all I did was restore the tree textures from the original Kunos versio
Working on a member is always therapeutic, recovery times not what it used to be though. Thanks for the track.
 
It has been vocalised a few times in the past, I've even said it myself.
Accurate lap times on laser-scanned tracks are just one more way for us to try and fool ourselves that the car is somehow accurate to its real-life counterpart. Of course, claiming that any sim car provides an accurate experience is like playing Call Of Duty and claiming you know how a soldier feels in the heat of battle. Sim racing is a videogame, and even sitting in a g-seat in VR on a motion platform with surround sound, FFB wheel, shifter and pedals... it's still just a videogame. We can use all the technology available to our wallets but it'll never really feel much like driving a real car around a real track. It's still bloody good fun though. But let's not try to pretend that an accurate lap time means that the car is somehow accurate, or that we have the skills of motorsport professionals. Devs and modders know that lap times are one of the few metrics by which 'accuracy' will be judged by the average Joe Simmer, so car specs are often fudged to achieve this. It's pretty meaningless.
I find it laughable when people start arguing about the minutiae of which version of a car is most accurate in any sim. You can only say "this car feels better to me" or "this car is closer to what I expect the real car to behave", but nothing more concrete than that.

Real F1 teams spend millions on state of the art simulators with full motion rig, wraparound screen and a room full of technicians monitoring telemetry. Not to mention all the CFD and wind tunnel testing. They download literally terabytes of data from all sorts of sensors from 2 cars over a race weekend to feedback into the sim to make it more accurate. And yet, sometimes when they test a new part, the sim says it makes them faster, but when they put it on the real car it doesn't do anything or even makes it slower. Sometimes even from free practice 1 to free practice 2 the track conditions change slightly - temperature, wind speed, dust/rubbering - and the car feels completely different again. The brightest engineers and technicians in the world cannot figure out why and they just shrug "we just can't get the tyres to work today".

So the next time some modding team claims "this is the most accurate simulation of x" and wants you to fork out your cash, think again. A free version of the mod someone cooked up in their basement may well be more accurate, or both are wrong, or both are right depending on which session IRL you compare it to :lol: Then the next race the team brings upgrades and that's it, your mod is obsolete.

Road cars are generally easier to simulate but even then you don't know all parameters. And for low volume/handbuilt/old cars there can be small variances in the build quality at the factory, you just cannot guarantee what is accurate because the baseline always changes. So yeah, for me as long as the car roughly handles the way I expect it to, it's good enough ;)

P.S. We haven't even taken into account the differences in wheel equipment and FFB settings, or any of the myriad CSP physics adjustments. Even the same mod can handle totally different for different people.
 
F1 1998 - ROUND 04 - Imola v1.0
The Imola billboard in the Imola 1995-2005 by RMi has been updated to the F1 1998 version.
Some textures and objects from Grand Prix Team's rFactor F1 1998 Track Pack were used.

Screenshot_ks_toyota_supra_mkiv_imola_1998_17-4-124-18-20-28.jpg

-CSP recommended
-26 pit/start
-AI, cam

Credits & Thanks;
Imola 1995-2005 by @RMi_wood
rFactor F1 1998 Track Pack by Grand Prix Team
-Thanks for giving me permission.

1998 Updated by @shi (shin956)
AI and sidelines by Thockard
distmarker.dds obtained from F1-97 By @JV82 (skin)
marshall and cameraman by kunos

Download (mediafire)

Enjoy.
 
no, it seems an issue with SteamVR... I can't start steamVR itself...
But I'm quite sure before the Oculus Rift rendering mode didn't involve SteamVR (it always loaded Oculus )

So it's probably a Meta issue , or a SteamVR issue (or both) and not a CSP issue.
Did you already try the XR picker. There you can select the runtime:
 
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