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ACCAkut
S3 licensed
If only someone, or Kunos, could concentrate all that info somewhere. I don't have the time and patience to scan all sub forums for stuff I might need to know.


Not so much problems, I'm just tinkering and unsure if everything is alright. Just had a testrun, and my last earo tweaks seem to have made a difference. I can only guess what downforce my car had, sort of 150% of a normal 996 Cup, but as always its hard to find real world values, as in numbers, not "3° more wing = drives better".

Suspension is the same, front is 99% as it was on the real Turbo now, rear axle was Multilink, I fabricated a DWB that sort of works. Spring and Damper values again from 996 Cup cars, but as my car was 200+ kg heavier, and different CoG (due to AWD system), again lots of trail and error.

One guy from the forum tests for me (but has no idea of modding himself), he was faster than Kunos GT3 cars on Spa, but slower on the Nür GP, so I'm sort of heading in the right direction I guess. That was before my last change of aero tho, the one that I just tried to correct...
ACCAkut
S3 licensed
Quote from Hyperactive :Have you exported your collider using this:
http://www.assettocorsa.net/forum/index.php?threads/collider-material-editor-does-not-have-gl.15192/#post-275967
Also if you have added graphically rake to your 3d model you need to manually add the rake in blender for the collider because there is no rake for the collider mesh in the inis (iirc).

.. how was I expected to know this... it works now, perfectly fine.

have a virtual beer:
ACCAkut
S3 licensed
Quote from Hyperactive :First I'd check in blender that you have your collision mesh scaled properly. Control-A in blender to reset it so it doesn't get any bigger or smaller when you export it into fbx. Also check collisions.ini so you get the ground or roof level correct. Then just scale it in blender to match the other side. As for the size parameters I actually haven't played with them in ac...

that's why I exported my model with the collision mesh visible, to see if anything on that front is wrong. The collider.kn5 is an export of that single mesh from the same blend file, and has the correctly named material ("GL") applied to it, it should be exactly the same as the visible mesh.

What car are you working on?
ACCAkut
S3 licensed
Quote from BigPeBe :
I make a lot of different sounds for my personal usage, and I usually just try to put together them using the best quality stuff, and completely ignoring the make and model of the car the source material is from.


... as in sounds for AC? I still need to make a Fmod soundset for my Porsche ... *hint* (and have a folder of samples already)



@ Hyperactive: Biggest problem is atm that my collision model is messed up, but I can't find out what is wrong (see here) I can drive the car fine, but on many 3rd party tracks I get to a pretty abrupt stop once in a while. Changed the collision.ini to
[COLLIDER_0]
CENTRE=0 , 1, 0.3 ;
SIZE=0.001 ,0.001, 0.001 ; so a sugarcube basically, for test reasons

still bottoms out at that 2cm "curb"


that pic depicts my model, exported as one with my collision mesh visible (its all in one blend file). Still can enter a guardrail up until the windscreen, from front and rear bumper.

The dual needle works fine for only speed now, apparently its not implemented for anything else yet. I think I will just change my tachometer to only read from 4k to 7k in the mean time
Last edited by ACCAkut, .
ACCAkut
S3 licensed
Quote from BigPeBe :Well the same reason that makes the Miura sound great from the outside, makes it also sound not so good from the inside. I know many people love the interior sound but it's just wrong. It uses recordings from somewhere around the exhaust tips, so it doesn't sound right. There's no induction noise. Or any other factors that actually make interiors sound like they actually do.

the Fmod engine allows usage of whatever many different samples you like, so this is no fault of AC itself, just an overside/wip of the modding group. Imo too much emphasizis is put into getting samples of the exact same car, instead of focusing on sound quality. What speaks against using a later model Lambo V12s (with the same base engine) sound for the interior?

----------------------

btw, is anyone on this forum well versed in ACs physics? I need help for my mod (suspension, collision, aero, instruments)
ACCAkut
S3 licensed
I hope I don't insult any programmers with this:

ACCAkut
S3 licensed


well mine's not that far yet
ACCAkut
S3 licensed
maybe Alonso does a Webber/Button and joins the WEC crew?
ACCAkut
S3 licensed
your mod? Which mod is that?
ACCAkut
S3 licensed
yes, but at the same time one of the Dev wrote in the sound subforum that its currently not possible to use sounds made with that tutorial.

Some other guy still did it:

ACCAkut
S3 licensed
http://www.worldtimeattack.com/index.php/live-stream-friday/

7 hours of livestream from World Time Attack in Sydney. Nice lineup of cars, and competent announcers.
ACCAkut
S3 licensed
Quote from Hyperactive :Also the throttle pedals feel more unlinear than before. To get 30% power out of the engine you need 70% of the throttle. At least with the brake I can turn the unlinearity off but sadly the throttle unlinearity is car physics setting.

actually it might be totally on purpose. AC allows using a throttle.lut and by this unlinear throttle response (as a few real cars do, Opel OPC models come to mind)

edit: and btw, using some easy to find tool you can unpack all data.acd and run a data folder instead, with whatever edits you like. I made a F40 S3 with GT3 tires, drives quite nice.
Last edited by ACCAkut, .
ACCAkut
S3 licensed
download stopped at 40% with an error, and after a Steam Refresh the whole client won't connect anymore.
ACCAkut
S3 licensed
I'm most curious about the new sound engine. Just in case, to keep the sound files, I made a backup of the whole car folder.

Eight cars, three tracks ...I like

edit: 666k/bit but 3 GB ...
Last edited by ACCAkut, .
ACCAkut
S3 licensed
I can see the changelog, but no update yet

here's the changelog:

1.0.0 RC
- Assetto Corsa is now feature complete
- General bugfixing and performance optimizations
- Visual damages enabled
- Aero damage implemented for all cars
- Engine damage implemented for all cars
- Suspension damage implemented for all cars
- Tyre Damage System
- Pit stop implemented for online races
- Multiplayer improvements
- New audio engine implemented
- New post processing effects enabled, heat shimmering, god rays etc
- New car : Alfa Romeo Giulietta Quadrifoglio Verde model 2013
- New car : Ferrari 458 GT2
- New car : Ferrari LaFerrari
- New car : Lotus 2 Eleven GT4
- New car : Lotus Evora GTE Carbon
- New car : Lotus Exige S
- New car : Lotus Exige V6 CUP
- New car : Mercedes AMG SLS GT3
- New car : Shelby Cobra 427SC
- New track : Silverstone National
- New track : Spa Francorchamps
- New track : Trento Bondone hillclimb
- Audio sample improvements and volume balancing
- Added track reverb zones
- Fixed Traction Control always engaged in particular conditions
- TC and ABS factory settings now work properly
- Tuned distance filter and attenuation for exterior sounds
- Balanced performances for GT2/GT3 cars
- Lotus 49, Lotus 98T, Ferrari 312T have lower default rev limiters. Can go over 100% but damage may occur on higher revs
- Improvements on digital instruments cockpits for various cars
- Added track sound reverb
- Added different sounds for car to car, car to objects and car to track collisions
- Improvements on automatic gearbox on various cars
- All the tracks have been improved and updated with collidable objects
- Overall interior samples volume correction and balance
- Overall exterior samples volume correction
- Tuned wind and tyre rolling volumes and curves
- Tuned kerb pitch and volume according with speed
- Tuned ambience(crowd) volume
- Tuned interior and exterior gearshift sounds
- Steer animations for Ferrari 458 S3
- Small fix on the front Pagani Zonda R tyres
- LOD4 implemented to increase framerate performances
- Drivetrain damage for cars with H shifter gearboxes.
- Traction control sound now works for all cars
- Showroom bugfixing and improvements
- Added tyre blankets under realism tab. The setting is global for all cars and pre heats tyres at 80 C
- Career now available
- New 3D driver models
- BMW Z4 GT3 aero balancing, rear wings stalls more on low values
- New TCP/UDP server
- All tyres have graining and blistering enabled
- All tyres have rim radius
- Fixed all F1 cameras for all vehicles
- Fixed all F6 cameras for all vehicles
- GUI improvements
- Driver animations improvements
- Replay now records the current leaderboard
- Oculus DK2 support
- Single player Qualify improved

ACCAkut
S3 licensed
Quote from Töki (HUN) :
Quote from ACCAkut :Interesting touch including the Cobra, if only they had the same helpful attitude towards the rest of the Modding forum, maybe that will come once the 1.0 is out.

The Cobra was a top mod quality-wise and it was a great act from the devs to sort it out this way. That should inspire modders to do quality job. Most of the current mods is junk. :|

I'd count myself to the producers of junk mods then Still like to know how to set shaders for glass and/or lights in the editor tho
ACCAkut
S3 licensed
Interesting touch including the Cobra, if only they had the same helpful attitude towards the rest of the Modding forum, maybe that will come once the 1.0 is out.
All those tools are nice, but proper documentation is missing, or scattered about the forum.
ACCAkut
S3 licensed
in certain places (near football stadiums) wearing the wrong coloured scarf may result in the same aggression
ACCAkut
S3 licensed


Did you Finns somehow anger your great neighbour Russia? Biggest dick joke I've ever seen
ACCAkut
S3 licensed
I can recommend Dresden if you want to see a bit of Germany. Beautiful city, very cheap, easy to get around in on foot. Its a bit of the next big "trendy" city after Berlin (Munich is touristic overkill imo)
FGED GREDG RDFGDR GSFDG