Mods/Apps.
- StanDaam
- Posts: 863
- Joined: Thu Dec 23, 2004 10:45 pm
- Location: Sydney
Re: Mods/Apps.
Sol mod has been getting a lot of positive reviews, just the 'pain to install' bit that is putting me off so far...
- Duke
- Dukester Maldonado
- Posts: 11451
- Joined: Tue Jan 23, 2007 9:33 pm
- Location: Melbourne
Re: Mods/Apps.
Yep same for me too & was the reason I refrained from posting it here.StanDaam wrote:just the 'pain to install' bit that is putting me off so far...
Dukester
norbs diplomacy lesson 101: "If I was putting words in your mouth, you'd know."
norbs diplomacy lesson 101: "If I was putting words in your mouth, you'd know."
- GT VIRUS
- Karen
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Re: Mods/Apps.
Sol 1.1 can be installed via content manager, which makes it all very easy
- StanDaam
- Posts: 863
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- Location: Sydney
Re: Mods/Apps.
Hey, have you guys seen Norb's latest mod?
- Duke
- Dukester Maldonado
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- Location: Melbourne
Re: Mods/Apps.
Dukester
norbs diplomacy lesson 101: "If I was putting words in your mouth, you'd know."
norbs diplomacy lesson 101: "If I was putting words in your mouth, you'd know."
- Bauer
- Posts: 7264
- Joined: Wed Dec 22, 2004 9:00 pm
- Location: Tassie
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Re: Mods/Apps.
Have I got dumb or have things got difficult?
Reinstalling AC just for training and coaching purposes.
All I want is the 3 tassie tracks and the Jim Russell Formula Ford
Am I not able to download them? Seems like everything I can find leads me to some random site wanting me to install random shit. I used to be able to weave my way through this.
Is there an easy site I can simply go and grab 4 downloads like I used to?
Sent from my iPad using Tapatalk
Reinstalling AC just for training and coaching purposes.
All I want is the 3 tassie tracks and the Jim Russell Formula Ford
Am I not able to download them? Seems like everything I can find leads me to some random site wanting me to install random shit. I used to be able to weave my way through this.
Is there an easy site I can simply go and grab 4 downloads like I used to?
Sent from my iPad using Tapatalk
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Stu
Stu
- w00dsy
- The Senna of Hoppers Crossing
- Posts: 24457
- Joined: Wed Mar 02, 2005 2:41 pm
- Location: incognito
Re: Mods/Apps.
Have you tried Racedepartment?
- Bauer
- Posts: 7264
- Joined: Wed Dec 22, 2004 9:00 pm
- Location: Tassie
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Re: Mods/Apps.
Sorta yeah. Do I need to be a paid member to dl stuff from there?w00dsy wrote:Have you tried Racedepartment?
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Stu
Stu
- Bauer
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- Bauer
- Posts: 7264
- Joined: Wed Dec 22, 2004 9:00 pm
- Location: Tassie
- Contact:
Re: Mods/Apps.
Thanks Rod. Was as simple as ever really.
Sent from my iPad using Tapatalk
Sent from my iPad using Tapatalk
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Stu
Stu
- pixelboy
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- GT VIRUS
- Karen
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Re: Mods/Apps.
Bwhaahhahaha even Brabham are running stolen shit. Model was stolen from CSR2 and physics were basically Kunos stuff.
- GT VIRUS
- Karen
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- Vilante
- Master artist
- Posts: 9336
- Joined: Thu Jan 05, 2006 9:32 am
- Location: Sydney - Australia
Re: Mods/Apps.
I know I'm late to the party, but what are some tracks/cars I absoloutely shouldn't miss?
- norbs
- fucking right wing vegan lesbian
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Re: Mods/Apps.
Vilante wrote:I know I'm late to the party, but what are some tracks/cars I absoloutely shouldn't miss?
Lilski and Fat Alfie tracks. Tremendous.
Sarc ; my second favourite type of gasm.
- Vilante
- Master artist
- Posts: 9336
- Joined: Thu Jan 05, 2006 9:32 am
- Location: Sydney - Australia
Re: Mods/Apps.
Thank you Mr.Norbs!norbs wrote:Vilante wrote:I know I'm late to the party, but what are some tracks/cars I absoloutely shouldn't miss?
Lilski and Fat Alfie tracks. Tremendous.
- w00dsy
- The Senna of Hoppers Crossing
- Posts: 24457
- Joined: Wed Mar 02, 2005 2:41 pm
- Location: incognito
Re: Mods/Apps.
Gentrack. Probably the best fictional track in a sim.
- GT VIRUS
- Karen
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Re: Mods/Apps.
https://www.racedepartment.com/download ... ction=desc
https://www.racedepartment.com/download ... ction=desc
Those links show the best cars as sorted by best rating. You'll have plenty to race with from just those lists
https://www.racedepartment.com/download ... ction=desc
Those links show the best cars as sorted by best rating. You'll have plenty to race with from just those lists
- Vilante
- Master artist
- Posts: 9336
- Joined: Thu Jan 05, 2006 9:32 am
- Location: Sydney - Australia
Re: Mods/Apps.
w00dsy wrote:Gentrack. Probably the best fictional track in a sim.
Awesome, thank you gents.GT VIRUS wrote:https://www.racedepartment.com/download ... ction=desc
https://www.racedepartment.com/download ... ction=desc
Those links show the best cars as sorted by best rating. You'll have plenty to race with from just those lists
- norbs
- fucking right wing vegan lesbian
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- Duke
- Dukester Maldonado
- Posts: 11451
- Joined: Tue Jan 23, 2007 9:33 pm
- Location: Melbourne
Re: Mods/Apps.
Sol Weather Engine For Assetto Corsa 1.5.4 & 1.6 – Released
Peter Boese has released new versions of the amazing Sol Weather Engine add-on for Assetto Corsa.
Introducing an all-new sky environment with the newest version, the new update comes in two versions that players can easily switch back and forth from once Sol is installed.
The new version also adds new dramatic lightning & thunder effects, including sounds.
In order to install this massive mod correctly and make most of its features, make sure to check out the very extensive installation instructions here.
Sol 1.5.4 Changelog
core: added support to switch Sol version in weatherFX
install: removed weather_FX.ini – install: edited manifest INIs
folders: removed the spaces from content/weather/ folders, to prevent problems with online usage
Sol 1.6 Changelog
apps: sol_weather 9.92 – apps: sol_config 0.87 # Both apps are now able to recognize a weather implementation switch. # Its now possible to switch between different Sol versions ingame, if # those Sol versions are prepared as different CSP weather implementations.
core: added error handling for incompatible Assetto Corsa installs – core: replaced all lua color conversions and mixing with weatherFX functions – core: added support to switch Sol version in weatherFX – core: working LUTs based on sunangles -90°..90°
core: directional ambient light: # 2 switches in sol_config/page 8 for 3 function modes: # ambient__use_directional_ambient_light and ambient__use_overcast_sky_ambient_light are activated, will make a combination of the old directional ambient light from Sol 1.5.1 controlled by the overcast modifier # only ambient__use_directional_ambient_light is activated – this is just the Sol 1.5.1 directional ambient light # only ambient__use_overcast_sky_ambient_light is activated – directional ambient light is just calculated by the view angle and the color of the sky – core: directional ambient light is calculated every frame (no stutter with “use cpu split”)
sky: new skysim class and new cloud classes # The clouds are managed with layers for different cloud types # Clouds are repositioned like a conveyor belt. # They are positioned in a simple grid. This will be change in future releases.
sky: 2 types of performance improvements with sol_config/page 6 # 0 = the color calculation of all clouds are done every frame # 1 = only the clouds in FOV are calculated every frame, the others are calculated per “clouds__render_per_frame” # 2 = the amount of clouds, which are calculated per frame is strictly “clouds__render_per_frame”
sky: new clouds lightbounce calculation for better simulation of ambient light and night illumination – sky: added lightning (first rough implementation (single slow flash to prevent epilepsy)
sky/lightning: added support for “feature request” # feature requests will come in further CSP version # lightnings will be triggered, if feature is requested in photo mode
sound: added sound engine – sound: added thunder – sound: added wind (for external cams) – sound: windsound cam speed dependency deactivated for exterior cam
night light pollution: better color calculation of ambient light and fog – night light pollution: balanced clouds lit
core/weather definitions: removed obsolete code – weather definitions: all weather are overhauled to use the new skysim
textures: edited new CSP moon texture
custom config: new custom sky preset (LUT based) – custom config: new custom weather definitions # look at “\system\cfg\ppfilters\sol_custom_configs\custom config example.lua” for details
config: added ppfilter saturation parameter – config: added new page “sound” (page 10) – config: clouds__render_limiter = 2 by default # if you use very high time progressions, set it to 1
ppfilter/custom configs: removed __Sol_ACC and __Sol_HC
folders: removed the spaces from content/weather/ folders, to prevent problems with online usage.
Dukester
norbs diplomacy lesson 101: "If I was putting words in your mouth, you'd know."
norbs diplomacy lesson 101: "If I was putting words in your mouth, you'd know."
- Duke
- Dukester Maldonado
- Posts: 11451
- Joined: Tue Jan 23, 2007 9:33 pm
- Location: Melbourne
Re: Mods/Apps.
Dukester
norbs diplomacy lesson 101: "If I was putting words in your mouth, you'd know."
norbs diplomacy lesson 101: "If I was putting words in your mouth, you'd know."
- Duke
- Dukester Maldonado
- Posts: 11451
- Joined: Tue Jan 23, 2007 9:33 pm
- Location: Melbourne
Re: Mods/Apps.
Peter Boese has released new versions of the amazing Sol Weather Engine add-on for Assetto Corsa.
In order to install this massive mod correctly and make most of its features, make sure to check out the very extensive installation instructions here.
DOWNLOAD SOL 1.56 / 1.6.1 FOR ASSETTO CORSA HERE
Changelog Sol 1.6.1 + 1.5.5
– apps: sol_weather 9.98, sol_config 0.89
– updated all version strings
– core: another try to solve CM error info “attempt to call a nil value”
– core: overhauled smog graphics, “sky_smog” parameter in sol_config acts now as a pure multiplier
– core: added variable __Sol__version, useable also in custom configs.
# if __Sol__version and __Sol__version >= 1.6 then
# –do stuff for Sol versions 1.6 and higher
# else
# –do stuff for versions before Sol 1.6
# end
– stellar: lowered moon brightness while day
– basic weather plans “clear”: small adjustments to ambient light between sunangles 0°..-9°
– core/weather definitions: overhauld bad weather, brighter while day
– sky: added new sky_preset, “deep blue” for a super deep blue sky
– sky: solved sky reset with weather transitions, sky stays the same when reaching transition point
– sky: config parameter “clouds__opacity_multiplier” now works correct for all layers
– track adaptions: added ta_dome_size support to new clouds system – the smaller the dome is, the lower the clouds are in the distance
– config: removed pre Sol 1.6 parameters
– sol_config: added “clouds__movement_multiplier” on page 6
– ppfilter/custom configs: __Sol_Extra
# improved colorgrading
# color calibration
# better contrast, better midtones
# changed sky_preset (6) – new “deep blue”
– ppfilter/custom configs: __Sol_Extra, different sky preset for Sol 1.5 and 1.6
– ppfilter/custom configs: __Sol_Extra, a little brighter at sunset/twilight
– files: removed sol_clouds.lua + sol_clouds_db.lua
– files: removed capitals from weather folder names to prevent troubles with online server
– updated weatherFX manifests
Dukester
norbs diplomacy lesson 101: "If I was putting words in your mouth, you'd know."
norbs diplomacy lesson 101: "If I was putting words in your mouth, you'd know."
- Duke
- Dukester Maldonado
- Posts: 11451
- Joined: Tue Jan 23, 2007 9:33 pm
- Location: Melbourne
Re: Mods/Apps.
Dukester
norbs diplomacy lesson 101: "If I was putting words in your mouth, you'd know."
norbs diplomacy lesson 101: "If I was putting words in your mouth, you'd know."
- Duke
- Dukester Maldonado
- Posts: 11451
- Joined: Tue Jan 23, 2007 9:33 pm
- Location: Melbourne
Re: Mods/Apps.
The DRM Modding team members proudly released Update V1.3 for the DRM-Revival Mod for the Asetto Corsa racing Simulator by Kunos Simulazioni.
Besides a healthy list of fixes and improvements, the V1.3 update also introduces the RMT 121 “Flachbau” as brand new content for the mod.
After 9 months of hard work, the DRM Modding team brings us both the 1980 and 1981 versions of the famous Group 5 car. The RMT 121 “Flachbau” model is scratch built by Sovers, with sound by NIL, and physics by dmatzies. The new RMT 121 “Flachbau” is available free of charge to all owners of the DRM Revival Mod.
The purchase price of EUR$15 for the DRM Revival Mod remains unchanged but includes the additional vehicles.
Mod Features:
20 different cars (12 car models in a total of 20 configurations)
nearly all cars come up with individual physics and sounds
featuring fully detailed car models
each car has 4 LOD levels for a perfect performance at online races
visible damage with wobbling parts and scratches ( see pictures below )
mechanical damage: Kill the engine with over revs on downshifts or driving too long with too much boost!
visible transition from a clean to a dirty car ( see pictures below )
animated parts like the shifter, exhaust, engine parts, mirror, wipers and more
adjustable turbo boost over all race sessions
different pit stop times for changing the tires, suspension, and car body repair and the refueling time
implementation of cold and hot brakes and tire
three tire compounds for short and long distances and a rain tire for wet tracks
support for the shader patch dynamic light (wiper, rain tread, individual head, tail and brake lights)
RMT 121 “Flachbau”
In 1979, AC Schnitzer introduced the low line 430 hp BMW 320i Turbo Schnitzer E21 Group 5 aiming to counter the DRM dominance of the Zakspeed Ford Capri Turbo.
The car driven by Manfred Winkelhock made its debut at the Belgian Zolder track during a practice session of the Deutsche Rennsport Meisterschaft Division 2. Because of setup problems, Team Schnitzer decided to use the older 320 for the Zolder ADAC-Westfalen-Pokal-Rennen race. One round later at the German Hockenheim track, the new Schnitzer 320 Turbo Aeroheck did its maiden race and finished in 5th place.
Changelog Update V1.3
Note: please delete the previous version of the DRM REVIVAL MOD
check the driver eye position
All Cars:
PHYSICS: corrections at the upshift and downshift algorithm to force the driver for more precise gear changes
PHYSICS: clutch becomes slippy when you incorrectly shift gears during acceleration in the high rpm range
PHYSICS: reworked rain tires
PHYSICS: AI will not choose the rain tire in the practice/race sessions anymore
PHYSICS: some improvements at the setup menu (range, step, min and max values)
PHYSICS: unique wear curve for the rain tire
PHYSICS: added camber lut table for all cars (strut, double wishbone, life axle )
PHYSICS: add the parameter [VIRTUAL_KM] to all tires.ini to calculate the accurate wear.
– Now you’ll have tires on the more loaded side of the car wear differently than the one on the inside
PHYSICS: increase tire grip for new tires to 98% (before 96.5), 100% grip at [VIRTUAL_KM] = 1
PHYSICS: more stable tire at higher temperatures
PHYSICS: add the parameter [EXPLOSION] to all tires.ini. At 180 Celsius, the tires will blow
PHYSICS: corrections at the rim radius and tire width
PHYSICS: optimizing the collision model
PHYSICS: corrections of the LINEAR_STEER_ROD_RATIO
GRAPHICS: added smoke exhaust for each car (when using the shader patch)
GRAPHICS: decrease headlight brightness in cockpit view for a night session
GRAPHICS: reduced the OnBoard_Exposure to 16
GRAPHICS: same value for the exposure value for the dash cam
GRAPHICS: new shader for headlight glass
GRAPHICS: reworked driver model arm animation during shifting sequences
SOUNDS: fixed wrong distance parameters
New Cars:
Introducing the new RMT 121 “low-rise” model 1979. (RMT 121 1/2)
Introducing the new RMT 121 “low-rise” model 1980. (RMT 121 3)
RMT 120 1/2:
GRAPHICS: fixed the banner bug
GRAPHICS: fixed the wiper animations
PURIANO 1H 1/2:
SOUND: fixed missing sound files
PURIANO 3H 1/2
PHYSICS: increase FFB-Multi
GRAPHICS: view through the rear air intake fixed
GRAPHICS: fixed the banner bug
GRAPHICS: fixed the wiper animations
RMT 1001 1/2:
PHYSICS: set the STEER_ASSIST to 1.0 (old value 0.
GRAPHICS: fixed the wrong livery logo skins RC_89
RMT 1N:
PHYSICS: reworked aerodynamics of the body
PHYSICS: adjustments of gear ratio, final ratio, tire load, brake torque, engine, power, and car weight (please check your saved setup)
PHYSICS: close the gap to the other DIV 1 cars and make the 1N more driveable
GRAPHICS: fixed the damaged mapping in the cockpit wires
GRAPHICS: fixed the banner bug
GRAPHICS: fixed the wiper animations
CARMA 1/2:
PHYSICS: improvements for the optimal brake temp window
PHYSICS: little more brake torque
PHYSICS: modified front tire
PHYSICS: more bhp
GRAPHICS: texture improvements
GRAPHICS: fixed the banner bug
MAROD AERO:
PHYSICS: due to the rear life axle, the options in the setup for toe and camber has been removed.
GRAPHICS: fixed this banner bug
MAROD SCREAM:
PHYSICS: corrected the different min and max value for the spring in the setup menu
PHYSICS: due to the rear life axle, the options in the setup for toe and camber have been removed.
PHYSICS: modified steering rod position
GRAPHICS: fixed the damaged mapping in the cockpit wires
GRAPHICS: fixed the wiper animations
LARDO MONASTIR 1:
PHYSICS: corrected weight (found the correct technical data)
PHYSICS: decrease brake torque
GRAPHICS: switch the engine 2D texture into a 3D model for the LOD C
GRAPHICS: fixed the banner bug
LARDO MONASTIR 2:
PHYSICS: 0.1 bar more turbo boost
PHYSICS: modified power curve and rpm limit
PHYSICS: harder suspension basic setup (please check your saved setup)
PHYSICS: decrease brake torque
PHYSICS: final drive shorter from 3.6 to 3.7 (please check your saved setup )
PHYSICS: corrected weight (found the correct technical data)
GRAPHICS: witch the engine 2D texture into a 3D model for the LOD C
GRAPHICS: fixed the banner bug
YAMAMOTO DELIKATA 1/2:
PHYSICS: due to the rear life axle, the options in the setup for toe and camber have been removed.
GRAPHICS: reworked aluminum steering wheel texture
GRAPHICS: fixed the banner bug
Dukester
norbs diplomacy lesson 101: "If I was putting words in your mouth, you'd know."
norbs diplomacy lesson 101: "If I was putting words in your mouth, you'd know."