AC Modding Questions Thread

Is there any way of quickly splitting meshes larger than 64k vertices into smaller ones?
Preferably something automated but if there's a quick way of doing it by hand I can try.
I work in Blender but can send the mesh to a friend with 3DS Max so suggestions for any of these are welcomed.
 
Hi, currently making a track in blender. It all works apart from the texture for the track does not repeat and the 1024x1024 texture has merely been stretched to cover the whole track. I have the same texture file in use in the pit lane and it works as intended there. I've looked at the settings for both and can't see any difference. Any help would be greatly appreciated.
 
In CM how do you change the order of tracks in a custom championship? In vanilla launcher you can drag and drop them up or down but that doesn't work with CM
 
In CM how do you change the order of tracks in a custom championship? In vanilla launcher you can drag and drop them up or down but that doesn't work with CM

I'd also like to know this.

In the meantime, I think just make a list of all the circuits you want to use, in the order you want them, and add them in that order I guess.
 
Hiya! I'm new to modding, and I'm trying to rework a mod car for private use. I've got a bit of a problem with its collider, indeed it's way too big; https://i.imgur.com/QtcOGpg.png

I then made a rough estimate of what I wanted, using Blender; https://i.imgur.com/8DLFd3Y.png

When importing the collider .fbx to the SDK, I get this error even though I applied the object transformation to scale, location, and rotation in Blender; https://i.imgur.com/M3iz5eI.png

When using the output .kn5 file as collider, this is what it happens in game; https://i.imgur.com/URkGyMX.png - The car has no collision, except for the wheels. And strangely enough, there's this thing hanging just beneath it; https://i.imgur.com/w4skbyB.png

Note that when exporting the collider as .kn5, the collider model's material is set to GL, and it is exported as "Car", not "Car (No texture)".

What am I missing? Blender export settings; https://i.imgur.com/DihfVZZ.png

Thanks in advance.
 
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I haven't done a mod for a long time and never for Assetto Corsa. So here it goes I am just changing some billboards to match up for the 1995 season, I know how to do this that's not the problem. What I'd like to know when I changed it I put the new texture in the skins/default folder and it does show ingame (as seen in the screenshot) but is there a way so it does show in 3DsimED because I don't want to open the game every time to check it out and see if it's in the right place. Help would be very much appreciated, thank you.


Magny.jpg


I found out how to it in 3DsimED

Magny_1.jpg
 
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im looking at spring rates between the gt3 cup and gt3 r race cars. the gt3 r springs are nearly double the rate of the gt3 cup springs, but with nothing else being hardly any different, not even the damping rates. am i dumb or does that not seem right? why such a huge difference between two porsche 911 gt3-based race cars? i can see there being a difference like that between a road and race car, but these are both seemingly very similar race cars.

the reason im trying to wrap my head around this is i am trying to make a gt2rs (just for giggles) from the kunos gt3rs and upon trying to gather data about the gt2 spring rates vs the gt3, an article said the front was 2.6 TIMES stiffer than the gt3rs....WHAT?! which would bring the rate in ac from 62k to 162k, which is about 50% stiffer than even the gt3 r. on top of all that the gt3rs has a stiffer rear spring rate than either of the race cars and the gt2rs is supposed to be 33% stiffer still!
 
No.

TL;DR (for myself as well because I'm not about to write a proper explanation):
The Cup's spring rates (the ones shown in the setup window) aren't representative of the actual spring rates (which are far too high because helper springs were done incorrectly). Haven't looked at the GT3R but it's probably the same deal.
 
Hey guys, how can I combine two different sound mods? Example: I love the exterior sounds from ACFANs Porsche 911 RSR 2017 mod but I think the interior sounds from Audioloids Porsche 911 RSR 2017 mod are way better. So, does anyone know how I can use the exterior sounds from ACFAN and the interior sound from Audioloids? I already tried giving some random car the sound from mod 1 and changing some paths in the GUID file from mod 2 to the one from mod 1(the random car) but it didn't work and I guess it's not that easy.
 
Hey guys, how can I combine two different sound mods? Example: I love the exterior sounds from ACFANs Porsche 911 RSR 2017 mod but I think the interior sounds from Audioloids Porsche 911 RSR 2017 mod are way better. So, does anyone know how I can use the exterior sounds from ACFAN and the interior sound from Audioloids? I already tried giving some random car the sound from mod 1 and changing some paths in the GUID file from mod 2 to the one from mod 1(the random car) but it didn't work and I guess it's not that easy.
Simple answer is you can't.

Complex answer is there is a way to extract the bank files to get the raw wav files and then manually rebuild the fmod project into a new bank file.
 
No.

TL;DR (for myself as well because I'm not about to write a proper explanation):
The Cup's spring rates (the ones shown in the setup window) aren't representative of the actual spring rates (which are far too high because helper springs were done incorrectly). Haven't looked at the GT3R but it's probably the same deal.

i was actually looking at the sus.ini spring rates with Car Tuner. either way, im not terribly worried about it. ive spent too much time on it already lol.
 
Do bear in mind those are wheelrates. For cars with multilink/trailing arm/DWB suspensions, the spring rates will generally not be aligned at all with wheel rates due to the motion ratio throwing them down.
 
Hmm so how do you exactly enable those custom physics... in custom shaders patch? I am trying to add steering ratio, and the alternative front and rear sus GEOs (to do caster adj. with it) but the suspensions tab doesn't appear in-game. I have the v0.1.25-preview49 version which is the newest recommended. Do I maybe need newer version? I have added the extended code in car.ini and I have clean logs for ac and shaderpatch.
 
Hiya! I'm new to modding, and I'm trying to rework a mod car for private use. I've got a bit of a problem with its collider, indeed it's way too big; https://i.imgur.com/QtcOGpg.png

I then made a rough estimate of what I wanted, using Blender; https://i.imgur.com/8DLFd3Y.png

When importing the collider .fbx to the SDK, I get this error even though I applied the object transformation to scale, location, and rotation in Blender; https://i.imgur.com/M3iz5eI.png

When using the output .kn5 file as collider, this is what it happens in game; https://i.imgur.com/URkGyMX.png - The car has no collision, except for the wheels. And strangely enough, there's this thing hanging just beneath it; https://i.imgur.com/w4skbyB.png

Note that when exporting the collider as .kn5, the collider model's material is set to GL, and it is exported as "Car", not "Car (No texture)".

What am I missing? Blender export settings; https://i.imgur.com/DihfVZZ.png

Thanks in advance.

Rules for collider objects:
1) The collider should have no more than 40/60 triangles.
2) A material called “GL” must be assigned to the collider inside the editor. This is a special material specifically made for a mesh that is not rendered. Meshes with this material are used only for collisions.
3) The collider must not extend below the floor of the car.
4) The collider must have no holes. The mesh must be completely closed. Once the collision mesh is done, simply export the kn5 from the editor, using name “collider.kn5”.
Make sure you save with NO textures! The file must be placed in the same folder as the car LODs with the name collider.kn5.
 
Hmm so how do you exactly enable those custom physics... in custom shaders patch? I am trying to add steering ratio, and the alternative front and rear sus GEOs (to do caster adj. with it) but the suspensions tab doesn't appear in-game. I have the v0.1.25-preview49 version which is the newest recommended. Do I maybe need newer version? I have added the extended code in car.ini and I have clean logs for ac and shaderpatch.
The trello board is kept up to date with the dev version, not the public version (it’s easier on my end), and a bunch of stuff hasn’t been released for the public version yet (should all be in one of the next updates).
 
The trello board is kept up to date with the dev version, not the public version (it’s easier on my end), and a bunch of stuff hasn’t been released for the public version yet (should all be in one of the next updates).
I mean whatever is easiest for you guys. I'm just happy and thankful you are doing this. But at the same time for people who want to use these it would help a lot if there was just a simple mention about in which version these have been added. It is very easy to spend hours trying to get something to work only to realize it is not there yet :).
 
Simple answer is you can't.

Complex answer is there is a way to extract the bank files to get the raw wav files and then manually rebuild the fmod project into a new bank file.
Thank's for the reply! I got so far that I extracted the .fsb file from the .bank file and now I have several .wav files which is exactly what I needed. The problem is that both sound mods use different filenames for the same sounds, for example the file "onboard_load_high.wav" has the name "ob l on high.wav" on the second mod and that's just an easy example for people who read this and don't understand what I mean. Many files have way different names, so I can give up unless I can somehow find out which file is the counterpart for the other file. IF I can find out the names, I can just simply create a new project with FMStudio and create my own .bank file am I right?
 

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