AC Modding Questions Thread

Has anybody figured out a way to make the "change engine map" setting have any function?

I'm curious on the idea of a script that could be made that adjusts things like fuel consumption and power together into "engine maps" to try mimic various ECU presets for air/fuel mixtures.
Relate that into an adjustable function in game, like turbo/brake balance, ect. Map this function to "change engine map" and have the feature work for cars we want to have this feature on.


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Has anybody figured out a way to make the "change engine map" setting have any function?

I'm curious on the idea of a script that could be made that adjusts things like fuel consumption and power together into "engine maps" to try mimic various ECU presets for air/fuel mixtures.
Relate that into an adjustable function in game, like turbo/brake balance, ect. Map this function to "change engine map" and have the feature work for cars we want to have this feature on.


View attachment 657665
https://trello.com/c/0R8cqB1v documented here (might need to click 'read more' and scroll a lot, link can't be all that pointed)
 
Is there anyone on here who've built their own suspension from the ground up for mods being used in Assetto Corsa? I can't seem to find the format for multi-link suspensions and it's a bit bothering as I'm working on a rx8 mod and the rx8 has multi-link suspension in the rear.
Also, what determines the bumpstop_up and bumpstop_dn values?
 
Has anyone had this problem? or know how to fix it?
The problem is that the game turn on the "damageZones" from (0.0.0.0) to (1.1.1.1) only when the game starts.
In the KSeditor is (0.0.0.0) I try it with the KSeditor V6 too, in models FBX.ini everything that turns the damage on is on the "0"
in the CM showroom, everything for the "damageZones" is on the "0" too
Screenshot_nissan_laurel_d1_industrial_25-3-123-12-29-21.jpg
 
Has anyone had this problem? or know how to fix it?
The problem is that the game turn on the "damageZones" from (0.0.0.0) to (1.1.1.1) only when the game starts.
In the KSeditor is (0.0.0.0) I try it with the KSeditor V6 too, in models FBX.ini everything that turns the damage on is on the "0"
in the CM showroom, everything for the "damageZones" is on the "0" too
View attachment 658542
What's your setting in damage.ini?
 
Hi, I'm doing an animated suspension setup for a project. The suspension works but when I run it in AC the wheels don't stop spinning whenever I steer. I noticed that in the animated suspension example given by AC it does the same thing in kseditor. Do I have to modify some data file? is there something I have to change in the fbx data file? I set up the hierarchy just like the example and put the DIR_LEFTSTEERARM, LEFTSTEERARM, DIR_RIGHTSTEERARM and RIGHSTEERARM.

The car runs, so I'm pretty sure it's a visual aspect. As in even though the wheels are flopping all over the place the car changes direction as it should with animated suspensions.

Any help would be appreciated.
 
I decompress a car under content manager

I modified a car in 3dsmax and photoshop
how to insert the change in content manager

how to integrate the change in content manager?
 
Hey, new to all this so bear with me and forgive the stupid questions lol, I'll try and outline what I'm trying to do.

Overall goal: Getting a build of a car that roughly matches a 2006-2011 civic with the R18A1 engine.

Progress:
-Acquired a model of an FA5 civic with a k20 engine.
  1. BHP: 192bhp
  2. Torque: 201Nm
  3. 1320kg
  4. 6.88kg/hp p/w ratio
-Downloaded Assetto Car Tuner
-Acquired a dyno sheet of a stock R18A1 engine from several sources for comparison.

Pretty new to cars in general, let alone tuning, real life or in AC, so I'm not 100% sure what I should be looking at in order to produce less power. My question is - is it worth rebuilding the engine from scratch using something like Automation and porting it over, or could I feasibly alter the k20 engine this mod comes with to get close enough to match the r18 engine?

I would think a few issues I'd run into would be with rpms and also v-tec, given the r18 motor is the economy v-tec, and doesn't act the same as the vtec in the k20 and pretty much every other engine, so I'd need to figure out how to either remove that or rework it.

Not sure. thanks in advance y'all!
 
Hey, new to all this so bear with me and forgive the stupid questions lol, I'll try and outline what I'm trying to do.

Overall goal: Getting a build of a car that roughly matches a 2006-2011 civic with the R18A1 engine.

Progress:
-Acquired a model of an FA5 civic with a k20 engine.
  1. BHP: 192bhp
  2. Torque: 201Nm
  3. 1320kg
  4. 6.88kg/hp p/w ratio
-Downloaded Assetto Car Tuner
-Acquired a dyno sheet of a stock R18A1 engine from several sources for comparison.

Pretty new to cars in general, let alone tuning, real life or in AC, so I'm not 100% sure what I should be looking at in order to produce less power. My question is - is it worth rebuilding the engine from scratch using something like Automation and porting it over, or could I feasibly alter the k20 engine this mod comes with to get close enough to match the r18 engine?

I would think a few issues I'd run into would be with rpms and also v-tec, given the r18 motor is the economy v-tec, and doesn't act the same as the vtec in the k20 and pretty much every other engine, so I'd need to figure out how to either remove that or rework it.

Not sure. thanks in advance y'all!
AC is just an empirical model, the engine is pretty much just the info from a dyno sheet, plus an inertia amount. You don't need to know details about vtec or anything.
 
Hi,

so RSS released their Formula Hybrid 2023 cars few days ago. I wonder why the "skinners" produce mainly fantasy or concept skins those days , where real-life skins are needed....:O_o:
Or do i miss something?!

PS: No i am not talented to make it myself
 
Hi,

so RSS released their Formula Hybrid 2023 cars few days ago. I wonder why the "skinners" produce mainly fantasy or concept skins those days , where real-life skins are needed....:O_o:
Or do i miss something?!

PS: No i am not talented to make it myself

Probably because those "skinners" want to make some fictional liveries.
 

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Shifting method

  • I use whatever the car has in real life*

  • I always use paddleshift

  • I always use sequential

  • I always use H-shifter

  • Something else, please explain


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