Featured TUTORIAL Your FIRST car in Assetto Corsa - Basic Guide

Discussion in 'Car Models | Physics' started by luchian, Aug 22, 2017.

  1. Tony Bew

    Tony Bew New Member

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    NO I didn't , sorry must have missed that somewhere. And yes it fixed the problem thanks.

    Do you think it is feasible for me as a complete duffer to create a car of my own (Chrysler Xfire) after following the tutorial or should I just stick to modding? I have a basic car model for the Xfire which I downloaded free. Also there is a paid better one around.
     
  2. luchian

    luchian Administrator Staff Member

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    The tutorial here, will get you starting (seeing your car ingame). However, to make it an enjoyable experience, you'll need to go further, following the pdf provided by Kunos. And to make it realistic(ish), you need some "engineering" thinking, because you'll need to crunch values and measurements into the physics file.

    That being said, it's not rocket science. It all depends on how much time and energy you wish to put into this. You will encounter difficulties, or even be stuck at times. Just don't give up, and you'll manage.

    So my advice: no matter if you are a noob, don't let that stop you at least from trying.
     
  3. Tony Bew

    Tony Bew New Member

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    ok Thanks for that :)
     
  4. KipsyNow

    KipsyNow New Member

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    Hi, I'm having troubles with the ksEditor, when I import the acm_tutorial_basic.fbx the camera is under the car and the zoom (via mouse wheel) can't go farther than that (see the picture attached).
    How to move the camera in this tool?
     

    Attached Files:

  5. luchian

    luchian Administrator Staff Member

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    Side note: however, if this is where you are, you might have a long (and steep) road ahead of you :nerd:.
     
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  6. KipsyNow

    KipsyNow New Member

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    Thank you luchian, now I can move the camera like a pro already!
    Thanks also for the encouragement! :lol:
     
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  7. luchian

    luchian Administrator Staff Member

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    I appreciate the optimism :lol:. Good spirit at least !

    PS: the mouse-scroll modifies the FOV, it's not actually moving the camera.
     
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  8. TwistedMexi

    TwistedMexi New Member

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    Something still isn't right for me. my car has textures in KS Editor but it shows black unless I specify ambient. Am I supposed to export lights or something?
     
  9. keco2002

    keco2002 New Member

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    i am trying to make a mod but it keeps crashing. and so does the tutorial car
     
  10. luchian

    luchian Administrator Staff Member

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    If you just download the sample car, it will not work.
    If you download the sample car AND read the guide, it will.

    If you just write "it crashes", you'll (probably) not get any help (since there are too many variables).
    If you write to describe what you have done already, what is the error, what you have tried AND post the logs, you will.
     
  11. keco2002

    keco2002 New Member

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    I got it to work, I just needed to delete blurred objects
     
  12. SealedGecko

    SealedGecko New Member

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    Hello, Im trying to setup the suspension file. How do I find the coordinates for the individual spots? Are they actual locations in blender or do they use some other reference?

    EDIT: I've been using the content manager to align the suspension but I still can't find what they are actually based off. After just tweaking one at a time I have it setup looking pretty good, but is explodes on spawn basically. The manager shows the steering working fine but I get this in game.
    [​IMG] [​IMG]
    [​IMG]
    Also, I see no where to move the rear axle in the files at all, unless I'm completely blind. My tires in blender are set with their individual origins dead center of the tire. The dummies are snapped to that origin.

    Sorry if this isn't the right area to be asking for help. There just doesn't seem to be much documentation out there other than other people asking and youtube videos of rim swaps.

    Also a screenshot of my blender setup in case I've missed something there.
    [​IMG]
     
    Last edited: Sep 12, 2019
  13. luchian

    luchian Administrator Staff Member

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    It's been a long time, but iirc it's actual dimensions of the car (as if it were real) in mm meters.
     
    Last edited: Sep 12, 2019
  14. Johnr777

    Johnr777 Moderator

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    Arent suspension dummies required?
     
  15. luchian

    luchian Administrator Staff Member

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    In suspensions.ini you should have a block named [GRAPHICS_OFFSETS]. If there isn't, download the basic_car from OP and use that one.
     
  16. Johnr777

    Johnr777 Moderator

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    That only controls widths, his are way out of place... something is off with the dummies or pivot point/origins
     
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  17. SealedGecko

    SealedGecko New Member

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    My wheels/dummies transforms are zeroed out. My chassis/collider origins are also zeroed out to where blender shows them. This is also my first project with 2.8, Im not sure if theres something else I need to be checking.

    Exporter is Fbx all, z forward, y up. Everything else default.
     
  18. garyjpaterson

    garyjpaterson Member

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    Dont use the graphical offsets in suspensions.ini, set those to 0.
    Use the offset in car.ini which moves the 3d model relative to the centre of gravity.

    "[BASIC]
    GRAPHICS_OFFSET=0.00,-0.500,-0.100"

    You can do this in CM showroom, but make sure to check the "align using data" option
     
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  19. SealedGecko

    SealedGecko New Member

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    Should I set center of gravity first or graphic offset first since they seem to move each other.

    Thanks everyone for the help, I really appreciate it, this is my first time using dummies or anything similar so Im pretty lost.
     
  20. garyjpaterson

    garyjpaterson Member

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    Your CoG affects physics, so you want that set first (both height which is the BASE Y values in suspensions.ini, and weight distribution again in suspensions.ini).

    The offsets are just visual, relative to the CoG.
     
    SealedGecko likes this.
: tutorial, car mod
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