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TUTORIAL Your FIRST car in Assetto Corsa - Basic Guide

denis370

Active Member
I'm working on a first car, and after searching I haven't found any really useful information about setting up the brakes.ini file. Can anyone suggest some resources for finding these types of details? I've tried copying in data from another car but would like to be able to model it accurately. Also, can't seem to get the brake temps to work. Any pointers are greatly appreciated

[HEADER]
VERSION = 1

[DATE]
MAX_TORQUE = 3200 from here adjust the braking force in NM
FRONT_SHARE = 0.75 Percentance of brake torque at front axis
HANDBRAKE_TORQUE = 1900 Handbrake torque (at the rear wheels)
COCKPIT_ADJUSTABLE = 1 0: no bias control from cockpit, 1: bias control from cockpit
ADJUST_STEP = 0.5 step for bias cockpit adjustment.

[DISCS_GRAPHICS]
DISC_LF = GEO_Disc_LF (GEO_Disc_LF is the name of your left front brake disc)
DISC_RF = GEO_Disc_RF (GEO_Disc_RF is the name of your right front brake disc)
DISC_LR = GEO_Disc_LR (GEO_Disc_LR is the name of your left rear brake disc)
DISC_RR = GEO_Disc_RR (GEO_Disc_RR is the name of your right rear brake disc)

"the name of the brake disc must match the name of the brake disc mesh in order to have the glow effect."

FRONT_MAX_GLOW = 10 this value adjusts the glow on the front disc
REAR_MAX_GLOW = 5 this value adjusts the glow on the rear disc
LAG_HOT = 0.999 overheating lag
LAG_COOL = 0.99 cooling lag

to have the glow in the brakes it is also necessary that the car has been packed with the right shaders and textures

each car has different names of the brake discs, so you will have to go and see what your car discs are called and rename correctly, otherwise they will not work
 

denis370

Active Member
have you created too large meshes that have too many triangles? or attached more meshes that create a single one with too many triangles? ks editor I have a limit of triangles per mesh, meshes that are too large must be separated to reduce the triangles
 

denis370

Active Member
I don't know if you use blender or 3d max, but in the case of blender you have to activate the statistics, in the corner of the screen it will show you the count of triangles, vertices, faces, edges and objects.
Then you select one mesh at a time and check that you do not have a triangle count higher than 60000. if it is higher you will have to split the mesh.
I have not read your logs, but usually this is one of the major causes of not loading the fbx in kseditor
 
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