Featured TUTORIAL Your FIRST car in Assetto Corsa - Basic Guide

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

  1. Tomaszeqq

    Tomaszeqq New Member

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    Hello I have problem with my wheels. They arent centered in empty box or idk but they little swinging. How to perfect center wheel and empty box in Blender ?
     
  2. Tomaszeqq

    Tomaszeqq New Member

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    FIXDED. :D All wheels had broken mesh. Idk how but it fixed now :)
     
  3. Tomaszeqq

    Tomaszeqq New Member

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    Hello I have question about tris. Is this safe If I have 98k tris on this stage?
     

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  4. fughettaboutit

    fughettaboutit aka leBluem

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    if you have a single object with more than 64k tris: no
    all together is completely fine
     
  5. Tomaszeqq

    Tomaszeqq New Member

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    Hello.

    Somebody can show me place where I can find complete guide about names of vectors and their position which I need to complete mod? For example name of speed arrow vector and all others. I cant find it or I missing something..
     
  6. MGMetroDave

    MGMetroDave Active Member

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    The Tesla Cybertruck would make a great first AC car project. Only needs about 5 polygons. ;)
     
  7. luchian

    luchian Administrator Staff Member

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    There is a car_pipeline.pdf under DEV folder in your AC install folder. Cannot check now, but iirc, it has this info.

    :lol: wonder how long it'll take before someone actually does it.
     
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  8. Tomaszeqq

    Tomaszeqq New Member

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    hmm yesterday I found this :

    For any other gauge needed:
    Code:
    [PLACE_HOLDER_n]
    ZERO=0
    STEP=1
    MIN_VALUE=0
    OBJECT_NAME=ARROW_OIL_TEMP/ARROW_OIL_PRES
    same as above
    n in name can be 0, 1, 2...n

    thats from Assettocorsa.net

    But in PDF I have information about things like OIL_PRES or TEMP are not supported yet.
    So finally for example OIL_PRES is supported or not?

    And my second problem is speed arrow. In MB w124 arrow started from 20kph but when I edit analoginstruments.ini and set MIN_VALUE=20 it isn't work
     

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  9. Johnr777

    Johnr777 Moderator

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    There's good documentation on how to set analog instruments with the shader patch instead, might be worth a look?

    https://github.com/ac-custom-shaders-patch/acc-extension-config/wiki/Cars-–-Analog-instruments
     
  10. Tomaszeqq

    Tomaszeqq New Member

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    What I should do if tyres in CM showroom looks fine ( with align using data ) but when I go into some track tyres little flying upper ground ?
     

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  11. Johnr777

    Johnr777 Moderator

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    you have to make sure the radius of the tire in the ini matches the radius of the actual mesh
     
  12. SealedGecko

    SealedGecko New Member

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    I've still been slowing continuing work on my car but i can't get dir_ suspension to work, either my a arms are rigid with the chassis or the wheel. I use blender and Im not sure where to put the object origin or the empty. Does anyone have a blend i could use as reference? Importing the fbx included in the sdk folder seems to break the parent structure.
     
  13. LarsDragonbeard

    LarsDragonbeard New Member

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    Hi Luchian, thanks so much for the tutorial.
    I managed to get the car working, unfortunately, the body just isn't showing up in game.
    It is showing up in the Content Manager Showroom, as well as the ksEditor, so I'm a bit stumped.
    CM_Showroom.PNG 20200314175157_1.jpg
     
  14. fughettaboutit

    fughettaboutit aka leBluem

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    try to export the kn5 to the actual destination folder in ac\content\cars\yourcar...
    "ksEditor" may need to alter some files in the data-directory
     
  15. denis370

    denis370 Member

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    Hi everyone, I hope someone can help me because after so many attempts I really need help ..
    I made the wheels for a mod that I am doing (pneumatic, brake caliper, rim and brake disc), but I have the following problem.
    The wheels in any way that the amount is exact in kseditor, exact in CM showroom,
    but not in game, where instead they are tiny, in fact if in CMshowroom I tick the box
    "Align usin data" the wheels become tiny compared to the bodywork.
    to simplify things and make quick tests I made a simple shape with a cube, I created the hierarchy
    empty for wheels and susp and I inserted the wheels.
    The empty scales are 1.0, oriented as the pipeline document says, and have never been resized before and after.
    the wheel meshes were created outside the empty, assigned scale 1.0 and then inserted inside empty. (I also tried without assigning scale 1.0 but nothing anyway).
    The bodywork mesh (or cube) has a scale of 1.0.
    Unit of measurement in meters, and in fbx export I select "selected objects", the button on the 1.0 scale is activated, "appli scalings ALL LOCAL", -Z Forward, Y Up.
    I hope with what described to be able to help in giving me advice, I will put 2 photos of CM showroom.
     

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  16. denis370

    denis370 Member

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    I solved it by changing the scales in the empty, bringing them from 1.0 to 0.01
     
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  17. AT103

    AT103 New Member

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    is there a script to export a car from blender 2.8 straight to ac?
     
  18. denis370

    denis370 Member

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    No, the file that needs AC is of type .kn5 and to generate it you have to do it with the kseditor
     
  19. AT103

    AT103 New Member

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    okay no worries thanks for the reply!
     
  20. quetillo

    quetillo Member

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    luchian,


    good tutorial, you would be so kind to be able to make us a small video of this simple style a box with 4 wheels, for example, I did not get to understand the tutorial much, because I do not see the steps of creating those cubes, it is well explained but it is as if It will lack some more explanation to put, the correct steps to ensure, even if you show a video making a cube and 4 wheels. Thank you very much
     
: tutorial, car mod
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