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Simulation Racing Leagues => Assetto Corsa => Australian Assetto Corsa League, Tuesday nights => Topic started by: Wally on June 22, 2021, 09:47:37 PM

Title: S38R1 - Phillip Island
Post by: Wally on June 22, 2021, 09:47:37 PM
With two wins and a second place, opening round honours go to Bacchulum, with a clear points lead over Dietmar.

RACE 1 RESULTS (https://xgnassettocorsa.blogspot.com/2021/06/s38r1-phillip-island-race-1.html)
RACE 2 RESULTS (https://xgnassettocorsa.blogspot.com/2021/06/s38r1-phillip-island-race-2.html)
RACE 3 RESULTS (https://xgnassettocorsa.blogspot.com/2021/06/s38r1-phillip-island-race-3.html)

SEASON STATS (https://docs.google.com/spreadsheets/d/1nu52lWM6_TIRBEGCTF32BxLe8mobfsCFpd_wOeuxpXI/edit?usp=sharing)

Round Points
Bacchulum   56
Dietmar Raath   39
Freezer   34
Seanus   32
killagorilla   32
buellersdayoff   20
ab156   16
Wally   14
Joe   13
AGK   12
Mael   10
Sin   5
Rob   4
Phil.8   2

Penalties
None.

Season Standings
1. Bacchulum, 56
2. Dietmar Raath, 39
3. Freezer, 34



The season opener is 3 sprints of 10 laps at Phillip Island.
Title: Re: S38R1 - Phillip Island
Post by: Wally on June 24, 2021, 09:32:51 AM
Here's my setup. Ideal pressures are 25 front, 26 rear.

If you want to add the car to my Tyre Pressure Engineer app, add the following lines to assettocorsa\apps\python\TyrePressureEngineer\IdealPressures.ini if they're not already there:

legion_van_diemen_treaded.advan a048 (at).fl = 25
legion_van_diemen_treaded.advan a048 (at).fr = 25
legion_van_diemen_treaded.advan a048 (at).rl = 26
legion_van_diemen_treaded.advan a048 (at).rr = 26
legion_van_diemen_treaded.advan a048 (at).minTF = 75
legion_van_diemen_treaded.advan a048 (at).maxTF = 110
legion_van_diemen_treaded.advan a048 (at).minTR = 75
legion_van_diemen_treaded.advan a048 (at).maxTR = 110

Title: Re: S38R1 - Phillip Island
Post by: Bacchulum on June 25, 2021, 04:21:50 PM
Does anyone else have see through curbs? ???
Title: Re: S38R1 - Phillip Island
Post by: Seanus on June 25, 2021, 04:22:31 PM
Transparent curbs??  Add below to the end of phillip_island.ini which can be found in  \Steam\steamapps\common\assettocorsa\extension\config\tracks\loaded




[SHADER_REPLACEMENT_...]
MATERIALS=RMBL179
SHADER=ksPerPixel
CAST_SHADOWS=0
CULL_MODE=NONE
DOUBLE_FACE_SHADOW_BIASED=1



Title: Re: S38R1 - Phillip Island
Post by: Bacchulum on June 25, 2021, 04:59:45 PM
I don't have a phillip_island.ini in that location :-\
Title: Re: S38R1 - Phillip Island
Post by: Alphonso_Timmins on June 25, 2021, 05:10:40 PM
Yep. I had that same issue. Roll back to CSP 0.1.60 and it should be sorted
Title: Re: S38R1 - Phillip Island
Post by: Wally on June 25, 2021, 05:20:16 PM
I didn't have the problem, but I was on CSP 0.1.60 the whole time. 60 is the recommended version.
Title: Re: S38R1 - Phillip Island
Post by: Bacchulum on June 26, 2021, 07:49:32 AM
Rolling back to CSP 0.1.60 took away the skybox, now it's a pitch black sky.....
Title: Re: S38R1 - Phillip Island
Post by: Bacchulum on June 26, 2021, 08:11:01 AM
I think it's to do with SOL 2.0, which requires CSP 0.1.63 minimum.
I really don't want to have to roll back SOL as well just for one track.
Transparent curbs??  Add below to the end of phillip_island.ini which can be found in  \Steam\steamapps\common\assettocorsa\extension\config\tracks\loaded




[SHADER_REPLACEMENT_...]
MATERIALS=RMBL179
SHADER=ksPerPixel
CAST_SHADOWS=0
CULL_MODE=NONE
DOUBLE_FACE_SHADOW_BIASED=1




Do you have a copy of this .ini I could use?
Or does it have to be PC specific?
Title: Re: S38R1 - Phillip Island
Post by: Wally on June 26, 2021, 09:13:39 AM
I think it's to do with SOL 2.0, which requires CSP 0.1.63 minimum.
I really don't want to have to roll back SOL as well just for one track.
Transparent curbs??  Add below to the end of phillip_island.ini which can be found in  \Steam\steamapps\common\assettocorsa\extension\config\tracks\loaded




[SHADER_REPLACEMENT_...]
MATERIALS=RMBL179
SHADER=ksPerPixel
CAST_SHADOWS=0
CULL_MODE=NONE
DOUBLE_FACE_SHADOW_BIASED=1




Do you have a copy of this .ini I could use?
Or does it have to be PC specific?
I'm guessing it might depend on how you installed the track. Try looking in content/tracks/phillip_island
Title: Re: S38R1 - Phillip Island
Post by: Seanus on June 26, 2021, 10:02:35 AM
Setting>CSP>Track Configs>Install
Title: Re: S38R1 - Phillip Island
Post by: Bacchulum on June 26, 2021, 11:36:12 AM
Setting>CSP>Track Configs>Install
I always keep that up to date, it said it was already installed, but I reinstalled anyway.
I'm guessing it might depend on how you installed the track. Try looking in content/tracks/phillip_island
Nothing in there either.

While I love Phillip Island as a track, I never drive it in AC.
Every version I've tried always has issues, and I currently have 5 versions (not installed, though).
Title: Re: S38R1 - Phillip Island
Post by: Wally on June 26, 2021, 01:53:02 PM
Here's my ini file, from \steamapps\common\assettocorsa\extension\config\tracks\loaded (unedited).
Title: Re: S38R1 - Phillip Island
Post by: killagorilla on June 26, 2021, 03:11:12 PM
Sorry, what is CSP 0.1.63?
Title: Re: S38R1 - Phillip Island
Post by: Wally on June 26, 2021, 03:14:48 PM
Sorry, what is CSP 0.1.63?
Content Shader Patch, if you use it. It comes with Content Manager. See screenshot.
Title: Re: S38R1 - Phillip Island
Post by: Freezer on June 26, 2021, 03:14:59 PM
I have CSP 1.70 and also had the kerb problem, but adding that extra code from Seanus fixed it :)

I think it's to do with SOL 2.0, which requires CSP 0.1.63 minimum.
I really don't want to have to roll back SOL as well just for one track.
Transparent curbs??  Add below to the end of phillip_island.ini which can be found in  \Steam\steamapps\common\assettocorsa\extension\config\tracks\loaded




[SHADER_REPLACEMENT_...]
MATERIALS=RMBL179
SHADER=ksPerPixel
CAST_SHADOWS=0
CULL_MODE=NONE
DOUBLE_FACE_SHADOW_BIASED=1




Do you have a copy of this .ini I could use?
Or does it have to be PC specific?
Title: Re: S38R1 - Phillip Island
Post by: Wally on June 26, 2021, 03:37:12 PM
Sorry, what is CSP 0.1.63?
You don't need CSP. If you don't use it, you won't have any problems. All you have to remember to do is this:

If you don't have Content Shader Patch, you need to edit steamapps\common\assettocorsa\content\cars\legion_van_diemen_treaded\data\car.ini, and change "VERSION=extended-1" to "VERSION=1".
Title: Re: S38R1 - Phillip Island
Post by: killagorilla on June 26, 2021, 04:41:41 PM
Ok, thanks. I don't use content manager.
Title: Re: S38R1 - Phillip Island
Post by: Wally on June 26, 2021, 05:14:03 PM
Ok, thanks. I don't use content manager.
Don't forget to sign up for the season here https://xgnsimracing.com.au/season/signup
Title: Re: S38R1 - Phillip Island
Post by: buellersdayoff on June 29, 2021, 10:30:09 AM
looks like an issue with this track...bottom of the wheels are cut off (hard to see with heat haze) and as with most G0D mods, wheel slip is constantly active
Title: Re: S38R1 - Phillip Island
Post by: Seanus on June 29, 2021, 03:55:30 PM

[MESH_ADJUSTMENT_...]
MESHES = groove_route
IS_TRANSPARENT = 1




YMMV
Title: Re: S38R1 - Phillip Island
Post by: Seanus on June 29, 2021, 05:15:05 PM
and as with most G0D mods, wheel slip is constantly active


What app was that with again? I need to take a look.
Title: Re: S38R1 - Phillip Island
Post by: buellersdayoff on June 29, 2021, 06:02:29 PM
and as with most G0D mods, wheel slip is constantly active


What app was that with again? I need to take a look.
It's in the fanatec software and shows up as lights on my wheel, not sure if it shows up in Wally's wheel slip app, no big deal just thought you might like to know.
Title: Re: S38R1 - Phillip Island
Post by: Wally on June 29, 2021, 06:08:15 PM
Server's up.
Title: Re: S38R1 - Phillip Island
Post by: Sin on June 29, 2021, 06:48:18 PM
I didn't see this thread, was asking my questions in the sticky. It has been years since I turned a wheel so apologies. I think my discord is setup, but i don't have a great mic, using the rift mic but not wearing the rift lol.

I sent phil a message because I saw no one answered his setup request. I have been making my own as I go, I am not an alien nor an engineer as I stated to phil so possibly full of errors. I also don't know how to share it with him but hopefully someone has hooked him up necessary. Looks like it will be hectic oversteer.

Also, I only see two XGN servers and neither of them are this combo?
Title: Re: S38R1 - Phillip Island
Post by: Wally on June 29, 2021, 06:59:28 PM
I didn't see this thread, was asking my questions in the sticky. It has been years since I turned a wheel so apologies. I think my discord is setup, but i don't have a great mic, using the rift mic but not wearing the rift lol.

I sent phil a message because I saw no one answered his setup request. I have been making my own as I go, I am not an alien nor an engineer as I stated to phil so possibly full of errors. I also don't know how to share it with him but hopefully someone has hooked him up necessary. Looks like it will be hectic oversteer.

Also, I only see two XGN servers and neither of them are this combo?
Do you use the standard AC or content manager? The server has a fixed entry list, so you might have to toggle some server visibility options to make the server show up.
Title: Re: S38R1 - Phillip Island
Post by: Sin on June 29, 2021, 07:25:06 PM
CM, but I can still load the old way if necessary?

edit, found it, needed to undo the cache setting. Still learning :P
Title: Re: S38R1 - Phillip Island
Post by: Wally on June 29, 2021, 08:00:00 PM
and as with most G0D mods, wheel slip is constantly active


What app was that with again? I need to take a look.
It's in the fanatec software and shows up as lights on my wheel, not sure if it shows up in Wally's wheel slip app, no big deal just thought you might like to know.
FYI, my little slip app works OK, using the slip data from the AC shared memory.
Title: Re: S38R1 - Phillip Island
Post by: Sin on June 29, 2021, 10:16:11 PM
My setup from this round, I meant to share it with Phil but didn't know how. For anyone who wants to have a look or try it. I don't usually make my own, but as I have more time and in between setting up my track bike to see what crosses over I thought I would have a crack. Not for aliens, but maybe for someone else?  :D
Title: Re: S38R1 - Phillip Island
Post by: doobs on June 29, 2021, 10:19:41 PM
Hi blokes. Long time, no race, but I've been lurking. I know I haven't signed up, but I intended to and race tonight, but Tuesday is the only day I work and I wanted to make sure I could get home with enough time to eat, get setup and race, but I can't. So sorry for using a vote for this series and not racing. I'll keep an eye on things and see if I can at least race some weeks. They're a fun car to drive, and difficult to make go neat and fast. Have fun.
Title: Re: S38R1 - Phillip Island
Post by: Wally on June 29, 2021, 10:44:54 PM
Hi blokes. Long time, no race, but I've been lurking. I know I haven't signed up, but I intended to and race tonight, but Tuesday is the only day I work and I wanted to make sure I could get home with enough time to eat, get setup and race, but I can't. So sorry for using a vote for this series and not racing. I'll keep an eye on things and see if I can at least race some weeks. They're a fun car to drive, and difficult to make go neat and fast. Have fun.
Hope to see you on track Doobs. The racing was fun - hard to keep it clean for the whole race, which mixes the field up.
Title: Re: S38R1 - Phillip Island
Post by: Wally on June 29, 2021, 10:48:00 PM
Results are up in the first post. Congratulations Bacchulum on the round win.
Title: Re: S38R1 - Phillip Island
Post by: Sin on June 29, 2021, 10:54:38 PM
I have PLP ticked in the APPS section of CM. Not sure why it would show "no".
Title: Re: S38R1 - Phillip Island
Post by: Wally on June 29, 2021, 11:34:28 PM
I have PLP ticked in the APPS section of CM. Not sure why it would show "no".
Have you actually enabled the app when you're on track as well (via the right hand menu)? When you enable it, it appears briefly before it hides itself.
Title: Re: S38R1 - Phillip Island
Post by: Freezer on June 29, 2021, 11:57:50 PM
Good nights racing.  It all seemed pretty competitive throughout the field.
I had some good battles, and some good luck to get a good overall result.
Should make for a good season.
Title: Re: S38R1 - Phillip Island
Post by: Wally on June 30, 2021, 09:34:40 AM
I had some surprisingly close racing too, mostly with Killagorilla and Dietmar. I copped a few unlucky taps from spinning cars (in slo-mo) in a few places, and had a few barest of misses. The killer for me was a good battle with Dietmar in race 3 - after swapping positions a few times, he got passed me on the final lap, but I then got right back onto him after he ran a bit wide at MG (bottom of Lukey Heights), and I knew I was in with a good chance to get the position back on the finish line with the help of a tow down the straight. But I just clipped the grass on the outside of the final turn which spun me into a marshal's barrier.
Title: Re: S38R1 - Phillip Island
Post by: Joe on June 30, 2021, 10:27:41 AM
Nice to be back after a season or so off. Thought I'd be way off the pace. I had better pace than I thought getting in the 1:50s in the last race, but lack of practice meant too many mistakes loosing many many places.

Race 3 had a great couple of laps with Seanus and Freezer, but Freezer and I going side by side through T2 didn't quite work out, then I collected Wally trying to get out of the way  :o
Title: Re: S38R1 - Phillip Island
Post by: Freezer on June 30, 2021, 01:43:13 PM
Race 3 had a great couple of laps with Seanus and Freezer, but Freezer and I going side by side through T2 didn't quite work out, then I collected Wally trying to get out of the way  :o
Checked the replay and I would say 50/50, I was trying to hold tight bit drifted slightly wide and you came in very slightly, just a small touch saw us both off!  :(
Title: Re: S38R1 - Phillip Island
Post by: Joe on June 30, 2021, 04:15:21 PM
Checked the replay and I would say 50/50, I was trying to hold tight bit drifted slightly wide and you came in very slightly, just a small touch saw us both off!  :(

Yeah I had a feeling I squeezed you more than intended as the car is a bit loose through that corner. It seemed like a slight side to side knock shame it spun us both around. Was looking to be some good fun until then.
Title: Re: S38R1 - Phillip Island
Post by: Alphonso_Timmins on July 03, 2021, 12:39:35 PM
I had a good time here.

R1: Managed to keep it straight for 95% of the race, then spun out for no discernible reason which allowed Bacchulum to give me a run to the flag on the final lap.
R2: A 4 way squeeze into T1 on the second lap with cars jockying for position meant that I had to roll the dice and either a) roll into the corner and hope the car in front had enough mid corner space so I wouldn't rear end them, or b) give it a touch of the brakes and hope the car behind did the same. In the split second decision my caveman brain decided on option A, and unfortunately I made contact with Killa. Apologies again. I went down to last or thereabouts, and then somehow got back up to 4th place
R3: Had a good battle up the front, until my impatience got the best of me and I tried around the outside on T1. Not a good idea. I did end up having a really good battle with Wally for a few laps which was probably the highlight of the three races.

Bring on Eastern Creek
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