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TUTORIAL Your FIRST car in Assetto Corsa - Basic Guide

AccAkut

Active Member
it's suppose to be like that. The 1st step in the tutorial is to address the simplest car possible.
And with those dummies only, the car works in-game. But one need to adapt the ini files also (small modifications, explained in the guide). If one'd just copy the formula_k data folder, of course it would not work.
oh, thought those I have their were the bare minimum. Especially surprised about the lack of SUSP_ empties
 
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lockheed

New Member
Thank you all, everything works quite well, excluding some troubles that I think are caused in the export process (the wheels are giant! and the car goes backwards:ROFLMAO:), but the car loads in game and I can "drive" it.
I have one more question: is it possible to use another bank file or to create one from zero? I tried two other *.bank but I couldn't hear the engine sound.
 
Last edited:
Thank you all, everything works quite well, excluding some troubles that I think are caused in the export process (the wheels are giant! and the car goes backwards:ROFLMAO:), but the car loads in game and I can "drive" it.
I have one more question: is it possible to use another bank file or to create one from zero? I tried two other *.bank but I couldn't hear the engine sound.
Giant wheels suggest you have scaled the dummys at one point or another - either reset xforms or just create new ones - doesn't matter what size, as long as they are never scaled.

You can change bank file with whatever you want, but you always have to make sure the GUIDs file is correct, so replace your car name with whatever car you have borrowed from
 

lockheed

New Member
Now the car work well, but in a strange situation...
- the model looks ok in 3DS Max
- the wheels are microscopic in the KSEditor
- the car looks ok in game, but the weels have a little offset respect their original position

But for now I'm happy:lol: , now it can be driven normally;)

I'll try to change the sound effects later, thanks @garyjpaterson and @luchian
 

AccAkut

Active Member
Now the car work well, but in a strange situation...
- the model looks ok in 3DS Max
- the wheels are microscopic in the KSEditor
- the car looks ok in game, but the weels have a little offset respect their original position

But for now I'm happy:lol: , now it can be driven normally;)

I'll try to change the sound effects later, thanks @garyjpaterson and @luchian
the position ingame is totally independent on how you positioned them in 3D Max, its all done via suspension.ini
 

massimino

New Member
why is the reason?
try modifying suspension.ini but only change the wheelbase and the distance between wheels. Sorry for my English, I'm Argentine


edit:
I would like to know too, how to create fire in the exhaust, and how to generate the stop lights when braking (I know it is something more advanced.)


EDIT 2: I SOLVED THIS PROBLEMS, BUT I NEED KNOW TO GENERATE THE STOP LIGHTS WHEN BRAKING, ¿IS THE DUMMYS OR WHAT?
 

Attachments

Last edited:

lockheed

New Member
why is the reason?
try modifying suspension.ini but only change the wheelbase and the distance between wheels. Sorry for my English, I'm Argentine


edit:
I would like to know too, how to create fire in the exhaust, and how to generate the stop lights when braking (I know it is something more advanced.)


EDIT 2: I SOLVED THIS PROBLEMS, BUT I NEED KNOW TO GENERATE THE STOP LIGHTS WHEN BRAKING, ¿IS THE DUMMYS OR WHAT?
I think you changed the BASEY value, or some parameters for the springs ... if someone had the same problem.
For the lights there should be a file called "lights.ini" where you can link the meshes of the lights to the relative event and set a proper intensity of light.

However we should open a new thread for advanced modding, this sould be only for getting the car work in the game.
 

massimino

New Member
I think you changed the BASEY value, or some parameters for the springs ... if someone had the same problem.
For the lights there should be a file called "lights.ini" where you can link the meshes of the lights to the relative event and set a proper intensity of light.

However we should open a new thread for advanced modding, this sould be only for getting the car work in the game.
in principle if, modify the BASEY. but when I realized that the "real" height of the car was 10mm, I investigated a little more, and in fact the model of the 3d car was on the Y axis very high, so I modified it to coordinate 0

I'm going to investigate lights, thanks.
 

lockheed

New Member
in principle if, modify the BASEY. but when I realized that the "real" height of the car was 10mm, I investigated a little more, and in fact the model of the 3d car was on the Y axis very high, so I modified it to coordinate 0

I'm going to investigate lights, thanks.
You don't need to modify the 3d model, it is independent drom the car phisics, in fact, if you open the file "car.ini" you can see in the section "[BASIC]" the varable "GRAPHIC_OFFSET = x, y, z".

If you leave 0, 0, 0 the center of the 3d model will be positioned in the center of gravity (CG), this happens in-game. In the showroom the game shows you exactly your 3d model, without using the settings of the *.ini files.
You can change the center of gravity in the file "susension.ini" as CG_LOCATION. Most of the car phisic is calculated using the center of gravity.
 

Ternal

Member
Hi everyone, i'm trying to fix a car for a friend (is a allowed conversion) but i have some problem with the mirrors. There's someone that can explain me how to make working mirrors? Thanks in advance :)
 

luchian

Administrator
Staff member
The present guide is meant to fill the gap between advanced vehicle "rigging" and the rest needed to get the car ingame.
If your car already loads ingame, don't forget about the pdf pipeline coming by default with AC. You should find the info there.
If it still does not work, write back ;).

- on Tapatalk
 

Ternal

Member
Hi luchian, i've checked the pipeline (i forgot about his existence) and i found a solution (or at least it works now ahahah) thanks :)
 

Kattila

New Member
Hi,

I tried to open .fbx file with ksEditor.

No matter what file I try I always get this: (It is google translation from Finnish)

Please help me on this matter. I would like to make my own car for assetto Corsa. :)



************** JIT Error Correction ************** The introduction of JIT debugging requires this in the application or machine configuration configuration file (Machine.config) is the jitDebugging configuration in the system.windows.forms section. Error correction must also be enabled for the application turning.

There is also more info than this, see:

(google did not want to translate it to English.)


Tämän sanoman lopussa on tietoja siitä, kuinka voit
ottaa käyttöön JIT-virheenkorjauksen tämän valintaikkunan sijasta.
************** Poikkeuksen teksti **************
System.Runtime.InteropServices.SEHException (0x80004005): UIkoinen komponentti on aiheuttanut poikkeuksen.
kohteessa Model.load(Model* , basic_string<wchar_t\,std::char_traits<wchar_t>\,std::allocator<wchar_t> >* , GraphicsManager* , IModelImporter* )
kohteessa ksNet.ksGraphics.loadFBX(String filename, UInt32& key) tiedostossa i:\manu\documents\ac-source-pc\ksnet\ksnet.cpp:rivillä 743
kohteessa ksEditor.Form1.loadFBXFile(String file, Boolean saveRecent) tiedostossa i:\Manu\Documents\ac-source-pc\ksEditor\Form1.cs:rivillä 840
kohteessa ksEditor.Form1.openFBXToolStripMenuItem_Click(Object sender, EventArgs e) tiedostossa i:\Manu\Documents\ac-source-pc\ksEditor\Form1.cs:rivillä 826
kohteessa System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
kohteessa System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
kohteessa System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
kohteessa System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
kohteessa System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
kohteessa System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
kohteessa System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
kohteessa System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
kohteessa System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
kohteessa System.Windows.Forms.Control.WndProc(Message& m)
kohteessa System.Windows.Forms.ScrollableControl.WndProc(Message& m)
kohteessa System.Windows.Forms.ToolStrip.WndProc(Message& m)
kohteessa System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
kohteessa System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
kohteessa System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
kohteessa System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Ladatut kokoonpanot **************
mscorlib
Kokoonpanon versio: 4.0.0.0
Win32-versio: 4.7.2633.0 built by: NET471REL1LAST_C
Koodikanta: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
ksEditor
Kokoonpanon versio: 1.0.0.0
Win32-versio: 1.0.0.0
Koodikanta: file:///C:/Program%20Files%20(x86)/Steam/steamapps/common/assettocorsa/sdk/editor/ksEditor.exe
----------------------------------------
System
Kokoonpanon versio: 4.0.0.0
Win32-versio: 4.7.2556.0 built by: NET471REL1
Koodikanta: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
Kokoonpanon versio: 4.0.0.0
Win32-versio: 4.7.2556.0 built by: NET471REL1
Koodikanta: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Kokoonpanon versio: 4.0.0.0
Win32-versio: 4.7.2556.0 built by: NET471REL1
Koodikanta: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Configuration
Kokoonpanon versio: 4.0.0.0
Win32-versio: 4.7.2556.0 built by: NET471REL1
Koodikanta: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
Kokoonpanon versio: 4.0.0.0
Win32-versio: 4.7.2612.0 built by: NET471REL1LAST_B
Koodikanta: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
ksNet
Kokoonpanon versio: 1.0.5884.33843
Win32-versio:
Koodikanta: file:///C:/Program%20Files%20(x86)/Steam/steamapps/common/assettocorsa/sdk/editor/ksNet.DLL
----------------------------------------
Accessibility
Kokoonpanon versio: 4.0.0.0
Win32-versio: 4.7.2556.0 built by: NET471REL1
Koodikanta: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------
System.Windows.Forms.resources
Kokoonpanon versio: 4.0.0.0
Win32-versio: 4.7.2556.0 built by: NET471REL1
Koodikanta: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms.resources/v4.0_4.0.0.0_fi_b77a5c561934e089/System.Windows.Forms.resources.dll
----------------------------------------
Microsoft.GeneratedCode
Kokoonpanon versio: 1.0.0.0
Win32-versio: 4.7.2612.0 built by: NET471REL1LAST_B
Koodikanta: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Core
Kokoonpanon versio: 4.0.0.0
Win32-versio: 4.7.2633.0 built by: NET471REL1LAST_C
Koodikanta: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
ksMathCore
Kokoonpanon versio: 1.0.0.0
Win32-versio: 1.0.0.0
Koodikanta: file:///C:/Program%20Files%20(x86)/Steam/steamapps/common/assettocorsa/sdk/editor/ksMathCore.DLL
----------------------------------------
mscorlib.resources
Kokoonpanon versio: 4.0.0.0
Win32-versio: 4.7.2556.0 built by: NET471REL1
Koodikanta: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/mscorlib.resources/v4.0_4.0.0.0_fi_b77a5c561934e089/mscorlib.resources.dll
----------------------------------------
************** JIT-virheenkorjaus **************
JIT-virheenkorjauksen käyttöönotto edellyttää, että tämän
sovelluksen tai koneen kokoonpanon määritystiedostossa (Machine.config)
on jitDebugging-määritys system.windows.forms-osassa.
Virheenkorjaus on myös oltava käytössä sovellusta
käännettäessä.
Esimerkiksi:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
Kun JIT-virheenkorjaus on käytössä, käsittelemättömät poikkeukset
lähetetään koneessa rekisteröityyn JIT-virheenkorjaukseen
eikä niitä käsitellä tässä valintaikkunassa.
 

luchian

Administrator
Staff member
The problem is usually somewhere before this error. That's why it is always useful to post the logs.

- on Tapatalk
 

Kattila

New Member
I checked the crash log folder and other type of log folders but I did not find any message. Please let me know where to seek the log files....I Checked the assetto corsa log file folder but I did not find any meaningful log file...so confused...I am very new to this sorry about that....
 

WalkerAW11

New Member
I think those are the logs for the base game, did you get them from the Assetto Corsa folder in your Documents? Have a look in 'asetto corsa/sdk/editor/crash_logs' in your game folder, hopefully there should be a log there. Also, what kind of .fbx are you opening?
 

Kattila

New Member
I think those are the logs for the base game, did you get them from the Assetto Corsa folder in your Documents? Have a look in 'asetto corsa/sdk/editor/crash_logs' in your game folder, hopefully there should be a log there. Also, what kind of .fbx are you opening?
This crash_logs folder is empty. I tried to open such a .fbx file which was included in that "your first car" -tutorial.
 
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