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- Greece
@damone13x Your portland is great, finally we get a working version. There appears to be an issue though, turns 1/2 chicane, transition between 1 and 2 and middle of turn 2 there appears to be little to no grip whatsoever. wondering if youd be able to look into that and fix it up for us
Yeah it's because different material and naming, you can adjust the grip in the file surfaces.ini inside the aa_portland_final\chicane\data folder.
original code
[SURFACE_1]
KEY=CARPET
FRICTION=0.7
DAMPING=0
WAV=extraturf.wav
WAV_PITCH=0
FF_EFFECT=NULL
DIRT_ADDITIVE=0.1
IS_VALID_TRACK=1
BLACK_FLAG_TIME=0
SIN_HEIGHT=0
SIN_LENGTH=0
IS_PITLANE=0
VIBRATION_GAIN=0
VIBRATION_LENGTH=0
you can change this value
FRICTION=0.97
to match the main road configured friction.
Cheers.
I don't think so because the line "IS_VALID_TRACK=1" states that the surface is drivable .That's so much better.
I wonder if this different surface on the chicane is what's triggering the RSR Live Timing app to disqualify every lap as you turn onto the chicane.
Yes, it also misses some rainfx ini.
Can I send a request for creating rainfx values for the Nordschleife 1967 track, available at RD:
https://www.racedepartment.com/downloads/nurburgring-1967.28207/
There is a wet version included but this one is slippery as hell and nearly undriveable for me.
Thank you.
[RAIN_FX]
PUDDLES_MATERIALS = Concrete?,Road?,Curb?,karussell?
SOAKING_MATERIALS = Concrete?,Road?,Curb?,?wood?
ROUGH_MATERIALS = Grass?,?side?
LINES_MATERIALS = ?line?
STREAM_EDGE_... =1117.45, -1445.89, -4132.58,1113.51, -1445.87, -4146.32
STREAM_EDGE_... =-850.02, -1410.43, -898.89,-847, -1410.37, -893.84
STREAM_EDGE_... =-849.81, -1412.02, -897.71,-855.95, -1410.23, -888.11
STREAM_EDGE_... =-1795.15, -1377.34, 16.1,-1792.81, -1376.94, 21.52
STREAM_EDGE_... =-1674.19, -1371.01, -142.51,-1668.23, -1371.53, -139.47
Some good news for porting Gran Turismo models maybe? since i figured out how to smooth stuff properly maybe gonna rework my old Diablo GT2 after this.
Before fixing
View attachment 978897
After fixing
View attachment 978898
It can also pretty much smooth any jaggies from the model.
This old buddy could get a rework soon. Since its model is all jaggy n stuff along with AO and some other stuff reworked.
View attachment 978902
Odd request. Mosport and Watkins Glen are available on RD. I don't know how the OSRW version is better than Lilski's Watkins Glen.someone can put the links of these 3 tracks:
indy_toronto
johnr777_mosport
watkinsglenosrw
thanks
I don't think so because the line "IS_VALID_TRACK=1" states that the surface is drivable .
I will send you a private link to test if renaming works.
Hi Everybody.
I meant to get this out 2 days ago as a Thanksgiving present for all of the folks across the pond.
Here is a link to one of the courses i've been working on, it's been available on my Patreon feed for some time now, and is practically finished.
I'd appreciate any feedback you might have before I push this to Race Department for it's official release.
The latest version has all environment details in place, as well as a whole new track extension for the 'Long' layout, which is also used in the Rallycross tracks.
AI for all 5 layouts is included, although might still need a bit of tweaking.
Cannock Chase.
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View attachment 974508
View attachment 974509
Today on my Patreon
I have uploaded:
The first release of Hong Kong from Gran Turismo 4.
View attachment 974510
View attachment 974512
A very close to being finished version of Thunderhill, basically just needs AI for 6 of the 8 layouts now.
View attachment 974511
So if you fancy checking them out... shameless plug time...
https://www.patreon.com/nukedrop
Link is your account url, not the file downlod :|
Only drove the nords layout and applied on it, presumably its good everywhere, only added streaming water to nords as well.
Code:[RAIN_FX] PUDDLES_MATERIALS = Concrete?,Road?,Curb?,karussell? SOAKING_MATERIALS = Concrete?,Road?,Curb?,?wood? ROUGH_MATERIALS = Grass?,?side? LINES_MATERIALS = ?line? STREAM_EDGE_... =1117.45, -1445.89, -4132.58,1113.51, -1445.87, -4146.32 STREAM_EDGE_... =-850.02, -1410.43, -898.89,-847, -1410.37, -893.84 STREAM_EDGE_... =-849.81, -1412.02, -897.71,-855.95, -1410.23, -888.11 STREAM_EDGE_... =-1795.15, -1377.34, 16.1,-1792.81, -1376.94, 21.52 STREAM_EDGE_... =-1674.19, -1371.01, -142.51,-1668.23, -1371.53, -139.47
Weekend gift as my progress this afternoon went better than anticipated.
Chevrolet Corvette C5 Z06 - Released: https://mega.nz/file/vgFDhALa#9eNo-1QgZZBk9StzUHSaSRh0A_g6zKFq1tL2FdjdK5s
I wasn't aware of the original drift car but it was apparently by EvlRabbit. The road version was then released by Ty Williams so credit goes to both of them for getting the car out into the wild.
The following has been changed:
- Full exterior rework with multiple bits added or improved
- Full physics rework with as much correct data as could easily be put together quickly, suspension based on the standard C6 and adjusted from there and aero based on the C7 Stingray and then adjusted, almost everything else put together from testing or data online. Car performs in line with how it should, more or less.
- Full overhaul of exterior lights
- Lods added
- Colliders fixed
- Skins added and body/wheels/calipers made paintable with CM
- It's lapped my test track a fraction slower than the 1999 Dodge Viper ACR which seems about right
Things that could be improved:
- Haven't bothered doing anything much with the interior, I use bonnet cam so as long as it looks okay from a distance I struggle to care.
- The model has some small issues which I couldn't fix easily, not noticeable when driving or in replays but get up close at certain angles...
- Suspension physics are probably not accurate to the car and could be improved if someone has real data (could be said of other physics as well).
- Has no CSP features other than a reverse light, mostly because I don't care for them and can't be bothered to learn how they work. Also got no bells and whistles like doors that open or wipers, again this isn't relevant to me so don't ask me to include it.
This is as far as I take it so if anyone wants to do the interior or mess about with anything else then crack on, I'm moving back to my production line now so unless there's something massively fundamental to the mod that I've somehow missed, I won't be updating.
Final note, I have my own tyre benchmarks that I use which is why the car uses Hypercar Road tyres by default, you might want to remove these and stick with the optional semi-slicks or street tyres if the car feels too quick.
Pictures:
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Enjoy 👍
i don't have this skin for this mod but i have the skin pennzoil for another mod nissan gt 500 and don't work.. where find this skin please?
skin Nissan ARTA ZEXEL for the GTR GT-500
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A complete skin with driver and crews suit, gloves, helmet, and some extras
FIXING MY MISTAKE FOR THE SKIN
go to skins/arta_zexel_2 and open the ext_config.ini with a text editor tool like the notepad. Go down to [material_CarPaint]
and change the "FresnelMax = 0"
Skin: https://sharemods.com/a4x4erj0gomq/arta_zexel_skin.rar.html
Car:https://chivas-autoart.wixsite.com/home
The pennzoil skin is included with the definitive edition of the gt500 pack
Maybe you could take a look at the road mesh on Rio?New high resolution physic mesh for vhe Londrina. Tried to contact vhe but got no response so files are released as update and not with new track version.
https://www.mediafire.com/file/8o6vcccyjl13om4/new_physic_mesh_londrina.rar/file
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Both tracks are made to scale and therefor run the same length as their Gran Turismo 6 counterparts.
If I can get something working before Christmas i'll post it here as a Christmas present to you all
EDIT - The green grass background is temporary and I only used it to get a sense of scale.
ALSO IF ANYBODY WANTS MONEY FOR DOING THE TUMBLER MOD LET ME KNOW!!!