Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Thom Lee
  • 103,334 comments
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1,194
Australia
Australia
I drew this a while ago for my kids, to be able to 3D print, because, well, "HEAVY MACHINE GUN!!!"

Anyway, been thinking might be fun to get it into AC, but I would need to redraw it so the tracks form a complete loop instead of just being visual for printing, then, occurs to me, I have no idea if AC can actually work with tracks instead of wheels? Can the wheel just be set to "render == false" and the tracks are just an animation? Can the animation speed be tied to the speed of the vehicle?



upload_2021-3-24_5-15-12.png

 
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225
Mexico
Mexico
anyone else on the new preview? For some reason the RSS indycar 2020 has some ai picking the wet tires and some the normal Hard tires during clear weather. Is this because of a bug or having extended physics activated?
I don´t own the rss indy but I do know they´ve added "rain" tyres to their cars before... afaik that will cause issues with csp rain tyres, maybe it has something to do with that? try removing the car´s rain tyres if it has any...

but i have another problem: the headligts are lightblue, and the rears are green?
i`m on CSP 0.1.74 prev.33...

enabling flames in particlesFX usually solves it
 
69
France
France
Hi Ignore my previous post. The wipers are not working. Use this file. Just rename it from ext_config.txt to ext_config.txt.ini and place it in the
?"common\assettocorsa\content\cars\porsche_928_gts_1994\extension" folder

Another problem, the headlights no longer illuminate

RainFX Avus Legion
 

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364
England
England
pk3r72owns
Jeddah Street Circuit - F1 2021 - Night Race 2.0 - Reduced Track Width

https://www.racedepartment.com/downloads/jeddah-street-circuit-f1-2021-night-race.40825/updates

The track lights have been removed, and replaced with ones following the fence of the circuit, again similar to the F1 video.

Camber has been added to thelarge loop corner, and t1 and the last turn, again, trying to match the video.

The grand stand complex at t1, t2 etc has been added, before it was some random grandstands, but now I have built the entire complex from scratch, tryign to match it to the released renders from F1, there is also the three tiered building that bridges over the track.

The AI line has been improved, so the cars should run faster.

The Lights config file has been toned down a bit, so now there is less reflections off of object, the lights may now be too dim, but I aim to add more, dimmer lights in the future, to match the new light models on the fence.

Some of the track-side banners have been changed to be less wordy, and closely resemble the assumed location of real sponsors, however they still carry the protesty content.

I have been asked to remove the rainbow flags as some people found them offensive, so there is now more rainbow flags.


Screenshot_f1_2020_mclaren_jeddah21_23-2-121-21-28-38.jpg
Screenshot_f1_2020_mclaren_jeddah21_23-2-121-21-29-18.jpg
Screenshot_f1_2020_mclaren_jeddah21_23-2-121-21-29-56.jpg

Screenshot_f1_2020_mclaren_jeddah21_23-2-121-21-30-33.jpg
Screenshot_acfl_2020_alphatauri_jeddah21_23-2-121-21-32-13.jpg
Screenshot_acfl_2020_alphatauri_jeddah21_23-2-121-21-32-22.jpg
Screenshot_acfl_2020_alphatauri_jeddah21_23-2-121-21-33-21.jpg
Screenshot_acfl_2020_alphatauri_jeddah21_23-2-121-21-33-48.jpg
Screenshot_acfl_2020_alphatauri_jeddah21_23-2-121-21-34-21.jpg

Screenshot_f1_2020_mclaren_jeddah21_23-2-121-21-30-8.jpg
 
82
Brazil
Brazil
I didn't know this mod. Very good, faster than Dan Bucsa's Porsche 928. :lol:

Is9psF.jpg


2728.png
2728.png
2728.png
RELEASE
2728.png
2728.png
2728.png

Porsche 968 Turbo C
Gentlemen!
After some deliberation, I decided to continue publishing my modifications, although I'm not sure if they deserve it.
I am glad to present you an updated version of the magnificent Porsche 968 Turbo C, which was transferred to Corsa by respected Lu Thua Kien II. An excellent car, if not the fastest of the horses from Stuttgart.
Authors: Studio Turn10, adapted for Assetto Korsa Lu Thua Kien II.
My work on the model includes a complete redesign of the interior and exterior, including support for the Custom Shader patch functionality. The physics of the model remained practically unchanged, however I made minor necessary corrections (for example, the position of the fuel tank). It should be noted that for a number of reasons this copy differs from the well-known 968 photographs - I deliberately gave it a more luxurious look than in reality (I hope you will appreciate the discs from Singer, for which I am grateful to Ben O'Bro and Arch).
Link:
https://drive.google.com/.../1RJmBCK2jEfq3F8yK.../view...
P.S.
It is recommended to do the following before starting the track:
  1. calibrate steering wheel
  2. read Walter Röhrl's review of the 968 (magazine "Auto Zeitung" issue for 1992)
  3. watch a film on VHS cassette or listen to music from the 90s.
  4. drink something in honor of our departed youth
    1f602.png
enjoy!
with greetings from Russia
Sapsan


From here: https://www.facebook.com/groups/436595309857460
 
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750
United States
Houston
oskierox
Jeddah Street Circuit - F1 2021 - Night Race 2.0 - Reduced Track Width

https://www.racedepartment.com/downloads/jeddah-street-circuit-f1-2021-night-race.40825/updates

The track lights have been removed, and replaced with ones following the fence of the circuit, again similar to the F1 video.

Camber has been added to thelarge loop corner, and t1 and the last turn, again, trying to match the video.

The grand stand complex at t1, t2 etc has been added, before it was some random grandstands, but now I have built the entire complex from scratch, tryign to match it to the released renders from F1, there is also the three tiered building that bridges over the track.

The AI line has been improved, so the cars should run faster.

The Lights config file has been toned down a bit, so now there is less reflections off of object, the lights may now be too dim, but I aim to add more, dimmer lights in the future, to match the new light models on the fence.

Some of the track-side banners have been changed to be less wordy, and closely resemble the assumed location of real sponsors, however they still carry the protesty content.

I have been asked to remove the rainbow flags as some people found them offensive, so there is now more rainbow flags.


View attachment 999643 View attachment 999644 View attachment 999645
View attachment 999646 View attachment 999647 View attachment 999648 View attachment 999649 View attachment 999650 View attachment 999651
View attachment 999652

Thanks pk3r72owns, i'm going to give it a few runs now!
 
750
United States
Houston
oskierox
Hey, can you let me know if the default version works for you, as it works for me but seems to be crashing on some people's setups.

I had to do what you laid out in the RD post, deleting the one file and replacing the other as the .kn5, that made it work. As it was, it did crash!
 
5,423
Ukraine
Ukraine
I didn't know this mod. Very good, faster than Dan Bucsa's Porsche 928. :lol:

Is9psF.jpg


2728.png
2728.png
2728.png
RELEASE
2728.png
2728.png
2728.png

Porsche 968 Turbo C
Gentlemen!
After some deliberation, I decided to continue publishing my modifications, although I'm not sure if they deserve it.
I am glad to present you an updated version of the magnificent Porsche 968 Turbo C, which was transferred to Corsa by respected Lu Thua Kien II. An excellent car, if not the fastest of the horses from Stuttgart.
Authors: Studio Turn10, adapted for Assetto Korsa Lu Thua Kien II.
My work on the model includes a complete redesign of the interior and exterior, including support for the Custom Shader patch functionality. The physics of the model remained practically unchanged, however I made minor necessary corrections (for example, the position of the fuel tank). It should be noted that for a number of reasons this copy differs from the well-known 968 photographs - I deliberately gave it a more luxurious look than in reality (I hope you will appreciate the discs from Singer, for which I am grateful to Ben O'Bro and Arch).
Link:
https://drive.google.com/.../1RJmBCK2jEfq3F8yK.../view...
P.S.
It is recommended to do the following before starting the track:
  1. calibrate steering wheel
  2. read Walter Röhrl's review of the 968 (magazine "Auto Zeitung" issue for 1992)
  3. watch a film on VHS cassette or listen to music from the 90s.
  4. drink something in honor of our departed youth
    1f602.png
enjoy!
with greetings from Russia
Sapsan


From here: https://www.facebook.com/groups/436595309857460
@Kalamian - there you go!

I have been asked to remove the rainbow flags as some people found them offensive, so there is now more rainbow flags.

:lol::lol::lol:
Excellent..!
 
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750
United States
Houston
oskierox
Jeddah Street Circuit - F1 2021 - Night Race 2.0 - Reduced Track Width

https://www.racedepartment.com/downloads/jeddah-street-circuit-f1-2021-night-race.40825/updates

The track lights have been removed, and replaced with ones following the fence of the circuit, again similar to the F1 video.

Camber has been added to thelarge loop corner, and t1 and the last turn, again, trying to match the video.

The grand stand complex at t1, t2 etc has been added, before it was some random grandstands, but now I have built the entire complex from scratch, tryign to match it to the released renders from F1, there is also the three tiered building that bridges over the track.

The AI line has been improved, so the cars should run faster.

The Lights config file has been toned down a bit, so now there is less reflections off of object, the lights may now be too dim, but I aim to add more, dimmer lights in the future, to match the new light models on the fence.

Some of the track-side banners have been changed to be less wordy, and closely resemble the assumed location of real sponsors, however they still carry the protesty content.

I have been asked to remove the rainbow flags as some people found them offensive, so there is now more rainbow flags.


View attachment 999643 View attachment 999644 View attachment 999645
View attachment 999646 View attachment 999647 View attachment 999648 View attachment 999649 View attachment 999650 View attachment 999651
View attachment 999652

Drives pretty fun tbh, i'll hate watching it on tv, but i'll enjoy it in AC lol. Any idea how to bring down the brightness on the lights? See picture for detail :) thanks!
 

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364
England
England
pk3r72owns
Drives pretty fun tbh, i'll hate watching it on tv, but i'll enjoy it in AC lol. Any idea how to bring down the brightness on the lights? See picture for detail :) thanks!
Right, I had an issue with this, depends on what PPFilter you're using, with SOL the lights are dull, with some others it's super bright. If you go into the extensions folder, and edit the last number in the light colours final value to 3 instead of 7 or whatever I set it too they'll be much less bright.
 
750
United States
Houston
oskierox
Right, I had an issue with this, depends on what PPFilter you're using, with SOL the lights are dull, with some others it's super bright. If you go into the extensions folder, and edit the last number in the light colours final value to 3 instead of 7 or whatever I set it too they'll be much less bright.

Haha, woops, forgot i had recently uninstalled SOL for some performance tests. Popped it back in and it was all good to go!
 

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1,186
Jeddah Street Circuit - F1 2021 - Night Race 2.0 - Reduced Track Width

https://www.racedepartment.com/downloads/jeddah-street-circuit-f1-2021-night-race.40825/updates

The track lights have been removed, and replaced with ones following the fence of the circuit, again similar to the F1 video.

Camber has been added to thelarge loop corner, and t1 and the last turn, again, trying to match the video.

The grand stand complex at t1, t2 etc has been added, before it was some random grandstands, but now I have built the entire complex from scratch, tryign to match it to the released renders from F1, there is also the three tiered building that bridges over the track.

The AI line has been improved, so the cars should run faster.

The Lights config file has been toned down a bit, so now there is less reflections off of object, the lights may now be too dim, but I aim to add more, dimmer lights in the future, to match the new light models on the fence.

Some of the track-side banners have been changed to be less wordy, and closely resemble the assumed location of real sponsors, however they still carry the protesty content.

I have been asked to remove the rainbow flags as some people found them offensive, so there is now more rainbow flags.


View attachment 999643 View attachment 999644 View attachment 999645
View attachment 999646 View attachment 999647 View attachment 999648 View attachment 999649 View attachment 999650 View attachment 999651
View attachment 999652

DRS Zones

The final DRS Zone placement hasn't been approved by the FIA, but look at #6 on this page. They could be set up as this shows for now, then changed when the final zones are determined. Also, DRS markers (and lines) should be added to the track.

https://www.formula1.com/en/latest/...ah-street-circuit.46kJLtVJiUcvHVHhszMACL.html

upload_2021-3-23_18-28-27.png
 
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184
United States
Herndon, VA
replace the ext_config.ini under "\assettocorsa\content\cars\porsche_928_gts_1994\extension" with this
make sure to back it up first

[BASIC]
OPEN_WHEELER = 0 ; patch uses info on if car is open wheeler or not a lot (for example, for how sparks or tyres would look, or even how car is rendered in rendering queue). it gets that info from “ui_car.json”, but it could be generally more reliable to set it explicitly
RALLY_CAR = 0 ; similar thing, although rally check is only used for switching headlights to rally mode if it’s a single car race
DIESEL_ENGINE = 0 ; if engine is diesel or not (used for exhaust smoke color)
;LIGHT_DAMAGE_SPEED_MIN = 80 ; speed for lights to start breaking
;LIGHT_DAMAGE_SPEED_MAX = 120 ; speed for lights to fully break
BRAKES_THRESHOLD = 0.01 ; threshold for brake lights to turn on, of brake pedal
IS_LOW_BEAM_AVAILABLE = 1 ; are low beams an option (by default, they’re available on street cars only)
HEADLIGHTS_ARE_HEADLIGHTS = 1 ; are headlights what they are (some rare racing cars use headlights as a way to animate dashboard or things like that instead)
[DATA]
DISABLE_LIGHTSINI=0
[BOUNCED_INTERIOR_LIGHT]
MULT=1,1,1, 10
[LIGHT_HEADLIGHT_0]
RANGE=150
AFFECTS_TRACK=1
BOUND_EXP=0.1
[BOUNCED_HEADLIGHTS]
ACTIVE=1
FADE_AT=200
FADE_SMOOTH=50
FALLOFF=1
GRADIENT_OFFSET=0.9
MULT=2,2,1.8,1.35
OFFSET=7
[LIGHTING]
INTERIOR_DARKEN_LIGHT=1.0
INTERIOR_DARKEN_SPECULAR=0.5
INTERIOR_FAKE_SHADOW_OPACITY=0.8
INTERIOR_FAKE_SHADOW_HEIGHT=0.0
LIT_MULTIPLIER=0.5
SPECULAR_MULTIPLIER=1
[LIGHT_LICENSEPLATE]
MESHES=PLATE
; other supported values: TWO_ON_TOP, ONE_ON_TOP, TWO_ON_BOTTOM, ONE_ON_BOTTOM
LAYOUT=TWO_ON_TOP
[ODOMETER_MAIN]
NAME=int_gauges
OUTPUT_MULT=10
FONT=digital_big
BLEND_MODE=1
POSITION=1023,2207
ROTATION=00
SCALE=0.75,0.65
SIZE=800,200
DIGIT_WIDTH=110
COUNT=6
BACKGROUND=0.05, 0.015, 0.015
COLOR=1.2, 0.12, 0.1
JITTER=0.03
MOVEMENT_INTERVAL=5
[ODOMETER_TRIP]
NAME=int_gauges
FONT=digital_big
BLEND_MODE=1
POSITION=2405,2213
SCALE=0.75,0.65
SIZE=500,200
DIGIT_WIDTH=110
COUNT=4
BACKGROUND=0.05, 0.015, 0.015
COLOR=1.2, 0.12, 0.1
LAST_DIGIT_COLOR=1.0,1.0,1.0
LAST_DIGIT_BACKGROUND=0.05, 0.015, 0.015
LAST_DIGIT_BACKGROUND_LOCATION=89,27
JITTER=0.03
MOVEMENT_INTERVAL=1
INTENSITY=2
[EMISSIVE_LIGHT_...]
NAME=int_gauges
CAST_LIGHT=0
COLOR=1,1,1,0.3
[EMISSIVE_REVERSE_0]
NAME=reverse_lights_inner_L
COLOR=13,13,13
LAG=0.8
SIMULATE_HEATING=0.3
[EMISSIVE_REVERSE_1]
NAME=reverse_lights_inner_R
COLOR=13,13,13
LAG=0.8
SIMULATE_HEATING=0.3
[EMISSIVE_REVERSE_2]
NAME=reverse_L_bulb
COLOR=130,130,130,1
LAG=0.8
SIMULATE_HEATING=0.3
[EMISSIVE_REVERSE_3]
NAME=reverse_R_bulb
COLOR=130,130,130,2
LAG=0.8
SIMULATE_HEATING=0.3
[SHADOWED_WHEELS]
DISTANCE=3
WIDTH=0.1
OPACITY=0.75
EXTRA_AMBIENT_BRIGHTNESS=0.1
[SHADOWED_WHEELS_FRONT]
ANGLE=10
OFFSET=0.0
[SHADOWED_WHEELS_REAR]
ANGLE=10
OFFSET=0.0
[SHADOWED_TYRES]
ANGLE=1
DISTANCE=3
OFFSET=0.01
WIDTH=1.1
OPACITY=10
EXTRA_AMBIENT_BRIGHTNESS=0.01
[BOUNCED_BRAKE_LIGHTS]
ACTIVE=1
FADE_AT=200
FADE_SMOOTH=50
FALLOFF=1
GRADIENT_OFFSET=0.7
MULT=1, 1, 1, 1.0
OFFSET=5
[LIGHT_BRAKEDISCS]
COLOR=10,2,1, 0.05
LAG=0.2
SIMULATE_HEATING=0.1
DEBUG=0 ; set to 1 to set it to work all the time
[BRAKEDISC_FX]
ACTIVE = 1 ; set to 0 to disable the whole thing if car uses ksBrakeDisc shader for something else
CERAMIC = 0 ; use ceramic look
CARVED = 1 ; add a bit of carving, radial lines (fast for shader to compute)
CARVED_FREQUENCY = 20 ; increase to make more lines
GLOW_OFFSET = 0.8 ; increase to offset heated and worn center more to the center, decrease
;AUDIO
[AUDIO_VOLUME]
ENGINE_EXT = 1.1
ENGINE_INT = 1.0
GEAR_EXT = 1.1
GEAR_INT = 1.1
BODYWORK = 1.0
WIND = 0.7
DIRT = 0.7
DOWN_SHIFT = 1.0
DOWN_SHIFT = 1.0
HORN = 1.0
GEAR_GRIND = 1.1
BACKFIRE_EXT = 1.3
BACKFIRE_INT = 1.1
TRACTION_CONTROL_EXT = 1.0
TRACTION_CONTROL_INT = 1.0
TRANSMISSION = 1.1
LIMITER = 1.0
TURBO = 0.0
RAIN_EXT=1.0
RAIN_INT=0.7
WIPER_EXT=1.0
WIPER_INT=0.7
[AUDIO_PITCH]
BACKFIRE_EXT=1
BACKFIRE_INT=1
BODYWORK=1
DIRT=1
DOWN_SHIFT=1
ENGINE_EXT=1
ENGINE_INT=1.1
GEAR_EXT=1
GEAR_GRIND=1
GEAR_INT=1
HIT=1
HORN=1
LIMITER=1
SCRAPE=1
SKID_EXT=1
SKID_INT=1
TRACTION_CONTROL_EXT=1
TRACTION_CONTROL_INT=1
TRANSMISSION=1
TURBO=1
WHEEL=1
WIND=1
[AUDIO_PROPERTIES]
TURBO_THROTTLE = 1 ; for turbo sound, “throttle” input, same as in engine event
ENGINE_EXT_BOOST = 1 ; for exterior engine sound, “boost” input, same as in turbo event
ENGINE_INT_BOOST = 1 ; for interior engine sound, “boost” input, same as in turbo event
[PARTICLES_FX_EXHAUST_0]
POSITION=0.473,0.298,-2.14
DIRECTION=0,0,-1
SPREAD = 1
GROW = 0.5
LIFE = 2, 4
SPEED = 0.8, 1.8
INTENSITY = 0.3, 0.5
TEMPERATURE_THRESHOLD = 0
SPEED_THRESHOLD = 10, 40
[PARTICLES_FX_EXHAUST_1]
POSITION=0.397,0.298,-2.14
DIRECTION=0,0,-1
SPREAD = 1
GROW = 0.5
LIFE = 2, 4
SPEED = 0.8, 1.8
INTENSITY = 0.3, 0.5
TEMPERATURE_THRESHOLD = 0
SPEED_THRESHOLD = 10, 40
[INCLUDE: common/materials_carpaint.ini]
CarPaintMaterial = carPaint
DisableDev = 1
[Material_CarPaint] ;regular
BrightnessAdjustment = 0.7
ClearCoatThickness = 0.06
ClearCoatTint = 20, 20, 20
FlakesK = 0.5
FresnelC = 0.07
FresnelMax = 0.50
SpecularColor = 1
SpecularMult = 0.05
SpecularSun = 30, 5000
[INCLUDE: common/materials_interior.ini]
[INCLUDE: common/materials_glass.ini]
; window
[Material_Glass]
Meshes = glass_EXT, glass_INT
FilmIOR = 3.5
;gauges
[Material_Glass]
Materials = glass_clear
FilmIOR = 1.5
BrightnessAdjustment = 0.5
;lights
[Material_Glass]
Materials = glass_lights
FilmIOR = 1.5
BrightnessAdjustment =1.5
[LIGHT_FLAME_0]
BRIGHTNESS_MULT=0.4
CAR_BRIGHTNESS_MULT=1.7
CAR_RANGE_MULT=0.3
COLOR=-1, -1, -1, -1
DEBUG=0
DIRECTION_MULT=1, 1, 1
FADE_AT=150
FADE_SMOOTH=30
OFFSET=0.2
RANGE=4
RANGE_GRADIENT_OFFSET=0.3
SPOT=250
SPOT_SHARPNESS=0.4
[LIGHT_FLAME_1]
BRIGHTNESS_MULT=0.4
CAR_BRIGHTNESS_MULT=1.7
CAR_RANGE_MULT=0.3
COLOR=-1, -1, -1, -1
DEBUG=0
DIRECTION_MULT=1, 1, 1
FADE_AT=150
FADE_SMOOTH=30
OFFSET=0.2
RANGE=4
RANGE_GRADIENT_OFFSET=0.3
SPOT=250
SPOT_SHARPNESS=0.4
[WIPERS_TRACE_01]
SURFACE = glass_EXT, glass_INT, glass_f_int
WIPERS = Object011, wipers_chrome001, wiperrear_001_facesID1
[INCLUDE: common/oldschool_lights_reflections.ini] ; including template which will do most of the work
DisableDev = 1
HigherResolution = 1 ; set to 1 in rare cases you would want to use higher resolution
DynamicReflections = 1 ; set to 1 to enable dynamic update, for example, if movement and
[LOCAL_CUBEMAP_...]
HIGH_RESOLUTION = 1 ; set to 1 in rare cases you would want to use higher resolution
IS_DYNAMIC = 1 ; set to 1 to enable dynamic update
[INCLUDE: common/selflighting.ini]
[SelfLight_Headlights_00]
POSITTION=0, 0.76, 1.93
BOUND_TO=gls_lightbulb_custom_headlight_L
MIRROR=0.57
SPOT=60
RANGE=0.4
DIRECTION=-0.05,0,1
COLOR=2,1.9,1.8,200
[SelfLight_Headlights_01]
POSITTION=0, 0.77, 1.93
BOUND_TO=gls_lightbulb_custom_headlight_R
MIRROR=-0.58
SPOT=60
RANGE=0.4
DIRECTION=-0.05,0,1
COLOR=2,1.9,1.8,200
[SelfLight_Headlights_02]
POSITTION=0, 0.49, 2.1
BOUND_TO=ext_F_low_L_bulb
MIRROR=0.52
SPOT=60
RANGE=0.4
DIRECTION=-0.05,0,1
COLOR=2,1.9,2,150
[SelfLight_Headlights_03]
POSITTION=0, 0.49, 2.1
BOUND_TO=ext_F_low_R_bulb
MIRROR=-0.52
SPOT=60
RANGE=0.4
DIRECTION=-0.05,0,1
COLOR=2,1.9,2,150
[SelfLight_Headlights_04]
POSITTION=0, 0.49, 2.16
BOUND_TO=ext_F_fog_L_bulb
MIRROR=-0.4
SPOT=60
RANGE=0.4
DIRECTION=-0.05,0,1
COLOR=2.2,2.1,1.8,250
[SelfLight_Headlights_05]
POSITTION=0, 0.49, 2.16
BOUND_TO=ext_F_fog_R_bulb
MIRROR=-0.4
SPOT=60
RANGE=0.4
DIRECTION=-0.05,0,1
COLOR=2.2,2.1,1.8,250
[INCLUDE: common/gt3_exhaust_glow.ini]
[EMISSIVE_WATER_TEMP_0_EXHAUST_GLOW]
MESHES = exhaust_glow
COLOR = 40, 2, 0, 8
USE_SMOOTH_TRANSITION = 1
INPUT_MIN = 85
INPUT_MAX = 90
INPUT_LUT = (| 85 = 0 | 90 = 1 |)
AFFECTS_TRACK = 1
SPECULAR_MULT = 3
; FOG LIGHTS
[EMISSIVE_EXTRA_B_0]
BIND_TO_EXTRA_A=1
BIND_TO_HEADLIGHTS=0
NAME=bumperfsidemarkers_lights_fog_L, bumperfsidemarkers_lights_fog_R
COLOR=240,120,30,0.5
OFF_COLOR=0,0,0, 0
LAG=0.88
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5
[EMISSIVE_EXTRA_B_1]
BIND_TO_EXTRA_A=1
BIND_TO_HEADLIGHTS=0
NAME=ext_F_fog_R_bulb, ext_F_fog_L_bulb
COLOR=240,120,30,3
OFF_COLOR=0,0,0, 0
LAG=0.88
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5
[EMISSIVE_EXTRA_B_2]
BIND_TO_EXTRA_A=1
BIND_TO_HEADLIGHTS=0
NAME=taillight_r_fog_inner, taillight_l_fog_inner
COLOR=180,1.4,0,1.2
OFF_COLOR=0,0,0, 0
LAG=0.88
SIMULATE_HEATING=0.4
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5
[EMISSIVE_EXTRA_B_3]
BIND_TO_EXTRA_A=1
BIND_TO_HEADLIGHTS=0
NAME=fog_R_bulb_R, fog_R_bulb_L
COLOR=180,1.4,0,3.6
OFF_COLOR=0,0,0, 0
LAG=0.88
SIMULATE_HEATING=0.4
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5
[EMISSIVE_EXTRA_B_...]
BIND_TO_EXTRA_A=1
BIND_TO_HEADLIGHTS=0
NAME=int_gauges_warning_fog_lights
COLOR=1,1,0,1.5
LAG=0.4
SIMULATE_HEATING=0.0
LOCATION=INTERIOR
CAST_LIGHT=0
;LOW BEAM
[EMISSIVE_EXTRA_A_0]
BIND_TO_EXTRA_A= 1
BIND_TO_HEADLIGHTS= 0
NAME=bumperfsidemarkers_lights_low_L, bumperfsidemarkers_lights_low_R
COLOR=30,29,28,1
LAG= 0.66
SIMULATE_HEATING= 0
LOCATION= FRONT
CAST_LIGHT= 1
CLUSTER_THRESHOLD= 0.5
[EMISSIVE_EXTRA_A_1]
BIND_TO_EXTRA_A= 1
BIND_TO_HEADLIGHTS= 0
NAME= ext_F_low_L_bulb, ext_F_low_R_bulb
COLOR=30,29,28,10
LAG= 0.66
SIMULATE_HEATING= 0
LOCATION= FRONT
CAST_LIGHT= 1
CLUSTER_THRESHOLD= 0.5
[EMISSIVE_EXTRA_A_...]
BIND_TO_EXTRA_A=1
BIND_TO_HEADLIGHTS=0
NAME=int_gauges_warning_low_beam
COLOR=1,1,0,1
LAG=0.4
SIMULATE_HEATING=0.0
LOCATION=INTERIOR
CAST_LIGHT=0
[EMISSIVE_HAZARD_...]
NAME=hazards_warning
COLOR=25,1,1.5, 0.3
LAG=0.4
SIMULATE_HEATING=0.8
LOCATION=INTERIOR
CAST_LIGHT=0
[EMISSIVE_TURNSIGNAL_RIGHT_...]
NAME=int_gauges_turn_R
COLOR=1,5,1,0.4
LAG=0.4
SIMULATE_HEATING=0.0
LOCATION=INTERIOR
CAST_LIGHT=0
[EMISSIVE_TURNSIGNAL_LEFT_...]
NAME=int_gauges_turn_L
COLOR=1,5,1,0.4
LAG=0.4
SIMULATE_HEATING=0.0
LOCATION=INTERIOR
CAST_LIGHT=0
;TURN LIGHTS
[EMISSIVE_TURNSIGNAL_LEFT_0]
NAME = ext_F_turn_L_inner,
COLOR = 50, 5, 1.5 ; glowing color if condition is met
OFF_COLOR = 0, 0, 0 ; glowing color otherwise, default value is 0
LAG = 0.88 ; with zero, turns on and off immediately
SIMULATE_HEATING = 0 ; adds heating effect, going through orange tint while turning on and off
LOCATION = FRONT ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 0 ; if set to 1, emissiveness is raised when camera is caught in car’s headlights
[EMISSIVE_TURNSIGNAL_LEFT_1]
NAME = ext_F_turn_L_bulb
COLOR = 50, 5, 0,15 ; glowing color if condition is met
OFF_COLOR = 0, 0, 0 ; glowing color otherwise, default value is 0
LAG = 0.88 ; with zero, turns on and off immediately
SIMULATE_HEATING = 0 ; adds heating effect, going through orange tint while turning on and off
LOCATION = FRONT ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 0 ; if set to 1, emissiveness is raised when camera is caught in car’s headlights
[EMISSIVE_TURNSIGNAL_LEFT_2]
NAME = fenders_f_reflector_L, fenders_r_reflector_L
COLOR = 50, 5, 0,1.5 ; glowing color if condition is met
OFF_COLOR = 0, 0, 0 ; glowing color otherwise, default value is 0
LAG = 0.88 ; with zero, turns on and off immediately
SIMULATE_HEATING = 0 ; adds heating effect, going through orange tint while turning on and off
LOCATION = EXTERIOR ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 0 ; if set to 1, emissiveness is raised when camera is caught in car’s headlights
[EMISSIVE_TURNSIGNAL_LEFT_3]
NAME = ext_LF_turn_bulb, ext_LR_turn_bulb
COLOR = 50, 5, 0,15 ; glowing color if condition is met
OFF_COLOR = 0, 0, 0 ; glowing color otherwise, default value is 0
LAG = 0.88 ; with zero, turns on and off immediately
SIMULATE_HEATING = 0 ; adds heating effect, going through orange tint while turning on and off
LOCATION = EXTERIOR ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 0 ; if set to 1, emissiveness is raised when camera is caught in car’s headlights
[EMISSIVE_TURNSIGNAL_LEFT_4]
NAME = taillight_l_turn_inner
COLOR = 50, 5, 0,1.5 ; glowing color if condition is met
OFF_COLOR = 0, 0, 0 ; glowing color otherwise, default value is 0
LAG = 0.88 ; with zero, turns on and off immediately
SIMULATE_HEATING = 0.4 ; adds heating effect, going through orange tint while turning on and off
LOCATION = REAR ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 0 ; if set to 1, emissiveness is raised when camera is caught in car’s headlights
[EMISSIVE_TURNSIGNAL_LEFT_5]
NAME = ext_R_turn_L_bulb
COLOR = 50, 5, 0,15 ; glowing color if condition is met
OFF_COLOR = 0, 0, 0 ; glowing color otherwise, default value is 0
LAG = 0.88 ; with zero, turns on and off immediately
SIMULATE_HEATING = 0.4 ; adds heating effect, going through orange tint while turning on and off
LOCATION = REAR ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 0 ; if set to 1, emissiveness is raised when camera is caught in car’s headlights
[EMISSIVE_TURNSIGNAL_RIGHT_0]
NAME = ext_F_turn_R_inner,
COLOR = 50, 5, 1.5 ; glowing color if condition is met
OFF_COLOR = 0, 0, 0 ; glowing color otherwise, default value is 0
LAG = 0.88 ; with zero, turns on and off immediately
SIMULATE_HEATING = 0 ; adds heating effect, going through orange tint while turning on and off
LOCATION = FRONT ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 0 ; if set to 1, emissiveness is raised when camera is caught in car’s headlights
[EMISSIVE_TURNSIGNAL_RIGHT_1]
NAME = ext_F_turn_R_bulb
COLOR = 50, 5, 0,15 ; glowing color if condition is met
OFF_COLOR = 0, 0, 0 ; glowing color otherwise, default value is 0
LAG = 0.88 ; with zero, turns on and off immediately
SIMULATE_HEATING = 0 ; adds heating effect, going through orange tint while turning on and off
LOCATION = FRONT ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 0 ; if set to 1, emissiveness is raised when camera is caught in car’s headlights
[EMISSIVE_TURNSIGNAL_RIGHT_2]
NAME = fenders_f_reflector_R, fenders_r_reflector_R
COLOR = 50, 5, 0,1.5 ; glowing color if condition is met
OFF_COLOR = 0, 0, 0 ; glowing color otherwise, default value is 0
LAG = 0.88 ; with zero, turns on and off immediately
SIMULATE_HEATING = 0 ; adds heating effect, going through orange tint while turning on and off
LOCATION = EXTERIOR ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 0 ; if set to 1, emissiveness is raised when camera is caught in car’s headlights
[EMISSIVE_TURNSIGNAL_RIGHT_3]
NAME = ext_RF_turn_bulb, ext_RR_turn_bulb
COLOR = 50, 5, 0,15 ; glowing color if condition is met
OFF_COLOR = 0, 0, 0 ; glowing color otherwise, default value is 0
LAG = 0.88 ; with zero, turns on and off immediately
SIMULATE_HEATING = 0 ; adds heating effect, going through orange tint while turning on and off
LOCATION = EXTERIOR ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 0 ; if set to 1, emissiveness is raised when camera is caught in car’s headlights
[EMISSIVE_TURNSIGNAL_RIGHT_4]
NAME = taillight_r_turn_inner
COLOR = 50, 5, 0,1.5 ; glowing color if condition is met
OFF_COLOR = 0, 0, 0 ; glowing color otherwise, default value is 0
LAG = 0.88 ; with zero, turns on and off immediately
SIMULATE_HEATING = 0.4 ; adds heating effect, going through orange tint while turning on and off
LOCATION = REAR ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 0 ; if set to 1, emissiveness is raised when camera is caught in car’s headlights
[EMISSIVE_TURNSIGNAL_RIGHT_5]
NAME = ext_R_turn_R_bulb
COLOR = 50, 5, 0,15 ; glowing color if condition is met
OFF_COLOR = 0, 0, 0 ; glowing color otherwise, default value is 0
LAG = 0.88 ; with zero, turns on and off immediately
SIMULATE_HEATING = 0.4 ; adds heating effect, going through orange tint while turning on and off
LOCATION = REAR ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 0 ; if set to 1, emissiveness is raised when camera is caught in car’s headlights
[EMISSIVE_HIGHBEAM_1]
NAME=int_gauges_warning_high_beam
COLOR=1,1,8,0.3
LAG=0.88
SIMULATE_HEATING=0.9
LOCATION=INTERIOR
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5
[EMISSIVE_...]
NAME=int_gauges_warning_ABS
INPUT=ABS_INACTION
COLOR=20,10,1,0.2
OFF_COLOR=0,0,0
LAG=0.85
SIMULATE_HEATING=0
LOCATION=INTERIOR
[EMISSIVE_HANDBRAKE_0]
NAME=int_gauges_warning_parking_brake
COLOR=30,3,3,0.5
LAG=0.4
SIMULATE_HEATING=0.88
LOCATION=INTERIOR
;clock
[ANALOG_INDICATOR_...]
INPUT = TIME_HOURS ; any of supported inputs
NAME = HOUR ; name of mesh to move
[ANALOG_INDICATOR_...]
INPUT = TIME_MINUTES ; any of supported inputs
NAME = MINUTE ; name of mesh to move
[ANALOG_INDICATOR_...]
INPUT=OIL_PRESSURE
NAME=ARROW_OIL
ZERO=15
STEP=3
[ANALOG_INDICATOR_...]
INPUT=OIL_TEMPERATURE
NAME=ARROW_OIL_TEMP
ZERO=0
STEP=-0.5
[ANALOG_INDICATOR_...]
INPUT=BATTERY
NAME=ARROW_BATTERY
ZERO=0
STEP=4
[ANALOG_INDICATOR_...]
INPUT=FUEL
NAME=ARROW_FUEL
ZERO=0
STEP=-1.2
[EMISSIVE_ENGINE_DAMAGE_...]
NAME=int_gauges_warning_battery, int_gauges_warning_oil
COLOR=1,1,1,4
LOCATION=INTERIOR
ENGINE_LIFE_THRESHOLD=300
LAG=0.3
[EMISSIVE_...]
NAME=int_gauges_warning_battery
BIND_TO=STALLED
COLOR=1,1,1,4
LOCATION=INTERIOR
LAG=0.3
[EMISSIVE_...]
NAME=nt_gauges_warning_oil
BIND_TO=STALLED
COLOR=1,1,1,4
LAG=0.3
[EMISSIVE_...]
NAME=int_gauges_warning_water
BIND_TO=WATER_TEMPERATURE
INPUT_THRESHOLD_LOWER_INC = 115
INPUT_THRESHOLD_INVERSE=0
COLOR=1,1,1,4
TOGGLE_VISIBILITY = 0
LAG=0.3
LOCATION=INTERIOR
[EMISSIVE_...]
NAME=int_gauges_warning_fuel
COLOR=1,1,1,4
TOGGLE_VISIBILITY = 0
BIND_TO=FUEL
INPUT_THRESHOLD=7
INPUT_THRESHOLD_INVERSE=1
LAG=0.3
LOCATION=INTERIOR
That’s quite the wall of text you’ve got there
 
226
Scotland
Glasgow
Jeddah Street Circuit - F1 2021 - Night Race 2.0 - Reduced Track Width

https://www.racedepartment.com/downloads/jeddah-street-circuit-f1-2021-night-race.40825/updates

The track lights have been removed, and replaced with ones following the fence of the circuit, again similar to the F1 video.

Camber has been added to thelarge loop corner, and t1 and the last turn, again, trying to match the video.

The grand stand complex at t1, t2 etc has been added, before it was some random grandstands, but now I have built the entire complex from scratch, tryign to match it to the released renders from F1, there is also the three tiered building that bridges over the track.

The AI line has been improved, so the cars should run faster.

The Lights config file has been toned down a bit, so now there is less reflections off of object, the lights may now be too dim, but I aim to add more, dimmer lights in the future, to match the new light models on the fence.

Some of the track-side banners have been changed to be less wordy, and closely resemble the assumed location of real sponsors, however they still carry the protesty content.

I have been asked to remove the rainbow flags as some people found them offensive, so there is now more rainbow flags.


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View attachment 999652
Wow, what an amazing transformation. I really didn't like the video and then driving your track when you released it but having given this a go I actually think this is a wonderful race track. Very fast with sweeping curves and bends. Very enjoyable indeed. Just put in a few sub 1m40s in the F1 2020 cars.
Well done.
 
209
United States
United States
My first swing at converting, I need private lessons on this because I can't get the car to move and looked up videos on this and its not as "strait forward" as I thought. Each 3D model comes with its own type of problems, I can map textures easily though, as of right now its just a static show car, PM me if you can help me.

-Thanks
CTS-V.PNG