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It was a personal request, didn't take long being guesswork.Thank you, the usual great job, even though I think that almost no one has the track..
THIS IS WHAT TRACK SKINNING HOMEWORK LOOKS LIKE
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It was a personal request, didn't take long being guesswork.Thank you, the usual great job, even though I think that almost no one has the track..
Although the road is one way, it is totally possible to have two directions, it is true that circuits have a predefined direction, but if it is wide enough, it can be done.I would peg BeamNG as being more pure sim than AC could ever hope to be for sure, real tyre models, soft body physics, functional join physics, damage etc etc, the rest are kinda here and there, same as AC is also kinda here or there when compared to things like AMS2 or RF2 (or even its newer sibling ACC). it really is to each there own as to who calls what a sim, try reversing one of those double trailers into a parking slot to make a delivery in ATS for example,
but the question was why AC cannot have traffic that works,
the answer is simple the tracks are not built with a centre line like BeamNG forcing that traffic to stay on their side of the road, because AC was primarily built for track racing not real road driving, so its generally designed to go in only one direction.
A race against ai can be interesting in AC.Odd, as I regulalry race in AC and don't find them contently doing this. Now back at the original console launch I would have 100% agreed, but its not the case now and certainly not on PC with CSP's improved AI.
Is it perfect? Nope, of course not, but constant PIT maneuvers? Nope.
MIAMI HARD ROCK GP TRACKSKIN 2022
Guesswork fictional skin based on current sponsors for the Miami circuit pay mod for those who have it.
The track itself lacks a lot of detail at the moment but hopefully the mod evolves quickly with updates because it's a fluid fast drive.
I'll add the skin to my 2021 pack as a bonus skin.
Here is a link for just the track skin (the track itself is not mine to share so don't ask)
https://www.mediafire.com/file/3o810e9hvplxddd/Miami+Hard+Rock.rar/file
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The track is on sale... you'll find it with a Google search
I believe it's on sale for 3.99 now10e this track? big joke, thanks for your work, i'll wait to see this skin when i can download this track from cs.rin
Perhaps it's something to do with the cars or the tracks I've been driving, but I'm willing to bet it's not that. Maybe there is an option I'm not using inside of CSP? I can't say I've noticed a large improvement from base AC in terms of AI.Odd, as I regulalry race in AC and don't find them contently doing this. Now back at the original console launch I would have 100% agreed, but its not the case now and certainly not on PC with CSP's improved AI.
Is it perfect? Nope, of course not, but constant PIT maneuvers? Nope.
The AI should react to you if you make a mistake though, or if you block their line, and they just don't. Go around a corner in game, start a drift and watch the AI, they will go straight into you at full speed without even attempting to slow down.The reason you are getting pit manoeuvred "constantly" is that you in the words of Alonso "Always have to leave the space" I have the same issue I'm not gonna lie. But I recognise that it's my error to fix not the ai error. I often have near misses. As often I'm in a faster car and think I'll be clear but am not.
This part surprises me - the AI in Forza is clearly better if you play with advanced drivatars, RaceRoom's AI makes AC's seem like a joke, and AMS2 now has AI that is both intelligent and fun to race with. AC wins in almost every other way, but the AI just isn't a strength - at least with my current settings it's not - as stated above, I'm not sure if I have the best AI settings.I have better races against the AI in AC than any other racing game I've played, either on or offline (with the exception of one organised league with my car club).
I agree with everything you just said. I find that in AC you have to baby the AI constantly as you can't trust they will react to your movements like a human would, meanwhile in something like R3E or AMS 2 you can actually challenge the AI drivers with a strategy other than "stay the hell away from them and go off the race line so they don't hit me".Regards AC AI, I find it pleasant to race with the AI, so long as you give them space and be aware that many times they brake in places most humans wont.
My biggest gripe having enjoyed the AI with AMS2 and Raceroom, is that many times they simply split and don't run as a gaggle of cars, so in a race of 20 odd it just splits up into a trail with gaps.
AMS2 has a lead group of about 4 to 5 cars all close and jockeying for positions...
I get that isn't always realistic, i mean take F1 for example, but its far more fun.
I don't think AI in AC is designed to race closely so they have like an invisible shield around them.
I can't ever remember going 3 wide into a corner in AC unless it was the first few corners.
And once you pass a car they just give up 9 times out of 10 in my experience.
It's not a whinge as its my most treasured PC title, its just an observation to see if anyone has found a way to improve it.
Also the USP of having AI use the same physics as the player always seemed a bit odd tome as the bots are not real.
Sometimes you see the AI jerking around and if you press ctrl + c and let AI drive your car you will see the same jerky inputs ...
Would be great to see some CSP improvements towards AI if i was asked.
The Mazda CUP for example should have in a race of 20 2 or three groups of cars in a gaggle chasing slip stream etc...
Instead you get a train of cars all in a line with big gaps between each.
And qualifying makes no sense to how they are in the race much of the time.
Sorry i vented.....love AC though....
Then how come the AI in this game is still so garbage? It's almost impossible to race the AI in this game without having them constantly pit maneuver you.
To echo what others have already said, I've removed blurred rims from almost all cars I've edited for the following reasons:
- It's added complexity, leaving it in means I need to make sure the blurred_objects.ini is correct, make sure all the materials/textures/shaders are set right and then most annoyingly, edit the textures in photoshop to colour them when creating new wheel colours in the CM showroom. Deleting everything to do with them takes 1-2 minutes, making sure everything works with them, probably about 5-10 minutes depending. That may seem trivial but a 3 minute difference when applied to 1,000 cars is 50 hours...
- There's little if any visual benefit, often the transition between blurred/non-blurred state is jarring even at a distance in replays. This is of course subjective.
- Performance gain isn't needed on my setup, in fact it's often better to reduce the object count, sometimes blurred wheels can be 6 or 7 objects per corner.
- The main argument for them seemed to come from photographers and now the CSP photo mode has rendered that argument redundant.
I came to AC from Forza and Gran Turismo, I can say that compared with those games, the AI in AC is fantastic. If you're getting constantly spun out by the AI then you might want to either have a look at your settings or your driving style, you can't be too aggressive with the AI, much like real people you need to leave space for them. I needed a bit of adjustment at first as well, but coupled with Helicorsa, I have better races against the AI in AC than any other racing game I've played, either on or offline (with the exception of one organised league with my car club).
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I finished this, all working perfectly on my side. Lights working and no texture problems. BUT, the error which other people are getting while joining the server states that LODs list is missing. So, what can I do to fix this and make it properly work also on other people machines? Runs fine on my system tho
https://mega.nz/file/VIpTwCxB#bId8FqCLWYZvz3nlPQBszWksETq1IrSnw6yCS3TaV7I link for whoever wants to analyze it. I'm nowhere near as good at modding but know just little bits
I would like to think that isn't the case for me, as I don't have any of these issues in online races, or in other racing sim/simcade games (including ACC so it seems the developers must agree with my comments, seeing as their newer game changes things). I do agree with your comments though, but I think @alexlockout has it nailed with his description of the flaws with the AC AI, especially when you add this observationI'm not sure if this is the case for you, but...
and my comment about the AI making no effort to avoid you when you block their path, especially while losing traction.I don't think AI in AC is designed to race closely so they have like an invisible shield around them.
I can't ever remember going 3 wide into a corner in AC unless it was the first few corners.
And once you pass a car they just give up 9 times out of 10 in my experience.
No need to say sorry, your english is perfectly fine, and I completely agree with what you've said.I don't know how now, but when a few months ago I played Avtomobilist 2, the bots were very careful there, trying to avoid collisions as much as possible.
Cons of bots ac.
1. the nearest bot in front of you, arranges constant break tests.
2. the nearest bot behind you, arranges constant dive bombs.
3. bots do not like when their trajectories are crossed when overtaking, bots immediately rush in front of you (or directly at you).
4.bots are very bad at taking turns in parallel with you, if a bot goes inside a turn, it will definitely fly out, right into you))
and yes, I am not a hater ac, ac is my all-time favorite sim.
described the disadvantages based on my personal experience (the complexity of the bots is 100% aggression 100%) I run 99% of the time with bots in ac, I'm already used to it, and when you know all the habits of bots, I learned to avoid contact with them, but this does not mean that bots are in ac normal, no ...
sorry for my bad english.
sadly I've tried to do this before, but the issue would remain. I don't know why, shared the car to other people without leaving anything behind, but even reuploading it to Server Manager won't help with it. Because I think it's is an issue within the car, not the server, since the only car that was non-modded like this (adding lights) it's working fine for everyone. Also, I chose a mono-LOD car so that I would not have to make new ones after I added the lights. I'll try again with your solution but don't expect much from it since the past experiencesTry this YMMV. Remove the car and track folders from the server, there should be no mismatch then. Also check you have not overpopulated the server with more pit spots than the track has.
MIAMI HARD ROCK GP TRACKSKIN 2022
Guesswork fictional skin based on current sponsors for the Miami circuit pay mod for those who have it.
The track itself lacks a lot of detail at the moment but hopefully the mod evolves quickly with updates because it's a fluid fast drive.
I'll add the skin to my 2021 pack as a bonus skin.
Here is a link for just the track skin (the track itself is not mine to share so don't ask)
https://www.mediafire.com/file/3o810e9hvplxddd/Miami+Hard+Rock.rar/file
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The track is on sale... you'll find it with a Google search
yes.Is this for the Jack Shepherd mod?
BTW, it is on "sale" now for $3.99 BGP.
https://jackshepherdmod.square.site/product/miami-f1-circuit-for-assetto-corsa/1?cs=true&cst=custom
MIAMI HARD ROCK GP TRACKSKIN 2022
The track is on sale... you'll find it with a Google search
After looking at the pics (not talking about the skin you made BlackyThank you, the usual great job, even though I think that almost no one has the track..
I respect the grind!It was a personal request, didn't take long being guesswork.
link to the ford? been looking for a good one in a while
DiRT - Japan Special Stage (Race of Champions) v1.0
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Features:
- 4x pit/grid
- AI w/working timers
- CSP, GrassFX, Lighting
Credits:
@Codemasters - Original Track
@RMi_wood - Conversion
@shi - Track FX extras, cam, AI
@racealot - Extra trackside cameras
Known bug: Skidmark misaligned on one hill crest
How to race "R.O.C style":
Set one opponent. Complete at least 2 "laps" finishing at original start position (works best when set for 4 laps)
Cars to use: Medium to small trackday/hillclimb cars like BAC Mono, KTM X-BOW, karts, etc.
:: DOWNLOAD ::
where u got that c8r?
The only 'eyes' in this Sim are when using the on board view and although you can see other car's wheels I'm usually far too busy to notice if they have blur or not.
Every other view is a camera, and cameras have a frame rate thus causing the 'stepping' we see.
The lack of wheel blur is more 'correct' than having it.
20 years ago the wheels didn't turn at all so blur was needed to simulate them rotating.
10 years ago a nicely detailed wheel could be modeled but having to compute all those polys in rotation was too expensive so wheel blur was used to save resources.
Today, whilst Potato users may appreciate the resource saving, it is otherwise not needed.
Screenshots need not be rendered in realtime and any amount of processing can be applied.