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No, this one is fine out of the box.Is it like the other new URD cars which you need a good idea of setups to be driveable??
Great sound too (no idea if it's close to real though).
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No, this one is fine out of the box.Is it like the other new URD cars which you need a good idea of setups to be driveable??
Completely agree, but the point still stands, converting stuff from very old sims into new ones creates largely poor results of novelty value only.No offence intended, and not to agree/disagree with any of your opinions expressed, but just so that no one is misled, some facts. The FSX to MSFS export tool exists, and works. The results are overwhelmingly incomplete and widely regarded as rubbish in that community. ALL of the aircraft that I have personally converted are SO broken to be of novelty value only, no instruments, low quality textures and 3D (which were par for the course on FSX).
I don't think we should, in this community, where we're drowning in superbly talented crafters, be pointing at THAT conversion tool as any kind of aspirational goal?
Great newsNo, this one is fine out of the box.
Great sound too (no idea if it's close to real though).
I need your help to convert a GTR2 track quickly in 15mn because I am unable to do it, I send you the link in private and you return me the track in 20mn, thank you in advanceNot available to us ? It's right there for rFactor and GTR2.
Also time and efforts ? Certainly less than the creator he didn't even credited. It's a 15 mins conversion. Making that track from scratch wasn't.
And last one... Porting tracks made for older sims and slapping GrassFX and RainFX onto them ain't making AC a better sim, oh no.
Tank you for perpetuating this toxic culture that makes the AC community looks even worse than it already is; disregarding the entire work of dedicated people because some nitwit ported it to your favourite sim.
Everyone's entitled to their opinions, even if they're bloody well dumb and downright offensive to the creators that work and release stuff for free only to see their work, not even remastered, ported to another game without one mention of them.
I cant find any for the race car,for the street version there is this greek article that has some pics.its advance one can ... but impossible to find a photo of the interior of the Alpine A610 LM !?
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I'm working on it, but (differently from the yongcheng by GTP shared while ago) it lacks of layouts. Would be amazing if any skilled modder have time to work on it (i'm open for a collab) in order to close it and make it a final version of this trackNingbo International Speedpark, from cyberspace via PCX and reworked by Clam Chowder. Not my link. Needs lights and better rain.
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pcx_ningbo_reworked
MediaFire is a simple to use free service that lets you put all your photos, documents, music, and video in a single place so you can access them anywhere and share them everywhere.www.mediafire.com
This is the best I could manage to find, honest.its advance one can ... but impossible to find a photo of the interior of the Alpine A610 LM !?
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Street car because the picture show a street car.its advance one can ... but impossible to find a photo of the interior of the Alpine A610 LM !?
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thanks for the cars. ac_legends_gtc_elan_26r has a hole in the front bumper. will this be fixed in the future?![]()
!!!!RELEASED!!! AC Legends GTC60’s Pack
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This mod is a tribute to the 60’s era of GT racing. A decade that brought us some of the most beautiful cars ever produced and the best racing ever! Many of the models in this mod where floating around the web for years. We brought them up to current AC standards using the latest features of CM/ CSP. Our goal was to use a realistic physics set, with as much real data as possible. This means that most cars have unique 'build from scratch' suspension physics, engines and gearbox. We tried to reproduce the vehicle dynamics of the era, so you do need to balance the cars, be gentle with your inputs and drive the car with your feet!
Up to 2021 standards with CSP:
- all cars have (refracting) headlights, wipers, improved shaders, high(er) res cockpits
- most skins are 4k scratch made by Ben Nash (or ‘reworks / rebuilds’ of existing skins).
- all cars have proper LoD's & 3d colliders for better VR/ multiplayer/ big grid AI racing
V1.0 Credits
- • Models: Conversions / updates/ add-ons
• DrDoomslab (models, textures/ AO and all the little details)
• Norms (Wiper animations, rebuilt LoD’s, 3d Colliders, all the little details)
• Ben Nash (Meisterskinner), Pasta (historic (Japanese) skins)
• Physics & AI: Bazza
• Sounds: Kunos, AMA Fmod (Porsche 904/911), Legion (Shelby 289’s), various unknown sources.
• Skins: new 4k skins by Ben Nash + many skins from the RaceDepartment community:
Aad Gagesteijn, Andy-R, BDA, carmar, chili pepper, Gigi54, GPLGEM, GT3RSAss, Guerilla Mods, hal4000, Juergen Lung, LeSunTzu, Ned, Nico, NWRAP, Pasta2000, playwithwind, schUPpor, Smallblock Hero, Tim Lotus, The SourceOf TheNile, susanthedeath, Xedrox (sorry if I forgot someone)
• Testers: Timo One, ValentinK, Dirk Steffen, capt nasties, 50ftElvis, the THR community.
Over 30.000 km testing km’s where made by the team, special thanks to Valentin and Timo for their hard work!
Special Thanks:
Youtube Channels: Mike from Simracing604, Scotty from 2Old4Forza, Jake from GPLaps, Michael from SingleRacer and Billy Strange Racing for their contagious passion for historic simracing. You might also check the SirSpatsgaming channel for the latest modding news!
Download: https://www.mediafire.com/file/m9d6ks7h9bnv2wl/2021_10_08_AC_Legends_GTC_60s_Pack_v1.0%282%29.7z/file
Note for proper installation:
For proper installation of the original Kunos cars follow detailed instruction in the manual, on the regarding pages (page 5 Alfa ; page 8 Ferrari)
You need ‘Kunos Ferrari 70 Anniversary DLC pack’ to install the Ferrari 250 GTO
I was almost going to write 'what hole'. Then I noticed the spoiler.thanks for the cars. ac_legends_gtc_elan_26r has a hole in the front bumper. will this be fixed in the future?
Great car. Was that the one with the kreepy krally livery. I had that car in my slot car collection.does this exist in AC ? watched the new Netflix documentary about Randy Lanier..
and now i want to race his car haha.
March 83G Chevrolet V8
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How about you stop converting stuff that ain't yours, and if you do properly credit people ? Oh but those sweet, sweet sharemods clicks.I need your help to convert a GTR2 track quickly in 15mn because I am unable to do it, I send you the link in private and you return me the track in 20mn, thank you in advance
thanks for the cars. ac_legends_gtc_elan_26r has a hole in the front bumper. will this be fixed in the future?
I was almost going to write 'what hole'. Then I noticed the spoiler.
There's a hole indeed, but as long as you're not going to crawl under the car... 🤔
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Well, from GMT/MAS to get a track driveable in game takes about an hour, even less sometimes. A few of my released conversions were no more than 2 hours work not counting full grid placements and cameras, including relevant lighting, trees and grass adjustments. Others can take 10s of hours to get to a state just to be able to achieve a workable quality.I need your help to convert a GTR2 track quickly in 15mn because I am unable to do it, I send you the link in private and you return me the track in 20mn, thank you in advance
Camtool for Intercity Istanbul Park
GP Circuit Layout
The question for me is not doing the thing QUICKLY thing, no one said him to do 3-4 track per week. If only he took more time to make good stuff by improving the overall quality, i'm pretty sure he will receive more positive feedback and maybe more donations.Well, from GMT/MAS to get a track driveable in game takes about an hour, even less sometimes. A few of my released conversions were no more than 2 hours work not counting full grid placements and cameras, including relevant lighting, trees and grass adjustments. Others can take 10s of hours to get to a state just to be able to achieve a workable quality.
1. open in 3dsimed
2. remove rain/reflective mesh
3. sort by material, rename meshes, set transparencies, export to fbx and edit fbx.ini
4. load in ksEditor to normalize the mesh, export to kn5
5. add AC_PIT_0
6. test drive.
Its not magic nor rocket surgery
It was, kind of. The Kreepy Krauly car was Porsche powered. South African based team, Sarel van der Merwe, Graham Duxbury and Tony Martin. They won the Daytona 24h in 1984 and had a cracking year.Great car. Was that the one with the kreepy krally livery. I had that car in my slot car collection.
The answer is simple.I sill don't understand why some keeps thinking that racing is start and finish like a train.
Not in any series around the world, not even in BTCC. I watch dozens of international championships (5 continents) each week.
Classic racing were the most unbalanced cars - the better cars to corner didn't compensate the better top speed and acceleration cars.
They only were matched or better in some slow layouts - and the wider spread field of cars existed for sure.
Anyway, there is no rule without exception.
Unless some race need an yellow glag a couple of laps to the finish, they finished far from each other, unless for some pontual battles and they had exist aswell.
we don't work the same way at all, the first thing I do under blender is to reduce the number of objects to optimize the FPS something you don't do and that is very long, just look at your last track rmi_thermalito. kn5 3189 objects which is too heavy for small config if you put 32 cars on it, the last track I converted "notorika" had more than 10000 objects, once optimized in blender 604 objects, this work can take already several hours, I don't do either the double face under 3dsimed which is a horror and makes the fbx under blender unusable, I go through the whole track by hand under kseditor to look for all the single face objects, it's much longer than what you do under 3dsimedWell, from GMT/MAS to get a track driveable in game takes about an hour, even less sometimes. A few of my released conversions were no more than 2 hours work not counting full grid placements and cameras, including relevant lighting, trees and grass adjustments. Others can take 10s of hours to get to a state just to be able to achieve a workable quality.
1. open in 3dsimed
2. remove rain/reflective mesh
3. sort by material, rename meshes, set transparencies, export to fbx and edit fbx.ini
4. load in ksEditor to normalize the mesh, export to kn5
5. add AC_PIT_0
6. test drive.
Its not magic nor rocket surgery
its all good bro, you do you.we don't work the same way at all, the first thing I do under blender is to reduce the number of objects to optimize the FPS something you don't do and that is very long, just look at your last track rmi_thermalito. kn5 3189 objects which is too heavy for small config if you put 32 cars on it, the last track I converted "notorika" had more than 10000 objects, once optimized in blender 604 objects, this work can take already several hours, I don't do either the double face under 3dsimed which is a horror and makes the fbx under blender unusable, I go through the whole track by hand under kseditor to look for all the single face objects, it's much longer than what you do under 3dsimed