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Sorry @shi, wouldn't know but will be interesting and rewarding to learn for future reference. Did come across a few posts (see-below) where members are discussing some-know-how - hope this may be helpful...Thank you for creating the AI and the camera.
I will include it in the update.
I do not know how to force the 'ghosting-effect' to be applied.
How about we try asking @pugsang for some current know-how assistance, since two of his latest tracks: 'Phakisa Freeway' and 'Aldo Scribante Race Circuit' have this ghosting feature applied to the pitlane.
After reviewing some replays, particularly the pit-exit/entry points, think the root-cause may be related to some cars not fitting properly within their corresponding pit-spaces - here are some pics...It has already done that. Thank you, however.
@racealot
Would defining this part as PIT solve the problem?
View attachment 1110290
Seems there are several different-sized pit-spaces - kindly review to ensure pit-spacing are alike-sized - many thanks.
In their rather unsuccessful attempts to leave the pit-area - chaos emerges...
Reference-posts:
@Foxeway : thanks a lot for your explanation, I'm awaiting next part with impatience
I have some question. Does an object name nROADm (n is a number and m could be anything, like 1ROAD_009_SUB1) have a particular meaning in assetto corsa track ?
In Brands Hatch kunos track, I saw that ghost pitlane is named nPITS (15PITS and 16PITS), does it mean that if I named my object 1PITwhatever, it will still be a ghost zone ?
edit : Been able to create my first ghost lane
Nevertheless, to achieve that, I had to create a new object and instance (named 15PITS) but remove shadow, render etc.. as it was for kunos track ghost line. Renaming existing object was not enough.
Something we disagree on at last, apart from that Porsche on backorder
I made a post awhile back on rim blur.
That designates that mesh as collision, nANYTHING... is drivable, nWall... is collidable. ANYTHING also gets listed in surfaces.ini for its properties if needed, including IS_PITLANE=
(n can start with zero (0) but can't be zero itself.( 01ROAD works but 0ROAD doesn't))
I think Assetto Corsa understands nROADm as part of the track on which you can race and nPITS as pitlane always, which means that if you do name the object 1PITwhatever, it will be recognized by the game as part of the pitlane and ghosting will be applied to this part as well. I am not 100% sure about this, so before you do it maybe backup the orignal kn5 file, but I think it should work![]()
Think you still need IS_PITLANE=1 in surfaces.ini
AC has default entries for ROAD, GRASS, KERB and SAND.
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