I'm obviously doing something wrong. I changed the values in the power.lut file and then hit recalculate, but nothing changed in the CM screen. Is it supposed to or am I xupposed to manually change those numbers and then hit recalculate? Probably a stupid question, but you change the values on the right side column in the lut file, correct?Give the XBow a little boost in the power.lut and get it's power to weight ration up with the other cars. I had to do that as well to get it finishing midpack with the other cars.
Make sure you rename the data.acd file in the main folder or else it will load that instead. There's also a checkbox you can use in the Drive tab in Content Manager that says something like use data folder if it exists. I just rename my data.acd to data_orig.acd or whatever you want to name it. Then it will pull the values from the folder instead.I'm obviously doing something wrong. I changed the values in the power.lut file and then hit recalculate, but nothing changed in the CM screen. Is it supposed to or am I xupposed to manually change those numbers and then hit recalculate? Probably a stupid question, but you change the values on the right side column in the lut file, correct?
ReloadI'm obviously doing something wrong. I changed the values in the power.lut file and then hit recalculate, but nothing changed in the CM screen. Is it supposed to or am I xupposed to manually change those numbers and then hit recalculate? Probably a stupid question, but you change the values on the right side column in the lut file, correct?
Thank you but it is already in the listing: "Ficitive" tab line 270 (& line 269 for the "thesstrobe8" version)@Breathe one track that isn't in your list
DOWNLOAD CRASH FIX HERE: https://www.racedepartment.com/threads/mills-metropark.110608/page-3#post-3186484 Please don't upload this file anywhere else without permission. If you appreciate my work and you want to buy me an e-beer, you're...www.racedepartment.com
I would say yes, documentation is here: https://github.com/ac-custom-shaders-patch/acc-extension-config/wiki/Cars-–-Exhaust-flamesquestion: If i turn of (in csp) new flame off, the drm mod flames are more often. If i turn new flames on the duration en the frequency are less. Is there a way to adjust this so new flames are longer and more visible?
Hallo All! first post here, and I want thanks for all, for providing amazing mods, vehicles, tracks, configs, etc.
By the way, I want share my first mod.
Acura NSX 2017
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Model Original: PCARS 3
Model Source: GameModels
Physics: Han Zhao @ ACMC Facebook group
Sound: Kunos (911 Turbo S)
- 4 LODs, taken from original PCARS 3 LODs.
- Low Resolution Cockpit Available
- PBR Paint and materials (CSP)
- Customize-able front bumper material (painted and chrome)
- Customize-able paint body, interior (leather, alcantara, etc)
- Customize-able license plate
- android auto
- The Wiper doesn’t work (Any CSP Wiper animator needed!)
- Lightings (such as headlight and taillight) are too basic, doesn’t have self light, indicators, etc etc. (Any CSP Lighting maker needed!)
- Physics, maybe not too realistic, but any reworks are welcomed!
- Sound, taken from 911 Turbo S, which too far from real cars
Feel free to improving it, Convert it to another game, etc.
all credits included in Readme.pdf @ Extras Folder.
Feedback are welcomed.
Whatever. IMO it's still an official Kunos mod as it was released via Steam for AC and that makes it an official KUNOS mod/release. But details details lol
Thanks for CSP wiper animation, I will include in the next update. (I still waiting light config feedback)I would say yes, documentation is here: https://github.com/ac-custom-shaders-patch/acc-extension-config/wiki/Cars-–-Exhaust-flames
CSP wipers, feel free to include in your mod (with the credits untouched please): https://www.mediafire.com/file/np5hsw4cijqglxr/nerd_acura_nsx_17.ini/file
Thanks for bringing this to attention, love it!Just to finish up on the Cayman GT thread I started I thought I'd share this completly bonkers 765HP/850NM 918 V8 powered mod I found by BetoFR. Whether this type of thing is to your taste is completely subjective of course but I found it to be a very well done passion project that's lots of fun to rip around on track days. Just need to find a suitably bonkers modern V8 sound mod to go with it.
Download here a large selection of quality cars and tracks mods for the famous Assetto Corsa simulator developed by kunos simulationswww.acmodrepository.com
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I tried installing these LODs and mod would not start up anymore (had to revert back to back-up data.acd)I've already done this back in 2021 to make the car useable in VR. It's for version 1.0 of the car.
Installation: Unpack the two data.acd of the car and rename data.acd to something else like data.acd_old and copy the files to the car folders.
Done a quick and dirty F1 vintage track skin for this. Really suits F1 Formula 79 and 90Sliven v1.0
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"The Sliven International Circuit was meant to be built in the early 80s parallel to the Hungaroring (for F1),
but for various reasons, it never saw the light of day." - nikolov71
- full CSP features
- reverb sounds
- 20 pit/grid
- original model by @nikolov71
- converted with permission by @RMi_wood
- optimizations by @norms
- rainFx by @twobegreen
- cameras by @DaBaeda
:: DOWNLOAD ::
Attached are your update files, but in an archive file with the correct folder or directory structure so they're easier for everyone to install and archive. The original files are in "orig" folders. Taking a minute or two to do this helps everyone and reduces confusion.Hello friends
Moving on to share yet another new emotion:
PORTALES MUNICIPAL AIRPORT
It's an old track, but with the new CSP and PURE, it becomes one of the most beautiful scenery, at dawn, and dusk.
I made an AI line, kind of primitive, but much better than the original, where opponents collided with the planes of the track.
I also added a RainFx, and it already had runway lights.
If anyone knows or improves some concepts such as AI, track penalties, among others, please post here on the forum.
I forgot to say, I added some planes in the air, because as this is an airport runway, I think it made sense to add.
If this resource is a bit exaggerated, just remove the object in the ext.ini file.
I also added track tips, because the second staple in the center of the circuit, and very complicated for the AI.
Finally, it is also necessary some replay cameras and VAO patches, if anyone can help, I really appreciate it.
*Just rename the fast_lane, and the ai hints
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csp 1.70 doesn't work in , why?Porsche 911 (996) GT3 2001 Release
Comverted From Gran Turismo Sport By Peter Crill with the help of takum1
-AO inside and out
-Physics work graveltrap
-Panoramic session Start config Daniel Nogal
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indeed it's always better with correct folder structure in the archive... I always try to do that, so that ppl can just drag the archive into CM (, be it 7z, rar or whatever)Attached are your update files, but in an archive file with the correct folder or directory structure so they're easier for everyone to install and archive. The original files are in "orig" folders. Taking a minute or two to do this helps everyone and reduces confusion.
The attached Zip contains a 7z file embedded in it--it makes the file much smaller, and it can be uploaded here.
The name is "Portales_Municipal_Airport_+UPDATES+_by_Wlynsan_22-0701a_7z.zip" so there's no mistaking what it is.