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It looks like Harry licked a toad... 🤔
It looks like Harry licked a toad... 🤔
Hey all,
If I use GarryRealV1.1 it looks like this...
Anybody got an idea why this is?
Am i doing something wrong?View attachment 1383905View attachment 1383906
1000% agreed. Please convert them, those RF1 SRW tracks were off fantastic quality, I remember being so blown away by them.I won't tell if you wont. I just want Disney World!
GarryReal only works with pure gamma, seems you have pure lcs enabled.Hey all,
If I use GarryRealV1.1 it looks like this...
Anybody got an idea why this is?
Am i doing something wrong?View attachment 1383905View attachment 1383906
Thanks for replying!GarryReal only works with pure gamma, seems you have pure lcs enabled.
i'm up for it if you havent found anyone else.Would anyone like to make some skins?
Dodge Chager GR.3
Ferrari 365 GTB4 Competizione
View attachment 1383755View attachment 1383756
I will helpWould anyone like to make some skins?
Dodge Chager GR.3
Ferrari 365 GTB4 Competizione
View attachment 1383755View attachment 1383756
Has anyone ever made a drs_zones file for Zandvoort 2023? If not, would anyone knew exactly on the track where they should start and end so I could make one? A nice overhead shot of where they should begin and end would be nice so I can get the points correct.
The link is not working for me (access denied). Can u dm me his contact again pls?Not to my knowledge, no. I always wanted the RT/10 GT1 as well, but we have this instead which isn't bad... I like it, buuut...
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It's not the RT/10 GT1. If you want to learn more about the mods he's been doing, here's his facebook: https://www.facebook.com/groups/3003003843150997/user/100014762464833/
I believe not, if you're referring to RacingSounds' version. I mentioned it to him a few months ago, along with a few other things, in a feedback post but I believe he's moved on.Has anyone ever made a drs_zones file for Zandvoort 2023? If not, would anyone know exactly on the track where they should start and end so I could make one? A nice overhead shot of where they should begin and end would be nice so I can get the points correct.
Here, join this and you should be able to have access to his profile. https://www.facebook.com/groups/3003003843150997/The link is not working for me (access denied). Can u dm me his contact again pls?
Small update to the mod. Use the link in the quote if you want to try the update.With permission from @RacingSounds , I created a quick and not very good raceday layout for his excellent Zandvoort 2023 track. It was thrown together quickly so there are plenty of mistakes and I can't vouch for the accuracy of the placement of the grandstands. I used the 2020 version of the track as a guide on where to place things. Also, because of the terrain changes he made, the car objects I used don't line up right so you will see some floating and some sunken cars. I plan to do some more work on this eventually, like adding some sponsor billboards in front of the grandstands and a few other things. My hope is that @Pyyer beats me to it so that we can get a good race day mod for the track, but this will have to do for now.
The mod will overwrite @RacingSounds original ext_config files, but no changes were made to his settings. I needed to add a line at the bottom in order for the included grass skins to work, but you do not need to use them. The raceday layout will still work without one of the skins enabled. As for the skins, they will get progressively more burnt out looking as you go down the line. There is also less saturated versions of the skins included if you find the grass too vibrant.
Zandvoort 2023 Raceday Layout
As always, please let me know of any mistakes or suggestions on how to improve it.
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Thank you for making the DRS zones. However at the banking Ai doesnt open wing at the Drs marker, but just at the end of banking. When I´m driving all works as intended. I have the excaxtly same problen every Zandvoort version.Small update to the mod. Use the link in the quote if you want to try the update.
-- Changed the way the digital lights work so that they don't flash green all the time.
-- Added a drs_zones file to both the raceday and stock layout and drs_markers to the raceday layout. The drs_zones file comes from Pyyer's 2024 F1 extension. I did not get his permission to use it so I hope he doesn't mind. If he says anything, i'll make my own. I saw no reason to reinvent the wheel so I just used his.
I did not add the drs markers to the base track because that would cause issues for those that use Pyyer's F1 extensions with this track. There would end up being two sets of drs markers. If you don't own\use Pyyer's F1 extensions and want the drs markers on the base track, copy and paste the code below into the bottom of the models_2023.ini file.
[MODEL_4]
FILE=drs_markers.kn5
POSITION=0,0,0
ROTATION=0,0,0
Not sure what I can do about that. If I try and fix the ai wing not opening at the right spot, i'm guessing it will throw off when the drs zone kicks in for a human driver. If anyone knows how to fix that problem, i'm all ears.Thank you for making the DRS zones. However at the banking Ai doesnt open wing at the Drs marker, but just at the end of banking. When I´m driving all works as intended. I have the excaxtly same problen every Zandvoort version.
Pekka
Go to weatherfx in CM and check what you have enabled there - default, pure gamma or pure lcs? In any way, only enable pure gamma or default without lcs enabled, then the garryreal filter works.Thanks for replying!
Can you explain?
open the ext_config file for these skins and add the following line2024 British GT Championship
2024 RAM Racing #17
Skin for GUERILLA Mods
Download
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Hello everyone, please tell me why the author of these skins doesn't have headlights on the bumper
and i have them how to fix this i have it like this with all skins
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My latest V8 replacement sound is the WSC60 GT40 MK2 mod from bazza. I find it fixes every old car with a poor V8 soundtrack.I'm trying to do a proper neckfx for that half cooked Toyota 415s from HSS. Did some tweaks in the setup to make the car actually enjoyable to drive, and tweaked Neckfx to hell to finally get that head bobbling. I'm super happy with how better the mod is to drive with those edits :
Vid loading
BUT... the sound is astonishly, outrageously, abysmally bad. At the moment i switched sound for a 2016 Mercedes C63 dtm, but i believe i'm gonna piss off a lot of petrolheads doing so😂. Anyone thinking of a proper athmospheric V8 sound, any car, any mod?
Thanks.Go to weatherfx in CM and check what you have enabled there - default, pure gamma or pure lcs? In any way, only enable pure gamma or default without lcs enabled, then the garryreal filter works.
When I saw that you said you'd changed the windscreen I was hoping that you'd changed the mapping so that the texture isn't mirrored down the middle. When a dirty/smudged windscreen dds is swapped in (to replace the default 'frosted shower screen' version) there's an obvious vertical mirror line down the middle, instead of the dds stretching across the whole windscreen.Opel Calibra DTM rework
drag and drop to install i have included a kn5 with this as i have changed some shader values for the screen and wheels.
Opel Calibra DTM skin rework
Opel Calibra DTM rework drag and drop to install i have included a kn5 with this as i have changed some shader values for the screen and wheels.www.gtplanet.net
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no my skills are not that advanced im affraid, i never even noticed the inside issue as i always drive swingman, Although i really should be checking.When I saw that you said you'd changed the windscreen I was hoping that you'd changed the mapping so that the texture isn't mirrored down the middle. When a dirty/smudged windscreen dds is swapped in (to replace the default 'frosted shower screen' version) there's an obvious vertical mirror line down the middle, instead of the dds stretching across the whole windscreen.
@JK1977 is this something you could update to the internal glass please? Also, the side windows don't map the texture at all well - even with a dirty/smudged glass dds applied they have a very uniform texture that just looks like the default 'shower screen'. It looks like the texture mapping needs correcting for the windscreen and for the side windows.
View attachment 1384068
I'll take a look at it when I get back homeWhen I saw that you said you'd changed the windscreen I was hoping that you'd changed the mapping so that the texture isn't mirrored down the middle. When a dirty/smudged windscreen dds is swapped in (to replace the default 'frosted shower screen' version) there's an obvious vertical mirror line down the middle, instead of the dds stretching across the whole windscreen.
@JK1977 is this something you could update to the internal glass please? Also, the side windows don't map the texture at all well - even with a dirty/smudged glass dds applied they have a very uniform texture that just looks like the default 'shower screen'. It looks like the texture mapping needs correcting for the windscreen and for the side windows.
View attachment 1384068
works fine here with Pure GammaThanks.
I did that.
I tried to set the Controller Script on Default Controller and Script on Pure Gamme and also the combination of Pure and Pure Gamma.
Both came back with the same result.
Everything got a black layer on it. The Sky was even totally black.
That is an old way of doing it. the car was updated and includes several configs. You can take a look in the stock skins for all the uses.open the ext_config file for these skins and add the following line
[INCLUDE:cf/RSS_Mercer/Mercer_Endu_Covers.ini]
1.) That one would have to wait for @RacingSounds to fix. I'm not sure exactly how to fix holes in the road mesh. Honestly, i've never run across one of those holes and I race on this track a lot.I believe not, if you're referring to RacingSounds' version. I mentioned it to him a few months ago, along with a few other things, in a feedback post but I believe he's moved on.
Here's my notes (from May):
If you could have a look at any of this stuff, it'd be appreciated - but I'm not sure your work on other tracks crosses into these areas.
- The big thing still to address, I think, is that it's very easy to fall through the map when crashing. I'd say it happened about 5 times between practice, quali and the race. It happens near the pit exit, in the banked corner, and out of the final corner as well. I think the boundaries could use another pass to make sure no cars can fall through - it happened often enough that it was notable.
- The DRS is enabled throughout the track - so no DRS zones have been set. As this is a pretty famous open-wheeler circuit, I think it might be worth the time to make them.
- The pit lane entry is inaccurate - where the line and board say the pit lane starts is not where it occurs in game. It happens about 20 meters after.
- The Flag LED boards throughout the track show a Red flag after the checkered flag, rather than a checkered flag pattern. It threw a few people off in quali.
- Finally, the AI is not up to par - they are slow, crash often and can't exit the pits in Practice and Quali sessions. It definitely needs a rework - perhaps you could ask Parri for some help, as he made an excellent AI rewrite of ACTK's version (the one this is based off of).
You are credited on my version of the track, so I figured I'd mention it. As it stands, your update to the ACTK rFactor version with Parri's AI is feature complete, has competitive, safe AI, and is near-flawless - but doesn't have the big boy T3.
Cheers.