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Now, i think i 've been patient enough
I second this, I also believe you have been patient enough, this ageless beauty belongs to AC. Bring it on.
Now, i think i 've been patient enough
Thx for sharing this version.Guys, could you try my conversion of acc Kyalami track. Big thanks to LaChub for Ai
View attachment 1396033
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vv_kyalami_v0.6
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Thank you @Tetri and @andrevr for your input. After going back and forth with the options in CSP and the Pure Config lights are working properly againYou probably know that already but in the pure config, under the AI tab, you can decide whether the headlights are Pure or CSP controlled, as well as to get them working on different lighting conditions, either cubemap or ambient ent luminance.
The CSP Headlights control is in "Weather FX" settings, "turn headlights on and off automatically". I use this option checked in CSP and the "hEADLIGHTS DEFAULT" in Pure config without any issues.
thanksHappy heads-up.
@GzeroD has posted his 1958 Vanwall GP in GTPlanet Downloads
The car that Stirling Moss drove, to lose the drivers championship, by being a gentleman and a legend.
Was indeed a real Gentleman.Happy heads-up.
@GzeroD has posted his 1958 Vanwall GP in GTPlanet Downloads
The car that Stirling Moss drove, to lose the drivers championship, by being a gentleman and a legend.
Glence Hill - v1.01Glence Hill - v1.01
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"Glence Hill is a small fictional club style circuit set along the Scottish coast"
features:
- 16 pit/grid with AI
- 2 cameras
- CSP RainFX, VAO and otherFX™
- some horses
credits:
- original 3d model by @frasie, converted with permission to Assetto Corsa by @RMi_wood
- new trees, physical road mesh and MUCH 3d rework by @pugsang (thanks bro!)
- logo by @Fanapryde
- beta testing by the above and @Breathe, @Masscot, @TITI, @erentuzci,
:: DOWNLOAD ::
Yes, I feel a bit the same.thanks
good car but the FFB is very "bumpy" (I don't know how to say) is there a way to modify the ffb of a car ?
these positions would be from 0,0,0 of the whole model, i think, not the distance you want to move them.I am trying to move the position of an element, a track marshal, further away from the racing line from where track creator has placed them. I can make meshes disappear with a entry into the tracks ext_config.ini file so I thought I would try doing the same to move a mesh, without having to involve kn5 files and apps I am not familiar with, like 3dSIMED.
I came up with the idea of asking ChatGPT instead of sifting through the web for hours. What I got looked very plausible to me. And yes I can hear people laughing at me!
Sadly nothing is working yet. I’m not sure if ChatGPT got this info from somewhere creditable, or if came up with the idea on a whim based on other working ideas it found?
ChatGPT suggested:
[MODEL_REPLACEMENT_...]
NAME=YourMeshNameHere
POSITION= x, y, z ; These values shift the object in 3D space
ROTATION= x, y, z ; This rotates the object around its origin
SCALE= x, y, z ; This scales the object (optional)
and an example to raise it by 2 metres:
[MODEL_REPLACEMENT_BANNER_01]
NAME=BANNER_01
POSITION=0, 2, 0
I have tried a few combinations, based on ChatGPT suggestions, but nothing is working yet. Any idea if this is possible?
Other code variations i have tried were along the lines of:
[MESH_ADJUSTMENT_1]
ACTIVE = 1
MESHES = comipiste027_WC_MARSHAL0302
IS_RENDERABLE = 1
POSITIION = 0, 10, 5
and also
[MODEL_REPLACEMENT_...]
ACTIVE = 1
[REPLACEMENT_0]
NAME = comipiste027_WC_MARSHAL0302
POSITION = 0, 10, 5
ROTATION = 0, 0, 0
Thx for sharing this version.
Imo, there´s still a lot to do. A lot of trees are floating around and some of them really very high and obviously.
View attachment 1396588
Ok i will check it!Thx for sharing this version.
Imo, there´s still a lot to do. A lot of trees are floating around and some of them really very high and obviously.
View attachment 1396587
View attachment 1396588
Power cables could be thinner, like in my screenshot above.
Power stands and some fences misses double side, too.
Terrains and mountains could blend better together, like in my first screenshot.
Imo a lot of buildings and other assets have wrong normals.
Pit building looks strange:
View attachment 1396591
It should imo look more like this:
View attachment 1396592
Some of these things can be done with config, but others unfortunately not.
The terrains blending is easy to change:
View attachment 1396593
I can share my config changes, if you like, but before you´ve to fix the other things.
Unfortunately, my time is very limited lately, but I´ll try to help with hints if wanted and needed.
@RMi_wood Sadly no change. I also tried entering values just a little different to what I wrote down as the co-oridinates of the mesh as detailedin the object inspector in the hope that might make it move to a random nearby position, but no effect.these positions would be from 0,0,0 of the whole model, i think, not the distance you want to move them.
BTW, did they dissappear when you tried these variations?
I could be wrong, but as far as i know there's no way to move meshes inside of a kn5 via ext_config unless you added that specific object into another KN5.@RMi_wood Sadly no change. I also tried entering values just a little different to what I wrote down as the co-oridinates of the mesh as detailedin the object inspector in the hope that might make it move to a random nearby position, but no effect.
Cool track thanks!Glence Hill - v1.01
changelog:
- transparent fence fixed
- start lights better visuals
- floating skidmarks corrected / deleted
- wheels on truck now touch the ground
- tweaked VAO patch fix for visual glitch (no VAO is applied)
Original post updated for download ::here::
rmi_ingliston87Cool track thanks!
Makes me wish for a historic Ingilston track someday, there is a decent looking GPL version which gives me a good excuse to install that game.
Ingliston 1994...kinda decent...Cool track thanks!
Makes me wish for a historic Ingilston track someday, there is a decent looking GPL version which gives me a good excuse to install that game.
Could be related to the track config and the grass shader settings. So gamma will not really show exaggerated values. So maybe the person who did the config was boosting values and now in LCS you really see it. Maybe just have a look into the config file and find the settings for that material the grass is put on.Hi, i have a problem, with some tracks like prunieres embrun by superstage, the grass looks radioactive with pure lcs, didnt happen with gamma. Also, when i do screenshots with the game, it cant be seen on the screenshots (second pic). Any idea why it could be? @Peter Boese
View attachment 1396780
View attachment 1396782
Edit: happens with gamma too, even if its way less visible. First screenshot made with windows, second in the game, both with gamma.
View attachment 1396783
View attachment 1396784
Thanks Cris, I'm always hoping someone come up with a way. The code ChatGPT suggested certainly looked viable, but I assume it was just trying it's luck too.I could be wrong, but as far as i know there's no way to move meshes inside of a kn5 via ext_config unless you added that specific object into another KN5.
yesterday it updates twiceI had automatic updates disabled for Content Manager, and yet just now upon opening, I've been notified that CM has been updated (0.8.2686.39678). Is it just me?![]()
ChatGPT is a valuable help, but not everytime give right info (or better, not everytime everything works as expected). But it worth a try when you have no idea on how to proceed.Thanks Cris, I'm always hoping someone come up with a way. The code ChatGPT suggested certainly looked viable, but I assume it was just trying it's luck too.