@JK1977 For what it's worth, I personally prefer your original glass settings...for me, with the "revised" settings, it looks like there's no glass at all in replays.@JK1977 please note these glass settings and consider updating your cars with them (and using it for future cars). The milky highly-reflective settings you normally use can look quite odd. These are subjectively better.
Appreciate your response once again mate!
Every glass is set to alpha blend with transparency=yes
Every bulb/bulb support/housing is set to opaque with transparency=no
Also, since I edited the rear tail & brake lights with lights.ini, they work only in CM Showroom. In game there's still no result. See how it looks in-game and CM Showroom below: (central brake light does not light up in CM because it's setup in ext_config and they work not like the tails).
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Kinda lost on what's happening now...
Hijacking this because first couple of times I asked about that I got ignored lol
I have the same problem with two cars I'm working on, headlights don't work in game but they do in CM showroom. No refracting or emissive stuff, just some basic lights.
I found it by opening up the full app task bar on the right, then clicking on App Shelf, and scrolling to the Car Mirrors app (see small window on the far left of my screen). From that point on, the Car Mirrors app will reside in the primary app list on the far right.That's what I forgot.
Where can I get this menu to appear (mirror editing)?
I had activated it a while ago, but I don't remember it anymore.
If you could show me a (print) where it is in the (CSP), I'd appreciate it.
Sure.. there was another suggestion that the engine and rev limit sound need to match, or the limit should not be exceeded.About the Copersucar sound (cuts in the turns), I'll see what I can improve (maybe by modifying the "sfx" file) or the "sounds" file in the "Data" folder with something else.
Maybe something halfway between the two would work?@JK1977 For what it's worth, I personally prefer your original glass settings...for me, with the "revised" settings, it looks like there's no glass at all in replays.
Solved!! In the end it was another rookie mistake: lights and brakes numbering in the headers + some mesh issues with the materials of those specific parts. I'm now working with the self-lighting and tweaking some parameters.![]()
"Congratulations. You have reached the end of my knowledge. For more information, please contact technical support"
yes, i play on 100% difficulty, 2nd, 3rd and all the rest are pretty tight (not counting those who crash/fly off). the first one stands out, of course not every time, but he (sometimes it's tvr, sometimes alpha, sometimes mustang) is doing about 8:05 laps, when the others
I was running graphic tests and give the GTC60s a ride on the Nord. My leader is 3 secs away from the second place and third place, but the back of the pack is indeed 20 seconds behind.are doing 8:20, and often worse, 8:25 and slower. in the thread user exva wrote that it's AC's fault, and he often has this with different cars.
Oh i forgot, the 2 Dundrod versions (Weikangcai conversion and Usual Suspects i think) are extremely fun tracks and they would be a blast with a faster AI, if you find time for them👍.Here is the AI for Oesterreichring 1979
Fast AI for "Oesterreichring 1979" - version from "Jim Lloyd & Terra21" or "Zwiss"
Fast AI for Oesterreichring 1979, version from "Jim Lloyd & Terra21" according to feedback it also works with the "Zwiss" version. *If you have a track that you wished had better AI let me know! I generally recommend: leave the aggression at...www.overtake.gg
The FFB app. increase the gain. The settings will save per car.Does anyone know how to increase the steering effort on the cars? There is a Ferrari 312P Monza (1972) done by MrLonguinha17 that I would like to drive but the steering is way to light. Bazza's 312P has a much better feel (stiffer).
Thank you
RT Oulton literally has no hints.[EDIT]
Also, one of the most beautiful tracks released needs a huge fastlane boost :
[EDIT]Tracks - RT Oulton Park - Early 1960s skin
shock_ submitted a new resource: RT Oulton Park - Early 1960s skin - Bringing a softer look to the historic 54-72 layout By no means a total conversion, and definitely not an accurate recreation, but perhaps a little bit more immersive when driving the historic layout of Reboot Team's Oulton...www.overtake.gg
Gotchu fam, two cars, four variants (thanks ext_config). PC2 model with FM (or GT?) LM wingGood evening.
I thought someone had already adapted this Jaguar model (XJR8-LM) (by RTM, original XJR9-LM covered wheels).
Adaptation, uncovered rear wheels.
I decided to make a simple adaptation to the model (as well as the skins) from the Le Mans race (1987).
It would still have to be improved, but it's a good start.
Hi. Where is the force feedback app please. Thanks.The FFB app. increase the gain. The settings will save per car.
An essential app, along with the viewport adjuster. First two things I do with literally every car when driving for the first time - get the FFB torque window correct, and get the FOV right so my wheel matches the in-game wheel.
Hi. Where is the force feedback app please. Thanks.
It works also on Zwiss's version (zw_spielberg1977)Here is the AI for Oesterreichring 1979
Fast AI for "Oesterreichring 1979" - version from "Jim Lloyd & Terra21" or "Zwiss"
Fast AI for Oesterreichring 1979, version from "Jim Lloyd & Terra21" according to feedback it also works with the "Zwiss" version. *If you have a track that you wished had better AI let me know! I generally recommend: leave the aggression at...www.overtake.gg
I did not test it during a race, but during the qualifying session.
With the original pitlane.ai, AI cars do not pit during the qualifying, their fuel level decrease to 1 liter and stay like this until the end of the session.
With the new pitlane.ai, they pit after 4 -5 laps.
I agree with you regarding a race without pitstops. It's like something is missing.
I found this statement and simply tried to deleted any reference to grooves or skidmarks from "MATERIAL=" and the issue was gone.well this will never work right if the shader is an *AT
BLEND_MODE= ALPHA_BLEND
IS_TRANSPARENT= 0 ; blend needs tansp 1
as well this cant be good
DEPTH_MODE= LESSEQUAL
These and the Jags are stunning! I truly hope you release them one day.I'm also (hardly, last update was... last year lol) working on a comprehensive 962 pack (1986-1991) using the PC2 model but I lack motivation (as I always do)
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Busy. Too many cars to do alreadyI was looking for recreating the Crystal Palace WSC race from 1968 http://www.wsrp.cz/natgb1968.html#15
Just to see if it would be fun, but instead i found out about this weird one :
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The Fiat Abarth 1000 SP, little article here : https://petrolicious.com/articles/t...-raced-around-europe-for-decades-and-counting
Gallery here (with the actual super bare bone racing ones from 66) https://www.supercars.net/blog/1966-fiat-abarth-1000-sp-gallery/
I didn't find any mod of it, but it looks like it could be a fun project. Anyway, if anyone heard of something close to replace it, i'm taking the bet.
@alexlockout (it looks a little like the lotus 23 doesn't it?) & @Alguecool
Is this version unavailable, with open wheels?What a shame.I'll have to stick with my adaptation for now.Gotchu fam, two cars, four variants (thanks ext_config). PC2 model with FM (or GT?) LM wing
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Maybe it'll come out one day