- 2,165

- Sherbrooke, Québec, Tabarnak!
Isnt the Fenryr version ported from ACC? (Beside the tress that sckk ballz! and the emptyness of the track surround like no spectators, no safety team, cars...) But yeah, its not "completed" 
I only tried the Nords layout, but yes, I get stuck loading the track on the AI Spline part. The only way I got around it was to put my ai files from the Kunos version into the ai folder. Then at least the track loaded and I could drive it. Not sure what would happen if I tried to race though.Are you also having an issue where the AI spline isn't loading the correct/default one for some reason?
I'm pretty sure the popup lights are activated by those extra buttons from CSP in almost all of Jugee's modsAnyone else having issues with Jugee's Trueno ? Light animation works fine in CM but doesn't in game and it's been that way since... Well its release.
Lights on CM :
View attachment 1491816
Lights on IG:
View attachment 1491818
Think I'll do one myself instead of relying on broken ass mods from 'good' modders
Attention folks, this is most likely the coolest thing you´ve ever seen for AC in recent time.
But we aren't talking about preferences here, we're talking about glaring omissions, basics that are reasonably expected when a track is released. Especially one that people have to pay for before they can even test it and discover what's missing. Expectations are generally higher with paymods for obvious reasons, but unfortunately they often come up short when compared to mods produced with passion rather than for financial gain.
I don't really understand what any of that has to do with workflow. It's an interesting discussion though, and I'm glad that people with differing opinions can discuss it respectfully in a civil manner. 👍
Yup. Big 'ol handful of the "quality" slider, right there. 👏Now this I can stomach a little better. To each his own and i'm not questioning Fenryr's texture choices. I'm sure they look fine in his eyes. I just know on my system the original grass and trees didn't strike me as being very realistic looking shape wise or color. I think I need a little bit more saturation in the trees though.
Default:
View attachment 1491881
Updated:
View attachment 1491882
From what I've seen and briefly tried myself, its more designed for building tracks from scratch. However, the export plugin could be a massive game changer, completely bypassing ksEditor completely and the need to apply modifiers.Wonder how useful it will be to port codemaster tracks to AC, Might just have to give that an try.
Here is my created fast lane for Rabbit Field & also AI Hints file. Please bear with me, im a newby at this.
The AI line has been improved (lap time). Thank you.Sorry here is the AI folder
Anyone else having issues with Jugee's Trueno ? Light animation works fine in CM but doesn't in game and it's been that way since... Well its release.
Lights on CM :
View attachment 1491816
Lights on IG:
View attachment 1491818
Think I'll do one myself instead of relying on broken ass mods from 'good' modders
I'm pretty sure the popup lights are activated by those extra buttons from CSP in almost all of Jugee's mods
Colorado 24 v1.2
View attachment 1193250
Fictional circuit in USA.
Conversion from GTR2.
-CSP recommended
-44 pit/start
-AI, cam
-2 layout (1990/2013)
Credits & Thanks;
Original Track by Edobot (Edoardo Bottin)
-Thank you for giving me permission
GTR2 Converted by by LaChub
AC Converted by @shi (shin956)
AI lines and ai_hints.ini by mk-sg
Additional cams by DaBaeda
logo.png by @Fanapryde
permissions obtained from parallel effort by @RMi_wood
some textures by kunos
Test and Feedback by @Breathe , @twobegreen , @Masscot
Enjoy.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.01 changelog;
New AI and sidelines.
Fixed normals and shaders.
Fixed floating skidmark.
Fixed flickering tree.
Updated ext_config.
Updated terrain texture.
Added cam by DaBaeda.
Updated preview.
v1.02 changelog;
Fixed billboard mapping.(Thanks for the report by Mascot.)
v1.03 changelog;
Changed normal map texture of rocks.(Thanks for the report by Mascot.)
v1.1 changelog;
New AI lines and ai_hints.ini by mk-sg. (Thanks!)
Added sand edges. (1990 layout)
Updated ext_config.ini. (fence and tree)
Updated semaphore.ini.
v1.2 changelog;
Smoothed white lines on the road surface.
Smoothed skidmarks.
Fixed some normals.
Fixed the floating tire wall. (2013 layout)
Added marshalls. (1990 layout)
Added marshall cars. (2013 layouts)
Added animation flags. (2013 layouts)
Added camera facing crowds.
Added groove.
Updated ext_config.ini.
Even when CSP settings → General Patch Settings → CPU optimizations → Chunks optimizations are set to Advanced, ground objects are no longer hidden. (Tested with CSP 0.2.12-preview1.)
It's a more recent scan, ported from ACC IIRC. It includes some of the changes that's been made to the track since the scan of the original AC one.Regarding the Fenryr Nords version, I have a couple of questions:
1.) What makes his version different from the Kunos version? Is the layout more accurate. I.E., elevations, turns, etc.
News from URD:
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https://shop.unitedracingdesign.com/p/ac-detroit-coyote-gt3
NOTE: CSP Version 0.2.6 or higher is required.
The car will not work under older versions.
Shop
AC Detroit Coyote GT3
We’re excited to unveil our latest project: the Detroit Coyote GT3!The Detroit Coyote GT3 sets a new standard for realism, with hundreds of hours spent meticulously recreating every detail of the car in stunning 3D. This project offers an unprecedented level of authenticity, bringing the car to life
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IMPORTANT: To get the most out of the Detroit Coyote GT3, we strongly recommend reading the included manual.It explains all systems, setup options, CPHYS features and the car unique functionalities, ensuring you fully understand how to operate and tune the car as intended.
When i'm happy with it I will. I'm getting closer since last night. Made a few adjustments. It's the same as the default colors, but I think more natural colors. I.E., less saturation. Others may think differently and i'm sure ppflters will make a huge difference from what I see.Will you make your changes public, please?
try with these AI (I also hided some left-over cones on a couple of layouts)I only tried the Nords layout, but yes, I get stuck loading the track on the AI Spline part. The only way I got around it was to put my ai files from the Kunos version into the ai folder. Then at least the track loaded and I could drive it. Not sure what would happen if I tried to race though.
I'm also stuck trying to figure out what kn5 file has the one weird 3D tree that pops up out of nowhere in the Metzgesfeld area. I can't click on it with the object inspector to get the mesh name so I can hide it and I can't find it in any of the kn5 files.
I'm a simple man: I've been laughing for three hours at the mechanic's ass in the foreground 😂
Speaking of simple men and asses... 🤣I'm a simple man: I've been laughing for three hours at the mechanic's ass in the foreground 😂









Thanks for this. i will give it a goThe AI line has been improved (lap time). Thank you.
It will be included in an upcoming update.
I felt the ai_hints.ini was not as intended, so I updated it.
Tested with Kunos GT3 on full grid.
Please check the attached file.
Have you read the AC fast AI Line guide by parrilla ?
I think you'll be able to understand ai_hints.ini.
AC fast AI Line guide
This is a mini guide on track AI improving, based on knowledge gained by trial and error and some headaches. (The downloadable PDF file has the same info as this post). Here goes a quick tutorial on Assetto Corsa AI line recording and...www.overtake.gg
Make sure we will have everything covered in version 1.0 and btw thanks Masscot/RMI for pylons and other stuff.I think the core issue here isn’t preferences. It’s standards. And expectations going way up only to come crashing down like a lead balloon.
Nothing new, this has been happening in AC and other titles for years.
Ah, didn't realise you were actually working with Fenryr on MotorLand Aragón. Feel free to include/adapt/improve my 'wet season' skin if you want to.Make sure we will have everything covered in version 1.0 and btw thanks Masscot/RMI for pylons and other stuff.