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Much more confident with the 6 speed nowUpdate Marcos Mantara LM600
Physics by RMS
Some materials were adjusted (brighter)
![]()
135.69 MB file on MEGA
mega.nz
5 Speed
6 Speed
Last edited:
Much more confident with the 6 speed nowUpdate Marcos Mantara LM600
Physics by RMS
Some materials were adjusted (brighter)
![]()
135.69 MB file on MEGA
mega.nz
That is good! Because the official recorded best time with that car is - 1:47.72.Much more confident with the 6 speed now
5 Speed
View attachment 1499628
6 Speed
View attachment 1499629
Would you take a look at reboots sebring please ?I know it's a sin to mess with a Lilski track, but much like Bridgehampton, the track renders really bright for me using CSP. So i'm fooling around with it a little to make it not so bright on my end. Plus i'm adding a few CSP features just for kicks. So far i've added the @Masscot cable fix to all of the wires, adjusted some shader values, made the windows transparent and began replacing all the flags with animated versions. This one may take awhile because there are a lot of flags. I also hope to add meshes for turning lights on at night.
I still need to balance the shader values a bit (might be too dark at the moment) and get the flag sizes correct. I hope when i'm done he will let me make the mod available.
Before:
View attachment 1499658
After:
View attachment 1499659
I have converted 3 fictional tracks from GTR2. Details of the circuit can be found in the original link or readme_gtr2.
Original author link (RD)
Le Mancorchamps v1.21 (2025/12/04 Updated)
View attachment 1213266
-CSP recommended
-30 pit/start
-AI, cam
-White & Red cm skin
Credits & Thanks:
Original Track by ChriKoh
-Thank you for giving me permission
AC Converted by @shi (shin956)
AI by @KevinK2
ext_config by @CrisT86
logo.png and sections.ini by @Fanapryde
Additional cams by @DaBaeda
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v1.1 changelog;
Added groove, lights, seasons, 2nd windmill.
Adjusted some normals and shaders.
Changed asphalt texture.
Fixed white line.
Edited track map.
Added 2 cams by DaBaeda.
Added logo.png and sections.ini by Fanapryde.
v1.11 changelog;
Hid lemancorchamps_wall.kn5.
v1.2 changelog;
The white lines were made into a separate mesh and smoothed.
Updated gas station textures.
Updated road surface textures.
Fixed some normals and shaders.
Fixed holes.
Updated ext_config,ini and VAO-patch.
Added skidmarks.
Added marshalls.
Added camera facing crowds.
A few minor fixes.
v1.21 changelog;
Fixed the mesh of the gas station.
Fixed mapping for Treewall and Guardrail. (Thanks Mascot for the report.)
Fixed the spectator textures. (Thanks Mascot.)
Updated VAO-patch.
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Spaburgring v1.3 (2025/12/16 Updated)
View attachment 1499854
-CSP recommended
-30 pit/start
-AI, cam
-White & Red cm skin
Credits & Thanks:
Original Track by ChriKoh
-Thank you for giving me permission
AC Converted by @shi (shin956)
AI by @KevinK2
ext_config (base) by @CrisT86
logo.png and sections.ini by @Fanapryde
Test and Feedback by @Fanapryde
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v1.1 changelog;
Adjusted some normals and shaders.
Added groove.
Updated ext_config.ini and cam.
Removed spaburgring_wall.kn5.
Smoothed physical road surface.
Added logo.png and sections.ini by Fanapryde.
Changed background.
v1.2 changelog;
Fixed hole. (Thanks clickersnapper01 for the report.)
Fixed castle normals.
Changed background.
3D mountains from Chuck_CG's Landscape pack.
![]()
Landscape pack
6 Terrains, 5 displacement maps(1k, 2k)4k PBR textures(color, roughness, normal)open with blender 3.3+Increase subdivision levels for more details.in the images below you can see the levels at 5 then at 0My Portfolio https://www.artstation.com/chuckcgchuckcg.gumroad.com
v1.3 changelog;
The white lines were made into a separate mesh and smoothed.
Updated the road surface's UV mapping and textures.
Fixed some normals and shaders.
Added skidmarks.
Added marshalls.
Added camera facing crowds.
Added reverb to the bridge.
Updated tree textures.
Updated ext_config,ini and VAO-patch.
A few minor fixes.
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Zandzuka v1.0 (02/17/2023 Update)
View attachment 1231738
-CSP recommended
-30 pit/start
-AI, cam
-White & Red cm skin
Credits & Thanks:
Original Track by ChriKoh
-Thank you for giving me permission
AC Converted by @shi (shin956)
AI by KevinK2
ext_config by CrisT86
logo.png and sections.ini by Fanapryde
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.0 changelog;
-Adjusted many normals and shaders
-Added groove
-Added some normal map texture
-Updated ext_config.ini
-Removed zandzuka_wall.kn5
-Added logo.png and sections.ini by Fanapryde
-Changed background
3D mountains from Chuck_CG's Landscape pack.
Hi, the link is dead 🙁Real skins so JK doesn't have to share yet another update lol
Based on 1995 / 1997 LM and 1999 FIA GT
edit : forgot the AO lol
View attachment 1499389
View attachment 1499390
View attachment 1499391
Hi, the link is dead 🙁
I use this oneOk i was bored and decided to update those kunos previews in CM. Now some cars miss wheels, and i believe my previews are worse than before. Typing "preview" in the search bar was a bad idea.
Which preview sets are you guys using, or which preview addon? I like the ones with industrial walls or grass behind, could not find them
That's a showroom, isn't it? Is it making previews as well? And what's its name please, so i can find it?I use this oneView attachment 1499886
The kerbs and tyres and signs and stuff all look a bit laboratory clean, so I very quickly smeared dog tods on the red & white skin to filth it up a bit if anyone wants it. Five-minute job so don't expect miracles..!Spaburgring v1.3
v1.3 changelog;
The white lines were made into a separate mesh and smoothed.
Updated the road surface's UV mapping and textures.
Fixed some normals and shaders.
Added skidmarks.
Added marshalls.
Added camera facing crowds.
Added reverb to the bridge.
Updated tree textures.
Updated ext_config,ini and VAO-patch.
A few minor fixes.
View attachment 1499855
It's made as a track, but it can also be used as a showroom if you tinker a bit)That's a showroom, isn't it? Is it making previews as well? And what's its name please, so i can find it?
NISSAN GT-R NISMO GT3 2018 V1.2 update!NISSAN GT-R NISMO GT3 2018 V1.1 update!
Sprint and Endurance
LINK 1: https://mods.to/KBxw69123148b8deb
LINK 2: https://modsfire.com/3VmRFnC1Gi3EcD6
CHANGELOG V1.1 — PLEASE DELETE THE OLD CAR FOLDER!
— fixed script.lua for AI not starting in race, using manual/automatic starter physics, when a different car is selected by human player
— fixed script.lua for AI not starting in drag race, using manual starter physics
— added a brake light 3D animation
— fixed brake lights and hazard lights emissive
— fixed throttle and brake animations with pedals not moving
— fixed throttle foot animation for VR (thanks Masscot for the feedback)
— fixed Starter sound triggered by abrupt RPM fall but not reaching 0 RPMs
** thanks to our two new testers fto_10 and Nuttyboy812 **
View attachment 1486072
Hi simracers!
I present you the ACC conversion of the NISSAN GT-R NISMO GT3 2018. The car took me quite some time to complete, because it was difficult to gather the old crew to help me working on it, in my spare time, so I had to take several breaks and restarts. But eventually here we are, version 1.0 is ready to drive, because I couldn't leave the "Godzilla" as an unfinished business.
I want to thank my fellows in this long journey:
enkay74, TheSoundguy, Fanapryde, berserker974, ST130013, ThePharaoh89, CrestedIsland.
Special thanks to FileMissing who had the idea of converting the car, in the first place, but he wasn't able to join us and Fanapryde ❤️
I hope you guys will enjoy driving the car.
You will find a .pdf file inside the archive, where you can understand how to operate the car:
— Manual start or automatic start via .bat file. By default the car is on Manual ignition/start mode.
— 3 MOTEC display pages available
— 2 Racelogic display pages
— SAS Driver info display
— Visor up and down
— 2 celebrations
Thank you all, thanks to Kunos for this great evergreen sim.
Ciao! 😁
VRCHello,
I have a question...
VRC Tourers or Cyrill Cherry BTCC?
Tks
VRC but some like Audi A4 and Alfa 155/156 are pretty good by Cyrill Cherry.Hello,
I have a question...
VRC Tourers or Cyrill Cherry BTCC?
Tks
Spaburgring v1.3
v1.3 changelog;
The white lines were made into a separate mesh and smoothed.
Updated the road surface's UV mapping and textures.
Fixed some normals and shaders.
Added skidmarks.
Added marshalls.
Added camera facing crowds.
Added reverb to the bridge.
Updated tree textures.
Updated ext_config,ini and VAO-patch.
A few minor fixes.
View attachment 1499855
Trying to figure out if this is a 'me' problem with Riverside. The first picture below is what I see by default. There should be cars and other objects in that big empty area, but I don't see any. The second picture is what I think i'm supposed to see with the area populated with objects. But to get this look I had to do some editing to the veh.kn5 file. Basically just some object name changing.
Can someone have a look at this area on Riverside (it's to the right of the pits on the long layout) and tell me if what you see looks like the first or second picture. If it's the second picture, then I definitely have a 'me' problem. If it's the first pic, then something weird is going on with the veh.kn5 file and it's not rendering all of the objects.
View attachment 1499945
View attachment 1499946
CSP 0.3.0-preview140:Trying to figure out if this is a 'me' problem with Riverside. The first picture below is what I see by default. There should be cars and other objects in that big empty area, but I don't see any. The second picture is what I think i'm supposed to see with the area populated with objects. But to get this look I had to do some editing to the veh.kn5 file. Basically just some object name changing.
Can someone have a look at this area on Riverside (it's to the right of the pits on the long layout) and tell me if what you see looks like the first or second picture. If it's the second picture, then I definitely have a 'me' problem. If it's the first pic, then something weird is going on with the veh.kn5 file and it's not rendering all of the objects. From my investigating, it seems any object with KSLAYER5 in it's name is not getting rendered. I had to change the name to KSLAYER7 to get them to show.
View attachment 1499945
View attachment 1499946
;hide original horizon wall
[MESH_ADJUSTMENT_...]
MESHES=a_bkb
IS_RENDERABLE=0

