I see a few people fixing up some tracks recently...could someone give some TLC to Palm Beach International Raceway? It’s got some....issues.
And I don’t mean just adding 3dgrass and fixing the horizon.
Hi-Non-Facebook-Users. News from Assetto Corsa Mod Central:
Fedor Rodin
Assetto Corsa Mod Central
!!!!!!!!!!!!!!!!!! **RELEASED** !!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!! Reworked Physics Pack !!!!!!!!!!!!!!!!!!
I've seen a lot of interesting mods but with disgusting physics. I didn't work a miracle, but I made these cars more driveable. For example: the Spyker could not be driven at high speeds and only had slick tires. Also in my pack there are 3 brand new cars, but using models ported by other authors, for which they, in fact, big thanks. It seems that all cars are free, so I can rework and upload them like this.
If you are an author and you don't like that your car is reworked and posted by me, just write me and i will delete this (those) cars from the pack
I used only Content Manager and Data files, not models or textures (except Lync&Co, it is textured in GIMP)
Enjoy your driving
Sorry, won't able to download, i was reuploading (28.07.2020 11:50 - 11:58), wrong Ultima tyre set
Download:
Yandex Disk https://yadi.sk/d/hh33HQjpkSgk6Q
Mediafire https://www.mediafire.com/file/rc6cghrsbq0nhdr/FFR431_Physics_Rework_Pack.rar/file
Please be careful when installing. The author did use the same folder-name as the original. So your files will be overwritten!
Pack includes:
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i was thinking, its so sad that we dont have this skin for assetto corsa's gillet vertigo so i tried to replicate it
so unfortunately, i just created this abomination of a skin
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i hope i at least make someone laugh
(its my first try so i messed up a bunch of things, almost everything i could bc im dumb)
sorry XD
Any chance there's a version of Monaco with the updated swimming pool chicane? All the current versions have the pre-2015 chicane.
That's a weird track. It seems like everything is too big. maybe it's just the white lines on the road texture being too big making it feel like everything else is oversized but the road also feels super wide. The rfactor 2 one looks pretty nice.
HAhaha last year i was on rampage converting tracks but they have issues , nowdays im not that quick and i pay more attention to details but some things goes loose like this road mesh. btw i think the adria roa will be ready sooner. Thanks and enjoy the tracks!
Thanks a lot buddy, for this and the increases on Montreal 88' and Okayama 94'. If you keep adding pit boxes to each of your updates then you'll have a guaranteed download right here every time.
Yes, 4 more pit boxes, something which I asked him to include in his updates if he could and to which he generously obliged.
Well isn't this precious, now we've got people out in support of encryption as a result of someone providing free optional updates on old and neglected track mods. Here's a radical idea for those that find EASY's updates so incredibly offensive... don't download them... maybe even put him on ignore. Whether you like it or not, he's absolutely free and entitled to make whatever changes/updates he wants to these mods and release them here for people to decide whether or not to download.
This Zonda F has driven me mad! first the gear ratios for it on the web don't even exist so i had to recreate the ones that were from the crew 2 the second thing is the power really annoys me the car like reaches 281 km/h or 181 mph and just stops irl the car can reach around 345 km/h or 214 mph what is causing this? the torque or the gear ratios? because i have absolutely no clue i can release it but its performance will be unrealistic. Would really appreciate help on this one. Or is Pagani straight up lying about it having 594 hp? I had a similar issue with my xj220s not reaching 369 km/h or 229 mph
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Not completely finished but certainly usable
Motorland Aragon:
https://mega.nz/#!CXhjAIpS!Q1DA7knB3x6TsirAkDzcdaoI4A0ZUCu90XAO8QsSRas
Guys, sorry for my absence lately. Getting surgery soon, hopefully be back in the swing of things soon.
I wanted to post something I've discovered during my experiments with getting AI to pit mid-race, around 20 to 30 laps. What I've found and the way I've been doing it goes against what I think is normal, but works absolutely perfect for my play style.
1. First off, I don't have time to do qualifying. So what I usually do is setup a range of AI strength, with me starting at the back of the grid, in which I can pretty much get through the back half of the grid and then have to fight hard against the leading half of the grid.
2. What I've found that was making getting the AI to mid-pit very hit or miss is the fact that some tracks have the ideal line ai file and some don't. The ideal line seems to be just a copy of the main fast ai line. The ideal-line seems to make the AI do at least some initial calculation for fuel even without qualifying. You can test this by starting a race with the ideal line in place, check ai fuel. Then do the same race after disabling the ideal line. The one without the ideal line will typically fill to capacity.
3. What I've done, and this is where it it's not such a normal thing to do, is I've disabled all of the ideal-lines of the tracks I have installed. What that does for me, is make the AI fill to capacity and gives me the ability to set fuel consumption solidly based off the AI's full tanks. I start the race, fill my tank to capacity as well, and then me and the AI will pit around lap 15 of a 30 lap race, for instance. The consumption that I set is saved for a specific grid of cars that I'm running, so I can save it for that grid and reuse it whenever and get consistent mid-pit behavior (as long as the ideal-line is not there. If the ideal line is there, the AI will start with very inconsistent fuel amounts from track to track before qualifying. And as I said, for me personally, I don't have time (or just don't like) doing qualifying.).
... I forget what I was trying to say here. I hope this helps someone. Love you guys and gals.
Seems to be a major issue with my computer with latest CSP version 0.1.62. If I enter a race first time after a fresh start, FPS is high and I am getting average of what I am usually getting when I am on previous version of CSP. However, after a race is over and I enter into another race from CM, same condition, same numbers of cars, nothing change, fps would drop by 20 or so as if something in the new CSP that's not running the CPU to its full potential...strange problem, anyone else experience this?
Thank You very much!
As well as what has already been said, check your aero.ini and have a good read through this:This Zonda F has driven me mad! first the gear ratios for it on the web don't even exist so i had to recreate the ones that were from the crew 2 the second thing is the power really annoys me the car like reaches 281 km/h or 181 mph and just stops irl the car can reach around 345 km/h or 214 mph what is causing this? the torque or the gear ratios? because i have absolutely no clue i can release it but its performance will be unrealistic. Would really appreciate help on this one. Or is Pagani straight up lying about it having 594 hp? I had a similar issue with my xj220s not reaching 369 km/h or 229 mph
View attachment 944907
This Zonda F has driven me mad! first the gear ratios for it on the web don't even exist so i had to recreate the ones that were from the crew 2 the second thing is the power really annoys me the car like reaches 281 km/h or 181 mph and just stops irl the car can reach around 345 km/h or 214 mph what is causing this? the torque or the gear ratios? because i have absolutely no clue i can release it but its performance will be unrealistic. Would really appreciate help on this one. Or is Pagani straight up lying about it having 594 hp? I had a similar issue with my xj220s not reaching 369 km/h or 229 mph
View attachment 944907
Thank you so much!If the torque values in power.lut are OK, the problem is the drag (air resistance). You must change the drag values (CD_GAIN in aero.ini). Make the CD_GAIN lower, from original 1.0 you should try: 0.90, 0.85, 0.80,...until the car reaches the real top speed. This doesn´t change the downforce of the car, only the air resistance.
Greetings from Spain.
Iirc he made a pretty well one, but I don´t remember if he released it here. Will try to contact him over discord.I know this is an old post, but did you release a new version of this with a less bumpy road mesh for your excellent Adria and I missed it? Not pushing, just wondering!
I heard a whisper that somebody was starting it from scratch so I thought I'd save them a lot of heartache...
Reboot's still got plenty of secret stuff slowly baking away... as you well know. I don't think anyone's going to be disappointed.
no prob man, just a little friendly ribbing
ur right no one will be disappointed.
well back to one of the the secret tracks we're working on which is East-North East of my town a couple of states over. I think we're almost done with it.
I had previously mentioned...If the torque values in power.lut are OK, the problem is the drag (air resistance). You must change the drag values (CD_GAIN in aero.ini). Make the CD_GAIN lower, from original 1.0 you should try: 0.90, 0.85, 0.80,...until the car reaches the real top speed. This doesn´t change the downforce of the car, only the air resistance.
Greetings from Spain.
Been having some PC problems that took a few days to get right, but I have time this weekend unless I might be working on finishing off High Plains for @KevinK2Guys, I'm currently working on edits for Complex String.
So far, I've tackled the following: TED-EDiTS by Teddie: Created skin to replace ugly trees ● Closed holes in terrain mesh ● Fixed AI Lines ● Fixed transparent textures ● Remove errant planar meshes ● Added extended terrain mesh around main track ● Added new grass and roads shaders ● Added config file for GrassFX, reflective glass, flags etc. ● Replaced surrounding mountains ● Added skin with better, more vibrant or darkened, higher-resolution textures for roads, signage, etc. ● Added VAO patch ● Added new UI preview, outline, geo tags, description text, etc.
Next, I will be adding marshalls to the marshall stands, etc. as well as taking suggestions from my past posts about this track from Masscot and our other friends here into consideration.
Finally, I will also be including a reverse layout. I've already set up reverse s/f, timing dummies, etc for it, and I'm going to ping my friends @KevinK2 or @LiquidSkyMan to help with AI on both layouts to see who has time.
I'd like to add location and geo tags. I've initially set it up as USA. Does anyone have a different recommendation?
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It's not either one of those but I'll give U a hint - it's a Gilles75 conversion and it was a real bytch getting the AI cars to stop smacking the walls at some chicanes! (in both directions now, as the Gilles track was only one layout originally)@LiquidSkyMan
I have it down to Lime Rock or Monticello, and I have a strong feeling, it's Lime Rock. Do I have what it takes to be the new Sherlock?![]()
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