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There is the GT500 Honda nsx, its the 2014 model with 2018 liveries. Read the descriptionthx, but this is not what i´m looking for. i was in hope for the GT500 Concept Honda. but thank you for replying.
There is the GT500 Honda nsx, its the 2014 model with 2018 liveries. Read the descriptionthx, but this is not what i´m looking for. i was in hope for the GT500 Concept Honda. but thank you for replying.
I had this installed a while ago. Went driving Nords to check something else and I now noticed that on every spot where smoke is, I now see some sparkles fly across the road, direction smoke. Can't remember seeing this before.
Was/is this intended or is it some strange CSP thing (0.1.62-preview15 installed atm) ?View attachment 946009
Here are a few more that I've been working on this past week.
AI for acf milan castello:
https://mega.nz/file/ioJgVKZS#nmt4LuB0-QEWfe3CqkNnWaaVF2B5IgX74NaemUhYryA
Kevin
ShaftPP: aka dawn2dusk
v1.0 by RMi_wood
What?
A PP filter for Assetto Corsa, using SoL 1.6+ lua for consistency
Why?
A realistic (or not so) filter for showing those sunrays coming from the dawn/dusk
Set your track for sunrise.. sunset... drive through a forest, a city, a togue...
Watch out! You will get a little glare coming around that corner!
Can anybody help me find acu_autosportraceway??
I'm never filled with confidence when a new car puts you in the passenger seat on initial start up... I mean, some things should be relatively obvious during testing, no?
What factors, besides the detailing of the 3d model and textures, can affect the CPU load and FPS with a filled AI grid?
I am trying to optimize RSS Formula 2 to have a complete starting grid. Despite the fact that the mod has LODs, I get much lower fps than with Kunos cars. At first I thought it was because LODs are heavier than necessary. And i made very light version of LOD D.
It didn't increase the fps. Then I changed lods.ini so that LOD D is displayed already at 1 meter distance. Thus, I see all the cars of rivals, even the closest ones, in the low detail (as an experiment). But the FPS still hasn't changed.
I think that it makes no sense to experiment further with LODs files.
But what needs to be done? What can affect performance like that? I can put other cars on the grid in the amount of 18-25,
RSS Formula 2 - only 7-8. In addition to reducing the detail of LODs, what other ways can improve performance?
Don't be daft, I know this wasn't your work and you did nothing wrong at all. We should all feel free to comment on the bad as well as the good in the interests of improvement and advancement. I was just surprised that such a glaring and basic error was so instantly apparent, even in a beta. The modder must only use chase cam I guess. Hopefully he'll address this along with its other issues. Thanks for sharing it.Please don't shoot the messenger.
I did just copy a post from a facebook group because I know that some people here dont (want) to have access to FB. I didn't touch the linked file at all. And I did gave credit to the modder and the source.
I am sorry that you are not happy with the quality of the mod.
Don't be daft, I know this wasn't your work and you did nothing wrong at all. We should all feel free to comment on the bad as well as the good in the interests of improvement and advancement. I was just surprised that such a glaring and basic error was so instantly apparent, even in a beta. The modder must only use chase cam I guess. Hopefully he'll address this along with its other issues. Thanks for sharing it.
Oh man, this is the one from Wack, right? Seeing this brought back all sorts of nightmares. I spent a day trying to fix the cockpit once but the textures are shared across a couple of low-res pngs (PNGS!) and the illogiocal way that materials are grouped defies belief. The instrument clusters look like photocopies of faxes so rather than tidy them up properly (or get proper high-res textures) it looks like the original modder just reduced the overall brightness to hide the artifacts, thus removing all of the warning lights and other detail etc from the dials. The various shader values applied to the cockpit are so random they seem to have been determined by a bingo caller.
I did manage some stuff like de-tippexing the window seals and fixing the shifting animation but silk purses and sow's ears was the background chant. The cockpit is a wormy turd that I couldn't even roll in glitter - it really needs deconstructing and materials assigning properly, so probably warrants the expert attention of @AC Modder to sort it out properly. What say you - could it be added to the list? It's a nice little car apart from the 8-bit cockpit.
Good video for anyone who might want a few more sound mods.
Good video for anyone who might want a few more sound mods.
Just install the flow shader, you'll find out that many tracks need it and you'll just get the same crash next time.
I really want to but on my triple screens I get now and again stutter with it enabled during race - I then spend time stressing over the stutter so instead I've now disabled it on all the tracks and no stutter. But yep, I would like to have it tbh but that's how it goes sometimes - I'm just grateful to get the modded stuff I've now got.![]()
Looks very nice, but I get 15 fps on this one. What could be causing this, any other track I don't go under 50?Fuji Speedway updated, now also RainFX prepped.
https://www.racedepartment.com/downloads/fuji-speedway-1993.32282/updates#resource-update-61841
Mmmm, that's weird. I've just been driving around it in RainFX which normally nukes my framerate from orbit, but it performed extremely well.Looks very nice, but I get 15 fps on this one. What could be causing this, any other track I don't go under 50?