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No idea; if I had to guess it might have something to do with how the lap ghosts of your current session are cached but for all I know I'm talking out of my @$$.Anyone know why your ghost just randomly disappears after a few laps while hotlapping? I'd like to race against it on every lap, not eventually realise it's packed up and gone home without telling me.
For Friday evening, I present the car that was hanging over my bed on a poster between the Ferrari F40 and Lamborghini Diablo ....
Aston Martin V8 Vantage V600
View media item 67907
It still requires interior work, but you have to devote a lot of time to it, so what I did right away has to wait for the rest.
The original author is unknown to me, I've been correcting it a few hours a day for the last 6 days,
-Changed track width
-Changed suspension settings
-Changed tyres size
-Changed tyres 3d model
-Changed tyres settings
-Changed wheels size
-Changed brakes settings
-Changed brakes calliper position
-Changed brake disc texture
-Changed brake disc 3d model
-Changed engine power & torque
-Changed gearbox settings
-Changed sound to the real V8 with mechanical compressor
-Changed texture defrost lines in front headlight
-Changed texture in front headlight
-Changed ABS and TCS setup
-Changed flames settings and position
-Add darker glass in front headlight
-Add glass in gauges
-Add AO in body
-Add AO in wheels
-Add front&rear UK number plate
-Add New Color Skins
-Add New Lether Skins
-Add light in dashboard
-Add few options from Csp
-Add real description
-Revised car shaders
-Revised tyres shaders
-and many more.....
I think that today it is the best Vantage V600 we have in Assetto Corsa.
Have fun.
aston_martin_v600.rar - 43.8 MB
... It has no adjustable brakes and they lock up way to easily.
/////////////////////////////////////////////////////
;GENERIC
/////////////////////////////////////////////////////
[FRONT_BIAS]
SHOW_CLICKS=0
TAB=GENERIC
NAME=Brake Bias
MIN=50
MAX=80
STEP=1
POS_X=0.5
POS_Y=0
HELP=HELP_BRAKE_BIAS
[BRAKE_POWER_MULT]
SHOW_CLICKS=0
TAB=GENERIC
NAME=Brake power
MIN=80
MAX=100
STEP=1
POS_X=0.5
POS_Y=1
HELP=HELP_BRAKE_POWER_MULT
Yes, they are the bits I was referring to Teddie.
Great job so far @Teddie!
To echo some earlier comments about the layout, it does feel a little like a test track/handling course at times with no real opportunity to stretch your legs, probably more suited to slower cars (like the Abarth 500s, perhaps). But instead of altering the current layouts why not keep them intact as the medium/short ribbons and add a third longer/faster variant that shares some of the corners? There's an opportunity afforded here to add a tunnel or bridge or overpass as well for a bit of variety. Just an idea.
A few other observations from this opinionated oaf:
Hardly any track assets cast shadows, which is pretty vital for grounding them and helping with a realistic look.
Desert environments can look extremely barren and bland (like deserts!) but can be broken up with rocks, scrub, bushes etc.
The Tannoy posts in front of the grandstands look too substantial for their purpose, like RSJs sunk into the ground rather than the more slimline Tannoy posts you have elsewhere on the track.
Check the scaling of some assets like bridge stairways - if these look too big and bulky it can look like they've just been grabbed from a 3D warehouse and airdropped in. Everything should look like it belongs.
Maybe add some more tree variation, especially some desert-specifc shrubbery?
The asphalt texture looks good but would be enhanced with a subtle groove and skidmarks in appropriate locations.
Reverse layouts are always nice on fictional tracks and add a lot more asphalt for relatively little work.
Again, great job so far! I'm sure you'll take these comments in the spirit with which they were delivered - I wouldn't have spent time replying if I didn't think the track had great potential to be even better and you had the skills to do it.
For your first track, i have to say, very nice work!
Feedback for the flow of the track is already here. And i got problems in my first run in track day with the AI on 0.96.
Cars are stuck everywhere on the track, with AI flood activated.
As i am a graphics guy, at first i would match the colors of the ground with the trees a bit
and plant some little bushes all over the terrain.
I especially like all the little hills and the terrain itself, just nice!
Thank you Teddie, i guess there went away more than 100hours of work?!!
Now i go back on your track again!
View attachment 957222 View attachment 957223 View attachment 957224
Whatever you decide @Teddie , but I also do like the way the track is now and keeping this version. Makes a nice challenging club type track and I can do many of my cars I use on this track. I have done GT, F1, and some slower cars and seem to do fine for me. Track graphics look very good in VR. I see also this track would work good for Gokarts which I do. But this is my own opinion.
View attachment 957300 View attachment 957301 View attachment 957302 Did anyone see this?
Fuego Retro Digital Pack
Fuego Retro Digital Pack - AC
26 modelos diferentes desde 1985 hasta 1994 GTX – GTA
Variantes de:
Carrocerias
Frentes
Llantas
Escapes
Alerones
Gomas
Interior
Detalles menores (Insignias, ganchos, logos etc)
+ 30 pinturas/skins
Luces
Animaciones
Instrumentales
$ 5,250 Argentine pesos, something like 52 Dollars. Really? My God
http://www.mediafire.com/file/yy4901q9xszvnwf/Marcas+Revisions+1.5.zip/file
Here I have version 1.5 of my Marcas revisions; now featuring adjustable anti-roll bars, adjustable toe angles and adjustable packer ranges.
Two issues as noted in the changelog are that the front camber angles in the tuning settings are desynced with the in-game physics by about half a degree. I have compensated for this but I might need help getting these figures properly corrected.
The other issue might just be from me being used to the older suspension builds as well as my inexperience with suspension editing, but the handling can potentially be quite difficult to use in the default setup.
If anyone knows how to fix the discrepancy in the camber values I'd greatly appreciate it.
Tracks, cars or both?if anyone is interested in some F1 2020 content. PM me.
Carefull with paid mods dude. Just saying.if anyone is interested in some F1 2020 content. PM me.
what are they base on ie Vehicle manufacture
At the time I bought that game, I must have the DVD somewhere. You're right those cars would look great in AC.This might be a bit off-topic but who here has heard of SuperStars: V8 Racing?
![]()
To be honest I completely stumbled upon the Superstars racing category by accident while looking for cars to build replicas of in Gran Turismo 6 when that was still my sim of choice. I was browsing this site that was used to sell old race cars when I found a listing for one of the series' BMWs.At the time I bought that game, I must have the DVD somewhere. You're right those cars would look great in AC.
This might be a bit off-topic but who here has heard of SuperStars: V8 Racing?
![]()
The game was released in 2009 in Europe (2010 in the states), developed by Milestone and Published by Black Bean Games; both based on the now-defunct SuperStars/EuroV8 Series. The cars may look similar to the Australian V8 Supercars on the surface but are much more open in terms of car layout, making them more similar to cars in the SP8/SP8T Category of the VLN:
Even though the models from this game are 10+ years old, I think if they were ported to Assetto Corsa these cars would be an interesting drive,
- Cars must be based on a production vehicle that can hold 4 adult passengers
- Minimum displacement of 3800cc with no upper limit
- Forced induction permitted if production model has it fitted
- H-Pattern manual gearbox or governing-body approved sequential gearbox only; full-auto and semi-auto banned
- All-wheel-drive permitted if production model has it fitted
- Base car can either be a 2-door coupe or 4-door sedan
Sadly with the series having folded back in 2013. and the Wayback machine not having an archived PDF of the technical regs for the series stored it's going to take quite a bit of guesswork from the original game into AC's physics (unless someone still has the specsheets or technical readouts for these cars by some miracle).
AmazingHi all,
Lalalalalalalalalalalalalalalala
![]()
https://perendinator.blogspot.com/?...BobsEpyIJXoGYrDxAEdXeEK0-jjR7R-Uby6YIh-JfuIAk
Zero is a jolly good fellow.
![]()
My 1930 car collection is quite big now, time to race at Tripoli. Waiting for last touches at Tripoli.![]()
Hello @TheRealCeeBee Great that you are continuing to work on the track. Curious question on your pit stalls. Are they located on the track side of the pit building or behind the pit building. Usually back then on some Historic/Retro tracks the pit stalls were located right along side of the track.
Anyway, good luck with the track.
thx mate ...
is there a list with al the brazilian tracks converted from automobilista?