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I never knew this existed until now, its a concept render.
96' Ferrari GT1 Longtail.
View attachment 990015
Now we need this too!lol!
Awesome render!
I never knew this existed until now, its a concept render.
96' Ferrari GT1 Longtail.
View attachment 990015
joking aside, it happens when you use artificial intelligence. Normal when I use it myself
Not a bad car this but it does have a few issues. There's chatter about a fixed/updated 1.4 version doing the rounds. Anyone have it?From FB: Porsche Beck 904 by Mac Ten
View attachment 990033
Mac Ten
After a long wait it is finally here...
Chuck Beck is renowned among Porsche enthusiasts for his 550 Spyder replicas. They began producing replicas of this famous car in 1998. Since that time, Beck also jointly-developed the Shogun concept car, and produced a competitive race car with his replica of the Lister.
Chuck's latest production car is the Beck 904 replica. This replica is based upon the car that was originally produced by Porsche as a dual-purpose street/race car and marketed under the name Carrera GTS beginning in 1963. Porsche only produced about 100 of these cars in order to satisfy the GT homologation requirements for racing.
This car was unique for Porsche since it was their first car which utilized a body fabricated wholly from fiberglass. This resulted in a very lightweight and aerodynamic body, which in combination with its powerful mid-chassis mounted engine, produced a highly-successful race car. The beauty of the Carrera GTS body, its racing heritage, extreme power to weight ratio, and the fact that it was the only dual purpose street/race car produced by Porsche, makes it highly desirable.
In reverence to the original, Chuck Beck has designed, built and is now producing his replica of the 904. Based upon his long history of racing and experience in building and modifying cars, Chuck has created a replica with improvements that the designers could only dream about in 1963.
This version of the Beck 904 is equipped with a 1974 911 RSR spec flat six engine. With 400 hp at 8,000 rpm, thanks to dual ignition and larger valves and cylinders and, open headers. The chassis uses adjustable coil over shocks and, Porsche 917 brakes.
A Special thanks to my fellow test driver and, actual Porsche 911 owner and race driver form the land of Oz Tony D'Andrea. For the hours of testing that went into this. Much appreciated brother !
Download
https://mega.nz/file/1DBH1aLJ#fUKlyCh_P5qvdCb1-tg5Elb0PvEqV6ztvy8siqoBJHU
Extra tire textures
https://mega.nz/file/0CZlkABR#OJhDUODCJu7OxuEumnsG2jC6JctYCxA2viCDg0I8SwQ
Template
https://mega.nz/file/Fb4kwBYI#-KI3i-bFayO4ANUrHZI_77fqiNIC-7OoblK8fv3Xhuc
Thanks.
A tip: better change the folder name to mazda_furai_tweaked (not Tweaked). With the capital letter T, CM will not record speed and driven distance.
This is an excellent update. Content Manager reports that it's using v3 Tires. Though it seems to drive well as is, setting it up with newer v7 tires would improve it, as the newer tire model provides more detail and flex. However, you may have to adjust the car's handling. If I generate new-version tires for it, this seems to affect the handling.
These entries in driver3d.ini, need to match the names the driver model uses.
[HIDE_OBJECT_0]
NAME=DRIVER:HELMET
[HIDE_OBJECT_1]
NAME=DRIVER:GEO_Driver_FACE
Further to @GzeroD's tip, if some idiot encrypts the mod with the face and helmet still visible and you're therefore blocked from editing the data file, put this in an extension/ext_config.ini
;to hide driver face/helmet on encrypted mods
[DRIVER3D_HIDE_OBJECT_0]
NAME=DRIVER:HELMET
[DRIVER3D_HIDE_OBJECT_1]
NAME=DRIVER:GEO_Driver_FACE
(thanks to AlleyViper for the tip)
Not a bad car this but it does have a few issues. There's chatter about a fixed/updated 1.4 version doing the rounds. Anyone have it?
Great - thanks. Sounds like quite a few improvements from the UI notes:here:
https://we.tl/t-zinU1wecOu
v1.4 update by Sally Slurper
all credits goes to @sally Slurper
edit: and Mac Ten as project author
Not a bad car this but it does have a few issues. There's chatter about a fixed/updated 1.4 version doing the rounds. Anyone have it?
here:
https://we.tl/t-zinU1wecOu
v1.4 update by Sally Slurper
all credits goes to @sally Slurper
edit: and Mac Ten as project author
I've tried these fixes on the two mods below, from Uncle M, that have this issue--apparently I can't figure out the correct setting for the driver3d.ini, and the ext_config.ini quickfix doesn't seem to work
I have had that happen to me as well, it was related to set up settings masking an issue that the car has.
Yeah, was just about to say the naming of the meshes he's trying to hide in the config was all effed up.replace:
[HIDE_OBJECT_0]
NAME=DRIVER:HELMET_1975_SUB0
[HIDE_OBJECT_1]
NAME=DRIVER:HELMET_1975_SUB3
[HIDE_OBJECT_2]
NAME=DRIVER:HELMET_1975_SUB1
[HIDE_OBJECT_3]
NAME=DRIVER:HELMET_1975_SUB2
[HIDE_OBJECT_4]
NAME=DRIVERriver_Body_SUB0
by
[HIDE_OBJECT_0]
NAME=DRIVER:HELMET
[HIDE_OBJECT_1]
NAME=DRIVER:GEO_Driver_FACE
in
driver3d.ini
just tested it, works fine.
make sure you are not using data.acd
the cars are not encrypted
You mean where the driver's hands are so slick with sweat that he can't grip the wheel properly and it slips through his fingers like it's covered in butter?@Masscot , while I also set 99% wheel degrees to 360, would you say the idea behind it is to emulate a nervous steering wheel behaviour, as seen in comparison videos between AC and real life?
replace:
[HIDE_OBJECT_0]
NAME=DRIVER:HELMET_1975_SUB0
[HIDE_OBJECT_1]
NAME=DRIVER:HELMET_1975_SUB3
[HIDE_OBJECT_2]
NAME=DRIVER:HELMET_1975_SUB1
[HIDE_OBJECT_3]
NAME=DRIVER:HELMET_1975_SUB2
[HIDE_OBJECT_4]
NAME=DRIVERriver_Body_SUB0
by
[HIDE_OBJECT_0]
NAME=DRIVER:HELMET
[HIDE_OBJECT_1]
NAME=DRIVER:GEO_Driver_FACE
in
driver3d.ini
just tested it, works fine.
make sure you are not using data.acd
the cars are not encrypted
Yeah, was just about to say the naming of the meshes he's trying to hide in the config was all effed up.
If in doubt, use Objects Inspector to get the mesh names.
@imported_ApexVGear if you are going to contact Uncle M about this can you PLEASE, FOR THE LOVE OF GOD ask him to get the wheel and hands in synch during the steering animation. It's almost always wrong on his cars and it's a pain in the ass changing it every time.
He makes the same mistake a lot of modders seem to make which is setting this based on the steering lock of the car, so he tends to use 450 degrees. This is invariably wrong. In 99% of cases it should be 360 with extremely rare exceptions.
[MODEL]
NAME=2016_Driver
POSITION=-0.0,0.0,0.0
[STEER_ANIMATION]
NAME=steer.ksanim
LOCK=360
I'm sure he can check these things without having VR, eg the visible face/helmet should be viewable by moving the driver's eye position backwards, even in 2D. I'm guessing he uses chase cam or bonnet cam?
The AI was mostly made for the cams, it is a test track!
For proper AI to work the sides*.csv need to be created for each layout. If someone wishes to make new AI, that will be great, wouldn't it?
Is anybody doing AI lines yet for Crema? If not I'll do them but I can't get to them for until the end of the week.
Circuito de la Comunidad Valenciana Ricardo Tormo
v1.1
- Updated tracklimits by Zombieboy
- Fixed barriers collision by CrisT86
- Alternative AI by KevinK2 (see in /ai subfolder)
- Alternative camera_facing.ini, with less spectators to improve framerate (see in /data subfolder)
https://www.racedepartment.com/down...unidad-valenciana-ricardo-tormo.39527/updates
Hello, I have a problem with this track, the edges and the white lines on the edge of the track are blurry. I don't know what to do to improve this. On Kunos circuits, same car and same settings, I don't have this problem. Do you have a solution ?
Cams for Indianapolis SP (with Oval Layout).
Have Fun.
how you solve?