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I can try to explain in P.M.Does anyone have a tutorial for Camera Facing ?
I can try to explain in P.M.Does anyone have a tutorial for Camera Facing ?
The driver has very weird posture, like his hips have been dislocated. Looks quite odd in VR. There must be a better steer.ksanim suited to this car?Mitsubishi Lancer Evolution X MR 2012 DCT Release -AO inside and out
-Dashboard
-CSP Settings
-Wiper animation
Download:
![]()
mitsubishi_evo_x_mr_dct_2012_1.0
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View attachment 1099758View attachment 1099759
Some grooves on the upper end of the long layout would be nice, if possible. Cool track @shi!Thank you for reporting the error. I can fix it right away.
Thanks also for the suggestion about balloons. I would like to have it. Please PM me so I can put together an update.
I said this a while back and was called 'entitled'.I might say scary things...
CSP, IMHO, is still at the level of a good global "gamechanger" mod, but nothing more. Yes, yes, of course, CSP gave us a loooooot of different and interesting things, features. But... It will become something more when bugs are resolved and performance becomes more stable. And this is the difference between studio development and amateur development.
But for now what we have? Features, features, new features... Features are good, but it's time to finish what was introduced in the patch a long time ago.
Just two examples.
Extra FX - for example, I turned it off completely, because noticeable visual improvements are often difficult to achieve and performance degrades dramatically. Many of the effects suggested here are not optimized or their relationship to performance is questionable.
Rain FX - is also a good example. It is still in development, there is very little progress in improvement for year and, most importantly, optimization. Rain effects - consume resources immeasurably, the video card flies into space. Why is it so? Indeed, in "neighboring" auto-sims, everything works much better, albeit at the cost of a decrease in quality in some moments. Do we really need such ultra-quality? And this is only the graphical part - the physics of water surfaces has not yet been fully implemented, who knows how it will work with it.
So maybe we need to strive for playability, and not for the visual component? It's just that in the case of the "features + graphics" path, the original meaning of the CSP is lost: improving the original, but without excesses.
I have always believed that the main principle of developing such software is versatility, so that the maximum number of users can use what you do. Timely "patch" holes, make changes and improve something. With the CSP, in the last year and a half, there has been an inflection in the direction of introducing features, and not improving or fixing what we already have.
And this is my thoughts.
I only ask you: do not swear at me, I just expressed my opinion, I do not want to argue with anyone or persuade me. I understand that everyone can criticize, because "You don't like it? - Do it better"...![]()
Yesterday I had a quick 25 lap race with Legion's Formula Ford mod and have to say it's a ton of fun.I updated this Track, which was previously updated by Teddie.
Arctic Circle Raceway v0.4
changelog;
-Fixed the normals of the trees.
-Updated shaders.
-Created physical surfaces.
-Updated surfaces.ini.
-Updated ext_config.
-Added semaphore.ini.
-New VAO-Patch.
-Removed jet.kn5 and plane.kn5.
-Changed the position of Hotlap.
-Fixed a gap.
-Updated the UI.
-The contents of the texture file are now included in kn5.
-Created a replay cam.
-Changed the texture of the grass and curb.View attachment 1099393
I saw this post and updated this Track.
I really visited this track a lot in the GTR2 daysI updated this Track, which was previously updated by Teddie.
Arctic Circle Raceway v0.4
changelog;
-Fixed the normals of the trees.
-Updated shaders.
-Created physical surfaces.
-Updated surfaces.ini.
-Updated ext_config.
-Added semaphore.ini.
-New VAO-Patch.
-Removed jet.kn5 and plane.kn5.
-Changed the position of Hotlap.
-Fixed a gap.
-Updated the UI.
-The contents of the texture file are now included in kn5.
-Created a replay cam.
-Changed the texture of the grass and curb.View attachment 1099393
I saw this post and updated this Track.
I may do 3 extra cars. The Joss, the SSC and the Morgan.I can't wait to drive all those rocket ships
I'd love to see the Morgan as there are not that many non-street Morgans around sadly

I haven't driven the GUE mods in the rain yet, so I've never noticed your problem. Just had a look at it. What you could try is to unpack the data.acd and change the following line in the data folder in the car.ini from 1 to 0.Then you can rename or delete the data.acd (but make a backup first). After that I had no more problems to drive in the rain. However, it seems that the advanced physics doesn't work with the car anymore. But I have only tried this with the Vantage GT4.Thx for replies guys ! and yes ninezeroniner you are right, I want to get rid of the rain physics for the GUE gt4's. it's really annoying.
No one knows how ?
these versions are mostly debugging releases before a stable version on patreonWatching that video I think now we have reached the level "You need to have a scientist degree to handle AC weather system". Jesus. But he is on preview182 I see, so I wonder when the patreon users will have it as well (I am one of them).
Thanks for your work. I understood and run the first point. But how and where do I insert the lines?@petercrill here's up/down paddleshift animations for the Evo X MR
(drop them in the 'animations' folder)![]()
shift_dw.ksanim and 1 more file
2 files sent via WeTransfer, the simplest way to send your files around the worldwe.tl
also edit this into data/driver3d.ini
[SHIFT_ANIMATION]
BLEND_TIME=100
POSITIVE_TIME=100
STATIC_TIME=10
NEGATIVE_TIME=100
PRELOAD_RPM=10000
INVERT_SHIFTING_HANDS=0
Hi!Could someone give me a quick lesson on what file I need to edit to fix a problem with the driver side mirror on a mod. It is reflecting what is on the passenger side instead of the driver side. Thought maybe it would be a simple fix I could do myself. Would the file be located in the data.acd file or somewhere else? Thanks for any help...
Thank you. I think I can figure it out from this info. I may need to change the mirror names though. I think the mirror names are different on the mod after unpacking the data file and looking at the mirrors.ini file.Hi!
Think of the mirrors from left to right as number 0,1,2 (3,4,5 etc if the car has hood mirrors or monitors).
Create an "extension" folder inside the car's folder, and inside create an ext_config.ini (or copy one from any other car's extension folder) and fill it with this:
[REAL_MIRROR_0]
FLIP=1
[REAL_MIRROR_1]
FLIP=1
[REAL_MIRROR_2]
FLIP=1
That example will flip all 3 mirrors. Like I said first, leave whatever mirror you want flipped.
Also, FLIP=2 or FLIP=3 are useful when mirrors are upside down and/or inverted, try those anytime.
The AE problem is fixed with the next CSP and Pure version. In bright light, AE is nearly bypassed. AE is only working for low light, where the different shape of cars (which is the main problem in VR) doesn't matter.3D clouds seem to have improved but still don't have the variety of the 2D skyboxes, and still look kind of fake to me. I'm guessing there won't be a 2D cloud option with Pure?
My biggest concern though is Pure's reliance on autoexposure, as it's the first thing I turn off in PP filters. In VR you're constantly moving your view, looking left and right at mirrors, and even over your shoulders at times. With AE active the light levels outside change with head movement as if someone is pissing about with a dimmer switch. Fake AE isn't needed, especially in first person view and especially in VR. Our eyes are superb at doing it properly themselves.
The 2d clouds don't cast shadows. The sun's position is used to find out, if its behind a cloud. Then this value is used to just dim the sun light. So 2d clouds shadow is just the loss of sunlight overall on the track. But i don't understand where a 3d cloud is casting a long shadow from the driver arms. COuld you post a screenshot?Also, 2D Clouds also cast more balanced shadows (at least for now).
In cockpit view comparison, 3D clouds create strong, totally black shadows casted from the driver's arms to the dashboard, for example. So 2D are much better for the actual driving.
Actually you don't need to do anything of this. Those many options are just for people who also want to create additional stuf like weather plans or PPFilter/scripts. Or people who like to play with things and not only use it.Watching that video I think now we have reached the level "You need to have a scientist degree to handle AC weather system". Jesus. But he is on preview182 I see, so I wonder when the patreon users will have it as well (I am one of them).
I haven't driven the GUE mods in the rain yet, so I've never noticed your problem. Just had a look at it. What you could try is to unpack the data.acd and change the following line in the data folder in the car.ini from 1 to 0.Then you can rename or delete the data.acd (but make a backup first). After that I had no more problems to drive in the rain. However, it seems that the advanced physics doesn't work with the car anymore. But I have only tried this with the Vantage GT4.
[_EXTENSION]
RAIN_DEV=0
But please don't ask me about the connections. I don't really have a clue either. It was just a guess.![]()
Hi Peter!The 2d clouds don't cast shadows. The sun's position is used to find out, if its behind a cloud. Then this value is used to just dim the sun light. So 2d clouds shadow is just the loss of sunlight overall on the track. But i don't understand where a 3d cloud is casting a long shadow from the driver arms. COuld you post a screenshot?
Is it compatible with Sol and Pure together?@Peter Boese @__EASY__ you guys have the most recent and active contact to Ilja, so therefore, please, for god sake, ask him how this feature is working or what needs to do to have it working:
View attachment 1099818
Or maybe you already know? I would love to have the current weather on a track, which is adapting permanently.
ilja respond:@Peter Boese @__EASY__ you guys have the most recent and active contact to Ilja, so therefore, please, for god sake, ask him how this feature is working or what needs to do to have it working:
View attachment 1099818
Or maybe you already know? I would love to have the current weather on a track, which is adapting permanently.
??! I think this has nothing to do with Live Weather hasn´t it?ilja respond:
the idea is that you can add a setup item to your car — for example, for suspension height — but hide it and instead tie it to a dynamic controller
here I tied suspension height to brake pedal, iirc, so when I push it rapidly, car jumps. just as an experiment
could be used, for example, to make a switch so that car would get lower once it gets to a certain speed, or some toggle is pressed (dynamic controllers can use extra buttons as inputs)
Had a couple of laps in 2016I really visited this track a lot in the GTR2 days![]()
Hm. i wouldn't use this filter then. It has nearly no ambient light, therefore you have this crazy contrast of sun and shadows. You tried the _Sol filters already?Hi Peter!
Poor knowledge/choice of words aside (also, I was describing from memory), this is what I was talking about.
I normally run in overcast conditions. Below is a direct comparison where 2d lightning seems more logical to me. Also, the sky pretty much grey/ish (12:50 am), but not dark by any means. 3D segment looks like taken at 22:00.
Is there a slider to diminish shadow intensity? In both cases casted shadows are still closer to black than anything else.
I'm using ClimaxF1 ppf, by the way.
View attachment 1099820
This is the sky tone, by the way:
View attachment 1099821
This is coming from that one I suppose and is an older feature:Live weather works for me, i dont know if it is dynamic for the session ,but at least it starts the session with the current weather for the locale
??! I think this has nothing to do with Live Weather hasn´t it?
Please tell us more about this "the car can go lower at speed and if you press a button rapidly it 'jumps'..."with my bad english we misunderstood, here is the right answer:
it just uses live weather for a single player races, more like an example at this stage
like, if you have a 2 hour race with it and during that race rain starts, you’ll see rain in AC
the circuit must have the GPS coordinates in the data for it to work
Yeah buddy that´s what I´ve understood so far, but unfortunately it does not work yet, meaning we only have a dark blue sky with some dramatic black clouds all the time around, but the weather does not change at all. So I suspected there is something more to install or to prepare to have it work properly. Just try it out by yourself - choose a track where it rains currently for example and start a session with that controller activated.with my bad english we misunderstood, here is the right answer:
it just uses live weather for a single player races, more like an example at this stage
like, if you have a 2 hour race with it and during that race rain starts, you’ll see rain in AC
the circuit must have the GPS coordinates in the data for it to work