As it happens oulton is next..as this is my local trackAnyone know if the reboot team is working on any more ACC conversions, Donington, Oulton Park etc?
Strange, the "normal" flames work for me with the 1.77prev1. Only the new flames still do not work.I´ve set up and tested the new 1.77prev1 ..... everithing seems cool except exhaust flames are gone completly
No new flames but also not the "normal" ones. And thats a gamebreaker for me. Back to 1.76p92
Yip pee. My local to. Can’t wait.As it happens oulton is next..as this is my local track
Thanks. Figured it out: both boxes have to be unticked. Duh!
Next question: which combination of keys turns the AI on and off? I thought it as Ctrl-R and Ctrl-N, but as usual I don't know my arse from Emmentaler fondue.
YupCTRL-C to turn on. As far as I know, there is no way to turn it off after you turn it on. If you can, then I'm happy to learn aswell.
Strange tested another cars and the "old flames" are working again. But with Bazza´s 1967 F1 Mod they were goneStrange, the "normal" flames work for me with the 1.77prev1. Only the new flames still do not work.
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Spoilers!!1As it happens oulton is next..as this is my local track
The only solution I can think of for that is going into your CSP settings and turning off the camera looking to apex feature before watching a replay.Hi all. I know someone asked this a while ago on this forum, but I have searched here and on google and could not find the solution to the problem of "nervous movements of the head of the driver" in replays. It happens when the car is getting closer to the camera and suddenly the head comes to life and looks unnatural. I know there is a solution, but I have not been able to remember it. If anyone could help with this I would really appreciate it.
Longstone Pass v1.0
Nice if you need any input into the project has I'm one of race officials at circuit.As it happens oulton is next..as this is my local track
I've had the same problem and then I allowed CM to "Update to non-tested versions" under "Content Manager/General/Testing Access" and the problem was gone as there was an update yesterday for a better intergration of CSP 0.176.Hi! I've updated CSP from 0.175 to 0.176 but I have these problems.
-Lua utilities in "extension/lua" are missing
-Timezones information in "extension/tzdata" are missing
I tried to fix reinstalling the two patch but nothing happens, errors remain. Only on 0.176.
Any advice? Thanks!
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Thank you! Errors have been fixed.I've had the same problem and then I allowed CM to "Update to non-tested versions" under "Content Manager/General/Testing Access" and the problem was gone as there was an update yesterday for a better intergration of CSP 0.176.
Great driving car!Version 1.0 - Released 2021.12.21
FERRARI F333 SP (1994)
CSP v0.1.72 or above required
CREDITS
• AssettoGarage for the base mod
• AssettoLand for base mod updates
• RealAKP for skins reworking
FEATURING
• new physics from scratch
• new suspensions geometry
• aero maps
• brakes thermodynamics
• new (self-developed) tyre model for slicks hard 90s, slicks soft 90s
• improved graphics performance
CHANGELOG v1.0
Aerodynamics
• new aero with maps
Powertrain
• new engine torque curve
• corrected engine braking torque and inertia
• changed gear ratios
• changed gearbox shift times
• tweaked differential config
Suspensions, brakes and tyres
• new suspensions geometry
• new suspensions setup
• new ACCR tyres v10 slicks (hard 90s, soft 90s)
• new tyres wear and performance curves
• implemented CSP brakes thermodynamics
• increased brakes max torque
Visual
• 4K skins conversion by RealAKP
• implemented PBR materials for interior and exterior
• added cockpit indicator lights for headlights and neutral
• LCD display now is backlighted
• corrected tyres dimensions
• removed duplicated parts from the 3D model
• generated VAO patch
• corrected flames direction
Other changes
• new collider mesh
• new LODs files generated with CM
• new low-res cockpit generated with CM
• new onboard cameras
• corrected car total mass
• corrected car polar inertia
• adjusted steer assist
• corrected steer lock and ratio
• corrected front weight distribution
• corrected front and rear track width
• tweaked default starting litres of fuel
• totally reworked digital instruments
• disabled traction control
• tweaked AI to a competitive level
• added fuel_cons for AI
• splitted collider in two pieces
• adjusted colliders positions
• swapped soundbank
• updated skins liveries
• updated setup options
• updated ambient shadows
• updated CM previews
DOWNLOAD
➡ rt_sebring IMSA TV cameras: https://www.racedepartment.com/down...ring-12-hours-2021-replay-cameras-v1-1.47421/The track itself is great, having a laser-scanned version with the allegedly additional bumps is OK too in my books, and the community at large - it deserves rewarding footage for replays. Keep the forum informed of your release - all the best.
Thank you for this little gem.Here is one for the season and 95 GT fans and M3 fans alike, at an appropriate time with the release of Reboot Team's Sebring. This car would have seen a far share of action there in the 90s.
It is a significant update on the car from Assettoland. Came about while I was in the mode of GT2 cars for our up an coming 2006 LMS season release. This car is a sort of a preview physics wise to our 2006 mod, although and as expected it won't keep up with the 2006 GT2 cars.
Brief list of changes to the model are a new rear wing more alike to the real M3 GTR, floor pan, roll cage, seat, strip down interior items not required for a race car, gear shift, STACK style dash display with tacho, rims, brake calipers, carbon wheel arches, front lights, close up the many gaps in the body/chassis etc.
CSP extension for working wiper etc. Sound I am not 100% happy with. Could be improved to be more focused on induction noise.
Please read changelog for a bit more detail.
Also made additional 97 PTG IMSA skins.
Skins include appropriate driver and crew textures with correct drivers names, teams etc.
Thanks to Zin5ki for allowing me to include his excellent 96 Daytona skin as shown below.
Second part of the overhaul was a complete rewrite of the physics.
I have not had time to do many laps around the new Sebring but the times should be relative to IRL from the late 90s.
A road car version I have saved also and could be finalised in the future.
https://mega.nz/file/uWwQRLgQ#bRjUBk8LX2wladpD2PYwlas70r3L85W3qLuAfhhXnCw
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In fact all the Assetto Corsa 333Sp are from the same Base, Forza 4 model^^Great driving car!
...and it looks like the skins of Legions F333 fit perfect - just rename the main dds.
If you turn on motion blur in AC extrafx won´t work any longer, so I would not recommend that.On this point - i turned on AC's motion blur and got an extra like 80-100 frames immediately. But my driver position, and honestly entire framing of the car is now completely off centered. Even adjusting the FOV and all that doesnt fix the off-centering. Is this a known issue? If i turn off the motion blur the game is perfectly centered, but turning it on (while gaining tons of performance) i lose the centering. Hope that makes sense?
wowww, so long waiting for thisAnybody tried Tommy´s new Kadett?
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THANK YOU for creating and sharing the Bentley liveries! The car was short on the number of liveries, so your creations are much appreciated!Guinness Racing #759 | Bentley Continental GT3 2018
View attachment 1101292Guinness Racing Bentley Continental GT3 2018 #759
Guinness Racing #759 skin for Bentley Continental GT3 2018 ACC convert [bentley_continental_gt3_18_acc] mod. The car can be easily found! Special thanks to Masuzoh2 for the inspiration, and here is the link to the ACC version...www.racedepartment.com
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Enjoy.
And Dragon Trail just dropped!Jeez, so many goodies today. I feel all sweet and sugary.
Thanx to all modders.
Happy Holidays from nobody!
Dragon Trail for AC - Seaside, Gardens, Combined layout (and reverse layouts)
View attachment 1101339
Thx PolyPhony, from GTSport, with daemon's help.
- 28 gridspots, custom roadmesh, vanilla AC compatible
- audio reverb + csp sound effects
- animations for a yacht, a heli, two bunches of seagulls, adria-waves, spinning rotors, flags
- rain_fx (by kev2), night lighting_fx, grass_fx
- lotta cams (by kev2 and by racealot)
- five movable 'easteregg' skulls around one famous corner, they may not work in replays
- startlights on reverse layouts are broken (Seaside and Double forward)
- see readme for more info in dl archive on mediafire
THANK you!Yup
-To TURN ON AI
CTRL-C
-To TURN OFF AI
CTRL-P
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Thank you so much for you and daemon for making this happen. Dragon Trail is one of my favorite tracks in GT Sport, I was hoping for a conversion mod to happen at some point.Happy Holidays from nobody!
Dragon Trail for AC - Seaside, Gardens, Combined layout (and reverse layouts)
View attachment 1101339
Thx PolyPhony, from GTSport, with daemon's help.
- 28 gridspots, custom roadmesh, vanilla AC compatible
- audio reverb + csp sound effects
- animations for a yacht, a heli, two bunches of seagulls, adria-waves, spinning rotors, flags
- rain_fx (by kev2), night lighting_fx, grass_fx
- lotta cams (by kev2 and by racealot)
- five movable 'easteregg' skulls around one famous corner, they may not work in replays
- startlights on forward layouts are broken (Seaside and Double)
- light config based on ambient, might not work with Sol and "light controled by Sol" off in "sol_config" app...(fix added in latest Sol alpha)
- see readme for more info in dl archive on mediafire
New TMM mod for FWD circuit action fans!