Good afternoonThis was bugging me as well in VR, thanks for sorting that.
I added the following bit to the config to reduce the reflectiveness of the dashboard glass, might be worth applying to the kn5 directly, what do you think @Masscot?
INI:[SHADER_REPLACEMENT_...] ACTIVE = 1 MESHES = min_clubman_11_cockpit_interior_glass___67_vertices_81_faces PROP_... = fresnelMaxLevel, 0.15
drive.google.com
https://www.gtplanet.net/forum/threads/assetto-corsa-pc-mods-general-discussion.307899/post-13714012is it possible to remove a track object via ext_config? need to remove a tyre pillar from knockhill but just for a single race, is it possible to do it with csp?
My fix was to set analog_speed_curve.lut to:Good afternoon
I've been wanting to modify this mod for some time, but now it looks like we're reaching a common denominator.
I copied the data file of its first version with icons on the panel, and wipers, correct gear animation and repackaged this one, if I may.
Now, i adjust the speedometer, it´s all ok.
Hugs from Brazil
Link
mini_cooper_clubman - Google Drive
drive.google.com
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....really?@benbaron mate you got some stuff still to work on your 992 cup porsche. first thing is the carpaint dirt texture and damage map is weird to say the least. dirt in 2k is way too much. also damage map is delivered in the car aswell, shouldnt be ao in the first place. then i reviewed the taillights and ohh boy, thats an interresting way of doing. im not putting that into question as idk the conditions that car was made but as a hint, your normalmap is inverted. and then the int: the carbon below the dash deserves some work, i think the detailscale is a tad too small, apart from that it could profit off some pbr. same for the steeringwheel and generall shaders in the int.
View attachment 1153270
View attachment 1153268
and last but not least your rim/wheelnut has not welded verticesView attachment 1153269
apart from that ive not reviewed it much further but those are things that directly popped into the eye. aswell as the decals not beeing hidden while baking the mechanics ao seen in the pic above aswell.
if there is need for help or explanations id be open to assist aslong as it contributes to have the quality raised as i know where that car comes from, its hard to believe its made up that poor in its current release state.
Looks good to me - nice and subtle.This was bugging me as well in VR, thanks for sorting that.
I added the following bit to the config to reduce the reflectiveness of the dashboard glass, might be worth applying to the kn5 directly, what do you think @Masscot?
INI:[SHADER_REPLACEMENT_...] ACTIVE = 1 MESHES = min_clubman_11_cockpit_interior_glass___67_vertices_81_faces PROP_... = fresnelMaxLevel, 0.15
Just the job! Nice. I'll have to remember that.My fix was to set analog_speed_curve.lut to:
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I'm also using zw_midohio (2.0 for me, but I read that road mesh didn't change).OK, I noticed ths version will overwrite the 'historic' (1991) midohioch from (iirc) Virtua_LM, with updates from TaistoTurri, ai from @KevinK2 and grassFX / rainFX / basic night lights / reworked trees and some other stuff by @slider666.
The road feel (which is afaik the same as in the original bumpy NAGP version) is the same in both versions, but the 'fixed' one obviously looks a lot better.
I have now 4 versions installed to try:
- the historic midohioch with the fixes I mentioned above (also tried the THR with the same name)
- nagp_mid_ohio (Terra21, nagp smoothed / fixed by Assetto-fr.tk v1.1)
- d7fox_mid_ohio (Delta7Fox - NAGP v1.1)
- zw_midohio (which I described earlier).
I can't find the NAGP with the original bumpy road though. I remember having replaced it with Zwiss version because it was better looking. Road feel wise I never had issues with the bumpy NAGP (I'm using a Simucube direct drive wheel and always have 'Real Head Motion' active to keep the horizon stable...
It is the @Zwiss version that is imo the one to keep, the two previous ones both have LOD issues (the tower is popping in at a certain distance and trees don't look as good.
I did 2 championship races with the 1976 mod.I add some thing that I have noticed:Hello, I too have my say on the F.1 mod provided by my friend here on the forum, I agree with what has been said so far, the only note is that the front window of the brabham is not visible and it looks like the car's wing mirrors are floating in a vacuum, can this be corrected? thank you
Depending on the car that is used (I usually test with either the Reboot BAC Mono or the Norma) there is quite some road feel in Zwiss's version, but I agree, a bit more wouldn't hurt. I even liked the original bumpy version, which I sadly lost.I'm also using zw_midohio (2.0 for me, but I read that road mesh didn't change).
Its road still feels a bit 'dead' to me, but then again, it's quite obvious that it's the best version overall - not just graphically, but also the original version was the opposite, WAY too bumpy!
Also, my 'test car' is the Mercedes-AMG GT3, and zw_midohio does feel a bit better in a more modern AC car, say, the Ferrari 488 GT3 Evo, just better force feedback in that car.
So I will stick to Zwiss' version then - though I think the ideal, or most realistic road mesh would be like, if original is 100%, Zwiss' is 0%, then around 20% probably.
And I won't complain, it's a very good Mid-Ohio - layout fine, elevations spot on etc.
I did 2 championship races with the 1976 mod. I agree with you on everything, I add some thing that I have noticed:Nice to hear that - looking forward to your point of view.
In the meantime - here's my first impression (no review, no critique, just my findings):
Keep in mind, I didn't ask for such mod, so I had no expectations but I gladly tried all cars.
There are no grid fillers, all cars are drivable.
Force feedback works as expected, by that I mean that I could use the standard settings for my wheel, no tweaking of car ini's etc. necessary. I'm not judging the "feel" of the mod, just confirming "normal" FFB functionality.
The car's skins and cockpits look a bit rough (the Ferrari looks best obviously, the Ligier is alright too), some drivers have fitting helmets, others don't. Mirrors work on all cars.
Tried a short race at Mugello (as I always do with new mods).
AI was fine, they all got off the Grid without problems, no stalling, no turning left, no engine frying, no pitting during the race.
I could race the AI just fine, did not encounter any particularly stupid moments.
So there you go - I think the pack is perfectly fine if one wants to use it for a 1976 season.
Question for all historians: Could somebody tell me if the RPM meters did still behave in that jumpy, janky fashion back in 1976? I'm asking because not all car's needles act the same and I would like to correct that for myself. Thanks in advance.
about that.....how about this?Do you know if someone did real liveries for this SD Lola B12/80?
Here you go Fanapryde.Depending on the car that is used (I usually test with either the Reboot BAC Mono or the Norma) there is quite some road feel in Zwiss's version, but I agree, a bit more wouldn't hurt. I even liked the original bumpy version, which I sadly lost.
That said, if anybody has that original NAGP Mid Ohio bumpy version, could you please pass me a link ?
Thx for the feedback, I will correct the corner it in the next release, as I stated the both International and National layouts aren't fully done, they are functional but not complete, also for the section names I just used the GP one as a placeholder. If you could make them so I could include them in the next release, that would be great, every bit of help is appreciated, it's gonna free up a bit of time for more important things, unfortunately since December I almost have no free time, in fact I postponed this release for months and months :|.@Kniker97
Nice work on Silverstone. 👍
A little something on International layout (noticed it while correcting the non matching sections files - will post them when finished):
ai takes the left-right-left route in Ireland section, which is in fact the International Motorbike layout. It also possible to go straight (cutting the corners) without penalty or void lap time.
So it's a bit confusing as it is.
Could be solved:
1- by placing some cones and make the straight invalid but then it's still the Motorbike layout (needs name change in the ui then), or:
2- let ai drive straight, put the cones at the start of the left corner split and make that part invalid. Then it will be the International layout for cars.
See the difference here:
Left = International Motorbike --- Right = International (car)
View attachment 1153139 View attachment 1153140
i posted the fix a few pages back. will have to do until csp/sinplygon do something their endJust the job! Nice. I'll have to remember that.
Anyone able to make LODs or are we waiting for the Simplygon fix?
Rear lights could use a tweak too.
Glad to know I wasn't the only one having this issue 😅😂i posted the fix a few pages back. will have to do until csp/sinplygon do something their end
To date, to my knowledge, there is only the version of the infamous gilles75I was remembering the OldRing Park Italy circuit in my GTR2, and I wanted to know if anyone knows of any conversion of that track for AC. It is a fictional circuit created for rFactor by Gundam and Uitko.
Thx for your review and pointing out these things, Bonny. We will fix these things. 👍@benbaron mate you got some stuff still to work on your 992 cup porsche. first thing is the carpaint dirt texture and damage map is weird to say the least. dirt in 2k is way too much. also damage map is delivered in the car aswell, shouldnt be ao in the first place. then i reviewed the taillights and ohh boy, thats an interresting way of doing. im not putting that into question as idk the conditions that car was made but as a hint, your normalmap is inverted. and then the int: the carbon below the dash deserves some work, i think the detailscale is a tad too small, apart from that it could profit off some pbr. same for the steeringwheel and generall shaders in the int.
View attachment 1153270
View attachment 1153268
and last but not least your rim/wheelnut has not welded verticesView attachment 1153269
apart from that ive not reviewed it much further but those are things that directly popped into the eye. aswell as the decals not beeing hidden while baking the mechanics ao seen in the pic above aswell.
if there is need for help or explanations id be open to assist aslong as it contributes to have the quality raised as i know where that car comes from, its hard to believe its made up that poor in its current release state.
Now that explains why changing the STEP value in the analog_instruments.ini didn't have any effect...Just the job! Nice. I'll have to remember that.
Anyone able to make LODs or are we waiting for the Simplygon fix?
Rear lights could use a tweak too.
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there things that can be improved very easily, and since im very advanced regarding acc ports and more at this point. if needed hit me up on discord and we can try sorting that stuff out in your native language: Bonny#4422 . also a small hint the display on the urd cup porsche is done by me fully functionall with ref taken out of the ironforce car if thats a consideration worth.Thx for your review and pointing out these things, Bonny. We will fix these things. 👍
Could you also retain the Motorbike layout, when you alter the International layout, please. I'm enjoying this whole trackThx for the feedback, I will correct the corner it in the next release, as I stated the both International and National layouts aren't fully done, they are functional but not complete, also for the section names I just used the GP one as a placeholder. If you could make them so I could include them in the next release, that would be great, every bit of help is appreciated, it's gonna free up a bit of time for more important things, unfortunately since December I almost have no free time, in fact I postponed this release for months and months :|.
Yeah, that was my intention, I'm just gonna make a new layout and rename the existing oneCould you also retain the Motorbike layout, when you alter the International layout, please. I'm enjoying this whole track
Thanks for the trouble mate. Sadly it is not the original bumpy one. This one I already had and described, it's the smoothed version with some fixes from ACTK.Here you go Fanapryde.
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nagp_mid_ohio
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The file will probably only be up at this address for a week.
check your DMs mateThanks for the trouble mate. Sadly it is not the original bumpy one. This one I already had and described, it's the smoothed version with some fixes from ACTK.
So ... still searching ... 😵💫
Hmm..please do.I have one with a mid_ohio.kn5 from 27/04/18 and nagp_mid_ohio.kn5 from 06/05/19 in the main folder - I can't see anything anywhere about updates. Happy to upload if you want to try it?