Thank you for your response. I did try to download in private browser page, still not working.Try to open the link of mediafire at private page on your browser
I will try on my old PC. Thanks again Shysterz.
Thank you for your response. I did try to download in private browser page, still not working.Try to open the link of mediafire at private page on your browser
Very exciting declaration from PM3DM
As said before if you go into the CSP version cars car.ini file and change version 'extended -2' to '2' it loads into game with no discernible difference in feel at all as far as I can see.Is the VRC Tourers mods only compatible with the patreon version 1.80 of csp???
Interestingly I found the VRC physics to be quite a decent reproduction. While I haven’t driven the Accord or Vectra in real life, I have raced both Mondeo and Primera Supertourers, and the VRC physics is about as good as I could have hoped for (with the Mondeo and the other two a level above the PM3DM Primera) - torque steer, the wacky corner weights of a transverse FWD that invariably puts more energy through one tyre, and the need to carefully manage the tyre warmup to get the most out of them over the whole race (rather than just one lap). If there was one aspect of the VRC cars (Mondeo in particular) I would love to see dialed up it’s the sound - the Mondeo lacks that kind of throaty sewing machine sound, and the straight-cut transmission whine that makes your ears bleed.I do hope that PM3DM physics will be used in that case, because these VRC's (though looking nice enough) are no fun to drive. Seems like they took physics from i(ce)Racing... FFB (on my DD wheel) feels like all cars have totally worn out steering columns/parts...
EDIT: CSP and non CSP alike, which btw for some reason I need to keep all of them installed or they won't work... 🤔
Do you know how motivation works? I would imagine that Patrik CAN finish those cars because he has the skills to do so, but it's pretty obvious from his posts that he doesn't have the time or motivation to finish them. It's a completely different thing.Can't finish a couple of cars, talk about making a game.
Yeah that'll go down well.
Interesting to read. Must admit that I have done only a couple of laps in all six cars yesterday (Brands Indy), driving like I would drive any FWD car in AC and it is totally different. The car (with softs well into temp window) would slide as on a dusty track and throttle correction always made the fronts spin immediately and produce tons of smoke, obviously without actually helping the car keeping on track.Interestingly I found the VRC physics to be quite a decent reproduction. While I haven’t driven the Accord or Vectra in real life, I have raced both Mondeo and Primera Supertourers, and the VRC physics is about as good as I could have hoped for (with the Mondeo and the other two a level above the PM3DM Primera) - torque steer, the wacky corner weights of a transverse FWD that invariably puts more energy through one tyre, and the need to carefully manage the tyre warmup to get the most out of them over the whole race (rather than just one lap). If there was one aspect of the VRC cars (Mondeo in particular) I would love to see dialed up it’s the sound - the Mondeo lacks that kind of throaty sewing machine sound, and the straight-cut transmission whine that makes your ears bleed.
Edit: interesting note from one of the VRC guys in their Discord:
tyre management is a lot more crucial driving the CSP version. Similiar to the FA22. You need multiple laps before the cars reaches their max peak grip. If you start sliding the first 3 laps, well the tyre is pretty much gone and you can start all over
If a car has a fuel_cons.ini file in data folder, then it will always start (even in quick race) with the correct amount of fuel to finish the race. Because this file defines to the ai the amount of fuel, car burns on average per km. If the file does not exist, you can create iz yourself. Not at the rig now to give you the exact content of the file, but it's just two lines (you can copy a file from another car that has it, and change the value). You can go into car.ini and take the values there to then calculate the usage per km an write that info in the fuel_cons.ini. Or if you want a very accurate calculation, you go into a race, you can leave the ai to drive 3,4 laps and bring up fuel consumption widget to get the value of fuel used per lap and then calculate how much that is per km and write that into the said file.AI starts the race with different amounts of fuel(~15-95l), before the race they go through 15 minutes of training and 30 minutes of qualifying to calculate fuel, but in fact this does not happen. Is there a possibility to fix this?
Fuel consumption x1
The KN5's are only in the base version of each car. The lods.ini in the CSP version refers to the (base) parent, so if only the CSP version is installed, it will fail.I do hope that PM3DM physics will be used in that case, because these VRC's (though looking nice enough) are no fun to drive. Seems like they took physics from i(ce)Racing... FFB (on my DD wheel) feels like all cars have totally worn out steering columns/parts...
EDIT: CSP and non CSP alike, which btw for some reason I need to keep all of them installed or they won't work... 🤔
Indeed. But I wonder why VRC has chosen for this method. I'm struggling enough as it is to keep my car count within limits and having to keep 6 cars in stead of 3 isn't really helping.The KN5's are only in the base version of each car. The lods.ini in the CSP version refers to the (base) parent, so if only the CSP version is installed, it will fail.
100% mirrors my sentiment. Gratefully not encrypted, so I just went and fixed it like I want it.Indeed. But I wonder why VRC has chosen for this method. I'm struggling enough as it is to keep my car count within limits and having to keep 6 cars in stead of 3 isn't really helping.
In all cars running AI there is a fuel_cons.ini file, dont understand why in this case, at the race start , everyone has an absolute different amount of fuel ..If a car has a fuel_cons.ini file in data folder, then it will always start (even in quick race) with the correct amount of fuel to finish the race. Because this file defines to the ai the amount of fuel, car burns on average per km. If the file does not exist, you can create iz yourself. Not at the rig now to give you the exact content of the file, but it's just two lines (you can copy a file from another car that has it, and change the value). You can go into car.ini and take the values there to then calculate the usage per km an write that info in the fuel_cons.ini. Or if you want a very accurate calculation, you go into a race, you can leave the ai to drive 3,4 laps and bring up fuel consumption widget to get the value of fuel used per lap and then calculate how much that is per km and write that into the said file.
Word of thanks for these. Really splendiferous they are.Aston Martin Racing - LM Valvoline Livery #2
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On any track? Which cars?In all cars running AI there is a fuel_cons.ini file, dont understand why in this case, at the race start , everyone has an absolute different amount of fuel ..
I tested on several tracks (minimum 5). Cars from Kunos and mods: Mercedes C9, Porsche 962c, Mazda 787b, Lancia LC2, Jaguar XJR9, Nissan R89c, etc.On any track? Which cars?
Nice. Quick question about the tires on this mod. Where do they compare to the standard racing tires in game ? Ie more or less grip than H, M, S, SS say
Ah, OK. I never drive such long races. This then seems like a bug. Don't have the answer sadly. Only way I see it fixed is to go inside every car data setup.ini and change default fuel amount.I tested on several tracks (minimum 5). Cars from Kunos and mods: Mercedes C9, Porsche 962c, Mazda 787b, Lancia LC2, Jaguar XJR9, Nissan R89c, etc.
Here's what i noticed, if the number of laps is such that there would be enough fuel to go through the race without refueling, AI does the correct calculation of fuel, but if the number of laps is more (refueling will be needed), AI does not calculate the correct fuel.
Do you know how motivation works? I would imagine that Patrik CAN finish those cars because he has the skills to do so, but it's pretty obvious from his posts that he doesn't have the time or motivation to finish them. It's a completely different thing.
Perhaps people should try being less entitled about modders making them mods
You probably meant the car.ini file, it contains default fuel values, unfortunately, AI ignores this. In any case, thanks for the tip for fuel_cons.ini, ill try to experiment.Ah, OK. I never drive such long races. This then seems like a bug. Don't have the answer sadly. Only way I see it fixed is to go inside every car data setup.ini and change default fuel amount.
That's as easy as making each car not need a 'parent' via CSP.The KN5's are only in the base version of each car. The lods.ini in the CSP version refers to the (base) parent, so if only the CSP version is installed, it will fail.
Which Aston this might be, Legion?Word of thanks for these. Really splendiferous they are.![]()
that cant be....csp extended physics only works to make the tires slide in the wet.Interestingly I found the VRC physics to be quite a decent reproduction. While I haven’t driven the Accord or Vectra in real life, I have raced both Mondeo and Primera Supertourers, and the VRC physics is about as good as I could have hoped for (with the Mondeo and the other two a level above the PM3DM Primera) - torque steer, the wacky corner weights of a transverse FWD that invariably puts more energy through one tyre, and the need to carefully manage the tyre warmup to get the most out of them over the whole race (rather than just one lap). If there was one aspect of the VRC cars (Mondeo in particular) I would love to see dialed up it’s the sound - the Mondeo lacks that kind of throaty sewing machine sound, and the straight-cut transmission whine that makes your ears bleed.
Edit: interesting note from one of the VRC guys in their Discord:
tyre management is a lot more crucial driving the CSP version. Similiar to the FA22. You need multiple laps before the cars reaches their max peak grip. If you start sliding the first 3 laps, well the tyre is pretty much gone and you can start all over
I'm pretty sure the tyres reverted to the originals after some experimentation with different compounds, so (like the physics) remain pretty much as per the original car albeit with minor tweaks, ie like hot glue on sandpaper in a treacle factory. So, probably, grippier than supersofts. Not sure how to quantify it though.Nice. Quick question about the tires on this mod. Where do they compare to the standard racing tires in game ? Ie more or less grip than H, M, S, SS say
Which Aston this might be, Legion?