- 517

- Italy
A very good circuit!Ohhh! Mate, why are so white? On my PC it's more contrasty...
I think it depends on the filter used. Some filters work better.
A very good circuit!Ohhh! Mate, why are so white? On my PC it's more contrasty...
Clarity. Thank you.It is the box on the 'Drive' tab - 'Use extended physics (experimental)'. As far as I can tell, this only does something where the car DOES NOT have extended physics built in natively (which the VRC ERC cars do). If you check this box, CM/CSP injects some basic code into a temporary data.acd for that session only and deletes it on completion. That gives you the basics of CSP extended physics (wet grip, tyre heating [I think]), but not to the same extent where it has been specifically built in as part of the mod (where each element is customised to the particular car).
What you are likely seeing is no data.acd in your Recycle Bin because you've only ticked the box on a car that automatically has extended physics (ie; you don't need to tick that box to access it), and therefore CM/CSP doesn't need to generate the file.
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W. Hoy Skin - Download Link
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Williams Renault skins - Download Link
These aren't prefect and some logo positions are a bit off. Will work has grid fillers for new VRC Super Touring pack.
Hey there guys. Since everybody's talking about these new VRC touring cars, and how the 3DM ones are faster, could anybody suggest a ballast/restrictor setup to equalize the 3DM ones? I don't really feel like changing the data files.![]()
+1 This. Haven't bought them yet but as the 3DM Volvo is on my list of favorite cars to drive, I would be interested in the VRC ones if we could BOP them with the 3DM ones.It would be awesome if you would be kind enough to share this with the community, for those who have no clue how to do it themselves, or dont want to mess around with data files, since it wouldn't be sharing a paid mod, there wouldnt be a real issue, right?
hello where can we get the original Renault Laguna BTCC mod to put your skins on it thank you
Looking good to have these choices. I guess the Tasman series in the 60s was held in the middle of Aussie summer whereas this gives us those options for the full year coverage.Making some good progress. Got the flags done except for a few of the marshall flags. One thing though, anyone know how to add wavy effects to the texture. Kind of hard to explain what I mean but the flags look kind of flat. The Spa flag textures I used had this wavy look to them. I didn't do them so I have no idea how that was achieved.
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Also got too fooling with one of the grass textures to change up the look. You've got the default dry look, a greenish look and a lush look. Probably need more saturation in the greens, but it's a nice change of pace so it doesn't always look so dried out. Got the idea from a picture @Fanapryde posted a few pages back of the real track. I was surprised at how green everything was in real life.
Default Dry:
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Greenish:
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Lush:
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Happy New Year everyone...
Yes the Tasman series was held in summer, usually when the F1 teams were in the off season, which was why the likes of Clark, Hill, Moss, Amon, Hulme, Mclaren & Brabham etc could come and race after the F1 series was finished, and often ex F1 machinery was sold in NZ rather than shipped back to Europe. The Lotus 49 first appeared in gold leaf colours in the 68 Tasman series in NZ.Looking good to have these choices. I guess the Tasman series in the 60s was held in the middle of Aussie summer whereas this gives us those options for the full year coverage.
I have had to make a lot of compromises to get a decent framerate with the new VRC touring cars in VR. It improved after I changed AI to the standard non-CSP variants (to avoid CPU hit from all the extra calcs needed for extended physics) but unless I drop a lot of settings, I still get huge FPS drops and stutters.Is anybody else experiencing severe framerete drops or frequent CSP crashes with the vanilla VRC touring cars? I.e the not CSP 1.8 optimized version.
So way off doing a huge amount unless its rain then really. Unless the modder like VRC goes beyond that.... and if they do CSP doesn't change anything on that car.....ok. So non extended physics isn't missing much then? Although its easy enough to use if wanted.
Anyway..... this.
For me, they're rather too heavy for me while steering, besides not having any ABS system and always having a tendency to snap understeer while breaking heavly (which I do remark it's something they've nailed with I presume since I did check videos of those cars on YouTube from real races)oh dude, new VRC Supertourer are a drifters cars, holy ****, and they are bad optimized![]()
There's a lot to like about these cars but I really hope the LODs, shifting animations and hand/wheel synch is sorted out before they're finished.2006 Super GT Beta Released for the Public
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Thanks for that - just downloaded and immediately jumped into a race against 16 AI in VR. As Masscot says, there's definitely some work needed on LODs and stuff but I thoroughly enjoyed myself and got better performance (fps) out of these compared to the VRC touring cars!2006 Super GT Beta Released for the Public
![]()
Get more from VII Graphics X Chivas AutoArt on Patreon
creating Automotive 3D models for realtime applicationswww.patreon.com
The NSX driver animation is currently a right mess (karate chopping the gearstick?) but the other two cars can be improved with these values in data/driver3d.iniThanks for that - just downloaded and immediately jumped into a race against 16 AI in VR. As Masscot says, there's definitely some work needed on LODs and stuff but I thoroughly enjoyed myself and got better performance (fps) out of these compared to the VRC touring cars!
[STEER_ANIMATION]
NAME=steer.ksanim
LOCK=360
...
[SHIFT_ANIMATION]
BLEND_TIME=100
POSITIVE_TIME=300
STATIC_TIME=10
NEGATIVE_TIME=300
PRELOAD_RPM=9950
INVERT_SHIFTING_HANDS=1
Happy New Year everyone!
I've been busy this past month at Pescara 57 still working on buildings.
Me: "Remember when I promised not to do buildings along the straights?"
- "That's right Italotracks - you did!"
Me: - "I LIED!!"
(Sorry I watched Commando last night.)
I've done some of the more distinctive, seemingly period buildings that line the loooong straights from Cappelle Sul Tavo to Montesilvano, and from the latter along the coast to Pescara. Too distinctive to leave out, most definitely.
Just hit number 250 - a quarter of a thousand unique buildings - windows, balconies all cut out etc, extreme tedium and well over a year spent on them! My brain can't take much more, but thankfully I'm nearly finished with them..
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So hopefully when I next write, it might be to show you progress on something else!![]()
Thanks Rodger - not yet but that won't take too long!Amazing stuff, loving the dedication! Have you already done (modelled) the 'generic' buildings you mentioned using for the ones further back from the road?
I've made #4 Leslie one from the Reid/wheeler one a long time ago. Here:Has anyone even made accurate 1997 skins for the Primera? Cause the only i've got is the 23 with both reid and wheeler on the car.
edit: this is all I have for 1997.
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thank you so much.I've made #4 Leslie one from the Reid/wheeler one a long time ago. Here:
Well some handle it ok others do die. Tiny bit of skill involved in the jumping side of it as in speed angle etc.I'm kinda getting BeamNG vibes from this. Pretty intrigued by how you managed to work the physics so your vehicle doesn't basically kill itself every time you land a jump tho - AC is notorious for not handling those landings very well.