- 535

- France
Didn't saw it around yet, and some of you might be interested : Legion released a whole bunch of CART 1995
Legion's page
Legion's page
Did you try compressing files with CM / Content / tools / Compress Files?
Yes you need to use a LUT, see here for a better explanation https://www.assettocorsa.net/forum/...ere-check-first-post.12249/page-4#post-716251Anyway to adjust te RPM so that from 1500 (idle) to 4000 it rev slower than 4k+?
Put these 2 files into your data folder for the car and see if it helps.Anyway to adjust te RPM so that from 1500 (idle) to 4000 it rev slower than 4k+?
Grab an external USB 3.0 hard drive or two (they're pretty cheap these days) and back up those cars and tracks before deleting. Then you'll still have them if you should want to revisit them in the future. I had to start doing that a while ago...just hate to permanently delete anything (well, with some exceptions...).edit: I think it's time to start throwing away some bad cars (instead of before buying a bigger SSD)
but it is HARD for a hoarder to hit that delete button...![]()
Worked perfectly!! Thank you!!Put these 2 files into your data folder for the car and see if it helps.
(whoops, sorry, forgot to give you this one too so the AI works. This has more realistic rpm values and therefore AI needs to be done as well)Worked perfectly!! Thank you!!![]()
Wow, i hope in the future you can share more of your cars, nice.New adapted cars, based on others.
Alfa 33 "Periscopica" Spider '67
Alfa 33 Spider Coda-Lunga '67
Ferrari 312P Spyder '69
The 3 went to the track (but the Alfas really did (not removing any parts from the original car, just changing the scale, and leaving them hidden in a part of the car)) when I'm on the track, I "pause" and try to go back to the "menu", the screen is "frozen", so I have to resort to the old "CTRL + ALT + DEL".
And the "turn counter" screen in the "GT3 HUD App" is "buggy" unlike the original model that everything is normal. The rest is fine. Unfortunately, I don't know how to "modify" more things in the "skin" to leave it with better texture and shine, maybe someone will do it later.
On the Ferrari 312p ( I couldn't get the windshield wiper off" )
The models are "imported" from the "Evolution GTR2" mod pack in a very simple way, that is, just the main body, because I don't know how to convert completely. The objective is to have more cars on the "grid", which made history in Endurance racing. All "credits go to the Evolution GTR2 group modders".
That's because, as was noted in my original post, it is not for people who use the recent 3D tree addon.i used your mod and i have 2d trees
What's DPs?quite unfortunate and hell even DPs are lacking.
Yes, as some have already pointed out.Physics, really?
Yeah, understood, that's right. What I meant to be the lack of rain puddles effect , which [rain] looks incredibly good, but hopefully will be made in future, if the game engine allows itYes, as some have already pointed out.
extended physics extends AC's realism beyond what vanilla provides and even higher than other sims
ofc not every car actually utilizes all ext features because a.) people don't even know they exist and b.) a lot of the features require irl data to actually be used (which good luck finding for a race car lmao)
Hi @Pyyer love the extensions absolutely Awesome is there any chance you could add Paintable Garage Boards above each of the Garages at Bathurst would be cool immersion and pop off the pit lane some moreHi Masscot
Thanks for your feedback on extensions 🙂
Regarding Z fighting issues, I am trying to correct them in all new extensions.
2023 versions should remove all of these issues and the corresponding 2022 extensions updates will be corrected progressively
For example, watch the new Magny Cours extension, I think it doesn't have any noticeable Z-fighting at all
Regarding black intensity on Bathurst, you are right it should be less intense and I will give it a look to reduce it in next update 😉
would be cool if those pit garage signs took the texture from the crew textures per skin, but not quite sure if a track could take the texture from a specific car skin folder, but ultimately that is how they should work.Hi @Pyyer love the extensions absolutely Awesome is there any chance you could add Paintable Garage Boards above each of the Garages at Bathurst would be cool immersion and pop off the pit lane some more
Like Pictured they do it for the 12Hour aswell
![]()
Since CPS180p115 or maybe even since 180p105 puddles are heavily affecting the cars. Already affected the cars before but that wasnt always comprehensible. With the new RainFX its just amazing, at least imho.What I meant to be the lack of rain puddles effect
Since CPS180p115 or maybe even since 180p105 puddles are heavily affecting the cars. Already affected the cars before but that wasnt always comprehensible. With the new RainFX its just amazing, at least imho.![]()
Our track modder in my AMS League did this for our version of Bathurst works as just 1 texture with Garage Board for Garage 1 from left to right all the way to last garage this would work the best so you can add it too Specific Track Skin Year of the Racewould be cool if those pit garage signs took the texture from the crew textures per skin, but not quite sure if a track could take the texture from a specific car skin folder, but ultimately that is how they should work.
still isn't car specific though, but I would think to be car specific, it would require a recoding of the game. Usually cant be bothered faffing around for something like that, that Im not going to pay attention to while driving anywayOur track modder in my AMS League did this for our version of Bathurst works as just 1 texture with Garage Board for Garage 1 from left to right all the way to last garage this would work the best so you can add it too Specific Track Skin Year of the Race![]()
The latest CSP does have 'puddle physics'. I posted a video on it in the vid section here showing me trying it out in a Countach around LAC.Yeah, understood, that's right. What I meant to be the lack of rain puddles effect , which [rain] looks incredibly good, but hopefully will be made in future, if the game engine allows it
Btw, any idea, how to make snow "dust" white, instead of gravel color? I remember it was white in some of old build , but last versions seems like not to have.
The latest CSP does have 'puddle physics'. I posted a video on it in the vid section here showing me trying it out in a Countach around LAC.
It makes a huge difference and the feeling is pretty much spot on.
Yeah, around 2m15s I try hitting the puddles but really you have to try it yourself to feel the effect.I am very intrigued. Appreciate, will check it !
I never asked for it to be car specific ? lol and I never asked you to do anything either..... as i explained you can make it all on one template to each garage board its been done before was just asking if 'Pyyer' could do it too add to the immersion of his Bathurst update doesnt matter if you see it while driving it adds to the immersion and why his stuff is so great.....still isn't car specific though, but I would think to be car specific, it would require a recoding of the game. Usually cant be bothered faffing around for something like that, that Im not going to pay attention to while driving anyway
Yeah right. Considering that the Kunos content is already 178 cars, I don't see how staying under 200 while keeping AAA mods would be possible.Try to keep your total car collection at under 200 cars or you'll suffer from choice paralysis.
Be brutal.
Only keep AAA mods.