He's credited on others too that he didnt import as well... Guess he worked on them some thoAlso why is Macedo credited in the WSC pack when the R380-II was first imported from FM7 by... Legion ? It's the same model down to the texture names lol.
WORLD SPORTCAR 60S LEGENDS IST SOFORT VERBOTEN:
Also why is Macedo credited in the WSC pack when the R380-II was first imported from FM7 by... Legion ? It's the same model down to the texture names lol.
So now I've had plenty of time to test the WCL. Firstly, the cars look great and it's just a dream to get new mod packs like this and to donate to them.
Nevertheless, I am a bit divided. The physics of the cars are very good and everything is beautiful from the outside. However, the quality of the cockpits and dashboard is very different. The display instruments on the Corvette are more at the level of 2013 and not 2023, as is the Porsche. It's better today. Jaguar, Ford GT 40 are very nice again. The FFB also often feels very harsh and rough. I use a Fanatec DD1 and here, of course, the question is with which wheel and settings the developers have tested (Damper, Inertia, etc.). That can quickly make a difference. For me, the M1 Procar from Pfalzdriver is an absolute reference for a successful FFB, smooth and detailed. The question is whether it really needs such heavy blows to the wheel. I had to turn down the FFB everywhere. I'm curious to see what others here in the forum think. I also ask to be understood correctly here. I don't want to grumble, because what has been achieved here is great, but it's about things that are possible at today's modder level.
If you think the AI lines are gud, some work can be done to make'em faster by adding few lines of code on the AI Hints file.
I was tempted to record a new line for RMI Silverstone 75 THR but right now I'm ok with almost 3 seconds gained by the AI by just adding hints.
Do you know that presently, Gran Tourismo 7 is available and running fine?Just bought this game yesterday on Steam. And only yesterday I first time paid attention to it cause wanted something more advanced than Gran Turismo 1 or 2. I can't wait to test mods on it.
Sometimes I think how it is great to be sick, for the rest of my life.Calling out sick from work for the rest of today!
GRiD Autosport - Washington D.C v1.01
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features:
*track requires CSP
- 26 pit/grid
- fwd/rev layouts with AI (updated in v1.01)
- animated flags, helicopters, etc (fixed in v1.01)
- extended audio effects
- custom night lighting
- weather/seasons
:: DOWNLOAD ::
Also, something is coming from vrc.
hi, thanks you for this beautifull work!GRiD Autosport - Washington D.C v1.01
- full version with patch update included
- will not cause any mismatch
- original link updated
Interesting. Thanks for the reporthi, thanks you for this beautifull work!
Fired up this track (v1.0) and first lap my GPU was working overtime (like 2 tot 3 times as much with even >100% GPU - I don't know how that can be even...still). Couldn't keep up a steady 72fps, instead it went down to about 50fps.
I'm happy I decided to stick with it and not stop mid first lap...
Because after one lap fps became stable and GPU usage went down to approx 50% (which is still much on my system but I guess normal for all the bells and whistles on this one) (for comparison , on Shi's wonderfull Fliegerhorst track I have approx 20-30% gpu usage w same car/grid and all same settings.)
Anyway, I gather it has to do with something needed to be created and be put in cache first.
Now onto my question:
Is there a way to have the work that I is being done by the GPU as you do lap 1, upfront in CM or something (without driving) ?
Reason I ask is I just had a similar thing with the Halifax GP track, where it was even worse (only around 21fps),
I could not bare to finish the first lap to see if things would improve after , I had to stop after 2 corners , and will be motion sick for rest of the evening I'm afraid...
So would be helpfull to get a trick to prevent this 1st lap extra GPU labor (and even better if track builders could incorporate that in their releases ). I'm sure several ppl will just dismiss any track that performs bad right away, without knowing it could be a temporary thing...
A quick semaphore fix for your beauty (copy the lines of "mod ext_config.ini" inside "extension" folder to "ext_config.ini"GRiD Autosport - Washington D.C v1.01
- full version with patch update included
- will not cause any mismatch
- original link updated
Skin out on RD if y'all want it ! Just missing the gen_mates but I'll upgrade it in due time.Alright promised myself I wouldn't do skins for the new VRC cars but this one... I had to.
All ressemblances with a family van that ran at Spa are all coincidental
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Well, my PC can't handle such games well, cause it's from 2011 and can normally run games that has been released until 2015, but not after that. And more than that - I don't have PSDo you know that presently, Gran Tourismo 7 is available and running fine?
What a nice mod wow!Released : Hyundai Genisis GR.3 ´13
Author:F302
3D Model: Polyphony Digital
Texture Update : F302 (rework)
Skins: F302 (Body Mapping)
3d work:F302
Sound : Kunos Lotus Evora GX (Placeholder)
hope u enjoy the Car
ps : send feedback ,bugs ,missing things
tested on CSP 0.1.80-preview115
PP filer GT_Sport 1.4
knowing bugs: skin
have fun!
To install, move folders to "...\SteamApps\common\assettocorsa" or simply
drag'n'drop archive to Content Manager.
Download: https://www.mediafire.com/file/npek8y09w9phux8/f302_hyundai_genesis_gr3.zip/file
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since after doing a lap the performance went to being ok, I don't see the need to disable anything...Interesting. Thanks for the report
I have a real potato PC with a 1080ti running at 4k native, no issues nor behavior as this...
HOWEVER, previously I would get a small stutter about 1/2 lap in on the first outing, but not high GPU useage.
One person in beta testing reported a stutter as you, but without a high GPU use, and no others reported perf issues.
One idea is to try disabling some animations by renaming ./extension/flagwaver.ini to .bak, but I think this is not the issue.
It is also possible some combo of options in CM/CSP are contributing to this (as in other tracks too) which is the most plausable issue
iirc replacing special characters with '?' should make it read correctly (i.e., "body?")hi , there's this car mod which I can't seem to modify with CSP extension code, eg putting paint on it doesn't work... or changing shader values for the windows etc.
It's the "Mazda RX-7(FD3S) ZERO" by Zinhime Mods.
The mod has no extension folder at all , and I am putting an ext_config.ini in a skin's folder...
Should there be already an extension folder with ext_config.ini w some specific minimal code , for individual skin extension cfg to work? Or should it work solely with a cfg ini file in the skin folder?
Noteworthy is the body material is called "body卍" ... could this weird character included in the name of the material be causing CSP to not work on it?
Or any other idea's why this one doesn't seem to accept CSP? (you can download a copy here if you wanna check it out - it had disturbing reflections in the windshield which I had to fix via CM Showroom, so the kn5 is altered! backup is included though)
(in skin "1" there's the ext_config.ini with cameleon paint which does not reflect in game)
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If you mean that silly "turn on your engine to drive" thing then that's in their lua script rather than ext configHas anyone worked out what config edit will disable the annoying start sequence on these cars?
It doesn't work when rotary switches are mapped to EXTRA_A and EXTRA_B, and I'm not remapping my wheel bindings just so I can jump through a couple of hoops on these cars.
I hope VRC are listening. Lots of people use steering wheel rotary switches for EXTRA_A, _B, _C and _D.
Not actually been able to drive either of these cars yet.
they have that app that comes with them that helps with bindings. I just have a separate set of bindings for these cars.Has anyone worked out what config edit will disable the annoying start sequence on these cars?
It doesn't work when rotary switches are mapped to EXTRA_A and EXTRA_B, and I'm not remapping my wheel bindings just so I can jump through a couple of hoops on these cars.
I hope VRC are listening. Lots of people use steering wheel rotary switches for EXTRA_A, _B, _C and _D.
Not actually been able to drive either of these cars yet.
I think Weikangcai made the '76 Brands Hatch you reference - all I can say is that it was very WIP. I'm not sure, but I'd guess the link is down because he is currently working to update it.Hello racers,
is there a 70s Brands Hatch track where the link is working?
I saw one in the tracklist but the link is down...
As I said it seems like something is being generated/cached on the first lap , and then once done , it's no longer happening...
Welcome to GTPHey, I randomly found this forum thread while googling. I'm the creator of Halifax GP and sorry to say but no clue what is causing that behavior. Assetto loads everything during the initial loading screen. Nothing is being cached or generated during gameplay. You can go into the photo mode and save specific coordinates in the last tab to compare fps in the same spot.
You should not be able to see any differences between your first and 50th lap. That's just not how AC works. In other words, something seems to be scuffed with your game.
I did update the track yesterday though so that might help you out. The next csp version will also help some more with performance. Only thing I can advice you is to reinstall CSP and Pure/SOL.
sorry, but you can't download, page not found errorNew car from CHEMFLUMMI
The RWD brand is a fictional car brand, created by the Canadian Ryan Day. He designed the RWD-Fenix P20-4 for the Project Cars game. It is a fictional LMP2 with a Single Turbo Flat 4 engine and a pneumatic hybrid system. The car has 471bhp and 532Nm of torque combined with a dry weight of 940kg. That makes the P20-4 to a weapon on almost every track!
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ChemFlummi Modding
chemflummi.github.io
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sorry, but you can't download, page not found error