Will happen when CSP 0.2.3 goes public, there was only a new preview version of CSP 0.2.3 released.Anyone got any inside info on when IER’s new car is due to drop? I had heard it was awaiting a CSP release (which has since occurred).
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IER P13 — IER Simulations
www.iersimulations.com
That is the SD packthere's a 1998 Ferrari F300 and a McLaren-Mercedes MP4/13 both by "Virtua Simulazioni, Updated by Ponz" (no version number)
Both are pretty nice, sound and drive well... but the Merc does have floating digital instrument texts (prob only issue when you use VR).
youtube vid incl download link (direct link : download)
edit : There's also a 1998 pack for sale here , but I haven't bought it ... so can't say if it's good.
Hi Teddie! Check the driver3d.ini in the cars data-dir. There should be lines like this:
[HIDE_OBJECT_0]
NAME=DRIVER:HELMET
[HIDE_OBJECT_1]
NAME=DRIVERriver_Body_SUB0
[HIDE_OBJECT_2]
NAME=DRIVER:GEO_Driver_FACE
But of course without knowing what car your are talking about, I cannot tell you what is missing. Of course you also can move your "head" a little bit forward to avoid seeing the glasses, but that is just a bad workaround.
in CM Showroom , you can go to car tab and click the checkbox to show driver...
then you can go 1 step back (clicking the arrow left ) and then click on the driver part that is visible, then you get the name of the mesh you need to enter as NAME in the HIDE_OBJECT_ sections (above example).
For completeness, in case
- you cannot unpack the data.acd file (encrypted mod) so you can't recreate the data folder and change the driver3d.ini file
OR
- you do not want to unpack / repack the data.acd file because you wanna be able to join online sessions with this car
you can add in a ext_config.ini file something like:
[DRIVER3D_MODEL]
NAME=driver_no_helmet_cuir ;your own choice of driver
POSITION=0.0,0.0,0.0
[DRIVER3D_HIDE_OBJECT_0]
NAME=DRIVER:HELMET ;the object you do not want to see in FPV
[DRIVER3D_HIDE_OBJECT_1]
NAME=DRIVER:GEO_Driver_FACE ;the object you do not want to see in FPV
this will overrule the driver selected by the author , and hide the parts in FPV which you want...
Cosmetic changes like driver etc. do not affect the performance and should be OK to change even for online use.
Guys, thanks much for the help. I'll try this out tonight. They're not encrypted, so I should be good. Although I've never raced online in AC. Do we have an online racing league for GTPlanet AC bros and sistahs?Analyse the car, then one-click to fix the driver parameters where prompted.
You may need to unpack the car data first.
the 1998 Mod is just a poor F1 Challenge/Rfactor Conversion . For that money you get probably R-Factor 1 and download for free the F1 1998 Mod from GPTEAM , including Seasons from 99 until 2013there's a 1998 Ferrari F300 and a McLaren-Mercedes MP4/13 both by "Virtua Simulazioni, Updated by Ponz" (no version number)
Both are pretty nice, sound and drive well... but the Merc does have floating digital instrument texts (prob only issue when you use VR).
youtube vid incl download link (direct link : download)
edit : There's also a 1998 pack for sale here , but I haven't bought it ... so can't say if it's good.
Nope, all fictional...I've had these GATC cars for years now... I was going to set up a custom championship but cannot find any info on 'GATC' as a motorsports series.
I know the car names are made up (like VRC and RSS do), but do these cars represent a racing series in real life? I tend not to create "fictional" championships, so I'm hoping someone knows what exactly these cars are supposed to represent in the real motorsports world.
Help the old man out if you have info. Thanks.
View attachment 1349293
These are some Italy fictional TCR spec cars made by LPdesign. Doesn't represent any real TCR series or cars.I've had these GATC cars for years now... I was going to set up a custom championship but cannot find any info on 'GATC' as a motorsports series.
I know the car names are made up (like VRC and RSS do), but do these cars represent a racing series in real life? I tend not to create "fictional" championships, so I'm hoping someone knows what exactly these cars are supposed to represent in the real motorsports world.
Help the old man out if you have info. Thanks.
View attachment 1349293
I really just want a car to try and YEET in a preview now, lol.
Let me see if my patreon account is still active for him and if so, i'll download the extension and fix it for you.Hi everyone.
So, I have a GrassFX issue at Silverstone when using Pyyer's F1 2023 extension. Grass appears on top of some of the outside curbs. Does anyone know how this could be fixed?
I'm not sure to have understood right the issue, but by set this valuesLet me see if my patreon account is still active for him and if so, i'll download the extension and fix it for you.
EDIT: Little bit of a problem. It's not his extension that's the issue. It's the way the track is setup by Kunos. Those meshes are marked as a grass material so when you setup the grass_fx to spawn grass on the grass material, those curbs spawn grass as well. Typically you could occlude those meshes from the grassfx, but they are a part of a bigger mesh that includes some actual grass areas. If you occlude that mesh, then some grass areas won't have grassfx. I'm going to have to make an addon kn5 file that separates the meshes into two parts, one for the curbs and one for the grass areas. Then I can occlude the curb meshes.
Mirrors are right. With the cam so high is normal to not be able to see the back of the car. You need to use the virtual mirror in order to see backHow can I adjust the mirrors on T-cam view? There´s no problem with them in cockpit view, but I want to drive with T-cam and mirrors look like this
View attachment 1349311
Dunas 1981 v1.02
View attachment 1337319![]()
Fictional circuit.
Conversion from RACE07.
-CSP recommended
-25 pit/start
-AI, cam
Note;
Trees were not included in the original track.
If you want to restore the original look,
delete the dunas_1981_tree.kn5 entry from models.ini.
Credits & Thanks;
Original rFactor Track by entrevias
-Thanks for creating this track and making it freeware.
RACE07 Converted by Sergio Hundo
-Thank you for giving me permission
AC Converted by @shi (shin956)
fast_lane.ai, sidelines, drs_zones.ini by formulaHEINE
ai_hints.ini by IMEAN
logo.png by @Fanapryde
.lua and font base by @gunnar333
Crowds texture by @Kniker97
trees, marshall, cameraman and some textures by kunos
Test and Feedback by @Masscot , @Fanapryde
Download (mediafire)
Enjoy.
v1.01 changelog;
-New fast_lane.ai, sidelines, drs_zones.ini by formulaHEINE. (Thanks!)
-ai_hints.ini by IMEAN. (Thanks!)
v1.02 changelog;
-Fixed ai_hints.ini.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
Wellington 500 v1.2
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Assetto Corsa PC Mods General Discussion
RACE WEEKEND 14 Belgium and 15 Netherlands updated with the Pyyer extensions Edit: 11/09/2022 - Track updates 14_belgium_gp22_FINAL.zip and 15_netherlands_gp22_FINAL.zip Tracks in GDrive Link: https://drive.google.com/drive/folders/15IHYdj24xd3fbgrvkVv5ZdTO2LrH-0VT?usp=sharing RD Link to...www.gtplanet.net
v1.2 changelog;
Updated fast_lane.ai and sidelines.
Deleted ai_hints.ini.
Fixed holes in the road surface. (Thanks Josuracer for the report.)
I will try that and see if it gets the grass off the curbs. Thanks for this before I waste any time trying to separate meshes.I'm not sure to have understood right the issue, but by set this values
MASK_MAIN_THRESHOLD = 0.75 ; how saturated (with green) should the surface be (not real saturation, could be more than 1)
MASK_RED_THRESHOLD = 0.01 ; offsets target color from green to yellow and red, if set high enough
MASK_MIN_LUMINANCE = -5 ; minimum luminance to spawn grass on
MASK_MAX_LUMINANCE = 2 ; maximum luminance
you can determine how and where let the grass spawn on meshes that may can include in one grass, roads and gravel at the same time.
The value above are the standard i use in all my configs.
wait what? data.acd can be encrypted now? I thought csp devs said they didn't want to do it because nothing justify encrypting data.acd, it doesn't contain manufacturer data worth protecting.in CM Showroom , you can go to car tab and click the checkbox to show driver...
then you can go 1 step back (clicking the arrow left ) and then click on the driver part that is visible, then you get the name of the mesh you need to enter as NAME in the HIDE_OBJECT_ sections (above example).
View attachment 1349190
For completeness, in case
- you cannot unpack the data.acd file (encrypted mod) so you can't recreate the data folder and change the driver3d.ini file
OR
- you do not want to unpack / repack the data.acd file because you wanna be able to join online sessions with this car
you can add in a ext_config.ini file something like:
[DRIVER3D_MODEL]
NAME=driver_no_helmet_cuir ;your own choice of driver
POSITION=0.0,0.0,0.0
[DRIVER3D_HIDE_OBJECT_0]
NAME=DRIVER:HELMET ;the object you do not want to see in FPV
[DRIVER3D_HIDE_OBJECT_1]
NAME=DRIVER:GEO_Driver_FACE ;the object you do not want to see in FPV
this will overrule the driver selected by the author , and hide the parts in FPV which you want...
Cosmetic changes like driver etc. do not affect the performance and should be OK to change even for online use.
fyi (just a spot, not mine) a new fictional track just released :
seems to be a real vr-legs tester...![]()
Did you tried tweak the values i provide above? Because they are standard for my configs, but this doesen't mean they can work fine for that particular case. To be honest i need to check it, but i stopped using Pyyer extension, since every update i was forced (on my side) to redo from scratch all the night lighting because always overexposed for my PPFilter and for other reasons which is quite disappoiting because he did an awesome work. Didn't tried latest versions, so maybe he completely changed all now, maybe if i will find time, i will try them.I will try that and see if it gets the grass off the curbs. Thanks for this before I waste any time trying to separate meshes.
EDIT: Didn't seem to work so I went the separated meshes route.
Original:
View attachment 1349316
No Grass:
View attachment 1349317
No Grass and lighter:
View attachment 1349319
@giorgos_nes
Give this a try and see if it helps. Don't worry, it only replaces one file from Pyyer's mod and I included the original that you can rename to go back to how it was before.
ks_silverstone_grassless_kerbs
If you'd like to use this for the base track (because the kerbs on the stock layouts spawn grass as well), there is a folder in the package named 'extension_file_for_regular_track'. Here's where it gets a little confusing. If you already have an extension folder with an ext_config file in it, copy the code from my included file and paste it at the bottom of your current config. If you don't have an ext_config file already, just copy the one I included to the tracks existing extension folder.
I'm not sure I matched the kerb brightness correctly to how it was before, but you can mess with the shader values to adjust as needed. If you are not sure what I mean, just send me a PM and i'll explain it.
Release of my Preview Settings + Livery files this eveningYes, I will share my settings today or tomorrow at latest
Tell that to URD then lolwait what? data.acd can be encrypted now? I thought csp devs said they didn't want to do it because nothing justify encrypting data.acd, it doesn't contain manufacturer data worth protecting.
Technically, data.acd was by definition already encrypted.wait what? data.acd can be encrypted now? I thought csp devs said they didn't want to do it because nothing justify encrypting data.acd, it doesn't contain manufacturer data worth protecting.
Weird that RSS didn't get the memo lmao since they were begging for that feature.Technically, data.acd was by definition already encrypted.
CSP then enabled decryption into a data folder.
And then allowed encryption again with new protection.
View attachment 1349386
It's not a Pyyer extension issue. Those kerbs spawn grass even on the stock layouts. I did try your values and unless I put them under the wrong grass_fx heading, they did not work. The CSP config has a confusing grass_fx section so it's possible I placed them under the wrong entry.Did you tried tweak the values i provide above? Because they are standard for my configs, but this doesen't mean they can work fine for that particular case. To be honest i need to check it, but i stopped using Pyyer extension, since every update i was forced (on my side) to redo from scratch all the night lighting because always overexposed for my PPFilter and for other reasons which is quite disappoiting because he did an awesome work. Didn't tried latest versions, so maybe he completely changed all now, maybe if i will find time, i will try them.
Thanks for the info. I might have to break my rule and create a 'fictional' championship for these. They look interesting.These are some Italy fictional TCR spec cars made by LPdesign. Doesn't represent any real TCR series or cars.
i'm not saying is a pyyer error, i said i can't test the solution because i don't use pyyer stuff anymore since i don't want to update them all the time an update get released.It's not a Pyyer extension issue. Those kerbs spawn grass even on the stock layouts. I did try your values and unless I put them under the wrong grass_fx heading, they did not work. The CSP config has a confusing grass_fx section so it's possible I placed them under the wrong entry.