Cake or death?... cake?
Brabham BT44 and Ferrari 312T here.
A Tamiya model is my dream, unfortunately I already know that my elephant skills won't help in assembling it 😂Brabham BT44 and Ferrari 312T here.
Where you activate this in the default wfx?Surely there must be a way to allow it for single player in Pure though?
It can apparently be activated in default WeatherFX, but not with Pure, as it says the weather controller is not compatible.
Paul Radisich would be coolA little more playing around with Ralt RT3 skin, this one based on the Jacques Laffite Livery when he run the Ralt RT4 in Australia in 1983. A little more to do on it yet
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Link has been updated with a small, unnecessary update that I imagine most will skip. It's just something that bothered me when I went back to the track after not driving it for awhile.1960s Longford
A standalone version of Longford_67 based on the Legion and @slider666 version of the track. All credits for the track go to them. To be honest, there wasn't anything wrong with the track. I just didn't like some missing CSP features and the overall texture brightness and colors. So I made the track look more to my liking. People seem to prefer that I do these as standalone tracks so that's what I did.
1960s Longford
Additions\Changes:
-- Added animated flags on the front stretch and all track flagmen.
-- Texture\shader adjustments to eliminate the washed out look the track had, at least on my system. Very much ppfilter related so you may not like the changes.
-- Two alternative track skins. One gives a burnt out appearance to the grass and trees, more like the original Longford_67 track had. One gives a greener appearance to the grass and trees. I left the grass and trees as separate skins so you can mix and match to get something more to your liking. I.E, you could choose to use the default trees with the greener grass.
-- New collision physics .kn5 file to eliminate the sticky fences. I didn't do all of them for now. I only did the ones I felt might matter. I'll eventually get all of them. Thanks to @pugsang for the instructions on how to do it. Hopefully I did it correctly.
-- New ai lines for the default track. This is a tricky one. How well the ai works on this track is greatly dependent on the car mod. Some mods work well, some struggle. A lot of it has to do with how narrow the track is in some spots and you just can't get wider cars through some areas side by side. If you find my new ai just doesn't work for the cars you are racing, there is an Original_AI folder and an Optional_AI folder you can try instead.
-- New timing .kn5 file to get the cars spread out a little at the start of the race. Helps the AI make it through the first lap.
-- New timing .kn5 file for the reverse layout. The original timing file was an absolute mess. It had the cars line up after the s/f line and in the wrong order at the start of the race and the pit slots were reversed.
-- New sidelines for the reverse layout to help get the ai through the first turn better. They take it a little wide, but I had to do it that way to make it work.
-- A host of new replay cams for both layouts from @CrisT86 , @DaBaeda and one from myself.
-- New ext_config done by @CrisT86. Don't ask me what changes he made. I only know it works well.
Notes about the config:
-- If you want a darker or lighter road surface, open up the ext_config file in Notepad++ Change the ambient and diffuse values for the three entries from line 489 through 505.
-- The base ext_config has no snow days. If you want at least one day of snow to drive in, go to the extension folder and delete or rename the ext_config file. Rename ext_config_with_snow to ext_config and set your date to July 20-22.
As always, please point out any mistakes so I can fix them. I'm not an expert at this stuff.
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I hope its not encrypted (but i bet, it will be) and not full of errors, as the last pack (only small bugfixes after release until now, nothing happens)View attachment 1363465
Some news on Bazza's next project. So glad that the periscopic is finally making it to the game!
I think it's in WeatherFX debug.Where you activate this in the default wfx?
As knowledgeable people explained to me, the number of objects (in kn5) affects the processor, and the number of triangles affects the video card. that is, yes, LODs will help the processor if the number of objects in them is reducedIs lods pertinent when CPU is bottlneck?
For VR users its essential.Is lods pertinent when CPU is bottlneck? I have some people that suffer slowdown, like the car is moving a lot slower, and it take multiple seconds to be at 250km/h on unoptimized track + Pyver extension. But it's not a constant freeze, the fps is fine. And the AI seems unaffected too
If it is, I might start doing lods for the cars
well I will aim 80 objects for lod Blook at the Kunos standards for formulas, there are about 80 objects for lod B, about 30 for lod C, and about 5 for lod D
Partly true, but there is another thing at play and it is especially noticeable on your latest F1 pack. I meant to send you a message about it. The 3D collider should have as few faces/triangles as possible, AC uses these plus track physics layer for it's calculations. Ideally you should aim for under 100 triangles, see the Kunos F138's collider for example. Your Caterham has 572 triangles. This and some mod tracks that have very large physical layer will cause massive game slow down but FPS will appear unaffected.Is lods pertinent when CPU is bottlneck? I have some people that suffer slowdown, like the car is moving a lot slower, and it take multiple seconds to be at 250km/h on unoptimized track + Pyver extension. But it's not a constant freeze, the fps is fine. And the AI seems unaffected too
If it is, I might start doing lods for the cars
thank you! I have experience modeling in maya. That said modding has seemed quite different and converting stuff is a different game completely.nr2003 tracks should open with 3dsimed
I never realized, it makes more sense then.Partly true, but there is another thing at play and it is especially noticeable on your latest F1 pack. I meant to send you a message about it. The 3D collider should have as few faces/triangles as possible, AC uses these plus track physics layer for it's calculations. Ideally you should aim for under 100 triangles, see the Kunos F138's collider for example. Your Caterham has 572 triangles. This and some mod tracks that have very large physical layer will cause massive game slow down but FPS will appear unaffected.
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Some objects can be deleted, some can be combined. If you need to be more careful with Lode B so that “transitions” are not visible, since it works quite close, then with Lode C and D you can act more boldly, since many objects are no longer visible at such a distance.well I will aim 80 objects for lod B
30 for LOD C mmmmmmmmmmmmmm not sure, does joining every suspension into one single object in blender (with ctrl+J ) really do the trick ?
My advice is to leave only the objects visible rather than aiming for a specific number of objects. Yes, it won't be the best choice, but at least you're sure to tighten the LOD to the bone making it as light as possible. As for blender, yes, the join parts/mesh trick with the same material works as long as you leave the parts subject to animations intact. In theory you could, for example, merge all the metal elements into a single mesh by assigning to the material an empty (completely white) aomap so as not to have problems with objects mapped differently. Obviously all textures must be in the main lod to avoid errors.well I will aim 80 objects for lod B
30 for LOD C mmmmmmmmmmmmmm not sure, does joining every suspension into one single object in blender (with ctrl+J ) really do the trick ?
Good point Masscot! Is it possible to disable the AI to change to wet or dry tyres automatically?@Peter Boese in the default WeatherFX debug app, rain thickness can apparently be overridden at set at 0mm, enabling the full wet visuals but without the loss of grip.
Does such an option exist in Pure, letting us enjoy the visual rain effects in full glory but maintaining normal grip?
This would be very useful in races where changeable weather is wanted (eg, the race starts dry and sunny, but then a thunderstorm rolls in and dumps its load for a lap or two, then the sun comes out again and the race finishes dry) without the need to pit twice to change tyres just so you can stay on the track. Pit stops in AC are pretty clunky and normally involve teleporting and ghost cars, so are often best avoided to maintain immersion.
a great month for DTM-Fans :-)Opel Vectra GTS V8 DTM Test
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The only "animation" I have is the drs.My advice is to leave only the objects visible rather than aiming for a specific number of objects. Yes, it won't be the best choice, but at least you're sure to tighten the LOD to the bone making it as light as possible. As for blender, yes, the join parts/mesh trick with the same material works as long as you leave the parts subject to animations intact. In theory you could, for example, merge all the metal elements into a single mesh by assigning to the material an empty (completely white) aomap so as not to have problems with objects mapped differently. Obviously all textures must be in the main lod to avoid errors.
EDIT: obviously you have to create them taking into account the transition between the lods. It takes a bit of patience but for better or worse you can create a light lod.