question.View attachment 1365307
In this case there are errors in the original LODs. In AC it is better to reduce the number of objects first, trying to adequately dose the number of polygons. In this case in LODs C and D there are more objects than necessary when the car is far away in our view, so they should be reduced. Our French friend, however, has only sweetened the pill: for example 11 objects and 8010 polygons in LOD D are still excessive. When you load this LOD the car is so far away that we doesn't even understand what it is. Of course, it is true that this may not have much of an impact on performance, but optimization requires being meticulous. Some things may not be noticed in a practice, but in a nice full grid they are.
However, this doesn't mean that he can do whatever he wants. The community is not a jungle, and no one here hates anyone. This is something now considered strange: morality. If someone entrusts him with something, that's fine, but he's the one who has to ask the author (and I'm sure no one would say no in this case). The fact that "he can't because he has been banned" well, we all know he's watching us. And frankly @JK1977 , after all the work he does, I don't think he deserves a "CRAP LODS".
Talking about ripped mods: better not to investigate what development houses do with mods.
what do people think of Suzq ON YOUTUBE? seems to be making money on youtube from stealing free and paidmods, editting and re-releasing. seems to mash up acfl and rtt mods or is he/she genuine? have only tried ferrari so far.
Does anyone have working link for this mod?Korean update:
KIA STINGER AWD aka BMW killer
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Data:
https://www.automobile-catalog.com/tire/2018/2534105/kia_stinger_3_3t_gt_awd.html
Colors:
https://colorndrive.com/ph/touch-up-paint/kia-stinger?year=2018&baseColor=
Download:
http://www.mediafire.com/file/41vctp98jo8dom5/dr_kia_stinger18_AWD.7z/file
Enjoy,
Mike
for a noob like me, could you please explain what are the main differences to the kunos car? thx!!The Porsche 911/946 is now on the GTPlanet
This car mod is based on the Kunos Porsche 911 Carrera RSR 3.0. Please note that the mod still has some bugs, and further changes will be made in the future.
View attachment 1365558
Download GTPlanet
OR
Download Patreon
The base model is from kunos car, the difference is that I added some body parts(body kit) new wheels and engine, and some other small changes to Aero, suspensions, abs, ext config, and different AO mapfor a noob like me, could you please explain what are the main differences to the kunos car? thx!!
AWD and RWD versionsDoes anyone have working link for this mod?![]()
thank youAWD and RWD versions
As I said, this behaviour of playing online eating less RAM than singleplayer (no AI) is repeated everywhere, but this track seems to blow up my PC somehow. And this weird thing with replays influencing the loading time is beyond me ... This is getting me a bit worried tbhIs it only on this track? If so, maybe redownloading and installing it manually would help, in case the files were corrupted somehow the first time.
awesome mate !!!@gavkiwi you asked, for Paul Radisich, so here is one I am working on from Australia 1983
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awesome mate !!!
yep, of course it is!They are all fwd, so if the rear wheels are locking up I would guess you assigned the handbrake to the gear up button?
Autódromo Parque dos Pinheiros v1.01
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View attachment 1363865
Fictional circuit in Brazil.
Conversion from rFactor.
-CSP Recommended
-2 layouts (GP/ Short)
-40 pit/start
-AI, cam
NOTE; If you are using Sol and the track screen is dark, rename ext_config_for_sol.ini to ext_config.ini in the extension folder.
Credits & Thanks;
Original rFactor Track by Paulo Taveira
-I have tried to contact him but have not been able to. I thank him for his work.
AC Converted by @shi (shin956)
AI by IMEAN
logo.png by @Fanapryde
.lua and font base by @gunnar333
Crowds texture by @Kniker97
tree, marshall and some textures by kunos
Test and Feedback by @Fanapryde , @Breathe , TITI
Download (mediafire)
Enjoy.
Converted upon request by Patreon member Mateus.
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v1.01 changelog;
Updated fence texture by @Masscot . (Thanks)
I'm really grateful for all the work he's done, but as someone with glaucoma, it's difficult to read.TIL a new English word from a French fella. Merci monsieur
Honestly? I'm not wild about it either, but I thought it was a "dark-mode" style choice by @Breathe, and he's put SO much work into an insanely valuable resource, that if he painted it green with purple spots, I'd just be like "That looks nice." and be on my bicycle 🤪
I can't even remember doing Mexico 67 for ACI can't find that version for some reason. Found literally 30 versions but can't find our guy Zwiss's version. Can you link me, my friend?
It depends on how you implemented them. Consider that each object replacement works on a specific LOD, so if you assign it to LOD_A it will only be valid for LOD_A. Therefore, and perhaps I would also say unfortunately, we need to extend the addon (in this case the aero upgrades) to the other LODs too. For a matter of optimization it would be better to create the addon and then modify it to make it consistent with the LOD. Obviously once you have created addon A, let's call it that, the others can easily be .kn5s without textures since they will be loaded from the main .kn5.question.
In some of the F1 cars, I do some aero upgrades through csp object replacement feature. That won't cope well with lods right?
Since I do a lod for the mclaren, which has the dong pointed Downard, if the AI use the skin that replace with the mid season one that has some viagra on it, then switching from lods in a player pov will just see the dong moving up and down ?
No way to somehow "include" an object replacement on lods?
Try editing the models_ ini file of the layout you are using and removing the tires_new1.kn5 entry (3) then rename the one below 3, so they are all ascending without any number missed. See if that helps, if it does then it is down to the collideable tires.Hello everyone! I've been having the weirdest issue, I'm really curious if this is known or anyone has already had it.
To give a bit of context, I was trying out VR and messed with a lot of settings. Also, I very rarely play single player and may have never noticed this issue.
Now, the issue: I first noticed this on this track https://www.overtake.gg/downloads/braga.68831/ : What happens is, I try to load this track on single player, with a kunos car, and when it reachesMiscellaneous Preparations - Replaysmy whole PC bogs down and completely freezes, to the point of me having to force restart it everytime. After some tries, I saw that what was happening is the game eats both all my RAM and VRAM, all 32GB and 8GB of it respectively. On the rare occasions that it goes through without freezing, CM gives an error due to "Memory Allocation".
I remember entering a server with friends in the past with this track and didn't have this issue whatsoever, it ran flawlessly. It seems my game eats more RAM on single player than on multiplayer (which is weird to me) but on this specific track it completely kills my PC.
Something I've also notice, if I turn down some replay quality settings, it goes through (still eating RAM like crazy).
I'm sensing I may have broken something while trying VR, it came to the point where CM would launch the original AC launcher with that awesome intro.
I'm lost. Does anyone have any clue? Already tried removing both CSP and Pure and install again, still happens.
Hi. Does someone know which preview setting has been used in this photo?
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Because tequila, sure...I can't even remember doing Mexico 67 for AC![]()
Haha, that's what I thought. I have everyone of your tracks and Mex 67 is not one of them. @Vintagedriver lemme know if you figure out which track you were thinking of. TYI can't even remember doing Mexico 67 for AC![]()
Thank you! LeBluem had already told me about it, those collidable tyres really hog the memory. However, If I leave it as is and enter a race with 17 AI cars, it won't even reach 7GB of usage and all loads seamlessly.Try editing the models_ ini file of the layout you are using and removing the tires_new1.kn5 entry (3) then rename the one below 3, so they are all ascending without any number missed. See if that helps, if it does then it is down to the collideable tires.
View attachment 1365697
it looks like reality. better than GT7 and latest Unreal Engine together.
The Showroom and preset are here.Hi. Does someone know which preview setting has been used in this photo?
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Almost certain you mean the @Rainmaker87 version. For me, that's the best of the bunch by a long margin.
Yeah, I can't remember the 60s either 😂I can't even remember doing Mexico 67 for AC![]()