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It´s directly taken from Melbourne extension from Pyyer, so it should work.is this working with pyyers melbourne track? when i tested it i didnt got any puddles
It´s directly taken from Melbourne extension from Pyyer, so it should work.is this working with pyyers melbourne track? when i tested it i didnt got any puddles
That's not what several people working for URD has said lolThis is blatantly false. RSS used to work with URD and plan who was making certain mods. Then URD decided to release the M4, Oreca and Porsche cup car which RSS were working on. Why work with a team that will back stab you like that?
That's not what several people working for URD has said lol
Unfortunately some people are okay doing awful/mediocre job and as some people are okay with it it will never stop...Imagine paying 5 bucks for that :
View attachment 1381844
top notch mapping as well, ready for skin making:
View attachment 1381845
I wish some of these gumroads modders wouldn't be so attracted to money.
I certainly hope it can be.This cannot be fixed. If you want I can give you the previous physical road mesh. I cannot understand why on a racing game you're (not you personally) keep staring at other cars wheels instead of the corner apex or start lights etc. Except you are driving on a 3d person cam instead of a cockpit cam. It would be better if you could report on ai instead of visuals. In any case this is it. It won't be fixed by me at least.
Edit: Just tested it with RSS GTM cars. NO issues here. csp 0.2.5-preview1
Edit2: VRC car has indeed this problem. I suspect a car collider problem? Wheel values at data.acd? Car height?
Do you have the same issue with any other cars on this part of the track? If not then it's likely a car issue, not a track issue.I certainly hope it can be.
It is absolutely not visual, the cars literally get stuck in the floor and cannot move. One of them caught fire and exploded. I've recently ran starts with this very car at Dubai and Sebring, zero issues. All three pit straights are flat, Brno included.
It is not nearly as trivial as you imply with your tone - which remains in your post, despite your edits clearly U-Turning and admitting there's a problem. Hopefully it's a language barrier thing.
If not, though, I'd recommend keeping the *****ness to yourself when it turns out something is amiss. Fill in the blank. It's not that big of a deal, it's a small problem that can hopefully be looked at - no need for stamping your feet and frowny faces when someone points it out.
Do you (and the many others on this project) want polite, constructive feedback on your work, or not? I guess that's the fundamental question.
And I'll leave it at that.
Yeah, surely thats what happened. There weren't any cooperation or agreements with them for a looong time before M4, Oreca and PCUP cars. In fact this is the first time i hear RSS were allegedly doing them lol.This is blatantly false. RSS used to work with URD and plan who was making certain mods. Then URD decided to release the M4, Oreca and Porsche cup car which RSS were working on. Why work with a team that will back stab you like that?
You.(and.your.cohorts).are.on.fire. 👏👏👏View attachment 1381873
Released : Audi R8 LMP 2000-2001
Author:F302
3D Model Car ,3D Model: Zero Games Studio
Texture Update : F302 (rework)
Skins: StoffelWaffle
3d work: F302
Lod´s: ACTK
Tweaks ACTK
Physics: RMS
hope u enjoy the Car
ps : send feedback ,bugs ,missing things
tested on CSP 0.2.4-preview1
Template include
PP filer PURELIFE EVO GT
have fun!
To install, move folders to "...\SteamApps\common\assettocorsa" or simply
drag'n'drop archive to Content Manager
![]()
136.79 MB file on MEGA
mega.nz
I didn't notice any issues while hotlapping in this car or in the Lambo RSS, but again, that was only from the pit lane.Do you have the same issue with any other cars on this part of the track? If not then it's likely a car issue, not a track issue.
On another track I remember getting launched into the air with one car but couldn't replicate the problem with any other. Turns out the car in question had a broken collider.
I do not anything to prove to you but in any case, all surfaces are perfectly aligned. I think it is time to consider that it might be another issue.I didn't notice any issues while hotlapping in this car or in the Lambo RSS, but again, that was only from the pit lane.
Again, it's not like the car is getting "caught" in the road mesh - rather, it's solely the start box, i.e. where the car spawns onto the track for a Race session. The car can't go anywhere, because it's initial point is below the track. It could be that box is simply positioned a hair too low for those specific positions. Not all 499s in this race were caught below the road - only ~4 or 5 of them in a 20 car field.
The Ferrenzo 499 is the VRC - a top-of-the-line pay mod. I've tested this specific car with 4 other tracks now with near-identical start-finish line profiles and near-identical track author credits (yourself included) - no issues.
If it were a car issue, surely those other tracks would exhibit this behavior?
thank you perfect
THIS thing. It's the most delicious thing I've hung on to for dear life all week. Probably all month. It surrrrre does eat tires, but even then, you retain a fighting chance thanks to great quality ffb with very linear, progressive rotational grip loss. And the SOUNDS this Ascari mod makes.. distinct, scary shrieks, man. Pics definitely don't tell enough of this mod's story, but they will have to do until I post a very necessary video.
Oh wow that's great, all these strange changes in 1994, Montreal had a weird chicane as well if I remember correctly, only Estoril was pretty okay...
If we're counting the 1994 versions of tracks, this is the list of what's technically missing - IE, including all the little reprofiles and stuff over the years, (and please correct me if I've still got some on this list that have actually been recreated):Oh wow that's great, all these strange changes in 1994, Montreal had a weird chicane as well if I remember correctly, only Estoril was pretty okay...
But damn he's just consistently making nice tracks... Maybe the future will have 1979 and 1980 Zandvoort or Monsanto or even Ain Diab circuit... Did I miss something??
Thank you for this great work and effort.
Why would they want to cooperate with you? What does URD bring to the table? Sounds? Model? Physics? Nahh...I imagine they will be fine just how they are. All their next releases have tons of data from teams with multiple drivers from those teams testing them.Yeah, surely thats what happened. There weren't any cooperation or agreements with them for a looong time before M4, Oreca and PCUP cars. In fact this is the first time i hear RSS were allegedly doing them lol.
edit: Nevermind. Saw the poster's name. Instantly makes sense.
@Rainmaker87
You hinted somewhere that you're continuing this free Phoenix track (this has the 1991 layout, the 1989 and 1990 layouts were slightly different).
This particular version has super fast, fixed ai.
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phoenix
MediaFire is a simple to use free service that lets you put all your photos, documents, music, and video in a single place so you can access them anywhere and share them everywhere.www.mediafire.com
It's very rough otherwise. The graphics and tire walls are screwed but at least it's now very competitive. Very tough to get pole now (unlike the vanilla version of this track which had the slowest ai ever).
The 1989 and 1990 layouts were different. I have the pay track with fixed ai. That pay track looks incredible but it needed the ai fix.
Fixed ai is here for anyone who wants it. It's excellent work by wakamatospecial78 and now very enjoyable
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New AI for Phoenix 1989-1991
MediaFire is a simple to use free service that lets you put all your photos, documents, music, and video in a single place so you can access them anywhere and share them everywhere.www.mediafire.com
You can see this 1989/1990 layout in my season video starting from 1:05. Yes I'm using TC1 because that 1990 Prost Ferrari actually had TC. In the beginning of that vid I recreated the legendary Senna/Prost crash at Suzuka.
I have the pay track and it's brilliant with fixed ai and I'm not asking it for myself but for the community. It's very important track in F1 history and there is not a decent FREE version of it. It's pretty much the only important classic F1 track missing a proper version (save the 1982-1985 Zandvoort... well we have that sandev one but it doesn't work with SD cars). And you are the best classic track creator. And also because ASR 1990 and RSS 1991 cars are such masterpieces. They DESERVE this track.
No worries on the misunderstandings.I am not editing my post this time in order to avoid misunderstandings. Non csp version of the car does not have this problem even with unedited collider. It is leaving the grid position just fine in a race start
EDIT on purpose this time.
There are 2 meshes, one is visual and it is not taken into account for physics calculations, and the other is physical in which the car stands. If it was a track mesh problem the car would leave it's grid position because the visual mesh is not taken into account, you just see the wheels sinking and that's all.
I admitted that there was a problem in v2.0 with the cars floating in the air at some points and fixed it. Even when the cars were in the air they kept racing taking into account the physical mesh and didn't get into orbit.
Hope the language barrier can make you understand what I mean
I went looking for a bit of information about this car and found this story on Hagerty, from 2021. Read it and weep!
@andrevr the BPR series project is not dead. I sadly have very limited free time at the moment. I was badly missing a good Venturi and I will put it into the packs as soon as I get back to the project.Lovely car, and well executed.
Slidey boi. Needs care on turn-in. Tweaking diff might help.
@Daniel Graf would have loved to have this version available when he was building the BPR Series.
That's great news, and obvs, abs no pressure. 100% understand.@andrevr the BPR series project is not dead. I sadly have very limited free time at the moment. I was badly missing a good Venturi and I will put it into the packs as soon as I get back to the project.