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Thanks KlausThats ADAC GT-Masters
Thanks KlausThats ADAC GT-Masters
I know about sparks & tyres, I just wonder what's with this thing still "tampering" normal tags behaviour when we live in the ext_config world. Just slap it there and call it GUESS_OPEN_WHEELER_JUNK: yes or noCSP uses this flag for guessing some parameters if not set explicitly (for example, for how sparks or tyres would look, or even how car is rendered in rendering queue) by default it tries to detect this value from tags in “ui_car.json”
Unfortunately for folks like us who prefer an older version of CSP, they require a newer version. Don't know if there's any way to make them compatible with v0.1.80 preview 1, which also happens to be the version I'm using...Hi everyone, I need help, some of the recent released cars have this problem, the car move the wheels, but the car dont run, Im using CSP0.1.80 prev1, is there eny fix to this bug? thank you in advance
There is a way to make them work on older CSP versions, but it takes a little leg work and unfortunately the data file can't be encrypted. I have to say up front that I am not a car modding guy so I have no idea if what I say here is actually factual and\or whether the car will drive the way it is intended if you do this. Also, I imagine what you have to do for each car may be different.Unfortunately for folks like us who prefer an older version of CSP, they require a newer version. Don't know if there's any way to make them compatible with v0.1.80 preview 1, which also happens to be the version I'm using...
Thank you, yes, that is a way for some mods that work with CSP0.2 physics based (when the suspension is not set like COSMIC), and then the car could be playeable in game, but in my side, the car loads, but the car spin the wheels, but without run... just stay burning tyres...There is a way to make them work on older CSP versions, but it takes a little leg work and unfortunately the data file can't be encrypted. I have to say up front that I am not a car modding guy so I have no idea if what I say here is actually factual and\or whether the car will drive the way it is intended if you do this. Also, I imagine what you have to do for each car may be different.
For this example, I will explain what I did for the recently released gadu_alfa_romeo_tz2 mod. A car I couldn't use before I did this, but now at least drives. Whether it drives the way the modder intended, I have no idea since I never had a chance to drive it before doing this.
1.) Make a copy of the data.acd file (just to be safe) and then unpack the data file for the car using CM's manage car menu.
2.) Go into the newly created data folder and open up the car.ini file. At the top you will see two entries:
[HEADER]
VERSION=extended-2
[_EXTENSION]
REQUIRED_VERSION=2744
RAIN_DEV=1
3.) Delete the entire EXTENSION section. This will eliminate the CSP crash that tells you that you need a newer CSP version, but the car still won't move so you also have to edit the HEADER section.
4.) For the HEADER part, i'm a little unsure of what to do here exactly. I changed the VERSION= part to both VERSION=1 and VERSION=2 and the car worked both ways. I didn't notice any difference in the way it drove so I'm not sure which is the right way to set it.
5.) Save the car.ini file. At this point you can do one of two things. Delete the existing data.acd file and the game will use the data folder files to manage the car. Or go back into CM and re-pack the data file and then delete the data folder.
Ford GT fairly close replica (FIA-GT3) 4k
Drag and drop to CM to install no AO its a dark car.
some parts of this car were very hard to do so may not be 100% perfect in places however i have tried to get is as close as i can
Ford GT close replica skin 4k
Ford GT fairly close replica (FIA-GT3) 4k Drag and drop to CM to innstall no AO its a dark car. some parts of this car were very hard to do so may not be 100% perfect in places however i have tried to get is as close as i can Car...www.gtplanet.net
View attachment 1391443
View attachment 1391444
Quick on the fly update to the "toi toi" skin aswell i have not updated the main download i have just put a mega link up to the .dds file needed in the updates section, drag it over to the correct folder and hit overwrite, do not use CM to install that .dds file it wont work it needs to be done manually. This just turns the inside of the headlights white, i totally missed it
View attachment 1391446ADAC GT - Master's Ford GT "TOI TOI" close (ish) replica - Updates
www.gtplanet.net
But... but... These exist. The proper... Okay.Ford GT fairly close replica (FIA-GT3) 4k
Drag and drop to CM to install no AO its a dark car.
some parts of this car were very hard to do so may not be 100% perfect in places however i have tried to get is as close as i can
Ford GT close replica skin 4k
Ford GT fairly close replica (FIA-GT3) 4k Drag and drop to CM to innstall no AO its a dark car. some parts of this car were very hard to do so may not be 100% perfect in places however i have tried to get is as close as i can Car...www.gtplanet.net
View attachment 1391443
View attachment 1391444
Quick on the fly update to the "toi toi" skin aswell i have not updated the main download i have just put a mega link up to the .dds file needed in the updates section, drag it over to the correct folder and hit overwrite, do not use CM to install that .dds file it wont work it needs to be done manually. This just turns the inside of the headlights white, i totally missed it
View attachment 1391446ADAC GT - Master's Ford GT "TOI TOI" close (ish) replica - Updates
www.gtplanet.net
I have without problems.Hi everyone, Can I install @ClimaxF1 update track patch if I add 3d trees on my tracks ?
ok did some testing and I found that if I turn on BRAKEDISC_FX in CSP setting then I will see that blur lines in game, not in shown room though. If I turn it off then the disc brake looks normal when car is stationary..... but Kunos cars do not have this problem... please advise....Thanks very much, will test this out!
But it could be also properly set in the CSP track data file.@Peter Boese is there a way to rotate the sky dome and sun position to effectively correct an incorrectly-rotated track?
I know we can place the track anywhere on the planet with GPS coordinates, but is there a way to fake its orientation?
Rotating the track itself is often not practical due to things like animations getting broken, so it'd ironically be a lot easier to rotate the rest of the solar system rather than rotate the track.
If it's not currently possible, is it something that you and Ilja could consider at your next meeting of the Wizard's Guild?
EDIT: never mind, apparently it's already a feature of vanilla AC in lighting.ini the track's data folder.
SUN_PITCH_ANGLE: defines the height of the sun. 0 = top of the sky. 90 = horizon
SUN_HEADING_ANGLE: counter-clockwise rotation around the track
Thanks to @lux3y for finding this.
Can't find that, the only one close in AC root is ...extension/config/track_adjustments.ini, but there's nothing in there about rotations and coordinates. I guess I'm looking in the wrong place?But it could be also properly set in the CSP track data file.
You find it in /extension/config/track_params.ini
or track_data or something. In it you find many definitions of tracks with coordinates and rotation angles
It's in assettocorsa/extension/config/data_track_params.iniCan't find that, the only one close in AC root is ...extension/config/track_adjustments.ini, but there's nothing in there about rotations and coordinates. I guess I'm looking in the wrong place?
Just curious why this would be the considered the 'proper' way to do it anyway, rather that in the track's own data folder?
I'm not a fan of having car or track configs split in different locations, I much prefer to keep everything in the car or track folder where it's more overt, more easily accessed for editing, and less likely to have conflicting instructions (if 'ignore other configs' isn't active).
Thanks!It's in assettocorsa/extension/config/data_track_params.ini
But everything that is put into this file overrides anything you have set in data/lighting.ini of your track folder. So preferably I would also just put it in the trackfolder rather than in the main extension folder of AC.
For the Brno track you have been working on, the SUN_HEADING_ANGLE needs to be set to -157
A positive value rotates the track clockwise, a negative value counterclockwise.
Looking forward to this oneTeam ZEXEL is the second livery for the R33 JGTC
View attachment 1391504View attachment 1391505View attachment 1391506
Nice car!View attachment 1391007
Released : Dodge Chager STR8 GR.3 (Fictional Race Car)
Author:F302
3D Model :The Crew2
Texture Update : F302 (rework)
Skins: F302
3d work: F302
Lod´s: ACTK
Tweaks:ACTK
hope u enjoy the Car
ps : send feedback ,bugs ,missing things
tested on CSP 0.2.5-preview1
PP filer PURELIFE_EVO
have fun!
To install, move folders to "...\SteamApps\common\assettocorsa" or simply
drag'n'drop archive to Content Manager
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72.13 MB file on MEGA
mega.nz
;fix shadow-casting sun in cockpit
[SHADER_REPLACEMENT_...]
ACTIVE = 1
MATERIALS = INT_WINDOWS
CAST_SHADOWS = 0
What is the car at the front called? I've got a lot of Ford GTs but I seem to not have that one. The one at the back should be the FSR GT3, shouldn't it?But... but... These exist. The proper... Okay.
View attachment 1391464
Thank you for the tip, I tried it on the URD Cadillac that was not working with my CSP 0.2.3 preview 211. Unpacked, deleted the Extention line in car.ini, repacked. Working fine now. Great tip. This community is the best.There is a way to make them work on older CSP versions
Sidekick?Good afternoon, please suggest an application in which I can see the brake temperature, but so that it is necessarily displayed in digital values, and not just in color.
yeh i thought they might i just wanted to give the one newly released some more skins so i did exactly that. What is the white one in the photo? i've not seen that one beforeBut... but... These exist. The proper... Okay.
View attachment 1391464
It's BE_Modding's "Ford GT GT3". It came in a huge pack of cars that they converted and modified, I believe this model was from NFS:S2. And yes, the other one is FSR's Ford GT3 from RaceRoom.What is the car at the front called? I've got a lot of Ford GTs but I seem to not have that one. The one at the back should be the FSR GT3, shouldn't it?
What car?Thank you, yes, that is a way for some mods that work with CSP0.2 physics based (when the suspension is not set like COSMIC), and then the car could be playeable in game, but in my side, the car loads, but the car spin the wheels, but without run... just stay burning tyres...