Ok, thank you! So it is a result of AC/CM update, maybe? I was not aware.@zand This was mentioned a few pages back, for now tapping the "F3" key as soon as the replay loads is the best solution .
Ok, thank you! So it is a result of AC/CM update, maybe? I was not aware.@zand This was mentioned a few pages back, for now tapping the "F3" key as soon as the replay loads is the best solution .
I just tested it. The Guerilla GT4s have no issues leaving the pits (Weekend - Qualification) for me. 🤷♂️For some reason (using Guerilla's GT4s), none of the AI cars are leaving the pits. I did a clean install of 3.1. I thought I recall that they were working in 3.0, so I tried rolling back, but they didn't leave with that version either.
Have you downloaded the patch from the description? Maybe that will fix your problem.
Just remove the check mark here and it will work againHi guys! I really need some help here.
For some reason, the default camera in the AC instant replay changed. It was an outside TV camera and became the inside cockpit camera. Whenever I want to see an instant replay, I have to change the camera (the idea was to be instantaneous...)
I've looked everywhere in the content manager settings and in the .ini files, but without any luck. Does anyone have an idea?
Thanks.
NM_detail is bugged, at least for me. SO i use the default kskinnedmesh. But it should only be textures issues relatedHi, i have a question regarding the KsSkinnedMesh shader.
I'm attempting to create a morphing animation for a leather handbrake as an [ANIMATION_...] in the ext_config.ini
I've added the bones to the mesh in blender via Armature.
View attachment 1403971
however when i load the mesh in kseditor it looks like this...
View attachment 1403969
For some odd reason its flipped however when i change the shader to a normal ksperpixel it changes back to normal.
View attachment 1403970
Also what does Bones stand for in KSeditor? How many bones are there as in a number? or Bone names?
I've also tried to redo these bones in 3DS Max with the skin modifier however same issue applies...
Thanks for the advice, but the problem remainsHave you downloaded the patch from the description? Maybe that will fix your problem.
View attachment 1403987
The car really has a nice engine sound.
Arden and the rest have lost their brakesThe car really has a nice engine sound.
Now? I just downloaded it when I posted above and it felt fine. The brakes seemed normal.Arden and the rest have lost their brakes
Acfl? They only did 2006Does anyone know if there is an decent pack of F1 2005 & 2006 cars? i found a pack from a group called ACFL but they drive terribly and their material + textures resembled something from rFactor 1.
Solved! Thank you very much. The forum is the GOATJust remove the check mark here and it will work
Thanks for the effort, but....What do you mean I don't respect the schedule? I said I would release it this weekend, but in this there is 4 letters, if you change them with s o and n it gives soon!
Anyway, F60 dropped!
This mod brings you the best version of the F60 possible, one of the cars that had a lasting impact when I was playing F1 2009 on my PSP, and the treatment done by simdream left me a sour taste like always. So I decided to completely rework it making it something worth to drive and worth to look, no more boat, welcome F60.
Also no I won't do other 2009 cars because they are beyond salvation
- 3D Model reworked to fit the proportions of the original F60, and cockpit modeling reworked to match realy life cockpit (thanks @bensrac32 for the help, and Ignacy for the cockpit textures)
- New shaders, New AO map, New carbon textures
- Changed calliper to use real Ferrari calliper instead of a big black circle
- Including fisichella skins, and badoer. Using real 3D helmet instead of kunos
- Rain tyres (Thanks deploy for the textures)
- Sound by fisherman
- Shifting leds matching real leds
- New physics by long, making it more realistic than ever
DOWNLOAD
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I've tested the track with different cars and I have no problems with the track. All cars leave the pits for qualifying and start the race correctly. What version of CSP do you use? In the latest CSP version 0.2.4/0.2.5-preview1 there is an option to send all cars back to the pits, if they start from broken start positions. Try to deactivate this option. I think you can find it under "New AI behaviour". But in the latest CSP version 0.2.4/0.2.5-preview1 the AI is also broken, as randomly on some tracks some cars don't start at all or do donuts. As there is no solution for this bug, you can only switch back to CSP version 0.2.3/0.2.4-preview1. Someone also wrote a little app to remove those broken cars from the grid.
"damn"Object in the CM showroom..... interesting.
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Thank you for that, I was not aware of this checkbox!Just remove the check mark here and it will work again
where did you find that beautiful mod? link please (also for the car if they come separately
I suppose? CM said both of them were from ACFL and had links to their website. Deleted them rather quickly lol.Acfl? They only did 2006
2005 is simdream then
And yeah it all come from rfactor
Press "T" on your keyboard and use the red circle adjustment item to change the top and bottom height.Guys, how can I solve this? I'm trying to create CM preview using Retrolux Studio Scene, and many cars have this problem
View attachment 1404091
Spygate 2.0 : Electric Boogaloo
watching a replay, the cars do not start and disappear, they are not in the pits, I activated in"New AI behavior" restart from the pits and something is improvedI've tested the track with different cars and I have no problems with the track. All cars leave the pits for qualifying and start the race correctly. What version of CSP do you use? In the latest CSP version 0.2.4/0.2.5-preview1 there is an option to send all cars back to the pits, if they start from broken start positions. Try to deactivate this option. I think you can find it under "New AI behaviour". But in the latest CSP version 0.2.4/0.2.5-preview1 the AI is also broken, as randomly on some tracks some cars don't start at all or do donuts. As there is no solution for this bug, you can only switch back to CSP version 0.2.3/0.2.4-preview1. Someone also wrote a little app to remove those broken cars from the grid.
Broken Cars Kicker
THERE'S A NEW APP BUILT BASED ON THIS ONE, AND EXPANDED. CONSIDER USING THAT ONE. FOR NOW, BROKEN CAR KICKER IS CONSIDERED DEPRECATED https://www.overtake.gg/downloads/assetto-corsa-ai-whisperer-0-74-new-settings-for-first-laps-active.80352/...www.overtake.gg
Switch back to version 0.2.3/0.2.4-preview1 and check, if your problem is solved. I use this version, as the AI is broken for me in the latest CSP version.watching a replay, the cars do not start and disappear, they are not in the pits, I activated in"New AI behavior" restart from the pits and something is improved
"Broken Cars Kicker 1.3" does not start I use version 0.2.4/0.2.5-preview1
Hi I don't have this problem, maybe you're looking at another mod from another modder that is updating...
what is this? that's not my car