Hi Peter, Does it work only with LCS mod ?, cause I use Gamma and I don't have these sliders. ThxIf you use the "pure" ppfilter, you can tweak your preferred style in the Pure PP app "Script" tab.
Its hard to make a visual style that fits everybody's needs and tasts.
In the Pure PP app you have those 2 sliders, where you can bend the visuals to your taste.
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The main difference of the styles is mostly "photorealistic" camera look and eye-realistic look:
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photorealistic
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And its always the way how the much bigger real light dynamic is presented in a low dynamic picture.
For many people it is "realisitc" if bright things are shown in overblown tones. Thats the way they knew it from photos or videos.
But there are also many users who want to have the colors/dynamics adapted, so the low dynamic screen just represents a scaled dynamic and not a limited/cropped dynamic.
you can try changing the shader for the gauges and see if that improves it:Also...enable Reflections FX and enable Local reflections in Extra FX.
Jaco,do you have any other tricks for this? The mesh adjustment didnt help. I still see the road reflected in gauge dials.
Hi Peter. SX Le Mans has the dark trackside screens when you use Gamma. They are fine if you use LCS if that helps.Maybe i'll add the HDR to LDR conversion paramters to Pure Config then.
It's really tricky to get all this working with the different tracks. Some of their screens are already too bright and those from other tracks are still to dark with a fixed settings. Maybe i'll also add it to the track adaptions. Do you know a list of tracks with problems?
ThanksThanks for the car Peter. Driver hands looked a bit squiffy in VR (fingers looked broken?) so here's an alternative steer.ksanim. Legs are a little to the left, but not really noticeable when driving, unlike the hands.
Plus an optional MINES logo for the (now higher-res and darker, with subtle noise applied) infotainment screen. My screen was originally just plain light grey, but that's maybe because I have navigators disabled.
Remove the .txt extension from the AO_33.dds.txt and add it to each skin folder (or replace it at source in CM Showroom).
Remove the .txt extension from the steer.ksanim.txt and put it in the animations folder.
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You guys are the best!Reverse layout is planned![]()
Hi,Hi guys
Is anyone having A.I. issues with the Kunos Ferrari F2004 at the RMI Imola track 1995-2005
The A.I. all seem to go off track on the exit of Villenueve chicane and get stuck in the sand.
Im on the latest CSP 0.2.6 Ive tried New A.I. behaviour off and on , neither works
If anyone has a possible fix id be very grateful
Thanks
I tweaked the Virtua Simulazione Ferrari for better grip. You know I have never driven a F1 car (and very few in the sim racing community have) but I have driven a lot of karting in my youth. I've driven on the ice tracks too. And being a Finn we often drive icy roads. And the Virtua Simulazione car behaved a little bit driving driving a F1 car on a ice surface. The oversteer was absolutely ridiculous.
Open wheelers have enormous grip and enormous power. You're not able to slide an open wheeler that much (unless you're Raikkonen, Senna or Schumacher). It usually loses the grip instantly and then you're gone. VS car were almost like drifting formula cars. They didn't feel realistic. With all skins and driver stuff installed they're among the best looking AC cars I've seen but they didn't drive well. Especially the Ferrari. Actually it drove a bit like AMS2 open wheelers (which definitely don't feel good to me). Sometimes I feel that some authors make the cars "hard and challenging to drive" to make it feel realistic. F1 car should ALWAYS have a great grip, and should NOT be driven sideways in the corners. You can make the season challenging in so many other ways without sacrificing the realism. This season is now very challenging as McLaren (Hakkinen/Coulthard) are extremely hard to beat. I've given them a bit of an edge in fuel and aero.
I'm not a good car modder and I didn't do any other modifications than increased the rear tyres DX REF values which eliminated most of the excessive oversteer. I think the Ferrari improved tremendously. Please give them a shot and say what you think.
This package has all the skins, all driver suits, helmets, gloves for every driver and also the improved car steering wheels with animated digital display (which don't show in the video below).
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vsf1_cars_modded
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PS: I think I did well with the 1998 Leaderboard. Did you see that? That whole 1998 package now is uhh... very good thanks to Shin's full 1998 track package. Now that I'm finally satisfied how the car drives it's probably time to start a season. Happy New Year to everyone!!!!
PS2: Mod experts: Any idea why the cars will not pit in Buenos Aires 20 laps race although their fuel capacity is not sufficient? I have limited all cars' fuel capacity so that in my season 20 lap races EVERY CAR will pit and it works like a Swiss watch. But not in Buenos Aires. They will not pit and can complete the race although I can't do that (max fuel only for 16 laps). But skin based ai cars which have the same capacity, can. That is really weird and never happened on any other track in my seasons. Is there something in the track ai that creates this issue?
Hello!
I'm really surprised by what you say about the oversteering cars from vsf.
I need to check the ferrari, but as for the vsf mp4/13, I feel the exact opposite.
Moreover, I think there is a traction control on these modded cars. Or have you disconnected it?
I've made (and am still making) some fastlanes for the 1998 trackpack and I always feel the mp4/13 has too much understeer.
I think the biggest defaut is in the wing setup, not realistic I think.
I always use a front wing with a value of 0 or 1, not more because it is too draggy without any effect regarding the lift, and decrease the rear wing.
And I handle the suspension and dampers to create the mechanical grip I want.
Not sure.Yes the Ferrari was both understeery and oversteery. Increasing the real wheel traction improved the car in my eyes a lot. I haven't driven the Mac that much as my season is set for Schumi/Ferrari. And no I haven't touched the TC and use the default setting 2. Mac I didn't touch at all, just gave it a bit higher top speed with decreasing the CD gain from 0.098 to 0.9. No other changes made in that package (despite decreasing the fuel capacity for my season settings, which by the way work amazingly well... I've had so many great challenging races). This whole 1998 project has cemented AC's place in sim racing forever. I doubt we can do that kind of mods in the EVO anymore.
Keep up the great work with the fastlanes. The 1998 tracks are incredible.
Do you know what causes the non-pitting issue on Buenos Aires? How is that even possible (the only track in the season that is not made by you guys).
Not sure.
That could be an issue with the pitlane.ai.
When you are in a qualifying session, are your opponents able to pit in after 5 or 6 laps?
Can you give me a link for the track? I could check it tomorrow.
Well... actually not, but it's the closest to what F1 used.Layout 6 is the correct one for 1998.
Speaking of 1998 season, is there any review of the SDD 1998 or 1999 mod somewhere available? I really would like to read something beside of their own advertisement they throw around yt.Sure.
bsas_h22/6
Layout 6 is the correct one for 1998.
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bsas_h22
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I would appreciate if you could look at the Caesars Palace 1982 fastlane too. The cars always crash in the last corner before the goalline during the races and the ai is both slow and crashy on this track. We managed to improve it a bit with pekkahe but it's still crap.
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caesarspalace1982
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Speaking of 1998 season, is there any review of the SDD 1998 or 1999 mod somewhere available? I really would like to read something beside of their own advertisement they throw around yt.
Well... actually not, but it's the closest to what F1 used.
They used the Senna S and not Tobogán for 1995-1998.
Or Mohammed Ben Sulayem. He wanted to do drifts like the ones mentioned above, but he needed a "little" more track...... You're not able to slide an open wheeler that much (unless you're Raikkonen, Senna or Schumacher)...
Or Mohammed Ben Sulayem. He wanted to do drifts like the ones mentioned above, but he needed a "little" more track...
About noises and voices... this was an interesting attempt. That guy has a Patreon pay site with a lot of SimHub stuff for classic F1 but has been inactive for a while. But just imagine a proper commentary on the races. It's not impossible to do as hockey/basketball/football games all have commentaries. No one ever did it on a racing game (I think).
at Overtake there are a couple of announcer mods, do not know if they are active during the race, I think it was more for to edit them in your recorded videos.
Maybe this https://www.overtake.gg/search/40503243/?q=Murray+Walker&t=post&c[child_nodes]=1&c[nodes][0]=36&c[title_only]=1&o=relevance
Or as announcer bot https://www.overtake.gg/search/40503269/?q=Announcer&t=post&c[child_nodes]=1&c[nodes][0]=36&c[title_only]=1&o=relevance
What I would like to hear as an mod “the circuit announcer”, that specific voice from the racetrack speakers, especially at the start grid or in the pit.