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URD does a poor job keeping their older cars updated. Just look at their EGT, DTM 2013-15-18,PX,Detroit,Bayro EGT, AMR EGT, Maures GT1 list goes on. They used to be good content, But now those packs are on par with mods that were ported to AC in less than a week.Never thought of it like that, but absolutely a valid point. I also paid for it at some point in time. As this was some time ago, I didn't really expect any updates, but when they're still selling it, an update would be appropriate.
Thanks for the reply Thockard , I'm not at my PC at the moment, I'll check the new a.i. files .Hi,
First, which AI file are you using?
I've made an AI line last year, that you can find here :
New AI fastlane for Imola 1995 - 2005
These files have to be used for the Rmi_Imola_2001 track from RMI. This package is generated to work with the F1 cars from 1995 until 2006. The fastlane is not generated to be the fastest, but to enable a consistent race without too many errors...www.overtake.gg
It was faster and safer. But I've checked it in a race with 2004 Kunos cars and there are some issues as you can describe.
At that time, I did not check all the cars in a race so I did not notice the problem.
I can correct it with a ai_hint file and/or maybe by modifying the csv lines.
2004 cars are great but I think they have too much camber (the RSS 2000 as well) and default setups are too agressive and sensitive for AI which struggles with these setups and loses controls in some turns.
2005 VRC cars are much much better for that.
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.
Hi racingjoe013, first of all, I'm a big fan of your work! Really amazing to see how you breath new life into all these tracks, in VR it's almost like being thereSpa Vintage Track Updates:
These are my updates to all three versions of the Spa Vintage tracks. They are all full stand alone tracks because it was suggested that I do it this way instead of config\track skin mods.
All versions now have a vao patch, animated flags, working clock tower and new grass and tree textures. They also have two additional track skins that get a progressively bluer tint and less saturation. The skins also have only the files I altered from the original so you can edit them to make a skin that fits your liking. There are also new ext_configs for each track that add seasonal changes, some shader adjustments and a few other things.
Explanation about each one so you know which one to download. They each represent a specific version of the track:
Spa-Francorchamps 1938:
Spa-Francorchamps 1938
-- Based on the Spa_Faux_Pre_War version. All credits for the track go to Legion.
-- Additions include all things listed above plus removal of floating flag poles that had no flags and scaling of flag poles that were floating off the ground. Plus I added collision physics to most of the haybales. Some I left without to help with AI behavior. All other things about the track are the same as the original.
Spa-Francorchamps 1966:
Spa-Francorchamps 1966
-- Based on the Spa_1966 version. All credits for the track go to the Reboot Team.
-- Additions include all things listed above plus collision physics to most haybales. Some I left without to help with AI behavior. Also included the Spa 1966 AI done by Parri. The original AI is still included in the ai_original and data_original folders. Just rename them to ai and data to revert back to the original AI behavior. All other things about the track are the same as the original.
Spa-Francorchamps 1934 & 1966:
Spa-Francorchamps 1934 & 66
-- Based on the Spa_THR version. All credits for the track go to the Reboot Team and Waffles for the THR updates.
-- Additions include all things listed above plus a new AI line for the 1934 layout done by me. The original AI was unusable. It was my first attempt at an AI line so don't expect perfection. All other things about the track are the same as the original.
Please point out any and all mistakes. I'm sure there are a few. Was kind of hard managing three versions of the same track. I was never sure if I made the same changes on all three tracks.
View attachment 1216445
Good good...., but not everyone has a DD and players who still play with old equipment, will they still feel the effects of the road once the circuit is set for a Direct Drive?Hi racingjoe013, first of all, I'm a big fan of your work! Really amazing to see how you breath new life into all these tracks, in VR it's almost like being there
Is there any chance this track will get a track surface 3d-mesh overhaul? Even with old, soft vintage racing cars the bumps are hardly bearable, the bumps literally feel like massive potholes, with a DD wheel its ripping your arms...
Is anyone within this community aware of an existing 3d-mesh update? Does this mean a lot of work or is it do-able?
Best regards, Bazza
I have a Fanatec DD1-wheel and i find the track surface 3d-mesh is great. I drive this tracks hundred times when i do my videos.Hi racingjoe013, first of all, I'm a big fan of your work! Really amazing to see how you breath new life into all these tracks, in VR it's almost like being there
Is there any chance this track will get a track surface 3d-mesh overhaul? Even with old, soft vintage racing cars the bumps are hardly bearable, the bumps literally feel like massive potholes, with a DD wheel its ripping your arms...
Is anyone within this community aware of an existing 3d-mesh update? Does this mean a lot of work or is it do-able?
Best regards, Bazza
LoLI have a Fanatec DD1-wheel and i find the track surface 3d-mesh is great. I drive this tracks hundred times when i do my videos.
https://www.gtplanet.net/forum/threads/assetto-corsa-video-thread.290887/post-14368292
https://www.gtplanet.net/forum/threads/assetto-corsa-video-thread.290887/post-14372575
Have you ever considered whether it could be your wheel setting or the physics of car?
I like your mods very much but the car-physics of your mods are sometimes not the best (bumps literally feel like massive potholes)![]()
i used the Spa-Francorchamps 1966 In my opinion this track is goodLoL
I can back that claim regarding track rougness with a zero bumpsteer test mule and telemetry data.
I really wish there was a way for CM to update mods without losing all the names and custom edits done to the ui_car.json. Would be nice if the version number was its own file for example version.json so that can be updated and the other data left or something along those lines.Any chance you could pack all of your curated skins up in their correct folders please for a quick drag 'n' drop dump for these new car updates?
It's a shame the cars don't already come with all the various skins included.
It's always a source of annoyance when RSS and VRC etc update their cars, and real names and logos and skins can all easily be lost if you're not diligent.
I used the original road mesh for my update so it should feel the same as it always did. Was the original version to bumpy as well?Hi racingjoe013, first of all, I'm a big fan of your work! Really amazing to see how you breath new life into all these tracks, in VR it's almost like being there
Is there any chance this track will get a track surface 3d-mesh overhaul? Even with old, soft vintage racing cars the bumps are hardly bearable, the bumps literally feel like massive potholes, with a DD wheel its ripping your arms...
Is anyone within this community aware of an existing 3d-mesh update? Does this mean a lot of work or is it do-able?
Best regards, Bazza
Of course... Old Spa was notorious for its bumps... but there is a whole range between bumpy track and literally riding street side kerbs. On a DD wheel that can feel exaggerated due to the speed (and force) of directional change. The last thing I want is to turn Spa into a billiard table smooth modern F1 track. It's just that the current surface is full of holes and sharp edged bumps, making racing here very difficult.Good good...., but not everyone has a DD and players who still play with old equipment, will they still feel the effects of the road once the circuit is set for a Direct Drive?
It seems CSP version related. Somewhere in the coming week(s) we will release a patch covering this.Can anybody give me a hand to why the GTC60 Alfa Romeo Giulia TZ2 not working after i installed the Kn5 files from GADU Boyz.
Ive done it for the 250 GTO and the TVR but for some reason the alfa doesn't work i tried both the Endurance and the base model.
Yes I agree with you as long as everything is balanced and everyone feels equally good whether they own big new equipment or an old steering wheel, I say that, but I don't know to what extent it would affect adjusting a circuit too much for a Direct Drive compared to the old steering wheel, that's a kind of question mark on my part.Of course... Old Spa was notorious for its bumps... but there is a whole range between bumpy track and literally riding street side kerbs. On a DD wheel that can feel exaggerated due to the speed (and force) of directional change. The last thing I want is to turn Spa into a billiard table smooth modern F1 track. It's just that the current surface is full of holes and sharp edged bumps, making racing here very difficult.
It's not bad everywhere but for example exit Eau Rouge (on top) and after Burnenville, exit Malmedy, parts of Masta Straight exit Blanchimont and single last turn before La Source are really bad.
It's not a big deal in the end, at least not for this track because the physical road mesh is it's own kn5 file. Sergio does it with his tracks. He provides alternate road mesh kn5 files that can be swapped around for those that want a smoother ride or a bumpier ride. First I need to learn how to adjust the physical road mesh.Yes I agree with you as long as everything is balanced and everyone feels equally good whether they own big new equipment or an old steering wheel, I say that, but I don't know to what extent it would affect adjusting a circuit too much for a Direct Drive compared to the old steering wheel, that's a kind of question mark on my part.
It's not a big deal in the end, at least not for this track because the physical road mesh is it's own kn5 file. Sergio does it with his tracks. He provides alternate road mesh kn5 files that can be swapped around for those that want a smoother ride or a bumpier ride. First I need to learn how to adjust the physical road mesh.
Yes, in the case of multiple meshes of different levels, for sure, it is the best.It's not a big deal in the end, at least not for this track because the physical road mesh is it's own kn5 file. Sergio does it with his tracks. He provides alternate road mesh kn5 files that can be swapped around for those that want a smoother ride or a bumpier ride. First I need to learn how to adjust the physical road mesh.
That's not really how it works, you don't 'set a track' for any wheel, i know DD wheel users who don't even use the FFB at all in competitive iRacing and other online stuff.Good good...., but not everyone has a DD and players who still play with old equipment, will they still feel the effects of the road once the circuit is set for a Direct Drive?
You can prevent CM to update the ui_car.json files when you do auto updates trough CM.I really wish there was a way for CM to update mods without losing all the names and custom edits done to the ui_car.json. Would be nice if the version number was its own file for example version.json so that can be updated and the other data left or something along those lines.
Im aware of that but then the version number doesnt update, thats what I was getting at, I want mod version number and name/description/etc in separate filesYou can prevent CM to update the ui_car.json files when you do auto updates trough CM.
When the mod has downloaded the update etc you can press an little + sign right above the big green INSTALL button, pressing that will bring up an menu letting you choose what you want to install from that update.
You can press one of the options that exludes preview images and car ui
great car's thankyou.Porsche 924 LM/GTP/GTU - v1.0
View attachment 1418272View attachment 1418273View attachment 1418274View attachment 1418275View attachment 1418276
features:
- 3 variants with chassis# matched specifications where applicable
- LM: dyno tuned, gearbox, top speed and performance accurate acording to historic specs as run at LeMans 1980-1981 (345bhp)
- GTP: same as above but based on the 1981-1982 customer cars for IMSA GTP Gr4 (375bhp)
- GTU: based on semi-fictional GTU/GTO Gr5 style specs (572bhp)
- Physics for engines/drivetrain/gearbox were researched from FIA Homologation records and actual dyno run traces
- skin sets all use custom tyre textures and wheel sets as well as different light treatments and other misc bits via configs
- small errors may exist, gap in interior door is known, however uncorrectable at this time, sorry for any inconvenience
- template included
- CSP is required
credits:
- model by SMS, 1st conversion by @TonySSS, physics and the rest by @RMi_wood
- remodeling, refractive shaders, lights, dials and extensive 3d rework by @flyingsaucer
- minor 3d work by @Koldo83
- extra config work and debugging by @Masscot and @leBluem
- skins by @racealot, @George Red, @polupansion, SMS, @RMi_wood and Bobby Pennington
- beta testing by the above and @mteam, @Fanapryde, @norms, @twobegreen, @Breathe, @pugsang and the Filemissing Discord
- forgive if I have missed anyone over the 3 years of development, thank you all!
:: DOWNLOAD ::
Thanks for the report, all the tyre/wheel variants were abit difficult to assemble and sort out... I thought I had corrected them all.great car's thankyou.
I have found 1 issue: the gtr/gtp variant has tyre blur, the gtr/gtu has rear tyre blur but not the front, and the other variant has no tyre blur at all.
probably not a concern if your in cockpit i guess but seeing as i dont use that view i thought i would mention it. I have never seen rear tyres blur but not the front. Its normally either all or nothing.
I totally understand, its a great bunch of car's i do not want to sound like i am nit picking i was 50/50 on even mentioning it tbh.Thanks for the report, all the tyre/wheel variants were abit difficult to assemble and sort out... I thought I had corrected them all.
Likely only some skins from some variants have this issue. This was a 3 year project with many starts and stops and challenges along the way, with the major focus on my end being the physics treatments.
Possibly the only way to sort it is with some help detailing exactly which skins per variant need correction. If you wish to catalog them, please PM me with a list of those affected.