Strangely enough I did encounter this, but I think it was something to do with swapping the audio over from the URD Caddy over to the VRC one. This might just be some weird anomaly with my system (as we've all got totally bespoke computers, all running different settings in csp/AC/cm), BUT, when I went through the tunnels at Motegi with the VRC Caddy after the audio switch the reverb almost seemed to overload my speakers and they stopped transmitting the engine note. Crew chief would still be running and giving me info and tips, so it's not like it was a hardware issue of the actual speakers switching off. Once I used the original VRC car audio I was able to drive through tunnels and retain sound. Might be a new build CSP bug?!Good day,
Hope you are all doing fine.
Short question; Some of my cars are suffering from engine sounds quiting as of certain speeds and revs. Say, from 0 to 120 km/h all is good but after that engine sounds disappear... When i decellerate the engine sounds come back in though. Very weird. Other cars do not have this anomaly, so it should not be my system I guess.
Anyone here encountered something similar and knows how to solve this? Thanks in advance.
Hello Aaron,Strangely enough I did encounter this, but I think it was something to do with swapping the audio over from the URD Caddy over to the VRC one. This might just be some weird anomaly with my system (as we've all got totally bespoke computers, all running different settings in csp/AC/cm), BUT, when I went through the tunnels at Motegi with the VRC Caddy after the audio switch the reverb almost seemed to overload my speakers and they stopped transmitting the engine note. Crew chief would still be running and giving me info and tips, so it's not like it was a hardware issue of the actual speakers switching off. Once I used the original VRC car audio I was able to drive through tunnels and retain sound. Might be a new build CSP bug?!
Need an option for Carbnon up the middle with transparent sides.Hello , Rear Windows : Transparent or carbon (link poll)
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Link for poll :
https://strawpoll.com/bVg8B8wb1yY
Thanks
Need an option for Carbnon up the middle with transparent sides.
I'm sorry, it was heading in a direction and then I voted and made it 50/50 again. I'm no good useHello , Rear Windows : Transparent or carbon (link poll)
View attachment 1437632
View attachment 1437634
View attachment 1437633
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Link for poll :
https://strawpoll.com/bVg8B8wb1yY
Thanks
Short answer is no. Complex stuff is complex shrug.Good morning. Is there any easy app or program other than 3D Max or Blendel that can correct and adjust the hand movement with the gear lever? Many high-quality mods are impaired. This is because when shifting gears, the driver's hand moves to one side, which has nothing to do with the position of the gear lever. Thank you very much in advance, guys.
this problem comes from the double face created by 3dsimed, which breaks the geometry, and the modeurs who use it really don't know what they're doing.What is the cause of this? I'm trying to make new lods for Ginetta G40 GT5 from Garage ACTK, but every now and then I run into this. Sorry if this is a simple problem, but I only use Blender to make lods and track grid extensions. Thanks in advance.
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Not atm, but imo it would be useful to name the cars in question, so others can check ?Good day,
Hope you are all doing fine.
Short question; Some of my cars are suffering from engine sounds quiting as of certain speeds and revs. Say, from 0 to 120 km/h all is good but after that engine sounds disappear... When i decellerate the engine sounds come back in though. Very weird. Other cars do not have this anomaly, so it should not be my system I guess.
Anyone here encountered something similar and knows how to solve this? Thanks in advance.
I don't remember exactly how to solve this problem because it only happened to me once. If I remember correctly it's just a display problem, some faces are turned the other way and are transparent. Try selecting the mesh that has this problem and recalculate the normals (press tab > normals > recalculate outside).What is the cause of this? I'm trying to make new lods for Ginetta G40 GT5 from Garage ACTK, but every now and then I run into this. Sorry if this is a simple problem, but I only use Blender to make lods and track grid extensions. Thanks in advance.
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A possibility is that sounds being used which just don't go as high as your mods engine rpm. On the car selection tab of Content manager there is (lower middle right) a button to select the sounds from a different car. If you choose to use say the sounds from a large slow reving American V8 as replacement sound for your 2.5 liter Formula one mod then the engine sound will die well before the engine gets to Maximum revs. If you have Content Manager try selecting the sounds from a suitable mod as replacement.Good day,
Hope you are all doing fine.
Short question; Some of my cars are suffering from engine sounds quiting as of certain speeds and revs. Say, from 0 to 120 km/h all is good but after that engine sounds disappear... When i decellerate the engine sounds come back in though. Very weird. Other cars do not have this anomaly, so it should not be my system I guess.
Anyone here encountered something similar and knows how to solve this? Thanks in advance.
Track update: 1937 Tripoli v0.95Track Release: 1937 Tripoli v.90
by Historic Sim Studios & Sergio Loro
Free to the public
View attachment 1426739
Lets pretend we did not read carbNon 🫣
Zwartkops Raceway V2 - v2.10Zwartkops Raceway V2 - v2.10
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"This a complete 3d rework of a previously released track. Aprox 75% of the track is completely new"
features:
- 2 layouts, circuit and kart
- 27 pit/grid circuit, 14 pit/grid kart with AI
- RainFx, Lighting, etc
- CSP required
credit:
- original model by @chickenDuck for Rfactor2
- converted with permissions by @pugsang
- 3d rework, physical road mesh and kart layout etc by @pugsang
- ext_config by @pugsang and @RMi_wood
- AI, cameras, UI, VAO and background loaders by @RMi_wood
- kart layout semiphore and preview by @macko68
- beta testing by @Masscot, @Breathe and @mteam
:: DOWNLOAD v2.02 ::
changelog v2.10
:: DOWNLOAD v2.10 ::
In regards to my scenario where I lost audio it wasn't rev related, once the engine audio was lost it stayed silent. I'm guessing the OP who asked for question might have been in a similar situation.A possibility is that sounds being used which just don't go as high as your mods engine rpm. On the car selection tab of Content manager there is (lower middle right) a button to select the sounds from a different car. If you choose to use say the sounds from a large slow reving American V8 as replacement sound for your 2.5 liter Formula one mod then the engine sound will die well before the engine gets to Maximum revs. If you have Content Manager try selecting the sounds from a suitable mod as replacement.
Thanks for noticing, can finally change the poorly made Tripoli track in my championship by this one.Track update: 1937 Tripoli v0.95
by Historic Sim Studios & Sergio Loro
Free to the public
Changelog:
1. New tarmac texture (with more details).
2. Added AGIP ad in the last corner and at start/finish.
3. Replaced and refined starting grid according to actual historical starting grids (4-3-4-3-4-3-4-3).
4. Added embankment on the left at turn 1.
5. Telephone/electrical poles & cables added.
6. New sandbag "safety" barriers.
7. Added road from southeast joining the track as seen in several maps from the time.
8. Changed position and size of flags at start/finish.
9. Added hazard signs at crossing.
10. Added more spectator 3D models around the track.
11. Revised some track edge transitions.
12. Trackside cars optimized a bit better.
13. New stairs added at start/finish.
14. Added brake meter markers at various points around circuit.
15. Revised latter half circuit foliage.
16. Added some small Buildings at start/finish and tower for the marshals in the last bend.
17. Updated crossroad sign.
18. Added new umbrellas.
I had a similar issue and I think i solved it by going into settings>general patch settings>audio and I unticked the box "Silence malfunctioning FMOD channels"....Im not a technical modder and don't know how many things work but I poke around until some issues go away and I think that was the culprit when I was dealing with something similarIn regards to my scenario where I lost audio it wasn't rev related, once the engine audio was lost it stayed silent. I'm guessing the OP who asked for question might have been in a similar situation.
Nah, today's pilots are whiny prima donnas, complaining all the time... In the past, they really were real men...... sandbag "safety" barriers...
Nah, today's pilots are whiny prima donnas, complaining all the time... In the past, they really were real men...
Really advanced for 1890… 😉
Nah, today's pilots are whiny prima donnas, complaining all the time... In the past, they really were real men...