Maybe you should upload all your works to the GTPlanet Downloads section? Well, it's just advice and a modest request at the same time.
You just have a lot of releases and they all get lost in the thread.
It took a lot longer than originally planned - being an admin at THR doesn’t leave much free time ;-)
But now, it’s finally done!
We took inspiration from the 1975 TV broadcast and did our best to bring that feeling back to the track.
Countless hours of work went into this update, but all of us at THR are excited to present you with the refreshed version.
We will race the track in our current F1 1975 championship. If you like to experience it yourself, join our Discord via our Website THR - THRacing.
We wish you a lot of fun!
THR pitman
P.S.: A small donation would be very cool, to keep vintage racing at THR running.
Credits: @RMi_wood for the base track and the permission @Sergio Loro for the people and spectators @Flow for the 1975 adboard banners @Felix789 for the cameras
Slider for the lowered horizon
Hi, are there any IMSA skins for the Porsche 911 (993) GT2 of "Legion", "F302" or even "GTS" ??
There are many FIA GT2 skins, but I can't find any IMSA
Announcing that thing I ominously teased earlier this week!
For those who use Bass Shakers with SimHub, whether it be Dayton pucks, Haptic Seats, Buttkickers or anything in between, you'll know that Assetto Corsa doesn't send any data via telemetry that can be used for Kerb effects. Other titles like AMS2 and ACC have this effect (although ACC's official telemetry support for kerbs is limited and poor) - but AC never has due to this data limitation. Even the official dev of SimHub, Wotever, essentially abandoned the idea a few years ago and left "Road Rumble" for Assetto Corsa as officially unsupported. This meant that there was no kerb/grass vibration through SimHub whatsoever - and things looked bleak.
Using the LUA functionality of CSP, RaceDepartment member DaZD has been able to intercept and send considerably more telemetry data from AC to SimHub - and now, this includes the canned "Kerb Effect" that AC uses. After some tweaking to different parameters, we finally have a first draft for "Road Rumble" in AC.
UDPConnector is a plugin for SimHub that listens on a specified UDP port for data. It automatically creates properties available in SimHub for each key/value (json) it receives. Update : the lua app has been rewritten, it now supports custom...
www.overtake.gg
Kerbs are working (for any kerb that has kerb effect), as is grass (at a little less than half of the gain) - and even collisions with walls and other cars work as well (still WIP, right now it's too soft for our liking).
First and foremost, all credit to DaZD for making this app - the scripting itself is above my amateur coding pay grade. I am merely the test monkey, along with the liaison for the idea itself and the author of the SimHub in-game settings themselves (gain, Hz, white noise, gamma, etc.) - as I already custom-made the effect and curve for AMS2 years ago. It took quite a few hours in the seat to tweak into a good window - and one code rewrite - but I think we're happy at the moment.
Finally, keep in mind that different settings will work for different setups. DaZD uses an NLR HF8 Haptic seat - while I use two Buttkicker Advances. While everything will work just fine at a base level for all haptic setups, the in-SimHub settings will be significantly different for different setups like these. For example, the HF8 doesn't recognize frequencies at all - whereas for my setup, frequency settings and curves are extremely important for differentiating various SimHub effects (I'd say I use about 2/3rds of the available options).
If you use haptics, give the app a download and the new kerbs and grass rumble a try. We're happy with how it's come along - but expect further tweaking with wider testing.
Cheers all, and don't hesitate to message me or DaZD on RaceDepartment both publicly or privately with questions.
Hi X90. This is a big step forward for those of us running Buttkickers or other 'shakers'. I've been running Simvibe for the last 13 years and it is now heading for 'software heaven' thanks to how much better this setup with Simhub and the SimHubUDPConnnector works.
Big thanks too for your shaker profile and the work you put into tuning things with DaZD. It was great to be able to just load your profile, tune it a little to suit my rig and then just get back to driving... with kerb effects and road rumble. Great stuff!
Hi X90. This is a big step forward for those of us running Buttkickers or other 'shakers'. I've been running Simvibe for the last 13 years and it is now heading for 'software heaven' thanks to how much better this setup with Simhub and the SimHubUDPConnnector works.
Big thanks too for your shaker profile and the work you put into tuning things with DaZD. It was great to be able to just load your profile, tune it a little to suit my rig and then just get back to driving... with kerb effects and road rumble. Great stuff!
Definitely tune those settings - my shakers are strong and it really does vary by setup. I also like more "parametric" vibration from engines and RPMs (although really not that much, at 20% or less), whereas a lot of people don't like them at all - especially those with haptic pads where the range is mono-frequency.
Most useful are the kerbs/rumble obviously, the "wheel slip" (still tuning it, a little loud still but I exaggerate it for car information purposes), wheel/brake locking, and the ABS/TC. It's not just for immersive purposes, these genuinely help a lot with keeping the car on the road!
One thing I actually forgot - latency with SimHub's bass shakers has always been a sticking point, as Wotever uses an older sound API to actually send the information. The lag is right on the borderline of "usefulness" on stock audio drivers, but I obviously decided a few years ago to use everything for immersive purposes regardless.
But! I came across this while testing. Check this link out:
The quality of recent Realtek sound controller and audio drivers has taken a nosedive in recent years, and the automatically installed drivers on Windows 10 have introduced a significant delay in t…
neosmart.net
Switching the driver with this method (my audio out to the amp now says "Headphones" rather than speakers but I don't care) has improved latency by ~80-100ms, I'd say. It's still a bit too much - and hopefully can be improved with a newer, lower latency API like WASAPI (I'll be suggesting that now that AC Road Rumble has finally come) - but with this improvement from the driver change, I consider the latency "acceptable-to-good" and it is just fast enough to really see reaction time and in-car pace improvements when it comes to rear traction loss and kerbs.
Give it a shot - I'll consider asking DaZD to add this stuff to the UDPConnector install process description as well.
Definitely tune those settings - my shakers are strong and it really does vary by setup. I also like more "parametric" vibration from engines and RPMs (although really not that much, at 20% or less), whereas a lot of people don't like them at all - especially those with haptic pads where the range is mono-frequency.
Most useful are the kerbs/rumble obviously, the "wheel slip" (still tuning it, a little loud still but I exaggerate it for car information purposes), wheel/brake locking, and the ABS/TC. It's not just for immersive purposes, these genuinely help a lot with keeping the car on the road!
One thing I actually forgot - latency with SimHub's bass shakers has always been a sticking point, as Wotever uses an older sound API to actually send the information. The lag is right on the borderline of "usefulness" on stock audio drivers, but I obviously decided a few years ago to use everything for immersive purposes regardless.
But! I came across this while testing. Check this link out:
The quality of recent Realtek sound controller and audio drivers has taken a nosedive in recent years, and the automatically installed drivers on Windows 10 have introduced a significant delay in t…
neosmart.net
Switching the driver with this method (my audio out to the amp now says "Headphones" rather than speakers but I don't care) has improved latency by ~80-100ms, I'd say. It's still a bit too much - and hopefully can be improved with a newer, lower latency API like WASAPI (I'll be suggesting that now that AC Road Rumble has finally come) - but with this improvement from the driver change, I consider the latency "acceptable-to-good" and it is just fast enough to really see reaction time and in-car pace improvements when it comes to rear traction loss and kerbs.
Give it a shot - I'll consider asking DaZD to add this stuff to the UDPConnector install process description as well.
Thanks for the tip on the Realtek driver X90. I'll have a look at that link and try the alternative and see if I notice any difference with the latency. As I only have a single Buttkicker, I can hardly brag that my shaker setup being state of the art, but if it isn't on, part of my brain instantly starts wondering, "What the hell is wrong?"! 😁
Thanks for the tip on the Realtek driver X90. I'll have a look at that link and try the alternative and see if I notice any difference with the latency. As I only have a single Buttkicker, I can hardly brag that my shaker setup being state of the art, but if it isn't on, part of my brain instantly starts wondering, "What the hell is wrong?"! 😁
I have 2 Buttkicker Advances, one for the front and one for the rear. My poor mini-amp that I've custom bolt-mounted to my rig can't drive them without major tuning! Poor thing - need a stronger one.
Boosted Media is right - he has an ~$80k triple OLED motion setup, and the bass shakers are the one thing that he misses most when it's not there. I could never go back.
Hello everyone, I started making a Hyper Water Racing INGING skin for TheNuvolari mod, but I ran into a problem: in the showroom there is one mod, but in the game there is a slightly different one, how can I solve this problem? Thank you very much in advance.
Hello everyone, I started making a Hyper Water Racing INGING skin for TheNuvolari mod, but I ran into a problem: in the showroom there is one mod, but in the game there is a slightly different one, how can I solve this problem? Thank you very much in advance. View attachment 1439055 View attachment 1439056
The mod uses MODEL_REPLACEMENTs in the ext_config.ini file in the skin folder, to show/hide the different possible configurations of the car. These changes are not visible in the CMShowroom, only in the game. You'll need to examine the code and make decisions about what parts you want to show/hide for your skin.
The grassfx missing is indeed related to the CSP version, finally brought it back with v0.2.4. I have no idea what makes it disapears on 2.5 and further. Maybe something in the extconfig, maybe in CSP...
Before I get into trouble with this mod that I love since it's my hometown, a question: you include a skin with the .dds file "bar_rumble_strips_01_d"... I already have installed a spectacular (except for the tree trunks, too dark with daylight for my taste) ClimaxF1 retexture skin that includes that same .dds file. Since I'm a bit lost on these things, I'm asking: I understand I can delete the skin included in your add-on so they don't interfere with each other?
Before I get into trouble with this mod that I love since it's my hometown, a question: you include a skin with the .dds file "bar_rumble_strips_01_d"... I already have installed a spectacular (except for the tree trunks, too dark for my taste) ClimaxF1 retexture skin that includes that same .dds file. Since I'm a bit lost on these things, I'm asking: I understand I can delete the skin included in your add-on so they don't interfere with each other?
Oh, yes, this skin can be removed, or simply not enabled. This skin is only for changing the curb color to the classic red and white (maybe someone likes it better, like me).
Thanks for your quick responses! By the way, I just noticed that those black Z-shaped marks appear when I activate the ClimaxF1 skin. It's happened to me on other tracks, but right now I can't say if the cause is directly related to some ClimaxF1 skin. We'll have to investigate further...
Thanks for your quick response! By the way, I just noticed that those black Z-shaped marks appear when I activate the ClimaxF1 skin. It's happened to me on other tracks, but right now I can't say if the cause is directly related to the ClimaxF1 skins. We'll have to investigate further...
I did a quick check: the other track where it happened was Goodhoop by carTOON (although right now the damn marks don't show), and they don't appear on other tracks with ClimaxF1 skins either, so this line of investigation has proved fruitless...
Surely those marks aren't directly related to any of your or ClimaxF1 mods; it must be simply one of those bugs that randomly appear depending on Mr. Assetto Corsa's mood...
I asked before and I'll ask again (if someone who knows happens to read this now).
Why do Lotus98T based Kunos cars leave on the track "crawling" 30 km/h and ruin street circuit races like Monaco, Detroit, etc. It's only these cars. Never happens with RSS/ASR cars. It also happens occasionally at Oesterreichring 1979.
It's almost like they hit the wall and then stuck to 6th gear or something. They won't retire but continue to "race" 30 km/h and then the ai cars get stuck behind them and the races are ruined.
Could it be something in the gear change settings in /data? Because when you crash them on purpose and give them a "bump" they find their pace again and start driving normally.
for me it is not abandoned. I lost a bit of track as my life had some big changes. Basically the car is ready in terms of the car model and the baseline physics as well as over 100 real life skins. What holds us back is that the physics need fine tuning. Neither Zoffty nor me are specialist enough to do it on a level which meets our expectations. The guy who did the physics fine tuning for the 964 Cup was occupied with other projects.
I decided to install the three Indy 95 cars from a Legion's mod and I can't modify the fuel consumption of the cars via “Fuel Consumption” in the data as car..ini.
For example, originally, on a lap of Road America with the turbo at 100%, the car consumes 11 liters per lap.
I think it's reasonable to assume that consumption could easily be half that.
I've modified “Fuel Consumption” in car.ini, but unfortunately nothing changes.
Do you have any ideas or has anyone been able to change this data, please?
I decided to install the three Indy 95 cars from a Legion's mod and I can't modify the fuel consumption of the cars via “Fuel Consumption” in the data as car..ini.
For example, originally, on a lap of Road Atlanta with the turbo at 100%, the car consumes 11 liters per lap.
I think it's reasonable to assume that consumption could easily be half that.
I've modified “Fuel Consumption” in car.ini, but unfortunately nothing changes.
Do you have any ideas or has anyone been able to change this data, please?
Is it possible those mods have packed and unpacked data?
Have you packed data folder in a .ini after modify it? Make sure AC is reading Data.ini, and delete the folder after packing.
Thanks very much for these, you always add a lot of variety with your extra layouts. Very much appreciated!
Haven't tested all the new routes yet but spotted a couple of glitches at Marine Gate: some ground textures are missing, and a small pop-up tent seems absent too, leaving the Liqui Moly banner just floating in air.
I decided to install the three Indy 95 cars from a Legion's mod and I can't modify the fuel consumption of the cars via “Fuel Consumption” in the data as car..ini.
For example, originally, on a lap of Road Atlanta with the turbo at 100%, the car consumes 11 liters per lap.
I think it's reasonable to assume that consumption could easily be half that.
I've modified “Fuel Consumption” in car.ini, but unfortunately nothing changes.
Do you have any ideas or has anyone been able to change this data, please?
@LaChub I think there are also some UV mapping issues with some stretched artwork on adboards and teardrop flags with some of your new routes, eg:
Stretched OZ/MOMO logos:
Teardrop flag artwork propoitions:
Got some z-fighting on grandstand adboards too?
Example:
EDIT: nothing to do with your new routes this one, but it'd be good if somebody could add CSP flags to all the vertical flagpoles. It's something ACU often omitted with his various GRID ports, just leaving bare poles with no flags.