Nope. I'm all manual install, all day long. Did you?did you drag the zip directly into content manager?
yes. after I opened the zips, I dragged it directly into the correct folderNope. I'm all manual install, all day long. Did you?
I saw a feature on racedepartment few weeks ago that allow to have 3D animations (pitcrew, people walking), somebody made something with it to make tracks more vibrant ?preview of some of the items in the pack for the Track Decorations app
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This is marvelous!preview of some of the items in the pack for the Track Decorations app
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I'm getting more and more excited at the prospect of this whole thing. Can I make a small request for an 80s/early 90s-style pit lane stand(where few engineers sit, but not the super modern ones with the banks of screens)?preview of some of the items in the pack for the Track Decorations app
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Ive been looking for some of those as well... I keep lookingI'm getting more and more excited at the prospect of this whole thing. Can I make a small request for an 80s/early 90s-style pit lane stand(where few engineers sit, but not the super modern ones with the banks of screens)?
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Circuito de Jerez 2025 (FNR) - Replay Cams
Lots of fun on this track - with plenty of space for overtake manoeuvres on turns - with action cams to compliment your race viewing.
This video showcases the livery-workflow update thus far for the M3 NSPEC. Cheers
M3 NSPEC Livery Update
There's been plenty of changes to the original skins (as shown in earlier post), mostly cosmetic but essential for the end-look. Eg. kidney-shape grille area now painted black; front-bumper design changes to suit source-livery.
Aside from classic BTCC liveries, there's also a bunch of classic & current V8SC, that have been fun to race with.
Done:
- classic btcc, classic/current v8sc liveries (approx. 32)
- skins for body, wing & windows
- numberplate
- exhaust flames fix
- YT video (Jerez cams)
To-do:
- continue with livery-updates (minor stuff but a time-monster)
- skin-ini files
- crew-dds files
- initial release - 12pack
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livery-source:
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Happy racing everyone!
Maybe you could program that into the game for us? seems easy enough right? just be thankful for what you get from CSP
Pretty much no one but Ilja himself AFAIK, he's actually pretty friendly and can easly be reached on Telegram or Discord (I chatted with him a year ago via the former about my stance towards model encryption in the entire community).But who knows a member that has an proven knowledge on .dll files or @IlyaJusupov can always contact me and who knows we can create something that will work for the AC community.
Not only that, how about making it completely open source too? Steam recently opened the entire source of Team Fortress 2 and gave it away publically on Github, same thing with Electronic Arts with 2 or 3 of their Command & Conquer games, so why isn't Kunos' turn to give Ilja the keys to their old AC already, now that they're focusing on developing EVO and let us have all the free real estate once he finds a way to rip open its source a new one so that we can either make spin offs of our own (a-la rFactor 1) or unanimously fix all of its bugs and add new content which IMO desperately needs, besides a makeover and its own identity to make it standout from other driving titles alike.Notice what he is actual getting paid for every month, he could buy the AC rights from Kunos.
Thinking to spawn Nordschleife with some of the assets here, to make it more realistic and populated, to have that "24hr" feeling.preview of some of the items in the pack for the Track Decorations app
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The reason for this, I believe, is that there's no native motion vector data for non-car based objects in AC.Actually I did made a attempt to create an DLSS4 mod for AC, as you could read a couple of messages ago!
I did thought my theory could do it, but even with the help of two members here with knowledge, we did not succeed in getting the DLSS4 in the game. I did get the message that DLSS4 was enabled in AC, but I could not see/notice any effects, only performance loss.
Yes my advice to @X4Fab he should making its user interface more logical, less more/KISS and concentrate on the real major aspects like DLSS4, the new FSR4 maybe DX12.2 etc etc. While now making this software more and more complex by introducing all kinds of extra minor stuff, that can even be contra productive, is the wrong direction. Read at GTplanet all the problem some members have here, which eventually is an hidden adjustment somewhere that should be unchecked or an update that's one step forwards and two backwards. Being thankful, for what I did pay for, no need for that, only my respect to @ilya. Notice what he is actual getting paid for every month, he could buy the AC rights from Kunos.
But who knows a member that has an proven knowledge on .dll files in DLSS4 or @IlyaJusupov can always contact me for my DLSS4 ideas and who knows we can create something (=DLSS4 mod) that will work for the AC community.
Have a nice day.
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edit making things clear that I’m talking about DLSS4.
Because... Licensing issues ? And IP, and stuff like that. Besides the games you mentioned are old and don't rely on external agreements.Not only that, how about making it completely open source too? Steam recently opened the entire source of Team Fortress 2 and gave it away publically on Github, same thing with Electronic Arts with 2 or 3 of their Command & Conquer games, so why isn't Kunos' turn to give Ilja the keys to their old AC already, now that they're focusing on developing EVO and let us have all the free real estate once he finds a way to rip open its source a new one so that we can either make spin offs of our own (a-la rFactor 1) or unanimously fix all of its bugs and add new content which IMO desperately needs, besides a makeover and its own identity to make it standout from other driving titles alike.
Because the game is actively being sold with multiple IP's attached to it, TF2 is an Valve title down to the code, assets, textures and sound & game engine.Not only that, how about making it completely open source too? Steam recently opened the entire source of Team Fortress 2 and gave it away publically on Github, same thing with Electronic Arts with 2 or 3 of their Command & Conquer games, so why isn't Kunos' turn to give Ilja the keys to their old AC already, now that they're focusing on developing EVO and let us have all the free real estate once he finds a way to rip open its source a new one so that we can either make spin offs of our own (a-la rFactor 1) or unanimously fix all of its bugs and add new content which IMO desperately needs, besides a makeover and its own identity to make it standout from other driving titles alike.
Well, if it ever were to be delisted from Steam one day, then maybe licensing wouldn't be much of an issue, As for the IP, it could easly change name to something else as to not be confused with EVO most likely.Because... Licensing issues ? And IP, and stuff like that. Besides the games you mentioned are old and don't rely on external agreements.
So is this how BallisticNG was born?unless it's leaked years from now like the WipEout source code was.
I've never ignored rain in AC as in these last 8 months, I don't even check for cars' automated wipers anymore.The reason for this, I believe, is that there's no native motion vector data for non-car based objects in AC.
Some guy named SnowyMoon attempted to add a DLSS mod via ReShade a year or two ago - and while it did work, it only worked on the cars themselves. The track, background elements, trees, lighting and textures all went untouched by DLSS. So it was basically a waste of time (and SnowyMoon added DRM to the DLL - which he is apparently notorious for).
It is much harder to do, it seems, than to just slap it into the already-lackluster TAA implementation in AC. In engines like Unreal (blech), everything is motion-vector based from the off - so DLSS/DLAA/XeSS/FSR is a simple plugin to replace the (sh**ty) TAA/TAAU. Not the case with AC. It'd require a major overhaul of the graphics backend, I believe.
TL;DR don't expect it short term - especially since Ilja is much more inclined to pursue whimsy and fancy. He started rain, so much so that the visual implementation is excellent - but just dropped the physics halfway through, so much so that the track goes from "basically the same grip as dry" to "undriveable" in an instant.
He loves this Rally stuff, and has plans to continue it. He (finally) started attempting to alter/improve AI behavior, perhaps the sim's biggest need, with his last preview - but has seemingly abandoned it again on this one.
It's a blindfolded monkey throwing darts when it comes to CSP improvements, unfortunately. Only 71 more patches to go before 1.0! (I kid).
And of course, wait a few days to make sure the bugs don't eat your AC install alive.![]()
Rain looks so good, still drives so bad. Such a shame it's been left in limbo - especially for Rally.I've never ignored rain in AC as in these last 8 months, I don't even check for cars' automated wipers anymore.
Absolutely pointless stuff, a beautiful lie that is still throwing many folks in, me first during Covid times.
But!
You get fancy option for AI to avoid puddles as if that makes the horror any better.
No, Ballistic was built from scratch actually - everything in Unity over 10 years ago. WipEout Phantom Edition was birthed from the source code - and while it's a fantastic port of the original game, it is just that and nothing else. Pure vanilla 1995 WipEout - bad AI, visual glitches, the whole thing.So is this how BallisticNG was born?
Jokes aside, I honestly don't want OG AC to be the end all title for sim racers, forcing other developers outside of Kunos such as Straight 4 to quit just because they cannot possibly surpass peak with community driven open source AC(2), but at least make it on par with them in terms of physics and content, especially borrowing other elements from said titles such as GT's career mode (not like AlexMail's Evoluzione mod tho since it's a bit limited IMO, but more fleshed out making use of the entire car roster I have on my AC(2) spanning 10K+ cars currently and more coming as I'll be adding cars of my own soon) and SLRR's in depth customization of chassis, drivetrain and engine, all the while having its own unique identity and artstyle of sorts to stand out from other titles.
And I'm fine with it in its current state if you ask me, I just expect Ilja to mainly fix issues with CSP and especially CM which are annoying to me eventually.
Porsche 997 RSR got an update, Link has been updated lmk if it's broke.Here is an direct link from TomSim's discord for all the cars he's updated and posted so no one goes over to ACTK's website and gives him revenue farming. @ me if any of the links are down.
Daytona Prototype
- Ford Riley 2014 DP
Link
--------------
LMP1
- Audi R15+ Tdi LM and LMS/ALMS spec
Link
- Aston Martin AMR ONE LMP1
Link
- Lola B10/60 LM and LMS
Link
- Lola Drayson Racing LM & LMS
Link
- Oreca 01 LMP1 LM & LMS
Link
- Peugeot 908 HDI ALMS-LMS-Pescarolo-LM
Link
- Aston Martin DBR1-2
Link
- Audi R18 TDI 2011
Link
------------
GT2
- Jaguar XKR GT2 2010 V3 | Updated: 05/13/2025
Link
- Ferrari F430 GT2
Link
- Chevy Corvette C6-R GT2 (Based on URD's old mod)
Link
- BMW E92 M3 GT2 2010 LM V2 Spec | Updated: 11/05/2025: New Textures, CSP addition
Link
- Porsche 997 RSR GT2 V3 | Updated: 15/05/2025
Link
- Spyker C8 Laviolette GT2 V2 | Update: 12/05/2025: complete new interior mapping, new textures, new interior and exterior lighting
Link
- Aston Martin Vantage GT2
Link
-----------------
GT1
- Ford Matech GT1 2010 LM V2.1 | Updated: 02/05/2025: Corrected Data with new camera settings.
Link
- Chevy Corvette C6.R GT1
Link
Update info:
Ford Matech GT1 V2: 02/05/2025
New engine bay with a real engine inside, new rims and brake systems, new mapping, new objects, 3d model fully revised, new front and rear lights, new textures, animated shifter, complete new data (aero, tyres, suspension, power, AI, cameras...), new CSP configs and additions, LMS skins created and added, actual skins revised, new lods, new sound by NekoTaisen // DON'T FORGET TO DELETE THE OLD CAR AND MAKE A CLEAN INSTALL! (Link has been updated in the original post to reflect this) Note: Disable ABS in the tuning menu. Car did not have it irl so having it enabled causes the brakes to not work.
BMW E92 M3 GT2 V2: 11/05/2025
A few additions that make the car look better, new textures, CSP additions, new glowing exhaust, updated exterior lights, kn5 lighter, revised fuel consumption (all of the actual GT2 will have a bigger consumption now), new driver model, new glasses textures, new sound
Spyker C8 GT2 V2: 12/05/2025
Cockpit LR added, complete new interior mapping, new textures, new interior and exterior lighting, glasses reflections fixed, new CSP additions (glasses, mirrors,lights...), aero, tyres and suspension revised, new fuel consumption, new LODS, kn5 lighter ... DON'T FORGET TO DELETE EVERYTHING BEFORE INSTALL !!!
Jaguar XKR GT2 2010 V3: 13/05/2025
New objects and little meshes, new seat with belts, corrected transparency on windows, fuel consumption increased, fuel capacity decreased, few adjustments on the setup, Cockpit_LR added, exterior lights modified, New CSP additions ... DON'T FORGET TO DELETE EVERYTHING BEFORE INSTALL
Porsche 997 RSR V3: 15/05/2025
Seat belts, new textures, new cockpit mapping, new windows textures and transparency, Cockpit_LR added, fuel consumption increased, fuel capacity decreased, few adjustments on the setup, fixed Final gear in Setup, New CSP additions ... DON'T FORGET TO DELETE EVERYTHING BEFORE INSTALL !!!
Absolutely.Rain looks so good, still drives so bad. Such a shame it's been left in limbo - especially for Rally.
No, Ballistic was built from scratch actually - everything in Unity over 10 years ago. WipEout Phantom Edition was birthed from the source code - and while it's a fantastic port of the original game, it is just that and nothing else. Pure vanilla 1995 WipEout - bad AI, visual glitches, the whole thing.
I too want fixes to what we have from CSP - for important s***, not for whatever Ilja's attention span fancies. I want Nuzzi's AI pit stop strategies folded in for proper 1+ hour AI races. I want major AI improvements in terms of believablity (and in the cases of some cars and tracks, simple functionality). I want the stupid Fuel bug in single races fixed. I want proper wet weather implementation. And on and on.
But the fact of the matter is, CSP is his project, and we're basically powerless to influence it. So it's best to just suggest features on Patreon whenever possible. Even then, the comments of each post are almost exclusively bug reports, which eats up a ton of attention and dev time. It's a vicious cycle.
i mean, we already had 70 test builds but i am sure we were not able to test everything. We have already found one issue with ABS effects.Beta testers.. get ready to work!