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Hi, thank you very much. 🙏Hey if u need help I can look at it
I've done it countless times - is it for JK's awesome BMW ?
No, it's for the BMW M3 GTR from "RMS"
Hi, thank you very much. 🙏Hey if u need help I can look at it
I've done it countless times - is it for JK's awesome BMW ?
Its also happens with default weather. See this screenshot, this weird shadow its just at the exit of the pitstop.So it does not happen with „default“ weather style selected in weatherFX settings?
I currently do some more AI lines again, if anyone has a request for a track with bad AI that they want to have fixed or needs help with their own track don't hesitate and mention them in thread or send the requests directly to me!
I didn't have the time to do all requests of last time, if you send me the same tracks again I might be able to do them this time.
Just wanted to know. Its just if someone says I have/use Pure explicitly that it sounds that Pure causes it.Its also happens with default weather. See this screenshot, this weird shadow its just at the exit of the pitstop.
God it worked. I had many issues doing this in the past cause CM couldn't find the kn5 files, even with redirecting things, and this is the first perfectly simple explanation that ever works on this track.Dundrod has only one layout.
You have to:
- create a folder named "alt_ai" under "\tracks\dundrod_1955"
- copy "map.png" file, "data" folder and "ai" folder inside of "\tracks\dundrod_1955\alt_ai"
- create another "alt_ai" folder under "\tracks\dundrod_1955\ui"
- copy the files under "\tracks\dundrod_1955\ui" inside \tracks\dundrod_1955\ui\alt_ai" folder
- copy models.ini and rename the copy to "models_alt_ai.ini"
Obviously you can change "alt_ai" with everything you like more
Yes, I saw.
It will join this one (I had made some inventions) and our mate Aleroy (made the necessary updates).
It's very simple:I just have to figure how to properly rename the layout (still appears as Dundrod in CM, it must be in the json) but this is going to be a game changer for AI spline selection. Thanks a lot mate.
its nice to see people enjoying that trackIt's very simple:
- open the ui_track.json with Notepad
- and just edit the section "name": "Dundrod TT 1955",
with something like "name": "Dundrod TT 1955 - AI alternative",
If you want you can also edit the "description" for better understanding
In this case the original is "description": null,
You can change it in "description": "AI for high downforce cars",
NOTE1: edit only the red part. Pay attention to not delete the characters " and ,
NOTE2: null doesn't the characters "
This is great. So, from now, i can make dedicated ai lines for some very specific cars (i have the f1 from 30s to 60s in mind, as well as the early gutter tier 70s ones), edit specific hints and fastlanes, all easy to pick up directly before a race.It's very simple:
- open the ui_track.json with Notepad
- and just edit the section "name": "Dundrod TT 1955",
with something like "name": "Dundrod TT 1955 - AI alternative",
If you want you can also edit the "description" for better understanding
In this case the original is "description": null,
You can change it in "description": "AI for high downforce cars",
NOTE1: edit only the red part. Pay attention to not delete the characters " and ,
NOTE2: null doesn't the characters "
its nice to see people enjoying that track
(i bet it took some time to generate that new ai)
This question may have been asked a thousand times, but I'd like to ask how I can achieve this result in game (PP filter, settings, etc.). I'd like to achieve this realistic result, but I can't (even if I use fairly high settings).
Sorry, are these 1950 Cadillac "Puppy" available for download? I'd love to place them aside their sibling "Monstre"! Many thanks pal, if you can DM me in our conversation. Have a great day! - Jo Lothar
Rotation is linked to the parent dummy. It could be that the current dummy doesn't have the X axis rotated correctly so that the Y-axis is "up". The digital instruments.ini file works off the centre point off the dummy as 0,0,0 and the direction of dummy. So you'll have to rotate the dummy to match the angle of the instrument panel. On a normal vertical instrument panel the X-axis needs to be rotated to 90deg in Blender, but this will obviously be a different angle. In this case it looks like it needs to be rotated by 90deg on the X-axis, try that first.A question regarding Digital Instruments....
Can digital instruments be rotated?
I need to rotate this digital instrument by 90 degrees up
View attachment 1469816
however in the digital_instruments.ini i only see the position for the X,Y,Z axis and no rotation?
Or is rotation tied to the PARENT= dummy? Like its Pivot Point?
Neither ALIGN= or DIRECTION= worked either for rotation.....
Misaligned digits is of the top ten Crimes Against Modding™ for VR users. It's bad enough when they float parallel to the display surface... but that's an easy fix in the config. When they are at a different angle to the display surface then it's often enough to send the whole car straight to the scrap yard crusher.Rotation is linked to the parent dummy. It could be that the current dummy doesn't have the X axis rotated correctly so that the Y-axis is "up". The digital instruments.ini file works off the centre point off the dummy as 0,0,0 and the direction of dummy. So you'll have to rotate the dummy to match the angle of the instrument panel. On a normal vertical instrument panel the X-axis needs to be rotated to 90deg in Blender, but this will obviously be a different angle. In this case it looks like it needs to be rotated by 90deg on the X-axis, try that first.
Also remember you can have more than 1 dummy, you just have to give each object the correct parent name.
One of the first cars I did, I had a VR player come at me with all guns blazing about the text floating and I was like no its not. Then I used the free roam camera to look around the cockpit and was like "oooohhhhh, yeah that looks bad". 🤣Misaligned digits is of the top ten Crimes Against Modding™ for VR users. It's bad enough when they float parallel to the display surface... but that's an easy fix in the config. When they are at a different angle to the display surface then it's often enough to send the whole car straight to the scrap yard crusher.
Yeah, VR unfortunately takes no prisoners with things like that. Because everything occupies proper 3D space in VR's binocular vision it's instantly obvious if anything is even slightly amiss, and that's before even factoring in any parallax sliding as the user's head moves around. It's very understandable how things like that can be missed when working on a 2D panel. Simply closing one eye in VR will flatten the 3D view down into 2D where any floating is only really noticeable as you look around and relative positions change. For the majority of 2D panel users with fixed views, misaligned digits simply won't matter so long as they're in line on the z-axis with their intended positions, although I guess 2D panel users that use head tracking might notice the parallax discrepancies.One of the first cars I did, I had a VR player come at me with all guns blazing about the text floating and I was like no its not. Then I used the free roam camera to look around the cockpit and was like "oooohhhhh, yeah that looks bad". 🤣
Its tricky to get those damn things to line up decently so its not floating and also like you say the angle is different to the display. I've found that even using snap to face in Blender doesn't actually get it aligned properly. So you have to take a bit of time to get it right. Also the different cockpit cameras can pick up the errors quickly as well, especially in open wheel cars.
Just an small update to this thing, Simlish over on overtake has provided an entire new data set for the car including a bunch of fixes to the car to be more accurate (like having the actual V12 engine being NA & not turbo charged as it is in the original version by me) If you have downloaded this mod i HIGHLY SUGGEST downloading his update and use it to replace the current data.An certain fella is locking the Le Mans Ultimate Aston Martin Valkyrie LMDh behind an paywall. So i just ported the exact same model over to AC for free. Grab it here (Updated to actually have the car this time)
Note: It's a total Frankenstein when it comes to physics basically re-uses KUNOS stuff with some tweaks from Chemflummi’s older mods, before he started encrypting the physics. Should be fine as a grid filler. Also, I couldn’t find a decent V12 audio file, so I just used CM’s replace audio feature and swapped in Nekotaisen’s Aston Martin DBR GT1 sound from way back. If the audio’s broken, just use that same feature and replace it again. You’ll just have to wait until VRC releases their Aston. I tried giving the car it's own audio but it just came out dead for me constantly.
View attachment 1468426
Time to get Jugee wit it again. Aston Martin DB9 release! Will I finally have a quality DB9 in my AC garage?Jugee8 has very generously compiled all of his cars into one handy download, and free if you want.
Not 100% sure but I think these are mostly GT7 ports with refracteive lights, wipers, LODs, and unencrypted.
View attachment 1459870
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Yes, you can remove the question mark I think....Time to get Jugee wit it again. Aston Martin DB9 release! Will I finally have a quality DB9 in my AC garage?
https://jugee8.gumroad.com/l/DB8?layout=profile
View attachment 1470058
Is it the same if you convert this properly:Yes, you can remove the question mark I think....The car is amazing! 🤩
The only small problem is the compatibility with Pure LCS. Interior dash lights are too high
View attachment 1470065
Not a big problem, but who use LCS has to switch to GAMMA to have correct interior lights. Or simply change the values on extension/lights.ini:
[EMISSIVE_LIGHT_...]
NAME=int_dash_lights
COLOR=119,135,259, 0.01
LAG=0.5
SIMULATE_HEATING=0
LOCATION=NONE
BIND_TO_HEADLIGHTS=1
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5
Thanks Peter! Yes, but the original values was that:Is it the same if you convert this properly:
[EMISSIVE_LIGHT_...]
NAME=int_dash_lights
COLOR=1.19,1.35,2.59, 1.0
LAG=0.5
SIMULATE_HEATING=0
LOCATION=NONE
BIND_TO_HEADLIGHTS=1
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5
View attachment 1470067
In my experience you can make pretty much each and any car fast with only one fastlane. If you have problems then change the ai.ini of you car (brakehint, tyre hint, aero hint). Different setups for certain cars seems to be very workintensive and unnecessary.This is great. So, from now, i can make dedicated ai lines for some very specific cars (i have the f1 from 30s to 60s in mind, as well as the early gutter tier 70s ones), edit specific hints and fastlanes, all easy to pick up directly before a race.
In my experience you can make pretty much each and any car fast with only one fastlane. If you have problems then change the ai.ini of you car (brakehint, tyre hint, aero hint). Different setups for certain cars seems to be very workintensive and unnecessary.