Ahh thank you 👍Gotta edit the lod.ini file in the data folder and remove the line alfa_whatever_copilot_stuff.kn5 as well
@StoffelWaffle just tied that still get a crash ...any ideas?
Ahh thank you 👍Gotta edit the lod.ini file in the data folder and remove the line alfa_whatever_copilot_stuff.kn5 as well
is this on his Patreon...i must be blindView attachment 1479471
A part for this spectacular gigantic field of galactic radioactive shrimps is there something important about anything important about CSP?
Lmao really who gives a **** about how grass looks ? Dude's priorities shifted when he started to earn more in a month than what the Kunos dev themselves earn in six.View attachment 1479471
A part for this spectacular gigantic field of galactic radioactive shrimps is there something important about anything important about CSP?
It is only necessary to manually enter "lods"...the corresponding language...If you ask me to run (simply), "type" or what is not printed...I'm would like to remove the copilot from theses cars as i wont be using them in the historical context . I would normally remove the copilot.kn5 file and all is good but with these the game crashes when doing so. Is there a way to remove the copilot without the crash? TIAView attachment 1479465
View attachment 1479471
A part for this spectacular gigantic field of galactic radioactive shrimps is there something important about anything important about CSP?
You looked at the radioactive shrimps for too long....i must be blind
mail alert from Patreon.is this on his Patreon...i must be blind
Hi @shi !Battle Challenge for SRP mod by takeyoh, with AI controlled by lua script.
Youtube
So, with the help of chatgpt and Gemini, I created ai_hints.lua.
It works on my pc. (CSP 0.2.12 p1)
Add the attached extension folder in the layout folder.
(e.g. assettocorsa\content\tracks\ks_red_bull_ring\layout_gp\extension)
If there is no layout folder, place ai_hints.lua in the extension folder and add the following to ext_config.ini
Open the file ai_hints.lua in a text editor.Code:[SCRIPT_...] SCRIPT = ai_hints.lua
Edit the values in the top 5 lines.
Those who can improve lua are free to edit.Code:startProgress -- Track Progress (0.0 to 1.0) endProgress speedLimit -- km/h upper limit paceFactor -- Pacing (1.0 = normal) steerOffset -- Left /right offset (negative = left, positive = right)
That's an FX Holden (or 48/215), not a Peugeot 203.....was that deliberate or an error?Here's the link (available cars) for the pack (1955 Mille Miglie).
The skins so you can see all the cars (not all are available).
Others that aren't (you can download them directly from the VELOS website).
- Maserati Spider (here are two ".kn5" files, with and without co-driver, to be manually modified in the "lods" file), and also the 16 skins (only 4 appear in the screenshot).
- Maserati Coupe
- Maserati 300s
- Lancia D24 (it didn't actually participate, but I created two skins).
Some of them (here's an alternative "DATA" file) because the cars were "too fast" compared to the ones I had already adapted (it would have been easier to adapt two or three).
As well as some cars that didn't originally participate in the race. I had started the project last year (I started the simulation), but at the beginning of this year I lost (most of the cars I had adapted).
In this case, I remade the lost ones again and added others (some of them are not in the pack, why?????).
Remember, I didn't create anything, I just gathered the available cars (I modified or adapted them as necessary and to compose the grid, like Peugeot 203, Fiat 8v, Alfa 1900ss Zagato...) and did my best to make the corresponding skins (not all of them are real), as I couldn't find any sources on the internet (if anyone has any)...just comment later.
All the cars have already been tested (not all the adapted ones are 100% perfect).
I'm practically halfway through the simulation (almost arriving in Rome (I think I'll use the Prague circuit to simulate the arrival in the capital)...
All the cars have small differences (gameplay).
In most of the sections I used, I'm using the opponents' power (90%) and aggression, less than (10%).
In certain sections, I race with 3 to 9 opponents.
You can get an idea by watching the other videos.
Some cars (you can see in the screenshots) have versions with or without a co-driver, and some of them (you'll have to manually change) if you want to race (with or without a co-driver).
That's it for now.
I hope you have as much fun as I am having.
Pack BRITISH
Pack FRENCH
Pack GERMAN
Pack ITALIAN
pack DRIVER 3D
Well, there has been more than few post about grass here at gtplanetLmao really who gives a **** about how grass looks ? Dude's priorities shifted when he started to earn more in a month than what the Kunos dev themselves earn in six.
For your first point, i found the info while vibe coding, not even related to AC. My least hated clanker brought it up and even tried to write some nonsense for me, but as generative AI goes, if you don't know what you're doing, there's no chance for it to work.Hi @Tetri ,
Could you tell me where you found this information about AI scripts? Which version of CSP is intended to enable AI scripting? I’m interested in this functionality if it is really implemented.
I tend to agree with you, but I ‘d go further because from my point of view, as Fastlane depends heavily of the car type and physics, the ideal solution would lead to allow users to link a car to an ai file before loading the track.
its beautifulInstead of staring at grass particles, and figuring out how to render them at 8K while only taking up 50 of your FPS in rendering, How about this instead
First ingame images, With some refraction added to the headlights. Still heavily WIP.
Still left to do:
Lmk if you got any questions.
- Full interior
- Sound
- Physics
- Extensions
- Liveries (unless someone is willing to help for free)
- BoP (I don't know of any 1997 Le Mans mods, But if anyone knows of an good pack lmk so we can BoP the car for those cars)
- IMS TeamView attachment 1479644
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