I do not care about being encrypted, for me there is one exception, that users have the possibility to change those stupid fantasy names/logo’s to the real names/logo’s.Encrypted or non-encrypted cars, we have thousands of mods to play and race in Assetto Corsa, I don't want to fix any problems with the mods, I would waste my time playing and racing... So if a car has a problem I simply discard it whether it is encrypted or non-encrypted... There are too many cars we have and the time is short for me.....
This is all phenomenal work. I can see myself spending many hours on these tracks. Does anyone know if there is a way to turn off the message that appears on Azure Coast after race completion? It's a good idea, but for replays, I'd rather switch it off.Nobody wanted me to post this:
Azure Coast (PCars) and Cote d'Azure (Grid2) v1.0View attachment 1501212
================================
13 layouts, it will at least get a v1.1 at some time, because of some issues...
Azure Coast
-7 layouts (full/reverse, stage1/2/3, 2 mini circuits)
Grid2 "Cote d'Azure" - by CHiQuiFReaKy
-2 layouts (1 reverse)
Combined layout "Azure Coast + Cote d'Azure" is almost 40km long
-2 layouts (1 reverse)
Combined layout as circuit, connected with a long tunnel is almost 50km long
-2 layouts (1 reverse)
1 animated train with Cheweeew-Heee sound
1 animated plane
2 animated Helis with proper heli sound
2 animated cruise ships
animated windmills
animated lighthouse beams
animated tunnel rotors
animated waves
Custom roadmesh, night lights, rain, grass, flares, audio effects
includes a small Lua track-script:
View attachment 1501214
- displays message with laptime after completion of an AB-layout
- except on mini-circuits of course
EDIT: most barriers present in PCars were removed, so thats why there is the Mini-Circuit (3.7km) in the middle of Stage1, tunnel was made driveable too;
also in the middle of Stage2, on the hairspin-section, you can take 2 shorter, but steeper routes
Download ~720MB:mediafire or googledrive
GT7 Grand Valley Highway-1 v0.9View attachment 1501213
=====================
-4 layouts (Highway-1 + Reverse, South + Reverse), placeholder AI lines
still wip and a bit blant or wrong in some places
Download ~240MB: mediafire or googledrive
Happy Holidays!
you can do it anywayI do not care about being encrypted, for me there is one exception, that users have the possibility to change those stupid fantasy names/logo’s to the real names/logo’s.
Wow amazing!Nobody wanted me to post this:
Azure Coast (PCars) and Cote d'Azure (Grid2) v1.0View attachment 1501212
================================
13 layouts, it will at least get a v1.1 at some time, because of some issues...
Azure Coast
-7 layouts (full/reverse, stage1/2/3, 2 mini circuits)
Grid2 "Cote d'Azure" - by CHiQuiFReaKy
-2 layouts (1 reverse)
Combined layout "Azure Coast + Cote d'Azure" is almost 40km long
-2 layouts (1 reverse)
Combined layout as circuit, connected with a long tunnel is almost 50km long
-2 layouts (1 reverse)
1 animated train with Cheweeew-Heee sound
1 animated plane
2 animated Helis with proper heli sound
2 animated cruise ships
animated windmills
animated lighthouse beams
animated tunnel rotors
animated waves
Custom roadmesh, night lights, rain, grass, flares, audio effects
includes a small Lua track-script:
View attachment 1501214
- displays message with laptime after completion of an AB-layout
- except on mini-circuits of course
EDIT: most barriers present in PCars were removed, so thats why there is the Mini-Circuit (3.7km) in the middle of Stage1, tunnel was made driveable too;
also in the middle of Stage2, on the hairspin-section, you can take 2 shorter, but steeper routes
Download ~720MB:mediafire or googledrive
GT7 Grand Valley Highway-1 v0.9View attachment 1501213
=====================
-4 layouts (Highway-1 + Reverse, South + Reverse), placeholder AI lines
still wip and a bit blant or wrong in some places
Download ~240MB: mediafire or googledrive
Happy Holidays!
I know, lets keep it this way.you can do it anyway
Avid hater of Encryption, But i have noticed that as well. While most of the stuff i have "officially" posted here all of them have ended up on those sites, Always being sold for $5 or more. The 992 Manthey i posted was being sold for parts on Sketchfab for a while for like $10 bucks a piece lol.Here’s the thing, right the only reason the model is encrypted is because a ton of thieves outside the Assetto Corsa community are stealing everything that gets made and selling it on various sites. Just look at CGTrader, Sketchfab, Cult3D. They’re filled with 3D models ripped from Assetto Corsa creators. Sure, a lot of them are just Gran Turismo or Forza models that got converted to AC first, but the point still stands.
Personally, if these people didn’t exist, the mod wouldn’t have been encrypted in the first place. We only encrypted it to protect ourselves from outside sources that literally sweep through our community, steal our work, and sell it on those sites for profit. This wouldn’t even be an issue if those platforms actually vetted their uploaders but they don’t. Why would they? Vetting contributors would hurt their bottom line, and they clearly don’t care whether the person uploading a model is the actual creator.
So now I’m forced to go to multiple 3D model websites, upload the entire thing, and hand over my personal information to random-ass sites just to reduce the chance of someone stealing what I paid for what Nuvo created from scratch for profit.
ACTK only helps those thieves. He doesn’t give a flying **** about the Assetto Corsa community. His so-called “WAR ON ENCRYPTION” does nothing but harm the community. He’s the TonySSS of France a lolcow who can’t even make his own mods, a nobody who can’t even add a goddamn dummy to a scene in Blender. All he’s doing is enabling thieves to come into our community, steal what we worked on, and sell it for five bucks.
He’s dumber than an actual rock if he thinks decrypting mods is somehow going to stop this. Sure, it’ll eventually stop but not because people are afraid of decryption. It’ll stop because no one will bother making mods for this game anymore. Or better yet, people will just stop releasing anything publicly.
What I find especially hilarious is that he’s going after me someone who just wanted to give the community something unique but not going after RSS, VRC, or URD. Why is that? Their stuff is encrypted too.
Ohhh riiiiight. I think we all know why.
I thought 0.41 was better and heading in the right direction....first I've felt a little optimism EVO - I've tried it back to back to back with AC1 and AC1 still much better - better feel and feedback - but EVO is closer than its been - still a bit numb and "laggy"? but better.
Yes. But AC is 11 years old. And we're only going backwards. LMU is pretty good and is very good online game... but driving not up to par with AC1. Project Motor Sport wasn't good. Rennsport wasn't good. ACC was a good sim but had lackluster FFB.
Real F1 drivers use AC1 to practice tracks, Verstappen and Bortoleto for starters. They praise AC1. Verstappen says AC1 is the best. iRacing with Marvin's FFB tweaks is supposedly close but not as good, either. I unsubscribed from iRacing quite a while ago, I haven't tested Marvin's tool.
What kind of idiot throws away that kind of legendary foundation and starts from the scratch after developing the best driving engine ever... driving engine that was universally praised by pretty much all sim racers in the world... and the best actual racing driver in the world (Max)?
Why didn't they build a new sim around that amazing foundation and correct the issues we have on AC instead? The real issues. Like the AI issues. Basically they took everything that was great in AC1... like tyre feel, FFB, unlimited modding... and threw it away.
I suspect it's just that they simply CAN'T duplicate the driving anymore. I'm not a coding expert so I don't know but it doesn't make any sense otherwise. Probably the guy who programmed it is no longer with Kunos or then it's not possible to adapt to EVO... because this new game engine limits it somehow?
And considering how polished and brilliant sim ACC was otherwise, they never fixed the FFB (which was the main complaint of all real racing drivers who tested it). Kerbs and the FFB. Is it because they thought it was good enough... or is it because they didn't know how?
Perhaps when trying to adapt all these new complicated tyre models makes things a mess. Just consider how amazing FFB we have in rF2, RBR, Live For Speed, AMS1 and AC1. Way better FFB than on the new sims. Even Raceroom drives more natural. Why? That doesn't make sense. You'd think things would go forward but they don't.
Hi Sab, are you referring to the fact that you bought a paid Hope skin on Patreon?@Aldo Raine... So I just paid for the Hope track, and am led to a barcode on page. Who scans barcodes on a pc? And what app is it trying to get me to download? I would really like a normal download link please. Can you do that?
This one? https://www.racingsportscars.com/race/Adelaide-2000-12-31.htmlDoes anyone have a CM carlist / grid for the 2000 ALMS Adelaide 'Race of a Thousand years' ?
please and thank you !
Yikes, I'm not paying attention!Hi Sab, are you referring to the fact that you bought a paid Hope skin on Patreon?
Because if you were referring to the actual track, it's still free here: https://www.overtake.gg/downloads/hope-racetrack.16581/
Excellent video which compares EVO 0.4 to the original AC (in the end of the video)
I've said it all along. EVO drives like ACC with lifeless, numb front end feel. I don't understand why those paid? sim racing Youtube influencers praised it. It's not very good honestly. I just couldn't put it into words as well as this guy (real racing driver).
Update to the mod. Use the link in the quote to get the update. It would be best to disable any track skins you have enabled before installing the update then re-enable them.Riverside Mod (kind of a beta so use at your own risk)
Been over a week and I haven't heard from Lilski so I decided to throw out this beta-ish version of my mod for Riverside. Because it's a beta, it's a bit complicated in it's setup (you'll understand when you read below) so you might not want to hassle with it. If you do decide to try it, I would strongly suggest you backup your existing track folder first. The mod will most likely override some files you already have.
Obvious credit to Lilski for the great track. @Masscot for the cable fix trick. And @Quark67 for the skins trick to make managing track skins easier.
Riverside mod
Notes\Instructions:
-- The mod will replace your existing ext_confg file if you have one. I did not because the track didn't come with an extension folder. If you find things are a bit dark, there is an alternative config included that you can rename to lighten things up a bit.
-- I animated all 199 existing flags and added lights to some parts of the track. For now the lights are only on the grandstands and a few turns. I haven't figured out a good way to get lights on the crowd\car areas yet. I set the light brightness kind of low because I figured way back then lights would not be super bright. You can edit the lights settings in the config if need be.
-- Now the really confusing part and why you may not want to try this. There are 17 track skins because I haven't decided which combination I like yet. I have all the different track skins separated into folder names for what they do and also as a way to test different texture combos. Each skin has a description if you hover over it describing what it changes (using @Quark67 method). The only ones you need to have enabled together is one of the 4 Grass skins, one of the 6 Dirt skins and one of the 3 Grass Mask skins. The other 4 (billboard, road, skyline, trees) are optional. The thing that may make the skins easier to manage is that using @Quark67 method, you can't enable two conflicting skins. If you enable one that conflicts with another, the other one gets disabled automatically.
Lastly, I would really love suggestions\feedback. I know nothing about the track and all the photos I could find are so old that it was hard to make a good judgement on color choices. I'm open to any suggestions for improvements. And remember, it is a beta so i'm sure you will run across a few quirky looking things here and there with the textures.
View attachment 1501668
View attachment 1501689
that is the one
Ooh, very nice car indeed!First, I too drive a radical sr3 (1500 powertech). Your analysis is very good to all the points. But as I have said before in this forum and other AC forums, what is missing in any racing sim is the feedback provided by your body while driving a real racecar. I will always argue that at least 80 percent of the feedback comes from the g forces upon my body that tell me what the car is doing. Add to that what I call spacial visuals (knowing were the wheels and body of your car extend too). Theses again are only visual in the game. When braking, not feeling the force against the belts means that braking is also all visual. I won't even start the conversation about what all the forces and heat do to you after forty five minutes of competitive driving.View attachment 1503979
First, I too drive a radical sr3 (1500 powertech). Your analysis is very good to all the points. But as I have said before in this forum and other AC forums, what is missing in any racing sim is the feedback provided by your body while driving a real racecar. I will always argue that at least 80 percent of the feedback comes from the g forces upon my body that tell me what the car is doing. Add to that what I call spacial visuals (knowing were the wheels and body of your car extend too). Theses again are only visual in the game. When braking, not feeling the force against the belts means that braking is also all visual. I won't even start the conversation about what all the forces and heat do to you after forty five minutes of competitive driving.View attachment 1503979
While the developers (by ASR)...haven't added some important car versions from the 1991 season, such as (Benetton 190b and Ferrari 642)...
for now I've only adapted the first one (trying to keep the performance close to the real thing (as in the video)).
In the screenshots, there's a comparison with the real model.
I don't know how to make the yellow part (brighter), because the shade, as I researched, (should be this one).
Benetton B190b ( 1991 - early seson )
Appreciate it, hopefully I can actually get this thing working, idk what I would be able to use as a helmet or face model so that it would be releasable on overtake, but I'm sure I can find something. Maybe I could use a skyrim character's head and that's kosher.Here's a blend file to see how it was done