- 69

- Spain
I'm on 0.3 preview 212, should work with 2.112.11 I believe.
I'm on 0.3 preview 212, should work with 2.112.11 I believe.








These cars would be a nice addition for AC
Yes, I have the same problems with URD cars with CSP 0.3.0 p212 and large grids. I have the problem with the URD BMW M4 GT3 EVO, the Aston Martin Vantage GT3 EVO, but also with the old URD BMW M4 GT3 v2. But maybe there are more URD cars, that have the same problem. Each car loads without a problem in PRACTICE mode as single car, but if I try to load a race with 2 or more cars, the game crashes. Now I switched back to CSP 0.2.12-preview1 and the problem is gone.Is there a problem with CSP 0.3.0 p212 struggling with large grids of some cars, like the URD BMW M4 GT3 EVO?
Feels like the CPU is tanking, so maybe due to extended physics or something?
Mine load OK, I can put 40 of them in a race. The problem is the low framerate with them.Yes, I have the same problems with URD cars with CSP 0.3.0 p212 and large grids. I have the problem with the URD BMW M4 GT3 EVO, the Aston Martin Vantage GT3 EVO, but also with the old URD BMW M4 GT3 v2. But maybe there are more URD cars, that have the same problem. Each car loads without a problem in PRACTICE mode as single car, but if I try to load a race with 2 or more cars, the game crashes. Now I switched back to CSP 0.2.12-preview1 and the problem is gone.
Guess who fixed the lower exhaust effects for this car at overtake… ;-)Formula Ford - Russell Alexis Mk.14
1967 Russell Alexis Mk. 14 Formula Ford UPDATE NOTE: Version 1.1 uses a different car folder name than version 1.0. To be clear, russell_alexis_mk14 is the latest version. Installation Open 7zip file. Navigate through...www.overtake.gg
No the same, but we are there
i would go out on a limb and say it is all the LUA code on their newer cars.Is there a problem with CSP 0.3.0 p212 struggling with large grids of some cars, like the URD BMW M4 GT3 EVO?
Feels like the CPU is tanking, so maybe due to extended physics or something?
Yeah. It happens to the best of us. Eventually.I just can't access because I've not a FB account.
Edit: Ah. I see the problem. You hadn't read the post I responded to. As @LAFAYET47 has explained, you need to download it from Overtake and then it'll make sense what we're on about.What page is this on? I've not downloaded any scripts or lut files, is this buried in a csp side menu, or is it in the post processing force feedback menu?
I think I need to update my csp looking at that screen! I didn't really want to from reading all the posts about things not working upon updating. K wait till things get a bit more stable then looking into FFB haptics etc. Thanks for you help though!Edit: Ah. I see the problem. You hadn't read the post I responded to. As @LAFAYET47 has explained, you need to download it from Overtake and then it'll make sense what we're on about.
View attachment 1505004
These cars would be a nice addition for AC

Could I use any of this stuff on my Spa 2022 track mod? I think some of it would be a nice addition to the mod, especially the extra grids and flag-waving spectators.Additional layout for Kunos Spa:
View attachment 1505045
Additions/changes/fixes:
- Patrolling helicopters added.
- Balloons/blimp/plane/distant airliners/flying birds added.
- New spectators added using the knicker97 textures.
- Animated flag-waving spectators added.
- New adboards, teardrop flags and TSO textures.
- Semi-fictional '6 Hours of Spa' Total Energies/WEC branding added to gantries.
- Facetted powerline cables and pole attachment points on the Bruxelles approach fixed/improved (thanks @Kniker97).
- Moiré interference pattern on the pit buildings fixed.
- Distant grandstand pop-in fixed when heading from Speaker's Corner down to Double Gauche.
- 40 grid/pit extension by Matheus Machado added.
Active Airspace layout for Kunos Spa
Self-contained additional layout for Kunos Spa. Unzip to ...assettocorsa/content/tracks and select the 'Spa Active Airspace' layout. You'll probably need a reasonably recent build of CSP. Additions/changes/fixes: - Patrolling helicopters added...www.overtake.gg
The shin Monza are from rFactor 1 carrera4 trackpack, so they are really offHi guys
I wonder if i could humbly ask any of the super talented track modders on this forum if they could take a look at the trees on the pre-1994 Monza track mods . I love driving the early 90's F1 cars and the tracks from shin956 and others are excellent but the pre '93 tracks all seem to "open" with the trees not being tall enough and overhanging the track, especially going from the second lesmo to ascari View attachment 1504928
pre 1994 mod
View attachment 1504929
Kunos track
Would be awesome if someday someone could try to amend the trees to be closer to the Kunos version of the track as I feel it adds to the clostraphobic feeling of driving through and under the trees . The pre '94 versions of the track just feel as though theres to much sky visible
Thanks to all the modders for their time and efforts
Cheers
Help yourself!Could I use any of this stuff on my Spa 2022 track mod? I think some of it would be a nice addition to the mod, especially the extra grids and flag-waving spectators.
Thank you...Help yourself!![]()
Another masterpiece addition , great job , loving itAdditional layout for Kunos Spa:
View attachment 1505045
Additions/changes/fixes:
- Patrolling helicopters added.
- Balloons/blimp/plane/distant airliners/flying birds added.
- Crowd/pit/PA announcer audio added.
- New spectators added using the knicker97 textures.
- Animated flag-waving spectators added.
- New adboards, teardrop flags and TSO textures.
- Semi-fictional '6 Hours of Spa' Total Energies/WEC branding added to gantries.
- Facetted powerline cables and pole attachment points on the Bruxelles approach fixed/improved (thanks @Kniker97).
- Moiré interference pattern on the pit buildings fixed.
- Distant grandstand pop-in fixed when heading from Speaker's Corner down to Double Gauche.
- 40 grid/pit extension by Matheus Machado added.
Active Airspace layout for Kunos Spa
Self-contained additional layout for Kunos Spa. Unzip to ...assettocorsa/content/tracks and select the 'Spa Active Airspace' layout. You'll probably need a reasonably recent build of CSP. Additions/changes/fixes: - Patrolling helicopters added...www.overtake.gg
The problem is all these different mods. My favorite ffb reference car ist the bmw m1 procar 89 from Pfalzdriver. An other extrem is the dodge charger rt 426 Hemi form jugee8. With real ffb haptic you have with the dodge to much effects and real pure ffb feels much better. Its not possible to say this script is for all cars the best. Always depending which car (mod) you are driving. Thats the price for all this wonderful mods which make AC so beautiful, the stringent line is loss. I give zolt_moi right, but the choice of cars which give this ffb is very very small. You can with real pure or real haptic to set the frequence (Hz) of overdrive for example lower and for oversteering a little higher and the lateral slip to set Zero, because in both case you have a lateral slip and this can irritate. Its a simple feedback which give you a feedback to the wheel and not the truth of a real car. I own a panamera turbo and bmw 650 cabrio, the servo of the wheel is so different that you get totally different feelings of the car. For compare both cars you must have the same strength of servo. The prediction of when the car will lose grip is heavily influenced by this when you compare them, because the other feeling is always stored in your memory.I get what you are saying.
For me Real ffb Pure ads just a little bit immersion and pseudo feel, without adding distracting signals.
That's the best way of describing it, for me
Feeling in simracing is very personal and other people may prefer Real ffb Haptic or something completely different.
Can someone please fix the rear lights/brake lights, not glowing?Caparo T1 2013 Public Release!!
Download: https://www.mediafire.com/file/uj5vqgywdlx2i8t/caparo_t1_2013_101creative.rar/file
Converted From FM6
-AO inside and out
-Realistic Dashboard
-Physics
-CSP Settings
-Driver Animation
-Panoramic session Start config Daniel Nogal
View attachment 1504905View attachment 1504906View attachment 1504907View attachment 1504908View attachment 1504909View attachment 1504910View attachment 1504911View attachment 1504912
quick question, somehow my colors dont work for a spefic car anymore. for a example i wann have a pts ruby star color but then the game gives me a red car as output. the texture file matches the one of the one used for the car
------ fix sunroof shader --------
[SHADER_REPLACEMENT_...]
MESHES = Sunroof_Outside.001
SHADER = ksWindscreen
IS_TRANSPARENT = 0
CAST_SHADOWS = 0
BLEND_MODE = ALPHA_BLEND
------ fix some transparancy issues --------
[SHADER_REPLACEMENT_...]
MESHES = Foglight_Interior, AC_Symbol
IS_TRANSPARENT = 1