Hi Joe, did a quick first run , w these settings:Monza 2025 (beta)
monza_2025_beta
Throwing this out there for anyone to try in the hopes to get a little feedback. I am concerned about flickering on the sponsor banners. I had to fix a lot of them and redo a lot of the uv mapping for the textures. I do not see any but i'm on an old CSP version and don't know if that would make a difference.
Don't let the name fool you. This is not a representation of the track in 2025. It's just a name I picked so I can separate this version from the Kunos version in my CM track list. It is nothing more than all of the mods i've created or downloaded for Monza rolled into one track so I can keep the original Kunos version 'clean'. It is a beta version (about 50-60%% complete) so you can expect to see some obvious mistakes and maybe some poor texture choices. Because it's based on the original Kunos track, you are free to use any mods for that track with this one, such as ai files, track skins, etc. The one thing you can't do is use a mod that will overwrite the ext_config file. That would cause some issues.
Credits:
-- @Masscot for the animated flagmen and balloons
-- Assets used from the monza2022crf version of the track.
-- knicker for the crowd files.
While this track is not as confusing as some of my other ones, I still need to explain a few things:
-- There are two layouts, the base layout and a raceday layout that adds sponsor banners in some spots based on a 2025 GT World Challenge video I watched as a reference. The raceday layout is best to use with modern cars because the sponsors wouldn't make much sense for cars 10+ years old. Also, when using the raceday layout, I would suggest enabling the 2025 Raceday track skin to complete the look.
-- There are three 'Years' track skins that will bring back certain buildings and structures to make the track more period accurate. For example, enabling the 2010 (probably should have been named pre-2010) skin will make the track look like the Kunos default version with no structures hidden. I'm not sure what will happen if you try to use the raceday layout with either the 2010 or 2013 track skin. It might cause some issues with new and old structures overlapping. The raceday layout was mostly designed to use with the 2025 track skin.
-- For performance reasons, I have the animated flagmen and live jumbotron displays off by default for older computer users. You can turn them on by enabling the appropriate track skin. Plus it's nice to turn them off when driving a practice session.
-- Last thing, there is a huge difference in how bright the crowds look depending on whether you use CSPs 'New spectators rendering method' so you might have to do some adjusting to the ambient and diffuse values in the camera_facing file. I have it setup for my CSP options, but yours may be different.
Have fun and hope to hear from someone on any issues you may see. If not, then i'll just keep plugging along thinking everything is all right.
I know it's not perfect. The font is a bear to wrestle in GIMP, so best effort. Hope it helps. Two sizes.That would be great. Thanks for trying. As for the size, i'm not really sure. I guess the wider the better in case I need to have to downsize it. You lose less detail downsizing. But for staters, I would say 2048 or 4096 wide.
I can try to help, but you need to let me know which version of the mod you use. Is it the standalone or the one that installs in the Spa folder?
Jumbotrons: Old CSP vs new CSP. I use an old version which for some reason has different emissive results that cause the jumbotrons to render way too bright. I might have to temporarily install a new version to get the values correct. Or it could be a difference in our CSP\Pure light settings.Hi Joe, did a quick first run , w these settings:
View attachment 1507184
CSP 0.3.0-preview212
Pure Gamma v3.12
and here my "stick in the eye" things (number 2 being the biggest stick, the rest is negligible)
1. I don't know if this is how they did it irl , but I would take down that other sponsor before puttin a new one:
View attachment 1507180
(edit : weirdly in following sessions this was gone!)
2. the jumbotrons all show nothing but bright white light :
View attachment 1507179View attachment 1507181
and when I switch to Pure LCS instead of Gamma , I do see an image on the jumbo but it is static, I do not see the cars passing by (only tested on the first jumbo)
For comparison, to see if it is not a me problem, here a shot with my exact same CSP settings etc but just on a different track (Zolder):
View attachment 1507185
I do have (live) camera feed there, and in Pure CFG app I have all Light settings on default,
so I guess it is an issue with your track mod rather.
3. again not sure this is supposed to be as such as it was like that irl , these "wires" running over the track:
View attachment 1507182
4. and this billboard facing the wrong direction:
View attachment 1507183
(possibly for reverse track layouts , but there are none!)
EDIT: regarding the flagsmen , at least if it's the guys in the crowd waving a flag around, like on the tribune on the stretch before the final corner, there are 2 (the last one w a Ford flag)
View attachment 1507186
Then these Animated flagmen work for me, and are quite the immersion boosters in VR (looks great , much better then on this screenshot
Cheers and keep up the good work!
Thank you so much. I'm sure it will be fine. I'm not looking for perfection. I just wanted a good representation of the bridge banner and this will do perfectly. I'll let you know if anything needs adjusted once I get a chance to try it at home.I know it's not perfect. The font is a bear to wrestle in GIMP, so best effort. Hope it helps. Two sizes.
![]()
unicredit_baners
MediaFire is a simple to use free service that lets you put all your photos, documents, music, and video in a single place so you can access them anywhere and share them everywhere.www.mediafire.com
i use Irfanview , open the DDS file and press I for Info and you get :Hi,
Which tool or method to do you use to precisely detect and show the encoding format and other attributes of a DDS texture?
nope
i tryed the other gt-m cars from rss ,and they have the same milky like rear digital mirror
I found a pretty good workarround for those RSS rearcameras:But this is only needed for Pure (LCS?)There is an ext_config_mfd.ini in display folder
[Material_DigitalScreen]
Meshes = GEO_Lua_Display
ScreenScale = 800
ScreenAspectRatio = 0.6
MatrixType = TN
I see the MatrixType is not "perfect" is "TN". I put "perfect" in there but maybe is not enough cause it didn't change anything.
Thank you. I did this on the other 2 cars, Mustang and Aston Martin, and it works just as well.I found a pretty good workarround for those RSS rearcameras:But this is only needed for Pure (LCS?)
assettocorsa\content\cars\rss_gtm_macca_72_evo_v8\extension\camera\smart_camera.lua
View attachment 1507201
replace the mirror with this code:
ui.beginTonemapping()
local mirror = display.mirror{
mirrorIndex = 1,
ratio = 0.70,
pos = vec2(0, 0),
size = vec2(512, 512),
color = rgbm(0.8, 0.8, 0.8, 1),
}
local wrp = ac.getSim().whiteReferencePoint
ui.endTonemapping((wrp^0.125)*1.7, 4.8, true)
It is really not the final solution but it works for now:
View attachment 1507203
Upgrade CSP to the latest version and check if it still persists?I often get the 99% CPU occupancy when racing for some time. Happens a lot with modern mods with a lot of CSP features and stuff (RSS LMDh cars, for example). Everything can run flawlessly at 150 fps for a random time, like 30 minutes or two hours, before suddenly it all goes bang, so it doesn't really strike me as a real resource issue, rather a memory leak or some other kind of bug. It will also happen with 20 cars on track, which shouldn't be an excessive amount of AI.
When I check the AC render/resource monitor, what seems to happen is that one or two AI cars' physics engine suddenly use practically an infinite amount of CPU time, which of course then bogs everything. All the other cars are seemingly running normal, using very little CPU time. So it's obviously not my CPU that can't handle the load, it's one or two cars that will basically "halt and catch fire".
I have tried disabling all apps and stuff, and I'm mostly running default CSP settings. CSP v0.2.11, running on an i5-14600k, 5080, 32 GB RAM.
I have googled a lot, but all general "solutions" for the 99% problem are useless bogus.
Anything to check, when the problem is pretty much pinpointed?
It should be a flag light setting. I just checked on my end and the WEC 2024 layout has green flag lights on my end, as does every Pyyer layout. Not sure why they don't work correctly for you.@racinjoe013 Hmmm, notable that the Pyyer wec 2025 extension (which you haven't adjusted) has green flag lights, whereas the WEC 2024 (you adjusted) they're yellow. Must be something in Pyyer's configs that fixes it that you are missing in your adjustment. Just my guess... (since re-installing your spa_2022 there's no problems with the flagmen anymore. But with the re-installed Pyyer stuff (and Then your patches on top of) just the yellow light problem remains (but not on the un-adjusted/un-patched WEC_2025 extension). Is it a yellow light for the flag lights or a yellow image map?
Good to hear you figured it out.racinjoe013, see my resolution above^. It's not you, it's me![]()
Something similar happens to me too, even when changing "CSP"...I often get the 99% CPU occupancy when racing for some time. Happens a lot with modern mods with a lot of CSP features and stuff (RSS LMDh cars, for example). Everything can run flawlessly at 150 fps for a random time, like 30 minutes or two hours, before suddenly it all goes bang, so it doesn't really strike me as a real resource issue, rather a memory leak or some other kind of bug. It will also happen with 20 cars on track, which shouldn't be an excessive amount of AI.
When I check the AC render/resource monitor, what seems to happen is that one or two AI cars' physics engine suddenly use practically an infinite amount of CPU time, which of course then bogs everything. All the other cars are seemingly running normal, using very little CPU time. So it's obviously not my CPU that can't handle the load, it's one or two cars that will basically "halt and catch fire".
I have tried disabling all apps and stuff, and I'm mostly running default CSP settings. CSP v0.2.11, running on an i5-14600k, 5080, 32 GB RAM.
I have googled a lot, but all general "solutions" for the 99% problem are useless bogus.
Anything to check, when the problem is pretty much pinpointed?
Thank you so much again. The mod is the next one (there are 5 cars, only works properly normal holden and nissan):
Could you please try the other 3 and tell me if you experience the same?
Might be the craziest "refresh" of all time! Just got back into AC, was about to drive Monza and checked if @Breathe had something on his list. I will definitely check all the things you said and report back, but I will already give a thumbs up regardless, legendary "algorithm pull"! Shout out to @Breathe as well for updating so quickly!Monza 2025 (beta)
monza_2025_beta
Throwing this out there for anyone to try in the hopes to get a little feedback. I am concerned about flickering on the sponsor banners. I had to fix a lot of them and redo a lot of the uv mapping for the textures. I do not see any but i'm on an old CSP version and don't know if that would make a difference.
Don't let the name fool you. This is not a representation of the track in 2025. It's just a name I picked so I can separate this version from the Kunos version in my CM track list. It is nothing more than all of the mods i've created or downloaded for Monza rolled into one track so I can keep the original Kunos version 'clean'. It is a beta version (about 50-60%% complete) so you can expect to see some obvious mistakes and maybe some poor texture choices. Because it's based on the original Kunos track, you are free to use any mods for that track with this one, such as ai files, track skins, etc. The one thing you can't do is use a mod that will overwrite the ext_config file. That would cause some issues.
Credits:
-- @Masscot for the animated flagmen and balloons
-- Assets used from the monza2022crf version of the track.
-- knicker for the crowd files.
While this track is not as confusing as some of my other ones, I still need to explain a few things:
-- There are two layouts, the base layout and a raceday layout that adds sponsor banners in some spots based on a 2025 GT World Challenge video I watched as a reference. The raceday layout is best to use with modern cars because the sponsors wouldn't make much sense for cars 10+ years old. Also, when using the raceday layout, I would suggest enabling the 2025 Raceday track skin to complete the look.
-- There are three 'Years' track skins that will bring back certain buildings and structures to make the track more period accurate. For example, enabling the 2010 (probably should have been named pre-2010) skin will make the track look like the Kunos default version with no structures hidden. I'm not sure what will happen if you try to use the raceday layout with either the 2010 or 2013 track skin. It might cause some issues with new and old structures overlapping. The raceday layout was mostly designed to use with the 2025 track skin.
-- For performance reasons, I have the animated flagmen and live jumbotron displays off by default for older computer users. You can turn them on by enabling the appropriate track skin. Plus it's nice to turn them off when driving a practice session.
-- Last thing, there is a huge difference in how bright the crowds look depending on whether you use CSPs 'New spectators rendering method' so you might have to do some adjusting to the ambient and diffuse values in the camera_facing file. I have it setup for my CSP options, but yours may be different.
Have fun and hope to hear from someone on any issues you may see. If not, then i'll just keep plugging along thinking everything is all right.
How did you know this? Are you a font wizard or having some sort of AI in the back of your pocket? Please share your knowledge =)The font is a custom Unicredit font. They offer it for free via a Creative Commons license, but you're required to credit the host, by inserting this link in the webpage where you use it. <div>Icons made from <a href="https://www.onlinewebfonts.com/icon">svg icons</a>is licensed by CC BY 4.0</div>
I'll have a go at it this evening. What resolution would you like, Joe? Or more to the point, how wide?
That seems to do the trick. I reverted from 0.3.0p212 to 0.2.11 because of all kinds of strange bugs, which it still has. 0.3.0p140 on the other hand seems stable, and it gives me a good boost in performance as well.Upgrade CSP to the latest version and check if it still persists?
Two questions:
1.) Does anyone know what font this is:
View attachment 1507167
2.) Are there any photoshop experts out there who could make this bridge banner? I can't find a png version of it anywhere on the net.
View attachment 1507168
Thank you. I will see what I can get from it.Construction machinery: innovation and safety with Merlo | Austria
Merlo construction machinery: telehandlers, concrete mixers, dumpers and carriers for more efficient construction sites.www.merlo.com
... and this is the company website (I'm not affiliated with them), maybe can behelpful.
Usually, I inspect the website (on Chrome, press F12) or I search for pdf files to extract logos etc (usually comanies love to use svg or vector files for their logos).
Haha, nope. I just went to the website that @Masscot had found, selected some text that used the font, then used the Inspector (web tools) to look at the CSS to see what the exact font name was, and then did a Kagi search and found the font repo that had it.Might be the craziest "refresh" of all time! Just got back into AC, was about to drive Monza and checked if @Breathe had something on his list. I will definitely check all the things you said and report back, but I will already give a thumbs up regardless, legendary "algorithm pull"! Shout out to @Breathe as well for updating so quickly!
How did you know this? Are you a font wizard or having some sort of AI in the back of your pocket? Please share your knowledge =)
New beta version (0.8). Use the link in the quote to get the update. I would suggest deleting the old track folder and then install the update.Monza 2025 (beta 0.85)
monza_2025_beta
Throwing this out there for anyone to try in the hopes to get a little feedback. I am concerned about flickering on the sponsor banners. I had to fix a lot of them and redo a lot of the uv mapping for the textures. I do not see any but i'm on an old CSP version and don't know if that would make a difference.
Don't let the name fool you. This is not a representation of the track in 2025. It's just a name I picked so I can separate this version from the Kunos version in my CM track list. It is nothing more than all of the mods i've created or downloaded for Monza rolled into one track so I can keep the original Kunos version 'clean'. It is a beta version (about 50-60%% complete) so you can expect to see some obvious mistakes and maybe some poor texture choices. Because it's based on the original Kunos track, you are free to use any mods for that track with this one, such as ai files, track skins, etc. The one thing you can't do is use a mod that will overwrite the ext_config file. That would cause some issues.
Credits:
-- @Masscot for the animated flagmen and balloons
-- Assets used from the monza2022crf version of the track.
-- knicker for the crowd files.
While this track is not as confusing as some of my other ones, I still need to explain a few things:
-- There are two layouts, the base layout and a raceday layout that adds sponsor banners in some spots based on a 2025 GT World Challenge video I watched as a reference. The raceday layout is best to use with modern cars because the sponsors wouldn't make much sense for cars 10+ years old. Also, when using the raceday layout, I would suggest enabling the 2025 Raceday track skin to complete the look.
-- There are three 'Years' track skins that will bring back certain buildings and structures to make the track more period accurate. For example, enabling the 2010 (probably should have been named pre-2010) skin will make the track look like the Kunos default version with no structures hidden. I'm not sure what will happen if you try to use the raceday layout with either the 2010 or 2013 track skin. It might cause some issues with new and old structures overlapping. The raceday layout was mostly designed to use with the 2025 track skin.
-- For performance reasons, I have the animated flagmen and live jumbotron displays off by default for older computer users. You can turn them on by enabling the appropriate track skin. Plus it's nice to turn them off when driving a practice session.
-- Last thing, there is a huge difference in how bright the crowds look depending on whether you use CSPs 'New spectators rendering method' so you might have to do some adjusting to the ambient and diffuse values in the camera_facing file. I have it setup for my CSP options, but yours may be different.
Have fun and hope to hear from someone on any issues you may see. If not, then i'll just keep plugging along thinking everything is all right.
Hi, does anyone still have link to this M1 Procar pack?!!!VERY BIG POST, im Sorry!!!
I want to publish the mod (BMW E26 Procar 1979-1980 + Le Mans + IMSA GTO + Deutsche Rennsport Meisterschaft (translated as German Racing Championship) or simply DRM + Trans-Am) that I announced, completely free from unrealistic skins from pcars and wrong colors and datas.
All Skins are made and / or reworked by me Mr.Hunt and i tried to make them as accurate as possible.
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Founded in 1972, BMW Motorsport GmbH had already caused an international sensation with the BMW 2002 and the BMW 3.0 CSL. Now these successes should be impressively underpinned with the BMW M1. During a TV appearance at the beginning of 1978, the head of BMW Motorsport GmbH Jochen Neerpasch presented the racing version of the BMW M1 for the first time in the classic colors white, blue and red.
The production of the racing car took place at several locations. The pre-assembled BMW M1s either came directly to BMW Motorsport GmbH or went to Osella in Italy for completion or to Ron Dennis in Great Britain. The installed parts were always selected and provided by the Munich company. The mix of factory-prepared BMW M1s and those from private teams gave the one-make cup an additional appeal.
Production of the BMW M1 ended in 1981 after a total of 46 Procar racing cars had seen the light of day.
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The mod is a reworked version from Pitone and Bazza's and with CSP, Turborims (most of the E26 Procars had them) and new Tyre textures and Helmets, Suits, Data, and many more... i spend countless hours to made this.
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DRM Skins (Deutsche Rennsport Meisterschaft) 1979-1984
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FIA WSC-WEC (500 Miles Suzuka) and (1000km Nürburgring)
FIA WSC-WEC (500 Miles Suzuka) and (1000km Nürburgring)
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PROCAR 1979
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PROCAR 1980
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IMSA GTO, Trans-Am
LE MANS 1979-1986
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My only fantasy Skin, BMW Ligier with Olivier Panis winnig Monaco 1996 Livery
View attachment 1120287View attachment 1120288
It is / was a huge project, researches and so on, my wife was going mad about it!
96 real Liverys
https://pixeldrain.com/u/YH7jVjH8 <-------------PIXELDRAIN Link
Have much fun with it!
Mr.Hunt
There have been a few different versions of the M1 Procar, so I'm not sure which is which, but you could try these ones:Hi, does anyone still have link to this M1 Procar pack?