nice job on makin a definitive R18 2016 LM.View attachment 1524816
Hello!
Today, finally release day for all of our Audi LMP's, including our newest addition, the 2016 Audi R18 LM spec version, Audi's final contender for the 24H of Le Mans.
Tom also included an physics update for the 2016 Porsche 919 from Kunos, so those cars are balanced to race together.
Included:
All already released cars received some minor updates here and there.
- 2009 Audi R15 TDi - Sebring spec
- 2009 Audi R15 TDi - Le Mans and Petit Le Mans spec
- 2010 Audi R15+ TDi - ALMS/LMS Spec
- 2010 Audi R15+ TDi - Le Mans spec
- 2011 Audi R18 TDi
- 2012 Audi R18 TDi Ultra
- 2012 Audi R18 e-tron quattro
- 2013 Audi R18 e-tron quattro RP3
- 2016 Audi R18 RP6
- 2016 Porsche 919 - only data.acd with Physics update (kunos car)
Also thanks to MS6Driver and Skierdude for the skins on these cars,
Enjoy!
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It's crazy that you're working on this! I just updated my PGR4 presets and added PGR3 presets for the A and B class a few weeks ago. Some cars can be incorrect for grid filling use. This is a very cool project that you're working on, and I can't wait to see more progress!An almost full list of cars to come in the next major update, quite a few of the old cars have new samples and the performance of all previous cars have been altered since i've learned how to get much more in depth results with tuning. A few of the cars while not originally in PGR4 are cars that I have added either as placeholders (Such as the RUF RTurbo which was in PGR3, since there isn't a 2007 RT12 mod available and I do not want to use the 997 Turbo since it'll be the odd Porsche out) or cars I feel would've fit in with the current roster. (Ex. the S7-R would've fit in A Class with it's real life rivals the R-GT and DBR9). The CCR and Zonda C12-S are used instead of the CCX and Zonda F as in PGR4 due to both cars actually using the sounds from the former instead of using the correct sounds. From my research these are the only 2 cars ingame that use the wrong sounds compared to the real versions.
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The TRD 3000GT was cut due to not being able to really gauge a proper class for it and also it's hard to find good samples of what the car sounded like stock from the factory.
This isn't the full list as there's atleast 5 other cars that I haven't even started on yet, a few will be cars that weren't in the original game but I feel would've been included if they were released at the time; while other's such as the Diablo GT are returning cars from PGR3 that weren't in PGR4.
I am filling out the classes as once I get a good amount of cars released I will start to work on Championships for the classes and eventually will do a full career mode mod for the cars aswell though I won't start on that until sometime this summer.
So far I am about 70% complete as I need to rework some of the physics for the cars as some came out of the gate with horrible setups such as the XJ220S and RUF RTurbo originally having botched transmissions, with the RTurbo not even being able to be used by neither the player or the AI until it's fixed which will be very easy to do so.
I'm also working on getting the cars as balanced as possible as I want it to be possible to beat races using each of the cars in each of the classes against each other without too much of a performance gap so there won't really be a meta car, though some will be at the bottom of their class such as the DBR9 and Diablo GT for A and B class respectively while on the flipside the F50 GT and Enzo are the 'easiest' options for both A and B classes like in PGR4; with the F50 GT actually being abit OP though that's intentional as it was actually even more OP with a skilled driver in the PGR games but it's still balanced when used by the AI.
That's because MSAA is temporally stable whereas DLSS is much less so, so in motion MSAA is going to look much better.I tried the new DLSS on my triple monitors and I'm finding things look disappointing compared to MSAA. Maybe I have some settings that need to be adjusted to make the picture better?
Also noticed big differences in how the fence is rendered depending on method chosen. MSAA rendered the fence in more detail at a greater distance. But again.... If I take a screenshot with MSAA/DLSS/TAA they all look crisp and sharp with the fence detailed and greater distance rendered which is not how its rendered live.
People who aren't technically minded aren't gonna do that, they're just going to see the new shiny and demand it. DLSS is a scourge but it's just the latest in a long series of copium allowing devs to do less and less optimization. There are some games where you cannot actually run the game in native res because it forces an upscaler, which is complete devil magic and should be vilified at every opportunity.I think the best thing people can do is google DLSS and its main purpose. In a nutshell if you have a 2060 thaty is struggling in cyberpunk you use DLSS to gain frames at a small cost to image quality.
In 2026 its main purpose is to allow devs to not really bother with optimization, or for NVIDIA to make up stuff like 5060 is as good as a 4090 using fake frames.
To use it in AC with DLAA isn't really the point.
It might work but i question the 'game changer' i am hearing.
Using DLSS so you can run grids of badly optimized mods is fine, but i think its being over stated how amazing this is for AC.
Sorry, can't let it go, this is factually incorrect.That's because MSAA is temporally stable whereas DLSS is much less so, so in motion MSAA is going to look much better.
Montreal 1994 - 1995 v1.3
View attachment 1419707
Circuit Gilles Villeneuve with 1994 - 1995 layout.
Conversion from F1 Challenge.
-CSP recommended
-2 layouts (Only change billboards)
-38 pit/start
-AI, cam
NOTE; If you are using Sol and the track screen is dark, rename ext_config_for_sol.ini to ext_config.ini in the extension folder.
Credits & Thanks;
F1 Challenge Track by dmarques
(Based on the default F1C circuit with major upgrades to buildings and surroundings)
Terms Of Use; (F1C)
Enjoy this mod to the fullest, that's all. If you want to convert or use this
as a base to create other cars, you're welcome in doing so as long as the
appropriate credit is given to the respective authors of the files you are
using. You can find all authors in this file
AC converted by @shi (shin956)
Pit tent from F1-S-R's 1994 Track Pack
AI and sidelines by IMEAN
logo.png and Sections file by @Fanapryde
Crowds texture by @Kniker97
cone and some textures by kunos
Test and Feedback by @Breathe
Enjoy.
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v1.1 changelog;
Removed broken trees.
The billboard logo is now closer to the video of the time. (Both layouts)
Updated ext_config.ini. (video screen)
some minor fixes.
v1.2 changelog;
Added Penalty to Chicane. (Suggestion by Apocalypse211. Thanks.)
Fixed missing pit building meshes.
Updated ai_hints.ini, semaphore.ini, groove.ini. and cameras.ini.
Updated ext_config.ini.
v1.3 changelog;
Updated tree textures.
Updated crew.ini.
Fixed Crowds texture.
Montreal 1996 v1.1
View attachment 1469153
Circuit Gilles Villeneuve with 1996 layout.
Conversion from F1 Challenge.
-CSP recommended
-38 pit/start
-AI, cam
Credits & Thanks;
F1 Challenge Track by dmarques
(Based on the default F1C circuit with major upgrades to buildings and surroundings)
Terms Of Use; (F1C)
Enjoy this mod to the fullest, that's all. If you want to convert or use this
as a base to create other cars, you're welcome in doing so as long as the
appropriate credit is given to the respective authors of the files you are
using. You can find all authors in this file
AC converted by @shi (shin956)
AI line and sidelines by @IMEAN
Pit tent from F1-S-R's 1994 Track Pack (rF1)
logo.png by @Fanapryde
Crowds texture by @Kniker97
some textures by kunos
Enjoy.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.01 changelog;
Fixed a one-sided object on the stand.
Even when CSP settings → General Patch Settings → CPU optimizations → Chunks optimizations are set to Advanced, ground objects are no longer hidden. (Tested with CSP 0.2.12-preview1.)
v1.1 changelog;
Updated tree textures.
Updated crew.ini.
Fixed Crowds texture.
Magny-Cours 1992 v1.1
View attachment 1475446
Magny-Cours with 1992 layout.
Conversion from rFactor2.
-CSP recommended
-6 layouts (1992/ National/ Club)
-40 pit/start
-AI, cam
Credits & Thanks;
GP4 team (GP4) - Rf1 conversion by TTTTT - Rf2 Upgrade by Caio Fonseca
Updated to IBL/PBR Rf2 Shaders by Caio Fonseca & From33to77
-Thank you for giving me permission (Caio Fonseca)
AC Converted by shin956
Sections file by Fanapryde
cam (GP) by GregzVR
AI and sidelines (GP) by Thockard
.lua base and font by Gunnar333
Mobil1 Oil Can from asr_owc_1992_round_12.
Animated flagmen by Alessandro Micali (ASR Formula) (Original by doublezero)
Crowds texture by Kniker97
pit tents from F1-S-R track pack (rF1)
some objects and textures by kunos
"Toyota Land Cruiser" (https://skfb.ly/MyHv) by Renafox is licensed under Creative Commons Attribution-NonCommercial (http://creativecommons.org/licenses/by-nc/4.0/).
Enjoy.
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small notice;
asr_owc_1992_round_08 can be replaced with this.
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v1.1 changelog;
Fixed Crowds texture.
Fixed the grass hole.
Adjusted the window shader.
566.36 is a very good one. Very stable.566.36, its like from end of 2024. I tried a bunch in between and that was the newest one that lets 1440p work on my setup...
Interesting, but I did miss the point on how do you use this in AC, could you explain this “how to do”?For me, I found a better upscaler than DLSS is CSP's settings, which is Qualcomm's Snapdragon Game Super Resolution 2 (GSR2), giving me a greater boost in FPS compared to DLSS with a 3060 12GB. Crazy to think that upscaler was primariarly made for mobile games which then got open sourced on Github like AMD's FSR did first: https://github.com/SnapdragonGameStudios/snapdragon-
Why? It's absolutely fascinating.i'm wondeing if the DLSS/AA topic shoud be moved to a new thread?
Yep, and besides, this way we vary things a bit from the recurring discussion about the ethics of modders who steal, or don't, or do, or don't... 😙Why? It's absolutely fascinating.
It is i agree, the use of DLSS in certain games i have is amazing, the fact you can brute force DRS to upscale to 4k then use DLSS to downscale but it then uses AI to reach 4k is how you get rid of jaggies in games like MSFS and have god performance.Why? It's absolutely fascinating.
Make it stop, pleaseWhy? It's absolutely fascinating.
Really nice mod, mate.I loved the Rush movie and wanted to have these 2 cars ingame, and also wanted to experiment having the engine sounds of F1 2019 converted in AC. This is by no means up to the standard of my other mods as this one is purely made out in my spare spare spare time, meaning few hours.
Models from Codemaster for the Ferrari, and mix of Forza/Codemaster for Mclaren. Engine sound from F1 2019 by Kriistian Physics by Biimon
0.5 for now, will fix bugs if any. Also if you have much better pics than the steam decks one I put in the mod page feel free to send it to me so i can add it to the mod page
DOWNLOAD
After all these endless complain posts about ACTK or the car mods stolen from other games/other AC car mods, I think this is refreshing. Here we can learn, while for the car mods this is a fruitless repeating of frustration, that will never change, you have to deal with this. Give it 2 weeks and the DLSS postings will strongly be reduced .Honestly I understand RMI, like DLSS is great and all, but this thread is about mods, not setting up csp settings. Like occasional hints and tips is fine but it has became too central and too technically advanced to be in this thread. Focus went from cars and tracks to DLSS.
I tried to fix it and took the opportunity to optimize the engine's performance
Sure, but in my defense I could say the same about a number of other topics in this thread over the past few months/years that have gone on for pages at a time that are tangentially related to "AC Mods" at very best.Make it stop, please
(Not gonna quote the whole post lmao) So if I'm getting my wires crossed somewhere, what would you call it when DLSS blurs out when in motion/panning the camera around (Borderlands 4 which was mentioned specifically seems to be really bad about this), that's the phenomenon I was referring to specifically, which I thought was under the umbrella of temporal instability?Sorry, can't let it go, this is factually incorrect.
No worries, you're correct that this is the case with many UE5 games. It is temporally unstable - though not due to DLSS itself, but rather the poor programming underneath.(Not gonna quote the whole post lmao) So if I'm getting my wires crossed somewhere, what would you call it when DLSS blurs out when in motion/panning the camera around (Borderlands 4 which was mentioned specifically seems to be really bad about this), that's the phenomenon I was referring to specifically, which I thought was under the umbrella of temporal instability?
Good EveningI loved the Rush movie and wanted to have these 2 cars ingame, and also wanted to experiment having the engine sounds of F1 2019 converted in AC. This is by no means up to the standard of my other mods as this one is purely made out in my spare spare spare time, meaning few hours.
Models from Codemaster for the Ferrari, and mix of Forza/Codemaster for Mclaren. Engine sound from F1 2019 by Kriistian Physics by Biimon
0.5 for now, will fix bugs if any. Also if you have much better pics than the steam decks one I put in the mod page feel free to send it to me so i can add it to the mod page
DOWNLOAD
why do u credit Ceky performance on this car , I ve done the exterior model from scratch ... it was never meants to be electricThe Porsche 718 Cayman e-Performance we have at home:
New data set for Guerilla Mods' Cayman RSR
A new data set, extension and skins for the Guerilla Mods Cayman RSR to turn it into an electric boat of a GT car.
Credit to Guerilla Mods and Ceky Performance for the original files. This is not a complete car, just files to turn this weird fictional Cayman into the car it's based on.
Thank you and hopefully someone can enjoy this weekend project of mine lol.
View attachment 1525024View attachment 1525027
It uses some data from his Mission R mod. Also it's not a complete car mod, just an optional data folder for your/GUE's car.why do u credit Ceky performance on this car , I ve done the exterior model from scratch ... it was never meants to be electric