Nurburgring 1995 - 2001 v1.3
View attachment 1414093
Old layout of Nurburgring, Germany.
Conversion from F1 Challenge.
-CSP recommended
-10 layouts (Yearly billboards and building variations) (F1, DTM, ITC)
-36 pit/start
-AI, cam
Known Issues;
At the start of the race, the four cars from the last row move to the pits.
unchecking:
CSP Settings→General Patch Settings→Physics experiments→Fix missing or misplaced spawn points
Credits & Thanks;
F1 Challenge Track by dmarques
(VB and CMT's version with ugrades and optimizations 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.ini by @Fanapryde
Crowds texture by @Kniker97
background, cone and some textures by kunos
Test and Feedback by @Breathe
Enjoy.
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v1.01 changelog;
Fixed missing tree walls (ext_config.ini).
Changed pine trees textures. (Thanks Mascot)
v1.1 changelog;
Fixed grass mapping in ext_config.
Fixed objects flickering.
Some minor fixes.
- Thanks Mascot for the report.
Set up tire wall in Kuzanbindung.
- Thanks M1GHTYM4VS for the report.
v1.2 changelog;
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.)
Fixed a missing mesh in the stand.
Added ITC 1996, DTM2000, and DTM 2001 layouts.
v1.3 changelog;
Fixed the flickering objects.
Fixed the stretched/flattened image on the video screens.
- Thanks Mascot for the report.
Fixed the floating object.
Replaced some tree textures.
fixed missed collision
Thanks Perico Lospa
100% correct. But that's the answer to a different question 😊its cheating.
This is about the best one I can apply. It's too high, but a more natural movement.View attachment 1535278
@Masscot could you change the hack-and-slay shifting animation to something more appropriate, please?
Hi. Its not vr ready because base mod is very dated. Which shaders need fixing, body? Cockpit? Any other? Did not notice flickering textures. And can You show some pics where light is leaking, please?This is about the best one I can apply. It's too high, but a more natural movement.
But for the love of God, somebody please fix the shaders, flickering textures and light leakage in the cockpit, and apply some AO. It's like the materials are back-lit.
Or, even better, drop the wonderful cockpit from Tidy's GT7 port in there and kill this existing one with fire. It's one fugly place to sit in VR at the moment.
Not at my gaming rig atm but from memory:Hi. Its not vr ready because base mod is very dated. Which shaders need fixing, body? Cockpit? Any other? Did not notice flickering textures. And can You show some pics where light is leaking, please?
I think the mod is so low-quality, especially the interior, that it's not worth the time to fix it... the exterior looks decent. I'm keeping it because there's currently nothing better for this specific model; it falls into the barely acceptable category.Hi. Its not vr ready because base mod is very dated. Which shaders need fixing, body? Cockpit? Any other? Did not notice flickering textures. And can You show some pics where light is leaking, please?
Yeah, it's garbage. Typical ExMods *****.I think the mod is so low-quality, especially the interior, that it's not worth the time to fix it... the exterior looks decent. I'm keeping it because there's currently nothing better for this specific model; it falls into the barely acceptable category.
Thanks.Not at my gaming rig atm but from memory:
- for light leakage, look up to the sun visors on the headliner
- for flickering textures, the passenger door lining
- there's a rogue triangle on the base of the passenger a-pillar
- seems to be a total lack of AO in the cockpit, a total lack of any self-shadowing
- seats, headliner, door cars etc seem to glow as if lit from within
Hope that helps!

Hi, I noticed that on your Assetto Workshop page it’s not possible to navigate to pages 2, 3, etc. When clicking on the different page numbers, it always shows page 1 with the most recent mods. I’m not sure if it’s a bug on my browser side or an issue with the website. thx :-)Thanks.
OP link was updated with fixes for light leakage and glowing shader problem.
Other things like odd triangles and flickering require model meshes adjustment in 3d software, which will not bring it to gt7 level of detail anyway, so its better left untouched.
View attachment 1535760
Anyone got refraction file for the Tatra 603-2?
Last update is from 2020, it need a little sparkle to it!!
https://www.overtake.gg/downloads/tatra-603-2-b5-marathon.32702/
View attachment 1535828
It's a double-edged sword, really. On one hand it screws over the modders modelling stuff from scratch but on the other hands it screws over other the modders encrypting absolutely horrendous mods and that's a comeuppance long overdue.Beauty of the decrypting tool is that i can now release my mods i've make over the last few years. Now i dont have to worry about people using them and encrypting them on patreon etc, I can releae knowing that everyone is in the same situation. Far from ruining AC modding, i think this might just if anything improve it.
I discovered something recently. If You don't want to find values for how much new part is needed to offset or rotate. You check hierarchy in 3d soft You are using and use previous part name in ext model replacement block.I'd like some clarification regarding the ext_config.ini file. In theory, AC is based on a hierarchical system, so by respecting this hierarchy, you can overwrite everything situated at lower levels, right? For example, you overwrite the original kn5 texture with a dedicated one at a higher level (the skin folder).
Now, returning to the initial discussion.. I was working on the Ferrari 312/64, while trying to figure out how to use additional kn5s without having strange rotations or offsets. On this car a lot of scripts don't work, even though the material is ready and prepared for scripting. Specifically, I can apply scripts to the wheels and bodywork, but not the exhausts, engine, etc... they remain the same. This forces me to export meshes that theoretically don't require exporting, resulting in the aforementioned problems (offset and rotation). Tbh I don't want to export 3/4 of the original kn5. I believe something is interfering, but I've never had this problem before (even with the CM downloadable configs).
I don't understand what's going on 😣
Thanks mate, I'll let you know if it worksI discovered something recently. If You don't want to find values for how much new part is needed to offset or rotate. You check hierarchy in 3d soft You are using and use previous part name in ext model replacement block.
INSERT_IN = previous part name
INSERT_AFTER = previous part name
Hi. Not only You there was some weird bug on AW navigation, its fixed now, thanks for reporting.Hi, I noticed that on your Assetto Workshop page it’s not possible to navigate to pages 2, 3, etc. When clicking on the different page numbers, it always shows page 1 with the most recent mods. I’m not sure if it’s a bug on my browser side or an issue with the website. thx :-)
Thanks man, very much appreciated!!Light rework for Tatra 603-2
Two ext_config in zip, for gamma and for lcs, because lcs have for whatever reason 10x stronger emissives.
Copy files from zip and choose ext_config. By default is gamma.
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afiak ext_config.ini is hierarchical, meaning you can "overwrite" a setting after an initial setting if a change comes after that affects a mesh/material. I dont know if scripts are read hierarchicalyI'd like some clarification regarding the ext_config.ini file. In theory, AC is based on a hierarchical system, so by respecting this hierarchy, you can overwrite everything situated at lower levels, right? For example, you overwrite the original kn5 texture with a dedicated one at a higher level (the skin folder).
I don't understand what's going on 😣
I didn't think about it.. Is there a way to change the name of the material assigned to an object via ext_config? This should stop active scripts from working. As mentioned previously, I'm happy to create an additional KN5 with the meshes that require a new material/shader, but I'd like to limit myself to adding only those. Otherwise, for example, with 312/64 I'd basically have to create a new LOD A.afiak ext_config.ini is hierarchical, meaning you can "overwrite" a setting after an initial setting if a change comes after that affects a mesh/material. I dont know if scripts are read hierarchicaly
Not so easily as PGG changed the carbin/modelbin encryption so the Blender script nor the Doliman method for 3DSIMED workI have received word that all Forza Horizon 6 (RAW) car models are available unencrypted and easily convertible. I would love to see 1990 Alfa Romeo SE 048SP, 2017 Ferrari J50, Lamborghini Centenario LP 770-4, 1986 Porsche 959 Prodrive Rally Raid #185....