I have updated my 1993 Chevrolet Camaro SCCA/IMSA.
It now features skin-specific lights and wings.
Edit: physics and AI updated.
It now features skin-specific lights and wings.
Edit: physics and AI updated.
Last edited:
Yes you're right but i think the sound is similar to the reality.Alright! Wait a minute!
The Tyrrell P34 use ,the Ford Cosworth V8 engine,but you use for this car ,the Ferrari 312/67 V12 engine sound? WHY?
Everyone who got CM is able to switch to the V8 Cosworth DFV sound.Alright! Wait a minute!
The Tyrrell P34 use ,the Ford Cosworth V8 engine,but you use for this car ,the Ferrari 312/67 V12 engine sound? WHY?
Yes you're right but i think the sound is similar to the reality.
it is something about shaders in the windows. its too much reflection i thinkDoes anybody here know on how to fix the snowstorm effect on windows? the recent vette c8 has the problem.
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Are you using the latest version? (released about 5 hours ago on facebook).Does anybody here know on how to fix the snowstorm effect on windows? the recent vette c8 has the problem.
View attachment 885026
Try this update - it's supposed to be fixed:Does anybody here know on how to fix the snowstorm effect on windows? the recent vette c8 has the problem.
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Not similar ,and not realistic, this is important! The V12 is V12 ,the V8 is V8. The engine caracteristic and sound different.
(V8 Sound mod)
So, as I won't be able to test it myself for around a week or so... how are people finding the new features in CSP v0.1.37?
Changelog:
Weather FX update:
Second version clouds shader with volumetric noise and low-res mask to speed things up;
Secondary ambient lighting ignoring vertex AO, to lit things up inside (should not depend on time of day or weather);
Clouds shadows;
Clouds sorting based on user-set factor;
Clouds covering sun fixed;
Shadows disabling fixed;
Per-cloud fog multiplier;
New functions for WeatherFX implementation:
Sample camera AO;
Set overall brightness;
Adjust sky brightness separately;
Check if bounced light in Extra FX is enabled;
Alternative versions of existing functions to reduce GC load;
Default Weather FX implementation is available (might still need some work though);
YEBIS extension (Yebisest):
Now with settings;
Disable anamorphic glare or ghost glare in first person view;
New values for PP filters:
Custom color grading intensity;
Alternative glare shape for first person view;
A few extra options for anamorphic glare for color and shape;
New GUI extension:
Various GUI tweaks moved from general settings in there (sorry for the inconvenience);
New look for PP filter selector app:
Dropdown list with grouping;
Context menus for management;
Built-in editor (in context menu for selected filter or filters in the list);
Better highlight for objects inspector, plus it shows the position and click point properly;
Fake Shadows FX:
Depth bias improved;
Shadows regeneration during loading, with better settings;
Shadows change shape depending on lighting;
Only with Extra FX:
Same thing soft particles use, for smoother blending;
Proper geometry-aware shadow mapping;
Extended rendering to make sure affected area is properly covered;
Lighting FX:
Dynamic ambient disabled for good;
Cars won’t use full range headlights if free camera is padding by;
Annoying merging if car is seen from behind is fixed;
Extra limits to speed things up a bit more;
Grass FX (complete rework, now third attempt):
Textures are back;
Base configuration, with up to four extra configurations selected via local adjusments;
Set size, width, tidyness, how cut the grass is;
Four parameters for color-based spawning which was also rewritten;
New per-mesh adjustments with optional custom localized areas within;
Texture-based adjustments are also available;
Custom textures;
Extra sprites from custom textures, with custom probabilities, size and behaviour modifiers;
Optional offset for day-based trim period;
If needed, use conditions as inputs;
Five different presets;
Optional advanced blending (alpha-to-coverage);
Particles FX:
Option to control fireworks;
Few tweaks for dirty dust on grass;
Behaviour around car causing smoke to fly asymmetrically fixed;
Extra FX:
Bounced light fixed, now it’s proper HDR;
SSLR optimized a bit;
Motion blur will ignore spinning wheels instead of messing them up better than before;
Fog is taken into account as it should;
Reflections FX:
Interior masking fixed (with some cars, it wasn’t masking enough because of mistake with materials);
New option for interior masking: discard spherical areas from meshes names or position with radius (with discarding rear view mirror by default);
Nice Screenshots extension:
Resolution multiplier now works with accumulation motion blur;
Problem with messed up brightness fixed by replacing old approach with mixing of HDR data;
Python extension:
New ac.ext_markLapAsSpoiled() function;
Functions ac.ext_debugWiperSoundState() and ac.ext_mirrorDebug() are removed;
New car paints (common/material_carpaint.ini):
Clear coat specular (aka sun specular) is not affected by custom specular color;
Option for localizing special effects like chameleon paint or rainbow reflections with txDiffuse alpha channel;
Transparency based on txMaps’s alpha channel;
Rainbow car paints updated and fixed;
Option for track configs to completely ignore default auto-loaded config;
New ksMultilayer_fresnel_nm4 shader with four normal maps;
New ksPerPixel_horizon shader for those horizon meshes looking like a tube around the track for fixing some existing tracks, with complex color adjusments;
Smooth transition between shadow cascades;
Custom emissive: subtraction of next fixed;
Speculars on water shader adjusted;
Initial support for chat-based commands from server (for something like dynamic weather online);
New DXGI flip model now works again, only on Windows 10;
Texture mapping optimized;
Constant buffers mapping optimized;
Use more than 10 model adjustments for cars if needed;
That bug with INI parser mistreating “\” fixed;
No more SSAO outlines with lower level of details;
Applying track config via Python app fixed;
Extended tyres raytracing fixed;
Regular expressions for mesh or material filters in configs fixed;
Wind speed for visuals (like smoke or water) fixed;
Live reload for shader replacements for shader changes fixed;
Smaller fixes and optimizations.
Did you saw difference in game ?@Masscot
Some of us are on CSP v0.1.38 now.
https://www.gtplanet.net/forum/threads/assetto-corsa-pc-mod-discussion.307899/page-756#post-12996431
I am testing it but you must be aware I’m the guy who constantly get back to the CSP 1.25preview 140... essentially because the helmet movements in replay dislike me.Did you saw difference in game ?
Have a good NightI am testing it but you must be aware I’m the guy who constantly get back to the CSP 1.25preview 140... essentially because the helmet movements in replay dislike me.
By the way, I wanna help you but I must go to sleep so, all my apologies.
Thank you !Have a good Night
yes please!!!Agera rs boys.
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Aston Martin Valkyrie AMR Pro Red Bull LiveriesView attachment 884989
RELEASE !
Minardi M191 - 1991 by ASR Formula V1.0 (26/01/2020) Free Download
Link: https://www.asrformula.com/mods/assetto-corsa/free-cars-ac/minardi-m191-1991-ac/
Installation notes:
Copy the content folder inside “AC Files” to your AC directory.
Please, be sure to install our custom driver inside “assettocorsa\content\driver”.
ENJOY !
Picture taken on "vanilla" Brands-Hatch
With VRC’s Jordan 191, we now have 7 teams/cars from the 1991 season. #8 is current WIP by ASR. Hoping to get the remaining teams!RELEASE !
Minardi M191 - 1991 by ASR Formula V1.0 (26/01/2020) Free Download
Link: https://www.asrformula.com/mods/assetto-corsa/free-cars-ac/minardi-m191-1991-ac/
Installation notes:
Copy the content folder inside “AC Files” to your AC directory.
Please, be sure to install our custom driver inside “assettocorsa\content\driver”.
ENJOY !
Picture taken on "vanilla" Brands-Hatch
With VRC’s Jordan 191, we now have 7 teams/cars from the 1991 season. #8 is current WIP by ASR. Hoping to get the remaining teams!
@Delta7Fox - have you tried the other 1991 F1 cars from ASR? What about the Minardi makes it better than the rest? (Just curious. I’m not disagreeing or agreeing with your opinion.)
Seasonal Weather question:
Running Brands Hatch on one PC and the ground is covered in snow - nice white and thick snow (see attached picture) (complete reinstall of AC, CM, CSP and all mods performed today). Tried on my racing PC, the ground is a very dark gray (see attached picture). Previously owned Deems Track skins prior to CSP integrating track seasonal terrain. Went through each track file and deleted the skins folder from Deems. Deleted content in the mods folder as all stuff is integrated into CSP. However, on the Racing PC, the very dark gray ground remains.
Something I am missing to correct this small issue? Any other place in all the files either in Steam or in My Documents that will help my racing PC mimic my other PC? Or will I need to perform a clean install on the racing PC?