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Why not just open @Delta7Fox 's skin folder and delete any tree and grass textures you don't like to restore the defaults (or alter them to your taste in PS/Gimp)? That'll do the same thing.
Hello guys I ask a technical question, is there any way on AC to make change pilot, as in other simulators?

Truly the best PPfilter i've used thus far. been running A3PP, but this just makes everything look so much better. The base settings it comes with though are complete garbage, i cranked everything up and took off the limit in the settings file and it looks amazing!
I've spent the last week or so converting this track from rFactor, it's Utah Motorsports Campus, formerly known as Miller Motorsports Park in Utah. All 4 layouts are there, and all of them have AI, but I'm sure the AI could be better. I don't know how to do cameras so I didn't add them.
Enjoy!
https://www.racedepartment.com/downloads/utah-motorsports-campus.32796/
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Those were the days. Making translations tabels from binary to hex and you could understand what was happening under the hood (MS-DOS).Okay, off topic, a photo of my first "steering wheel." Too bad the set and console were washed out to sea by a hurricane. I'd probably still have them on a shelf somewhere.
View attachment 918583
Think about it, how it started and where we are now. I still remember reading an article that predicted that almost everyone would have "home computers" in the future that were more powerful than what NASA was using in their rockets. While in college, I remember sitting at a monochrome console, with nothing more than a blinking cursor, and could see the huge mainframe through a window, in it's air-conditioned room. Carrying a stack of computer punch cards (precursor to the floppy disk), tightly wrapped with a rubber band, because you didn't want to drop and get them out of order.
Okay, back to our regularly-scheduled programming. Simulators, FF wheels, multi-thread CPUs, RTX-GPUs, VR, and mods.
I've just posted the sections files for UMC on RD. For some reason the ones in the track folder are from Barbagallo (the same file for each layout) !?I've spent the last week or so converting this track from rFactor, it's Utah Motorsports Campus, formerly known as Miller Motorsports Park in Utah. All 4 layouts are there, and all of them have AI, but I'm sure the AI could be better. I don't know how to do cameras so I didn't add them.
Those were the days. Making translations tabels from binary to hex and you could understand what was happening under the hood (MS-DOS).
If then else![]()
Hi there, Luca.
I did't understand your question. Could you rephrase, or maybe ask in italian (just for this time)?
Oh yeah, I needed it to set up a few ALMS custom championships with the cars and presets kindly shared by @NeilB1971 a few weeks ago, much appreciated.I've spent the last week or so converting this track from rFactor, it's Utah Motorsports Campus, formerly known as Miller Motorsports Park in Utah. All 4 layouts are there, and all of them have AI, but I'm sure the AI could be better. I don't know how to do cameras so I didn't add them.
Enjoy!
https://www.racedepartment.com/downloads/utah-motorsports-campus.32796/
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I find it curious/ironic that Utah, which has some of the most beautiful mountain scenery in the world, is host to another two-dimensional, Tilke-like flat track, highly invaginated (that's a real word) to cram the highest number of turns into the smallest space, like a Parker Bros. board game.
Edit: which is not to say that the AC version of the track is anything less than terrific.
I've just posted the sections files for UMC on RD. For some reason the ones in the track folder are from Barbagallo (the same file for each layout) !?
A few things though: I got several trackside objects flickering and while there's not much to see environment wise, attention is drawn on the surrounding mountains. Is there a way to make these a bit more 'in focus' and get rid of the blurry ridge ? It looks like if I need to wear glasses (which I don't)...
Is this like a dark moire pattern on the ground? I was having trouble with kseditor setting "CAST_SHADOWS=1" to road objects after saving them as false in the editor. I would even go in to the ini file itself and change it, but if I saved with kseditor it would bring it back. I thought I had solved all of the instances where ground objects were set to cast shadows but I probably missed a few.great track, I do seem to have some strange dark shapes in the sand at the side of the track, maybe a shader problem
I find it curious/ironic that Utah, which has some of the most beautiful mountain scenery in the world, is host to another two-dimensional, Tilke-like flat track, highly invaginated (that's a real word) to cram the highest number of turns into the smallest space, like a Parker Bros. board game.
Edit: which is not to say that the AC version of the track is anything less than terrific.
This is great! Just left a review on RD. Perhaps @safi hellie would be interested in doing some cams, and I'm sure @LiquidSkyMan wouldn't mind reworking the AI. They're each some of the best at what they do![]()
Did someone say a track had no cameras.....
Downloading it now....
Right quick cameras, not perfect but a good starting point and at least you can see the track now during the replay.
This is for the full track only right now...its a looooong track.
Just uploading it on here as i will return and tweek it here and there....but its a start..
Hi everyone, hoping you're doing well, just like @safi hellie, I've also been working on cameras for this track (the Full layout initially), and here's what I have thus far - let me know if its going in the right direction, enjoy.
Here a version 1.0 from Banger:
https://mega.nz/file/iTpWGYiQ#Kz7ragTe8Z9plBtpnGpf1psJv8hqhdS8TXvmBhykB9w
I know its a bad thing to say but im disappointed LP Design was chosen, hes a really unprofessional person in my dealing with him and the paid gatc mod he put out a while bad had kunos parts. Maybe hes improved, maybe not im just surprised and disappointed.This about TCR Europe virtual championship sounds interesting:
“We are pleased to see that the fans loved them. All we can say to them is to be patient. Soon our cars will be available for them too,” said WSC president Marcello Lotti.
LINK
I actually started to do so until I discovered the original track textures, and to me, they looked, maybe not perfect, but better. I found this was an easy fix--set up the two folders so they can be selected in CM, and provided them as an option, especially for those that aren't as "mod savvy" as some of us. We still benefit from all of Digital7Fox's work, but after copying them and removing the files in the default folder, with just a click in CM, you can try out each option, and use your preference.
While this is a wonderful little track, this version could definitely be improved even more. Some additional details and shader work could be done. In similar fashion, Ahvenisto was generally a basic, or "dated" mod for a long time, but after it's recent updates, it's now worth driving. SUGO probably won't need as much work to make it even better and match Ahvenisto in quality. It's a good track to drive.
The biggest, most immediate problem with this version, the road mesh definitely needs to be smoothed on the last sweeping turn, as it totally upsets the car and breaks traction. This may be a feature of the real track, but I doubt it's this severe. I'll need to watch some actual laps. I may have time in the next couple of days to open it in 3DsMax, and see what's going on.
[ EDIT ] Video, maybe a little bit of a bump at the turnoffs, but nothing like in the current mod.
Ah Yes you also noticed the same problem with the jump of a bump on the last corner
I originally started building this in Race Track Builder but was having some issues with accuracy so I found that rfactor track and decided to build off that one instead. Race Track Builder comes with a template you can use for all the data files for the track and I just used that. It looks like I forgot to edit the sectionsThanks!
I tried a few different mountain backdrops that I ripped from other tracks but I figured if I was going to release something I didn't want to use one of those so I adapted the one that i extracted from the track's rfactor skyboxi instead. I had to mess with the colors and levels in photoshop to make them somewhat presentable but yeah, they are pretty bad. And I tried for hours to get rid of the black line at the top that ends up drawing a circle around the top of the alpha, but just couldn't get it. I suspect that i simply made it too big, because the line isn't visible when you're close to the perimeter, but if you turn around you can see it on the other side.
The big screens I also had some trouble with, the white screen seems to be flickering through to the back side but that's only seen when you're really far away from it. Also I've found that when setting objects that have flat sides to "CAST_SHADOWS=1" it creates a moire pattern that flickers and looks bad, but I felt it looked even worse to have them not cast any shadows at all. It's a weird thing I don't know how to overcome yet.
Is this like a dark moire pattern on the ground? I was having trouble with kseditor setting "CAST_SHADOWS=1" to road objects after saving them as false in the editor. I would even go in to the ini file itself and change it, but if I saved with kseditor it would bring it back. I thought I had solved all of the instances where ground objects were set to cast shadows but I probably missed a few.
The tools I've been using are 3dsimed to separate, rename and retexture stuff, as well as dropping the cones and AC timing elements, exporting as FBX and going into kseditor to put together the finishing touches, apply shadows to appropriate objects, test lighting and specularity and stuff. A lot of this was trial and error.
I live out here in Utah and I agree, that track is like, the flattest driving surface in the area this side of the salt flats. We have such cool canyon roads to drive on, but the guy that had the track built is some local rich dude (owner of the Jazz and a bunch of car dealerships) and had it built at first just as a playground for him and his friends but it ballooned into a whole facility that could be used for real racing. Ford used it as their official racing school a few years back and if you bought a mustang, Focus ST, or Fiesta ST you got a free day of HPDE at the track as long as you could get yourself there, so I think a lot of the corners (and those yellow sticks on most of the kerbs) are geared towards teaching better race driving, like there's a bunch of complicated corners on the track specifically to teach that kind of thing.
Thanks so much for the support on this, it's great! I was nervous about releasing something so unfinished and unpolished but the knowledge and help that this community is so generous with is very humbling.
This is definitely a fun, "countryside" club track, especially in an F3 level open-wheel.
Pretty significant problems with this mod as is, especially how the first laps you could accidentally turn off the track, go down a road, and fly off into magenta limbo (needs cones). Braking markers (or training cone option), better road texture (it was updated recently--some new asphalt), no pit boxes... a lot of things.
The track itself is really fun, and it would definitely be worth updating and improving.
it's not RR3E ??Why ACC? Aren't they running AC? Heavily modified Rollovers TCR cars I believe.
Any suggestion is appreciated.TO ALL OUR WEBSITE USERS
We have recieved numerous messages about people having issues wtih downloading mods from the website. The reason for that is that Google Drive have a download-limit per 24 hours. Because of this we would like our beloved users to send us a message with a suggestion to a filehoster (wich does not have a download-limit) we can use for future mods. This annoying popup will be removed within a few days.
Kindly regards from the Assettoland crew.
Did you check your blurred_objects.ini?What would make rims look blurry on track even though the car is stationary and they are not blurry in showroom at all?![]()
I think he's asking if there's a way to do a driver swap, like iRacing does, during online endurance race events. Like real endurance racing, two or more drivers drive one car as a team.
Now that, if even possible, would be quite a mod... but we do have SOL, CM, and all the other incredible mods and improvements. Maybe it's possible.