Assetto Corsa PC Mods General DiscussionPC 

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Hey Guys, can someone explain me why the TRACK LIGHTS have this halo around and expecially Monza track lights seam a unique light and not appear every single light (as they are on the Monza straight). They also are a bit faded as in the rt_Daytona track (you can see a really bad lighting system on the track with halos everywhere). How can I fix all this?
P.S. it not depends on the ppfilter, CSP 0.1.52 SOL 1.5.1
Sorry for bad english btw


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This crap with Twin Ring Motegi is ridiculous, $12 for a mod that has all sorts of problems and that was originally gonna be free. This whole thing with paid mods is getting out of hand.
I haven't had a chance to check it out yet, involved with other things right now, what kind of problems are U referring to?
 
Circuit de Jarama
Folder Name: jarama
Author: Javier Sosa Casillas
Download: http://www.mediafire.com/download/mnn6fljr8jzt6md/jarama+1.0.rar
This track doesn't feel finished. The timing objects are not in the right place, hotlap start starts in the pit lane, textures are very repetitive, there's no variety in the trees, and the road surface is very bumpy. There's no preview and the map is for a different track. The AI drives through the pit lane instead of staying on the track... This doesn't seem like a conversion, it seems scratch-built or built using BTB/RTB.

Folder Name: jarama
Author: Stig's Cousin
Download: https://sharemods.com/fvn3kd6tar4s/ACJarama.zip.html
While not perfect by any means, this is much better than the other version. This is a conversion from GRID Autosport and it has a lot more detail and much better textures. Performance is not great, and the AI is abyssmal. There is no map but CM can sort that out quickly. It's not great, but it's the only Jarama currently available that's worth trying out.

Nice write up for these, although on Jarama I think as suggested by Ales100i, there's a version of Jarama by Giles75 that I'd agree is the best version of the track I've tried. It needs better AI and track surface made less absurdly grippy but I prefer it to the other two. Of course it's a paid mod but it can be found for free (I wouldn't recommend paying for it, or any of his other tracks).
 
Hey Guys, can someone explain me why the TRACK LIGHTS have this halo around and expecially Monza track lights seam a unique light and not appear every single light (as they are on the Monza straight). They also are a bit faded as in the rt_Daytona track (you can see a really bad lighting system on the track with halos everywhere). How can I fix all this?
P.S. it not depends on the ppfilter, CSP 0.1.52 SOL 1.5.1

I can only guess it has to do with your SOL settings.
Look what I have:

daytona.png


And I wouldn't even mind having that 'halo' as you call it. Imagine the exhaust fumes/dust particles at a race track, which reflect light and would show as in your pictures. I think the lights at Daytona are very well done.
 
Nice write up for these, although on Jarama I think as suggested by Ales100i, there's a version of Jarama by Giles75 that I'd agree is the best version of the track I've tried. It needs better AI and track surface made less absurdly grippy but I prefer it to the other two. Of course it's a paid mod but it can be found for free (I wouldn't recommend paying for it, or any of his other tracks).
hmm needs better AI, I'll look into that for U between breaks on the other tracks I'm currently working on this week.
 
Hi, i got a problem with one car, if i drive on grass or sand (why should i do that?), tyres look like i have driven in white paint?!
Is there an easy way to fix that?
Texture, ini files, csp, i don't know?
Thanks in advance
 
Here's Volume 3 of the Assetto Corsa Multiple Track Mod Review Project or WHO KNEW SO MANY TRACKS STARTED WITH THE WORD 'CIRCUIT'?

There are only a few D tracks that have duplicates so they have also been included here.

Volume 1 - A is here..

Volume 2 - B is here..

C

Cadwell Park
Folder Name: cadwell
Author: Kit Lethbynek
Download: https://mega.co.nz/#!pcNRUKgT!dQ7NgabcHVglHUuvQbHDclNf0cGFcXbfhwCMlgO1gH0
Where to start on this one? Really bad textures, the sun is too bright, the racing surface is too bumpy, surrounding terrain looks like the PS1 era. This is a conversion of a track from many years ago but I can't imagine it being well received even back then.

Folder Name: cadwell_park
Author: Terra21
Download: https://www.racedepartment.com/downloads/cadwell-park.11507/
This version on the other hand is awesome! Great looking grass, really good performance, and it's great that we have a usable version of this track in AC because it's such a fun place to drive. Trackside buildings look great too, and the racing surface is very driveable while still feeling like a real track.


Calabogie Motorsports Park

Folder Name: pfc_calabogie1071
Author: Scott Barton
Download: https://www.racedepartment.com/downloads/calabogie-motorsports-park.22574/
The textures are pretty blurry, but the track is really fun to drive. I don't have any complaints about the driving at all. The trackside buildings all just look flat, and a lot of the ground/terrain surrounding the track leaves much to be desired. The trees are also very repetitive.

Folder Name: lilski_calabogie
Author: lilski
Download: https://www.racedepartment.com/downloads/calabogie-motorsports-park.30099/
Allow me to gush here for a second. I'm not exaggerating when I say that I think this is the best mod track available for AC. Not only is the track itself one of the most fun places to drive ever, but this version of it looks so real. Every detail on this track is PERFECT. There are some decorative rocks after the main pits on the left that look amazingly detailed. Those alone must have taken so many hours to get just right. And that is just one example. I am sure there's only a few different tree types but they are placed so perfectly that it's impossible to tell. I usually do a couple laps by myself and then a couple lap race to test tracks for this project but I spent a half hour just driving by myself here and then more time looking for places to get past the barriers and look at the surroundings because seriously, this is the most real looking place I've ever seen in a scratch built AC track. It's not loaded with lights and gimmicks and gizmos, it's just an incredibly fun track with perfect visuals. If you've never downloaded this, DO IT.

Castle Combe

Folder Name: castlecombe_modern
Author: Mrmcphisto
Download: https://www.racedepartment.com/downloads/castle-combe-circuit.14612/
This is a fun track to drive, but the visuals in this version are a bit bland. It's easy to spot the seams in the grass texture, and there are some other artifacts like pink fences and stuff like that. The racing surface is good, and I didn't notice any technical problems with it, but nothing about the track really stood out in a positive way.

Folder Name: castle_combe
Author: Terra21
Download: http://www.mediafire.com/file/cx25wk4haxwx89x/castle_combe.rar
To my eye this looks like a reworked version of the MrMcPhisto version of this track. It's very similar but improved. The grass is redone to look really nice, all of the broken transparencies (like the pink sky when looking through a fence) have been fixed, and it's been given a good once-over to turn a bland looking track into a place that feels real and more detailed.

Chang International Circuit
Folder Name: chang_int_circuit
Author: Rainmaker
Download: https://www.mediafire.com/file/0rgr3l2r1e8rjqa/chang.7z
This very much looks like an old track, and a lot of these Rainmaker conversions are. It was originally made for GT Legends and it shows. It's fine, but not really up to today's standards

Folder Name: chang
Author: Mitja Bonca
Download: https://www.racedepartment.com/downloads/chang-international-circuit.20997/
This version is quite a bit nicer than the Rainmaker version. The textures are a lot sharper, the road texture in particular looks fantastic. Trackside objects are a lot more detailed and the racing surface also feels a lot more realistic. It's what we expect from Mitja Bonca's tracks, for sure.

Chicagoland Speedway

Folder Name: chicagoland
Author: Christopher M Dwyer
Download: http://www.mediafire.com/download/17cduybubd5jb7f/Chicagoland+-+CHICAGO+FAST+LANE+AI.7z
So... The hotlap start is about 30 feet in the air so after dropping through the ground I eventually end up back at the pits where I encounter a very tall, thin lollipop man. I look around and the horizon is mostly pink, and see some light fixtures with very pixellated fake glowy bits just floating instead of being mounted to a pole. I drive out onto the track and notice the hospitality suites are basically just floating. That's when I go a little bit too wide on turn 2 and phase through the wall and fall off of the surface of the earth into the pink void. Then I woke up in a cold sweat. Oh and there's no AI.

Folder Name: aa_Chicagoland
Author: x13
Download: https://mega.nz/file/pu4GjShI#pTu6RSI-kS0lglB0oEojwkkA7WNG5C7XO5-7QU7b7c4
This is another one of those aa_ oval tracks by x13. Very solid stuff. It looks much better than the other one, and everything functions properly. The AI is even pretty good. I really like this one.

Chinese Grand Prix

Folder Name: chinagp
Author: Unknown
Download:
This track is pretty well done. The AI screws up the hairpins though so I'd recommend finding better AI for it. I am not sure who made this, but since it's pretty similar to the china_2019 one I suspect it's patrikpat.

Folder Name: china_2019
Author: PatrikPAT
Download: https://mega.nz/file/1qQEXKhC#bPVmceKWcXjNyoNBv25FxL2INodYI64McaF9CZ7s-dw
This is pretty similar to the one above, at least looks-wise. It's very high quality. What obviously differs from the previous version is that this one has DRS zones and better AI.

Circuit de Charade

Folder Name: charade_prealpha
Author: chuky500
Download: https://www.racedepartment.com/downloads/charade.10727/
the name says it all really, it is a pre-alpha and shouldn't be judged too harshly, but it was released to the public and then abandoned and for some reason it has 3.5 stars on RaceDepartment. What? It's terrible. I'm not criticising the track author for that, I'm criticising the reviewers of that particular track. This is one of very few that I just deleted outright.

Folder Name: charade_spc2018
Author: MadBrain
Download: https://www.racedepartment.com/downloads/charade-_spc2018.19689/
Compared to the other one this is a masterpiece. It looks pretty nice and it's really fun to hotlap on. After watching some onboard videos of the real track some of the dips and cambers seem really exaggerated but realistic or not, it's still very fun to drive on anyway. It also has a long layout included.

Circuit de Jarama
Folder Name: jarama
Author: Javier Sosa Casillas
Download: http://www.mediafire.com/download/mnn6fljr8jzt6md/jarama+1.0.rar
This track doesn't feel finished. The timing objects are not in the right place, hotlap start starts in the pit lane, textures are very repetitive, there's no variety in the trees, and the road surface is very bumpy. There's no preview and the map is for a different track. The AI drives through the pit lane instead of staying on the track... This doesn't seem like a conversion, it seems scratch-built or built using BTB/RTB.

Folder Name: jarama
Author: Stig's Cousin
Download: https://sharemods.com/fvn3kd6tar4s/ACJarama.zip.html
While not perfect by any means, this is much better than the other version. This is a conversion from GRID Autosport and it has a lot more detail and much better textures. Performance is not great, and the AI is abyssmal. There is no map but CM can sort that out quickly. It's not great, but it's the only Jarama currently available that's worth trying out.


Circuit de Ledenon

Folder Name: ledenon
Author: stazer92
Download: https://www.racedepartment.com/downloads/ledenon-2008.5282/
This is a good start. As far as racing goes it's solid. The track surface is nice and it's really fun to drive on. As for the graphics, they need some work. some track-side objects are floating and some are embedded into the ground. Lighting is a little harshly bright, and there's lots of things that need to be transparent that aren't (like backgrounds on some trees and fans)

Folder Name: circuit_de_ledenon
Author: unknown
Download: https://sharemods.com/zf8k74glqrb0/circuit_de_ledenon.7z.html
This one seems to be a sort of interim version between the previous one and the next one. It fixes some of the graphical bugs but not all, and it's still overly bright.

Folder Name: ledenon
Author: Pset
Download: https://www.racedepartment.com/downloads/ledenon-france.6973/
This is a fixed up and enhanced version of the stazer92 track above. It fixed all of the graphical anomolies and most of the floating objects. It still looks like an rfactor track but it looks like a well done conversion now. This one is my pick.


Circuit de Lignieres

Folder Name: lignieres
Author: Ultimate71
Download: https://www.racedepartment.com/downloads/circuit-of-lignières-switzerland-canton-of-neuchâtel.13363/
This is a really basic barebones start to this track. It doesn't look very pretty, but it has the essence of the track and it's kind of fun to drive around on. Graphically it needs a lot of love, and seeing that it hasn't been updated since 2017.

Folder Name: lignieres
Author: Jeje89
Download: https://www.racedepartment.com/downloads/circuit-de-lignières.19571/
This is the best version of the track. It's nice looking, accurate as far as videos go, and there was way more attention to detail. Grass is good, and it overall is much better than the other one. Only major flaw is that the author used the same folder name as the other version instead of tacking on initials or something to differentiate it.

Circuit du Pau

Folder Name: pau_2015
Author: Philippe Abadie
Download: http://sharemods.com/knf88gld55so/Pau_2015_v1.0_by_Philippe_Abadie.7z.html
This is a pretty nice looking track and it's really fun to drive. The road surface is nice and the textures are all sharp and clean. Some of the buildings aren't very detailed (mostly at the beginning of the lap) but the framerate is nice and high. The AI is pretty bad.

Folder Name: pau_2017
Author: Ginot Team
Download: https://www.racedepartment.com/downloads/circuit-de-pau-2017.15615/
This looks to be a rework of the previous one. I can't really even see any difference between this one and the previous version aside from some signage being a little bit different and the AI is improved. This is the one to get, since it's got some skins and the AI improvements.

Circuit Gilles Villeneuve
Folder Name: montreal
Author: linolafett
Download: https://www.racedepartment.com/downloads/circuit-gilles-villeneuve-montréal-québec-canada.4439/
This is not a conversion, it's a scratch-made track that is a work in progress, and hasn't been updated since 2015. Overall it looks pretty good but it's got a lot of little flaws like grass models overlapping onto the track, repetetive trees, and terrible AI. If it got a little bit of love it could be really good, but it appears to be abandoned and the readme file included with it specifically says modifying it isn't allowed so...

Folder Name: montreal
Author: Terra21
Download: http://www.mediafire.com/file/486p5ww0ub0czjb/montreal.rar
It was hard to make up my mind if this is the best version of this track or if the ACU one is. This one overall looks better and has decent AI but it has these really distracting rolling ad-boards. I'm not sure if this came before the linolafett version, but one of them used the same folder name as the other, which is unfortunate.

Folder Name: gilles-villeneuve
Author: ACU
Download: http://www.mediafire.com/download/g3vb869vr6p3g0c/ac_gilles-villeneuve_v.1.0.rar
Another codemasters conversion. It has a bunch of Kunos banners but there are skins available. I think I give this one the edge just because it looks good and doesn't have the annoying ad-boards. It also has more community support with skins and AI replacements available to download.


Circuit of the Americas
Folder Name: cota
Author: unknown
Download:
This track is alright, there's no DRS zones and no map, and some of the ad-board textures are stretched to the wrong aspect ratios. Performance isn't great either. It's fine, but the ACU version is a better choice.

Folder Name: acu_unitedstates
Author: ACU
Download: http://www.mediafire.com/download/80kxir8ckde5ad4/ac_united+states_v.1.0.rar
Yet another ACU conversion. Trackside objects have more detail and are the right colors. Better grass, better road textures, better overall look, and it has DRS zones. This one also has downloadable skins on racedepartment to get rid of the kunos banners. Overall, it's the better version.


Croft
Folder Name: croft_2007
Author: Tiago Lima
Download: https://www.racedepartment.com/downloads/croft-circuit-2007.2844/
This is a pretty basic looking track by today's standards. Definitely looks like a conversion from an older game like race07. It's fine but there are now better options.

Folder Name: croft
Author: Terra21 and Jim Lloyd
Download: https://www.racedepartment.com/downloads/croft-circuit.16806/
This is a really nice rendition of this track. The grass looks awesome, the textures are really nice and sharp looking, and everything just looks very realistic. There's also a great BTCC skin available for it. Unfortunately it doesn't have any of the other layouts like the Legion version. This one is my favorite.

Folder Name: croft_sp
Author: Legion
Download:
Some of the fences have the wrong alpha blending mode set on them so the horizon looks pink when seen through the fence, and the hotlap start is up in the air, and drops the car facing the wrong direction, on the grass. I think part of the track near the final corner and first corner is marked as pit-surface because the pit-lane UI shows up when driving past as well. Aside from these issues this version is pretty solid. It adds a bunch of track layouts too which is always welcome. It looks based on the Terra21 version but the differences are significant enough to lead me to believe it was an older version. I'm curious to know more about it and what's different.

D

Daytona
Folder Name: daytonaoval/daytonaroad - -
Author: aspec7878
Download: https://www.racedepartment.com/downloads/daytona.2495/
This is an rFactor conversion orignally created by James Burroughs

Folder Name: daytona_2017
Author: Terra21 & Jim Lloyd
Download: https://www.racedepartment.com/downloads/daytona-2017.14277/
This is an rFactor 2 conversion originally created by Alex Coutie
This one looks nice but it's very bumpy and I ran into an issue where if I hit the wall it would sometimes suck me into the corner between the wall and the road and I'd fall through the world. it comes with one infield variant.

Folder Name: daytona_international_speedway
Author: Legion
Download:
This appears to be a rework of daytona_2017 because it looks pretty much the same, but I didn't get the same issues with falling through the ground if I hit the wall. It is still incredibly bumpy though. It comes with 3 infield variants.

Folder Name: aa_Daytona
Author: Assetto Corsa NASCAR Mod facebook group https://www.facebook.com/groups/940405266010495/
Download: https://mega.nz/?fbclid=IwAR2bP4uer...B!W8OtpiLZJiR2nnpeC8h6_tEJc0qcfURxci4o-T8H138
this one definitely is the most video-gamey looking version but it also has a great frame rate and the road was as smooth as glass. this one doesn't come with any infield variants.

Folder Name: rt_daytona
Author: Reboot Team
Download: https://www.mediafire.com/file/tsrje49tpphqcdn/rt_daytona.rar/file
This is close to the best representation of Daytona I've ever seen in a game. The racing surface feels perfect, the AI is good, and all of the trackside detail is incredible, all staying at above 90FPS in VR. The helicopters move around, the sound design of the fireworks and the echoes of the engines as they go by the grandstands... perfection. One thing I was disappointed about was the lack of trackside lights at night. The big overhead lights outside the oval never turn on. Not a huge deal and not keeping this from being my favorite daytona.


Donnington Park
Folder Name: doningtongp
Author: tomj
Download: https://www.racedepartment.com/downloads/donington-park-2011.2490/
this is a really basic version of Donington Park that came out in the early days of AC. It's alright and there's nothing glaringly wrong with it, but...

Folder Name: doningtonpark2018
Author: brun
Download: https://www.racedepartment.com/downloads/donington-park.3031/
This one is superb. Colors are bright, trackside objects have tons of detail and a lot of love has been poured into this track. It's one of the best.


Driftland UK
Folder Name: driftland_2019
Author: brettbolger
Download: https://www.racedepartment.com/downloads/driftland-uk-2019.25748/
pretty bland overall, but fun to drive on. textures aren't very good and it seems really flat, like almost too flat. Skidmarks look weird.

Folder Name: driftland_ryze -
Author: ryze
Download: https://www.racedepartment.com/downloads/driftland-uk-2020.32548/
pretty much the same as the 2019 version, but some textures are better and some are worse. the skidmarks are completely gone, which is really weird for a drift track. There is a short variant of the track included with this one.


Every time you post another part of this, I usually discover there's at least two are three better versions of tracks I have in my library. With the folder names and download links, and that you post another part of this every few days, it doesn't take long to check and update my collection.

COTA: Like you, I have discovered that the ACU version is the better version for AC. However, in VR, several of the glass barriers around the upper seating on the main grandstand are an opaque magenta/pink color. This is even visible on the backside of the grandstand as you're finishing a lap. Another minor thing is that someone added umbrellas in the infield areas of the track where the public isn't permitted. Other than that, overall, a very good version (I've been there in RL a few times, even spent time in the garages and paddocks, walked the track), but with some additional updates, like what Reboot Team can do, this could be an excellent mod.
 
Every time you post another part of this, I usually discover there's at least two are three better versions of tracks I have in my library. With the folder names and download links, and that you post another part of this every few days, it doesn't take long to check and update my collection.

COTA: Like you, I have discovered that the ACU version is the better version for AC. However, in VR, several of the glass barriers around the upper seating on the main grandstand are an opaque magenta/pink color. This is even visible on the backside of the grandstand as you're finishing a lap. Another minor thing is that someone added umbrellas in the infield areas of the track where the public isn't permitted. Other than that, overall, a very good version (I've been there in RL a few times, even spent time in the garages and paddocks, walked the track), but with some additional updates, like what Reboot Team can do, this could be an excellent mod.

When I went to review the ACU COTA track I did have that same version you’re talking about and was surprised about the bugs being present and discovered the version I had was actually a version of the track further modified by someone else to add some CSP stuff to it. I think I downloaded it from club. Anyway I went searching for an untouched ACU version and it didn’t have the bugs you’re describing or that I experienced, so the download link I included is for the original untouched ACU version. You’ll probably want to check out that version instead.
 
is it possible that you can get rid of the nasty jump coming out of Frog Hollow and going into Sulman park?

I am one of the people who has massively enjoyed your Bathurst rework since release and much prefer it over the other options we have in AC.
Personally I do not know Bathurst (have never actually driven there and havent had the chance to attend the track as a spectator (yet).

As I read from your post you have listened to the debate about the rise before Sulman park and I commend that you are open to improvements of the track.

Here is my 2 cents regarding this rise:
Running as close a comparison we can (using cars like the AMG GT3 or Porsche 991 GT3 R) and driving the ACC Bathurst and the FM7 Bathurst back to back the difference in the rise is very perceptible - the line you can take, the speed you can carry, the way you HAVE to lift in a different way in the FM7 version is quite obvious especially when "warming up" and really getting into consistent fast laps in ACC first and then hopping onto the AC FM7 version it is obvious looking at the the way you can approach this sector.

I think trying to line up visuals is a misleading approach especially as elevation changes are so very tricky and misleading to represent on a 2D screen and ESPECIALLY with the complete lack of g-forces acting on your body.

At best a comparison of telemetry data would be a better approach if looking for a data based comparison (driving and feeling what you just cannot do in the FM7 version which is perfectly safe in the ACC version is quite a good data point to go by.

Now the other input I get from people who have actually been to the track (both in an actual car and as spectators / marshals) I have been talking to have ADAMANTLY voiced that the rise in teh FM7 version unfortunately is VERY MUCH WRONG (that was indeed the level of their aversion to this one single track detail.

I have since unfortunately often times come into racing at Bathurst where the event hosts (Australians) have actually chosen to run the other (Racedepartment) Bathurst version (which has its very own issues with inaccuracies) as the hump in the FM7 version is just so wrong compared to what the track is like.
One local (who also works as a track marshal and is a die hard V8 supercar fan) insists that he refuses to drive the FM7 version as of the hump it is apparently that much.

It would be greatly appreciated by those who really know the track to make your release the very best release it can be for AC.

One last (quick) mention - this is often discussed hence I keep it short:
There is a VERY BIG window of what constitutes to be marketed as a "laser scanned track" and even with the most care and proper use of laser scan technology issues particularly when elevation changes are concerned a "laser scan labeled track" is not necessary the end all be all.
Particularly the capture of elevation changes is one point where laser scan technology falls short and often times has to be fed additional data points (ie lidar) and be cross referenced by driver input.

I can very well imagine that this particular hump could be such a borderline case where it is not accurately depicting the actual track detail.


I enjoy your track either way but this controversial hump unfortunately sours the experience as it always comes up as a talking point :-(


ok guys....found some interesting stuff out....ill post some pictures later

i have the fm7 mesh lined up with the lidar data (if the lidar is to be taken as accurate)......it seems to me the problem with the perceived hump is actually because frog hollow depresses to much so what i think is happening is that part of the track dips down too much causing the "Hump" to seem like its jumping out at you while driving....the 2 tracks side by side are pretty damn near the same...the hump is almost exactly the same elevation as the lidar and after sullman both tracks follow each other perfectly.....when i get more time later i will post some pics from blender showing how frog hollow seems to dip below the lidar data then back up to sullman...its really subtle but this must be the hump that everyone is calling out
 
ok guys....found some interesting stuff out....ill post some pictures later

i have the fm7 mesh lined up with the lidar data (if the lidar is to be taken as accurate)......it seems to me the problem with the perceived hump is actually because frog hollow depresses to much so what i think is happening is that part of the track dips down too much causing the "Hump" to seem like its jumping out at you while driving....the 2 tracks side by side are pretty damn near the same...the hump is almost exactly the same elevation as the lidar and after sullman both tracks follow each other perfectly.....when i get more time later i will post some pics from blender showing how frog hollow seems to dip below the lidar data then back up to sullman...its really subtle but this must be the hump that everyone is calling out
That is an awesome find! Great detective work and it would be very neat if you could do a few sneak looking screenshots, showing the lidar vs FM7 vs your upcoming correction and include those shots with a neat README in the new track release folder.
That will not only put any further discussions to rest but will also nicely demonstrate how accurate the best Bathurst mod track for AC is actually ;-)

I am looking forward to great online battles in vintage cars at Bathurst ;-)
 
I can only guess it has to do with your SOL settings.
Look what I have:

View attachment 923910

And I wouldn't even mind having that 'halo' as you call it. Imagine the exhaust fumes/dust particles at a race track, which reflect light and would show as in your pictures. I think the lights at Daytona are very well done.

I suppose yes. By the way I thought that SOL it's all about wether...
yeah I know Daytona is perfectly done. Thanks for your help
 
Hi guys,
The past month or so I've been trying to tech myself 3DS max so I thought I would attempt a rework of the Autopolis track as it was a bit to overdone with sponsor boards etc. to seem realistic. I've removed/added/changed most things on the track and I am at a point where I am almost happy with it. I wanted it to look like the Autopolis you see in Super GT and Super formula videos on youtube and I think it is getting as close as I can make it. There are still a couple of things to do and fix up but I thought since it came up in conversation I would share it with you guys in 0.9 state to see what you think.
I had been working on this track too, for a while. I had put some time in trying to figure out, and experimenting with the grass shaders adn was almost finished.. But there is always something getting in the way :(
Screenshot_ks_ferrari_488_gt3_zw_autopolis_2009_25-5-120-16-9-33.jpg

Removed lots trees and other objects that do not exist in real life.
Edited a lot of materials: trees, roads, grass, buildings, windows...
Created a new collision wall
Changed some sponsors to japanese sponsors.

Maybe we can join efforts.
 
Nice write up for these, although on Jarama I think as suggested by Ales100i, there's a version of Jarama by Giles75 that I'd agree is the best version of the track I've tried. It needs better AI and track surface made less absurdly grippy but I prefer it to the other two. Of course it's a paid mod but it can be found for free (I wouldn't recommend paying for it, or any of his other tracks).
The Gilles75 track is from GRID1, Stig's is from GRID2, so it has much more detail... but both versions need work.
 
I've thought about this often--for VR users, having the virtual driver's body move, shift, and shake in response to the road and G-Forces would really add to the immersion, especially for a car like the radical and other similar track cars, or open-wheel cars. We have wiper, shift sitck, and safety netting animations, so it's probably possible. It could probably be added to SOL as an option you can turn on and off.
Will be interesting in what VR users think when I release it, can't wait to hear. You might all say "damn give me a bucket" I don't kow LOL
 
After I update my skin for Watkins Glen, Lilski said that an update for Watkins Glen will arrive, matter of weeks.
Don't know, what he will improve, hope he will add the 1975/1985 F1 Layout!
View attachment 923929

He said he will add some stuff he learned while doing Road America. But he's been talking about possibility of making historic version at some point, so fingers crossed.
 
After I update my skin for Watkins Glen, Lilski said that an update for Watkins Glen will arrive, matter of weeks.
Don't know, what he will improve, hope he will add the 1975/1985 F1 Layout!
View attachment 923929

https://www.racedepartment.com/threads/watkins-glen-international.148700/post-3184014

Lilski: Working on a general "art pass" on Watkins. After learning some new stuff on Road America I wanted to apply some of it to Watkins so they have a similar look. Hoping to have it done by the end of the week.


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screenshot_vrc_arc_chevrette28_lilski_watkins_glen_19-5-120-9-51-22-jpg.374303



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screenshot_vrc_arc_chevrette28_lilski_watkins_glen_19-5-120-9-52-49-jpg.374305
 
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