- 11
- Spain
Umm, I fixed the hole within minutes of it being reported, did you not see?
No, I didn´t see your message!!!
Sorry
Umm, I fixed the hole within minutes of it being reported, did you not see?
https://www.gtplanet.net/forum/thre...ral-discussion.307899/page-1222#post-13118966No, I didn´t see your message!!!
Sorry
https://www.gtplanet.net/forum/thre...ral-discussion.307899/page-1222#post-13118966
Not to worry 👍
Oh can you remove the link please, it will cause a checksum error if anyone downloads your version and tries online against anyone with the original link.
Right. I believe what happened was when Mascot shared his Detroit Street Circuit that was redone here, it spurred a question about the two being different (Belle Isle). We had talked about how the Belle Isle track has poor road mesh - too smooth - and could use a bit of a texture or skin update.
The Detroit Street Circuit is fine (although the road color is way too dark for downtown Detroit, have to switch that out). We don't use that circuit here anymore. IMSA, INDY and Trans Am as well as others use Belle Isle, that's why we were talking about the update.
People seeing that the two tracks were different started a complete confusion festival.
Wow, thank you very much for this. Wunderbar!
Go into data folder. Open engine.ini and ai.ini. Make sure that the upshift of the ai is BELOW the rpm limiter, say by around 200 lower. You should be good to go.
Can you tell me what version of the car you have? (Who made it?)ai up 6000 rpm
engine limiter 6800 rpm
but don t start again
Can you tell me what version of the car you have? (Who made it?)
Also what track. Did you confirm on a Kunos track?
All hillclimbs are Touge tracks, Touge is a kind of drift.Guys, I stumbled upon a page that had some hillclimb tracks that I didn't have yet. Thought you might have the same luck. http://gtsupreme.com/initial-d-touges-to-assetto-corsa/
Ah, it's okay. Thank you, very much!OK, why don't you register. The guy is here on GTP too... @TonyBarracuda
My friend, the link is dead.
I saw right now. Thank you, sorry!
Tested this for about a half hour, and doesn't seem to be worth using for those who already have the VRC and/or RSS Indycars. The oval one especially I couldn't get over 214 mph. Maybe I needed to do something with the setup, but the VRC and RSS oval Indycars get up to about 230+ on base setup and 240 with a simple aero reduction. The road car didn't feel like it handled as well as the VRC and RSS cars. If you don't have one of the paid cars it could be good, otherwise pass. Also, the download was well over 1 GB. What's with that?I don't know if the mod was shared, but I'm testing right now:
In my opinion, it's amazing.
https://shop.apex-modding.com/product/2020-ntt-indycar-series-assetto/
Apex's 2020 Indycar Series
It's free, and you can donate.
- dl link : https://www.dropbox.com/s/pxkbz0f3pqfm0z7/Assetto_Apex_2020_Indycar_Series_v1.0.rar?dl=0
- update 1.1 : https://mega.nz/file/7BAhiaTB#Wg_F1lssD6pV6SsLRjwusuL7CMDi2fYgJhCrJMW_HGQ
All hillclimbs are Touge tracks, Touge is a kind of drift.
The tracks are fictional from anime Initial-D, with the Toyota AE hachi-roku (86), or AE86 as main car.
With the exact same time of day, grid etc I tested at Kyalami, Daytona RC, Spa Revised, LeMans/Circuit de la Sarthe, Road America and Nordschleife. It could be that I for this test selected the 'wrong' tracks but they all had the right shadows also when passing the road mesh.Thanks and that's a very nice video! I see exactly what you mean about the skidmarks, they look a bit disturbing. As someone else pointed out, I think it's a shadow issue with CSP. If you run the same grid and exact same time of day etc of different track, does it still happen? I've not touched any of the road surface or skidmarks from the original release, so not to sure if it's an issue with how they are implemented or just a CSP niggle.
* Ilja wrote on the todo list for FakeShadows: "New implementation properly working with bumpy surfaces". So that's probably the minor (non) issue for this shadow effect especially visible on Zolder track.
Oooh and thanks for your support!!
You can also go into lods.ini and readjust the distance that LODB is drawn at if you want to keep the original kn5 file.I meant to post this a while back. I don't know if anyone else noticed the disappearing rear-valance on Kunos' P4/5 Competizione 2011, but it was driving me crazy. While not as optimized, I fixed it for me personally by replacing LODB kn5 file with a copy of the main model kn5 file. I don't notice any performance issues personally and that disappearing rear-valance issue is gone... was driving my OCD cray cray.
They all look really good. Are they based on real liveries or fictional?
With the new Dash being created, would if be ok with you to include these in the download and I put your name in the credits file, or would you prefer a sepereate skins download?
You can also go into lods.ini and readjust the distance that LODB is drawn at if you want to keep the original kn5 file.
I think I´ve fixed the hole for the track "nrms_zolder", you can download it from here:
https://mega.nz/file/OqZAzKiK#ZjaXwuoreQ8BX6KpasHKFbY39Z04gszlScV5tcPe-L0
All cars have to have lods.ini or else they'll crash the game. I suspect you need to enable developer options and just unpack the data via Content Manager.What I was thinking initially, but this particular car doesn't have the lods.ini file.
That DTM 91 mod looks nice. Wish there was a public DTM 93 mod around, found some 93 cars but they're all private. Shame.
This is the simdream Mustang I am working on. Is it still worth it? I mean seeing as I owned this car in street form I'll still keep it but with Tommy's, I don't know. Tommy's still has the street body though although the model quality is nothing special on this.View attachment 925687
Why did AssettoPedia literally abandon his website and Facebook page?
The last release was April 2019.
So the lods.ini is 'inside' the cars ACD file? I haven't tried to unpack any yet. Might be time for me to tryAll cars have to have lods.ini or else they'll crash the game. I suspect you need to enable developer options and just unpack the data via Content Manager.