Redbull Ring
The above and Paul Ricard is my go to track for testing
Redbull Ring
The very dude Lu Thua Kien admitted that his previous mods are TRASH, you can directly ask him if you want. Compared to what he does now is complete trash and he's actually improving, also BarrikadKrew Audi R8 LMS GT3 Evo is also a free mod yet the data used to build it is 1:1 to real life(things that never in your life will be able to get) stop being an apologist. This will be the last post of mine in this topic.
big doubt.
a) show me any proof that he's never driven a real car.
b) show me any proof that he hasn't even had a driver's license.
"He knows more than real world race car drivers"
c) maybe he has contacts with people with enough experience and data of racing cars?
This is my 2 pence on the whole Rusty list thing....
Always in life be wary of those that talk a lot but in reality don't do a lot
As they say, actions speak louder than words
Probably not worth all your energies getting upset...it seems by compiling this list he has garnered exactly what he thrives on
This track is lovely Thank you to all involved in bringing it to us in this excellent state. And, at night, what a beauty! Performs really well too.New track from Reboot Team: Port Newark, NJ v0.9
Totally reworked from rF2's 'Lester' circuit with the following additions and enhancements:
- forward and reverse layouts
- full lighting config
- RainFX ready
- animated/patrolling choppers, balloons and airliners (needs stFlow shader from RD)
- new billboards and environmental textures
- chicanes reconfigured for cleaner racing
- basic replay camera set
- optional E-Prix skin
View attachment 947889 View attachment 947890 View attachment 947891 View attachment 947892 View attachment 947893 View attachment 947894 View attachment 947896
(needs stFlow shader from RD https://www.racedepartment.com/threads/stflow-shader.161360/)
Track download: https://www.mediafire.com/file/io0xg3l3pnorsvb/port_newark.7z/file
Regarding this 'good/bad mod list' that's sparked so much debate, I imagine that accurate physics are incredibly hard to get right for a whole host of reasons such as access to OEM data, interpreting that data and feeding it into a physics engine with its own inherent limitations, and then doing whatever else is necessary to fill gaps and correct anomalies so that the car also 'feels' subjectively right based on the modder's own expectations and - in rare cases - feedback from actual professional drivers or car owners. A lot of that is probably way beyond the knowledge or capability of your average Joe Modder, if they can even find the data to work with in the first place.
But a good point is made about the aesthetics of mods. Kunos literally provide a pipeline of instructions detailing how materials and shaders should be used to achieve realistic results within the AC graphics engine, but unfortunately this seems to be largely ignored by the majority of modders. It could be argued that, geometry aside (and most modders seem to have at least basic 3D skills now to improve or adapt wireframe models), there's no real reason why car mods (and in particular, cockpits) shouldn't look almost as good as original Kunos content. There's no mystery to this, no secret shaders that Kunos use, no proprietary software - it's all spelled out by the developers themselves, and textures and shader values can literally be harvested directly from Kunos content. There's no reason why satin chrome on a door handle of any vintage car mod shouldn't look at least as good as that from the in-game 250 GTO, because Kunos literally demonstrate exactly how to achieve that look and even provide the tools to do it. Some modders have always realised this and have achieved great results with their conversions for years (for example @Showmebest66 at Assettodrive, and Markos Kass) but the majority don't seem to grasp it. Or maybe most modders just use the default textures created during the conversion rather than replace them with Kunos equivalents, then try to tweak shaders to improve them, effectively attempting to make a silk purse out of a sow's ear rather than starting from a good base. Seems crazy, doesn't it?
I don't know, maybe Kunos didn't do enough in the early days on their official modding forums to promote correct use of their workflow, or maybe they did and people think they know better. But it can easily be argued that the vast majority of car mods should look an awful lot closer to original Kunos content if only the instructions thoughtfully provided by the developers were actually followed. Thankfully, standards do seem to be improving overall but it seems to have taken an awful long time to get to this stage. Almost all of the recent ACC car conversions look to be on a par aesthetically with their Competizione counterparts, but the default shader values probably transfer better between these two titles than they do from doner cars from others sims.
(and in particular, cockpits) shouldn't look almost as good as original Kunos content.
I have reworked Circuit de Trois-Rivières converted by @_EASY_.
First of all thank you for the work of _easy_.
This is actually near the exact reason the list was made in the first place. The main objective with the list was NOT to in anyway upset creators, or harass them, but to highlight the lack of all the basic fundamentals necessary to create a car mod which has been ever so prevalent within the Assetto Corsa Community. The bad list was to show what it can look like when the PIPELINE standards were ignored in varying capacities, while the good shows examples of what you can achieve when you follow them, and in some cases even add to them.
Can I see and try your mods please. By reading on how much you know about how they should feel, how much you know, how they should be built, and how easy it is to build them, I'm sure there are a ton of them available. Thanks."imagine thinking chivas and shaun clarke are bad modders"
yes
"if you are so unsatisfied with their physics go to your real world then"
aight
"and for FREE most of the times, they are not being paid like Kunos team"
ok
"and they ACTUALLY DELIVER AMAZING mods"
without any realistic data? i'm aware that in chivas case obtaining a real data from gt500 car is impossible, due to language barriers etc.
in shaun's case however - ripping the car model from rF2 isn't that easy as it seems, huh
Great in practice, but in the wrong hands could simply be used as a beating stick for mods someone has fallen out with, or to big up your mates....
It is what it is, simple to ignore... just find it all a bit laughable.
Every real life driver (during covid e racing) pretty much moaned that sim racing does not have accurate grip to real life, i.e too slippy...yet it will always be a vocal majority saying grip =arcade...
Can I see and try your mods please. By reading on how much you know about them and how easy it is to build them, I'm sure there a a ton of them available. Thanks.
"Wrong Hands" is the least of anyone's worry. Just like a kitchen knife could be used to cut food, it can be used to cut people, use it how you will, but then that becomes your way of using it, not a reflection of the tool at hand itself.
Also, Drivers even argue in real life about how a car should be "feeling" when they have to set it up and race. The engineer who assisted in the BK Modding Audi R8 LMS Evo specifically disregarded driver feedback and went with pure data BECAUSE driver feedback skews the data with how a car "should feel", and takes away how it ACTUALLY DRIVES naturally.
Funny then how the team at Kunos actually pointed out to people many years ago that in a sim like AC, you can't just put in 'real data' and expect the mods to feel like 'real cars'. The software itself isn't that accurate, which is why a simulator that can do that is WAY more expensive than AC running on a PC.
And that, is why IER created the wonderful extended physics platform we use today in order to fix that issue.
As LSM can testify, that first chicane caused a lot of trouble during AI development, but you should have seen how tight it was before the team opened it up for better flow.This track is lovely Thank you to all involved in bringing it to us in this excellent state. And, at night, what a beauty! Performs really well too.
I am, though, getting AI pile ups in the first lap at the first chicane. It seems to happen every time, just after race start. I know these sort of chicanes can be very tricky to get right for the AI. I'm using a Ferrari 458 S3 at 95% AI and aggressiveness in the 80s.
Origin icons updated, you are included now@Masscot Plz add me as an origin icon too for all of my mods lol
Pretty sure i have done this before so i'll keep it simple.
Aero was pretty good in the 90's. As good if not better than the 80's ground effect cars that were banned.. Not to mention the awful cheat that was active suspensions and TC..
1992 was 'peak downforce"
RF2 is 'night and day' because grip is silly GPL old gits idea of racing car grip..i.e. very little...
(all driver skill you see...lolzzzzzzzzzzzzz.)
1968: 1000lbs@150mph - high wings
1976: 800lbs@150mph
1978: 2000lbs@150mph
1980: 3000lbs@150mph
1981: 2300lbs@150mph - skirts banned
1982: 2500lbs@150mph
1983: 2000lbs@150mph - flat bottom
1986: 2500lbs@150mph
1992: 3500lbs@150mph - peak downforce
1995: 1800lbs@150mph - stepped floor, smaller wings
2000: 2600lbs@150mph
For Tyrrell F1 cars (SAE paper from Ben Agathangelou and Mike Gascoyne) :
1989: 2200lbs@150mph
1990: 2300lbs@150mph
1991: 2450lbs@150mph
1992: 2750lbs@150mph
1993: 2450lbs@150mph
1994: 2350lbs@150mph
1995: 2050lbs@150mph
1996: 2350lbs@150mph
1997: 2500lbs@150mph
A new sound mod of ACFAN (aka SHR Modding) is always a moment of joy --> lets download and try it. Also this time for the Audi RS4 Avant.
I had to download the car as it was not in my garage yet
https://www.racedepartment.com/down...sound-mod.24441/updates#resource-update-62111
Strange thing happens during replay (not sound related). The car disappears and only the driver is visible?! Probably a setting somewhere? Using CSP1.62 and SOL1.7 A2