Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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is there an fix to let the car make some noise

Go to car sfx folder

Rename ks_porsche_911_gt3_cup_2019.bank to l_porsche_911_gt3_cup_2019.bank

Open GUID.txt in Notepad ++ preferably and find where it says ks_porsche_911_gt3_cup_2019 and rename all entries to l_porsche_911_gt3_cup_2019.

Should be 20 entries if not mistaken

Sound works perfectly this way
 
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!!Released!! AC Legends GT Classic v3.0
Thanks to lots of help from the AC modding community we were able to create another extensive update for the AC Legends GT mod. Although every car has completely different handling, balance and character, the power to weight ratio’s is pretty equal, resulting in close laptimes and –racing.

v3.0 Credits:
Models: Conversions / updates/ add-ons
DrDoomslab (models, textures/ AO and all the little details)
Norms (Wiper animations, rebuilt LoD’s, 3d Colliders, all the little details)
Special thanks to Pessio for permission to use his brilliant Pantera Gr4 model!
Skins: new 4k skins by Ben Nash + many skins from the RaceDepartment community:Aad Gagesteijn, Andy-R, BDA, carmar, GPLGEM, GT3RSAss, hal4000, Guerilla Mods, LeSunTzu, Ned, Pasta2000, schUPpor, Smallblock Hero, susanthedeath, Xedrox, (sorry if I forgot someone)
Driver suits & helmets: Xedrox, gergerger, various RD skinners
Physics & AI: Bazza
Sounds: Kunos, AMA Fmod (Porsche 906), Legion (Pantera), various unknown sources.
Testers: 50ftElvis, Dirk Steffen, capt nasties, kondor999, Timo One, 2old4Forza comm.​

Special Thanks:
Youtube Channels:
Mike from Simracing604, Billy Strange Racing, Alex from ‘The Extra Mile’ and Michael from ‘SingleRacer’ for their contagious passion about (historic) simracing.
Websites / Discord: The F1 Classic forum THR racing Vintage AC Discord

Installation Notes on Pantera Gr4: original mod by Pessio Garage required! (also explained in the included release notes)
Download: http://pessiogarage.com/products/de-tomaso-pantera-gr-4/

Howto install:
1. Install original mod from Pessio
2. Go to \SteamLibrary\SteamApps\common\assettocorsa\content\cars\pg_pantera_gr4
3. In this folder: Copy the following files:
-pantera.kn5
-panteraB.kn5
4. Go to \SteamLibrary\steamapps\common\assettocorsa\content\cars\ac_legends_gt_pantera_gr4
5. Paste kn5 files here!

Version 3.0 (2020-10)
Update pack to 2020 standards using the latest CSP features, to enable 24 hour races in the wet. All Physics and tiremodel rebuilt from scratch.

Initial release: GT-R pack
Models
, lots of upgrades: (DrDoomslab, Norms, Ben Nash)
- Up to 2020 standards with CSP:
- all cars have (refracting) headlights, wipers, improved shaders, high(er) res cockpits
- many 4k skins added by Ben Nash
- all cars have proper LoD's & 3d colliders for better VR/ multiplayer/ big grid AI racing

Physics: (Bazza)
- Rebuilt tiremodel + brakefading, rebuilt suspensions from scratch for all cars, updated gearboxes, - dyno curves, improved FFB & AI

Download:
http://www.mediafire.com/file/s8a9dkd61jnlvto/20201108+AC+Legends+3.0+Mod+pack.7z/file

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WOOOOOOOOOOOOOOOW !!!!!!!!!!!!
Many thanks !!!
 
Mine is private re-work of the same car as based, but improved every aspect of it to look proper.
Hopefully you can retrieve it from your recycle bin, but this is exactly why I hate old mods being freshly showcased as if they are new and improved. We might as well open the doors for Sharemods whores to spam the discussion with pointless reuploads all over again.
I always up the revision of any cars I tweak, and add some basic notes to the UI. It acts as a quick reminder to carefully double check the 'new' car.
 
!!Released!! AC Legends GT Classic v3.0
Thanks to lots of help from the AC modding community we were able to create another extensive update for the AC Legends GT mod. Although every car has completely different handling, balance and character, the power to weight ratio’s is pretty equal, resulting in close laptimes and –racing.

v3.0 Credits:
Models: Conversions / updates/ add-ons
DrDoomslab (models, textures/ AO and all the little details)
Norms (Wiper animations, rebuilt LoD’s, 3d Colliders, all the little details)
Special thanks to Pessio for permission to use his brilliant Pantera Gr4 model!
Skins: new 4k skins by Ben Nash + many skins from the RaceDepartment community:Aad Gagesteijn, Andy-R, BDA, carmar, GPLGEM, GT3RSAss, hal4000, Guerilla Mods, LeSunTzu, Ned, Pasta2000, schUPpor, Smallblock Hero, susanthedeath, Xedrox, (sorry if I forgot someone)
Driver suits & helmets: Xedrox, gergerger, various RD skinners
Physics & AI: Bazza
Sounds: Kunos, AMA Fmod (Porsche 906), Legion (Pantera), various unknown sources.
Testers: 50ftElvis, Dirk Steffen, capt nasties, kondor999, Timo One, 2old4Forza comm.​

Special Thanks:
Youtube Channels:
Mike from Simracing604, Billy Strange Racing, Alex from ‘The Extra Mile’ and Michael from ‘SingleRacer’ for their contagious passion about (historic) simracing.
Websites / Discord: The F1 Classic forum THR racing Vintage AC Discord

Installation Notes on Pantera Gr4: original mod by Pessio Garage required! (also explained in the included release notes)
Download: http://pessiogarage.com/products/de-tomaso-pantera-gr-4/

Howto install:
1. Install original mod from Pessio
2. Go to \SteamLibrary\SteamApps\common\assettocorsa\content\cars\pg_pantera_gr4
3. In this folder: Copy the following files:
-pantera.kn5
-panteraB.kn5
4. Go to \SteamLibrary\steamapps\common\assettocorsa\content\cars\ac_legends_gt_pantera_gr4
5. Paste kn5 files here!

Version 3.0 (2020-10)
Update pack to 2020 standards using the latest CSP features, to enable 24 hour races in the wet. All Physics and tiremodel rebuilt from scratch.

Initial release: GT-R pack
Models
, lots of upgrades: (DrDoomslab, Norms, Ben Nash)
- Up to 2020 standards with CSP:
- all cars have (refracting) headlights, wipers, improved shaders, high(er) res cockpits
- many 4k skins added by Ben Nash
- all cars have proper LoD's & 3d colliders for better VR/ multiplayer/ big grid AI racing

Physics: (Bazza)
- Rebuilt tiremodel + brakefading, rebuilt suspensions from scratch for all cars, updated gearboxes, - dyno curves, improved FFB & AI

Download:
http://www.mediafire.com/file/s8a9dkd61jnlvto/20201108+AC+Legends+3.0+Mod+pack.7z/file

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Just happened with Pantera
 

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Just happened with Pantera

From authors post and pdf inside the archive

Installation Notes on Pantera Gr4: original mod by Pessio Garage required! (also explained in the included release notes)
Download: http://pessiogarage.com/products/de-tomaso-pantera-gr-4/

Howto install:
1. Install original mod from Pessio
2. Go to \SteamLibrary\SteamApps\common\assettocorsa\content\cars\pg_pantera_gr4
3. In this folder: Copy the following files:
-pantera.kn5
-panteraB.kn5
4. Go to \SteamLibrary\steamapps\common\assettocorsa\content\cars\ac_legends_gt_pantera_gr4
5. Paste kn5 files here!
 
Track
surfaces.ini

[SURFACE_1]
KEY=GRASS
FRICTION=0.91
DAMPING=0.04
WAV=grass.wav
WAV_PITCH=0
FF_EFFECT=NULL
DIRT_ADDITIVE=1 ;<--- here
IS_VALID_TRACK=0
BLACK_FLAG_TIME=0
SIN_HEIGHT=0.02
SIN_LENGTH=0.5
IS_PITLANE=0
VIBRATION_GAIN=0.2
VIBRATION_LENGTH=0.6
Thank you man!!!
 
Thank you man!!!
wow...
the surfaces.ini to the track i want to change:

[SURFACE_0]
KEY=ROAD
FRICTION=0.89
DAMPING=0
WAV=
WAV_PITCH=0
FF_EFFECT=0
DIRT_ADDITIVE=1
IS_VALID_TRACK=1
BLACK_FLAG_TIME=0
SIN_HEIGHT=0
SIN_LENGTH=0
IS_PITLANE=0
VIBRATION_GAIN=0.02
VIBRATION_LENGTH=0.03


[SURFACE_1]
KEY=GRASS
FRICTION=0.89
DAMPING=0
WAV=
WAV_PITCH=0
FF_EFFECT=0
DIRT_ADDITIVE=1
IS_VALID_TRACK=0
BLACK_FLAG_TIME=0
SIN_HEIGHT=0.01
SIN_LENGTH=1
IS_PITLANE=0
VIBRATION_GAIN=0.04
VIBRATION_LENGTH=0.05


[SURFACE_2]
KEY=KERB
FRICTION=0.92
DAMPING=0
WAV=kerb.wav
WAV_PITCH=1.3
FF_EFFECT=1
DIRT_ADDITIVE=0
BLACK_FLAG_TIME=0
IS_VALID_TRACK=1
SIN_HEIGHT=0
SIN_LENGTH=0
IS_PITLANE=0
VIBRATION_GAIN=1.0
VIBRATION_LENGTH=1.5

[SURFACE_3]
KEY=SAND
FRICTION=0.8
DAMPING=0.1
WAV=sand.wav
WAV_PITCH=0
FF_EFFECT=0
DIRT_ADDITIVE=1
IS_VALID_TRACK=0
BLACK_FLAG_TIME=0
SIN_HEIGHT=0.04
SIN_LENGTH=0.5
IS_PITLANE=0
VIBRATION_GAIN=0.2
VIBRATION_LENGTH=0.3

[SURFACE_4]
KEY=CONCSURFACE
FRICTION=0.97
DAMPING=0
WAV=
WAV_PITCH=0
FF_EFFECT=NULL
DIRT_ADDITIVE=0
BLACK_FLAG_TIME=0
IS_VALID_TRACK=1
SIN_HEIGHT=0
SIN_LENGTH=0
IS_PITLANE=0
VIBRATION_GAIN=0
VIBRATION_LENGTH=0
 
Another day, another CM bug.
Crashed earlier and now every time I enter a race loading the track data just takes a bloody long time.
I love it.

Could it be the old familiar case of Fault Tolerant Heap? I just recently came familiar with it, CM has nowadays some feature that tries to fix it itself, but I still had to manually use registry editor to normalize the loading times.
 
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Yeah, the Lancia Delta is out today! I didn't make any video for it (yet) so I'll just post some pictures for now ;) You can join my Discord for access to this and previous cars I've made so far, to be up to date with what I do and to send some feedback 👍

https://discord.gg/t8UQyEG


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Many Thanks to You Wolf24h,this is perfectly Delta mod.Perfect Work !!
 
From authors post and pdf inside the archive

Installation Notes on Pantera Gr4: original mod by Pessio Garage required! (also explained in the included release notes)
Download: http://pessiogarage.com/products/de-tomaso-pantera-gr-4/

Howto install:
1. Install original mod from Pessio
2. Go to \SteamLibrary\SteamApps\common\assettocorsa\content\cars\pg_pantera_gr4
3. In this folder: Copy the following files:
-pantera.kn5
-panteraB.kn5
4. Go to \SteamLibrary\steamapps\common\assettocorsa\content\cars\ac_legends_gt_pantera_gr4
5. Paste kn5 files here!
Thanks @pugsang
 
!!Released!! AC Legends GT Classic v3.0
Thanks to lots of help from the AC modding community we were able to create another extensive update for the AC Legends GT mod. Although every car has completely different handling, balance and character, the power to weight ratio’s is pretty equal, resulting in close laptimes and –racing.

v3.0 Credits:
Models: Conversions / updates/ add-ons
DrDoomslab (models, textures/ AO and all the little details)
Norms (Wiper animations, rebuilt LoD’s, 3d Colliders, all the little details)
Special thanks to Pessio for permission to use his brilliant Pantera Gr4 model!
Skins: new 4k skins by Ben Nash + many skins from the RaceDepartment community:Aad Gagesteijn, Andy-R, BDA, carmar, GPLGEM, GT3RSAss, hal4000, Guerilla Mods, LeSunTzu, Ned, Pasta2000, schUPpor, Smallblock Hero, susanthedeath, Xedrox, (sorry if I forgot someone)
Driver suits & helmets: Xedrox, gergerger, various RD skinners
Physics & AI: Bazza
Sounds: Kunos, AMA Fmod (Porsche 906), Legion (Pantera), various unknown sources.
Testers: 50ftElvis, Dirk Steffen, capt nasties, kondor999, Timo One, 2old4Forza comm.​

Special Thanks:
Youtube Channels:
Mike from Simracing604, Billy Strange Racing, Alex from ‘The Extra Mile’ and Michael from ‘SingleRacer’ for their contagious passion about (historic) simracing.
Websites / Discord: The F1 Classic forum THR racing Vintage AC Discord

Installation Notes on Pantera Gr4: original mod by Pessio Garage required! (also explained in the included release notes)
Download: http://pessiogarage.com/products/de-tomaso-pantera-gr-4/

Howto install:
1. Install original mod from Pessio
2. Go to \SteamLibrary\SteamApps\common\assettocorsa\content\cars\pg_pantera_gr4
3. In this folder: Copy the following files:
-pantera.kn5
-panteraB.kn5
4. Go to \SteamLibrary\steamapps\common\assettocorsa\content\cars\ac_legends_gt_pantera_gr4
5. Paste kn5 files here!

Version 3.0 (2020-10)
Update pack to 2020 standards using the latest CSP features, to enable 24 hour races in the wet. All Physics and tiremodel rebuilt from scratch.

Initial release: GT-R pack
Models
, lots of upgrades: (DrDoomslab, Norms, Ben Nash)
- Up to 2020 standards with CSP:
- all cars have (refracting) headlights, wipers, improved shaders, high(er) res cockpits
- many 4k skins added by Ben Nash
- all cars have proper LoD's & 3d colliders for better VR/ multiplayer/ big grid AI racing

Physics: (Bazza)
- Rebuilt tiremodel + brakefading, rebuilt suspensions from scratch for all cars, updated gearboxes, - dyno curves, improved FFB & AI

Download:
http://www.mediafire.com/file/s8a9dkd61jnlvto/20201108+AC+Legends+3.0+Mod+pack.7z/file

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Thanks Bazza for your fantastic and hard job. :bowdown::gtpflag:👍
 
AUDI R8 IMSA GTO V2.0

3D MODEL BY : KUNOS & 90s (me)
UV WRAPPED BY : KUNOS & 90s (me)
SOUND BY : KUNOS Audi Sport quattro s1 e2
HANDLING & PHYSICS BY : KUNOS Audi R8 LMS 2016 ORIGINAL FROM KUNOS, edited by Monza17
SKINS BY : Hanazono Rio / Zin5ki

Description : The car made for free 100% & Inspired by Khyzyl Saleem (K.S)
parts were now scratch made like the rims and the spoiler. the rest were kunos.

Change log

V2.0
-change the 2 spoiler to the scratch made one by 90s (me) as well the rims
-handling improvment by monza17
-rims skins by Zin5ki

Link
https://mega.nz/file/9i4klYQI#LI-6c-MBCEvzScrDnmWvzmV9q5uC3ks4eOpauPxxnSY
View attachment 970069 View attachment 970068

This is an beautiful mode and is a wonderful homage to the work of Khyzyl Saleem:
https://www.artstation.com/khyzylsaleem

@K E N N E T H This is a unique model, an absolute visual pleasure and I hope to see many more in this vision. Clearly a huge amount of time and dedication has gone into this model, congratulations to everyone involved.

I noticed however that there is still an issue with the #Steer_Ratio / Rod and Lock with this vehicle.

I have therefore attached a fix for those who wish to use it (primarily wheel users) and have attached the details and evidence explaining why this is the case.

Currently the vehicle is set to have the following data in the the car.ini:

[CONTROLS]
FFMULT=1.574
STEER_ASSIST=1.000
STEER_LOCK=320 <<Real car's steer lock from center to right
STEER_RATIO=16.5 <<Steer ratio
LINEAR_STEER_ROD_RATIO=0.0031

As you can see the data states that this vehicle has a #Steer_Lock of 320 degrees which is 640 degrees lock to lock.

The real world maximum data value reported for similar vehicles of this type is 360 degrees / 720 degrees lock to lock. The data in the ini is not far from the maximum specification, however the rods delivery is inaccurate.

This is verified here by Kunos own instructions for configuring the ROD:
https://www.assettocorsa.net/forum/index.php?threads/answers-from-the-devs.12077/

By reducing the #Steer_Lock below the maximum value you are effectively removing the real the world physical rotation wheel users can apply.

It is very possible that in some cases a lock of 10:1 was used at some tracks, however this should not be reflected in the controls config.

As a reference point lets look at the Audi_R8_LMS (not the exact vehicle) and the steering locks for all vehicles in ACC:
https://www.motorsportfocus.net/uploads/2018Bulletins/Audi_R8_LMS_MY2016_Handbook_v1-2018.pdf
https://simracingsetup.com/assetto-corsa/acc-steering-lock-settings/

Lets also look at the Porsche 911 GT3 RS:
https://newsroom.porsche.com/dam/jc...9_911_GT3_RS_Technical_Specifications.pdf.PDF

As you can see Audi frequently report a maximum lock of 720 degrees (Porsche 800) with a #Steer Ratio of anywhere from 13+ to 17+ with around 20 degrees at the tire depending on the ratios.

Now lets take a closer look again at the data supplied with this wonderful model and compare it to a screen shot of the live in game telemetry to see how It compares and translates in game.

[CONTROLS]
FFMULT=1.574
STEER_ASSIST=1.000
STEER_LOCK=320 <<Real car's steer lock from center to right
STEER_RATIO=16.5 <<Steer ratio
LINEAR_STEER_ROD_RATIO=0.0031

How this translates in game:
Picture 1.PNG



As you can see the data is misaligned the vehicle is reporting an in game #Steer_Ratio of 10.2 (as we are left wheel to left side in this picture) with 31.5 degrees of angle at the tire all in less than 320 degrees of physical rotation?

Now lets take a look if we input the manufactures specifications:

[CONTROLS]
FFMULT=1.574
STEER_ASSIST=1.000
STEER_LOCK=360 <<Real car's steer lock from center to right
STEER_RATIO=16.5 <<Steer ratio
LINEAR_STEER_ROD_RATIO=0.00197

Now we have a #Steer_Lock of 360 degrees / 720 degrees lock to lock which is the maximum reported value advertised for this vehicle type from in ACC and the data sheet above. The ROD has been adjusted to compensate for the added rotation.

Lets see how this translates in game and in telemetry.
Picture 2.PNG



As you can see the car now reports an in game Steer_Ratio of 16.5 and 21 degrees the tire (as we are left wheel to left side in this picture) which is within margin of error when compared to the spec sheet ACC et al.

However as these vehicles frequently change their DOR and SR from track to track, something we are unable do in AC and I acknowledge that this is a "maximum" reported degree of rotation and was likely not used on every track, it therefore makes sense to find an average.

As the cars run between 13+:1 and 17+:1 ratios it does not seen unreasonable to use 15.5 as a reference point.

Lets input the data and adjust the ROD to compensate:

[CONTROLS]
FFMULT=1.574
STEER_ASSIST=1.000
STEER_LOCK=360 <<Real car's steer lock from center to right
STEER_RATIO=15.5 <<Steer ratio
LINEAR_STEER_ROD_RATIO=0.00190

Lets see how that translates in game and in the telemetry:
Picture 3.PNG



The game is now reporting a #Steer_Ratio of 15.5 (as we are left wheel to left side in this picture) with 23 degrees of angle at the tire all in 360 degrees of physical rotation. When driven on the track the car handles far more realistically and feels vastly superior on a wheel.

We have now corrected the lock/ratio and rod, found a suitable medium for wheel and controller users and provided a more accurate representation of the vehicles specifications.

Finally we address the elephant "so did Kunos get it wrong” as some of the data in this vehicle was lifted directly from base content, the answer to that is yes and no.

Kunos had to cater for many situations, including limitations with consumer grade wheel inputs (from a decade ago) many of which were not DD or 900+ DOR. They also had to consider balancing, setups, bopping, console controller users etc which was no easy task.

Kunos have openly admitted on several occasions, which I find incredibly admirable, that they have made mistakes in the past, here is one of those examples:
https://www.assettocorsa.net/forum/...or-the-devs-concerning-ffb-differences.26638/

Many internally were unaware what #Steer_Assist did and assumed it was power steering or game pad assist (and not a gamma) and were applying it to vehicles incorrectly. Kunos later clarified what #Steer_Assist was and stated that any and all affected vehicles would be updated and fixed, not all were.

While the data included with this vehicle many not be completely incorrect, and it works particularly well for controller users, what I can say is that the data in ACC and modern AC mods (including those ported from ACC) no longer align with the older data in the original base AC content, improvements have been made.

Much has changed in sim racing and as such modding has evolved, much like consumer hardware and while the data entered in some AC cars is not bad, incorrect or wrong, that’s not to say it’s completely infallible and can not be improved upon.

Thanks again for sharing this mod with the community.
The files for the fix are attached for anyone who would like to use it:

Edit:
Added a missing folder inside the "ks_audi_r8_imsa_gto_2020_v2"
 

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Could it be the old familiar case of Fault Tolerant Heap? I just recently came familiar with it, CM has nowadays some feature that tries to fix it itself, but I still had to manually use registry editor to normalize the loading times.

I'm sorry mate but... The what ? I'm a bit of boomer when it comes to PC stuff ahah.
 
@Wolf24h Why cant you just link the car here in the forum? Instead of making loops in order to get it...

I just want all my mods to be in a one place so it's clear and I can provide the link to the latest version if someone's looking for my stuff, also this way I can inform people if something was updated and get some feedback easier. I'm sorry if joining a Discord server is problematic for you, but you're literally the first and only person that has something against it. I don't force anyone to join it, so if you've anything against it then just don't do it ;)
 
That's not the fix, glass should be alpha blend, not alpha test, probably some material proprieties set in kseditor are wrong like "is transparent" or try to untick windscreen FX in settings to see if the issue is related to that @jeffnghongda
Glass needs to be isTransparent=True and Alpha testing, otherwise the shader will be wrong
In addition @serwiki change the internal window material to ksWindscreen from ksPerPixel. That is usually the problem with blurry windscreen. Been explained many times and there are a few tutorials available in this thread. I made this tutorial at least 3 times. A search for ksWindscreen will give a few hits for sure.

Here is one:

https://www.gtplanet.net/forum/thre...ral-discussion.307899/page-1759#post-13250714


And I made a few more detailed ones in the past.
 
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Nah, not that. It's not even listed there. Just takes a coupla minutes to load the track data (VAO and all that jazz)... Eh. I'll just wait then.
I had that a few weeks back. Solved it by downgrading the CSP, closing CM, and the reaplying the latest version of CSP after restarting CM. Was suggested in another forum. But then I went back to 1.60 again, cause every time I try using the new version of CSP, I get some weird hiccups like this one for example. 1.60 just works better than newer version for me.
 
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We got some spies with cameras hiding in bushes during test runs guys, that's what they found ;)
It needs just a couple of days to polish it so it's happening this week unless something really serious hold us back 👍
If anyone knows how to set a server for a funrace and would like to race together after the release then message me here in PM or on Discord!

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Hot dayum :bowdown:
 
Hello everyone. As mentioned a few weeks ago, I am proceeding with the conversion of the modern Hockenheim from AMS. I need help completing the track (I lack time and skills T_T). Contact me privately if you want to collaborate or testing the track.

What do I need/help:
- Trees (Some time ago I saw a method to rework trees from AMS on Blender). @RMi_wood, @TheRealCeeBee ?
- Add starting places
- Add places in the pit
- Add sectors, and DRS zones
- Cameras @safi hellie, @DaBaeda ?
- AI lines @LiquidSkyMan ?

At the moment I am working on buildings and objects around the track, collision objects etc. That's it, thanks in advance for anyone wishing to contribute.

Screenshot_gt4_audi_r8_vhe_hockenheim_8-10-120-19-55-9.jpg
Screenshot_gt4_audi_r8_vhe_hockenheim_8-10-120-19-58-50.jpg
 
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