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- Slovenia
@shi Exactly, just wanted to say the same. Very nice track, but flat like a pool table.Nice track. It does lack a bit of roadfeel. This is buttery smooth (even on my direct drive setup).
If you could change that a bit ?
@shi Exactly, just wanted to say the same. Very nice track, but flat like a pool table.Nice track. It does lack a bit of roadfeel. This is buttery smooth (even on my direct drive setup).
If you could change that a bit ?
Not sure exactly what this is, but I have been looking to complete the major winners from 1966. The one car that won quite a bit was the Alpine 210, which doesn't seem to be modeled in any sim.
WIPDo any race car version of the Mitsubishi FTO exists in AC as a mod? Aside from this odd mod:
View attachment 972002
Please make more!!!!!! I think we need them so much!
Can you make something like this?
https://racecarsdirect.com/Advert/Details/83243/porsche-964-cup-car-1990
View attachment 971955
View attachment 971961
Do you mean the tweaked/fixed version from @slider666 mentioned here: https://www.gtplanet.net/forum/thre...ral-discussion.307899/page-1209#post-13116463
First is the mazda mx-5/eunos Jimmy Broadbent edition, which one was on Racedepartment but I can't download it anymore.
Ferrari P4/5 2006
3D MODEL BY : KUNOS & 90s
UV WRAPPED BY : KUNOS & 90s
SOUND BY : KUNOS P4/5 Competizione 2011
HANDLING & PHYSICS BY : KUNOS P4/5 Competizione 2011, edited by Dragster666 & patched by FileMissing
SKINS BY : 90s
Description : The car made for free 100% parts like the rims form the non s1
and the both exhaust are from scratch made by me and the rest were kunos
Problem on the car was the digital instrument are missing.
View attachment 971933 View attachment 971934
join to download.
https://top.gg/servers/772835313759944716
[Quote = "flyingsaucer, de la publicación: 13283895, miembro de: 313868"] Por favor, hacer más !!!!!! ¡Creo que los necesitamos tanto!:salud:
¿PUEDES Hacer algo de Como ESTO?
https://racecarsdirect.com/Advert/Details/83243/porsche-964-cup-car-1990
[ATTACH = full] 971955 [/ attach]
[ATTACH = full] 971961 [/ attach] [/ QUOTE]
I hope I can do some in the next few days, this was simple , although according to the photo you attached it needs other rims
View attachment 972040
https://mega.nz/file/DIxClDBJ#hIG-t82JRyqrcI186g1MAqp5YDMJ_m9qzyrMaXP1h7E
you are doing a great job ..... you have to make this track perfectwell, I am quite upset about Imola...
some performance issue has come into it, and it only gets worse the more I try to fix it.
I really wanted to release it today, but I dont think I can.
update: after deciding to try a CM track extract and load ksEditor, many of my shadow edits (3dSimed) did not "take", lets see how it goes...
Ferrari P4/5 2006
3D MODEL BY : KUNOS & 90s
UV WRAPPED BY : KUNOS & 90s
SOUND BY : KUNOS P4/5 Competizione 2011
HANDLING & PHYSICS BY : KUNOS P4/5 Competizione 2011, edited by Dragster666 & patched by FileMissing
SKINS BY : 90s
Description : The car made for free 100% parts like the rims form the non s1
and the both exhaust are from scratch made by me and the rest were kunos
Problem on the car was the digital instrument are missing.
View attachment 971933 View attachment 971934
join to download.
Nice track. It does lack a bit of roadfeel. This is buttery smooth (even on my direct drive setup).
If you could change that a bit ?
@shi Exactly, just wanted to say the same. Very nice track, but flat like a pool table
If you are happy with my work, I will convert that Track to the next.
I'm still learning 3d so I can't scratch.
Nice track. It does lack a bit of roadfeel. This is buttery smooth (even on my direct drive setup).
If you could change that a bit ?
Anyone know how I could change the grass colour ? Some tracks have an awful, bright neon-green grass and it's ****ing disgusting.
A quick fix without editing the *ini is to check the section in SOL config, track exposure config value; set it from default 100 to something around 50 or similar.
Thank you for writing the detailed procedure!RF1 tracks are usually quite low poly and yes, very "smooth" or alternatelingly very rough from too little poly's. No idea what 3d application you are using, but, if its Blender, I usually:
1. Merge all the road meshes and immediately bordering roadside meshes into one mesh (ctrl-j to join, in edit mode, mesh/cleanup/mergebydistance)
2. Rename to "1ROAD_Physical_Mesh", CTRL-I to invert selection, and delete everything else)
3. In edit mode, Tri-to-quad, then subdivide to taste, usually once is oneough, if really old track, twice or more.
4. Smooth laplacian a few times to correct chunky joins
5. Now the magic bit, edit mode, select Mesh/Transform/Randomise
(tweak the popup setting tools to taste, in this case ~0.0002)
6. Object mode, in the mesh properties, lift the mesh 0.0003 upwards.
7. Export fbx, in kseditor set IsRenderable property to false, save KN5
(depending on how bad the import was if you used 3dsimed, you may want to use the purgetool first to clean out all the dissasociated textures it creates, they will make this file far larger than it needs to be and also kill FPS)
8. Load the physical mesh in your models.ini file. (so if you dont like it your original track is not screwed up)
ONCE you happy, and cars dont float (reduce number in step 6 if they do),
9. convert the quads back to triangular mesh, using the mesh rebuild modifier, will add a good shot of extra randomness as it tries to minimise mesh size.
10 In original track remove the naming 1ROAD from any of the underneath parts, just in case the poke though causing jolts, i usually name them VisibleRoadMesh, save out the KN5.
I did this with this track to add some roadfeel back into it, works well. dont overdo the randomise tool, it should be very subtle, also the more you subdivide before the better the effect, but eventually mesh will get quite large.
In game all your original geometry remains visible, no changes the car simply drives on an invisible mesh.
View attachment 972049
View attachment 972055
Nice track. It does lack a bit of roadfeel. This is buttery smooth (even on my direct drive setup).
If you could change that a bit ?
@shi Exactly, just wanted to say the same. Very nice track, but flat like a pool table.
I will post it as v1.0 when the problem is solved.The track is smooth but there is road movement affecting the suspension as it clearly felt trough my tactile.
Tactile is much better at reproducing road bumps than ffb trough the wheel.
grip on curbs is set to 0.92. That is the lowest I've seen on any track. I raised it to 0.95
But beware, if you change this, you won't be able to drive the track on online servers before changing back to 0.92.
Thank you for writing the detailed procedure!
I mainly use 3ds max, but I can use blender a little too. I will try it now.
I don't race AC online as well. I use acc for that. So I don't know how it works. But I read multiple times, this to be the case. As it should be. You could gain quite an unfair advantage, if this was not the case.Never tried this online (as I dont race AC online, only those boring as bat**** v8's on all the servers here), but, if you have option to monitor ini files realtime in CM, can you start a track on 0.92, once you in at start lights change to 0.95. Are the AC ini files included in the realtime refresh offered by CM?
A quick fix without editing the *ini is to check the section in SOL config, track exposure config value; set it from default 100 to something around 50 or similar.
Hi !Hi !
Thanks a lot, It's a great work about this compilation with some great additions and It stops as well the "mess" about this track which be recently again in the spotlights about the return of Formula 1 cars on it.
It's, in my opinion, the best track designed by Herman Tilke in the modern era of racing.
I wanna just focus on the great cameras done by @safi hellie which obviously work perfectly on this version 1.3.
https://www.racedepartment.com/downloads/acus-istanbul-park-gp-track-cameras.32728/
Cheers and thanks a lot again !