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it does not impact on driving the car, watching replay and so on and so on, mateThe car have a little LOD problem, only on the rear wing
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it does not impact on driving the car, watching replay and so on and so on, mateThe car have a little LOD problem, only on the rear wing
Is sample spread a setting within CM?Sample spread at 10% is the culprit to get rid of the ghosting when TAA enabled? That would be a relief.
Yes, under ExtraFX-->TAAIs sample spread a setting within CM?
Thank you.Yes, under ExtraFX-->TAA
I always download the latest car extensions from the CSP github and install it manually.This is shot through the right side eyepiece and it is the F50 v1.1 linked in the video description. Just checked again, CSP wipers are configured in extension\config\cars\loaded\ferrari_f50gt_96.ini and I also made sure it doesn't use the ksanim by renaming the file.
Did you mean Legion's F50? Can't find one from Velo. Legion's F50 doesn't have a CSP wiper config but the baked animation looks ok for me on version 20200605.
@Frank25 could you send me the configs for the cars you listed? I tested the ks_mazda_mx5_cup which has a wiper config in cars/loaded and this looks fine for me as well. I don't have any wiper configs for the other cars you mentioned.
I'm not on FB, so maybe someone could hint the author that the exhaust puff comes from under the rear tires...From FB. This is not my mod. Support the creator and FB group if you can.
Steve Stirpe Assetto Corsa Tuned Mods & 4k Photos
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Abarth 500 EsseEsse Nurb Edition HP250 V1.32
Looking at some vids a 250HP Abarth is extremely aggressive. So this is maxed out terms of power with a 10% drivetrain loss which personally FWD car lose very little HP to wheels. Top Speed has increased really pushing harder up those Nords hills. Sixth gear has been shortened and quicker gear changes. This is a solid 8-second lap car now.
The Turbo gauge was adjusted to hit the red line.
240Kmphr needle matches app speed.
View attachment 1107912
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Got you!I'm not on FB, so maybe someone could hint the author that the exhaust puff comes from under the rear tires...
This happens when corruption gets into the data.acd file. I had this exact same issue with the KS P1 GTR. Deleted the car, re-added and the alignment was correct. Went into CM and adjusted the ride height without issue.hey all, need some help.
when i click align using data the model seems fine, i then select update model. all is ok until I go for a drive.
the front wheels move about 8 inches inside and the back sink through the floor. ive never encountered this before.
it effects the standard Kunos Huyra BC with its original data.acd or any edited one. anyone have an idea?
Why? What is the benefit of having CM generate LODs for the model?? Can generating LODs help improvement of a car/model that does not already have LODs present? Thanks in advanceyou should add LOD to optimize it otherwise very good 👍
Lovely car, not sure why anyone would do that for their visibility, but hey, it was the '60s, who cared about safety?I wonder if someone can help. I am skinning a forthcoming car and trying to replicate this livery, in which the roundel has been applied to the door and up the side screen. Predictably the roundel layer on the glass texture has the same reflective properties as the glass, which is fine for the internal view, but no good for the external. How would you go about making the white roundel matt and opaque? The textures are png files at the moment.
thanks!
View attachment 1108099View attachment 1108100
How about this one? It even lights up!blimps must be in season
Its pretty much done. I'm going through and looking at materials just to see if there is any to combine, it needs a new AI side line in a couple of spots as the AI really struggle because its so tight.
@CrisT86 did some cams and helped with the config. He is going to look at it this weekend.
Call it 2 weeks(ish)
They help to improve the FPS when the car is used in gameWhy? What is the benefit of having CM generate LODs for the model?? Can generating LODs help improvement of a car/model that does not already have LODs present? Thanks in advance
CM Showroom does not account for everything in the game, so what I'm guessing is the car's front track is too narrow so when you're updating the model to "align to data" it's making an assumption in the showroom that isn't applied in the game (potentially front wheel zenith). Just a guess but I tried it with the base Huayra and both cars do it. Though if you revert back to the original .kn5 file that will fix all of your problems, unless you replaced the wheel with something in which case you'll need to change the graphical offsets either in the model or in suspensions.ini in the data.this is the part i dont understand, ive done this to many other cars where the model is fine in cm and when you then go for a drive.
this particular kunos Model no matter what the data file is, even the original one, you click update model using align by data and the issue occurs, despite looking perfectly fine in the showroom.
Yeah it looks like Kunos accounted for 20.8% driveline loss in that car. Could be a number of reasons (legitimate inefficiencies in the driveline, power.lut derived from a real dyno sheet of a real 25 year old race car that's lost some horses along the way). If you just want to increase or decrease the power/torque of a car by a certain percentage then I'd recommend using something like AC Car Tuner (https://www.racedepartment.com/downloads/assetto-corsa-car-tuner.13946/) to make general changes. However if you have a dyno sheet from a real car you're trying to mimic then plug in those torque values to power.lut and then make an assumption of ~15% driveline loss (general accepted industry standard) to figure your power at the crank. Remember that graph in content manager is all but meaningless, just eye-candy for the car menu.sorry if I insist, I want to (try) to modify a car. However, I don't understand how the power curve values are calculated. (the car is an example)
Kunos: 420 hp
CM (a): transmission loss 13%
power at wheels: 333 whp
power at crankshaft : 382 hp
CM (b): transmission loss: 20.8
power at wheels: 333 whp
power at crankshaft: 420 hp
AC Torque Helper (https://acstuff.ru/u/torque-helper/): transmission loss 13%
power about 333 bhp
I did this for a bunch of cars and i was able to add about 5-6 more cars and keep the same fps. it really helped but a few of the cars have errors with the meshes or paint. Still... really helped me stack my grid.They help to improve the FPS when the car is used in game
If there are no lods, then no matter the distance the car is the game will always have to render the full detail of the car which hogs more resources. You can imagine what it's like for cars like some of the recent scamdream ones that have like 1mil polys lol
With lods, you're essentially creating lower resolution versions of the model to be rendered at specified distances. So for instance, I think ks default for lod B is 15m, and at that distance instead of the car being rendered at original poly (lets say 100k) it'll instead be rendered at a lower poly count (like 80k). This way you can save quite a lot on resources while barely losing any graphical quality (because at longer distances you aren't really going to notice that lower resolution)
Super helpful! Much appreciatedThey help to improve the FPS when the car is used in game
If there are no lods, then no matter the distance the car is the game will always have to render the full detail of the car which hogs more resources. You can imagine what it's like for cars like some of the recent scamdream ones that have like 1mil polys lol
With lods, you're essentially creating lower resolution versions of the model to be rendered at specified distances. So for instance, I think ks default for lod B is 15m, and at that distance instead of the car being rendered at original poly (lets say 100k) it'll instead be rendered at a lower poly count (like 80k). This way you can save quite a lot on resources while barely losing any graphical quality (because at longer distances you aren't really going to notice that lower resolution)
Advanced culling (General PS) active? Produced a lot of weird stuff on my side too.I have several cars that have disappearing parts in replays at further lod distances.
Yeah, reinstalling it didn't work for me neitheri had the same problem with caRadar app, and still don't know how to fix it
try this oneYeah, reinstalling it didn't work for me neither
First page of settings, under general settings.Could someone please show/tell me where the check box in CM is to "start race with the throttle pedal" if that is what is called, I reset my settings and I am stumped to where that one is hiding , cheers TIA
Thanks so much. I noticed that for some kunos cars (at random) there is inaccuracy in the values. For example 155 DTM had 420 hp at the crankshaft, 333 hp at the wheels is too big a difference. So CM is not reliable. I tried using AC Torque Helper to increase the power by changing the "power.lut" values. I will try to use AC Car Tuner, thanks. 🙏CM Showroom does not account for everything in the game, so what I'm guessing is the car's front track is too narrow so when you're updating the model to "align to data" it's making an assumption in the showroom that isn't applied in the game (potentially front wheel zenith). Just a guess but I tried it with the base Huayra and both cars do it. Though if you revert back to the original .kn5 file that will fix all of your problems, unless you replaced the wheel with something in which case you'll need to change the graphical offsets either in the model or in suspensions.ini in the data.
Yeah it looks like Kunos accounted for 20.8% driveline loss in that car. Could be a number of reasons (legitimate inefficiencies in the driveline, power.lut derived from a real dyno sheet of a real 25 year old race car that's lost some horses along the way). If you just want to increase or decrease the power/torque of a car by a certain percentage then I'd recommend using something like AC Car Tuner (https://www.racedepartment.com/downloads/assetto-corsa-car-tuner.13946/) to make general changes. However if you have a dyno sheet from a real car you're trying to mimic then plug in those torque values to power.lut and then make an assumption of ~15% driveline loss (general accepted industry standard) to figure your power at the crank. Remember that graph in content manager is all but meaningless, just eye-candy for the car menu.
advanced culling is offAdvanced culling (General PS) active? Produced a lot of weird stuff on my side too.