- 460
- Austria
You can always use the free version of Stardust International Raceway by Legion:pay for a GTR2 conversion?
(link from Breathe' track list)
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You can always use the free version of Stardust International Raceway by Legion:pay for a GTR2 conversion?
I like his Sudschleife. Would love to see that merged with the 67 Nordschleife...I have a bookmark saved to his website, but always forget to check out his tracks. For someone who has none of them, what would be your top two or three I should give a try first. I don't care if they are the paid or free ones he offers. I'll do either. Anything kind of long like Fat-Alfie's Fonteny or Feldberg would be preferred.
I have critizised some tracks because of their poor AI implementation in the past - so it`s only fair to say Sergio Loro`s tracks could also do much better in terms of competetive AI.I have a bookmark saved to his website, but always forget to check out his tracks. For someone who has none of them, what would be your top two or three I should give a try first. I don't care if they are the paid or free ones he offers. I'll do either. Anything kind of long like Fat-Alfie's Fonteny or Feldberg would be preferred.
Hi Cozy, thanks for sharing this!<snip>
My renamed version with extras baked in plus remaining 2022 F1 tracks here https://drive.google.com/drive/folders/1bshEhqxZN0HTbyyOD8V8CA8ABO2l3Y1b?usp=sharing
I wouldn't be a bit upset.Would anyone be upset if they had to download another Mugello update. Finally figured out a way to replace the Alpine Allstars adverts on this wall. Took awhile to figure this one out because it had a strange texture mapping. That's why the far right Rolex logo looks wider than the others. If I kept them the same width, you get bleed through of half a logo on one end.
View attachment 1130240
OK, do that real soon.I wouldn't be a bit upset.
Link updated with the new wall ads. I also lightened up the groove textures a tad. If you prefer the darker version from the last update, delete the two groove textures from the Grooves skin folder and remove the _darker part of the other two file names.For those asking about Mugello's grass, I did a real quick ext_config for the track if you want to try it. I used graveltrap's fixes for the grass spawning and made a few other adjustments. Here's what will happen.
The grass will get a little greener in the summer and slightly darker. It will also be a little higher when trimmed but won't get as high when fully grown in. Also, the fall trees won't be as vibrant. There is also two included cm skins that aren't really required, but I had done them before and figured I would include them. One removes the purple groove line and skid marks and makes them black (they probably should be darker) and the other adds a tiny bit of negative exposure offset to the tree and grass textures. I might try and replace some of the billboards and flags unless someone knows of a track skin that has that done already. Would appreciate a link.
Mugello ext_config
Suggestions for improvements are always welcome.
That worked. But now I’m wondering about the effect of not having this blurred.ini file. I watched the replay, and the wheel is missing the visual effects intended with blur.See if it works, deleting the 'blurred.ini' file, inside 'Data' folder.
I’m on csp 0.1.75they load up fine for me ... ( have CSP isntalled? 0.1.78 preview 1 i'm on)
It seems that skin #22 of the Acura's is broken.Hi all, could someone help me ? I have a problem : when i load the x series cars from Assetto Corsa Racer i have this message : AC\kgltexture.cpp (40): KGLTexture::KGLTexture and the game crash ? Any idea for solve this ? PLEASE.
Thank you very much. It's fine for me, i delete the skin #22 and no crash.It seems that skin #22 of the Acura's is broken.
CRASH in:
OS-Version: 6.2.9200 () 0x100-0x1
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF98735D82A)
00007FF98735D82A (d3dx11_43): (filename not available): D3DX11SaveTextureToMemory
Now you can answer your own question on their FB page and they will hopefully fix the skin.Thank you very much. It's fine for me, i delete the skin #22 and no crash.
Thanks a lot man.
Seeing as we're tackling tyre textures... Does anyone else have this issue where the Formula RSS 1979 doesn't load Goodyear or Michelin tyres for the real 1979 skins?
I'm on CSP 0.1.78 preview and all other RSS Formula cars load custom tyre textures included with the skins excepting for the 79 and the 2017 hybrid. For what it's worth, loading up the 1979 in CM showroom does show the correct Michelin or Goodyear text on the tyres. It's only in-game that they don't show up.
"Scratch made by Sergio Loro"pay for a GTR2 conversion?
I have a bookmark saved to his website, but always forget to check out his tracks. For someone who has none of them, what would be your top two or three I should give a try first. I don't care if they are the paid or free ones he offers. I'll do either. Anything kind of long like Fat-Alfie's Fonteny or Feldberg would be preferred.
While I appreciate the sentiment, I only tried Sandevoerde so far and I didn't see anything wrong with the grass effects. What is wrong with them so I know what i'm trying to fix for you? Maybe once I get to the other two tracks it will become obvious, but right now i'm having a blast on Sandevoerde.I think @racinjoe013's grassFX tweaks might improve the look of these tracks even more, so I hope he gets into them!
They're all consistently good, but each release is better than the last usually. You can get an idea of the quality with the excellent free Watkins Glen, but they're not FatAlfie tracks (heck, neither are the Kunos ones!)
Norisring is a personal favourite, although the AI struggle, as are the classic Rouen, Zandvoort and Sudschleife trio.
I'm really hoping he has Reims tucked away somewhere on his 'to do' list. The man is a true gentleman too by the way, very friendly.
I do believe that's how they work, but I think the files in the skin folders are usually prioritised over the "stock" code in the ext_config. I'm saying this since the ext_config references only one set of files, while some skins from the same set display Michelin tyres, while others come with Goodyears (so, two versions without different code in the ext_config).I believe there is an extension that is calling for specific tire texture whis is affecting what tires are being shown.
It’s nothing specific - I haven’t driven Sergio’s tracks for a while. I have appreciating your enhancements to a variety of circuits. I guess it was more your seasonal adjustments I was thinking of rather than grassFXWhile I appreciate the sentiment, I only tried Sandevoerde so far and I didn't see anything wrong with the grass effects. What is wrong with them so I know what i'm trying to fix for you? Maybe once I get to the other two tracks it will become obvious, but right now i'm having a blast on Sandevoerde.
That I can do. I didn't try changing the seasons yet so I was unaware they didn't have them.It’s nothing specific - I haven’t driven Sergio’s tracks for a while. I have appreciating your enhancements to a variety of circuits. I guess it was more your seasonal adjustments I was thinking of rather than grassFX
Why not making 2 road meshes/layout/whatever of the track, one more "accuratly bumpy" than the other maybe, but who cares, because everyone would be happy with his version anyway ? It is because of an online purpose ? (I dunno, really)Regarding RT Sebring Bumps (physical track mesh)
I just wanted to post this as I thought it might be a interesting discussion point.
I have been having a interesting discussion today about RT Sebring being 20% too bumpy..it's is claimed by a well known scratch track maker that the original source material (the s397 laser scan data untouched in the conversion) when compared to the lidar (presumably) data is approx 20% higher in elevation.
I'm super interested in all your opinions on this...why would s397 tamper with what must have been a fairly expensive and expansive in accuracy laser scan data set?.. would this not undermine the superior physics engine claims for rfactor2. Do they do this with other laser scanned tracks?
Also on a side note I remember driving the conversion of Nord's from AC to rfactor2 and not thinking it felt underwelming bumpy.
Lastly what are your gut feelings on how rtsebring currently feels...to me imo..and comparing footage from real life on board cams..I'd say it's about right
Also last side note.. surely a professional locally scanned data set would represent a better reeling of the surface intracasies than lidar data ever could, regardless of the claimed 20% increase
I look forward to hearing your thoughts on this
Jim
I think it's quite spot on.Regarding RT Sebring Bumps (physical track mesh)
I just wanted to post this as I thought it might be a interesting discussion point.
I have been having a interesting discussion today about RT Sebring being 20% too bumpy..it's is claimed by a well known scratch track maker that the original source material (the s397 laser scan data untouched in the conversion) when compared to the lidar (presumably) data is approx 20% higher in elevation.
I'm super interested in all your opinions on this...why would s397 tamper with what must have been a fairly expensive and expansive in accuracy laser scan data set?.. would this not undermine the superior physics engine claims for rfactor2. Do they do this with other laser scanned tracks?
Also on a side note I remember driving the conversion of Nord's from AC to rfactor2 and not thinking it felt underwelming bumpy.
Lastly what are your gut feelings on how rtsebring currently feels...to me imo..and comparing footage from real life on board cams..I'd say it's about right
Also last side note.. surely a professional locally scanned data set would represent a better reeling of the surface intracasies than lidar data ever could, regardless of the claimed 20% increase
I look forward to hearing your thoughts on this
Jim
Regarding RT Sebring Bumps (physical track mesh)
I just wanted to post this as I thought it might be a interesting discussion point.
I have been having a interesting discussion today about RT Sebring being 20% too bumpy..it's is claimed by a well known scratch track maker that the original source material (the s397 laser scan data untouched in the conversion) when compared to the lidar (presumably) data is approx 20% higher in elevation.
I'm super interested in all your opinions on this...why would s397 tamper with what must have been a fairly expensive and expansive in accuracy laser scan data set?.. would this not undermine the superior physics engine claims for rfactor2. Do they do this with other laser scanned tracks?
Also on a side note I remember driving the conversion of Nord's from AC to rfactor2 and not thinking it felt underwelming bumpy.
Lastly what are your gut feelings on how rtsebring currently feels...to me imo..and comparing footage from real life on board cams..I'd say it's about right
Also last side note.. surely a professional locally scanned data set would represent a better reeling of the surface intracasies than lidar data ever could, regardless of the claimed 20% increase
I look forward to hearing your thoughts on this
Jim
I just checked my Formula 79 and I show "Goodyear" in the showroom and "Good Times" on track. So I see the same thing you do.Seeing as we're tackling tyre textures... Does anyone else have this issue where the Formula RSS 1979 doesn't load Goodyear or Michelin tyres for the real 1979 skins?
I'm on CSP 0.1.78 preview and all other RSS Formula cars load custom tyre textures included with the skins excepting for the 79 and the 2017 hybrid. For what it's worth, loading up the 1979 in CM showroom does show the correct Michelin or Goodyear text on the tyres. It's only in-game that they don't show up.
My uneducated, total lack of knowledge opinion. I wouldn't know if the bumps on RT_Sebring are accurate or not. I've never driven it. All I know is I like it. The track feels more alive and the bumps add an additional challenge when I drive it compared to most so I hope it doesn't change.Regarding RT Sebring Bumps (physical track mesh)
I just wanted to post this as I thought it might be a interesting discussion point.
I have been having a interesting discussion today about RT Sebring being 20% too bumpy..it's is claimed by a well known scratch track maker that the original source material (the s397 laser scan data untouched in the conversion) when compared to the lidar (presumably) data is approx 20% higher in elevation.
I'm super interested in all your opinions on this...why would s397 tamper with what must have been a fairly expensive and expansive in accuracy laser scan data set?.. would this not undermine the superior physics engine claims for rfactor2. Do they do this with other laser scanned tracks?
Also on a side note I remember driving the conversion of Nord's from AC to rfactor2 and not thinking it felt underwelming bumpy.
Lastly what are your gut feelings on how rtsebring currently feels...to me imo..and comparing footage from real life on board cams..I'd say it's about right
Also last side note.. surely a professional locally scanned data set would represent a better reeling of the surface intracasies than lidar data ever could, regardless of the claimed 20% increase
I look forward to hearing your thoughts on this
Jim