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Which Aston this might be, Legion?
Which Aston this might be, Legion?
You were suggesting that every single car and mod in AC now automatically has data files added if you click extended physics. I don't believe this is true. If one mod by VRC has it then fine, great, I'm not disputing that.that cant be....csp extended physics only works to make the tires slide in the wet.
As easy as copy the KN5s over, unpack the ACD, edit the lods.ini, and then make the car independent, yes.That's as easy as making each car not need a 'parent' via CSP.
I know you've already fixed it but was using your post as a marker.
I was thinking about the extended physics going into each car and removing or adding lines, and that encrypted cars it doesn't work on. So if that is true, which I'm doubting, then it works in direct conflict with allowing encryption.
I very much doubt Ilija would do that.
I understand there's a whole world of tyre temp and behaviour in there. More complex than just rain = grip decrease.that cant be....csp extended physics only works to make the tires slide in the wet.
Did I say you were being entitled? no. I said "people" but the attitude remains the same throughout the community.Entitled ? Nah. But talking about a dedicated racing game when he has a track record of not finishing things, let me be skeptical a bit.
Doesn't have time or motivation, so be it. It happens. But don't start talking about other projects then.
I believe ticking the check box in the content manager will add rain physics to a car in the game, but there is a far greater range of possibility when you look at the Trello which contains the code that can be added to the ini files to alter the physics... Look and read each section under physics extensions to see how it can be used.that cant be....csp extended physics only works to make the tires slide in the wet.
montagne de meringue
Happy New Year!
https://www.racedepartment.com/downloads/montagne-de-meringue.57114/
Ohhh! Mate, why are so white? On my PC it's more contrasty...
Well I don't know. And it's only your track that does that lol. Maybe some CSP magic, who knows.Ohhh! Mate, why are so white? On my PC it's more contrasty...
I wish people would stop saying extended physics is only rain physics. It's like 10 things, if not more (camber changes, tyre heating, cooling, tyre wear, tyre falloff, chassis flex (sort of),....). This are the lut files from a vrc car (picture 1 - 148 in total), and in picture 2 is a normal car from rss with no extended physics (46 lut files in total). So over 100 aditional files just for rain?
Anyway the PM3D cars are around 2 seconds a lap faster. What I did was make a copy of both PM3D cars with car tuner, added all the lut files from VRC (cause I don't know which are for tyres) and replaced the tyres with VRC ones, and added extended-2 to car.ini. I also edited the minimum ride height of the Volvo and the Primera from 0.0045 to 0.0055 (as in VRC cars), and adjusted ride heights accordingly (don't know which is more correct, so I went with VRC). And that is it, all the cars now run within a second of each other.
Meanwhile this is truly BTCC as I remember it from the 90s . Last lap of a 10 lap race at Knockhill (you have to put the AI at 100% agression. You just have to, no way around it ):
In the car.iniI too found the PM3DM cars to be about 2 seconds faster. Around Brands Hatch GP, I was able to adjust the setup for both the Nissan and Volvo and get the rear planted (suits my driving style). With the Mondeo (as I have read this is the most lively of the 3), I've done what I can in terms of setup but still find myself about 2 seconds slower per lap.
As for the PM3DM FWD cars, are you able to advise where you find the static ride height setting in the data folder? Or are you adjusting the spring rate under the suspensions.ini file to raise it, then changing the setup options under the setup.ini to prevent the spring rate from being modified to be able to drop too low? I was able to do the latter for the BMW with some success, but not the Volvo (I fear the spring rate would become too stiff) and haven't touched the Nissan yet.
Sorry... just delete this.Well I don't know. And it's only your track that does that lol. Maybe some CSP magic, who knows.
wich wheelbase?Is it just me or something very off with VRC Touring Pack FFB?
Kinda regret buying but of course on other hand supporting these mod groups allows them to keep putting out more content.
T300RS.wich wheelbase?
iam on a DD1 and have pretty bad oscellation on these cars.. all the other cars work fine
I wish people would stop saying extended physics is only rain physics. It's like 10 things, if not more (camber changes, tyre heating, cooling, tyre wear, tyre falloff, chassis flex (sort of),....). This are the lut files from a vrc car (picture 1 - 148 in total), and in picture 2 is a normal car from rss with no extended physics (46 lut files in total). So over 100 aditional files just for rain?
Anyway the PM3D cars are around 2 seconds a lap faster. What I did was make a copy of both PM3D cars with car tuner, added all the lut files from VRC (cause I don't know which are for tyres) and replaced the tyres with VRC ones, and added extended-2 to car.ini. I also edited the minimum ride height of the Volvo and the Primera from 0.0045 to 0.0055 (as in VRC cars), and adjusted ride heights accordingly (don't know which is more correct, so I went with VRC). And that is it, all the cars now run within a second of each other.
Meanwhile this is truly BTCC as I remember it from the 90s . Last lap of a 10 lap race at Knockhill (you have to put the AI at 100% agression. You just have to, no way around it ):
The requirement is actually 1.78 or above, this was on VRC's Discord and they will correct the UI info in the next update.If you have issues, what version of the cars are you using? The csp one requiers csp 1.80, which is not out, weird for them to include it.
It would be awesome if you would be kind enough to share this with the community, for those who have no clue how to do it themselves, or dont want to mess around with data files, since it wouldn't be sharing a paid mod, there wouldnt be a real issue, right?Anyway the PM3D cars are around 2 seconds a lap faster. What I did was make a copy of both PM3D cars with car tuner, added all the lut files from VRC (cause I don't know which are for tyres) and replaced the tyres with VRC ones, and added extended-2 to car.ini. I also edited the minimum ride height of the Volvo and the Primera from 0.0045 to 0.0055 (as in VRC cars), and adjusted ride heights accordingly (don't know which is more correct, so I went with VRC). And that is it, all the cars now run within a second of each other.
As it seems you are not the only one, but it looks fine on my system:Nice track, seem to have forgotten my snow glasses tho
well all you have to do is take a look in your recycle bin. everytime you load a car with extended physics checked, it creates a temporary data file that it uses. once you finish with that car, the temporary data file goes into the recycle bin. This is my recycle bin from today. I am through arguing as you seem stuck in your ways without knowing or even trying what I have suggested.You were suggesting that every single car and mod in AC now automatically has data files added if you click extended physics. I don't believe this is true. If one mod by VRC has it then fine, great, I'm not disputing that.
I found myself after sitting down to hammer the super tourers, trying out a skoda mod I found on another forum (sorry can't link it here) and spent a silly amount of time with those, not sure how accurate to the skodas they are based on and i don't really care, but they felt ace to slam around with and seem to be custom physics, certainly no kunos in there.