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So the problem with some pcars conversions is the skins don't fit, trying to bodge it in blender is fruitless too. Its a shame. Was there a config fix for this if i remember?
try this one its much better https://www.racedepartment.com/downloads/bathurst-gt3-and-v8sc-ai.44048/Could you have a look at some of the Reboot tracks? On Bathurst the AI seem to slam the anchors on going into the Mcphillamy Park and then brake way too hard going into Skyline. Also, on Suzuka they seem to brake suddenly going into 130R and are a bit too cautious going into the final chicane. Both tracks the AI are fine around the rest of the circuit but I annihilate them in each of those sections rendering the racing experience a tad redundant.
Wouldn't mind you bringing the Reiza trucks to AC, sod what the others say.Yep got all of those, see the ones called 'FH Formula truck' and 'L series', those two are from Reiza.
I've done 3 more so far which will run with those.
+1 to that, sometimes it's hard to understand what does what. One time I tried to balance a 90s Clio (1000kg, 200hp) with a 90s Twingo (800kg, 150hp), ended up adding 400 ballast and 100 restrictor to the Clio and it was still beating the other one. Another time, 2 cars with 300hp difference between them, just 20 of restrictor and the higher powered one suddenly became a slug... That's why I prefer using car Tuner, or the car's data files directly. I just don't "get" the balancing tools ^^Anyone here understand Grid adjustments?
I have a GTE preset that I added the recently released 2018 Ferrari GTE Evo mod. It smokes the other GTE cars in the grid by a wide margin. In watching the race replay, it seems to be excessively fast on the straights. So what is the better tweak to use, adding Ballast or Restrictor? And how do the values work exactly? For example, if I make the Restrictor value 10, would that mean i'm adding 10% restrictor?
Not to shill out my own thread on the matter but I had a similar issue. Long story short, I haven't figured out any mathematical way to do it but just trial and error and guesswork. But I am by no means any good at this stuffAnyone here understand Grid adjustments?
I have a GTE preset that I added the recently released 2018 Ferrari GTE Evo mod. It smokes the other GTE cars in the grid by a wide margin. In watching the race replay, it seems to be excessively fast on the straights. So what is the better tweak to use, adding Ballast or Restrictor? And how do the values work exactly? For example, if I make the Restrictor value 10, would that mean i'm adding 10% restrictor?
I have this one with combined colors...Does someone have liveries for this Caparo T1? All liveries available are in solid colors...
Does someone have liveries for this Caparo T1? All liveries available are in solid colors.
I like this car, it's like a LMP + F1...
And I really don't know how to make a skin. Sorry.
Steering fix:
data > car.ini
[CONTROLS]
FFMULT=2.0
STEER_ASSIST=0.50
STEER_LOCK=260
STEER_RATIO=12
LINEAR_STEER_ROD_RATIO=0.0024
Couldn't you just assign a button on your wheel to a clutch? I know it's a bit unsophisticated but it'll do the job 👍How can you improve the start of a car? I have no clutch and some cars start very slow until they rev up, I tried to improve the power at low revs or put a short first gear, but sometimes this is not enough, thanks
+1 to that, sometimes it's hard to understand what does what. One time I tried to balance a 90s Clio (1000kg, 200hp) with a 90s Twingo (800kg, 150hp), ended up adding 400 ballast and 100 restrictor to the Clio and it was still beating the other one. Another time, 2 cars with 300hp difference between them, just 20 of restrictor and the higher powered one suddenly became a slug... That's why I prefer using car Tuner, or the car's data files directly. I just don't "get" the balancing tools ^^
Edit : For what I know, because the ballast make the car heavier it affects especially the braking and the handling (but a bit everything else too), when a restrictor affects primarly power, so acceleration and top speed. But don't call me an expert at those things, I struggle parking my own car...
Thanks for the responses. For a first attempt, I tried the power.lut thing described in that thread and it seems to have helped, at least when the ai is driving the car. I'll be interested to see how it effects my speeds. I know that thread talks about raising the lut values, but I had to go the opposite direction to get the Ferrari speeds to match the other cars. I had to lower each value in the power.lut file by 12% to get them to be on equal terms with the other cars. That tells you just how fast they used to be compared to the other cars.Not to shill out my own thread on the matter but I had a similar issue. Long story short, I haven't figured out any mathematical way to do it but just trial and error and guesswork. But I am by no means any good at this stuff
I haven't touched the BoP of this particular grid in a long time, but just so you have a starting point
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How do you figure out BoP with car classes?
I have a whole ton of GT3 cars and I'm at a loss on how to get the BoP figured out besides playing the guessing game with Ballast Currently, I have 2 of each car selected, strength at 100%, aggression ~77% doing a quali session on Barcelona Moto for 15 min. I'd like to get the cars to within...www.gtplanet.net
Thanks to you for share!... As a token of my gratitude, I made the brother's W196 Streamliner conversion... thanks, cheers for all!...
Oh man, that's a TOCA Race Driver car... when was that? I did the conversion today, 1 day, quickly, use Photoshop to create a skin... 2006Thanks to you for share!
Although it lacks in graphics aspects (this car is so sexy that deserves a LTC), is fun to drive, and the Maserati sound used is gorgeous... but it seems that something has been misplaced with the skins... The only one that have the number badge (12) is the Moss's one. The other skins (and the previews) are all similars.
I wish I could fix these little things, but unfortunately, I would have no idea even where to start.
New GT6 Convert from DDM team!
Sorry if I came across as picky or overly critical; was not my intention.Oh man, that's a TOCA Race Driver car... when was that? I did the conversion today, 1 day, quickly, use Photoshop to create a skin... 2006...
It's ok mate, full okay, no problem... just I did this quickly and didn't make separate skins. Otherwise, only the numbers are different, these cars were no different, no complicated skins. That's why I recommended Photoshop, it's easy to change the number and save.Sorry if I came across as picky or overly critical; was not my intention.
More than anything, my comment was about the issue of the skins; when I saw that two cars appeared in the YouTube video with the numbers correctly placed, I thought that you had misled a file, just that...
Sorry again.
Amen to that. And the best thing about track conversions from other games is being able to replay all of those old memories in VR.I love when Gran Turismo tracks are made or converted to Assetto Corsa.
I had some free time, I've updated the Porsche 964 RSR rollcage and added the Airjack system
View attachment 1245803
Do you plan to solve AI issue with your Carrera RS ? Ai is too slow (and I think I'm not a very good driver).I had some free time, I've updated the Porsche 964 RSR rollcage and added the Airjack system
View attachment 1245803
Is that in VR ? Asking because I have driven 4 different cars so far and I don't see that (triples here).anyone know how to prevent dust & dirt from being rendered inside the car?
Is there an (easy) way to do it?
It brakes immersion bigtime for me and i'd love to enjoy that beautifull Eiger Nordwand K Trail ...
(not an issue of the track rather the cars I think ... I also see this in other tracks with dirt roads, and I believe i've never encountered a car that does not show the dust & dirt inside the car - unfortunately)
So little hope but still , maybe someone here knows the trick?