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my bad
my bad
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Redownload from the same link. An issue with side mirror LODs has just been fixed.Renault Sport Clio V6 Phase I Release!!
Download: https://www.patreon.com/posts/renault-sport-v6-78458666
Converted From Gran Turismo 6 By Peter Crill,3D help By Norms
-AO inside and out
-Realistic Dashboard
-CSP Settings
-Physics by Jandrovi physics
-Driver Animation by Mascot
-Working Wipers
-Self Ligth
-Paint colors and pbr by walkinginmyshoes87
-Panoramic session Start config Daniel Nogal
-Beta testing and help ,@norms,@takum1,@Mascot,and others
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could there be an issue with the rainfx?Redownload from the same link. An issue with side mirror LODs has just been fixed.
Busy finishing his final version I guess....btw has anyone infos on Ilja ? its been nearly 5 Months since his latest preview...
That is just an air vent, that is no missing backface, you can see it on official Bentley Photos too:
Calder Park Raceway v1.01Calder Park Raceway v1.01
Welcome to Calder Park Raceway! Presenting the 2.5km "National Circuit"
The Calder Park Raceway circuit hosted many events including the V8 Supercars (formerly the Australian Touring Car Championship)
and other motor racing events held at Calder Park, near Melbourne, Victoria, Australia.
The event was held 25 times between 1969 and 2001.
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features:
- 30 pit/grid
- CSP GrassFx, RainFx, VAO
- ambient night lighting
- realistic TV cams based on real footage and track positions
- moveable cones
- extra track info inside "_info" folder
- lots of fun!
credit:
- "Ryan Callan" aka "Redhawk" for the track origin
(I tried to contact via Skype, no other info known)
- RMi Calder Park conversion team
@RMi_wood - main conversion
@shi - pits/grid, new road mesh, horizon, shaders, rainfx, AI, camera
@racealot - track-lighting, AI, TV cameras, research
@Fanapryde - corner section names, loading logo
thank you team!
:: DOWNLOAD - Race Department ::
:: DOWNLOAD - mirror::
:: DOWNLOAD v1.01 ::
Yep, too early on a saturday for me.That is just an air vent, that is no missing backface, you can see it on official Bentley Photos too:
Maybe he got his e-conscriptionbtw has anyone infos on Ilja ? its been nearly 5 Months since his latest preview...
Do you have any plans for Megane II? I'm trying to find one.Renault Sport Clio V6 Phase I Release!!
Download: https://www.patreon.com/posts/renault-sport-v6-78458666
Converted From Gran Turismo 6 By Peter Crill,3D help By Norms
-AO inside and out
-Realistic Dashboard
-CSP Settings
-Physics by Jandrovi physics
-Driver Animation by Mascot
-Working Wipers
-Self Ligth
-Paint colors and pbr by walkinginmyshoes87
-Panoramic session Start config Daniel Nogal
-Beta testing and help ,@norms,@takum1,@Mascot,and others
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Go into surfaces for each layout, anything that says IS_VALID_TRACK=1 make sure damping is at 0 and dirt additive is at 0. This is what I did to mine to make it drive more like GT6. Now you won't bog down in the dirt and it won't accumulate on your tires. Downside is it won't make a dust trail but that's not that big of an issue. You'll still get less grip on the dirt due to friction level.EIGER NORDWAND by Esprit3905
is it possible to add a 100% alphalt layout for the K Trail 7.2 km ?
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Le Mans 1967
Le Mans 1967 v0.98
This is my take on the le_grand_circuit_1967 track done by Terra21 and updated by WooChoo and Virtua_LM. All credit for the track goes to those guys. I simply added some CSP features and altered a few textures\meshes to give it a look I prefer. It is a standalone track so as not to mess with the original and will come up as Le Mans 1967 in your track list. If you have a preferred ai you use with the original track, just copy it over to this version if you decide to use this. I'm not sure which ai version the track currently has right now because I was swapping out different versions.
Additions:
-- Seasonal changes.
-- Animated flags.
-- Animated CSP smoke in the fall and winter.
-- Slightly altered grass textures to fit my eye better. Three versions for this you can try if you want with a simple ext_config edit. Towards the bottom of the config is a section named Grass Look. There are two [SHADER_REPLACEMENT_...] sections for the GRASS_A_MUD material that you can set Active or Inactive to slightly change the look. If you set them both to ACTIVE=0, the grass will be much greener and more saturated. The two alternatives give a progrssively more brown tint. I like having the second one set active, which is how it is by default. You can monkey around with the ambient and diffuse values to get a brightness you prefer.
-- Reworked sand areas to give them some character and elminate the monotonous look. I took some creative liberties with this so it's not 100% accurate to the real track at that time. There are two ways you can have the sand areas look on the Mulsanne Straight. By default it has more green grass than it probalby should, but it helps to break up the look. The second way has less grass and more of a brown tint. To enable the alternate version, open up the models.ini file and in the [MODEL_2] section, change the line that reads FILE=le_grand_circuit_1967_terrain.kn5 to FILE=le_grand_circuit_1967_terrain2.kn5.
-- New pine trees texture. This one has some faults because the trunks don't quite line up with the uv mapping correctly. The original pine tree texture had slightly curved trunks. Mine doesn't so you can see some double trunks in spots if you are really looking for them. It doesn't bother me, but if it does for you, just disable the Trees track skin.
-- The Misc track skin doesn't need to be enabled. It's a skin created by Instevs36 that I got from RD that I use at times. As mentioned, the Trees track skin can be disabled as well, but always leave the Terrain skin enabled.
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A tester mentioned the same problem and I could never reproduce it on my end to try and figure it out. I have no idea what's causing it and why I don't see it, but unfortunately, I can't help. Maybe someone with more knowledge than I have will see the same problem on their end and let me know what I did wrong.When using the Lotus 98T by Kunos how do you or should you use the turbo I keep blowing up the engine within about 10 laps. Is it only used for overtakes ? or up the pressure on the straights ? what pressure should I use for normal racing ?
Regards
Mark
View attachment 1248095
Hi racinjoe
Slight problem not sire what it is but as I enter the long straight track looks like this for a couple of hundred yards then goes back to normal. Are you aware ? Fix ? This problem is not on the original track. I'm running 0.1.80 preview 115 and pure if that helps.
Regards
Mark
Merci (Thanks) from Le MansLe Mans 1967
Le Mans 1967 v0.98
This is my take on the le_grand_circuit_1967 track done by Terra21 and updated by WooChoo and Virtua_LM. All credit for the track goes to those guys. I simply added some CSP features and altered a few textures\meshes to give it a look I prefer. It is a standalone track so as not to mess with the original and will come up as Le Mans 1967 in your track list. If you have a preferred ai you use with the original track, just copy it over to this version if you decide to use this. I'm not sure which ai version the track currently has right now because I was swapping out different versions.
Additions:
-- Seasonal changes.
-- Animated flags.
-- Animated CSP smoke in the fall and winter.
-- Slightly altered grass textures to fit my eye better. Three versions for this you can try if you want with a simple ext_config edit. Towards the bottom of the config is a section named Grass Look. There are two [SHADER_REPLACEMENT_...] sections for the GRASS_A_MUD material that you can set Active or Inactive to slightly change the look. If you set them both to ACTIVE=0, the grass will be much greener and more saturated. The two alternatives give a progrssively more brown tint. I like having the second one set active, which is how it is by default. You can monkey around with the ambient and diffuse values to get a brightness you prefer.
-- Reworked sand areas to give them some character and elminate the monotonous look. I took some creative liberties with this so it's not 100% accurate to the real track at that time. There are two ways you can have the sand areas look on the Mulsanne Straight. By default it has more green grass than it probalby should, but it helps to break up the look. The second way has less grass and more of a brown tint. To enable the alternate version, open up the models.ini file and in the [MODEL_2] section, change the line that reads FILE=le_grand_circuit_1967_terrain.kn5 to FILE=le_grand_circuit_1967_terrain2.kn5.
-- New pine trees texture. This one has some faults because the trunks don't quite line up with the uv mapping correctly. The original pine tree texture had slightly curved trunks. Mine doesn't so you can see some double trunks in spots if you are really looking for them. It doesn't bother me, but if it does for you, just disable the Trees track skin.
-- The Misc track skin doesn't need to be enabled. It's a skin created by Instevs36 that I got from RD that I use at times. As mentioned, the Trees track skin can be disabled as well, but always leave the Terrain skin enabled.
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He has 32k a month to spend, you really think he wants to be sat at a computer messing with AC like us saddos!btw has anyone infos on Ilja ? its been nearly 5 Months since his latest preview...
Je vous en prie.Merci (Thanks) from Le Mans
Is there an occlusion box anywhere? I had to delete these when seeing the same issue on Sebring '66, was related to an update in CSP 1.80When using the Lotus 98T by Kunos how do you or should you use the turbo I keep blowing up the engine within about 10 laps. Is it only used for overtakes ? or up the pressure on the straights ? what pressure should I use for normal racing ?
Regards
Mark
View attachment 1248095
Hi racinjoe
Slight problem not sire what it is but as I enter the long straight track looks like this for a couple of hundred yards then goes back to normal. Are you aware ? Fix ? This problem is not on the original track. I'm running 0.1.80 preview 115 and pure if that helps.
Regards
Mark
btw has anyone infos on Ilja ? its been nearly 5 Months since his latest preview...
Hey man can you please upload that again that link expired and i've been searching for a 312b3 for the entire dayGoodnight. If the moderators see fit to "delete" the link, no problem.
These versions of the Ferrari 312 B3 used the version of the 312 T ( by Kunos ) as a base.
It's not perfection, it's just for good fun as I always say. The problems are the usual ones.
It can be used together with the F1 1975 mod ( 312 B3 from 1975 early season ) and a future F1 1974 mod ( 312 B3: early, early 2, final ).
Good fun to all the "Ferraristas" who appreciate the Scuderia. This 312 B3 has always been one of my favorites.
Ferrari 312B3
![]()
File on MEGA
mega.nz
Links been updated with a new version that (fingers crossed) fixes things for people who have the same problem that @MARKDENNY has at the start of the Mulsanne Straight. I fixed the faulty .kn5 files (hopefully), but the fix can also be done via the ext_config. That means if you downloaded the track already, you can just use the attached ext_config files. Extract them to the track's extension folder and overwrite the existing ones.Le Mans 1967
Le Mans 1967 v1.0
This is my take on the le_grand_circuit_1967 track done by Terra21 and updated by WooChoo and Virtua_LM. All credit for the track goes to those guys. I simply added some CSP features and altered a few textures\meshes to give it a look I prefer. It is a standalone track so as not to mess with the original and will come up as Le Mans 1967 in your track list. If you have a preferred ai you use with the original track, just copy it over to this version if you decide to use this. I'm not sure which ai version the track currently has right now because I was swapping out different versions.
Additions:
-- Seasonal changes.
-- Animated flags.
-- Animated CSP smoke in the fall and winter.
-- Slightly altered grass textures to fit my eye better. Three versions for this you can try if you want with a simple ext_config edit. Towards the bottom of the config is a section named Grass Look. There are two [SHADER_REPLACEMENT_...] sections for the GRASS_A_MUD material that you can set Active or Inactive to slightly change the look. If you set them both to ACTIVE=0, the grass will be much greener and more saturated. The two alternatives give a progressively more brown tint. I like having the second one set active, which is how it is by default. You can monkey around with the ambient and diffuse values to get a brightness you prefer.
-- Reworked sand areas to give them some character and eliminate the monotonous look. I took some creative liberties with this so it's not 100% accurate to the real track at that time. There are two ways you can have the sand areas look on the Mulsanne Straight. By default it has more green grass than it probably should, but it helps to break up the look. The second way has less grass and more of a brown tint. To enable the alternate version, open up the models.ini file and in the [MODEL_2] section, change the line that reads FILE=le_grand_circuit_1967_terrain.kn5 to FILE=le_grand_circuit_1967_terrain2.kn5.
-- New pine trees texture. This one has some faults because the trunks don't quite line up with the uv mapping correctly. The original pine tree texture had slightly curved trunks. Mine doesn't so you can see some double trunks in spots if you are really looking for them. It doesn't bother me, but if it does for you, just disable the Trees track skin.
-- The Misc track skin doesn't need to be enabled. It's a skin created by Instevs36 that I got from RD that I use at times. As mentioned, the Trees track skin can be disabled as well, but always leave the Terrain skin enabled.
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