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These ?
(not Geroda's or LTK's, all mine)
hey stoffel the 300zx is pass is it available. it is missing for the imsa gto category
View attachment 1355883
View attachment 1355884View attachment 1355885
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These ?
(not Geroda's or LTK's, all mine)
The GT1 is in excellent hands, as soon as it is completed it will be published without hesitationI was mostly impressed with the number of skins that car has, like everything from 1997-2002, so watching your work with TVR made me think that maybe the model could be improved around the edges (headlights, rearlights, exhaust, interior details...), so it's still usable in AC... or maybe just RSS to make one for GT pack![]()
Anyway, also looking forward to your interesting projects, that Matech Ford was my go-to car in Shift 2
Exactly right. I've often thought about this, but no one else has ever vocalized it. Without the danger -- the visceral factor -- and with the opportunity for unlimited practice, we can push way beyond the real-life limits. To me, it's silly to try to compare sim lap times with real-life lap times. They're two very different activities. It's apples and oranges.I don't agree on the laptimes argument. Rememenber we're driving a digital car in a simulator which allows us to push the car way more without any consequences. If you push too hard the most it could happen is that you crash the pixel car and all you need to do is reset and presto. A lot of people dedicate hours upon hours drvinig these digital cars which of course translate into insane laptimes even beating real life records. So the laptimes argument could go either way. A sim driver will by no means push the car in real life the same way he pushes it in the sim; therefore he will be much slower in real life, alternately a real life driver may suck at sim racing and be crushed by someone who has put a lot of hours behind the cockpit.
It's a bug that has been discussed by many people on the CSP Patreon. There is no fix yet but you can still exit by pressing that tiny little sliver of the Exit button on the right-hand side of the Photo Mode button.since i switched to the latest csp version, i cant really switch to "exit". tried fixing it with resulution change but that didnt made a change. does someone know a fix?
and also does someoone knows how i can reload the picctures in the csp settings? i tried deleting and reinstallling it
It has been vocalised a few times in the past, I've even said it myself.Exactly right. I've often thought about this, but no one else has ever vocalized it. Without the danger -- the visceral factor -- and with the opportunity for unlimited practice, we can push way beyond the real-life limits. To me, it's silly to try to compare sim lap times with real-life lap times. They're two very different activities. It's apples and oranges.
Working on a member is always therapeutic, recovery times not what it used to be though. Thanks for the track.This is a standalone version of Fenryr's Imola 2024 track. It will come up as Imola Circuit 2024 in your track list. It was a request from a member that i'm working on while I recover. It is unfinished, but far enough along that I think some people might still get some use out of it. Basically all I did was restore the tree textures from the original Kunos versio
Don't worry, we know. It's been said around, already.IER 13B came out this week. Haven't seen any champagne bottles opened here?
A link might be useful?ChemFlummi has released another gem for those interested![]()
chemflummi.github.io
You're right, here it isA link might be useful?
I find it laughable when people start arguing about the minutiae of which version of a car is most accurate in any sim. You can only say "this car feels better to me" or "this car is closer to what I expect the real car to behave", but nothing more concrete than that.It has been vocalised a few times in the past, I've even said it myself.
Accurate lap times on laser-scanned tracks are just one more way for us to try and fool ourselves that the car is somehow accurate to its real-life counterpart. Of course, claiming that any sim car provides an accurate experience is like playing Call Of Duty and claiming you know how a soldier feels in the heat of battle. Sim racing is a videogame, and even sitting in a g-seat in VR on a motion platform with surround sound, FFB wheel, shifter and pedals... it's still just a videogame. We can use all the technology available to our wallets but it'll never really feel much like driving a real car around a real track. It's still bloody good fun though. But let's not try to pretend that an accurate lap time means that the car is somehow accurate, or that we have the skills of motorsport professionals. Devs and modders know that lap times are one of the few metrics by which 'accuracy' will be judged by the average Joe Simmer, so car specs are often fudged to achieve this. It's pretty meaningless.
Lactose intolerant GT3Masters here doesn't like this element 😂Don't worry, we know. It's been said around, already.
But we're more of a sharing-cake kind of party-people. With cream. And frosting.
Did you already try the XR picker. There you can select the runtime:no, it seems an issue with SteamVR... I can't start steamVR itself...
But I'm quite sure before the Oculus Rift rendering mode didn't involve SteamVR (it always loaded Oculus )
So it's probably a Meta issue , or a SteamVR issue (or both) and not a CSP issue.
Ah yes, the mighty Korean mustang. 5.8L V8, or a bit less, but still close.
WARNING
Data point in support: Just watching F2 Quali, and they had a live heart-rate monitor on Miyata. A full second off the pole-pace, in an F2, and his heart-rate was absolutely PINNED over 180bpm for the entire lap. Gracious.It has been vocalised a few times in the past, I've even said it myself.
Accurate lap times on laser-scanned tracks are just one more way for us to try and fool ourselves that the car is somehow accurate to its real-life counterpart. Of course, claiming that any sim car provides an accurate experience is like playing Call Of Duty and claiming you know how a soldier feels in the heat of battle. Sim racing is a videogame, and even sitting in a g-seat in VR on a motion platform with surround sound, FFB wheel, shifter and pedals... it's still just a videogame. We can use all the technology available to our wallets but it'll never really feel much like driving a real car around a real track. It's still bloody good fun though. But let's not try to pretend that an accurate lap time means that the car is somehow accurate, or that we have the skills of motorsport professionals. Devs and modders know that lap times are one of the few metrics by which 'accuracy' will be judged by the average Joe Simmer, so car specs are often fudged to achieve this. It's pretty meaningless.
F1 1998 - ROUND 04 - Imola v1.0
The Imola billboard in the Imola 1995-2005 by RMi has been updated to the F1 1998 version.![]()
Some textures and objects from Grand Prix Team's rFactor F1 1998 Track Pack were used.
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-CSP recommended
-26 pit/start
-AI, cam
Credits & Thanks;
Imola 1995-2005 by @RMi_wood
rFactor F1 1998 Track Pack by Grand Prix Team
-Thanks for giving me permission.
1998 Updated by @shi (shin956)
AI and sidelines by Thockard
distmarker.dds obtained from F1-97 By @JV82 (skin)
marshall and cameraman by kunos
Download (mediafire)
Enjoy.