Call me crazy, but I prefer the non LCS picture. The colors are more vibrant, especially the sky, and the overall color palette looks more realistic. Just my opinion.
Ahh, that patented Codies F1 2010 P!ss Filter™ look.It does have that Xbox 360 era Grid/F1 brown filter look to it tbf
My beloved piss filterAhh, that patented Codies F1 2010 P!ss Filter™ look.
for you maybe, not for me, LODs are essential for me to be able to run races with several cars without performance problems, since simplygon was stop many modders haven't been looking for workarounds, but ACTK must have found one because he's still making them. Yes, I like his work because it's not just reuploading but optimizing and correcting minor bugs, but if creators were a little more careful, he wouldn't need to touch them. When I ask him for a correction, he does it without any problem, and I'm sure that if modders asked him for a correction, he'd do it out of pleasure.
You're Crazy! 🤪Call me crazy, but I prefer the non LCS picture. The colors are more vibrant, especially the sky, and the overall color palette looks more realistic. Just my opinion.
could you share the aston ulster (1931 to 1935) for your skins ? thanks in advanceSkins for Aston Ulster (1931 to 1937)Skins Ferrari 212 Inter (for me, I decided to separate them into 3 models, 195s, 166mm and 195s/166mm Coupe (all with slightly different "DATA" files).
For now, for you, here are all the skins for LM1950 and Targa Florio 1950 (they serve in Ferrai 212 Inter).
SKINS ASTON ULSTER
SKINS FERRARI 212 Inter
Download lm50 SKINS ferrari 212 inter rar
Download File lm50 SKINS ferrari 212 inter rarsharemods.com
Hey, sorry but all will be different soon. I stopped the transformation of Pure (current version) to LCS.@Peter Boese : just wanted say thank you again for all your work, I've been testing LCS compatibility with Pure's latest version and I'm pleasantly surprised by the results
P.S: you'll probably see lots of "not right things" in these screens but to my non-expert eyes it just looks great 😅
No, this is just an internal CSP debug override. Actually it should be a user setting in CM/CSP, like "rain physics scaling" but there is still the persistence of competition. So how could it be prevented for races and such.@Peter Boese in the default WeatherFX debug app, rain thickness can apparently be overridden at set at 0mm, enabling the full wet visuals but without the loss of grip.
Does such an option exist in Pure, letting us enjoy the visual rain effects in full glory but maintaining normal grip?
This would be very useful in races where changeable weather is wanted (eg, the race starts dry and sunny, but then a thunderstorm rolls in and dumps its load for a lap or two, then the sun comes out again and the race finishes dry) without the need to pit twice to change tyres just so you can stay on the track. Pit stops in AC are pretty clunky and normally involve teleporting and ghost cars, so are often best avoided to maintain immersion.
Surely there must be a way to allow it for single player in Pure though?No, this is just an internal CSP debug override. Actually it should be a user setting in CM/CSP, like "rain physics scaling" but there is still the persistence of competition. So how could it be prevented for races and such.
So it should never be part of a weather script or such thing.
I've ran an underpowered cpu for some time, and I can confirm that cpu bottlenecking introduces much more stuttering than gpu bottlenecking.thats just the cpu bottleneck. in single player the cpu has not realy to do many. so the gpu can reach its maximum performance. But with 32 Ai the CPU is fully loaded doing physics and other stuff and so the GPU must wait for the end of that cycle to get the data for the graphics to draw and it has not realy much to do in that big time frame.
So just think about, that your CPU can't reach 90 fps with 32 AI currently. So the only thing you could do is reducing AI or gaining CPU speed. Maybe the car mod has its influence on that too.
And if you just want to technically reach your GPUs limits with 32 AI, you could just increase graphics settings like extraFX or other expensive graphics settings, but it will not gain your fps, it will just gain the time the gpu needs to draw the frame and so it will again reach that flat line.
My two cents on this (because i'm not rich, I only have two cents to drop), is that you can enjoy him doing Lods because you actually need it. That's fine, but in the same time not think that what the dude do is morally okay and that it's people who actually did 90% of the work to ask that guy to do the 10% remaining.for you maybe, not for me, LODs are essential for me to be able to run races with several cars without performance problems, since simplygon was stop many modders haven't been looking for workarounds, but ACTK must have found one because he's still making them. Yes, I like his work because it's not just reuploading but optimizing and correcting minor bugs, but if creators were a little more careful, he wouldn't need to touch them. When I ask him for a correction, he does it without any problem, and I'm sure that if modders asked him for a correction, he'd do it out of pleasure.
In my testing and look overs they have always just come out lower quality than expected. Your image is a prime example of that, and other than stealing mods from other content creators and claiming they have made it all, They just are not trust worthy or hell even makes good mods in to me.For what reason?
Cake or death?... cake?
Brabham BT44 and Ferrari 312T here.
A Tamiya model is my dream, unfortunately I already know that my elephant skills won't help in assembling it 😂Brabham BT44 and Ferrari 312T here.
Where you activate this in the default wfx?Surely there must be a way to allow it for single player in Pure though?
It can apparently be activated in default WeatherFX, but not with Pure, as it says the weather controller is not compatible.
Paul Radisich would be coolA little more playing around with Ralt RT3 skin, this one based on the Jacques Laffite Livery when he run the Ralt RT4 in Australia in 1983. A little more to do on it yet
View attachment 1363606
Link has been updated with a small, unnecessary update that I imagine most will skip. It's just something that bothered me when I went back to the track after not driving it for awhile.1960s Longford
A standalone version of Longford_67 based on the Legion and @slider666 version of the track. All credits for the track go to them. To be honest, there wasn't anything wrong with the track. I just didn't like some missing CSP features and the overall texture brightness and colors. So I made the track look more to my liking. People seem to prefer that I do these as standalone tracks so that's what I did.
1960s Longford
Additions\Changes:
-- Added animated flags on the front stretch and all track flagmen.
-- Texture\shader adjustments to eliminate the washed out look the track had, at least on my system. Very much ppfilter related so you may not like the changes.
-- Two alternative track skins. One gives a burnt out appearance to the grass and trees, more like the original Longford_67 track had. One gives a greener appearance to the grass and trees. I left the grass and trees as separate skins so you can mix and match to get something more to your liking. I.E, you could choose to use the default trees with the greener grass.
-- New collision physics .kn5 file to eliminate the sticky fences. I didn't do all of them for now. I only did the ones I felt might matter. I'll eventually get all of them. Thanks to @pugsang for the instructions on how to do it. Hopefully I did it correctly.
-- New ai lines for the default track. This is a tricky one. How well the ai works on this track is greatly dependent on the car mod. Some mods work well, some struggle. A lot of it has to do with how narrow the track is in some spots and you just can't get wider cars through some areas side by side. If you find my new ai just doesn't work for the cars you are racing, there is an Original_AI folder and an Optional_AI folder you can try instead.
-- New timing .kn5 file to get the cars spread out a little at the start of the race. Helps the AI make it through the first lap.
-- New timing .kn5 file for the reverse layout. The original timing file was an absolute mess. It had the cars line up after the s/f line and in the wrong order at the start of the race and the pit slots were reversed.
-- New sidelines for the reverse layout to help get the ai through the first turn better. They take it a little wide, but I had to do it that way to make it work.
-- A host of new replay cams for both layouts from @CrisT86 , @DaBaeda and one from myself.
-- New ext_config done by @CrisT86. Don't ask me what changes he made. I only know it works well.
Notes about the config:
-- If you want a darker or lighter road surface, open up the ext_config file in Notepad++ Change the ambient and diffuse values for the three entries from line 489 through 505.
-- The base ext_config has no snow days. If you want at least one day of snow to drive in, go to the extension folder and delete or rename the ext_config file. Rename ext_config_with_snow to ext_config and set your date to July 20-22.
As always, please point out any mistakes so I can fix them. I'm not an expert at this stuff.
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I hope its not encrypted (but i bet, it will be) and not full of errors, as the last pack (only small bugfixes after release until now, nothing happens)View attachment 1363465
Some news on Bazza's next project. So glad that the periscopic is finally making it to the game!
I think it's in WeatherFX debug.Where you activate this in the default wfx?