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I can't even remember doing Mexico 67 for ACI can't find that version for some reason. Found literally 30 versions but can't find our guy Zwiss's version. Can you link me, my friend?
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I can't even remember doing Mexico 67 for ACI can't find that version for some reason. Found literally 30 versions but can't find our guy Zwiss's version. Can you link me, my friend?
It depends on how you implemented them. Consider that each object replacement works on a specific LOD, so if you assign it to LOD_A it will only be valid for LOD_A. Therefore, and perhaps I would also say unfortunately, we need to extend the addon (in this case the aero upgrades) to the other LODs too. For a matter of optimization it would be better to create the addon and then modify it to make it consistent with the LOD. Obviously once you have created addon A, let's call it that, the others can easily be .kn5s without textures since they will be loaded from the main .kn5.question.
In some of the F1 cars, I do some aero upgrades through csp object replacement feature. That won't cope well with lods right?
Since I do a lod for the mclaren, which has the dong pointed Downard, if the AI use the skin that replace with the mid season one that has some viagra on it, then switching from lods in a player pov will just see the dong moving up and down ?
No way to somehow "include" an object replacement on lods?
Try editing the models_ ini file of the layout you are using and removing the tires_new1.kn5 entry (3) then rename the one below 3, so they are all ascending without any number missed. See if that helps, if it does then it is down to the collideable tires.Hello everyone! I've been having the weirdest issue, I'm really curious if this is known or anyone has already had it.
To give a bit of context, I was trying out VR and messed with a lot of settings. Also, I very rarely play single player and may have never noticed this issue.
Now, the issue: I first noticed this on this track https://www.overtake.gg/downloads/braga.68831/ : What happens is, I try to load this track on single player, with a kunos car, and when it reachesMiscellaneous Preparations - Replays
my whole PC bogs down and completely freezes, to the point of me having to force restart it everytime. After some tries, I saw that what was happening is the game eats both all my RAM and VRAM, all 32GB and 8GB of it respectively. On the rare occasions that it goes through without freezing, CM gives an error due to "Memory Allocation".
I remember entering a server with friends in the past with this track and didn't have this issue whatsoever, it ran flawlessly. It seems my game eats more RAM on single player than on multiplayer (which is weird to me) but on this specific track it completely kills my PC.
Something I've also notice, if I turn down some replay quality settings, it goes through (still eating RAM like crazy).
I'm sensing I may have broken something while trying VR, it came to the point where CM would launch the original AC launcher with that awesome intro.
I'm lost. Does anyone have any clue? Already tried removing both CSP and Pure and install again, still happens.
Hi. Does someone know which preview setting has been used in this photo?
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Because tequila, sure...I can't even remember doing Mexico 67 for AC
Haha, that's what I thought. I have everyone of your tracks and Mex 67 is not one of them. @Vintagedriver lemme know if you figure out which track you were thinking of. TYI can't even remember doing Mexico 67 for AC
Thank you! LeBluem had already told me about it, those collidable tyres really hog the memory. However, If I leave it as is and enter a race with 17 AI cars, it won't even reach 7GB of usage and all loads seamlessly.Try editing the models_ ini file of the layout you are using and removing the tires_new1.kn5 entry (3) then rename the one below 3, so they are all ascending without any number missed. See if that helps, if it does then it is down to the collideable tires.
View attachment 1365697
it looks like reality. better than GT7 and latest Unreal Engine together.
The Showroom and preset are here.Hi. Does someone know which preview setting has been used in this photo?
View attachment 1365636
Almost certain you mean the @Rainmaker87 version. For me, that's the best of the bunch by a long margin.
Yeah, I can't remember the 60s either 😂I can't even remember doing Mexico 67 for AC
That one is quite nice! Thank you Andrevr.The Showroom and preset are here.
Almost certain you mean the @Rainmaker87 version. For me, that's the best of the bunch by a long margin.
CC: @Teddie
Yeah, I can't remember the 60s either
I think there's some trickery going on with CSP maybe when more cars are loaded, not sure though. If you remove the tires from sections.ini and anything after ; in camera_facing.ini it becomes vanilla compatible, you could try single and multi player there and see if same results just for testing sake? If you can even be bothered hah!Thank you! LeBluem had already told me about it, those collidable tyres really hog the memory. However, If I leave it as is and enter a race with 17 AI cars, it won't even reach 7GB of usage and all loads seamlessly.
I've heard about CSP having memory leaks, have I stumped into one? I'm running 0.2.4p1 (already re-installed it twice lol)
Have you also considered this version here?That one is quite nice! Thank you Andrevr.
I've been bothered for days now ahah On my last testing session, I managed to shrink down the overblown 32GB of RAM usage on Practice, to a mere 800MB. The solution? Shrink my replay size down to the minimum (10MB I think). It also loads lightning fast that way.I think there's some trickery going on with CSP maybe when more cars are loaded, not sure though. If you remove the tires from sections.ini and anything after ; in camera_facing.ini it becomes vanilla compatible, you could try single and multi player there and see if same results just for testing sake? If you can even be bothered hah
It's the collideable tire stacks, AC stores the replay in RAM and something to do with those physics calculations multiplies the space needed pretty drastically as there are a LOT of them. At least you found a workaround 👍I've been bothered for days now ahah On my last testing session, I managed to shrink down the overblown 32GB of RAM usage on Practice, to a mere 800MB. The solution? Shrink my replay size down to the minimum (10MB I think). It also loads lightning fast that way.
It seems AC saves a ton of stuff related to replays on memory, and either that track is abusing stuff somehow of CSP has some known bug related to this.
So... If anyone stumbles into overly excessive RAM usage issues, turn down the replay settings, the impact is ridiculous. I just lost hours of my life going insane about this, I hope I spare this suffering from someone else lol
Wow, that one is also very good. I saw the 4th in many version file names and thought they can't be much different from each other, but they are. Very cool, FG. Thank you for the link.Have you also considered this version here?
Mexico Gran Premio 1967 redux
it seems that you need contentmanager and custom shaders patch installed to run the track. with permission from sylence01 this is a complete rework of the Mexico GP 67. With new guardrails and physics, tire chicanery and physics, 60 cars grid...www.overtake.gg
mate those cars are crap, low poly car models, no shadersGoing through the Zero to Hero mod. If anyone was looking for an offline career its pretty comprehensive:
From 0 to Hero!
Update 2.0: The modlist is now at GDrive and will be expanded there constantly. (ModList is Work in Progress -> https://docs.google.com/spreadsheets/d/1VF5oAWE7axUZPQopt-WJl3QItpeveAwK7-7EWzuaEpU/edit?usp=sharing) With the new update comes even...www.overtake.gg
I'm looking for a few cars but this specifically, if anyone could share;
- gtsupreme_groupC_956_85_LM
- gtsupreme_v8_supercars_ford_ba (have car need lods)
- gtsupreme_v8_supercars_holden_vy (have car need lods)
- gtsupreme_v8_supercars_ford_au (have car need lods)
- gtsupreme_v8_supercars_holden_vx (have car need lods)
I've asked Tony but hes been away for a while. Does anyone have? (If it isnt a paymod)
I've been having an absolute blast with this track and just wanted to thank you for it.Livet Glen - v1.0
Helps that this version seems more 'optimised' than the Forza port (which is still good)I know everyone prefers the sx_lemans track and rightfully so, but for whatever reason, I always spend more time on the lemans_2017 track from Tiago Lima/Jim Lloyd/Terra21. It's not without it's issues though so I spent some time this weekend going over some things and creating a few track skins for the track. If you want to try this mod, it's best to make a backup of your extension folder first because I altered the original config.
Lemans_2017 mod
Stuff I did:
-- Track skins and shader changes to make the track fit my ppfilter better and look the way I prefer. Anything I changed is in the 'Shader Stuff' section of the config and can be adjusted to fit your preference. If you want to use the track skins, always keep the Trees skin enabled and enable whichever Grass skin you prefer.
-- Some cull mode adjustments for objects that would disappear from certain angles. If anyone spots any I missed, please let me know.
-- Corrected missing shadows on some trees and bushes.
-- Shader type changes to the power lines and applied the @Masscot cable fix.
-- Added seasonal changes for fall and winter races.
-- Altered the light settings to come on when it rains.
-- Probably some other stuff I can't remember.
View attachment 1365773
Have you also considered this version here?
Mexico Gran Premio 1967 redux
it seems that you need contentmanager and custom shaders patch installed to run the track. with permission from sylence01 this is a complete rework of the Mexico GP 67. With new guardrails and physics, tire chicanery and physics, 60 cars grid...www.overtake.gg
I dont see any templates in the downloaded files, and I get the same looking on their website, not a template for anything.hey there, does any body have a helmet template for the rss gt m 23 driver model from RSS ?
i've looked on their discord and their website, and cannot find a template for this driver helmet at all
wanting to do some custom helmets on this model
cheers
oh perfect thanks a lotIt depends on how you implemented them. Consider that each object replacement works on a specific LOD, so if you assign it to LOD_A it will only be valid for LOD_A. Therefore, and perhaps I would also say unfortunately, we need to extend the addon (in this case the aero upgrades) to the other LODs too. For a matter of optimization it would be better to create the addon and then modify it to make it consistent with the LOD. Obviously once you have created addon A, let's call it that, the others can easily be .kn5s without textures since they will be loaded from the main .kn5.
No way to somehow "include" an object replacement on lods? -> Yes you can, as mentioned before, in the same way as it is carried out on LOD_A
Below you can see how I set up the same reasoning for the speedlines for the rss 36 gtn. Speedline is the addon for LOD_A, speedline_b is used for the LOD_B ecc...
View attachment 1365684
View attachment 1365685
Not a pay mod but link is broken https://www.patreon.com/posts/porsc..._campaign=postshare_fan&utm_content=web_shareGoing through the Zero to Hero mod. If anyone was looking for an offline career its pretty comprehensive:
From 0 to Hero!
Update 2.0: The modlist is now at GDrive and will be expanded there constantly. (ModList is Work in Progress -> https://docs.google.com/spreadsheets/d/1VF5oAWE7axUZPQopt-WJl3QItpeveAwK7-7EWzuaEpU/edit?usp=sharing) With the new update comes even...www.overtake.gg
I'm looking for a few cars but this specifically, if anyone could share;
- gtsupreme_groupC_956_85_LM
- gtsupreme_v8_supercars_ford_ba (have car need lods)
- gtsupreme_v8_supercars_holden_vy (have car need lods)
- gtsupreme_v8_supercars_ford_au (have car need lods)
- gtsupreme_v8_supercars_holden_vx (have car need lods)
I've asked Tony but hes been away for a while. Does anyone have? (If it isnt a paymod)