Thank you Masscot!What an amazing little car. Great stuff, @rnoir. Thanks!
The very small driver looked quite odd in VR so I swapped in a full-size one for you to test if you want to, which also needed a new shift animation. I also fixed the hand/wheel synch and adjusted the shift preload and timing.
He sits lower in the seat so the current harness isn't a great fit, I'm afraid. Looks much better in VR though, with his feet now reaching the pedals.
Somebody mentioned the LODs, so I redid those too if you're interested.
The internal door panels were reflecting the road so I moved those to cockpit_HR in the config.
Attached is not the complete car, it's ONLY the new steer.ksanim, new shift.ksanim, new driver3d.ini, new lods.ini, new lods B, C and D kn5s, and your ext_config.ini with the addition for the internal door panels. So backup first, and add the files manually, overwriting when asked.
Feel free to use any of it if you want, or ignore it completely.
Anyway, hope this helps, and thanks again for such a wonderful little beast.
Edit: ignore the config, I thought it stopped the door panel reflections but apparently not.
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Just delete the extension folder and download the track config again via CM. Don´t make it so complicate and ask for official Kunos content again and again here.Does anyone have the original Monza track by Kunos, I nerfed my track and it looks weird now. 3D trees was a mistake.
Thank you that worked 👍Had a quick view at this dilemma re: number-board not showing in CM previews... Within the livery-folder, replace the <EXT_HR2.dds> file with the attached (note: save original-file in any case).
View attachment 1380340
thanks a lot mate! much appreciated for a much underrated track imoAutomotodrom Brno extensive overhaul v2.0
View attachment 1380342
Masaryk Circuit - Brno, Czech Republic https://www.automotodrombrno.cz/en/
Note: skins created for any pre-v2.0 versions may no longer work correctly.
Track originally ported from Race '07 (SimBin Studios) by Sneer/Malagoli.
V2.0 overhaul August 2024:
- Start line position corrected; start lights/clock/lap counter/session timer added; new billboard models added; new sponsors added; animated jumbotrons added.
- Camera-facing spectators and animated flag-waving spectators added.
- Marshals, TV vans, recovery trucks, camera cranes and cameramen added.
- Crowd and pitlane audio added.
- Physical road mesh and groove added; sausage kerbs and green runoffs added.
- Redundant treewalls removed; floating trees fixed; new trees planted.
- CSP animated flags added to pit buildings and grandstands.
- Animated helicopters, blimp, hot-air balloons, and distant airliners added.
- Night lighting and basic RainFX added.
- New AI line created; sections added; loading logo added.
- Various textures and shader values revised; various ClimaxF1 hi-res textures added; various normals fixed; various new textures created; various models fixed.
Thanks to all contributors - this was a real team effort:
Sneer, Rafael Malagoli, Inori, Sliderman, Mascot, Shi, Pugsang, RMi, leBluem, macko68, Gunnar333, & mteam.
Ok so I have this problem with most the skins I have for the car, how can I create the file myself?Had a quick view at this dilemma re: number-board not showing in CM previews... Within the livery-folder, replace the <EXT_HR2.dds> file with the attached (note: save original-file in any case).
View attachment 1380340
guys i need some help.
just received a psvr2 PC PC adapter, but it looks less than crap compared to hpreverb g1 on assetto corsa, any tips?
using a 4080, 12th gen CPU i7, 32 gb ram, most yt videos are with 4090.
... 3D trees was a mistake.
Not RTv2 as such, more like Band Aid circa 1984 but with worse dress sense and less cocaine. I won't make the obvious joke... I've only been back for five minutes and my smacked botty is still sore.RT 2.0? Btw there is some issue with cars floating over the track and don´t touch the ground quite properly. Not on every sector but on few.
Well obviously I didn't know you could do that.Just delete the extension folder and download the track config again via CM. Don´t make it so complicate and ask for official Kunos content again and again here.
Welcome back!Automotodrom Brno extensive overhaul v2.0
View attachment 1380342
Masaryk Circuit - Brno, Czech Republic https://www.automotodrombrno.cz/en/
Note: skins created for any pre-v2.0 versions may no longer work correctly.
Track originally ported from Race '07 (SimBin Studios) by Sneer/Malagoli.
V2.0 overhaul August 2024:
- Start line position corrected; start lights/clock/lap counter/session timer added; new billboard models added; new sponsors added; animated jumbotrons added.
- Camera-facing spectators and animated flag-waving spectators added.
- Marshals, TV vans, recovery trucks, camera cranes and cameramen added.
- Crowd and pitlane audio added.
- Physical road mesh and groove added; sausage kerbs and green runoffs added.
- Redundant treewalls removed; floating trees fixed; new trees planted.
- CSP animated flags added to pit buildings and grandstands.
- Animated helicopters, blimp, hot-air balloons, and distant airliners added.
- Night lighting and basic RainFX added.
- New AI line created; sections added; loading logo added.
- Various textures and shader values revised; various ClimaxF1 hi-res textures added; various normals fixed; various new textures created; various models fixed.
Thanks to all contributors - this was a real team effort:
Sneer, Rafael Malagoli, Inori, Sliderman, Mascot, Shi, Pugsang, RMi, leBluem, macko68, Gunnar333, & mteam.
Lots of CF1 textures were used, but quite a few are brand new or higher resolution. Full compatibility with previous skins is no longer possible due to many kn5 changes so I really wouldn't recommend using them as you might get weird results. I noted this in the UI.Welcome back!
Similar question to the Miami Bayside update - how much of Climax's Texture update has been folded into this new version, and is his texture pack still necessary/compatible with this version?
Cheers for this long list of work, I'll have a look this weekend.
I think that issue some have reported with cars floating just above various tracks may be a bug with the latest CSP. I've noticed it on a number of tracks since the last update.Automotodrom Brno extensive overhaul v2.0
View attachment 1380342
Masaryk Circuit - Brno, Czech Republic https://www.automotodrombrno.cz/en/
Note: skins created for any pre-v2.0 versions may no longer work correctly.
Track originally ported from Race '07 (SimBin Studios) by Sneer/Malagoli.
V2.0 overhaul August 2024:
- Start line position corrected; start lights/clock/lap counter/session timer added; new billboard models added; new sponsors added; animated jumbotrons added.
- Camera-facing spectators and animated flag-waving spectators added.
- Marshals, TV vans, recovery trucks, camera cranes and cameramen added.
- Crowd and pitlane audio added.
- Physical road mesh and groove added; sausage kerbs and green runoffs added.
- Redundant treewalls removed; floating trees fixed; new trees planted.
- CSP animated flags added to pit buildings and grandstands.
- Animated helicopters, blimp, hot-air balloons, and distant airliners added.
- Night lighting and basic RainFX added.
- New AI line created; sections added; loading logo added.
- Various textures and shader values revised; various ClimaxF1 hi-res textures added; various normals fixed; various new textures created; various models fixed.
Thanks to all contributors - this was a real team effort:
Sneer, Rafael Malagoli, Inori, Sliderman, Mascot, Shi, Pugsang, RMi, leBluem, macko68, Gunnar333, & mteam.
Ah, interesting. Good to know. Thanks.I think that issue some have reported with cars floating just above various tracks may be a bug with the latest CSP. I've noticed it on a number of tracks since the last update.
Just as one example, if you take the Jidé out on a lap of RT Sonoma, you can see it clearly in a replay. I've not noticed it happening there in the past.Ah, interesting. Good to know. Thanks.
Truck as well??Just as one example, if you take the Jidé out on a lap of RT Sonoma, you can see it clearly in a replay. I've not noticed it happening there in the past.
EDIT: Just to be clear, I just checked with the Kunos AMG GT3 and then the Lotus Evora GTC and RSS GT Ferruccio 55 V12 and they all do it too, so it's not just the Jidé. It's any car.
I'm not sure I understand your question, but if it's about whether trucks also hover above the track, I can't answer that. I don't drive trucks.Truck as well??
Agree - many liveries have similar issues with CM previews (that is, number-boards not showing). However, all is OK in-game mode.Ok so I have this problem with most the skins I have for the car, how can I create the file myself?
Yapp, confirmed, most of the infield is suffering from this.Not RTv2 as such, more like Band Aid circa 1984 but with worse dress sense and less cocaine. I won't make the obvious joke... I've only been back for five minutes and my smacked botty is still sore.
Thanks for the report re the levitating cars. Not sure how we missed that. A lot of work was done in not only creating a physical mesh with good feedback, but also making sure it synchronised with the visual road. Something's obviously gone squiffy somewhere.
This area obviously needs attention, but you mentioned some others?
View attachment 1380434
By 'infield', you mean most of the track? Certainly not seeing that. The area I highlighted can be seen when following other cars but I can't easily see other areas of concern. Maybe CSP version or CSP settings is contributing to the effect? There are newish groove settings, for example. Maybe they're bugged. Latest CSP is not the most stable by many accounts.Yapp, confirmed, most of the infield is suffering from this.
Thanks to the team. And.....Automotodrom Brno extensive overhaul v2.0
View attachment 1380342
Masaryk Circuit - Brno, Czech Republic https://www.automotodrombrno.cz/en/
Note: skins created for any pre-v2.0 versions may no longer work correctly.
Track originally ported from Race '07 (SimBin Studios) by Sneer/Malagoli.
V2.0 overhaul August 2024:
- Start line position corrected; start lights/clock/lap counter/session timer added; new billboard models added; new sponsors added; animated jumbotrons added.
- Camera-facing spectators and animated flag-waving spectators added.
- Marshals, TV vans, recovery trucks, camera cranes and cameramen added.
- Crowd and pitlane audio added.
- Physical road mesh and groove added; sausage kerbs and green runoffs added.
- Redundant treewalls removed; floating trees fixed; new trees planted.
- CSP animated flags added to pit buildings and grandstands.
- Animated helicopters, blimp, hot-air balloons, and distant airliners added.
- Night lighting and basic RainFX added.
- New AI line created; sections added; loading logo added.
- Various textures and shader values revised; various ClimaxF1 hi-res textures added; various normals fixed; various new textures created; various models fixed.
Thanks to all contributors - this was a real team effort:
Sneer, Rafael Malagoli, Inori, Sliderman, Mascot, Shi, Pugsang, RMi, leBluem, macko68, Gunnar333, & mteam.
ThanksLogbook - Houston, we have a solution (maybe this thing was already known but if in doubt I'll write this mini guide).
For all those who would like to create sounds from scratch but have difficulty finding suitable samples and you don't have Adobe Audition, there is a solution: Reaper.
This DAW (Digital Audio Workstation) has a feature called pitch envelope which works similarly to Audition's pitch bend. Simply load the sample you recorded into the software and follow the following steps:
1) double click on the track and untick the item circled in the picture 1;
2) right click on the track > take > take pitch envelope;
3) right click on the pitch line and add the necessary points according to the track;
4) manage the line in order to obtain a uniform pitch;
Remember to set the envelope range to 10 or 12 semitones (options > preferences, picture 2). In my case the range is 16 but 10/12 is enough. Reaper is offered with an initial trial period of 60 days, but re-downloading the software resets the counter (at least as far as I tried it worked).
Obviously the sample must be adapted so that it can be played in a loop, so the good audacity must still be used before bringing everything into Fmod.
Unfortunately I've never worked on tracks, but if I find something I'll let you knowThanks
I’m in the search for a simple explanation on how to implement audio in track sections. Like the typical tool sounds in the pit, yelling spectators at the grand stand and the circuit announcer at the start.
Of course only by using free software,
Any easy tutorial links?
In order to create the audio, you can use whatever software you want. Then you need the proper tool to convert it to .bank file which is required to AC. Then, implement it by following this: https://github.com/ac-custom-shaders-patch/acc-extension-config/wiki/Tracks-–-AudioThanks
I’m in the search for a simple explanation on how to implement audio in track sections. Like the typical tool sounds in the pit, yelling spectators at the grand stand and the circuit announcer at the start.
Of course only by using free software,
Any easy tutorial links?