Need an option for Carbnon up the middle with transparent sides.Hello , Rear Windows : Transparent or carbon (link poll)
View attachment 1437632
View attachment 1437634
View attachment 1437633
View attachment 1437635
Link for poll :
https://strawpoll.com/bVg8B8wb1yY
Thanks
Need an option for Carbnon up the middle with transparent sides.
I'm sorry, it was heading in a direction and then I voted and made it 50/50 again. I'm no good useHello , Rear Windows : Transparent or carbon (link poll)
View attachment 1437632
View attachment 1437634
View attachment 1437633
View attachment 1437635
Link for poll :
https://strawpoll.com/bVg8B8wb1yY
Thanks
Short answer is no. Complex stuff is complex shrug.Good morning. Is there any easy app or program other than 3D Max or Blendel that can correct and adjust the hand movement with the gear lever? Many high-quality mods are impaired. This is because when shifting gears, the driver's hand moves to one side, which has nothing to do with the position of the gear lever. Thank you very much in advance, guys.
this problem comes from the double face created by 3dsimed, which breaks the geometry, and the modeurs who use it really don't know what they're doing.What is the cause of this? I'm trying to make new lods for Ginetta G40 GT5 from Garage ACTK, but every now and then I run into this. Sorry if this is a simple problem, but I only use Blender to make lods and track grid extensions. Thanks in advance.
View attachment 1437624
Not atm, but imo it would be useful to name the cars in question, so others can check ?Good day,
Hope you are all doing fine.
Short question; Some of my cars are suffering from engine sounds quiting as of certain speeds and revs. Say, from 0 to 120 km/h all is good but after that engine sounds disappear... When i decellerate the engine sounds come back in though. Very weird. Other cars do not have this anomaly, so it should not be my system I guess.
Anyone here encountered something similar and knows how to solve this? Thanks in advance.
I don't remember exactly how to solve this problem because it only happened to me once. If I remember correctly it's just a display problem, some faces are turned the other way and are transparent. Try selecting the mesh that has this problem and recalculate the normals (press tab > normals > recalculate outside).What is the cause of this? I'm trying to make new lods for Ginetta G40 GT5 from Garage ACTK, but every now and then I run into this. Sorry if this is a simple problem, but I only use Blender to make lods and track grid extensions. Thanks in advance.
View attachment 1437624
View attachment 1437625
A possibility is that sounds being used which just don't go as high as your mods engine rpm. On the car selection tab of Content manager there is (lower middle right) a button to select the sounds from a different car. If you choose to use say the sounds from a large slow reving American V8 as replacement sound for your 2.5 liter Formula one mod then the engine sound will die well before the engine gets to Maximum revs. If you have Content Manager try selecting the sounds from a suitable mod as replacement.Good day,
Hope you are all doing fine.
Short question; Some of my cars are suffering from engine sounds quiting as of certain speeds and revs. Say, from 0 to 120 km/h all is good but after that engine sounds disappear... When i decellerate the engine sounds come back in though. Very weird. Other cars do not have this anomaly, so it should not be my system I guess.
Anyone here encountered something similar and knows how to solve this? Thanks in advance.
Track update: 1937 Tripoli v0.95Track Release: 1937 Tripoli v.90
by Historic Sim Studios & Sergio Loro
Free to the public
View attachment 1426739
Lets pretend we did not read carbNon 🫣
Zwartkops Raceway V2 - v2.10Zwartkops Raceway V2 - v2.10
![]()
"This a complete 3d rework of a previously released track. Aprox 75% of the track is completely new"
features:
- 2 layouts, circuit and kart
- 27 pit/grid circuit, 14 pit/grid kart with AI
- RainFx, Lighting, etc
- CSP required
credit:
- original model by @chickenDuck for Rfactor2
- converted with permissions by @pugsang
- 3d rework, physical road mesh and kart layout etc by @pugsang
- ext_config by @pugsang and @RMi_wood
- AI, cameras, UI, VAO and background loaders by @RMi_wood
- kart layout semiphore and preview by @macko68
- beta testing by @Masscot, @Breathe and @mteam
:: DOWNLOAD v2.02 ::
changelog v2.10
:: DOWNLOAD v2.10 ::
In regards to my scenario where I lost audio it wasn't rev related, once the engine audio was lost it stayed silent. I'm guessing the OP who asked for question might have been in a similar situation.A possibility is that sounds being used which just don't go as high as your mods engine rpm. On the car selection tab of Content manager there is (lower middle right) a button to select the sounds from a different car. If you choose to use say the sounds from a large slow reving American V8 as replacement sound for your 2.5 liter Formula one mod then the engine sound will die well before the engine gets to Maximum revs. If you have Content Manager try selecting the sounds from a suitable mod as replacement.
Thanks for noticing, can finally change the poorly made Tripoli track in my championship by this one.Track update: 1937 Tripoli v0.95
by Historic Sim Studios & Sergio Loro
Free to the public
Changelog:
1. New tarmac texture (with more details).
2. Added AGIP ad in the last corner and at start/finish.
3. Replaced and refined starting grid according to actual historical starting grids (4-3-4-3-4-3-4-3).
4. Added embankment on the left at turn 1.
5. Telephone/electrical poles & cables added.
6. New sandbag "safety" barriers.
7. Added road from southeast joining the track as seen in several maps from the time.
8. Changed position and size of flags at start/finish.
9. Added hazard signs at crossing.
10. Added more spectator 3D models around the track.
11. Revised some track edge transitions.
12. Trackside cars optimized a bit better.
13. New stairs added at start/finish.
14. Added brake meter markers at various points around circuit.
15. Revised latter half circuit foliage.
16. Added some small Buildings at start/finish and tower for the marshals in the last bend.
17. Updated crossroad sign.
18. Added new umbrellas.
I had a similar issue and I think i solved it by going into settings>general patch settings>audio and I unticked the box "Silence malfunctioning FMOD channels"....Im not a technical modder and don't know how many things work but I poke around until some issues go away and I think that was the culprit when I was dealing with something similarIn regards to my scenario where I lost audio it wasn't rev related, once the engine audio was lost it stayed silent. I'm guessing the OP who asked for question might have been in a similar situation.
Nah, today's pilots are whiny prima donnas, complaining all the time... In the past, they really were real men...... sandbag "safety" barriers...
Nah, today's pilots are whiny prima donnas, complaining all the time... In the past, they really were real men...
Really advanced for 1890… 😉
Nah, today's pilots are whiny prima donnas, complaining all the time... In the past, they really were real men...
Track update: 1937 Tripoli v0.95
by Historic Sim Studios & Sergio Loro
Free to the public
Changelog:
1. New tarmac texture (with more details).
2. Added AGIP ad in the last corner and at start/finish.
3. Replaced and refined starting grid according to actual historical starting grids (4-3-4-3-4-3-4-3).
4. Added embankment on the left at turn 1.
5. Telephone/electrical poles & cables added.
6. New sandbag "safety" barriers.
7. Added road from southeast joining the track as seen in several maps from the time.
8. Changed position and size of flags at start/finish.
9. Added hazard signs at crossing.
10. Added more spectator 3D models around the track.
11. Revised some track edge transitions.
12. Trackside cars optimized a bit better.
13. New stairs added at start/finish.
14. Added brake meter markers at various points around circuit.
15. Revised latter half circuit foliage.
16. Added some small Buildings at start/finish and tower for the marshals in the last bend.
17. Updated crossroad sign.
18. Added new umbrellas.
Good day,
Hope you are all doing fine.
Short question; Some of my cars are suffering from engine sounds quiting as of certain speeds and revs. Say, from 0 to 120 km/h all is good but after that engine sounds disappear... When i decellerate the engine sounds come back in though. Very weird. Other cars do not have this anomaly, so it should not be my system I guess.
Anyone here encountered something similar and knows how to solve this? Thanks in advance.
hi Jeroen, if it is the case Glenn explained, that your sound only has for example till 7500rpm but your car mod goes to 8000 rpm - and thus when reaching above 7500 rpm the sound cuts off , and as soon as you go below 7501 again you have sound again,A possibility is that sounds being used which just don't go as high as your mods engine rpm. On the car selection tab of Content manager there is (lower middle right) a button to select the sounds from a different car. If you choose to use say the sounds from a large slow reving American V8 as replacement sound for your 2.5 liter Formula one mod then the engine sound will die well before the engine gets to Maximum revs. If you have Content Manager try selecting the sounds from a suitable mod as replacement.
This is due to a bug in the latest CSP. I'm not at my sim right now, so this is a bit imprecise, but there's a new setting in the CSP general patch settings tab that's called something along the lines of 'Silence Malfunctioning FMOD Channels'. Deselect that and you should be back in business.Good day,
Hope you are all doing fine.
Short question; Some of my cars are suffering from engine sounds quiting as of certain speeds and revs. Say, from 0 to 120 km/h all is good but after that engine sounds disappear... When i decellerate the engine sounds come back in though. Very weird. Other cars do not have this anomaly, so it should not be my system I guess.
Anyone here encountered something similar and knows how to solve this? Thanks in advance.
I've got the opposite problem. I run 10 lap races against the AI and sometimes they all pit after lap 2 or 3 because they started super light on fuel. I don't know if it's that particular mod that's set up that way or the track that's causing it.Hi,
How can I ensure the ai cars have a much less(but not insufficient) amount of race fuel, regardless of race length?
I usually run 15-25 lap races with the ai, in a few car types, and I’ve noticed that if for example a certain race requires 50 litres of fuel to complete it, they usually have nearly or more than double that, making them much slower as a result.
An obvious ‘fix’ is to run the same fuel load as they do, but I’d rather they’d be at 55 litres or something, instead of 110!
Wow both extremes but no happy medium.I've got the opposite problem. I run 10 lap races against the AI and sometimes they all pit after lap 2 or 3 because they started super light on fuel. I don't know if it's that particular mod that's set up that way or the track that's causing it.