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Any chance someone here could make the windmill work at Zolder?
Pretty sure someone's already on it.Any chance someone here could make the windmill work at Zolder?
Is it the RX7 you're trying to rename?The car folder name? Yes.
YesIs it the RX7 you're trying to rename?
Want to name it mazda_rx7_race
Looking forward to this one
Any chance someone here could make the windmill work at Zolder?
Quick question,
for me the URD Porsche 911 2018 is the most incredible car i have ever race in a sim.
what other car come close to this in terms of racing experience.
URD 2018 sound so angry, so visceral, he is so grippy, aggressive, intense and powerful to drive.
does anyone recommend any other mod that come close to this experience, i dont know all mods and would like to find more of this.
If I´m allowed to make a comment on this track...It´s a whole universe better than the one I have (whose the author/creator I don´t know) but I´m getting FPS drops all across the track. Does it still lack optimization since it´s in development?
Also I had problems installing the track because the folder name is the same as the Valencia Street Circuit. Can it be renamed? I´m asking this because I tried changing the folder name and the game just crashed...
Thanks...it´s a very good job
Look in the data folder for the lods.ini, the names there have to match to the new .kn5 name.
Yes, that too.
The sfx files need to match to the folder name, yes. The .kn5 model names however, don't need to match to the folder name.
AssettoGarage Lexus LFA GT1 BoP Tune V.1
This zip file includes: one new data folder and one new sfx folder.
View attachment 896085
Hello friends, I tried to make a new "fast_line", for the "Monaco faux 72" track, it is a little different from the 1966 Monaco version, the diversion is closer to the "Curva da Tabacaria". The problem is that "AI" cars hit this detour. I tried to make a new "fast_line", from a video tutorial on Youtube, but it is doing the same, or I'm not doing it right, or there's something else to do that I don't know. Thank you very much in advance.
What a great car! It still doesn't seem quite up to BoP-parity wrt other GT1s (I'm looking at you Porsche & Mercedes), but nonetheless a solid rework and a rewarding drive. I only wish I could find more skins! I take the liberty of attaching a comfortable race setup (are you sure that's only Tyre Model 6?). Just change the .txt to .ini.
I'm glad you enjoyed the rework. If you're looking for more skins, have you grabbed the skins by @ParanoidDoge yet?
I'd advise against taking the LFA out against those late 90's GT1 cars without giving the opposition some ballast first, it's going to get smoked by those near-prototype level machines. This is supposed to be more of a 2000's GT1 analog so it's aimed more at the Maserati MC12, Nissan GT-R and Aston DBR9. I'm sure you could make it a little more competitive by dropping the weight to around the 911 GT1's weight in the data folder.
I made a preset for the LFA with the Kunos MC12, Zonda R and 599XX EVO here. That's the grid I recommend running because the Lexus is BoP'd to match those cars.
https://acstuff.ru/s/UR48
Still working on the karts by the way if anyone still wants them. They are a lot better when they don't sit there for ~20 seconds just bogged down before they get enough oomph to start moving. Seeing as they don't have suspension though, the grip either comes from the tires or the aero or both. Next on the list to look at to get the rear end to slide around a bit more.
No, just the boring 50, 100, 125, 125 shifter, 250 and so on ect.Are you talking about the 250 SuperKart?
Very much, can it be possible to make with them available a drift tune or drift tyres are option?Nevermind, I figured it out. 👍
Still working on the karts by the way if anyone still wants them. They are a lot better when they don't sit there for ~20 seconds just bogged down before they get enough oomph to start moving. Seeing as they don't have suspension though, the grip either comes from the tires or the aero or both. Next on the list to look at to get the rear end to slide around a bit more.
It's going to be possible. I however haven't dove into the many settings inside of tyres.ini, and there's a LOT to learn in there. A little trial and error. I'm not trying to make them sideways crazy but they stick to pavement like on rails. Would be nice to have to "drive" them a little more cautiously.Very much, can it be possible to make with them available a drift tune or drift tyres are option?
Speaking of animations, super early, very early talk- TriMet shuttle's at PIR that are actually there irl, they traverse were you see the blue and white.
The car is actually an 2017 Kunos physics RSR with a URD model placed on it and "ACFAN's' sound mod. (this is why its not on RD anymore unless they stuck it back in)
So its a little bit of a placebo effect - there's still good cars
I release my ppfilters!
Here's the link: https://www.racedepartment.com/downloads/ned4tg-ppfilter.31263/
Just upload the files with more improvements, hope it's fully compatible now.I posted in your support thread but I'm not sure if you've seen it - your latest update seems to use my 'Mobil' skin ui_track_skin.json, so it effectively overwrite my Mobil skin by showing up as 'Mobil' and not it's correct name 'Snow'. I think you might need to update the upload again.