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I purchased it over this past weekend...it converts to $2.80 US.
I purchased it over this past weekend...it converts to $2.80 US.
I take it the physics is ok or you wouldn't have given up on it completely. I'll have to go rob a bank and get me 400 dollars and find out for myself. Thanks for sharing.If anyone picked up the cool Berta Tornado SP
View attachment 1115900
but was disappointed with it not reaching its top speed of 285kph...
here is a data replacement that does not take away the flavor, but allows you to enjoy the full taste
changelog:
* includes original data.acd backup
- increased power between 7000 and 7250
- total hp and torque @rated rpm unchanged
- small aero tweek for top speed tuning
- recalculated rev limit for proper gearing speed in UI
- translated UI description story to English
- updated UI with new power graph
- updated UI to version 1.2a for ease of identification
I know what you mean. The direction CSP is going might pop the bubble for me. With AMS2, for instance, I'm getting one vision and the whole sim is under control. With all the changes to CSP, mods that require different versions of CSP, and CSP changes that break Kunos content, it feels like AC is fragmenting. I'm not sure whether the effort of keeping up is worth it, especially since I don't care about a lot of the changes. AMS2, for instance, has paying customers and a vested interest in not breaking things; mods have "patrons" -- there's a world of difference.Not sure we are anywhere near that point yet, I have found for me personally that AC had become a bubble
Wow, I'm amazed they can "simulate" a car nobody has seen on track yet (except for "filming day").Hi everyone, first F1 2022 by sim dream
Certainly nicked the RSS 2022 car physics lolWow, I'm amazed they can "simulate" a car nobody has seen on track yet (except for "filming day").
You've now connected the fan up in reverse.....obvsguys any idea what would cause a car to float like this? the tyres seem ok, not sure what else. seems issue is model side maybe?
View attachment 1116265
You've now connected the fan up in reverse.....obvs
Edit: Glad you got it sorted.
I think I tried to do that, and couldn't really use them to sort the cars how I liked.I already asked this in another thread but thought I'd also ask knowledgeable people here. Do car tags affect anything other than UI when selecting the car and car's subclass (when using #)? Do they affect anything in-game? (like AI etc.) It may be a bit dumb question but I'd just like to be sure before I remove all the tags and organize the cars to my liking.
Hi!...
This Package is including F40 Competizione single seater and two seaters, F40 LM(Fictional F40 Competizione's Stradale Version).
I know there are only 2 units of F40 LM in real life(74045, 79890).
I just want call it "F40 LM" ^^
Anyways,
# F40 Competizione Change Logs(V1.1)
1. Some Bugs are Fixed
2. Added Front Radiator and Fans - Fans can be rotated during Race
3. LOD_B is added
1) LOD_A : 450K
2) LOD_B : 270K
#F40 LM Change Logs(V1.1)
1. All Exteriors are changed. 3d Model base : Forza Horizon 4(Turn 10 Studio)
-. Converted by F40 LM Lover
2. Interior 3d Model Base : Kunos Assetto Corsa's F40 Original and Foraza Horizon 4(Turn 10 Studio)
3. Sound : Ferrari F40 LM Real Sound Mod 0.92 by hillclimber12 https://www.racedepartment.com/downloads/ferrari-f40lm-real-sound-mod.21279/
4. Bugs are Fixed
5. Details
-. Added Rotating Animated Radiator Fan
-. Doors Animation(Left Door : Extra A, Right Door : Extra B, Rear Cawl : Extra C)
-. Wiper Animation by CSP Config
-. Seperated High Beam
-. Turn Signal & Hazards Signal and Reverse Lights
-. Refraction of Lights
6. Added LOD_B
-. Lod_A is 450K Pollies
-. Lod_B is 278k Pollies
7. 6 Skins
8. Physics
-. Wheel Horse Power is little bit Higher(720whp to 780whp)
-. 100kg +
-. Limitter 8100rpm -. Pirelli Pzero Corsa tyre only
Download link is in the description.
There is a problem...You'd have to manually copy the files from the kunos f1 and replace the data files from the fo2013
replacing everything except:
analog_intstruments.ini
cameras.ini
colliders.ini
damage.ini
dash_cam.ini
digital_instruments.ini
driver3d.ini
lights.ini
lods.ini
mirrors.ini
basically anything that calls upon a mesh
I think if you just drag an drop the helmet .dds into the specific skin folder it should work (might have to delete 'HELMET=' in skin.ini
There is a problem...
The mod car and the Kunos Ferrari don't have a Data folder...
yes they do.. if you remove the singleseater tag from f1 cars and you have shadowed wheels active the tyres will be plain black.. had this issue before.. then i found out why..I already asked this in another thread but thought I'd also ask knowledgeable people here. Do car tags affect anything other than UI when selecting the car and car's subclass (when using #)? Do they affect anything in-game? (like AI etc.) It may be a bit dumb question but I'd just like to be sure before I remove all the tags and organize the cars to my liking.
Never done it but if the co-driver is a separate mesh you should be able to hide it via csp config: https://github.com/ac-custom-shaders-patch/acc-extension-config/wiki/Mesh-adjustmentIn some of the rally cars I drive with in Assetto Corsa, I have a co-driver with a clipboard with the stage notes on it.
Is there a quick way to remove the co-driver from the car? I drive in VR and I find him annoying to have in the car.
- ☑️ CM full version
- ☑️ Developer mode
- ☑️ unpack data
I would probably use the Assetto Car Tuner to create a new tune for the physics swap. https://www.racedepartment.com/downloads/assetto-corsa-car-tuner.13946/
These cars often have a copilot.kn5 in the car folder.In some of the rally cars I drive with in Assetto Corsa, I have a co-driver with a clipboard with the stage notes on it.
Is there a quick way to remove the co-driver from the car? I drive in VR and I find him annoying to have in the car.
Thank you so much! I already did remove tags for most cars recently, guess I'm going to have a lot of work to do now lol. I'm currently restoring kunos cars. I think I'm going to just make my subclass tags start with something that puts them on top of the list so that they are nicely separated from others. I'm thining about #AutoSport-<insert car class here>, which should put all these tags on top of the list + it should pick cars from that subclass first so I won't have to remove the other subclass tags.yes they do.. if you remove the singleseater tag from f1 cars and you have shadowed wheels active the tyres will be plain black.. had this issue before.. then i found out why..
For me the tagging system is useless since the tags get overwritten along with everything else in the ui_car.json when a mod gets updated.Thank you so much! I already did remove tags for most cars recently, guess I'm going to have a lot of work to do now lol. I'm currently restoring kunos cars. I think I'm going to just make my subclass tags start with something that puts them on top of the list so that they are nicely separated from others. I'm thining about #AutoSport-<insert car class here>, which should put all these tags on top of the list + it should pick cars from that subclass first so I won't have to remove the other subclass tags.
Example config for the 1970 AZLK 412 Moskvitch Rally (zizh_azlk412_rally, zizhgames.ru):In some of the rally cars I drive with in Assetto Corsa, I have a co-driver with a clipboard with the stage notes on it.
Is there a quick way to remove the co-driver from the car? I drive in VR and I find him annoying to have in the car.
; hide co-driver
[MESH_ADJUSTMENT_...]
MESHES = DRIVER:HELMET_69_SUB1, copiloto_SUB5, copiloto_SUB6, copiloto_SUB7, DRIVER:HELMET_69_SUB0, copiloto_SUB4, belts_ON
IS_ACTIVE = 1
IS_RENDERABLE = 0
CAST_SHADOWS = 0
Anyone some help ???Hello friends
I found this car
It has headlights under the hood, but the headlights don't open.
I noticed that they are separate suitcases for the retractable headlights, and in the removable ones as well. If anyone has a solution, I'm all ears.
I can't find another link for this car, I thought there might be one with headlights animation, but unfortunately...
Strong hug
Pontiac Firebird TransAm WS6
File on MEGA
mega.nz
Thanks for explaining this! Appreciate itFor me the tagging system is useless since the tags get overwritten along with everything else in the ui_car.json when a mod gets updated.
============================================
Example config for the 1970 AZLK 412 Moskvitch Rally (zizh_azlk412_rally, zizhgames.ru):
INI:; hide co-driver [MESH_ADJUSTMENT_...] MESHES = DRIVER:HELMET_69_SUB1, copiloto_SUB5, copiloto_SUB6, copiloto_SUB7, DRIVER:HELMET_69_SUB0, copiloto_SUB4, belts_ON IS_ACTIVE = 1 IS_RENDERABLE = 0 CAST_SHADOWS = 0
This can either be put inside extension/ext_config.ini to hide the co-driver for all skins or inside skins/skin-name/ext_config.ini to hide the co-driver for a specific skin only. Some meshes like the helmet and seat belts are used by both the driver and the co-driver so in this case: no co-driver = no safety
Maybe the last discussions with Fat Alfie about his Tomson track did scare him (or Perendinator group) off.Does anyone know what's going on with Perendinator Alias Legion Alias Gzerod? Nothing has been new for weeks or seen from him! I miss his work! Hopefully he did not scare him this stupid comment here in the forum as his side unavailable. If you read this here, get back to you again: we need you!Maybe there is an