Feel quite proud of the old Assetto Corsa AI. Different lines, handling the dirt well....
maybe you can hide the original flags withBit of a problem here. Hoping someone with some knowledge might have a suggestion. I'd like to include @Pyyer animated flags with my little RBR update for anyone using the stock track, but there is an issue. If I include his flag stuff as part of my ext_config, when you chose to drive with one of the F1 layouts, it reads the flag stuff from my config and actually puts two flags on every pole.
I've been wracking my brain around a way to prevent this and the only thing I can come up with is that I have to make my updates as a separate layout. Problem with this is, the shader adjustments I made in my ext_config for the odd texture lighting won't carry over to the F1 mods.
If you can make heads or tails of this explanation, would anyone know a way to make this work?
Try to create an extension directory inside layout_gp and put into it the extconfig.ini for the flags. If it works you can copy it to all other layouts directories (except Pyyer ones)Bit of a problem here. Hoping someone with some knowledge might have a suggestion. I'd like to include @Pyyer animated flags with my little RBR update for anyone using the stock track, but there is an issue. If I include his flag stuff as part of my ext_config, when you chose to drive with one of the F1 layouts, it reads the flag stuff from my config and actually puts two flags on every pole.
I've been wracking my brain around a way to prevent this and the only thing I can come up with is that I have to make my updates as a separate layout. Problem with this is, the shader adjustments I made in my ext_config for the odd texture lighting won't carry over to the F1 mods.
If you can make heads or tails of this explanation, would anyone know a way to make this work?
I think rolling starts in AC will never be possible, I've looked into it for weeks now and answer is always that there is something within AC that means its impossible.Has anyone figured out with the newish CSP scripting stuff if getting rolling starts with the AI is possible? I don't know how extensible the scripting is.
This was his reply to me a few weeks ago.I think rolling starts in AC will never be possible, I've looked into it for weeks now and answer is always that there is something within AC that means its impossible.
I'd love rolling starts, for oval racing road or dirt it would be icing on the cake for me. I think if it could be done it would be done already.
Did anyone ever ask Ilija about it? I'd imagine he has tried and if he cant do it then no ball.
Really...?... landing jumps ain't one of them though...
I've already hidden the original flags so I could replace them with proper animated ones from Pyyer. The problem is to make the animated flags show on the stock track, I need to have an entry in the ext_config file in track's extension folder. No big deal except when someone chooses to use one of the F1 mods. Then the game loads the flags from the track's main extension folder that I added, along with the flags that Pyyer included with his F1 mods. So you end up with two sets of flags.maybe you can hide the original flags with
[MESH_ADJUSTMENT_...]
MESHES = mesh1, mesh2
IS_RENDERABLE = 0
(dunno if it'll work for flags just an idea, if you can capture the mesh name w object inspector it's worth a shot)
I never thought of that. I think that would work. Thank you for the suggestion...Try to create an extension directory inside layout_gp and put into it the extconfig.ini for the flags. If it works you can copy it to all other layouts directories (except Pyyer ones)
Excellent! Any chance of a Porsche RS Spyder LMP2 update?Oreca 07 V0.9.5 Official public release !
https://www.patreon.com/posts/oreca...ource=copyLink&utm_campaign=postshare_creator
Have fun !!!
Feel quite proud of the old Assetto Corsa AI. Different lines, handling the dirt well....
I can confirm (latest CSP / SOL).I can't remember if I've asked this question here before, so if I'm repeating myself, apologies. But...
Is anyone else having issues with some of Pyyer's extensions where some distant billboards flicker on and off (only at a fair distance, for the most part), revealing parts the original billboards underneath the ones updated by Pyyer? If so, are there any known CSP or config adjustments that will fix the issue?
EDIT: I'm running the latest CSP Patreon build and Pure, just to be clear. I also have the render distance maxxed out in my settings.
Don't know yet, still fiddling with it all, plus someone contacted my guy who helps me out and tests stuff on facebook moaning about a video they posted that used some old mod from rfactor which they ripped from nascar heat mod and gave all sorts of lurid threats like they were Turn 10 or something.That is so cool! Will you be releasing your tweaks or setups and tracks?
Yeah its a really solid mod with alot planned for it. The fact that it does DRS correctly than any mod I’ve attempted to work!!Has anyone tried this app? It looks interesting:
https://www.racedepartment.com/downloads/rare-rules-and-race-enhancements-f1-regs.52534/
The only times I have noticed this it turned out to be that I had a different third party skin active (one of @Blackcelica 's or DP's), or once where I had not installed a 'clean' version of the track. I assume you've deactivated any of those other skins etc, in which case I'm not much help.I can't remember if I've asked this question here before, so if I'm repeating myself, apologies. But...
Is anyone else having issues with some of Pyyer's extensions where some distant billboards flicker on and off (only at a fair distance, for the most part), revealing parts the original billboards underneath the ones updated by Pyyer? If so, are there any known CSP or config adjustments that will fix the issue?
EDIT: I'm running the latest CSP Patreon build and Pure, just to be clear. I also have the render distance maxxed out in my settings.
can't wait to try this new Mercedes mod from takeyoh!
Indianapolis 2001 v1.0
View attachment 1208941
Conversion from GTR2.
-CSP required
-36 pit/start
-AI, cam
Credits & Thanks;
Original Track from GP4
rFactor Converted by TTTTT
GTL Converted by derDumeklemmer
GTR2 Converted by RacerM
-Thank you for giving me permission (RacerM)
AC Converted by @shi (shin956)
.lua and font by @gunnar333
AI by @Viola_seven
logo.png by @Fanapryde
Added the parallax lights (config) by @ Tyrone
cameraman, background and some textures by kunos
Test and Feedback by @Breathe
Download (mediafire)
Enjoy.
Converted upon request by Patreon member Luke Durrant.
Don't know yet, still fiddling with it all, plus someone contacted my guy who helps me out and tests stuff on facebook moaning about a video they posted that used some old mod from rfactor which they ripped from nascar heat mod and gave all sorts of lurid threats like they were Turn 10 or something.
It won't stop me as i don't care, but just happy learning and messing and what with idiots and idiots who moan about tiny minutia in every mod I just don't know if I can be arsed.
Anyway I fiddled with this truck and got some result bar the weird tyre flex.
Before it broke the front suspension as soon as it landed.
Hi @xezez - Not sure which track your seeing on (if not a few) but I have been replacing the tracks since Pyyer mentioned it in his releases - However some of the earlier ones have not been altered.Thanks for the tip samdale12. I'll do some more testing and see if that is the culprit with some of my tracks that have Pyyer extensions.
In some cases, I don't think it will be, because I'm seeing the problem on Cozy61's F1 tracks that appear to have nothing but the original track mod with no extensions or skins other than Pyyer's.
You are the man! Thank you for this, Red Bull Ring was a bit messed upRed Bull Ring Mod
The finished(?) modifications for Red Bull Ring that hopefully solve the lighting issues if you don't use CSP's WeatherFX seasonal adjustment changes. If you also have Allow Seasonal Adjustments turned off under Track Adjustments, I can't say how this will look.
Special thanks to @Quark67 for the advice on how to make my animated flags work without impacting @Pyyer F1 mods. I ended up using my own animated flags. I took the time to make them, it only seemed right that I used them.
As usual, a few notes:
-- Backup before extracting to be safe. Might overwrite files you already have.
-- The mod comes with a skin and ext_config modifications, but you do not need to use them together. If you have a particular skin you like, my config changes will work with other skins. You may however need to adjust some diffuse and ambient values in the ext_config because I set those numbers based on my track skin textures.
-- If you find the grass lacks saturation, go into the skin folder and delete the grass13C.dds file. Rename the grass13C - Copy.dds to grass13C.dds. It's a more saturated grass texture. If you find things too bright or dark, you can make ambient and diffuse value changes in the ext_config.
-- If you like the darkness modifications I made in the ext_config, you can apply them to the F1 mods by extracting the files in the Pyyer_F1mod_adjustments folder. I also fixed the flags on the 2021 versions, but I doubt anyone even uses the 2021 versions anymore. There was a couple of lines missing in one .ini file that caused the game not to hide the stock flags.
-- Please let me know of any problems. Any and all suggestions for improvements are welcome.
Red Bull Ring Mod
View attachment 1209069
EDIT: Almost forgot, if someone knows how to get the stupid sparkle\shimmer out of the grass, could you tell me how. It's driving me nuts because it's so dumb looking. I've never seen the grass in my yard shimmer before. Same thing on Brands Hatch. Thanks...
Its a nice mod. I think the landscape is not litten enough by the sun, its too dark. Also the red of the sidestrips is kind of wrong. Thats the thing the vanilla track also had. It should be a stronger red.Red Bull Ring Mod
The finished(?) modifications for Red Bull Ring that hopefully solve the lighting issues if you don't use CSP's WeatherFX seasonal adjustment changes. If you also have Allow Seasonal Adjustments turned off under Track Adjustments, I can't say how this will look.
Special thanks to @Quark67 for the advice on how to make my animated flags work without impacting @Pyyer F1 mods. I ended up using my own animated flags. I took the time to make them, it only seemed right that I used them.
As usual, a few notes:
-- Backup before extracting to be safe. Might overwrite files you already have.
-- The mod comes with a skin and ext_config modifications, but you do not need to use them together. If you have a particular skin you like, my config changes will work with other skins. You may however need to adjust some diffuse and ambient values in the ext_config because I set those numbers based on my track skin textures.
-- If you find the grass lacks saturation, go into the skin folder and delete the grass13C.dds file. Rename the grass13C - Copy.dds to grass13C.dds. It's a more saturated grass texture. If you find things too bright or dark, you can make ambient and diffuse value changes in the ext_config.
-- If you like the darkness modifications I made in the ext_config, you can apply them to the F1 mods by extracting the files in the Pyyer_F1mod_adjustments folder. I also fixed the flags on the 2021 versions, but I doubt anyone even uses the 2021 versions anymore. There was a couple of lines missing in one .ini file that caused the game not to hide the stock flags.
-- Please let me know of any problems. Any and all suggestions for improvements are welcome.
Red Bull Ring Mod
View attachment 1209069
EDIT: Almost forgot, if someone knows how to get the stupid sparkle\shimmer out of the grass, could you tell me how. It's driving me nuts because it's so dumb looking. I've never seen the grass in my yard shimmer before. Same thing on Brands Hatch. Thanks...