I'm going to be releasing one last update to my VIR mod in the not too distant future but i'm wondering if I should do it like some of my recent mods, as a standalone track. My past versions were all setup to be used as an addon to the original. So standalone track or addon?
I really hate to keep doing these as standalones because I feel like i'm stepping over the line. I try to make it clear on all of these that all credit for the tracks go to the original track maker, but I still feel uncomfortable about it for some reason.
Maybe try to change the lumirank to a different one, like 24hrs or WEC style? What happens then? Is that the 2019 crsh 911 GT3 R?thanks! indeed just rolled back to 180-1 and got it working, but still with strange lines. do you see the same on your race?
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thx i will trySteam integrity check.
Don't know if it helped @Fall Guy , but it sure helped me. That's been bugging me for so long now. The cars get about 4 car lengths ahead and all of a sudden the shadow under there car would disappear. Disabling Fake Shadows seems to have fixed it.Not sure if it'll help you but have you got Fake Shadows FX active?
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Shadows look OK to me.
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The car in your image seems to be itself in shadow, so its own shadow won't be relatively strong.
What does it look like in direct sun?
@Fall Guy was this of any help?
I tried to fix that last corner in so many ways and just couldn't get the ai to quit coming to a complete stop right there. I even tried the track's original ai and it does the same thing. I finally gave up on it for the time being and released the track with that one ai problem. I don't know why it happens. I've re-recorded the line so many times making sure I did not stop or brake hard in that area and the ai simply won't stop doing what you describe no matter what I do. Maybe there is an ai expert here who knows a way to get them to glide through that turn better.Ever since first posting some excellent track skins, you've been very modest and I don't think anyone would mistake that, but probably reach out to the track's author Darren Blythe on that one and check with him.
Thanks for the great looking Longford updates and the AI - that last corner causes very similar issues to Mulsanne corner at Le Mans; long straight into 90 degrees the AI either seems to stop well before or not bother braking at all. Not tried them out yet, but certainly will when I get a chance.
Oh, very helpful, thanks a lot for helping out!Fixed
3d clouds are realy heavy, esp. in Sol. Sol has a not so good code base. But you can switch back to 2d clouds. Just set "clouds render method" in Sol Config app ingame.Guys can you Tell me please - is the CPU or GPU More responsible for SOLs 3D clouds?
Yesterday i tried the SKY ppfilter SOL Version which comes with a SOL preset which includes 3d clouds.
Earlier i used 2d clouds.
Now with the Filter and his Settings the Game looks brilliant but my FPS are lierally killed!
I lost about 30 fps or more….
At some points only 45fps with a rtx3080 is wild (noVR)
that's correct, crsh 911. but this happens with other cars with lumirank. 24h is already set.Maybe try to change the lumirank to a different one, like 24hrs or WEC style? What happens then? Is that the 2019 crsh 911 GT3 R?
Yeah but do i only loose the "clouds look" or do i loose some better overall lightning caused by the 3D clouds3d clouds are realy heavy, esp. in Sol. Sol has a not so good code base. But you can switch back to 2d clouds. Just set "clouds render method" in Sol Config app ingame.
yeah, wheelbase will move the wheels longitudinally (bringing front/rear close together or farther apart).Thanks for the reply @Short_Circut ,
I always edit the suspensions.ini directly, making changes to the numbers, and watching the effect it has on the car in the showroom display. I normally only play with the wheelbase and CG locations. I've never touched the graphic offsets, frankly I've never had to. I'll give that a try.
Thanks again.
No problems without CSP, seems CSP bug.Does this problem exist even without CSP?
Amazing work. Thanks !Porsche Cayman R 2012 Release
Free Download
Comverted From Forza Motorsport 4 By Peter Crill![]()
porsche_cayman_r_2012_V1
MediaFire is a simple to use free service that lets you put all your photos, documents, music, and video in a single place so you can access them anywhere and share them everywhere.www.mediafire.com
AO inside and out done
-Dashboard wip-CSP Settings
-Physics BY VRDRIVING -Working Wipers
-Self Ligth
-Panoramic session Start config Daniel Nogal
-Beta testing and help ,@takum1,@Mascot,and others
EXTRA A =FOG FRONT
EXTRA C =HIDE FRONT PLATE
Other mods
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The AIs gears were wrong the UP value was higher than the cars RPM range.Oh, very helpful, thanks a lot for helping out!
What was wrong (asking to increase my learning curve)?
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Well, it didn't work - but I had fun discovering a new set of variables to play with. It turned out the doner car I'd started with was borked. I started over from scratch, and all is fine now. Thanks again for your helpyeah, wheelbase will move the wheels longitudinally (bringing front/rear close together or farther apart).
moving the wheel on x-axis either by adjusting track or by graphics offset
also keep in mind the showroom positioning is not always the same as in game (for instance, you can bork the tie rod and in showroom it may look fine but in game the wheels will likely collapse)
Just try it. Those "3d" clouds are also just many many 2d clouds. So there is no special lighting which influences the track.Yeah but do i only loose the "clouds look" or do i loose some better overall lightning caused by the 3D clouds![]()
I have an 11 year old PC at the moment (and it wasn't even top of the line then) and for me, 3d clouds or 2d clouds barely makes a difference in performance at all. Certainly shouldn't cost 30 fps! The difference between different filters is also tiny. Maybe 1-4 fps between the ones said to be lighter (like Natural) and those said to be heavy hitters (like Exquisite). Now, no filter vs filter makes a very noticeable difference. But the choice of filter? Pretty much a matter of preference on my PC.Guys can you Tell me please - is the CPU or GPU More responsible for SOLs 3D clouds?
Yesterday i tried the SKY ppfilter SOL Version which comes with a SOL preset which includes 3d clouds.
Earlier i used 2d clouds.
Now with the Filter and his Settings the Game looks brilliant but my FPS are lierally killed!
I lost about 30 fps or more….
At some points only 45fps with a rtx3080 is wild (noVR)
I have to disagree a bit. I am familiar with CSP stuff and have running almost everything on within extra.fx and other stuff. I had already good results with a RTX 2070s and the RTX 3080 even made things obviously much better. However my CPU is already 4y old (Ryzen 2700x) and is bottelnecking for sure. But its ok for me running stuff at 90fps even i could run it much higher with a modern cpu.I have an 11 year old PC at the moment (and it wasn't even top of the line then) and for me, 3d clouds or 2d clouds barely makes a difference in performance at all. Certainly shouldn't cost 30 fps! The difference between different filters is also tiny. Maybe 1-4 fps between the ones said to be lighter (like Natural) and those said to be heavy hitters (like Exquisite). Now, no filter vs filter makes a very noticeable difference. But the choice of filter? Pretty much a matter of preference on my PC.
For this to kill your fps this way, I suspect the culprit aren't settings that have to do with SOL or the filter. SKY comes with a preset for CM and CSP which crank up details! ExtraFX, etc. If you used those, they're probably what destroyed your fps. Not SOL, not the filter. I would check there first.
If you scroll down on the various CSP plug-in pages, there's a Reset button that appears if changes have been made. It gives you back default settings. You may want to start with that, see if things improve. Then go through it yourself and crank up details as you see fit. Good luck!
Thanks Peter! THAT was the main thing i was speculating aboutJust try it. Those "3d" clouds are also just many many 2d clouds. So there is no special lighting which influences the track.
I'm quite surprised but I believe you, of course.Switched back to 2d clouds and reduced SOLs rendering distance and rendering quality to 150% (config came with 195% each). If you belive me or not, just these 3 options brought back about 25fps.
@jaqory Can you please re-upload all parts of BE MODDING car pack elsewhere since they ran out of quota when I was going to downloading part 4 such as MEGA?
Sorry, no issues here with the Porschethat's correct, crsh 911. but this happens with other cars with lumirank. 24h is already set.
would you be so kind to tell me, do you have the same picture or you have properly lit lumirank?
it's dark because as far as i remember there's no light, but the level of darkness is also due to the ppfilter you use (and/or) (if present in the config) the LIGHT POLLUTION settingsI have a question regarding the track lighting along the tri-oval on Reboot Team's Daytona Road Course. Is it just my setup or is it really dark along that section of track during the night hours. I was watching some videos of past Rolex 24 and that tri-oval, pit area is pretty well lit up at night and was wondering if its the track or my configuration that makes it so dark?
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you can have if done on the .kn5Anyone here know anything about doing VAO patches? I think I may have been naming some things incorrectly.
Does the vao patch get named after the track .kn5 file name or the track's folder name? And should the track folder name match the main track .kn5 file name?
This is the 'darkest' part I could find.I have a question regarding the track lighting along the tri-oval on Reboot Team's Daytona Road Course. Is it just my setup or is it really dark along that section of track during the night hours. I was watching some videos of past Rolex 24 and that tri-oval, pit area is pretty well lit up at night and was wondering if its the track or my configuration that makes it so dark?
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