You probably mean the little wind wheel. I think that doesn't work in this case. This is not a real 3D object. At least that is my understanding. However, I'm not a professional, I just find out by trying. And in this case I can't do it.Thanks, is it possible to do the same on the windmill from @Gilles75 Beez track.
I never could that thing rotating.
https://www.racedepartment.com/threads/carrieres-de-beez-1-0.153850/
It's the same steering wheel from ACF, which is widely used in every Porsche 963 in the scene (as far as I know), but the chassis tweaked. Everyone is up to use it in whatever car, just changing the kn5 on the ext_config which I intend that everyone know how to do and maybe it only works in the TRR and ACF car. I only recommend TRR as the ext_config is for that car, but for whoever aware of it then just add the MODEL_REPLACEMENT code of the ext_config of that car to the other config file of the car. Also it depends on whether the car has the same digital instrument scheme or not.Thanks for your work.
Two things to maybe revisit/make clear.
1. The ext_config code is specific about the kn5 to work with: "trr_porsche_963_lmdh.kn5", so that needs user editing to work with the SDD version: "lm_hypercar_963_lmdh.kn5"
2. Seems like you might have shipped the original kn5?
View attachment 1317279
Or have I just missed the bus completely?
Not exactly the same, but maybe this IMSA skin is something foy you coming with this EB110?:Does anyone knows if there is a skin for the Bugatti EB 110, representing the car that raced in the 1996 Daytona 24h?
I know there are at least 2/3 versions of this car modded for AC already, but I'm looking for one with this particular skin.
Does anyone knows if there is a skin for the Bugatti EB 110, representing the car that raced in the 1996 Daytona 24h?
I know there are at least 2/3 versions of this car modded for AC already, but I'm looking for one with this particular skin.
Anybody ????.... PleaseCan anybody please make a faster a.i hint for the last corner on Tokyo R246 please as the a.i is way too conservative here...
That's the great thing about AC! You can do it instead of waiting for someone else to fulfill your every need.Anybody ????.... Please
Thank you for your comment.Many thanks for this, It looks brilliant, but I have to say, it feels really odd seeing the town totally empty. A track in the middle of nowhere without spectators is not surprising, but a downtown... straight from "28 Days later" movie.
Those cars have tire textures set in their ext config, that's why they don't use tire textures from the skin folders.i need some help with the urd dtm 2018 cars.
i installed some skins with real tires and the skin works fine but the tires are still the "stock" urd. can someone maybe say whats wrong? as seen here the car should have dunlop tires but has manrood tires insteadView attachment 1317371
Not exactly the same, but maybe this IMSA skin is something foy you coming with this EB110?:
https://mega.nz/folder/9jIzFKDJ#ZZJKqYa-m9cpYqY5Q8ufhA
(downlaods are free, no payware are something else!!!)
Thanks for the help guys.Velo's Mods Workshop
velosmodsworkshop.godaddysites.com
One of the 2 skins included with the mod is similar to this one.
View attachment 1317481
Giving this a bump to see if anyone has a solution to this AI line issue I have with my RMi Washington DC revision. In a race or Weekend, all cars will not start unless the event is restarted once - then it works perfectly. My fast lane is perfectly woven, my sidelines are extremely accurate and everything works great once it's restarted - it's just that the first boot never works.Figure this is worth a separate post, as it entails a question.
So, I finally knuckled down and learned how to improve AI lines. I have a strangely functional AI Line for @RMi_wood 's Washington DC Street Circuit that I mentioned above. AI is 4-4.5 seconds quicker than stock in the RSS Lambo, and about ~3.5 seconds quicker in the TT Cup. Everything seems to be working well - I weaved in extra hints and incidents are now quite rare. A good thing, considering this circuit is a complete death trap.
I just have one problem - on first boot, the cars will not start when the lights go out. They'll just sit there at the start-finish line, slowly edging out of their starting box until they roll away slowly a half minute later. If I restart the event once, though - even if it's instant and I don't even see the lights go out - they roll away at lights out perfectly.
Is this a problem with my AI line, or perhaps an issue with the track? I don't see any major segmentation at the start-finish line in the purple fast_lane, as I was sure to overlap. The left and right boundaries are also as far left and right as they can be at the grid - so no cars are outside of the red boundaries at the start. Disabling the AI behavior in CSP does nothing, sadly.
I feel like it's my simple mistake - I'd appreciate someone in the know chiming in to point me in the right direction.
If I can get this start issue squared away, I'd be happy to give this line out for further testing. Cheers.
Thanks for this! Lemalands is a wonderful track, I wrote Lemax months ago asking if he planned on adding more grid spots but never got a reply. I'm hoping someone adds some more grid slots eventually because 12 cars is just a tease of what this track is capable of.I just rode Lemalands from lemax again. Then I noticed that the blades of the windmill don't turn at all. So I thought I'd just try to do it myself. It worked. For anyone who is interested, simply copy the code and paste it into the configuration file. If you want to adjust the speed, just play around with the speed multiplier.
Code:[WRAP_MESHES_...] NAME = windmill MESHES = ROTATEZ8.0_mlinrot PIVOT_POS = -175.46, 5.84, -353.34 [ANIMATED_...] NODE = windmill WINDMILL_DIR = 1, 1, 1 ; direction of wind to which windmill would react WINDMILL_DIR_EXP = 0.5 ; increase to decrease spinning from almost-sideways wind¹ WINDMILL_DIR_BOTH_SIDES = 1 ; set to 0 to make wind blowing from the back to have no affect SPIN_AXIS = 0, 0, 1 ; spinning axis WIND_SPEED_KMH_MIN = 0.5 ; wind speed at which windmill starts to spin WIND_SPEED_KMH_MAX = 50 ; wind speed at which windmill spins at its highest speed WIND_SPEED_KMH_STOP = 0 ; wind speed at which windmill forcefully stops² LAG_UP = 0.999 ; lag for speeding up LAG_DOWN = 0.999 ; lag for spinning down LAG_BRAKING = 0.98 ; lag for forceful stop SPEED_MULT = 0.4 ; spinning speed multiplier*
Try rolling back to a Older CSP. I had a Issue couple updates back that broke my AI in the Rain they started doing the braking and stopping and accelerating again in long braking zones. They were working Perfect before I updated. I notified them in the Discord they were aware of the problem they said but hasn't been fixed so I'm staying for now on the CSP that works for meWell, seems like that for me on CSP 0.2.3p1 (SOL 2.29 + Pure 0.225) AI is completly broken.
Several tracks + cars combos = AI drivers stuck on start an if I drive throu them - then they slooooowly start to ride, one-by-one.
Any thougts what could caused that?
it's an encrypted track, so you can't basically do what you want. Delete everything..kn5 Converter not working
I want to create a 3d render of a car on Hakone Nanamagari right, and i used kn5conv.exe to convert the .kn5 files to .obj. Everything works except the textures - all of them are blue for some reason? any suggestions how to fix this? I also tried EK Nanamagari but its not use either.View attachment 1317347View attachment 1317348
Nissan Z (RZ34) GT500 2022 1.0
Full description on YouTube
Credits:
TheNuvolari - 3D model, sounds, skins, physics tweaks, porting the car to AC
XAVITHEHOBBIT - References help, testing
mhmd - 3D consultant, References help, remeshing several parts
Csaba007 - Physics
Tummie555 - Driver animations
enkay74 - Driver & crew textures
ChemFlummi, x4fab - Encryption
If you think 5 months of work is worth a donation:
![]()
Fizessen Zalán Kovács nevű ismerősének a PayPal.Me segítségével.
Lépjen a paypal.me/TheNuvolari19 oldalra és írja be az összeget. Mivel ez PayPal, ezért egyszerű és biztonságos. Még nincs PayPal-számlája? Ne aggódjon.www.paypal.com
DOWNLOAD: https://sharemods.com/bxeryp6z9906/z_gt500_2022_1.0.zip.html
DOWNLOAD SKINNING KIT: https://sharemods.com/f1tu45a6jofg/z_gt500_skinning_kit.zip.html
If you find any bugs or want to leave feedback please don't quote me here as I'm not really active on this site anymore, you can find me on Discord (thenuvolari19)
www.racedepartment.com
Nissan Z (RZ34) GT500 2022 1.0
Full description on YouTube
Credits:
TheNuvolari - 3D model, sounds, skins, physics tweaks, porting the car to AC
XAVITHEHOBBIT - References help, testing
mhmd - 3D consultant, References help, remeshing several parts
Csaba007 - Physics
Tummie555 - Driver animations
enkay74 - Driver & crew textures
ChemFlummi, x4fab - Encryption
If you think 5 months of work is worth a donation:
![]()
Fizessen Zalán Kovács nevű ismerősének a PayPal.Me segítségével.
Lépjen a paypal.me/TheNuvolari19 oldalra és írja be az összeget. Mivel ez PayPal, ezért egyszerű és biztonságos. Még nincs PayPal-számlája? Ne aggódjon.www.paypal.com
DOWNLOAD: https://sharemods.com/bxeryp6z9906/z_gt500_2022_1.0.zip.html
DOWNLOAD SKINNING KIT: https://sharemods.com/f1tu45a6jofg/z_gt500_skinning_kit.zip.html
If you find any bugs or want to leave feedback please don't quote me here as I'm not really active on this site anymore, you can find me on Discord (thenuvolari19)
Blender shows correct parameters idk even after exporting with FBX units scale, idk what AC does with the model in ksEditor afterwardsWhy is the car so small?
The cockpit is absolutely tiny, and (I'm not exaggerating for comic effect here) the driver looks to be about six years old.
In VR it's like driving a toy car.
I think something's gone wrong with the scaling here.
Compared to the URDsWhy is the car so small?
The cockpit is absolutely tiny, and (I'm not exaggerating for comic effect here) the driver looks to be about six years old.
In VR it's like driving a toy car.
I think something's gone very wrong with the scaling here.
Compare windscreen width and headlight separation with a standard Z400:
View attachment 1317584
Here's the cars superimposed over each other (offset left-right) to better demonstrate the windscreen/a-pillar width differences:
View attachment 1317591
Now try a forgotten racecar from 60 years ago. You'd be happy with 3 picturesBlender shows correct parameters idk even after exporting with FBX units scale, idk what AC does with the model in ksEditor afterwards
Frankly I don't wish anyone to work with the interior of a Super GT car because modeling an interior from 3 pictures is quite the challenge to say the least and mediocre onboard videos from one angle don't do justice
Nobody?The Walkaround Mode doesn't work anymore? I have enabled it in the INI file but when I press and/or hold E in Track Day mode it doesn't go into Walkmode.