Okay, I'll try that, thank you.
PS: I got a problem with 2008 mod also, seems like I have it with any mod... The cars hit 276kph on main straight in Barcelona and then they stop accelerating, why is this happening??
Had the same with 2004 mod this morning
Thanks so much NasI would disable or reset the setting "AI" section of CSP
DElete all *.bin in "TRACKS" folder too
At least for me, no need anymore for SOL or other PP Filters since PURE 0.238...the end results is now ok in all conditions without tweaking anything
But this is happening with several cars, the problem wasn't there before, at least I hadn't noticed and the normal gear ratio works very well for me, only ai is slow... I hadn't changed a setting btwGo to gear settings and change the ratio. Then reduce the rear wing to get more top speed.
Are you driving a single Race or a whole Weekend, with practice/qualify etc.?What Do I tweak to not make the AI pit on lap 1?
I hate this game sometimes and i'm so sorry about this. I tested this mod so much that there is no way I could have overlooked this, but this morning the windows on the Full Course layout are all flickering for some reason. Replace the config in the Full Course layout extension folder with this one. It should fix it and hopefully doesn't cause some other problem tomorrow. The full mod download has been updated with this file for future downloads.Virginia International (VIR) mod
A mod i've been working on for awhile now. It's actually the first track I ever tried to mod and it's gone through a bunch of different iterations over the past few years. I finally got in a place I feel good enough about to make it public. It changes quite a lot of things so be sure to read the included readme file before trying it out. I'm not sure if dazzyb2k3 will approve of me releasing this. When I asked him if I could, he said he wanted to include this stuff in his own track update . That's been over a year now and I haven't heard from him. Since then i've seen other people release mods for the track on RD without him saying anything, so I felt it was ok to do this. If he asks, i'll pull it immediately.
It basically does what all my mods do. Adds some CSP features and makes the track easier on my eyes. Most of these older tracks designed before CSP\Sol\Pure became a thing are really bright for me. If you don't have that problem, then you probably won't like these updates.
VIR mod
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Thank you so much Masscot for sharing this little nugget. You have no idea how much click click click click click click click click click click click click click click click click click click click click click click click click you will be saving me with every car I try out to get a realistic mirror setting.Further to the above, try this. It'll limit the wing mirror FOV to 45 degrees on the CSP mirror adjustment app, so setting 45 degrees (which seems to be the sweet spot for the wing mirrors) is now simply a case of moving the slider all the way to one side. It also increases the left-right rotation to 90 degrees (from 60), meaning less bodywork/ more road is possible in the reflection.
Remove the .txt extension and add it to ...apps\lua\CarMirrorsConfigurator\CarMirrorsConfigurator.lua after backing up the original.
This assumes you've already installed the CSP mirrors app, of course.
Big spooky thanks to The Ghost Of Momma Bongos for the code.
Sorry for asking, can u upload it again? the download link seems like has been erased from the mega server
Monaco 2019 by CHiQuiFReaKy - although it's behind PatreonHi all! I just wanted to ask the community: whats the best version of Monaco track today?
Hi all! I just wanted to ask the community: whats the best version of Monaco track today?
Thx ! it's indeed solved by disabling thisJust tested it, and it's because of a combination of the LOD-switching, a CSP setting and COCKPIT_HR distance switch.
This is what's happening; the code is ONLY affecting the main model. Not LOD B, C or D. So the cars further away don't seem to have any issue.
For the Pagani you mentioned, the COCKPIT_HR dinstance switch is set to 7(meters) in the data.acd.
The LOD_0 > 1 switch is set to happen at 15 meters.
Our code put's those meshes inside cockpit_hr, which get's "deleted" after 7meters. This is when the meshes we transferred disappear. But since it only affects the main model, after 15meters, when the LOD_1 (or lodB) gets activated, and our code no longer applies, the meshes re-appear again.
The simplest solution would be to unpack the data.acd, and change the COCKPIT_HR - DISTANCE_SWITCH to the same value as the LOD_0 > 1 switch-value. Which in this case is 15 meters. This solves the issue, unless you have a default CSP function turned on (CSP-settings>Graphic Adjustments>LOD-settings>Force low-res cockpits for other cars in first person view.)
This might also be the right time to say that I'm no expert. I just like tinkering with my favorite game. I hadn't tested your use-case (with other cars) yet, so I'm glad you found this issue so fast.
and I increased the mutiplier for car LODs to 1000 % (rather then changing the data of the car)Force low-res cockpits for other cars in first person view
Now I kinda know what the problem is but no idea how to fix it... The ai is not going full throttle, they don't fully send it on the straights, but no idea why...
Okay the ai of every single car is so slow that it isn't even making it into the final gear, you know what... Imma reinstall the game now
Shanghai?Sorry for asking, can u upload it again? the download link seems like has been erased from the mega server
Hi all! I just wanted to ask the community: whats the best version of Monaco track today?
You can also hold the click or CTRL + click on the number and enter the value of your choice and hit ENTERThank you so much Masscot for sharing this little nugget. You have no idea how much click click click click click click click click click click click click click click click click click click click click click click click click you will be saving me with every car I try out to get a realistic mirror setting.
Ohh, so this is because of an update?? How do we fix it... I had it once that the ai steered directly onto the racing line after the start but that "fixed" itself or let's say I don't know how it stopped doing thisWrote to Ilja a couple of weeks ago about the AI (he answered so at least he is aware of it).
Every time an update comes, somehow the AI is always being ****ed up in one or in an other way... As an offline gamer, this is getting more and more frustrating. I even tried to record my own AI lines for some tracks and now after the end of its out-lap, the AI stops on the start/finish line for some reason!!!
Ohh, so this is because of an update?? How do we fix it... I had it once that the ai steered directly onto the racing line after the start but that "fixed" itself or let's say I don't know how it stopped doing this
he closed it down ages ago, not sure whyHi, does anyone know what happened to Lu Thua Kien (LTK) and why he closed his discord?
Hi Joe,I hate this game sometimes and i'm so sorry about this. I tested this mod so much that there is no way I could have overlooked this, but this morning the windows on the Full Course layout are all flickering for some reason. Replace the config in the Full Course layout extension folder with this one. It should fix it and hopefully doesn't cause some other problem tomorrow. The full mod download has been updated with this file for future downloads.
You can probably ditch all of those skins unless you like them better. They should still work except for some potential lighting issues since a lot of the shader values have been changed.Hi Joe,
with this latest VIR update, are these skins still mandatory? Sorry, lost the tracker with it recently.
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Folder Seasonal textures also include a weird file?!
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Sorry... I don´t know if I'm doing something wrong... I copy-pasted literally this code at the end of the ext_config.ini of the WSC60 Ferrari 330 P4 Spyder and nothing happens; the unreal reflections continue to be seen inside the cockpit. Do I have to modify anything else?[SHADER_REPLACEMENT_...]
ACTIVE=1
MATERIALS = Black Plastic
PROP_... = fresnelC, 0.01
PROP_... = fresnelMaxLevel, 0.02
Awesome version of the track but the infield is way to bumpy should be much closer to the oval. Also minor gripe but the inside of turn 7 looks like a jungle when there are only 3 or 4 big oak trees.Indianapolis F1 Track mod
Road layout from 2000-2007,converted from rfactor 2.
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Link:https://mega.nz/file/OtwinK4b#jD4Q3LpPQbYSJQiBNrqJPbRHUkbigmXv-St4wATE41o
That's kind of a special car-case, since it doesn't have it's own .kn5 model. It borrows everything from the Kunos P4, which can technically be adjusted in 3ds. But that's not legal... Also, there's another weird thing with that car, because the STEER_HR is already inside of the COCKPIT_HR in the Kunos model, but I can confirm the chrome on the steering-wheel reflects kerbs and stuff. Must be something CSP related.Regarding the disturbing unrealistic reflections from road/curb paint etc. inside the cockpit :
the move meshes to COCKPIT_HD (as proposed earlier by Tummie555) is unfortunately not a one-fix-for-all ...
Some parts can't be added to the COCKPIT_HD because they then become static when they shouldn't be (eg a chrome part of a steering wheel... )
For some mods in some cases it just doesn't fix it at all either and the reflection remains...
(for example on the WSC60 Ferrari 330 P4 Spyder the LOD_A_EXT_SEAL mesh )
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I had to revert to lower the reflectiveness of the material.
This with a trick I picked up here in the forum (forgot who shared it though):
[SHADER_REPLACEMENT_...]
ACTIVE=1
MATERIALS = Black Plastic
PROP_... = fresnelC, 0.01
PROP_... = fresnelMaxLevel, 0.02
(add this at the end of the ext_config.ini in the extension folder of the car)