- 230
- Norway
Is RARE still alive, or is it deprecated? The version on RD is old, and the link to the Patreon version seems dead?
That's just adjusting the wheelbase and COG positions and it'll sort the wheels out.Thanks for the info, I actually had some errant keyframes for some odd reason that kept hijacking the position of the car. As for the glass, turns out there was actually 3 different "glass" materials used in the model and the one I couldn't find happened to be the culprit.
After fixing all of that I obtained a much better result but the scale of the actual vehicle is still off unfortunately.
Not aligned using data:View attachment 1379214
Aligned Using Data:
View attachment 1379215
Oh well, looks like that's a problem for tomorrow...
its a paid mod, so message on the patreon page. most of the mods are just retuxtured simdream mods. have you tried changing the gear ratios in the car settings?Does someone have fixed gear ratios for the F1 2006 mod from The Race Project, as it seems like some of them are f'ed up...
Not sure if im too late, but this is it!You home yet??
Its never too late, even tho someone did answer it in Discord yesterday!Not sure if im too late, but this is it!
Be careful using BaseY to adjust height, unless it is at an unrealistic height for the suspension geometry of the car. If it is just a graphics issue it is much better to use the adjustments in car.ini to adjust height, position, and pitch. Only use BaseY if the CoG is inaccurate with respect to the suspension geometry (the suspension tool in CM showroom or standalone KnSusEditor are both helpful with visualizing this).As for the wheel positions, you need to edit the suspension.ini file, adjust the body height with the BASEY numbers and then move the wheel positions with the WHEEL and SUSP figures near the bottom of that file.
That unfortunately is going to need some modeling fixes. The wheel positions are based off of the physics, and if the car body doesn’t fit the wheelbase then the car body is too long. Hopefully the entire model is too big and can just be scaled down X% but that’s the only way I know how to fix that but I’m not very knowledgeable in that department.After fixing all of that I obtained a much better result but the scale of the actual vehicle is still off unfortunately.
Not aligned using data:View attachment 1379214
Aligned Using Data:
View attachment 1379215
Oh well, looks like that's a problem for tomorrow...
The cars should start on the back straight not from the pits.@Rainmaker87 on your track Daytona 1970, is there a way to make it not start from the pits? half of the AI dont even leave the pits, i know its real but the AI in this game isnt that smart
Good mod! But a simple question. Why is the body split into 2 parts? and why is all the sponsor decals their own object on the car? Would it not be better to merge the entire car model into 1 part??? I'm so confused. I shall leave this UV mapping as a final questionView attachment 1379276
Released : Audi R10TDI´06
Author:F302
3D Model Car ,3D Model: Polyphony Digital
Texture Update : F302 (rework)
Skins: Polyphony Digital Orginal ,F302
3d work: F302
Physics: RMS
Lod´s: ACTK
Tweaks ACTK
hope u enjoy the Car
ps : send feedback ,bugs ,missing things
tested on CSP 0.2.4-preview1
PP filer PURELIFE EVO GT
have fun!
To install, move folders to "...\SteamApps\common\assettocorsa" or simply
drag'n'drop archive to Content Manager
48.44 MB file on MEGA
mega.nz
That's because the original car was like that, I just split something so that you could also make the number 7Good mod! But a simple question. Why is the body split into 2 parts? and why is all the sponsor decals their own object on the car? Would it not be better to merge the entire car model into 1 part??? I'm so confused. I shall leave this UV mapping as a final question
View attachment 1379304
Please dont see this as an direct attack or anything, I'm just trying to figure out if this is better than the common route i have seen from other creators.
Ah alright, guess that makes sense.That's because the original car was like that, I just split something so that you could also make the number 7
the original uv map was empty
Yeah I just need to scale it down from 2.925 to 2.87 wheel base relative to it's size, the car side by side with the others in the pack is larger for some reason.Be careful using BaseY to adjust height, unless it is at an unrealistic height for the suspension geometry of the car. If it is just a graphics issue it is much better to use the adjustments in car.ini to adjust height, position, and pitch. Only use BaseY if the CoG is inaccurate with respect to the suspension geometry (the suspension tool in CM showroom or standalone KnSusEditor are both helpful with visualizing this).
That unfortunately is going to need some modeling fixes. The wheel positions are based off of the physics, and if the car body doesn’t fit the wheelbase then the car body is too long. Hopefully the entire model is too big and can just be scaled down X% but that’s the only way I know how to fix that but I’m not very knowledgeable in that department.
Yeah i had the issue for the gamma being too high as well. They're actually not really good in terms of overall looks, they work either great in niche tracks and very poorly on the average. Going back and forth with Natural Mod i could spot the issues.Alright so it of course changes wildly depending on anyone’s particular screen/setup but for me (in VR on an HP Reverb G2) but both of the filters are rather whitewashed to me, but I also don’t use reshade because it was not available in VR when I set up my system (and still may not be).
One thing I can comment on is they are both pretty resource heavy, especially TB2. I ran three sessions doing the exact same thing just changing filter (warm up lap followed by hot lap followed by a few donuts at the Andretti hairpin to get some graphic intensive tire smoke) and TB2 had the lowest average frame rates, with TB3 about 4% better, both using skydomes. I then tried the same with my normal setup (“Natural Mod” albeit with 3D clouds, which should’ve handicapped it further) and I averaged 5% better FPS than TB3.
This again is solely based on my system, which is very much resource limited because of VR, LCD screens in my headset (which will look very different from, say, OLED screens) and my admittedly aging machine. Keep it up though and thanks for sharing!
Edit: sorry for taking so long to respond, spent most of the weekend at the emergency vet for my pup so I didn’t have a chance to try until late last night.
GT and FM models all have the decals as a separate objects, nothing much you can do about it - just gotta hide them when you start making skins...Good mod! But a simple question. Why is the body split into 2 parts? and why is all the sponsor decals their own object on the car? Would it not be better to merge the entire car model into 1 part??? I'm so confused. I shall leave this UV mapping as a final question
View attachment 1379304
Please dont see this as an direct attack or anything, I'm just trying to figure out if this is better than the common route i have seen from other creators.
Should be. I didn't change any mesh names for the trees or add anything to the track. I simply changed a few textures and fixed some lighting issues with the treelines. So the 3D tree addons should still work the same.@racinjoe013 is ur spa also compatible with 3d trees?
[MESH_ADJUSTMENT_...]Anyone able to help? I seem to be having a brain fart or something...I can't remember how to hide these damn numberplates. I can "alt+h" to hide them in showroom but I've not been able to hide them in game. Thanks in advance!
View attachment 1379417
When is it releasing?